y The James Brand Palmer Clear utility knife review By the-gadgeteer.com Published On :: Mon, 11 Nov 2024 15:00:53 +0000 REVIEW – I previously reviewed The James Brand Carter XL which has been a dependable knife but I also have a penchant for utility knives so when The James Brand sent me their new Palmer Clear utility knife that retails for only $39 I couldn’t wait to try it out. What is it? The James […] Full Article Reviews EDC Knives
y Forget about flying, the PowerDolphin Wizard is a 4K underwater drone By the-gadgeteer.com Published On :: Mon, 11 Nov 2024 20:52:47 +0000 NEWS – Everyone and their brother has probably purchased or at least tried flying a drone at some point. Instead of flying a drone, how about diving with one. The PowerDolphin Wizard is an underwater drone that features a dolphin-inspired sleek, streamlined shape that allows it to zip through water at an impressive 4.5m/s. But […] Full Article News Drone Fishing
y Scykei: A rising star in the global wearable market By the-gadgeteer.com Published On :: Tue, 12 Nov 2024 13:50:21 +0000 NEWS – Scykei Technology, Inc., a New York-based tech brand, announced its mission to challenge the status quo and redefine the technology industry. With a bold vision to become a generation-defining tech company, Scykei is poised to make waves in the wearable market. Positioning: A Considerable Alternative Scykei has positioned itself as a considerable alternative […] Full Article News wearables
y Comfier towel and blanket warmer review – keeps you toasty By the-gadgeteer.com Published On :: Tue, 12 Nov 2024 15:00:13 +0000 REVIEW – When we lived in Europe, our home had a heated towel bar in the bathroom. It seemed like such a decadent little thing, but as fall turns to winter I recall just how nice it was to step out of the shower and reach for a warm towel. When the Comfier towel and […] Full Article Reviews Appliance Bathroom
y THE SPELLSHOP comes out today!!! By sarahbethdurst.blogspot.com Published On :: Wed, 10 Jul 2024 02:14:00 +0000 I am over-the-moon excited to share with you that today is the book birthday for my newest book, THE SPELLSHOP! It's a cozy fantasy about a rogue librarian and her best friend, a sentient spider plant, who take on the low-stakes market of illegal spellmaking and the high-risk business of starting over. And it's for anyone who is looking for a slice of joy, a bit of comfort, or just a deep breath.I wrote this book to feel like a warm hug. Or like drinking hot chocolate. Or like eating really good raspberry jam. Or a cinnamon roll, with hot chocolate and maybe some raspberry jam on the side... We've all been through a lot over the past few years, and I wrote THE SPELLSHOP for anyone who wants to escape into a world filled with kindness and enchantment.Thank you to everyone at Macmillan/Tor/Bramble for bringing this book to life and gracing it with Lulu Chen's beautiful cover art and such lovely lavender sprayed edges!If you'd like to learn more about the book or read the first chapter, please visit my website: http://www.sarahbethdurst.com/Spellshop.htmI'm also going on book tour starting today, and I'm so excited!! If you'd like to join me at any of my tour stops, I'd love to see you! For details, see the Events page of my website.Happy reading!!! Full Article
y THE SPELLSHOP is an instant New York Times, USA Today, and Indie Bestseller!!! By sarahbethdurst.blogspot.com Published On :: Fri, 19 Jul 2024 14:47:00 +0000 THE SPELLSHOP IS A NEW YORK TIMES BESTSELLER (#7), A USA TODAY BESTSELLER (#13), AND AN INDIE BESTSELLER (#10)!!!!!!!! I’M SOBBING!!!! Thank you so much to everyone at Bramble/Tor/Macmillan who made my dreams come true, including the incredible Ali Fisher, Dianna Vega, Caro Perny, and Julia Bergen! Thank you so much to my amazing agent Andrea Somberg who has been with me for 18 years and 28 books! And thank you to the wonderful booksellers and readers who made this possible!!!! I love you all so much!!! Full Article Indie Bestseller New York Times The Spellshop USA Today
y New York Times Bestseller List By sarahbethdurst.blogspot.com Published On :: Sat, 20 Jul 2024 13:20:00 +0000 Proof I didn't dream it. https://www.nytimes.com/books/best-sellers/2024/07/28/hardcover-fiction/ Full Article New York Times The Spellshop
y THE SPELLSHOP hit the NYT Bestseller List AGAIN!!! By sarahbethdurst.blogspot.com Published On :: Thu, 01 Aug 2024 14:01:00 +0000 It happened again. NYT. #7 again. I have no words, except THANK YOU. https://www.nytimes.com/books/best-sellers/2024/08/11/hardcover-fiction/ Full Article New York Times The Spellshop
y 4 Weeks on the NYT Bestseller List!!! By sarahbethdurst.blogspot.com Published On :: Thu, 15 Aug 2024 14:16:00 +0000 OMG, it happened AGAIN!!! THE SPELLSHOP hit the NYT Bestseller List for the 4th time! At #13 this week! And hit the USA Today list for the 5th week in a row! Thank you all so much for making my dreams come true over and over and over and over again!!!https://www.nytimes.com/books/best-sellers/2024/08/25/hardcover-fiction/ Full Article New York Times The Spellshop
y 5 Weeks on the NYT Bestseller List!!! By sarahbethdurst.blogspot.com Published On :: Thu, 29 Aug 2024 14:20:00 +0000 It happened again. FIVE WEEKS ON THE NYT LIST!!! And on the USA Today list for seven weeks in a row! How is this possible?!? Thank you all so incredibly much for all the love you've shown THE SPELLSHOP. I am grateful beyond my ability to express. https://www.nytimes.com/books/best-sellers/2024/09/08/hardcover-fiction/ Full Article New York Times The Spellshop
y 6 Weeks on the NYT Bestseller List!!! By sarahbethdurst.blogspot.com Published On :: Thu, 05 Sep 2024 14:09:00 +0000 Six weeks on the New York Times bestseller list! And eight weeks in a row on the USA Today list! I'm overwhelmed. Thank you so much to everyone who took this story in and allowed it to mingle with your heart! https://www.nytimes.com/books/best-sellers/2024/09/15/hardcover-fiction/ Full Article New York Times The Spellshop
y THE LAKE HOUSE Paperback Book Birthday! By sarahbethdurst.blogspot.com Published On :: Tue, 17 Sep 2024 14:17:00 +0000 Happy paperback book birthday to my YA thriller, THE LAKE HOUSE!!! It's about three girls stranded in the woods in Maine. No food, no water, no shelter, and someone -- or something -- is hunting them. Paperback edition out today from HarperTeen! http://www.sarahbethdurst.com/LakeHouse.htm Full Article Book Birthday Paperback Pub Day The Lake House
y StoryFest 2024 By sarahbethdurst.blogspot.com Published On :: Fri, 20 Sep 2024 13:56:00 +0000 This weekend is StoryFest 2024!!! This will be my first time at this literary festival, and I'm so excited! I'll be on the "Dangerous Visions: Dreams Across Universes" panel on Saturday (9/21/24) at 10am with Jedidiah Berry, P. Djeli Clark, Sarah Beth Durst (me!), Christopher Golden, Peng Shepherd, and GennaRose Nethercott. The panel will be followed by a signing.If you're near the Westport Library in CT, I hope you'll join us! https://westportlibrary.org/storyfest-2024/ Full Article StoryFest
y StoryFest 2024 Panel By sarahbethdurst.blogspot.com Published On :: Mon, 23 Sep 2024 14:43:00 +0000 Had a wonderful time at StoryFest this weekend! Thank you, Westport Library!!! Full Article StoryFest
y THE SPELLSHOP German Book Birthday! By sarahbethdurst.blogspot.com Published On :: Wed, 25 Sep 2024 13:18:00 +0000 Very excited that THE SPELLSHOP is out today in Germany (with lovely purple edges)!!! Thank you to everyone at Fischer Tor! I like to think that Kiela, Caz, and Meep are celebrating their book birthday by selling spells and jam somewhere along the Rhine... https://www.fischerverlage.de/buch/sarah-beth-durst-spellshop-9783596710942 Full Article Fischer Tor Germany The Spellshop
y NYCC 2024 Schedule By sarahbethdurst.blogspot.com Published On :: Wed, 16 Oct 2024 14:08:00 +0000 Very excited for New York Comic Con!!! I'll be there on Thursday and Sunday. Hope to see you there! Full Article NYCC; New York Comic Con
y NYCC 2024 Photos By sarahbethdurst.blogspot.com Published On :: Mon, 21 Oct 2024 15:00:00 +0000 Had such a fantastic time at New York Comic Con!!! Full Article New York Comic Con NYCC
