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A Battle of Onin
A Battle of Onin
2021 | Ancient, Card Game
I am a big fan of Asian culture and board game theming. Now, I am not at all versed in Anime, nor am I an aficionado. I just enjoy Asian people, history, cultures, food, and board game themes. That said, when I learned of A Battle for Onin I knew I wanted to take a look at it, being as it was touted as familiar mechanics with an Asian theme. So how does it play?

A Battle for Onin is a trick-taking card game where players will be using Shoguns, Ninjas, Samurai, and Monks as suits and each suit will have differing levels of hierarchy. The first player to earn 35 total influence (VP) will claim victory.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, 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, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup shuffle the deck of cards and deal each player 13 cards. The dealer then flips the top card of the deck and becomes the Ruling Class (trump) for the hand. The game is now setup and ready to begin!\
After the Ruling Class has been revealed, the player left of the dealer will make a bid for how many Conscriptions (tricks) they believe they will take in the round, with a minimum bid of 3 tricks for all players. Each other player will do the same until the leading player’s turn comes back around. That player then proceeds to play cards from hand in attempt to win tricks. Like in most trick-taking games player will need to follow the suit that was led (or flipped at the beginning of the round). A twist here is that trump may not be led until it has been used to win a trick previously within the round.

As mentioned earlier, each suit has a hierarchy of power, where Bronze is the lowest in power increasing to Silver, then to Gold, and finally to Jade. Within these divisions are yet three more classifications of power: one sphere (lowest) to three spheres (most powerful). In addition still is one card from each suit whose background is orange in color and features one large sphere. These are the Legendary cards, and the most powerful of each suit. Legendary cards may be used as the highest-ranking card in their suit, or as a Ruling Class card. When played as Ruling Class (trump) the hierarchy of Legendary cards are as follows: Monk (lowest), Samurai, Ninja, Shogun (most powerful).

Play continues with players using their cards to win Conscriptions (tricks) and meet their bid. Should a player meet their bid exactly then they score Influence (VP) for their tricks won. Should a player win more tricks than bid earlier, they still score Influence for the tricks won, but those tricks in excess of the bid amount are scored also as Corruption. When a player meets seven Corruption they immediately lose 10 Influence and the Corruption counter resets for that player. If, by chance, a player does not meet the mandatory bid of three tricks, their Influence is lowered by one point. However, should a player bid higher than the minimum of three but not meet that bid their score will be reduced by the amount of the bid for the round (example: a player bids seven tricks but earns only five. They reduce their Influence by seven points – ouch).


Once scores are tallied at the end of each round, a winner may be announced if they score at least 35 points. If no winner is crowned this round, a new dealer is assumed and another round setup as at the start of the game.
Components. Again, this is a prototype copy of the game and this copy is actually hand-made by the good people at Guise Gaming. Each card in this copy is laminated and the game box is HAND PAINTED. I have never received a hand painted box before, and it is certainly appreciated. So aside from the non-manufactured components, the art is quite good on the cards. I know some players will have issues with the backgrounds seeming plain, but I quite appreciate it so that I can concentrate on the game and not be overly distracted by what may be happening in the backgrounds.

Gameplay is good, if not a bit confusing at first. With four different suits containing essentially the standard 13 cards per suit it should be an easy no-brainer to keep things squared away. However, I found that having the rule booklet open to the page detailing the hierarchy of sphere color/material was very handy for other players. The Legendary cards are easy to distinguish because they look cool and different from all the other cards. I really know nothing about any Asian language, so the characters (or letters/words) depicted on the cards are of no help to me trying to distinguish power levels.

That said, when contacted by the publisher about A Battle of Onin, they mentioned that other people were calling it a theming of Spades. While I can understand this simplification, what I have yet to mention is that the game also comes with a bevvy of optional scoring rules and a welcoming message to include any sort of house rules deemed enjoyable. Spades does not do that, to my knowledge. While the vanilla gameplay is very similar to Spades, A Battle of Onin using any of these optional scoring modes certainly adds layers of complexity that may be daunting to use at first, but may attract more hardcore gamers.

All in all I am so glad I was able to try A Battle of Onin. Once the suits and power levels are learned, the game is quite snappy and enjoyable. The art is beautiful, and I applaud the use of orange background for the Legendary cards. If you are looking for a different spin on Spades I urge you to take a look at A Battle of Onin. It might surprise you with the varying levels of difficulty found within the optional scoring rules, and a bit more intrigue than the classic game upon which it is based. Personally, my D&D Monk might argue that he is far superior to any Shogun, but also he just kicked in a door that contained a room full of vampires. So there’s that.
  
Chronicles of Crime: 1900
Chronicles of Crime: 1900
2021 | Adventure, Deduction, Murder & Mystery, Puzzle
WARNING: Extremely minor spoilers ahead (in the photos)! Don’t say I didn’t warn you (they aren’t big spoilers).

If you have been following us for a while now you have probably noticed we have published another title from the Millennium Series – Chronicles of Crime: 1400. While that title takes place in the year, well, 1400, this new title is set 500 years later in Paris. How do these games compare? What about the link to the original Chronicles of Crime (review to be posted later)? Should one purchase copies of all Chronicles of Crime games?

