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Parting Worlds (Once Upon a Curse #4)
Parting Worlds (Once Upon a Curse #4)
Kaitlyn Davis | 2019 | Science Fiction/Fantasy, Young Adult (YA)
9
8.0 (2 Ratings)
Book Rating
Parting Worlds brings everything together.
Parting Worlds is the fourth and final book in the Once Upon a Curse series, a retelling based on The Little Mermaid. This starts right where Chasing Midnight ends before going back to the very beginning and bringing everything to full circle.

We get a little intro to who Aerewyn is back in the third book, but Parting Worlds is where we truly get to know who she is and her side of the story. We get the chance to see her bond with Nymia and how it forms from complete strangers as young faeries to best friends as they train to become priestesses, where they can use their magic to protect fellow magical creatures.

I personally loved seeing their friendship bloom and how it ultimately withstands in the centuries of time they're apart from each other. I also loved seeing how they have ups and downs in their relationship and how they try to overcome those without straining it. It shows how they have a close bond with each other despite their differences.

I think Parting Worlds also gives us a chance to truly see Nymia's growth as a character as this is set before the third book but still connected. Chasing Midnight also shows her growth, but it was brief and fleeting as much of the focus was not in the past and rather on how she changes throughout the book through the events.

Going back to where all the disaster begins.
And finally, through Aerewyn's story, Kaitlyn Davis shows us how all of this began in the first place. I had so many questions after reading the third book and a lot of them were answered in Parting Worlds. Aerewyn's a faerie full of mischief and seeks to bend the rules whenever she can this sounds like me. She questions how the world can be different, where humans and magical creatures can live together in harmony, especially when she meets Erick and starts forming a relationship with him. Honestly, it's the Butterfly Effect in a fairy tale dystopia and I am living for it.

The majority of the book focuses on how Aerewyn and Erick meet and how their meeting becomes fateful for the rest of the world. But Aerewyn still grows as a character: she's still mischievous and up to no good, but she learns how her actions became major consequences for everyone, including herself. And I love how Davis does this really well.

A bittersweet end, but maybe there are more stories.
I don't know about anyone else, but Parting Worlds feels bittersweet with a (sort of?) happy ending. This puts the final piece of the story together with no loose ends in the story; it's answering all of the questions that have been there since Gathering Frost and connecting all the books together. At the same time, there sounds like there could potentially be another storyline in the future. If that happens, you know what I'm doing.
  
What We Left Behind: Looking Back at Deep Space Nine (2018)
What We Left Behind: Looking Back at Deep Space Nine (2018)
2018 | Documentary
Where would we be without DS9?
Maybe the best Trek of all time?

Sisko, Odo, Kira, O'Brien, Dax, Quark, Bashir and the rest of the massive cast brought Star Trek to life as never before in this vastly different "station"ary style of Trek.

At the time, syndication was where it was at for reruns and additional revenue for a TV program. DS9 bucked the trend of wrapping up everything within one episode and began a TV serial which pretty much ran almost the entire run, much to the dismay of studio executives. Nowadays, shows like The Walking Dead, Lost, or Game of Thrones do this every week, but in the mid 90s this was not common.

Sandwiched in between The Next Generation and Voyager, DS9 did not get a lot of respect during its initial run at all. Also at that time, Trek TNG movies were in full swing so the show had to compete with that as well. Television stations would often preempt the show, skip a week or run the show in the early morning hours which made it even harder for its audience to keep track of the action.

DS9 certainly got a 2nd life with the current popularity of "binge watching" on your favorite streaming service. Having the ability to watch multi-part episodes or entire seasons within a few weeks brought back to life the en genius writing, acting and production quality of the series.

For this documentary, former showrunner Ira Steven Behr took several years worth of cast, crew and fan interviews, clips, behind the scenes footage and compiled a wonderful interesting film for any Trek fan. Many cast members major and minor as well as producers, writers and tech workers told tales of working on the show and how they very much enjoyed their time.

Throughout the many iterations of Trek, original creator Gene Roddenberry felt the show should entertain as well as provide social commentary on the issues of the time and DS9 was no exception. Throughout the show's 7 year run they dealt with issues such as racism, homelessness, same sex relationships and even genetic engineering.

One of the most fun subplots of the film was gathering the show's original writers in a room to formulate the first episode for the fictitious "Season 8" which will never actually happen (although I wish it would). The ideas, plot points and arcs they went through and came up with were extremely interesting, keep with the high level of writing the show originally produced, but also through us a few curveballs with some fun surprises.

Through the cast interviews we got to hear how the crew got along, some of their favorite and least favorite episodes and even the friendships they have maintained with one another.

The DVD set I received also had included a vast assortment of additional footage featuring even more nuggets and stories of what made the show great.

Overall, this film was one of the best documentaries I have ever seen about one of my favorite television programs in my lifetime. I might have to start binge watching the show again very soon.

Did I mention my name appears in the end credits?!? 😊

  
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Chad Miller (121 KP) Jul 23, 2019

I am dying to see this!!!!

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Eleanor (1463 KP) Jul 24, 2019

One of the few TV series that starts off poor but then gets better to keep going from strength to strength. Will have to give this a watch.

