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MT
8
6.7 (3 Ratings)
Book Rating
I don't know the precise reason why I actually requested The Summoning in the first place. I do know that I must have been really intrigued by the idea of a retelling of Bloody Mary and maybe just wanted a break from the influx of YA books that have some type of romance running about. Or, I just wanted to measure Hillary Monahan's debut novel with a scare-a-meter.

The first in the Bloody Mary series follows Shauna O'Brien, who decides to join with her 3 friends, Jess, Anna and Kitty to summon Bloody Mary, a legend that has been around since the 1960s with rumors that the person is someone who died near the end of the Civil War by the name of Mary Worth. As a result of summoning Bloody Mary, the spirit manages to go free from its rightful place within the boundaries of a mirror and begins to haunt the 4 girls, Shauna being her main victim.

Possibly what Mary so scary is the very fact she pops out everywhere almost and locks doors/windows. As the author so puts it in a sentence...
<blockquote>Mary was appearing without a summoning, manipulating objects, haunting glass, and skipping from surface to surface.</blockquote>
I did have a problem with Mary's abilities though. While it certainly puts a wow to the scare factor, Mary seems a little... too powerful. Reflective object manipulation? That's almost everything if you ask me. Computer/Tablet screens, washers/dryers, refrigerators, windows, doorknobs, lambs, flash drives, scissors, transportation, sinks, etc. So not only does the haunted have to live in isolation to protect everyone they love, but s/he have to live smelling like poo and crap for the rest of their lives because they can't take a decent shower?
<img src="http://3.bp.blogspot.com/-nfP1y5PZpOs/U49rNV8em4I/AAAAAAAADZo/XHTD2iwNTxs/s1600/giphy.gif"; border="0">
Somehow, I don't think Mary qualifies as a ghost now. More like a demon in my humble opinion. While that may scare readers at first, eventually some will catch on and Mary won't be as scary.

The Summoning is basically the ultimate friendship test for the main characters – Jess, Anna, Kitty and Shauna have been best friends for quite awhile, so when Shauna begins to see Mary everywhere, they have to try to work together to get rid of the ghost. <spoiler>Apparently this test failed, because Anna gets taken. Once you're gone, you're technically gone. It's not like doing anything would have brought Anna back. Although I did like her, so it was actually sad to see her get taken through the mirror by a ghost.</spoiler>

So the ultimate question from the beginning: how well can Hillary Monahan scare me? Quite well, but I managed to sleep very well. While I'll certainly applaud on what a chilling twist on an urban legend The Summoning was, Mary needs to be toned down a bit to make her more believable.
----------------
Advanced Review copy provided by Disney Hyperion for review
Original Rating: 4.5 out of 5
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/08/arc-review-mary-the-summoning-by-hillary-monahan.html">Bookwyrming Thoughts</a>
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://3.bp.blogspot.com/-cG5gfBqJVzk/VA5BIojjZ9I/AAAAAAAAD1g/7srLUfpAGEU/s1600/banner.png"; /></a>
  
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Kim Newman recommended Rosemary's Baby (1968) in Movies (curated)

 
Rosemary&#039;s Baby (1968)
Rosemary's Baby (1968)
1968 | Classics, Horror, Mystery

"A lullaby for the Antichrist, Roman Polanski’s adaptation of Ira Levin’s diabolic best seller has Manhattanite Rosemary (Mia Farrow) slowly coming to believe that her husband (John Cassavetes), nosy neighbor (Ruth Gordon), and almost everyone else in their apartment building are conspiring against her . . . and that the child she is carrying is the prophesied spawn of Satan. The chanting and summoning are solemn yet absurd, but the sense of betrayal and a world turned against a lone woman makes this an enduring nightmare."

Source
  
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Jeremy (4 KP) rated Epic Seven in Apps

Nov 21, 2018  
Epic Seven
Epic Seven
Games
8
8.0 (1 Ratings)
App Rating
4 member team mechanic with a simple strength and weakness chart (2 more)
VERY aesthetically pleasing
Huge range of characters to play as and a deep rooted story that unfolds beautifully.
Summoning is for characters AND Artifacts and often yields more duplicates (Duplicates are quite handy and a benefit in and of themselves - just not when you're looking for a new member to put in your team to counter a specific element) (2 more)
Character leveling can feel somewhat grindy.
Hunting for materials to craft equipment is really grindy.
Wonderfully put together
  
Kingdom Hearts III
Kingdom Hearts III
2018 | Action, Role-Playing
Fluid Game Play, Beautiful Graphics, Overall Fun, Huge Worlds (0 more)
Too easy, Too Short, Too Many Attraction combos, Fewer Boss Battles, No Sephiroth (0 more)
Contains spoilers, click to show
I waited 14+ years for Kingdom Hearts 3 and for the most part it delivered. Overall the game is incredible, high octane action, intense story elements, and a fluid control system. The game picks up after Dream Drop Distance. Sora has lost a bit of power and is on a trek with Donald and Goofy to power up again. The game is stunning and beautiful running on the Unreal engine for the first time. Combat is way easier as now block and dodge are already activated. It is crazy fun summoning attractions like Splash Canyon and the Tea Cups. The huge worlds are fun to traverse and look for items, hidden emblems, and recipe ingredients. However, there are some downfalls, for starters the game is a way to short. Though the worlds were large there are fewer of them. The attraction combos happen way too often and kill combos. There is no Arena and no Sephiroth fight. Overall a good game.
  
A Madness of Angels
A Madness of Angels
Kate Griffin | 2009 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Refreshing to see the use of electricity and technology in modern day magic, instead of the usual trope of magic interfering negatively with tech. (0 more)
Enter the world of the Urban Sorcerer. Gone are the days when magic was solely the realm of those connected with nature, new technologies have meant new magic. For where there is life, there is magic, and that magic has been born out of the everyday lives of those living there. From the summoning of mythical bin lorries to combat a giant litterbug, to the use of the symbols and regulations of the London Underground as a warding spell, this breathes a whole new, modern life into the world of magic.