Chronicles of Crime: 1900 (which I shall refer to as CoC1900 from here) is a cooperative campaign, deduction, storytelling, puzzle solving adventure game, but I prefer to play it, and its relatives, solo. In it, the player(s) take control of the journalist Victor Lavel, a descendent of the main character from CoC1400. Victor has a limited amount of time to complete his investigation and return the scoop to the local newspaper by which he is employed. Players will be tackling the investigations of our noble hero in attempts to solve the case that is presented.

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, place the main card holder board on the table. Anywhere. I called it. Next, keep the card decks in order (or don’t) and place them near the board. Similarly, place the location boards on the table and ready the main newspaper board for play. Launch the Chronicles of Crime app on a device, choose 1900, and select the scenario you wish to play. The app will drive the remainder of the game, so hold onto your butts!
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1900 version, Puzzle Cards that players will need to solve or use in special ways in order to progress with certain leads. These Puzzle Cards do not really give the story away or anything, but are merely tools to be used to help solve the cases.


By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, and chatting up locals for information. Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return to the paper’s office to report to their coworkers all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. Based on the score achieved players can play again to pick up clues they missed along the way or try another scenario entirely.

Components. As with all CoC games I have played, the components are simply wonderful. Most of what is in the box is cardstock of varying thickness, but the art is what really stands out. This is a gorgeous game and when it is displayed on the table, people become fascinated by its presence. Then when the onlookers see an app driving the gameplay they are hooked. I have heard complaints from other reviewers that the Character cards in the game are lacking in variation, and I would have to agree. Yes, it is set in 1900 Paris, but all the Character cards feature white people, most of whom seem to be upper crust, and with most of the males sporting an awful mustache. So I get that complaint and agree. With inclusivity and diversity being major hot issues currently, you would expect to see more of it in our industry. I would have liked to have come across more diverse characters, and maybe a mini expansion can add many alternate art characters to the game.

All in all I loved this theme of Chronicles of Crime. Being set in Paris and following a young investigative journalist is a nice twist on the protagonists commonly featured in these games. The gameplay is the same as previous versions of CoC, save for the new Puzzle cards. I do enjoy their addition, and look to find more of these in future versions. I love the Chronicles of Crime system so I was bound to love this one as well.

Now, should you buy this version if you already have base Chronicles of Crime? Sure! Why? I like this one because it adds a different mechanic to the game with all-new scenarios, and I enjoy having more of a good thing. I think I personally prefer the theme in 1400 more, but 1900 is a great addition to the family. If you are someone who has and enjoys the base CoC, or any of its iterations, and are looking for more content to devour, then definitely grab a copy of 1900. If you are new to the system, I say go ahead and start with 1900. The Puzzle cards do not add enough complexity to take it out of reach for beginner gamers or those who enjoy lighter games, but certainly add a new and welcome layer to the series. Purple Phoenix Games certainly recommends this one to all our fans. Can’t get enough Chronicles of Crime? Grab 1900. Want to start in the series but London or Medieval times don’t do it for you? Grab 1900. Like tons of portraits of mustachioed white dudes and floofy ladies? Grab 1900. Whatever your motivation, play the game and let me know how you score. I am not advertising my first score here because I am mortified by my performance. (I did get better on subsequent plays.)
  
You're Pulling My Leg!
You're Pulling My Leg!
2005 | Party Game
At the time I am writing this preview, the world is in the midst of a pandemic. That being said, the need for social distancing and quarantining has really affected the board gaming world. Without being able to have normal game nights, gamers must be creative in figuring out how to continue to play together, while still maintaining safe and healthy distances from one another. And one game that offers a solution is You’re Pulling My Leg!

Disclaimer: We were provided a copy of this book for the purposes of this preview. The pictures below show the final production copy you can expect to receive when ordering this game. Check out the publisher’s website to get your hands on this unique party game! -L

You’re Pulling My Leg! is a party game of bluffing and storytelling in which players are trying to be the first to earn 21 points. The rules are simple, the gameplay is straightforward, and it can even be played remotely!

To setup the game, every player needs a coin and a way to keep track of their score (paper/pencil, notes on a phone, etc.). Every player begins the game with 7 points. To start the game, choose a player to be the first Storyteller. The Storyteller selects a card from the book, reads the three questions on their chosen card, and chooses 1 to answer. The Storyteller then flips their coin – if HEADS, the answer must be a true story, but if TAILS, the answer must be false and untrue in essence. Only the Storyteller knows the result of the coin flip. The Storyteller proceeds to answer the question, telling a story dictated by their coin flip result.

After the Storyteller has told their response to the chosen question, the remaining players will vote (with points) on whether they believe the story was true or false. Players can vote with up to 3 points, and votes are revealed simultaneously. If you believe the story is TRUE, you vote with 1, 2, or 3 fingers pointing UP, and if you believe the story is FALSE, you vote with 1, 2, or 3 fingers pointing DOWN. After everyone has voted, the Storyteller reveals whether the story was true or false, and points are added/deducted accordingly. If a player voted correctly, they add the number of points with which they voted to their score. If they voted incorrectly, subtract the voted points from their score. The Storyteller can earn 1 point for each other player they have fooled, up to a maximum of 3 points per story. After tallying points, choose a new Storyteller and begin again – each player should have a chance to be the Storyteller once before repeating Storytellers. Play continues in this fashion until one player has scored 21 points, and is declared the winner!

