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Rachel King (13 KP) rated Fever (The Chemical Garden, #2) in Books
Feb 11, 2019
I found this book to be much grimmer than the first book, Wither. In this book, Rhine and Gabriel spend most of their time trying to escape and running from or to some place. It was rather tiring at times, and I often wondered while I was reading, Don't they need to eat more? Seriously, they subsist on almost no food until they get to the orphanage, and even then, Rhine still seems to have an anorexic-like view of any and all food. Not very realistic for teenagers, in my view.
Moving on. Rhine's behavior while trapped in the carnival showed me that she can be very scatterbrained and disorganized, without any real planning abilities, even though I saw her as just the opposite in the first book. She seemed to just give in as the power of the drug "angel blood" is forced on her and Gabriel to control them. Her lack of motivation was disappointing, to say the least. The little girl she escapes with proves to be one of the most interesting variables in the whole book.
Further events once they escape seem to just delay the inevitable, but they do help to draw a more detailed picture of the world that Rhine comes from - the desperation and depravity that so much of society has sunk to as the hope of its children continues to inexplicably die. The division between those that want to continue looking for a cure and those that don't is clear, but what is not clear for most of the book is what is killing Rhine, who should still have 3 years of life to go. The horrible Vaughn of Wither is like a haunting presence throughout the book, and he has more secrets than even I can fathom.
The romance between Rhine and Gabriel is stagnated without the threat of discovery by Rhine's abandoned husband. Between escaping capture, living on the run, and futilely hunting down Rhine's brother, it has little chance to grow much at all. In fact, Rhine seemed to have more chemistry with another boy at the orphanage than she can maintain with Gabriel. Plus, Gabriel knows nothing about the world outside the mansion and is flung reeling into this life of survival that he could not have been prepared for - I can't help but feel sorry for him.
The most fascinating scene in the book is hinted at on the cover from the tarot card in Rhine's hand, but unfortunately those elements won't be covered until the final, untitled book in 2013. I look forward to a conclusion that more cleanly wraps up this series.
Moving on. Rhine's behavior while trapped in the carnival showed me that she can be very scatterbrained and disorganized, without any real planning abilities, even though I saw her as just the opposite in the first book. She seemed to just give in as the power of the drug "angel blood" is forced on her and Gabriel to control them. Her lack of motivation was disappointing, to say the least. The little girl she escapes with proves to be one of the most interesting variables in the whole book.
Further events once they escape seem to just delay the inevitable, but they do help to draw a more detailed picture of the world that Rhine comes from - the desperation and depravity that so much of society has sunk to as the hope of its children continues to inexplicably die. The division between those that want to continue looking for a cure and those that don't is clear, but what is not clear for most of the book is what is killing Rhine, who should still have 3 years of life to go. The horrible Vaughn of Wither is like a haunting presence throughout the book, and he has more secrets than even I can fathom.
The romance between Rhine and Gabriel is stagnated without the threat of discovery by Rhine's abandoned husband. Between escaping capture, living on the run, and futilely hunting down Rhine's brother, it has little chance to grow much at all. In fact, Rhine seemed to have more chemistry with another boy at the orphanage than she can maintain with Gabriel. Plus, Gabriel knows nothing about the world outside the mansion and is flung reeling into this life of survival that he could not have been prepared for - I can't help but feel sorry for him.
The most fascinating scene in the book is hinted at on the cover from the tarot card in Rhine's hand, but unfortunately those elements won't be covered until the final, untitled book in 2013. I look forward to a conclusion that more cleanly wraps up this series.

Rachel King (13 KP) rated Chocolat (Chocolat #1) in Books
Feb 11, 2019
I have lost count of the number of times I have watched the movie that is based off of this book, so I figured it was time for me to read the book. Like most movies based on books, the movie is only about half true to the book. In this case though, that did not really bother me.
Joanne Harris has a way of writing that has me savoring every word like one of Vianne Rocher's fine chunks of dark chocolate. What I would have given for a few recipes of the dishes she served in La Celeste Praline, especially the pots of chocolate that were served as frequently as coffee. The descriptions of the various confectioneries and even the non-chocolate dishes were detailed with a light touch, so that I never felt too overwhelmed -- but I still wanted to dive into the pages all the same.
All of the characters, large parts and small, were unique and original, even down to the quirky preferences and hidden burdens. I could easily relate to Armande's attraction to the color red and her unrefined mannerisms, as well as Guillaume's indulgence of his pet dog. So many of the characters could pass for people that I encounter every day -- from Roux's skepticism to Josephine's renewed independence to Caro's need to control. These characters will stay with me for a long time.
Probably the most interesting character, aside from Vianne Rocher, is the town's priest, Pere Reynaud. Like most of the rest of the town, he masks inner demons and makes up for them with his profession of choice. Though those inner torments are slowly revealed through the course of the book, I don't feel that his story was completely resolved, or that he even experienced any true character growth.