y Happy Halloween! By sarahbethdurst.blogspot.com Published On :: Thu, 31 Oct 2024 14:09:00 +0000 Full Article
y Board Game Review: Tokyo Sidekick By www.thatswhatjennisaid.com Published On :: Mon, 07 Sep 2020 03:04:00 +0000 Earlier this summer, Tokyo Sidekick arrived on our doorstep from Japanime Games. I knew absolutely nothing about the game before it showed up. Turns out, it's a big game, with a big board, in a big box. Unpacking everything, I was pretty impressed with the breadth of inventory. Check out the pic below from the publisher of the core game components beyond the board and cardboard standees. My copy also included a comic book giving the origin stories of the heroes, as well as upgraded acrylic standees. The components are well made and I particularly like the acrylic upgrades; you’ll want these for sure if you can get them. Perusing the rulebook, I started to get a good understanding of Tokyo Sidekick. It’s a cooperative game designed by Yusuke Emi where 2-4 players take on the role of heroes and sidekicks who battle against villains, supervillains, and menaces, while also navigating around the central board to deal with incidents as they crop up. There’s a lot going on at once for players to manage, and that’s part of the fun. It feels a lot like playing Pandemic, if the characters we played in Pandemic were more personable and relatable. Turns pass back and forth between players and during the active player’s turn they must do their best using their array of selectable actions (actions that are paid for with energy cards from their deck) to thwart evil and handle critical incidents that have been revealed. We didn’t find there to be much analysis paralysis during turns. At the end of each player’s turn, during the End Phase, new incidents are added to the board, the player redraws their hand, and circumstances are evaluated to determine whether additional steps grouped under something called “Crime Time” will occur. If it does occur, special effects on enemy cards activate, towns on the map get destroyed, a subset of incidents on the board become critical (if you leave these unresolved on the board for too long, you lose the game automatically), new enemies are revealed from the enemy deck and placed on the board, and new incidents are added to the incident row (to be added to the board on future turns). What I love most about this game is the detailed descriptions and backstory on every hero and sidekick. Chamaru is my absolutely favorite sidekick to include on my team. Look at his adorable profile! There’s even a mind map at the end of the rulebook showing the intricate connections between each hero and sidekick in the game. The artwork is lovely too. Sometimes I’m a bit hesitant when a new Japanime game is released because I never know if the artwork is going to push boundaries a bit too far out of the family friendly genre (which is always a shame when it happens because the gameplay is usually solid). Happy to report that while the game isn’t going to win any awards from the feminist corner for empowering representation, it’s nothing too risque; tweens and teens can play this without being scandalized. Another thing I really enjoy about Tokyo Sidekick is the free lesson in Tokyo geography. All the locations on the board are neighborhoods of Tokyo, like Otsuka, Waseda, or Shinjuku. If you thought Pandemic was good at teaching you world geography, this game is really good at teaching you the areas of Tokyo as you move between them. The rulebook is very detailed and well written. We didn’t have any trouble understanding the instructions and we weren’t left with any unanswered questions after reading it. The myriad of hero-sidekick combinations and the variety of enemies in the enemy deck make the game highly replayable. We’ve played a handful of times and have yet to even eke out a win but we never got tired of trying. The first time we played we didn’t stay on top of incidents and then after that we tried to manage our incidents better but were overrun with villains. I’m sure there some clever strategy to score a victory in Tokyo Sidekick, but we haven’t stumbled upon it yet. Which is another plus for the game as far as I’m concerned; there’s no easy win to be had here. You’re going to have to collaborate closely with your team partners and really put your heads together to beat this thing. This is definitely a game to put on the shopping list, if you’ve not ordered it yet. The Kickstarter for Tokyo Sidekick just closed the first week in September, but Japanime has already started taking pre-orders for the retail version of the game on their website. If you’ve got tweens, I especially think this is a must-have. The whole family can work together to save Tokyo and learn Japanese geography in the process. -------------------------------------------------Publisher: Japanime GamesPlayers: 2-4 Actual Playing Time (vs the guideline on the box): About 75 minutes. Game type: deck building, cooperative, hand managementRating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews cooperative games deck building games hand management games Japanime Games Kickstarter point to point movement games
y Board Game Review: Tapestry Plans and Ploys Expansion By www.thatswhatjennisaid.com Published On :: Thu, 17 Dec 2020 04:31:00 +0000 I was so excited when Jamey Stegmaier’s Plans and Ploys expansion for Tapestry (published by Stonemaier Games) showed up in the mail. I’d played a lot of Tapestry games with my social isolation pod (see my review for Tapestry here) over the summer and I was eager to explore the new Tapestry cards and civilizations promised in the expansion. Beyond these updates, the Plans and Ploys expansion also includes a new game element (Landmark cards), new space tiles, a handy bag for drawing exploration tiles, and landmark place marker tokens which offer an easy way to identify which landmarks have already been claimed just by looking at the central board. As soon as we unboxed Plans and Ploys, we invited a few of our friends over to give it a go. Our previous social isolation pod had disbanded with the spike in new COVID cases in our state (Iowa: ground zero for the pandemic once the fall semester of school started) and none of the members of our newly formed pod had ever played the base game before. So we weren’t sure whether we should play the base game without the expansion first or if the expansion was straightforward enough to merge into the base game in a way that didn’t prove too complicated for new players to understand. We spent a bit of time going over the base game rules with our friends and then read the rules addendum for the expansion together and decided to jump straight into playing with the expansion. It was a good decision. Everyone got into the flow of the game without any difficulty.I played the Advisors civilization. This is a new civ from the expansion and I wasn’t sure if I was in love with its special abilities as compared to the other new civs I’d peeked at before we shuffled all the civs and randomly drew for each player. One point per Tapestry card didn’t seem to amount to much, and at first I didn’t see the power in forcing others to take my Tapestry cards instead of drawing from the deck. But as the game unfolded, I quickly realized that I could use the giveaway power to purge less helpful Tapestry cards from my hand and churn through the Tapestry deck much quicker in search of the really powerful cards. Plus, I could influence my opponents’ behavior by giving them Tapestry cards that would encourage them to favor certain actions over others and then use the knowledge of what they were likely going to do for my benefit. For example, I might give someone a Tapestry card that strongly encouraged military track advancement and then play a Tapestry card myself that allowed me to pick an opponent and a track and copy the opponents movement on that track. Knowing that a specific opponent would likely play heavy on the military track for their next several turns allowed me to be more confident in my bet on that player and that track in conjunction with the track+opponent copy power of my Tapestry card. Overall, the Advisors are well balanced and constructed civilization, as are all the others from the