At this point in my life, the thing I love about You’re Pulling My Leg! the most is that it can be played remotely. Everybody does not need to have an individual copy of the book to play via video chat or conference call. As long as one person has the book, your group can play! Instead of having each player read their own cards then, the owner of the book reads the cards aloud and the Storyteller chooses their question that way. The only supplies needed, apart from 1 copy of the book, are a coin and a way to track your score. Easy as pie. Another aspect of this game that I really enjoy is that it is pretty light-hearted in nature. Yes, there is an element of deception and bluffing, but it is all done in a light and quirky way. I especially enjoy this because I am a notoriously bad liar, and most bluffing games stress me out. But the ability to choose my question, and then weave a (hopefully) convincing story for my opponents takes some of that pressure off and allows me to really be creative and have fun.

That being said, one tricky thing about this game is that when coming up with a false story, if must be false in essence. You cannot tell a mostly true story with a few trivial details changed. People who have trouble with storytelling or improv-type scenarios might have some difficulty in coming up with an appropriate story for the different questions. Just something to be aware of – you have to be able to come up with a story on the fly, with no hints or help whatsoever. Another tricky, yet usually fun, aspect of this game is that some cards have a Wild feature which can immediately affect someone’s score. For example, one Wild feature might say “Player with the longest hair gains 3 points.” That goes into effect immediately once the card is selected, and can put a fun twist and some good-natured take-that into this storytelling game. The process of voting with points adds an element of strategy as well. How confident are you that someone’s story is TRUE? Are you willing to bet 3 points on it? It’s a balance of risk and reward, and that adds excitement to the game table.

Let me touch on components for a minute. This game is a book, where each page contains 3 cards. You can start at card #1 or select a random page and pick a card there, but there are 225 cards from which to choose! On every other page there is also a blank page titled “Game Highlights,” and this space is for you to write down any particularly hilarious or creative responses someone may have come up with in response to a card. It’s not a game requirement, but just an element of fun for future reminiscence. The quality of the book is pretty good, and I know it is sturdy enough to withstand lots of travel and play.

So all-in-all, I think that You’re Pulling My Leg is a great and light little game to get your creative juices flowing. If you need an ice-breaker for a game night, this would definitely be a great one to get to know your gaming comrades. Is it a game I will pull out at every game night? No. But it is a fun and light-hearted game that I can see myself pulling out with different gaming groups on several occasions. Whether a family reunion, office party, or friend Zoom call, this game is one that will entertain all involved. If you’re looking for something unique, fun, and relatively simple overall, give You’re Pulling My Leg! a shot. It might just open the door to storytelling based games for you!
  
Cinderella is Dead
Cinderella is Dead
Kalynn Bayron | 2020 | LGBTQ+, Young Adult (YA)
10
7.5 (2 Ratings)
Book Rating
Contains spoilers, click to show
Thank you to Netgalley and Kalynn Bayron for giving me the opportunity to read an advance copy of Cinderella is Dead in exchange for an honest review.

With such a strong title to a novel, it’s easy to predict that an author would struggle to maintain the sense of danger and mystery that is immediately evoked. However, as Kalynn Bayron opens on the revelation that Cinderella has been dead for 200 years and introduces us to two young women hiding from those who are sure to kill them, I think it is safe to say that she has the drama side of things covered!

The kingdom of Mersaille was once ruled by none other than Prince Charming and Cinderella. After her untimely death, Cinderella’s tale is held in almost biblical stature for generations, with young girls reciting it each night in preparation for their own chance to attend an annual ball once they turn 16 and wishing for their own fairy godmother to grant their happily ever after.
However, as the reader enters the town of Lille 200 years later, we witness that life within the kingdom is far from that of a fairytale. The balls that act as a tribute to Cinderella are mandatory meat markets with lecherous “suitors”, domestic violence and the suppression of women is commonplace and the ruler, Prince Manford, thrives on the power, fear and violence.
 
The reader witnesses this abysmal society through Bayron’s use of a first-person perspective: that of our protagonist Sophia. Sophia is everything a modern protagonist should be: she questions the unjust world around her and, having just turned 16 is preparing to attend her first ball, not with excitement, but with trepidation.
Sophia reveals to the reader that a girl only has three chances to be chosen by a suitor at the ball, after that she is considered forfeit, taken away from her family in disgrace and placed either into a workhouse or service. Men, however, are under no such conditions: they can attend balls when they wish and can choose a number of girls if they want to. Many girls’ singular hope is to be chosen by a good man at the ball, one who will not beat her, perhaps even one who will take them away from Lille. This is not enough for Sophia, she wants more for her life and, as she says herself:
“I don’t want to be saved by some knight in shining armor. I’d like to be the one in the armor, and I’d like to be the one doing the saving.”

At the beginning of the book, Sophia’s main gripe with the society she lives in is that it will not allow her to be with Erin, the girl she loves. As the book continues, the underlying theme of the rights and treatment of women strengthens, along with Sophia, but the first few pages at least are centered on the teenage relationship between Sophia and Erin.
What I absolutely adored about Bayron’s writing style here is the complete lack of shock or awe in this relationship: it is mentioned right from the start and at no point in this novel does Sophia “come out”, there is simply no need. All those around Sophia, who know her and care for her, are aware of her feelings for Erin and, although Sophia is occasionally referred to as “different”, the author chooses to abolish any unnecessary labels within her novel.