Vianne Rocher is certainly the most creative character in the book, both easily likeable and eternally mysterious. Haunted by memories of a nomadic lifestyle with her mother, she intermittently addresses her conflicting desires to both travel and put down roots even as her simple, self-taught cooking and hospitality brings about subtle and lasting change in the village of Lansquenet. A thread of fantasy runs through the plot as Vianne hints at the ability to read people's thoughts, choosing not to influence them, and consults her mother's tarot cards in her darker hours of contemplation. She even adds a touch of magic and mystery to her Chocolaterie to draw the wary villagers into the shop. Oh, what I would give to pay a visit to that amazing place myself.
Joanne Harris has a way of writing that has me savoring every word like one of Vianne Rocher's fine chunks of dark chocolate. What I would have given for a few recipes of the dishes she served in La Celeste Praline, especially the pots of chocolate that were served as frequently as coffee. The descriptions of the various confectioneries and even the non-chocolate dishes were detailed with a light touch, so that I never felt too overwhelmed -- but I still wanted to dive into the pages all the same.
All of the characters, large parts and small, were unique and original, even down to the quirky preferences and hidden burdens. I could easily relate to Armande's attraction to the color red and her unrefined mannerisms, as well as Guillaume's indulgence of his pet dog. So many of the characters could pass for people that I encounter every day -- from Roux's skepticism to Josephine's renewed independence to Caro's need to control. These characters will stay with me for a long time.
Probably the most interesting character, aside from Vianne Rocher, is the town's priest, Pere Reynaud. Like most of the rest of the town, he masks inner demons and makes up for them with his profession of choice. Though those inner torments are slowly revealed through the course of the book, I don't feel that his story was completely resolved, or that he even experienced any true character growth.
Vianne Rocher is certainly the most creative character in the book, both easily likeable and eternally mysterious. Haunted by memories of a nomadic lifestyle with her mother, she intermittently addresses her conflicting desires to both travel and put down roots even as her simple, self-taught cooking and hospitality brings about subtle and lasting change in the village of Lansquenet. A thread of fantasy runs through the plot as Vianne hints at the ability to read people's thoughts, choosing not to influence them, and consults her mother's tarot cards in her darker hours of contemplation. She even adds a touch of magic and mystery to her Chocolaterie to draw the wary villagers into the shop. Oh, what I would give to pay a visit to that amazing place myself.

Kristy H (1252 KP) rated The Death of Mrs Westaway in Books
Mar 10, 2019
Spooky & fun read
Things aren't going well for Hal, who has been struggling financially and emotionally since her mother passed away. So when she receives a letter stating that she's a beneficiary to a well-sized inheritance, she thinks it may be the answer to her prayers. She also quickly realizes that the letter was sent to the wrong person, but she hopes to use her abilities as a tarot-card reader to claim the money. Once at the funeral of her supposed "grandmother," Hal finds herself drawn to her fake new family, something she never had growing up. She also starts to feel like something is off about the supposed situation and the odd, imposing home where they are all residing.
This novel wasn't what I was expecting, but that wasn't necessarily a bad thing. It's a creepy, almost gothic book--not your typical whodunit--but more a slow-burning thriller in a Agatha Christie type style. The star of the show is Harriet, aka Hal, whom the book focuses on and who is our narrator for the majority of the novel. We get most of the story from her point of view, with the exception of excerpts of diary entries from the 1990s. Luckily Hal is an interesting character, even if she's in a bit of trouble, having borrowed money from some disreputable sources, and basically just being over her head since the death of her mom a few years ago. She's young and while it seems insane that she'd go off on this quest to claim an inheritance that isn't hers, you can sense and understand her desperation.
Once Hal arrives at Trespassen, the imposing yet decreipt mansion of the woman who is supposed to be her grandmother, the gothic style of the novel ratchets up, and it is really quite eerie at times. We get introduced to a trio of men who should be Hal's uncles, if she was who she claimed. The cast of characters is limited and the story isn't fast-paced, per se, but I found it quite compelling, as the reader, along with Hal, is trying to work out a variety of things. We realize that Hal does have ties to this family, but nothing is truly as it seems, and all is creepy and foreboding.
Overall, I enjoyed this one. It's a bit slow at times, but still quite interesting, and I enjoyed Hal's character. It's spooky and a fun read.
This novel wasn't what I was expecting, but that wasn't necessarily a bad thing. It's a creepy, almost gothic book--not your typical whodunit--but more a slow-burning thriller in a Agatha Christie type style. The star of the show is Harriet, aka Hal, whom the book focuses on and who is our narrator for the majority of the novel. We get most of the story from her point of view, with the exception of excerpts of diary entries from the 1990s. Luckily Hal is an interesting character, even if she's in a bit of trouble, having borrowed money from some disreputable sources, and basically just being over her head since the death of her mom a few years ago. She's young and while it seems insane that she'd go off on this quest to claim an inheritance that isn't hers, you can sense and understand her desperation.