There is a shadowy evil stalking London. Almost all the sorcerers there have been killed. Matthew Swift had been one of them, but now he's back, this time with with the angels of the telephone wires on his side. (Or so he hopes, the situation is... complicated.) And he's not about to go down again without a fight.
  
Guards! Guards! Discworld Novel 8
Guards! Guards! Discworld Novel 8
Tony Robinson, Terry Pratchett, Ben Aaronovitch | 2012 | Fiction & Poetry
8
8.4 (10 Ratings)
Book Rating
When people ask which Discworld book to start with, I often tell them to skip the first two in the series (The Colour of Magic and The Light Fantastic), then ask in which direction their interests lie.

Reimagining of famous plays/fairytales? Try any in The Witches series.

Primarily murder whodunnits? The Guards.

Of which this is the first.

So this is the one to introduce the reader to Sam Vimes, Nobby Nobbs, Fred Colon and Carrot Ironfoundersson, as well as featuring a prominent role for The Patrician of Ankh-Morpork, and which would lead to perhaps the most-revisited characters in the entire Discworld series - I think Pratchett returned to the Watch a further 7 times, for a total of 8 such novels.

Quick google search: yes, 8 times. Only matched by the Wizards of Unseen University.

Anyway, this is the one that sees a secret society summoning a Dragon in the hopes of installing a puppet ruler to the vacant throne of Ankh-Morpork, before things go awry ...
  
Magical Friends and How to Summon Them
Magical Friends and How to Summon Them
2022 | Fantasy, Racing
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L

Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!

To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.

Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.


Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.

The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.


Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
  
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Janeeny (200 KP) rated Making Magic in Books

May 16, 2019  
Making Magic
Making Magic
Briana Saussy | 2019 | Mind, Body & Spiritual, Religion
6
7.3 (3 Ratings)
Book Rating
I receivef an ARV of this from Netgalley in exchange for an honest review.
As a Pagan, and a dabbler in Wicca I’m always keen to learn other forms of practice and sometimes pick up other things to use in my rituals. So I was keen to read 'Making Magic' as the blurb sets it as “welcoming guide to accessing your magic and creating a spiritual path that is all your own”
It does just that, each chapter talks about an aspect of magic and gives you an idea and an example of ritual.
The concept isn’t anything new, but the rituals are pared down to the very basics. although it does suggest using certain talismans and trinkets they are not necesarry and each ritual can be brought right back down to nature. That was actually what I liked most about this book, the very basic nature of the rituals.
Most other books on practicing Paganism talk about ‘summoning your circle' or 'calling the corners', for someone like me that sometimes struggles with this kind of visualisation I was quite pleased to see that the ritual preperations in this book were just two cleansing breaths; In and Out. This is something which I shall definitly be adding to my own little pot pourri of paganism.
  
G
Gallant
8
8.0 (1 Ratings)
Book Rating
140 of 235
Book
Gallant
By V.E. Schwab
⭐️⭐️⭐️⭐️

Sixteen- year-old Olivia Prior is missing three things: a mother, a father, and a voice. Her mother vanished all at once, and her father by degrees, and her voice was a thing she never had to start with. She grew up at Merilance School for Girls. Now, nearing the end of her time there, Olivia receives a letter from an uncle she's never met, her father's older brother, summoning her to his estate, a place called Gallant. But when she arrives, she discovers that the letter she received was several years old. Her uncle is dead. The estate is empty, save for the servants. Olivia is permitted to remain, but must follow two rules: don't go out after dusk, and always stay on the right side of a wall that runs along the estate's western edge. Beyond it is another realm, ancient and magical, which calls to Olivia through her blood…


At first I was unsure it took a few chapters for me to get comfortable with it but once I was I just didn’t want to put it down. I’m really liking the gothic horror feel at the minute and this was done so well. A 16 year old non verbal girl just looking for a home and family to call her own. Abandoned by her mother and brought up in an awful place to find she has a family with a dark history. Loved it!!!!
  
Being Alpha
Being Alpha
Aileen Erin | 2018 | Young Adult (YA)
7
8.5 (2 Ratings)
Book Rating
Being Alpha
Tessa and Dastien are now finally married and are on their well overdue honeymoon. Dastien wants to relax and enjoy himself with Tessa but like always she's on edge and a good thing too, because something is lurking around the corner and like always it's after her...

This book features the aftermath of what Luciana was trying to do, the whole summoning of demons. This time the demon she was trying to bring to our world is only a few moments away. The gang are back together in order to bring this demon down, except Meredith and Donovan as they are having their own problems. We get introduced to a new character along the way. This character has a pretty cool ability.

Like each book before this one we experience upset, drama and danger. All of which come together to create a good story.

I feel that this book didn't really need to happen if I'm honest, because that's what I want my reviews to be... honest. The reason I felt this is because we already defeated Luciana, we didn't then need to defeat what she did again. I like that this book was in this series and I do have mixed feelings about this and I don't know if it's because for the last seven weeks I've been reading the same series and I'm getting bored of it. Or because there is something after seven books that I don't really like about Tessa but I loved more with the other characters. This book was good, but it didn't need to happen. The buildup for the next book could of happened in the sixth and this one could of been the eighth book if that makes sense. I find that really this book should of been half of what it was, so maybe it could of just happened as a shorter story or tied in with the last book and made it long?

 Anyway I am looking forward to the next book where we get to see more of Chris and his soul mate!!!
☕☕☕ - NOT A BAD BOOK

Love,

Christina xx