Unfortunately, Bayron does not have an easy ride in store for Sophia: reeling from a firm separation from Erin, Sophia is cast a lifeline, an “easy way out” in the form of a local boy who is also “different”. Sadly, this option is quickly and dramatically ripped away from her: forcing her to find her strength pretty damn quickly as she begins a life as an outlaw.
Along her path, Sophia meets two strong female characters: Constance and Amina. Although, wildly different, both these women play a significant role in Sophia’s self-discovery.
Amina is as far from the traditional fairy godmother image as you can get and, although she feels guilt for her previous actions, it takes meeting Sophia for her to recognise her previous denial and to help change the way of the world. Amina is a protector to Sophia right to the end, in her own unique way.
Constance, what can we say about Constance? I defy anyone to read this book and not fall in love with this girl! Constance possesses the strength that Sophia does not yet recognise within herself; she is fiery and, as a descendant of an “evil stepsister”, leads a resistance movement to uncover and publicise the truth about the real tale of Cinderella. Despite, technically saving Sophia towards the beginning of the story, Constance is not Sophia’s saviour: nor is Sophia the saviour; however, the power that they find together is monumental.
Constance is a complete juxtaposition to Erin: whereas Erin accepts the rules of society out of fear for herself and her family, Constance actively rebels against them. It is almost as if they represent the paths Sophia has to choose from. Nevertheless, along their adventure, Sophia and Constance’s relationship strengthens into love. This is no fairytale, love at first sight deal though! If anything, the slow-burning romance between the two made it more believable and I really appreciated that Sophia didn’t just rebound due to Erin’s choices: she had been burnt and she was still unsure of her own feelings never mind anyone else’s.

At the hands of Bayron, Sophia experiences heartbreak, friendship, murder, love and conspiracy: she is on the brink of danger too many times to count and is constantly second guessing who she can trust. Yet, it is clear that the author adores her main character: Sophia’s journey to realise that she is enough is incredible and the strength that she finds within herself is inspirational. Sophia is also surrounded by a cast of strong female characters: there are no Prince Charming’s in this novel that’s for sure!

I wasn’t that far into this book when I decided I need to read more of Kalynn Bayron’s work. I love how there are no chapters in this novel, we are taken on this relentless journey with Sophia: the reader is not given a chance to stop and take stock, reflect or rest until it is all over and this creates the tensest experience. Even we don’t know who to trust towards the end!
‘Cinderella is Dead’ is powerful, thought-provoking and is constantly leaving the reader guessing. On a basic level the novel deals with violence, love, politics and a little bit of necromancy thrown in there for good measure. However, the intelligent writing as well as the massive plot twist and the subjects of LGBTQ love, women’s rights and domestic violence lifts this novel from that basic level into, what I predict could be a bestseller.
  
Posthuman
Posthuman
2015 | Adventure, Dice Game, Exploration, Fighting, Science Fiction
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?

Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T


To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.

A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.

After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.

Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.

Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.


Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!

When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.

Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!


I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
  
Proving Grounds
Proving Grounds
2019 | Dice Game, Fantasy, Fighting, Real-time
Maia Strongheart sees the eight opponents surrounding her and knows exactly how to handle each one. She makes a dash for #4, a simpleton Warrior in Training, and whoosh – misses. “Huh, that’s never happened to me before,” she thinks. Performing a daring backflip whilst targeting the Clan Elder in the #6 position with a well-placed finishing blow and whoosh – her armor seems to part like the Red Sea as the Clan Elder finds its weakness and delivers a wound to our heroine. “WHO IS PLAYING ME?” Maia wonders. It’s me. Travis. The worst player of Proving Grounds. Poor Maia.


Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.

As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.

Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.


After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.

It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!

However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.

So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!
  
Cartographers: A Roll Player Tale
Cartographers: A Roll Player Tale
2019 | Fantasy, Territory Building
I have often wondered how cartography actually works. How was it that people with primitive tools were able to grasp the lay of the land and sea? And are we complete in our mapping of Earth or are there more secrets we have yet to discover? Thankfully, in Cartographers we aren’t really answering those questions, but other practical questions may arise.


Cartographers is a flip-and-write style game where players are competing to gain the queen’s favor and become the royal cartographer. While the main game focuses on finishing with a greater score than your opponent(s) the solo game is more relaxed. The solo player will be competing against their previous scores and comparing against the queen’s title matrix. Each game will be played over four seasons (rounds) and once the year is over the winner or title is claimed. Can you score 30 or more points to become a “Legendary Cartographer?”
To setup, lay out the Queen’s Edict cards that show A, B, C, and D. Shuffle each small deck of like-backed Scoring Cards and randomly place one from each deck underneath the Edict cards. Remove all the enemy Ambush Cards and shuffle one into the main deck of Explore Cards. Set the Season Cards in order: Spring, Summer, Fall, and Winter. Each player will receive one Map Sheet and a pencil. The game may now begin!

Each Season Card will feature a time threshold number that when met or exceeded will end the season. This corresponds to the time markings on each Explore Card drawn from the deck. For example, Spring allows 8 measures of time before it will switch to Summer. Explore Cards will usually show from 0-2 time measures on it, so seasons could change after four or more cards. At the start of each season, the player will flip an Explore Card to reveal which type of map element is requested and of which shape. The map elements are Forest, Farm, Water, Village, Mountain, and Monster. The shapes shown on the cards are reminiscent of Tetris-style shapes and also some others as well.

Once a card has been revealed, the player now will draw on their sheet the shape (or one of the shapes if more than one are shown) and fill it in with the matching symbol for map element type. If during this phase of the round the player surrounds the four sides of a pre-printed Mountain square they will score one coin and mark it at the bottom of their Map Sheet.