Once Hal arrives at Trespassen, the imposing yet decreipt mansion of the woman who is supposed to be her grandmother, the gothic style of the novel ratchets up, and it is really quite eerie at times. We get introduced to a trio of men who should be Hal's uncles, if she was who she claimed. The cast of characters is limited and the story isn't fast-paced, per se, but I found it quite compelling, as the reader, along with Hal, is trying to work out a variety of things. We realize that Hal does have ties to this family, but nothing is truly as it seems, and all is creepy and foreboding.
Overall, I enjoyed this one. It's a bit slow at times, but still quite interesting, and I enjoyed Hal's character. It's spooky and a fun read.

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Purple Phoenix Games (2266 KP) rated Vamp on the Batwalk in Tabletop Games
Feb 12, 2021
I think I could be a vampire. Not that I THINK I’m a vampire, but I think I could live(?) with being a vamp. Not the sparkly kind. Just the normal kind. Or maybe the “What We Do in the Shadows” kind. Yeah. At least initially I don’t think I would care much about being the most fashionable vampire in the group, but I could see why some of the elder vampires would need SOMETHING over which to compete and obsess. Maybe I could be one of the judges.
Vamp on the Batwalk has players take on the personalities of one of these fashionable elder vampires competing in the latest fashion show. The only problem is that vampires are unable to see themselves in mirrors, so they cannot really assure themselves that they look marvelous; the other vampires will have that privilege. Which vampire can win the most fashion shows this year with limited knowledge of how they look? Who would… stake… their reputation on mere fashion shows anyway?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup invert the bottom of the box and insert it into the back of the box top lid to create a runway. A “batwalk,” if you will. Each player will choose a vampire and place their standee on the batwalk Start space. They will also take the matching Reference Card. All Vamp Cards matching the vamps in play are collected, shuffled together, and five are dealt to each player. Whichever player is most fashionable goes first and the game may begin!
Vamp on the Batwalk is a trick-taking game where players know not which cards they hold. Instead, their hands are facing all other players in order to suss out which cards they may be holding. The first player will open the game by playing any card from their hand. The next player also will play any card they wish, and so on until all players have played a card.
Once each card is played the “lead” card may be switched depending on the rules of the game. Should all cards played be of the same suit the highest card played is the lead card and wins the trick. Similarly, if the first card played remains the highest card in that suit and no other cards played earn the lead card status, that highest card wins the trick.
However, when a card is played that is the same value (a three played on a three of a different suit) the newest card with the matching value “Steals the Show” and becomes the new lead card. Some cards feature a star for the value. These star cards will always take the lead unless a garlic card has been played to trump the star. Garlic cards typically are the lowest-ranking suit, but when played in the same hand as a star become the trump suit.
Luckily, the reference cards have handy reminders for these special rules. After all cards from the hand have been played, players check who is winning the fashion show based on points earned during the round. If this is the end of the third round the vamp with the most points wins! If not, the player to the left of the most recent first player then becomes the first player for the next round.
Components. This game features an ingenious scoreboard that is just so fun to use. Having the box double as the scoreboard runway was such a great decision and it works flawlessly. The cards are all large tarot-sized (I think, I’m no tarot-master) and feature some really great art. The player standees are fine, but only four or so can actually fit on a space on the runway without creating a mess. All in all I adore the components and art style here.
Now, several games also employ this mechanic of holding your hand of cards outward for opponents to see, but here the players never really are told which cards they hold. In Vamp on the Batwalk the card play is silly and mostly a guessing game, at least in my head. One can never truly know all the cards they hold because each round not all cards are used. This adds another layer of difficulty in trying to guess what you are holding. This may turn off certain gamers, but it’s a silly way to play the game and I love it.
At the end of the day, this is a game about vampires putting on a fashion show. I feel like once I decided not to take it so seriously I began enjoying it so much more. Sometimes it’s a surprise to win a trick with a 2 of garlic. A throwaway card usually can win if a star is played. Or thinking you have THE card to win the trick only to have someone else Steal the Show and beat you out. It’s just chaotic silliness and I’m smitten.
If you are at all anything like me and can put aside the need to win at all times and at all costs, you will enjoy this one. It is wacky, has an amazing theme and excellent components, and is just a fun game to relax with or to help recharge after a brain burning sesh. Purple Phoenix Games gives this one a blood-slurping 8 / 12. Even though I think the blue vamp is eerily similar to Travis McElroy, the almost-coolest-Travis, this one is a hit for me. Go grab it if you like fun games that don’t tax the brain a whole lot.
Vamp on the Batwalk has players take on the personalities of one of these fashionable elder vampires competing in the latest fashion show. The only problem is that vampires are unable to see themselves in mirrors, so they cannot really assure themselves that they look marvelous; the other vampires will have that privilege. Which vampire can win the most fashion shows this year with limited knowledge of how they look? Who would… stake… their reputation on mere fashion shows anyway?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup invert the bottom of the box and insert it into the back of the box top lid to create a runway. A “batwalk,” if you will. Each player will choose a vampire and place their standee on the batwalk Start space. They will also take the matching Reference Card. All Vamp Cards matching the vamps in play are collected, shuffled together, and five are dealt to each player. Whichever player is most fashionable goes first and the game may begin!