expansion that I’ve studied closely.At the beginning of the game, each player was given a Landmark card and building. These are personal goals that allow a player to place a building on their Capital city map once the goal is met. All of the goals are fairly straightforward, but as with other games that feature personal player goals, players have to be careful not to become overly focused on their goal at the expense of general game strategy. All of the new components packaged with the Plans and Ploys expansion feature the same artwork style and the same quality of construction as those of the base game. The additions integrate very well in terms of gameplay and strategy too. I wouldn’t be surprised at all if Stonemaier revealed Jamey had done a Peter Jackson: Lord of the Rings move with this game, designing everything all at once and just releasing it in separate parts as the base game and an expansion. I especially appreciated the new landmark tokens that saved me from that grumpy feeling that wells up inside of me when I realize someone else has already taken a track landmark I was eyeing. Now as soon as they claim a landmark from one of the tracks, the landmark token is removed, signaling its unavailability. Nice. Our game was really close in score as far as everyone could tell for most of its duration. I wasn’t sure I was going to win, but I was having a hell of good time playing the six, count them, SIX, civilizations I’d managed to acquire in the game due to some crafty manipulation of my technology cards in conjunction with track actions. I felt powerful. Very powerful. In the end, my husband Christopher won (but not by much) and I came in second. Our newbie players did pretty well at final scoring, especially considering they’d never played before and were playing against veterans. I loved everything about this expansion. If you haven’t picked up the base game yet, call/email your local game store to reserve a copy (or order online from Stonemaier) and add Tapestry Plans and Ploys to your order at the same time. You’ll want them both. And if you already own Tapestry, this expansion is calling your name. There’s still time for you to add it to your Christmas wishlist and if no one gifts it to you, you can give yourself a copy (you deserve it after surviving 2020!) when the new year rolls around.-------------------------------------------------Publisher: Stonemaier GamesPlayers: 1-5 (We played with 4)Actual Playing Time (vs the guideline on the box): About 3 hours per gameGame type: tile placement, hand management, dice rolling, area controlRetail Price: $27 direct from the publisher https://store.stonemaiergames.com/collections/tapestry/products/tapestry-plans-ploysRating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article area control games board game expansions board game reviews dice rolling games hand management games Stonemaier Games tile placement games
y Board Game Review: Clank! Legacy: Acquisitions Incorporated (spoiler free) By www.thatswhatjennisaid.com Published On :: Mon, 04 Jan 2021 02:36:00 +0000 We’ve had our eye on Clank! Legacy: Acquisitions Incorporated since its debut in 2019 from Renegade Game Studios. In our house, we love legacy games and we own most of the other Clank! editions, so it seemed like a good fit.Boy, was it ever! We finally got the game a couple of weeks ago, and immediately fell for it so hard during the first few minutes of the game that we played it nearly every day with our 11 year old twin sons, Max and Locke. In Clank! Legacy: AI, designed by Andy Clautice and Paul Dennen, players take on the role of employees at a small organization. At the beginning of the legacy campaign, the organization is in the process of applying to become a franchise of Acquisitions Incorporated, a megacorp famed for its for-profit adventuring services. We loved the narrative and appreciated the touches of authenticity, like the franchise charter agreement. We’ve played through other legacy campaign games over the past year where the narrative fell flat at times (I’m looking at you Aeon’s End Legacy), but Clank! Legacy: AI doesn’t suffer from that problem. Every game session (mission) introduces new and compelling twists in the ongoing storyline and is able to hold our interests. And the gameplay - including choices, restrictions, and goals- makes sense within the narrative universe Clautice and Dennen have constructed for us. We found that the narrative so captured our kids attention that they were better about staying in the game each mission long enough to explore the terrain to everyone’s satisfaction as compared to their more typical race to the finish behavior when playing the standard edition of Clank! . I was very pleased with that aspect of this edition as I really enjoy exploring the far reaches of the board. The game mechanisms here are based on those in the base game (primarily deck building and point to point movement), with players descending into lower depths on the central board, tasked with obtaining rewards and escaping to safety before the game ends. But the legacy edition of this midweight strategy game introduces additional non-player characters, rewards, perils, and side quests as play unfolds. Spaces on the board have narrative icons indicating passages, from the Book of Secrets, which are to be read when a player lands on the space for the first time. These passages will often direct players to apply stickers to the game board, cards, or the rule book. They may also reveal new game components such as additional cards or tokens. Clank! Legacy: AI also utilizes both sides of the central game board, providing a lot of real estate for legacy modifications. I didn’t notice a lot of analysis paralysis during our plays of Clank! Legacy: AI. The requirement to play all cards each hand coupled with the movement restrictions on the board provided only a few reasonable options to choose from each turn in terms of movement. Occasional delays were seen when players selected cards to recruit using skill points, but even then, it was never more than a few moments of hesitation. Each game session wraps up in a couple hours or less. The components (the central board, the cards, cardboard tokens, etc) are of average quality for the price point. Our franchise board (where you deposit clank, hold market items for purchase, track dragon rage, and track player damage) arrived slightly warped and seems to have warped further as it has sat out on our game table (we’ve had some wild temperature swings here in snowy Iowa), but otherwise everything arrived in and remains in excellent condition. The artwork (implemented by a full team of artists, including Clay Brooks, Anita Burrell, Derek Herring, Raul Ramos, Nate Storm, and Alain Viesca) is on point. It reinforces the narrative, is kid-friendly, and is generally unobtrusive, which is just what I’m looking for in this price range. It also blends seamlessly with the artwork in the base game, so when the legacy campaign is finished and players want to mix components of this game with the base game, it works visually. The rulebook was generally clear and we didn’t need to look up much online, although we did have a few questions about some of the language on the cards that we didn’t feel the rulebook addressed (and we also couldn’t find a clear answer online, so it might just have been a brain block unique to us). Every aspect of Clank! Legacy: AI has been well planned and executed by Clautice and Dennen. I’ve thoroughly enjoyed playing this edition with my family and I’m hoping they’ve got additional legacy campaign expansions in the works for this IP as I can’t wait to see what they come up with next. Solid storytelling, from start to finish. -------------------------------------------------Publisher: Renegade Game StudiosPlayers: 2-4 (We played with 4)Actual Playing Time (vs the guideline on the box): About 90 minutes per gameGame type: deck building, point to point movement, legacy, campaignRetail Price: $75-100Rating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews campaign games deck building games kid friendly games legacy games point to point movement games Renegade Game Studios