Should a Ruins card be revealed the player will flip another card to reveal the next card in line. Whatever shape and element is shown on the card AFTER the Ruins card will be used, with a twist. The shape shown on this card will now be required to encompass one of the pre-printed Ruins squares on the Map Sheet. If there are no legal spaces to place these shapes (or any shape on future cards) the player will be allowed to place a single 1×1 square on their Map Sheet anywhere they wish.

Should an enemy Ambush card be revealed the player will check which corner of the map the ambush takes place and will draw the provided monster shape in the closest area to the corner as possible. These are awarded negative points at the end of the seasons and can make large impacts on final scores.

After the elements have been drawn on the Map Sheet the player will check if the season ends. The season will end if the total number of revealed cards’ time measures equal or exceed the time printed on the Season Card (again, for example, Spring lasts 8 time). If not, then the player resumes another card reveal. If the time threshold has been met or exceeded then the player will score for the season by referencing the Scoring Cards that were placed under the Edicts at setup. For Spring the player scores Edict Cards A and B. Mark the score in the space provided at the bottom of the Scoring Sheet and flip the Season Card to the next season to begin a new round.


Play continues in this fashion until all four seasons have been played. At the end of the fourth season the game ends and the player will tally up their score to compare against the queen’s title matrix at the back of the rulebook. Not to brag, but my first game scored over 30 points, so I began this journey as a Legendary Cartographer.
Components. This game is 100 double-sided Map Sheets, four golf pencils, and a bunch of cards. The sheets and pencils are just fine, and the cards are good quality. What I really enjoy about the components is that this is “A Roll Player Tale,” meaning that many of the components and art hearken back to the original Roll Player game. As I love Roll Player’s art style, I also love that of Cartographers. There isn’t a ton of art in the game, more of graphic design, the art that IS provided is stellar Roll Player fare. I have no complaints about the components here except my wife thinks the pencil erasers could be better.

I skipped backing this one on Kickstarter and have only recently come to acquire it. I am definitely kicking myself in the rear for that decision because this is an excellent game. Obviously, anything that is enjoyable solo AND multiplayer is a huge boon (my wife scored it a 5!), and being able to play it multiple times in a row is a benefit as well.

We both love the decision-making in Cartographers, and when we first played together I had to shield my map sheet from my wife because she was copying! SHE was copying ME! She ended up handing me my booty in that game (of course) but we both had a great time plotting out our map elements. Determining where and which direction a shape should be placed can certainly be frustrating, but seeing your well-laid plans come to life is very rewarding. I am definitely seeing myself needing to download and print off more map sheets in the future because I have a feeling I am going to be playing the mess out of this one.

If you are looking for something special for your collection, check out Cartographers. If you already enjoy Roll Player, this will feel homey to you while offering a completely different style of game. My wife and I love it, and I am not sure I know anyone who would turn their nose up at it. Once we get into the Post-COVID era I plan to play this all the time at game nights.
  
The Book of Kings
The Book of Kings
Robert Gilliam | 1995 | Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
Shelf Life – The Book of Kings Has a Few Gems and a Few Warts
Contains spoilers, click to show
Unlike other short story anthologies I could mention, this one wasn’t mostly horrible. Instead, the stories inside run the gamut from stupid to brilliant and from annoying to nothing special to fun and memorable. A little something for everyone, then.

So since I can’t review it with one blanket sentiment, let’s instead take a quick look at a handful of the 20 all-original stories inside. The following are the tales that most stood out to me during my reading, for better or worse.

“The Kiss” by Alan Dean Foster – A woman walking through a snowy city finds a frog who says he’s a prince, so she kisses him. He turns into a guy and stabs her to death.

Oh boy, we’re not off to a great start here. This story could have been told in a page or so and been an interesting twist on the old tale, but instead the author drew it out over three pages by choosing the absolute most pretentious choice of words for every damn sentence. The guy doesn’t stab the woman, his “knife describes a Gothic arc.” She doesn’t shout or whisper or ask what’s going on, she “expels a querrelous trauma.” It’s not snowing on her face, “trifles of ice as beautiful as they were capricious tickled her exposed cheeks, only to be turned into simulacra of tears as they were instantly metamorphosed by the bundled furnace of her body.”

Yes, really.

The sheer purpleness of this prose might be excused for a deliberately lofty and overwrought tale, but it absolutely does not fit a story about a girl getting shanked by a frog on the street. If the contrast between what’s happening and how it’s presented is supposed to seem absolutely ridiculous, then it’s a success. This reads more like a writing exercise for seeing how unbearably melodramatic you can tell a simple story that the author went ahead and published anyway. I only read it last night as of the time of this particular bit of review, but I still have a headache.

“Divine Right” by Nancy Holder – A king grieving for his recently passed daughter and only heir tries to figure out how to keep his legacy from dying out and eventually decides on a way to choose a successor, sealing his decision by making a pact with God.

I really liked this one, partly for the great characterization of the king via his priorities. He’s not a bastion of righteousness or a tyrannical despot. He might be a pretty decent ruler, or he might not, depending on your priorities and the angle from which you view him. Mostly he’s written to be believable for his position and time period, pride and failings and all.

But what really sealed this story for me was the ironic bent of the plot that I can’t really discuss in any more depth without spoiling it except to say that it definitely fit with the tone and left an appropriate message. So let’s just give it a thumbs up and leave it at that.