Vamp on the Batwalk is a trick-taking game where players know not which cards they hold. Instead, their hands are facing all other players in order to suss out which cards they may be holding. The first player will open the game by playing any card from their hand. The next player also will play any card they wish, and so on until all players have played a card.
Once each card is played the “lead” card may be switched depending on the rules of the game. Should all cards played be of the same suit the highest card played is the lead card and wins the trick. Similarly, if the first card played remains the highest card in that suit and no other cards played earn the lead card status, that highest card wins the trick.
However, when a card is played that is the same value (a three played on a three of a different suit) the newest card with the matching value “Steals the Show” and becomes the new lead card. Some cards feature a star for the value. These star cards will always take the lead unless a garlic card has been played to trump the star. Garlic cards typically are the lowest-ranking suit, but when played in the same hand as a star become the trump suit.
Luckily, the reference cards have handy reminders for these special rules. After all cards from the hand have been played, players check who is winning the fashion show based on points earned during the round. If this is the end of the third round the vamp with the most points wins! If not, the player to the left of the most recent first player then becomes the first player for the next round.
Components. This game features an ingenious scoreboard that is just so fun to use. Having the box double as the scoreboard runway was such a great decision and it works flawlessly. The cards are all large tarot-sized (I think, I’m no tarot-master) and feature some really great art. The player standees are fine, but only four or so can actually fit on a space on the runway without creating a mess. All in all I adore the components and art style here.
Now, several games also employ this mechanic of holding your hand of cards outward for opponents to see, but here the players never really are told which cards they hold. In Vamp on the Batwalk the card play is silly and mostly a guessing game, at least in my head. One can never truly know all the cards they hold because each round not all cards are used. This adds another layer of difficulty in trying to guess what you are holding. This may turn off certain gamers, but it’s a silly way to play the game and I love it.
At the end of the day, this is a game about vampires putting on a fashion show. I feel like once I decided not to take it so seriously I began enjoying it so much more. Sometimes it’s a surprise to win a trick with a 2 of garlic. A throwaway card usually can win if a star is played. Or thinking you have THE card to win the trick only to have someone else Steal the Show and beat you out. It’s just chaotic silliness and I’m smitten.
If you are at all anything like me and can put aside the need to win at all times and at all costs, you will enjoy this one. It is wacky, has an amazing theme and excellent components, and is just a fun game to relax with or to help recharge after a brain burning sesh. Purple Phoenix Games gives this one a blood-slurping 8 / 12. Even though I think the blue vamp is eerily similar to Travis McElroy, the almost-coolest-Travis, this one is a hit for me. Go grab it if you like fun games that don’t tax the brain a whole lot.

Lottie disney bookworm (1056 KP) rated The Once and Future Witches in Books
Sep 20, 2020
Thank you to Netgalley for luring me in with this recommendation and the gorgeous cover art. Thank you to Alix E Harrow for providing such an amazing story for this ARC review. All the opinions expressed below are my own.
"Witches and women's rights. Suffrage and spells. They're both...a kind of power...the kind we're not allowed to have."
I'm not often drawn to books involving witches to be honest. I love an annual viewing of Hocus Pocus (who doesn't?!) but that is usually where the affinity ends.
If anything can change my nonchalance, I suspect it may be Alix E. Harrow. This is the first piece of work I have read by the Hugo award winning writer and I don’t need any tarot cards to predict it will not be the last. From the outset of The Once and Future Witches I was hooked: the worldbuilding alone is amazing; you can immediately picture the mills, avenues, squares and slums of New Salem as well as the mysterious tower that pulls our three main characters together.
The three Eastwood sisters themselves are another work of art. Juniper, Agnes and Bella are fierce, formidable women in wildly different ways. They are also flawed, stubborn and quite frankly, inspirational: by linking women’s rights and witchcraft this fantasy novel suddenly becomes more real and relatable to the modern female reader, despite being set in 1893. We empathise, sympathise and rage right alongside the Eastwood sisters on their quest for equality in a male-controlled world.
However, not even witches can act alone and the Eastwood sisters have an amazing cast of supporting characters surrounding them. Impressively, not a single one of these characters can be accused of being two-dimensional: the character development that Harrow has invested into this novel is incredible and must have taken so much work! From the Suffragette’s secretary to the skin-crawling villain to the women and men fighting (and witching) side by side; every single character is substantial and memorable. The sarcasm within Juniper for example is hilarious and even the traditional figures of the Maiden, the Mother and the Crone refuse to conform to stereotypes: I LOVED it!
The format of this novel is very clever and practically forbids you from becoming too comfortable by peppering the main story with “witch-tales”. These complement rather than distract from the storyline and also provide small changes that make you smile – such as the tales of the Sisters Grimm.
Do not be fooled though: the use of witch-tales does not prevent The Once and Future Witches from being an incredibly modern piece of writing. Topics covered include sexuality, gender identity, feminism, race as well as smashing the patriarchy: all interspersed with magic, betrayal and a hell of a lot of emotion.