y Royal Architects, Unnamed Noblemen, and Viscounts–A 130 Year Tale of West Francia in Three Parts. Part Two: The Unnamed Noblemen (A Review of Paladins of The West Kingdom) By www.thatswhatjennisaid.com Published On :: Sun, 24 Jan 2021 17:37:00 +0000 During the early reign of King Charles III (Charles the Simple) in West Francia, the area was besieged by Viking invasions, while the memory of the previous and frequent Saracen incursions was still fresh in the minds of the general populace. The Saracens were Muslim - mostly Berbers from Africa – and had only let up on the Franks because they’d been pushed back by the Vikings. The local nobles were left largely to fend the Vikings off on their own.In Paladins of the West Kingdom, players assume the role of these unnamed nobles (most likely Dukes), working to keep the region safe and spread their faith (historically: Christianity). I really enjoy this theme, and in fact, playing the game nurtured my interest in the historical kingdom of West Francia. That’s why I can tell you that while the rulebook notes that the King lends his Paladins to the nobles to aid them in their quest, I’m giving all the credit for the loan to the designers, Shem Phillips and S J MacDonald. Paladins are a fictional group of knights in French lore (think of them as similar to the Knights of the Round Table in British lore), or alternatively, a translation of the Frankish royal title of Palatine Count, which was a noble that focused mostly on judicial and governing matters and was not known as a knight. I’ve won a few and lost a few games of Paladins. It’s a worker placement game that incorporates card drafting. At the beginning of every round, players draw the next three Paladin cards in their deck and choose one to play for the round, one to put back on top of their Paladin deck to draw during the next round, and one to put at the bottom of their Paladin deck. Each Paladin boosts faith, influence, or strength (usually more than one of these), and also provides a special benefit. If you’ve got players prone to analysis paralysis, this is where they may get stalled, especially in the first few rounds. After Paladins are selected and put into play, workers for the round are selected by each player and put into their personal resource supply. You have many stations on your player board to place your workers during the round, and when you do so, your moves are independent and walled off from your opponents (they cannot tamper with your player board or placement of your workers on it). However, there is one area on the general board (the King’s Favour card area) where you can also place your workers and those spots are competitive. Also contributing to player interaction – some of the stations on your player board where you place workers allow you to move resources (monks and outposts) from your player board to the main board, consuming a competitive spot that provides a placement reward. And all the resource cards on display around the main board – the townsfolk you can hire, the walls you can build, the outsiders you can attack or convert, the tavern cards you draw workers from, and the suspicion cards you gain $$$ from, are all lucrative items for which players must compete. So we’ve got a good mix of independent action and player interaction in Paladins. There are not a lot of opportunities for “take that” behavior in this game, other than perhaps timing your draw of suspicion cards to trigger an inquisition when you know your opponents will suffer a penalty and be forced to take on more debt. Strategy Tips: [1] Don’t be afraid to take on debt. It’s not too hard to flip debt cards for additional victory points and the income generated from the suspicion cards + the usefulness of the criminal workers are worth the increase in debt.[2] As with all worker placement games, look for opportunities to get more workers. For example, try to recruit any townsfolk that provide workers as a reward for other actions.[3] Attacking outsiders is a reliable way to get provisions and build influence, which are prerequisites for building the wall, which in turn give more strength and allow you to attack more outsiders. When paired with the townsfolk card that provide a bonus worker for every attack action, it’s a powerful combination. Giving the game more intellectual weight, worker placement on your board and the actions workers trigger often have additional requirements beyond number and types (i.e., colors) of workers. The actions triggered by worker placement may be constrained by your strength, faith, or influence level. And some spots or actions triggered by placing workers in those spots require money or provisions. All of these prerequisites can be gained as rewards from prior actions triggered by various worker placement, so much of the game is finding the most efficient ways to obtain prerequisites associated with the series of actions you’d like to take as the game progresses. I worried this decision making would be a weak point for analysis paralysis (I’m a pretty good candidate for testing potential AP, as I’m prone to it) and while there can be a bit of that during the game, nothing excessive was logged during our plays. The artists (Shem Phillips on graphic design and Mihajlo Dimitrievski on illustrations) have printed helpful indicators next to each placement location on boards and cards to identify any prerequisites as well as rewards. It’s an example of how the designers have worked with the artists to layer meaningful game information into the layers of artwork. In fact, all of the symbols implemented across the game components are really quite helpful. Bonus: once you familiarize yourself with them in one of the West Kingdom games, you’ll have learned them for the entire series as the artists reuse the same symbols in all three titles.Beyond the iconography, the illustrations and other artwork are lovely. As with the iconography, the same style of artwork is implemented across the entire series and it carries the theme well. There was a good mix of cisgender representation, but not a lot of racial diversity, especially as would be suggested by the historical setting of the game (for example, Berbers in the area had skin tones ranging from light to to dark brown). The components for Paladins of the West Kingdom are well made. There are wooden meeples, an assortment of foldable boards constructed from cardboard, and various plastic coated card decks. We found the rulebook to be clear and direct, and there weren’t any items we had to look up online. It would have been nice if the designers included a player aid in the components, but I was able to compensate for the oversight by downloading a detailed player aid another user uploaded to the forums on BoardGameGeek.com. Paladins of the West Kingdom is my favorite game of the West Kingdom series. All of the worker types and available actions make sense within the context of the theme, the mechanisms (worker placement, card drafting) integrate tightly with the scoring system to provide opportunities for building a victory point engine, and the game is complex and interesting yet still accessible for new players. The game is also a great value at its price point (approx $50) given you’ll get dozens of multiplayer games in before even a hint of same-o same-o creeps in. Many games with comparable replayability and complexity are double the price of Paladins. There’s also a solo play mode, which provides an additional way to explore the game. -------------------------------------------------Publisher: Renegade Game StudiosPlayers: 1-4 (We played with 2)Actual Playing Time (vs the guideline on the box): About 2 hours per gameGame type: card drafting, worker placementRetail Price: $50Rating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews card drafting games Renegade Game Studios worker placement games