“In the Name of the King” by Judith Tarr – If you know the story of Hatshepsut, an Egyptian queen who ruled as Pharaoh, then this is an extra interesting story. It follows both Hatshepsut and her lover in the afterlife and the legacy they’re leaving behind after their deaths, in which they take a surprisingly active interest for dead people.

If you know your history, though, you know where this is going, and it’s very touching as it gets there. It’s also character-centric in a way that makes its dead cast members seem very much alive. This one’s a good contender for my favorite story in the whole anthology.

“Please to See the King” by Debra Doyle and James D. Macdonald – A small glimpse of about one evening each into the lives of two seemingly unrelated, seemingly unimportant men against the backdrop of the battles being fought over a vague and distant rebellion against a vague and distant crown.

To say more would be to spoil the story, which is short, sweet, and interesting. It gives you just enough details, and no more, that you can piece together a much deeper story with room left for speculation about who certain characters really were and what exactly just happened. I’ve spent more time thinking about how the ending may be interpreted than it took me to read it, which is a good sign of nuance done right.

“The Name of a King” by Diana L. Paxson – This’n c’n rightf’ly b’ put in w’ th’ other st’ries I woul’n’t oth’rwise b’ther t’ mention ‘cept fer th’ o’erwrought dialectic style o’ nearly all o’ th’ dialogue, whut c’n git on yer nerves right quick-like whene’er any’ne op’ns their mouths. An’ while I’m ‘ere, th’ settin’ w’s rife wi’ plen’y o’ hints at deeper d’tails whut was ne’er sufficien’ly delved into or whut impact’d th’ actu’l plot much. Felt like part o’ a fant’sy series whut I was ‘spected t’ b’ f’miliar wit’ but wasn’t, an’ whut di’n’t give me ’nuff t’ git f’miliar wit’ just fr’m this st’ry.

Oth’rwise, t’w’sn’t t’ b’d, I s’pose. Bit borin’.

“Coda: Working Stiff” by Mike Resnick and Nicholas A. DiChario – This one was just fun. Again trying not to give away any twists or revelations, this one follows a journalist interviewing a bus driver who used to be a big, famous king back in his heyday but is now content (or so he says) with his obscure life of working a simple job in the day and drinking in his spartan home at night.

Who this ex-king really is probably isn’t who you think it’s gonna be at first, but the story does still technically, and cheekily, fit in with the premise of the book overall. It reminds me very much of something Neil Gaiman might have written, or maybe Terry Pratchett if he’d decided to tackle the kingly premise from a more modern and realistic approach.

There are still 14 stories left in here, many of which are also good reads, or at least decent. In fact, looking back through it again, the only real dud that stands out to me is “The Kiss.” The weakest of what’s left are either adaptations of stories that didn’t really do it for me (“The Tale of Lady Ashburn” by John Gregory Betancourt) or weird original works that weren’t really memorable in what they set out to do (“A Parker House Roll” by Dean Wesley Smith).

Overall, The Book of Kings is a fun and interesting romp through a number of royal worlds, themes, and tones. As such, anyone who gives it a look will probably have the same general sentiment I did at the end, with a few things to like and a few to point to as examples of what doesn’t work for them. Me, I got a bit of the inspiration I was looking for and a few memorable tales out of it, so I’ll forgive the warts.
  
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Hadley (567 KP) rated Ghost Story in Books

May 14, 2019  
Ghost Story
Ghost Story
Peter Straub | 1989 | Mystery, Paranormal, Thriller
8
6.8 (5 Ratings)
Book Rating
Great story line (1 more)
Great characters
Too many secondary characters (0 more)
Don Wanderley is a writer who happens to meet a supernatural being, and this meeting causes his life to be turned upside down in the novel 'Ghost Story.' Wanderley's brother and uncle both die of strange circumstances, leading him to seek how their deaths came to be. What Wanderley finds is that they were both infatuated with two women: Alma Mobley and Ann- Veronica Moore; Mobley just so happens to be Don's ex-fiance'.

Even if it seems so, Wanderley is not the main character of this book, instead, we meet four older gentlemen who have been friends the majority of their lives: John, Lewis, Ricky and Sears. The four have created what they like to call 'the Chowder Society,' where they meet up in suit and tie at one of their houses to tell ghost stories. Sears tells one ghost story that will haunt them the rest of the book about his time as a teacher in a rural town known as Elmira: "Well, one of the most dreadful things in my life happened to me there, or it didn't happen and I imagined it all, but anyhow it scared the pants off me and eventually made it impossible for me to stay on. This is the worst story I know, and I've kept it locked up in my mind for fifty years."

After that story, strange things begin to happen in Milburn; a farmer named Elmer Scales, reports that his sheep have been slaughtered by having their throats slit and completely drained of blood, but there are no footprints nor blood stains where the sheep were killed: " 'Their throats were cut,' Elmer said to his wife. 'What did I tell you? Some crazyman's been out here. And -' his voice rose ' - a crazyman who can fly, because he didn't leave no prints.' "

When the reader finds out that the four life long friends have a dark secret that has seem to come back to haunt them, we witness them being killed off by a supernatural force, one by one. This story brings not only a great cast of characters and amazing story telling, but also twist and turns that are not seen from a mile away, like most paranormal thrillers have today.