I would however argue that some topics are slightly too mature for the novel to be considered YA, the description of torture and suggestions of sexual abuse probably push this book firmly into general/adult fantasy fiction novels.
The Once and Future Witches is a future bestseller in my opinion. This unique, powerful novel provides characters that you can’t help but empathise with; slow-burning, intense relationships; the trials and tribulations that come with sisterhood and plot twists at every turn.
This book will swallow you heart and soul, make you laugh, make you cry and leave you bereft at the end.
It is a must read!
"Witches and women's rights. Suffrage and spells. They're both...a kind of power...the kind we're not allowed to have."
I'm not often drawn to books involving witches to be honest. I love an annual viewing of Hocus Pocus (who doesn't?!) but that is usually where the affinity ends.
If anything can change my nonchalance, I suspect it may be Alix E. Harrow. This is the first piece of work I have read by the Hugo award winning writer and I don’t need any tarot cards to predict it will not be the last. From the outset of The Once and Future Witches I was hooked: the worldbuilding alone is amazing; you can immediately picture the mills, avenues, squares and slums of New Salem as well as the mysterious tower that pulls our three main characters together.
The three Eastwood sisters themselves are another work of art. Juniper, Agnes and Bella are fierce, formidable women in wildly different ways. They are also flawed, stubborn and quite frankly, inspirational: by linking women’s rights and witchcraft this fantasy novel suddenly becomes more real and relatable to the modern female reader, despite being set in 1893. We empathise, sympathise and rage right alongside the Eastwood sisters on their quest for equality in a male-controlled world.
However, not even witches can act alone and the Eastwood sisters have an amazing cast of supporting characters surrounding them. Impressively, not a single one of these characters can be accused of being two-dimensional: the character development that Harrow has invested into this novel is incredible and must have taken so much work! From the Suffragette’s secretary to the skin-crawling villain to the women and men fighting (and witching) side by side; every single character is substantial and memorable. The sarcasm within Juniper for example is hilarious and even the traditional figures of the Maiden, the Mother and the Crone refuse to conform to stereotypes: I LOVED it!
The format of this novel is very clever and practically forbids you from becoming too comfortable by peppering the main story with “witch-tales”. These complement rather than distract from the storyline and also provide small changes that make you smile – such as the tales of the Sisters Grimm.
Do not be fooled though: the use of witch-tales does not prevent The Once and Future Witches from being an incredibly modern piece of writing. Topics covered include sexuality, gender identity, feminism, race as well as smashing the patriarchy: all interspersed with magic, betrayal and a hell of a lot of emotion.
I would however argue that some topics are slightly too mature for the novel to be considered YA, the description of torture and suggestions of sexual abuse probably push this book firmly into general/adult fantasy fiction novels.
The Once and Future Witches is a future bestseller in my opinion. This unique, powerful novel provides characters that you can’t help but empathise with; slow-burning, intense relationships; the trials and tribulations that come with sisterhood and plot twists at every turn.
This book will swallow you heart and soul, make you laugh, make you cry and leave you bereft at the end.
It is a must read!

Ivana A. | Diary of Difference (1171 KP) rated The Night Circus in Books
Oct 2, 2020
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I don’t even know how to start my book review for The Night Circus by Erin Morgenstern. It was too magical, that I feel like everything I write will not do this book justice. To me, it felt like I was a part of one big secret. And in this book, Widget has something to say about secrets:
<b><i>“Secrets have power," Widget begins. "And that power diminishes when they are shared, so they are best kept and kept well. Sharing secrets, real secrets, important ones, with even one other person, will change them. Writing them down is worse, because who can tell how many eyes might see them inscribed on paper, no matter how careful you might be with it. So it’s really best to keep your secrets when you have them, for their own good, as well as yours.”</i></b>
Therefore, I feel like everything I might say will make this magical book a little less magical than it already is. I feel like this is an experience that you need to read for yourself, get acquainted with this Circus, with its characters, and feel like a part of it.
Two people, brought up in different circumstances, have been getting ready for the challenge all their lives. They can’t avoid it, they are bonded to it. Their task is to be better than the other person, be a better magician, be a better illusionist. Their destiny is magical and dangerous, and the circus is their arena.
<b><i>“You need to understand your limitations so you can overcome them.”</i></b>
The circus is a beautiful place.It is magical. It is everything you’ve ever wanted as a kid. The lights, the music, the mystery, the performers… Everything that happens in the circus has its own story. Many characters involved and their own adventures mix, get tangled and interfere with the two competitor’s destiny. I loved the descriptions of the different tents, the ice garden, the labyrinth, the cloud maze, the tent with the bottles...
<b><i>“People see what they wish to see. And in most cases, what they are told that they see.”</i></b>
The writing in The Night Circus is beautiful. It is slow-paced and very imaginative. Slowly, it takes you to a place where people perform illusions, read tarot and foresee the destiny, tell stories, build magical clocks. If you’ve ever been to a circus, you will feel like you are there again. If you haven’t experienced that before, this book will give you the best possible introduction. A story of magic, love, destiny and storytelling like you’ve never seen before and you’re unlikely to see soon. It’s no wonder this book receives such hype.