y Board Game Review: Beyond the Sun By www.thatswhatjennisaid.com Published On :: Fri, 26 Feb 2021 21:30:00 +0000 Almost a decade after my interest was first sparked in reviewing games for Rio Grande Games, I finally met someone on the inside of the company in a mutual FB industry group and made a connection. Soon after, a review copy of Beyond the Sun by Dennis K. Chan was at my door. Game Reviewing as a Hobby: A Peak Behind the ScenesI have always had a soft spot for Rio Grande Games. I spent part of my childhood growing up in New Mexico, and graduated from New Mexico State University, where the actual Rio Grande itself was practically in my backyard. Because of my time in the area, I really enjoy supporting New Mexico businesses. So there's that. And the first "serious" board game I ever played was the Rio Grande distribution of Power Grid, which is still one of my favorites. We own over 30 games from the Rio Grande catalog, including Dominion, Puerto Rico, Carcassonne, Race for the Galaxy (another favorite), Stone Age, Underwater Cities (this game is amazeballs), and more. But I've never done a review for Rio Grande Games before. A million years ago, before I was ever a board game reviewer, I regularly reviewed books for publishers. When I first fell in love with board games, I thought I'd approach the publisher of my favorite games - Rio Grande Games - and establish a partnership. I was very used to the review procedures at major book publishing houses where the marketing departments are run by MBAs (who may or may not enjoy reading books themselves), the review process is formally structured and well publicized for reviewers, and introductory discussions between reviewers and publishers are focused on marketspeak like "demographic penetration". I remember feeling exasperated at the time that the Rio Grande Games website didn't have a marketing page with straightforward information on requesting review copies, nor contact info specifically for their marketing department. I had to do a bit of digging to reach someone at the company and that's when I found out that it wasn't a cold corporate monolith, but a small company where people wore many hats and everyone involved loved board gaming with all their heart. I didn't know any of those people personally (I hadn't been to a gaming convention yet) and trying to approach them from a traditional marketing relationship perspective (I think I sent a formal email about demographics!) went nowhere so I just gave up. I loved board games so much that I just started writing reviews for new games we purchased and played and didn't make any more attempts to establish connections with publishers after my run in with Rio Grande Games that left me spooked. A few years into the hobby, I started attending Gen Con, where I met a lot of publishing folks face to face and made a lot of great connections based on a shared love of gaming. It was only then that I started receiving review copies and maintaining formal relationships with the various board game publishers. While it's true that the board game industry has become more sophisticated in its marketing and organization as it's matured, a lot of board game publishers are still small time operations and when I connect with these folks, it feels like being part of a family. My first observation: the cover art, by Franz Vohwinkel, is phenomenal. In Beyond the Sun, players take on the role of faction leaders on the move, colonizing space and researching new technological breakthroughs in a post apocalyptic universe. Each turn, players make decisions on what action to take and what resource to produce. However, most of the action spaces on the board are initially blocked off. A blocked action space can only be used by a player once they’ve taken the prerequisite actions on previous turns of researching the technologies associated with the blocked action. These technologies and associated actions are presented in a tree display with the level 1 technologies/actions branching off into level 2, 3, and 4 technologies/actions. After the action and resource phases of a player’s turn, they may claim an achievement, if they’re eligible. There are multiple achievements laid out for each game and players compete for the limited spots on each achievement card. When 4 achievement discs have been placed, the final round is triggered, followed by scoring. After a thorough read through the rulebook, I got the game on the table pretty quickly. It’s a well written rulebook by the way, with humor to boot. I especially love the rule for determining first player (see #13 under setup). With the pandemic in full swing and social isolation in effect, I’ve focused on 2 player games of Beyond the Sun between my husband Chris and myself. During our first game, we spent the first few rounds aggressively fighting over one system we both wanted to colonize. Back and forth, back and forth, the control shifted. At some point this power struggle became more about a matter of stubborn will between the two of us and less about strategic play and I have to admit, I got a kick out of the ability to passive aggressively annoy and rattle my husband in this way. Eventually I gave in on that and moved on to focus on claiming the easier achievements while Chris focused more on building his engine through research and got caught up in trying to get to level 4 on the technology tree. That proved to be his downfall. Focusing on colonizing and the low hanging fruit of completing more level 2 research in lieu of making it to level 4 won that first game for me, 59 to 49. I occasionally ran into a bit of analysis paralysis in during my plays of Beyond the Sun, but nothing too severe. And the components (dice, plastic coated cards, wooden tokens, ore crystals, player boards, player aids, and the central board) have held up well. They’re not as beautifully designed as the cover art, but the illustrations on them fit the theme and carry the story as intended.We really enjoy this game at 2 players. It’s a solid engine builder that’s quick to learn but variable in play to keep the boredom at bay, and quite thinky. Our only complaint is that the game doesn’t come with a score pad to do the math at the end to determine the winner (the publisher would like to you know that you can download scoresheets on their website). A great addition to any well curated board game collection, I highly recommend Beyond the Sun. -------------------------------------------------Publisher: Rio Grande GamesPlayers: 2-4Actual Playing Time (vs the guideline on the box): About 90 minutes per gameGame type: worker placement, point to point movementRating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews point to point movement games Rio Grande Games worker placement games
y Board Game Review: Tapestry Arts & Architecture Expansion By www.thatswhatjennisaid.com Published On :: Sat, 02 Apr 2022 00:50:00 +0000 The good folks at Stonemaier Games sent us a review copy of the newest expansion for Tapestry recently. We have the base game and the previous expansion, Plans and Ploys, in our game library. Arts & Architecture is designed by Jamey Stegmaier and Mike Young, with artwork by Andrew Bosley and landmark sculptures by Rom Brown. The expansion adds more of the familiar components: five new civilizations, six new capital city mats, 5 new landmark cards with landmarks, twenty new tapestry cards, and eleven new tech cards. Arts & Architecture also adds completely new features to the game, including an arts track with accompanying landmarks, twenty masterpiece cards, twenty inspiration tiles, and an upgraded science die to include iconography referencing the arts track. The new arts development track is quite useful and thematically blends well with the overall concept of the game. It gives you the opportunity to place more of your income buildings, score victory points for tech cards and exploration tiles, acquire masterpiece cards which provide benefits during income turns, and place inspiration tiles on your income mat over existing income tracks to improve the rewards gained during income turns. In the first few games I played (2 player), I concentrated heavily on the arts track, progressing to the end of it easily before game end, all the while also making steady progress on two of the base development tracks. In the most recent game (4 player), I didn’t use the arts track much at all, which was a huge mistake, landing me in third place while the frontrunners leaned on the arts track significantly. I’ve previously noted in my review of Tapestry (https://www.thatswhatjennisaid.com/2020/07/board-game-review-tapestry.html) and Tapestry Plans and Ploys (https://www.thatswhatjennisaid.com/2020/12/board-game-review-tapestry-plans-and.html) that to win the game, you must diversify and progress on at least two tracks simultaneously, but to be careful trying to do much more than that or you’ll spread yourself too thin. With this expansion, I’ll amend that to note you’re unlikely to win the game unless you focus on the arts track as well as two of the base development tracks, as the arts track is really an enhancer for all the other tracks. It will be interesting to see how development track focus will need to be adapted when Stonemaier releases additional expansions for the game (anticipating a religion track at minimum; every civilization has its religious scholars). The additions to the tapestry deck include a new ability type - continuous. These abilities begin when played and continue for the duration of the game instead of just the current era. There are also new tapestry cards that allow you to place landmarks on them for scoring as an alternative to placing the landmarks on the capital city (or on the map as some civ powers allow you to do). I did not have a chance to play any of the continuous tapestry cards during my recent games (although they look useful), and I passed over playing any of the landmark tapestry cards I acquired as they did not seem as beneficial as the other tapestry cards I had in my hand. I don’t think I’m a big fan of any of the cards that let you place landmarks on the for points (including the new tech cards with this feature); I prefer to prioritize my city map for landmark placement first. Maybe I’m just doing it wrong, but I haven’t made use of my landmark cards at all, even in the games where I won by a large margin. They seem to be an entirely optional aspect of the game and not necessary for a win. One more change with the Arts & Architecture expansion is another refinement of the civilization adjustments first introduced in the Plans and Ploys expansion. This fine tuning of civilization powers comes as a result of extensive real-world player testing and aims to rebalance the game for greater fairness. I think it might need further refinements because my husband Chris played the Architects civilization in our last game and the adjustment afforded him 30 VPs at the start of the game as some sort of handicap to balance out perceived weakness, but his city mat was so perfectly attuned to his civilization (the mesa) that he won in a landslide (80 points above the second place player). Overall, I think that the Arts & Architecture expansion is a great addition to the Tapestry portfolio. It adds more variety, layers in additional ways to strategize and score, and provides some new opportunities for player interaction on the map, without causing any additional complexity. While it’s not a must have for the base game, it’s certainly a nice-to-have addition that I’m happy to recommend. Beyond the details of the new expansion, I did want to take this opportunity to mention that with repeated plays of the base game as well as across the expansions, I’ve noticed that 4 player games are much more competitive than two player games (at least in our household). There isn’t a single time Chris and I have played the game by ourselves that I haven’t walloped him by 100+ points, yet when we play at 4 players, he has won twice or been neck in neck with the winner, whereas my scores are significantly lower. That’s got to be tied to the dynamics of how this game plays at higher player counts because it doesn’t make any sense that all on my own I could go from being a genius at 2 player to just average at 4 player. -------------------------------------------------------------------------------- Publisher: Stonemaier Games Players: 1-5 (We played with 2 and 4) Actual Playing Time (vs the guideline on the box): About 3 hours per game Game type: tile placement, hand management, dice rolling, area control Retail Price: $45 direct from the publisher https://store.stonemaiergames.com/products/tapestry-arts-architecture Rating: Jenni’s rating scale: OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it. OUI OUI: I would play this game again; this game is good. I would buy this game. OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME. NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game expansions board game reviews Stonemaier Games
y What Jenni Said About “The Body”: Glorious Detail By www.thatswhatjennisaid.com Published On :: Tue, 02 May 2023 01:00:00 +0000 With "The Body", Bryson has done for our flesh houses within which we reside what he previously did for our brick and mortar ones in his book "At Home". We have been treated to a full walk-through of the entire human body and all its functionality, in glorious detail. Bryson's language is beautiful and at times also mystical in its descriptiveness: "You have a meter of it [DNA] packed into every cell, and so many cells that if you formed all the DNA in your body into a single strand, it would stretch ten billion miles, to beyond Pluto. Think of it: there is enough of you to leave the solar system. You are in the most literal sense cosmic." Perhaps what I love most about "The Body" is the detailed narrative Bryson provides on so many key people in the history of medicine, infectious diseases, anatomy, etc. Many of these people I'd never heard of before and it was enlightening to read their fascinating (and often sad) stories. It seems there is a lot of drama and intrigue in the world of medicine. As with all books on science and medicine, some portions of the text are outdated. For example, Bryson writes that we have no idea what the full mechanism causing labor to begin for a pregnant woman involves. Only, the thing is, now we do. Per some of the medical research of late, it seems to be induced by chemicals the fetus releases after their lungs are fully developed. So, as you read, should you come across one of his statements that science still hasn't figured out X yet, go ahead and google it because it's entirely possible that science has actually figured it out by the time you've sat down to read the book. This is probably my favorite book by Bryson, outside of Notes from a Small Island. I recommend it highly as an addition to your library. A good read for young adults as well. Buy This Book Full Article Anchor Books book reviews
y A Fortunate Trade, an Unexpected Pledge of Support, and a Win for Yin! By www.thatswhatjennisaid.com Published On :: Tue, 04 Jun 2024 17:36:00 +0000 What follows is the true and unredacted account of my tour of duty as a command leader for the Yin Brotherhood. Map: 5p POK Kazadoom’s Notch Map generated on https://ti4-map-generator.derekpeterson.ca/ Factions: Yin, Yssaril, Nekro, Vuil’raith, Hacan. Round 1 objectives: Engineer a Marvel (R1-1); Push Boundaries (R1-2) Five experienced leaders gathered this weekend to prove themselves worthy. As the Yin, I found myself wedged between the Hacan (around the corner of a notch in the galaxy) and the Yssaril. Word had come down to the Blessed on Darien through our ambassadors and spies that both nearby factions were set on amassing larger fleets and armies, but to what end we were unsure. The Blessed discussed the matter at great length and decided our best defense was to rebuild our flagship the Van Hauge and to take control of as many planets as we could (more, at least, then our neighbors). That would allow us to stand firm in the face of any aggression. As a command leader, I had heard the rumors not only of these rising neighbor armies, but also of some truly terrifying events taking place on the other side of the galaxy. The horrific Vuil’raith were actively recruiting with empty promises; telling factions whatever they wanted to hear to forge alliances. Left unchecked, they would surely seize and destroy our entire galaxy planet by planet. The Nekro Virus was also gaining strength on a planet nearby the Vuil’raith and while it was unclear who would come out the victor in the inevitable head-to-head match between them, I shuddered at the idea of either of them heading our way. Because I viewed Nekro and the