The supernatural force readers are introduced to is a shape shifter, who takes on forms from a werewolf to a vampire " When he took off the dark glasses his eyes shone a uniform golden yellow. " But the book is not lacking on ghosts, either : "Then she saw a figure moving around out there and Nettie, who understood more than even her sister credited, fearfully watched it approach the house and barn. She uttered a few choked sounds, but knew that Rea would never hear them. The figure came nearer, hauntingly familiar. Nettie was afraid it was the boy from town Rea talked about - that wild boy in a rage that Rea had named him to police. She trembled, watching the figure come nearer across the field, imagining what life would be like if the boy did anything to Rea; and then squawked in terror and nearly tipped over the wheelchair. The man walking toward the barn was her brother Stringer, wearing the brown shirt he'd had on the day he died: it was covered with blood, just as it had been when they'd put him on the table and wrapped him in blankets, but his arms were whole."

The entire story takes place in the town of Milburn, with a few scenes outside of it, but because of this, there are so many secondary characters introduced that the reader may find themselves back tracking through the book just to remember who all of them are. On top of that, a lot of the characters are so much alike, that description can't even help tell who is who. Even our four main characters have similar descriptions, other than girth, that it takes a couple of chapters for readers to put a face to a name. Only some secondary characters become important enough to remember near the end of the book, this including a teenager named Peter.

'Ghost Story' is among the few paranormal books that can stand on it's own. There are scenes of hallucination that out-do those of the top paranormal writers of today. One of the most memorable scenes is with the character Lewis: "Lewis moved back and forth on the floorboards, willing his friends to return with the farmer's car. He did not want to look at the covered shape on the bed; he went to the window. Through the greasepaper he could see only vague orange light.. He glanced back at the sheet. 'Linda, ' he said miserably. " - the scene quickly changes - "He stood in a metal room, with gray metal walls. One light bulb hung from the ceiling. His wife lay under a sheet on a metal table. Lewis leaned over her body and sobbed. 'I won't bury you in the pond,' he said. 'I'll take you into the rose garden.' He touched his wife's lifeless fingers under the sheet and felt them twitch. He recoiled. "

When the ghost story is finally revealed from the main characters' past, pieces of the puzzle begin to fit together. To not give away too much, here is a portion of that story: " 'She said she was lonely,' Ricky said. 'Said she was sick of this damned town and all the hypocrites in it. She wanted to drink and she wanted to dance, and she didn't care who was shocked. Said this dead little town and all its dead little people could go to hell as far as she was concerned. And if we were men and not little boys, we'd damn the town too.' "

While our main characters are being killed off one by one, the town of Milburn is going through an odd blizzard that seems to put everyone on edge: " People settled down in front of the television and ate pizzas from the freezer and prayed that the power lines would stay up; they avoided one another. If you looked outside and saw your next-door neighbor fighting up his lawn to get to his front door, he looked unearthly, transformed by stress into a wild ragged frontier version of himself: you knew he'd damage anyone who threatened to touch his dwindling store of food. He'd been touched by that savage music you had tried to escape, and if he looked through your Thermopane picture window and saw you his eyes were barely human."

Although 'Ghost Story' was published in 1979, it still has a big impact on the way the paranormal genre is written today. Straub not only makes a convincing story line, but he also makes characters that the reader can actually care about. Even when we find out what has been going on in the small town of Milburn, the reader can still feel a very real threat from the supernatural force within it. 'Ghost Story' is by far the best paranormal thriller I have ever read. I highly recommend this book to anyone who believes that the past can come back to haunt you.

For more reviews by me, please check out my blog at goreandtea.com
  
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Hadley (567 KP) May 14, 2019

Since my reviews seem to get cut off, you can read the whole review and others at goreandtea.com

EP
Enthralled: Paranormal Diversions
6
6.0 (1 Ratings)
Book Rating
Journeys, literal or otherwise, are the theme of this young adult anthology. Appropriately enough, it was conceived as the result of a book tour.

"Giovanni’s Farewell" by [a:Claudia Gray|1192311|Claudia Gray|http://photo.goodreads.com/authors/1234643683p2/1192311.jpg] is a sweet, coming-of-age story of sorts. The twist is that it features a brother and sister, twins, rather than just one person. They visit Rome with a school group while dealing with major changes in their lives. There was too much background crammed into a short story, but it was interesting.

[a:Carrie Ryan|1443712|Carrie Ryan|http://photo.goodreads.com/authors/1343410049p2/1443712.jpg]'s "Scenic Route" is a disturbing, post-apocalyptic story set in the world of [b:The Forest of Hands and Teeth|3432478|The Forest of Hands and Teeth (The Forest of Hands and Teeth, #1)|Carrie Ryan|http://photo.goodreads.com/books/1320633297s/3432478.jpg|3473471] about two young sisters trying to survive in an isolated cabin. The older sister keeps the younger one occupied with the planning of a road trip that will never happen, always hoping against hope that the girl won't realize what their reality is. How long can they stay isolated enough to survive? Bloody, frightening, and visceral.

"Red Run" by [a:Kami Garcia|2895706|Kami Garcia|http://photo.goodreads.com/authors/1289693388p2/2895706.jpg] is the story of a girl who has lost the only person she loves in the world, and the trip she takes to avenge his death. How do you hunt a ghost? Maybe it isn't fair, coming right after Ryan's story, but I didn't truly feel the main character's feelings.