<b><i>"A dreamer is one who can only find his way by moonlight, and his punishment is that he sees the dawn before the rest of the world."
- Oscar Wilde, 1888</i></b>
The Night Circus is a favourite. The ultimate favorite. Today, tomorrow, and probably until the rest of my life. For all the characters inside it that mattered. For the happy ever afters. But most importantly, for the storytellers. For my grandma, for Widget and for Erin. And for the other storytellers like them - because without them, we wouldn’t be able to truly find magic.
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I don’t even know how to start my book review for The Night Circus by Erin Morgenstern. It was too magical, that I feel like everything I write will not do this book justice. To me, it felt like I was a part of one big secret. And in this book, Widget has something to say about secrets:
<b><i>“Secrets have power," Widget begins. "And that power diminishes when they are shared, so they are best kept and kept well. Sharing secrets, real secrets, important ones, with even one other person, will change them. Writing them down is worse, because who can tell how many eyes might see them inscribed on paper, no matter how careful you might be with it. So it’s really best to keep your secrets when you have them, for their own good, as well as yours.”</i></b>
Therefore, I feel like everything I might say will make this magical book a little less magical than it already is. I feel like this is an experience that you need to read for yourself, get acquainted with this Circus, with its characters, and feel like a part of it.
Two people, brought up in different circumstances, have been getting ready for the challenge all their lives. They can’t avoid it, they are bonded to it. Their task is to be better than the other person, be a better magician, be a better illusionist. Their destiny is magical and dangerous, and the circus is their arena.
<b><i>“You need to understand your limitations so you can overcome them.”</i></b>
The circus is a beautiful place.It is magical. It is everything you’ve ever wanted as a kid. The lights, the music, the mystery, the performers… Everything that happens in the circus has its own story. Many characters involved and their own adventures mix, get tangled and interfere with the two competitor’s destiny. I loved the descriptions of the different tents, the ice garden, the labyrinth, the cloud maze, the tent with the bottles...
<b><i>“People see what they wish to see. And in most cases, what they are told that they see.”</i></b>
The writing in The Night Circus is beautiful. It is slow-paced and very imaginative. Slowly, it takes you to a place where people perform illusions, read tarot and foresee the destiny, tell stories, build magical clocks. If you’ve ever been to a circus, you will feel like you are there again. If you haven’t experienced that before, this book will give you the best possible introduction. A story of magic, love, destiny and storytelling like you’ve never seen before and you’re unlikely to see soon. It’s no wonder this book receives such hype.
<b><i>"A dreamer is one who can only find his way by moonlight, and his punishment is that he sees the dawn before the rest of the world."
- Oscar Wilde, 1888</i></b>
The Night Circus is a favourite. The ultimate favorite. Today, tomorrow, and probably until the rest of my life. For all the characters inside it that mattered. For the happy ever afters. But most importantly, for the storytellers. For my grandma, for Widget and for Erin. And for the other storytellers like them - because without them, we wouldn’t be able to truly find magic.

Purple Phoenix Games (2266 KP) rated Exodus: An Interstellar Pathways Adventure in Tabletop Games
Jan 10, 2022
We ALL loved those “Adventure Books That Let You Choose Your Own Path” when growing up. At least I THINK we all loved them. But what would happen if the same premise was applied to a card game and set in the same universe as another game from the same designer and publisher? Well let me introduce you to Exodus.
Exodus is a “choose thine own pathway” card game for one to five players. In it, players will be reading sections of a story that unfolds across several oversized cards in the hopes of settling down on some other planet not being torn apart by galactic war. Sound familiar?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are preview copy components (I think), and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook or purchase the game from the publisher directly. -T
Setup is super simple with this one. Yank out the cards from the box (and make sure they are numerically ordered), place them in a stack on the table, and also place out the stack of Inventory cards. The main Exodus cards are numbered 1-121 and there are 12 Inventory cards. Determine the first reader and the game may begin!
There really are not any “rules,” aside from reading the new card/scenario and choosing the card to jump to in order to continue the story. Or die, as I happen to do quite often. DARN YOU, CARD 13!! Players may decide to follow one path, or players may even split up and follow their own stories. The rules state that stories may have players rejoining each other on future cards, but I have yet to experience that before death.
The game continues with players reading cards, collecting Inventory items that are necessary for certain future choices, and attempting to tell a great story. Exodus could take five minutes, or even up to 60 minutes if the players make good choices. Players decide when to finish, and are even allowed to respawn after death or even retrace their steps in order to choose alternate endings to their stories.
Components. Again, we were provided with a prototype copy of the game. That said, Exodus is a box full of big tarot cards depicting excellent artwork and lots of text to be read. This certainly is not a game for budding readers (like my 5-year-old), but for players who enjoy a nice night reading an interesting sci-fi story.