Vuil’raith both as bigger threats to our Yin than Yssaril or Hacan, I decided to put all my efforts into leading my crew to Mecatol Rex as fast as possible. I knew that if we could successfully land and build up a presence, we could stand as a line in the sand against the wave of Nekro or Vuil’raith forces that would inevitably come crashing down upon us. As time went on, I congratulated myself on recruiting warfare strategy experts and prioritizing our expansion to Mecatol Rex over building the flagship. It was the right choice. It had allowed me to maneuver our fleet onto the doorstep of Mecatol Rex. I had to explain to my Blessed brothers why we hadn’t built our flagship yet as ordered, but I pointed out that settling the planets along the way between Darien and Mecatol was in line with the orders given to seize control of new planets. Granted, we did not have more planets than our neighbors yet, but we did have more than we started with. I was sternly reminded to prioritize the flagship, especially since our spies had spotted the Hacan flagship (R1-1), but otherwise the matter was dropped. End of R1 scores: Yin(0), Yssaril(0), Nekro(0), Vuil’raith(0), Hacan(1) Round 2 objective: Erect a Monument (R2-1) To provide the assistance I needed, I hired some well respected leadership strategy consultants. Their job was to provide me guidance on getting more out of my command, using the influence I’ve cobbled together. I’d been given a new objective by the Blessed – I was to gather the resources needed to build a monument to the brotherhood on one of our newly settled planets. I thought it absolutely ridiculous at a time like this. Word was that Hacan was also heading to Mecatol with a settlement force and the Blessed wanted me to make time for fundraising? Forget it. In my meetings with my brothers, I nodded and agreed on the importance of the monument, but secretly planned to prioritize what I deemed most urgent instead. Back at command, I forged ahead and reached Mecatol (MR1) before Hacan could do so. Built a space dock on her right away once construction was authorized, and then began amassing troops on the surface. At the same time, I was diligently managing the build of our flagship (R1-1) by our production teams back home on Darien. Yssaril also finished their flagship (R1-1) and through some swift imperial strategy, settled enough new planets to control more than their neighbors (R1-2). Hacan got word that Vuil’raith had taken over a legendary planet in a distance sector (VS1) and in response intensified their own settlement efforts. In doing so, Hacan also found themselves controlling more planets than their neighbors (R1-2). Our ambassadors’ reports were increasingly worrisome – war was brewing and they were unsure where it would break out. And while the Vuil’raith were clearly planning something, the Nekro had gone completely silent. Our scientists on Darien continued their research, our production teams added more ships to our fleet, and we all waited for whatever was coming next. Having established a settlement on Mecatol Rex, I called for an inaugural council meeting with the other leading factions. At this first meeting, we took up a couple of interesting proposals and passed a new law implementing technology that allowed all Alpha and Beta wormholes to connect. End of R2 scores: Yin(2), Yssaril(2), Nekro(0), Vuil’raith(1), Hacan(2) R3 objective: Discover Lost Outposts (R3-1) Pleased with the completion of the Van Hauge, the Blessed advised that our intel had intercepted some encrypted communications about an objective the other factions’ were working on – to conduct in-depth explorations of their new settlements and identify any undocumented resources, pockets of political influence, or technology specialties. Any gains discovered during exploration were to be documented and written up in attachments to the planetary profiles faction leaders kept on hand for reference. I was told to keep on the efforts to settle more planets than our neighbors and to emphasis exploration of any new settlements. I was to report back when I’d successfully identified at least two different planets with enhancements worthy of documentation attachments. There was no more mention of the monument, and I was glad to have that off my to-do list. I decided to hire some tech strategy consultants to help develop new tech that could aid our explorations. Soon after I’d turned my attention to new settlements and exploration, the Nekro launched a direct attack on my fleet guarding Mecatol. I’m not the best negotiator and had been unable to secure the contractors needed to implement an imperial strategy, but holding onto Mecatol was still imperative for blocking the advancement of Nekro or the Vuil’raith toward Darien. Additionally, we had built a good rapport with everyone on Mecatol and their influence on the council was powerful. So I dug my heels in and fought. A couple of my destroyer pilots kamikazed their ships into the Nekro fleet, but it was not enough to stop them. They held the airspace above Mecatol while at the same time building their flagship in another production facility they controlled elsewhere (R1-1). Luckily for us, they underestimated the fortitude and persuasiveness of our infantry. We were able to turn at least one of their advancing infantry against them and through the strength of our troops, we held the planet. Still, they did not leave the system, so we had to make peace, at least temporarily, with their looming presence above us. There was a skirmish between the Nekro and the Vuil’raith as well, and there also, the Nekro had come out ahead. After the battle, Vuil’raith regrouped and turned their efforts toward building their flagship (R1-1). Nekro had also been reported to be gathering relic fragments as they conquered and explored, only instead of holding onto them to reassemble a relic, our spies came back with word they were purging them (NS1). While all of this was going on, Yssaril was quietly continuing to settle and explore planets. Our spies kept a close watch on them and every step of progress they made was immediately relayed to the Blessed. Eventually, my superiors sent me a reprimand via encrypted message wanting to know why I still hadn’t made more progress with the attachments when Yssaril had already done so (R3-1). Worse, the Hacan commander had managed to submit 2 attachments for planetary profiles under their control (R3-1) AND build a monument to their leadership (R2-1). Now the Blessed were jealous and angry and every communication from them I received reflected that. I had faith in my strategy, but I was going to have to have something more to show for myself when I spoke with my brethren. When I got word from my construction team that we’d build a third space dock across our systems in record time (YiS1), I forwarded the progress report directly to the Blessed, hoping it would soothe them. Another council meeting was called, and even though I wielded the most influence of any leader present, none of the proposed legislation before the council interested me much. Certainly nothing to really shake things up in favor of the Yin. I mostly abstained from voting and mentally prepared for my upcoming status report meetings with the Blessed. End of R3 scores: Yin(3), Yssaril(3), Nekro(2), Vuil’raith(2), Hacan(4) R4 objective: Raise a Fleet (R4-1) I really wanted to implement the famous imperial strategy I’d heard so much about, as when a faction holds Mecatol, it’s especially rewarding for them. But you need the right experts who know how to do it and Hacan always managed to grab that team it each time their contract came up for renewal. One time, even after they’d agreed to go work for another faction, Hacan pulled out some fancy datahub tech and persuaded them to come back over to work with them. So I never got my turn with them. After my research consultants rolled off their contracts, I reached back out to our warfare experts who were on the market again. I wanted to bring them back under contract for guidance in troop redeployments. We had a problem with ship crews’ that fulfilled a deployment order and then wanted to rest on location for an extended amount of time before being