Knight of The Dead III: Fortress
Knight of The Dead III: Fortress
8
8.0 (1 Ratings)
Book Rating
Knight of the Dead III: Fortress continues the adventures of Ronan and his family as they struggle to survive in the Zombie Apocalypse. The third book is a non-stop action-packed adventure as Ronan really starts to build up his fortress in a school building, slowly growing his kingdom. He has finally saved enough people that there really starts to be some interesting dynamics between the survivors and a look to the future can begin to happen. In this book, the stakes are raised as the zombies continue to change and seemingly become smarter and more dangerous. With the stakes raised, his family finally in a stable situation, Ronan sets out full force to save as many others as he can.

Without a doubt, my favorite part if this series is the unique take at apocalypse fiction by throwing in medieval fighting. This book does not disappoint as there are thrilling action scenes, plenty of training sequences, and the knight continuing to become a legend in the modern world. This unique touch simultaneously gives the story a fun and engaging layer while also somehow adding to the believability of the world that author Ron Smorynski has created. With the detailed fighting knowledge, and the time spent on gathering food, training, getting water, and fortifying the school, as a reader you can believe that they would have survived this long.518hheXuwoL._SY346_

This book focuses more on rescue then the previous books and as the cast of characters continues to grow there is less time spent one on one with people. This decreases the amount of individual tension between characters, but there is still tension as Ronan is the dictator and continues to push his Christian values on everyone within his fortress. This dynamic makes sense in the situation, but I like the moments when Ronan gets to be humanized more in small moments. A hug with his wife or children, a cute moment with him and the children, his appreciated a moment of laughter. These moments are very sweet in the otherwise horror-filled world they live in, and Ronan gets to relax the least as a leader.

Pet peeve of mine in apocalypse fiction is the idea that you are completely alone in the world. That although you survived no one else on the planet could have. Smorynski does not fall into this trap. He acknowledges the bigger world, although his characters have very little contact with it. And there is a good balance between the characters feeling alone and being alone. Many people have died in the month of the apocalypse, but they are still finding survivors. There are other people who are holding on. This makes the series more exciting for me and also keeps me excited for the books to come as I enjoy watching the growing community of survivors.

This series is exciting and gripping from beginning to end. Smorynski does a good job of justifying the risks that his characters take and ups the stakes and consequences as the book progresses, making the danger feel read from beginning to end. If you like zombie stories or apocalypse fiction, then I would highly recommend checking this series out. I cannot wait to see where the story goes from here!
  
Arctic Scavengers
Arctic Scavengers
2009 | Bluff, Card Game, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?

Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.

Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!

The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.

In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.

The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.

I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.

Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.

https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
  
How I Lost You
How I Lost You
Jenny Blackhurst | 2015 | Fiction & Poetry
8
7.0 (3 Ratings)
Book Rating
As seen on <a href="http://theghastlygrimoire.com/"; target="_new">The Ghastly Grimoire.</a>

How I Lost You by Jenny Blackhurst is difficult for me to score with ease, to be completely and totally honest. There are several things I loved about this book and others that felt more like a cliche. Aside from those few moments, I enjoyed reading this novel.

Susan Webster, a.k.a. Emma Cartwright, finds her head still spinning after serving her time in a psychiatric prison for the murder of her son. As a character, she is for the most part fairly well-written. Having suffered a psychotic break, she becomes an unreliable narrator and Blackhurst does an excellent job at describing the sort of incredulity that individuals suffering mental illness find themselves often faced with. Reading Susan’s point of view felt very much like my own after a break I had about two years ago, and for that reason I found her to be relatable – all the way down to the seemingly instant attraction to an otherwise unknown man.

In some reviews, Susan’s interest in Nick has been viewed critically. I, on the other hand, have been that desperate for someone, anyone, to possibly listen to me or give me time of day so I feel Blackhurst’s portrayal of Susan in such a circumstance is certainly realistic. Diminished capacity for judgment is a side effect of mental illness, one that often gets dismissed as a cry for attention.

The story unfolds fairly quickly and in ways that are, at some moments, unsettling. Many of these moments take place in the past, where flashbacks take us to the glorious lives of the Durham Elite. It is in these flashbacks that I encountered the one cliche that absolutely annoyed the piss out of me: a cult like gathering that seemed to come out of nowhere. Seriously, cults are beyond overdone.

I really found myself dancing between three and four for this piece, largely because of the typical use of the “cult” as a scapegoat. For the most part, this is the only bit that appeared to stand completely out of place, so I’ve decided to lean toward four. Thus far, I find Emily Bestler’s selections to be wonderfully appropriate to my tastes and I look forward to seeing more of her publications as an imprint of Atria and Simon & Schuster.

I would like to thank the publisher and NetGalley for providing me with a copy of this book for the purpose of review. This review is written without bias and reflects my honest opinion.
  