I have a hard time deciding if I consider this a game or not. There are definitely choices to be made, akin to those made in the inspiration sourcebooks. However, I really feel this is more an activity that is set in the Xenohunters universe that may setup lore and be a jump-off to other games in the family. This is not at all a knock on the game, as having fleshed out lore for a game universe is necessary for a series containing several titles. You know, a game or not a game, I enjoyed playing through this one and discovering little secrets about the lore of the Xenohunters universe.
Though this isn’t a complex game at all, the choices made are sometimes quite difficult and could result in game-end conditions. I have definitely had games last five minutes before I died, but I have also had a couple that have lasted a lot longer as I try to find optimal choices and even backtracked a choice or two. I think I would suggest gamers play through this one a few times before attempting the Xenohunters game, if just for the backstories and lore alone. Want to grab a copy for yourself? Check out the Half-Monster Games store listing for Exodus. I also recommend grabbing both Xenohunters and Trust Me, I’m A Superhero. They are both great!
Exodus is a “choose thine own pathway” card game for one to five players. In it, players will be reading sections of a story that unfolds across several oversized cards in the hopes of settling down on some other planet not being torn apart by galactic war. Sound familiar?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are preview copy components (I think), and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook or purchase the game from the publisher directly. -T
Setup is super simple with this one. Yank out the cards from the box (and make sure they are numerically ordered), place them in a stack on the table, and also place out the stack of Inventory cards. The main Exodus cards are numbered 1-121 and there are 12 Inventory cards. Determine the first reader and the game may begin!
There really are not any “rules,” aside from reading the new card/scenario and choosing the card to jump to in order to continue the story. Or die, as I happen to do quite often. DARN YOU, CARD 13!! Players may decide to follow one path, or players may even split up and follow their own stories. The rules state that stories may have players rejoining each other on future cards, but I have yet to experience that before death.
The game continues with players reading cards, collecting Inventory items that are necessary for certain future choices, and attempting to tell a great story. Exodus could take five minutes, or even up to 60 minutes if the players make good choices. Players decide when to finish, and are even allowed to respawn after death or even retrace their steps in order to choose alternate endings to their stories.
Components. Again, we were provided with a prototype copy of the game. That said, Exodus is a box full of big tarot cards depicting excellent artwork and lots of text to be read. This certainly is not a game for budding readers (like my 5-year-old), but for players who enjoy a nice night reading an interesting sci-fi story.
I have a hard time deciding if I consider this a game or not. There are definitely choices to be made, akin to those made in the inspiration sourcebooks. However, I really feel this is more an activity that is set in the Xenohunters universe that may setup lore and be a jump-off to other games in the family. This is not at all a knock on the game, as having fleshed out lore for a game universe is necessary for a series containing several titles. You know, a game or not a game, I enjoyed playing through this one and discovering little secrets about the lore of the Xenohunters universe.
Though this isn’t a complex game at all, the choices made are sometimes quite difficult and could result in game-end conditions. I have definitely had games last five minutes before I died, but I have also had a couple that have lasted a lot longer as I try to find optimal choices and even backtracked a choice or two. I think I would suggest gamers play through this one a few times before attempting the Xenohunters game, if just for the backstories and lore alone. Want to grab a copy for yourself? Check out the Half-Monster Games store listing for Exodus. I also recommend grabbing both Xenohunters and Trust Me, I’m A Superhero. They are both great!

Purple Phoenix Games (2266 KP) rated Bad Guy Nonsense in Tabletop Games
Jul 2, 2020
Bad Guys have been running rampant, and your goal is to stop them and garner some recognition for yourself. However, some of your fellow crime-fighters have their eyes on the same prize, so you must be ready to employ whatever means necessary to capture the most Bad Guys! Whether you capture then yourself, or secure the help of Bounty Hunters, Heroes, Bandits, and more, keep an eye on your captures so they aren’t swiped out from right under you by an opponent… but if you’re sneaky enough maybe you could swipe one of theirs to add to your list of accolades.
Disclaimer: We were provided a PnP copy of Bad Guy Nonsense for the purposes of this preview. Please excuse my lack of a color printer, but know that the final artwork and cards ARE eye-catching, colorful, and clear to read. I do not intend to rehash the entire rulebook in this preview, but rather provide an overview of the gameplay. Check out the publisher’s website to download the rulebook for yourself, and keep an eye out for the Kickstarter campaign coming soon! -L
Bad Guy Nonsense is a card game of hand management and a bit of take that in which players are trying to score the most points by capturing Bad Guys. Here’s how it goes: shuffle the deck and deal 6 cards to each player. On your turn, you will perform one of 3 possible actions: Capture Bad Guy, Discard 1 Card, or Play 1 Special Card. To Capture a Bad Guy, use one of the 4 capture combinations and set the Bad Guy with corresponding cards in your play area. If you choose to Discard 1 Card, select a card from your hand to discard and then draw 1 new card from the draw deck. To play a Special Card, play it to the discard pile and perform its corresponding action. Whatever action you choose to perform, you will always draw back up to 6 cards at the end of your turn. Play continues until the draw deck runs out. Players may then place any remaining Bad Guy captures from their hand into their play area if they have any. Everyone counts up their points – positive points for Bad Guy captures, negative points for Bad Guys still in hand, and 1 point per Nonsense card in hand – and the player with the most points is the winner!