[a:Jackson Pearce|2761947|Jackson Pearce|http://photo.goodreads.com/authors/1336840299p2/2761947.jpg]'s "Things About Love" is a sweet story involving a jinn researching love. I felt like I'd come into the middle of something, so I checked and found that she's written a novel, [b:As You Wish|6750586|As You Wish|Jackson Pearce|http://photo.goodreads.com/books/1319175193s/6750586.jpg|6217232], in the same setting. While this story technically stands on its own, it would probably be enriched by having read As You Wish.

"Niederwald" by [a:Rachel Vincent|415967|Rachel Vincent|http://photo.goodreads.com/authors/1262900481p2/415967.jpg] is the first story I've read in her Soul Screamers series. Sabine, a macha (nightmare), takes a road trip with a human acquaintance and detours to Niederwald, Texas, home to the harpies. No, there's no way that could go wrong. Of course you know from the moment they hit the parking lot that it will go wrong, but at least it's an interesting sort of wrong.

[a:Melissa Marr|175855|Melissa Marr|http://photo.goodreads.com/authors/1192302741p2/175855.jpg]'s "Merely Mortal" feels as though it's probably set in the same world as her Wicked Lovely series.

"Facing Facts" by [a:Kelley Armstrong|7581|Kelley Armstrong|http://photo.goodreads.com/authors/1199068298p2/7581.jpg] is set in her Darkest Powers universe. I read the first of those books, but obviously a lot has passed since then, and there were spoilers in this story. It really centers around Chloe and Tori, with a little Derek tossed in. Tori learns something she doesn't want to know and reacts badly, running off on her own, which is dangerous. Chloe goes after her and they get into trouble. That seemed rather predictable to me, but at least the type of trouble wasn't what I expected. Tori doesn't seem to have changed since the first book, but Chloe is coming into control of her abilities.

[a:Sarah Rees Brennan|836009|Sarah Rees Brennan|http://photo.goodreads.com/authors/1254149255p2/836009.jpg]'s "Let’s Get this Undead Show on the Road" is about a boy band that features a vampire, Christian. He's an unusual vampire, all alone without a nest or a sire. His journey seems to be about his identity as a vampire, although the band is on tour and has another sort of journey to make, as well.
 
"Bridge" by [a:Jeri Smith-Ready|56019|Jeri Smith-Ready|http://photo.goodreads.com/authors/1204922569p2/56019.jpg] is told from a ghost's point of view, 233 days after death. It's frustrating being a ghost, because most people can't see or hear you. There are things you have to accomplish before moving on, though, that require communication with the living. Finding a "bridge" and working things out takes a lot of effort. This was a touching story, bittersweet and well-told.

[a:Kimberly Derting|2755160|Kimberly Derting|http://photo.goodreads.com/authors/1229976464p2/2755160.jpg]'s "Skin Contact" nearly broke me. Rafe is looking for his girlfriend. He knows where he needs to go, and he's guided by dreams. This story nearly broke me. It's told sparingly, and something feels perfectly right about it, but it hurts. According to her author biography, Rafe was introduced in her novel Desires of the Dead.

"Leaving" by [a:Ally Condie|1304470|Ally Condie|http://photo.goodreads.com/authors/1325882614p2/1304470.jpg] is a very literary story, about a girl left behind after her mother dies and her father leaves. She spends the story preparing to go after her father. It's hard to describe much more than that, or to have much of an opinion. It was well-written and I think I'll probably remember it for a long time.

[a:Jessica Verday|1290625|Jessica Verday|http://photo.goodreads.com/authors/1243816082p2/1290625.jpg]'s "At The Late Night, Double Feature, Picture Show" is a darkly funny story about a girl from a family of monster hunters. She's usually the bait, but tonight she has decided to be the hunter — without backup. I'd like to read more from Verday.

"IV League" by [a:Margaret Stohl|2895707|Margaret Stohl|http://photo.goodreads.com/authors/1241421033p2/2895707.jpg] just didn't hit me right. It's the story of a bunch of southern vampires on a college tour, which could have been funny but wasn't written that way. The whole thing just didn't sit well with me, perhaps because the main character seemed too unrealistically out of touch for someone who obviously had access to television and the internet.

[a:Mary E. Pearson|123463|Mary E. Pearson|http://photo.goodreads.com/authors/1238978651p2/123463.jpg]'s "Gargouille" is the most touching love story in the collection. Just read it.

"The Third Kind" by [a:Jennifer Lynn Barnes|164187|Jennifer Lynn Barnes|http://photo.goodreads.com/authors/1243935916p2/164187.jpg] is, on the surface, about a road trip to San Antonio. The real journey is much deeper, one of coming to understanding one's calling.

[a:Rachel Caine|15292|Rachel Caine|http://photo.goodreads.com/authors/1272650500p2/15292.jpg]'s Morganville is the setting for her "Automatic." I think I've read a Morganville novella, but my memory of it is dim. The Morganville Blood Bank introduces an automated withdrawal machine, essentially a soda can dispenser. Michael Glass is ordered to try it first, as a demonstration for the older, more traditional vampires, with unexpected results. His journey is one of self-knowledge. I didn't really care much about him, his journey, his girlfriend, or anything else. The setting and characters do nothing for me, but your mileage may vary.

Altogether, the anthology was worth reading. There were some low spots, but that's true of any collection. To be fair, I'm sure someone who is more enthusiastic about young adult fiction would also be more enthusiastic about the works here.