Paris Ever After
Paris Ever After
6
6.0 (1 Ratings)
Book Rating
Amy has been staying in Paris for the past few months. After the death of her best friend, she had to fulfill their dream of going to Paris. The problem, she took off without saying anything to anyone, including her husband. When she returns home, he says he doesn't want to see her anymore, so she goes back to Paris. She makes new friends, finds a place to live and even finds a little job to keep her busy. But as she is gathering items for her birthday celebration, she sees her husband in Paris. What is he doing here? Why didn't he tell her he was coming? Why hasn't he replied to any of her texts or phone calls? And why does he look like that? Over the few days he is in Paris, Amy's life will change dramatically. Will she return to the States with him, or will she stay in Paris, ever after?

Thank you to KSR Burns for a copy of this book and the opportunity to read and review it.

When I first started reading this book, I was sure I was going to love it. Amy and I share the same birthday so I was bound to connect to her. But for me the story fell flat. There were good parts to it, like learning more about Paris and the sights there. Some of the plot seemed a bit far-fetched. I can't say too much without giving away the story. I did read the book from cover to cover though and it didn't make me want to stop reading it, which is why I gave it 3 stars.

I think other readers may enjoy this story more than I did. If you like Paris and are familiar with French, maybe this will speak to you better than it did me. Sometimes I find that books with a lot of foreign phrases that aren't translated are difficult. This book did explain the phrases a lot, but their were parts that left me confused. Maybe because this is a sequel the story fell flat for me, I'm not sure.

I will read other books by KSR Burns. In fact, I'm going to go back and read this first book The Paris Effect by K.S.R. Burns to see if that helps.
  
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Dpaint43 (16 KP) rated Keyforge: Call of the Archons in Tabletop Games

May 31, 2019 (Updated May 31, 2019)  
Keyforge: Call of the Archons
Keyforge: Call of the Archons
2018 | Card Game, Fantasy
Every deck is yours. Unique. No one else has it. Cheap entry point. (0 more)
Some decks will be more powerful but that is the fun of the draw. (0 more)
Welcome to their world and become their god
Fantasy Flight and Richard Garfield have fixed the problem with Magic (Richard's other design and maybe the biggest money maker ever) and every copycat collectible card game that came after. Mr. Garfield's original plan for Magic the Gathering was to have a competitive card game that people can enjoy and buy a pack of cards for, say "wow" this is an awesome card and can make a deck more interesting. He did not expect thousands of dollars to be spent to create decks that are full with nothing but "wow" cards, but not fun, that win every time. The talent and fun was replaced by the more money you spend, the better your deck. Keyforge is a two player game that everyone can get into and enjoy. For $10 you can buy a single deck and only play that deck forever against any other deck and have fun. Every deck of 36 cards is made up using an algorithm to make sure no one has the same combination of cards. You get a unique deck name, unique deck sigil and a one of a kind combination of fun you can truly call your own. Of course you won't want to stop at just one deck because they each open up a new world. Your goal as a god (Archon) is to ascend to a higher level of being by opening 3 keys. Each key needs six aember to open. This aember is collected each turn by choosing one of the 3 houses that follow you (there are 7 in the game but only 3 per deck) and using the creatures, spells, items and crazy concoctions of that house of followers to reap and fight your way to victory. The rules are simple but the strategy is deep. There aren't many key words to remember nor rules to memorize. Young kids can play as easily as adults. The flavor text on most cards give a great synergy with each family and cards actions. It won't take long to have a favorite house or creature to play. And play. And play.
  
II
Indulgence in Death (In Death, #31)
J.D. Robb | 2010 | Fiction & Poetry
8
7.0 (2 Ratings)
Book Rating
I quite enjoyed this one. There was less gratuitous bitching between Roarke and Eve - perhaps they're learning to work together as a couple better, as most people do if they're going to make it in the long run. That's good to see depicted realistically, for a change.

The plot itself was a bit of a puzzle, and has been adequately described in the book description. I honestly can't say much more without spoilers.

One of the things I really enjoy about this series is that Eve is shown to be growing as an individual, and not just in her relationship with Roarke. She has relaxed in her interactions with her partner, Peabody. She thinks about how the current murder spree might affect her friends, and reaches out to warn some of her friends not to take any private appointments until the case is over. The Eve we met in the earliest books wouldn't have done that - for one thing, she had very few connections to other people. When she realizes that one of her friends is still grieving deeply for a loved one who was murdered in an earlier novel, she invites him over for a gathering of friends the following weekend - despite the fact that she really doesn't like socializing at all (and follows through by making that weekend happen and inviting the rest of their circle of friends).

As usual, I enjoyed the depiction of a society that has largely gotten past the need to worry about criminalizing what goes on between consenting adults or the genders of adults persons engaged in a relationship. It's still a bit silly about permitting some drugs while criminalizing others - there's no explanation of why are alcohol, tobacco, caffeine, and "boosters" and "focus" permissible while "whore," "rabbit," "zeus," "zoner," and others are illegal - but I suppose that's one of those areas where Robb/Roberts and I just don't see eye to eye.

I can't think of many authors who can take a series to 31 volumes and keep me interested. I'm not going to claim that these books are deathless prose, but they're fun, and they keep me interested. I haven't been driven to pick up anything she's published as Nora Roberts, but I'll keep reading this series for a while yet, and I might even go back someday and read this series over again from the beginning.