The basis and gameplay are pretty simple and straight-forward, and that’s what I love about Bad Guy Nonsense. It is so easy to teach, learn, and play that I can see this game played in so many situations. Whether I want to introduce some newer gamers to the hobby, or I need a fast and fun filler between longer games, or even if I want something to play with younger gamers, this game hits that sweet spot. Even though the gameplay is pretty simple, it still needs a bit of strategy for success. You need to decide which actions to take and when to ensure maximum benefit for yourself. Are you willing to risk discarding a card in hopes for getting a new one that may be more beneficial? Should you try to steal that high-value capture from an opponent? Or do you just try to fly under the radar, silently amassing your points and hoping your opponents don’t take notice? There are lots of options, and that keeps the gameplay refreshing and engaging. And the Special Card abilities add a fun strategic twist to the game too – from stealing opponent’s captures for yourself to searching the Discard deck for the card you want, you are always on your toes when playing this game.
Let’s talk components. Obviously, as I mentioned earlier, I do not have a color printer, so my PnP version leaves much to be desired. However, the final production copies of the game will feature tarot-sized cards that are bright, colorful, and sturdy in hand. I enjoyed this game so much that I will probably back it to get a copy of that higher quality for myself!
All in all, Bad Guy Nonsense is a fun little card game that can be played in many different situations. The gameplay is relatively light, the rules are simple to understand, and the time to play is the perfect length. Rarely do I play just one game of Bad Guy Nonsense, I will play 2 or 3 at least back-to-back! If you’re looking for a fun game that can be played with the entire family, consider backing Bad Guy Nonsense. It has a great balance of strategy and light-hearted fun that will keep you coming back for more.
Disclaimer: We were provided a PnP copy of Bad Guy Nonsense for the purposes of this preview. Please excuse my lack of a color printer, but know that the final artwork and cards ARE eye-catching, colorful, and clear to read. I do not intend to rehash the entire rulebook in this preview, but rather provide an overview of the gameplay. Check out the publisher’s website to download the rulebook for yourself, and keep an eye out for the Kickstarter campaign coming soon! -L
Bad Guy Nonsense is a card game of hand management and a bit of take that in which players are trying to score the most points by capturing Bad Guys. Here’s how it goes: shuffle the deck and deal 6 cards to each player. On your turn, you will perform one of 3 possible actions: Capture Bad Guy, Discard 1 Card, or Play 1 Special Card. To Capture a Bad Guy, use one of the 4 capture combinations and set the Bad Guy with corresponding cards in your play area. If you choose to Discard 1 Card, select a card from your hand to discard and then draw 1 new card from the draw deck. To play a Special Card, play it to the discard pile and perform its corresponding action. Whatever action you choose to perform, you will always draw back up to 6 cards at the end of your turn. Play continues until the draw deck runs out. Players may then place any remaining Bad Guy captures from their hand into their play area if they have any. Everyone counts up their points – positive points for Bad Guy captures, negative points for Bad Guys still in hand, and 1 point per Nonsense card in hand – and the player with the most points is the winner!
The basis and gameplay are pretty simple and straight-forward, and that’s what I love about Bad Guy Nonsense. It is so easy to teach, learn, and play that I can see this game played in so many situations. Whether I want to introduce some newer gamers to the hobby, or I need a fast and fun filler between longer games, or even if I want something to play with younger gamers, this game hits that sweet spot. Even though the gameplay is pretty simple, it still needs a bit of strategy for success. You need to decide which actions to take and when to ensure maximum benefit for yourself. Are you willing to risk discarding a card in hopes for getting a new one that may be more beneficial? Should you try to steal that high-value capture from an opponent? Or do you just try to fly under the radar, silently amassing your points and hoping your opponents don’t take notice? There are lots of options, and that keeps the gameplay refreshing and engaging. And the Special Card abilities add a fun strategic twist to the game too – from stealing opponent’s captures for yourself to searching the Discard deck for the card you want, you are always on your toes when playing this game.
Let’s talk components. Obviously, as I mentioned earlier, I do not have a color printer, so my PnP version leaves much to be desired. However, the final production copies of the game will feature tarot-sized cards that are bright, colorful, and sturdy in hand. I enjoyed this game so much that I will probably back it to get a copy of that higher quality for myself!
All in all, Bad Guy Nonsense is a fun little card game that can be played in many different situations. The gameplay is relatively light, the rules are simple to understand, and the time to play is the perfect length. Rarely do I play just one game of Bad Guy Nonsense, I will play 2 or 3 at least back-to-back! If you’re looking for a fun game that can be played with the entire family, consider backing Bad Guy Nonsense. It has a great balance of strategy and light-hearted fun that will keep you coming back for more.