redeployed. They’d gotten their union involved and it was a mess and I hoped the warfare strategy team could persuade at least one of our most essential crew teams to head back out sooner than they’d planned. At my next status meeting, my brothers were frank with me. They were encouraged by my construction feat, but I was not back in their good graces yet. They told me I was to build my fleet up to 5 in at least one system (R4-1), but preferably in as many systems as possible. They were also interested in the spoils from the cultural planets my crews had been settling and asked me to have at least 4 under my control (YiS-2). I was easily able to do both of these things, and so our working relationship was going very well. With the Blessed giving me some breathing room, I took time for planning my own goals and priorities. Hacan had been making a lot of noise about taking over Mecatol and the Vuil’raith leveraged the general atmosphere of distrust and anxiety to approach me directly about a potential alliance. It might be just what I reported before – that the faction knows how to say whatever you want to hear to get you on their side. But it also might be that the rumors of their all consuming evil were vastly overdramatized. All I know is they gave me some useful tech that allowed my production teams to go above and beyond their production limits. And I agreed to look the other way should they decide they wanted to stomp out Hacan or Nekro. And why shouldn’t I make such a deal? They never did anything to me or our people whereas Nekro had attacked us. There were also confirmed reports that the Nekro had built an impressive monument to themselves on one of the planets they had recently assimilated (R2-1). And Hacan needed to be stopped before they got any more powerful. Recently they had amassed 5 ships in one system (R4-1), won a battle with their flagship (HS1), and come to control enough planets to give them 12 influence votes on the council (HS2). No doubt the Blessed would have been thrilled with the Hacan commander, were he set up to answer to them. At our third council meeting, Yssaril, Nekro, and Vuil’raith reported they now each had at least one 5 fleet system to serve as deterrents (R4-1) for aggression. Thank God I’d prioritized that myself or the Blessed would have really been up my ass. Nekro passed around pictures of the monument they recently built. It was absolutely hideous. I made no bones about saying so and they deflected with slander that I was just salty about their blockade of Mecatol. As we brought each agenda item up for consideration, Nekro pushed hard to get a seemingly dull law passed. I should have figured out their angle sooner, but I was distracted by the Vuil’raith who were on me to pay back that tech share by voting for them on an upcoming agenda item. At the end of things, the law Nekro was pushing was passed (NS2) and with my influence, the Vuil’raith was selected by the council as the elected beneficiary of a boost to their military operations (VS2). End of R4 scores: Yin(5), Yssaril(4), Nekro(5), Vuil’raith(4), Hacan(7) R5 objective: Command an Armada (R5-1) In my next debrief with the Blessed, I told them all that had happened at the council meeting. I warned them especially of Hacan’s growing power, but they didn’t take me as seriously as I’d hoped. The Hacan had not attacked us in any memorable fashion (perhaps an accidental ship collision here or there) and wouldn’t it be better for them to come out on top versus Nekro or Vuil’raith, the destroyer of worlds? I didn’t have the heart to tell them I’d already made some preliminary deals with the the Vuil’raith. Their minds were made up on the more pressing threat. The Blessed presented me with my latest assignment – build up my fleet to 8 ships in a single system. A show of force to deter Vuil’raith and Nekro. I tried to remind them our great strength was in our infantry and holding the ground (especially with our Yin Spinner tech), not our pilots, but they didn’t care to listen. They sensed my reluctance and offered up double the cash incentive if I could get it done before the next council meeting. I told them I’d work on it, but as usual, I had other plans. As always, Hacan lured away the Imperial strategy experts when they came off their contracts so I reached out to our on again off again leadership consultants. I also focused on settling more planets, including a few intrusions into Yssaril territory. They were in the midst of a monument building project (R2-1) and completely distracted so there was no retaliation even though I’d braced for it. The Nekro and Vuil’raith faced off against each other aggressively again. The tension between all of the factions was growing but despite our petty grievances with each other, all of us kept our eyes fixed on Hacan. Just before the council met again, word came in that Hacan, Yssaril, and Nekro had each managed to build up a fleet of 8 powerful ships (R5-1) within a system they controlled. Dammit! The Blessed were going to be upset with me again. At least I’d settled enough additional planets to outnumber my neighbors as they’d asked me to do eons ago (R1-2). The Vuil’raith had done this also (R1-2), facing the increasing threat of the Nekro at every turn. While I didn’t have the fleet count the Blessed had asked of me, all my planet settling and incursions into Yssaril territory had given me control of planets in the same system as other factions (YiS3), which provided great accessibility for continuing covert operations. The Vuil’raith commander reported to me through back channels that Yssaril was creeping into systems neighboring their home planet in our galaxy (YsS-1). Yssaril had also formed a loose, informal alliance with the Nekro. Under friend of my enemy logic, that made the Yssaril a new enemy of the Yin. The fourth council meeting was extremely stressful. Hacan was confronted regarding their massive fleet build up and asked of their plans. Instead of answering the question, they reminded us how they’ve always been generous in trading with us all, and how they had rarely shown any aggression. But we weren’t buying it. The continual build up of their fleet and infantry had to point to something big they were planning. Hacan was given a mandatory military reduction directive from the council. They would be sent back out from the council meeting with a limit of 3 command actions, 3 ships max in any fleet, and only permitted to conduct two strategic actions until we met again, unless they could gain more influence through better leadership. It passed by a wide margin, and I have to say Nekro looked especially pleased. As much as I fear and hate Nekro, I do not trust Hacan and the Vuil’raith commander had said that was wise on my part. End of R5 scores: Yin(7), Yssaril(8), Nekro(7), Vuil’raith(5), Hacan(9) R6 objective: Manipulate Galactic Law (R6-1) Nekro announced a bold move – they had instigated a scheme their lawyers had crafted to force their consultants into an automatic follow-on contract. Each other faction was now doing the same, utilizing a fine print clause to make it so. I knew the Blessed would be disappointed if I released our teams, so I let our contractors know I was exercising the fine print as well and they belonged to us for a little while longer, whether they liked it or not. I needed to keep the Blessed content. My ears still stung from the berating comments my brothers had laid into me during our last status meeting following the fourth council. How had I let so many other factions get ahead of us on fleet size? Didn’t I see the danger? Did they need to replace me or could I get my head on straight and get us into a position of power? If Hacan or another faction were to take control of everything, there was a good chance they’d shut down our genetic cloning operations. They were prejudiced against our ways. They didn’t understand the threat of Greyfire. It was true that Hacan was exceedingly close to seizing control of everything, but I couldn’t see an easy path for me or my fleet to stop them. Perhaps if I had built up the fleet as the brothers had ordered, but it was probably too late for that to make a difference now. What I did do, was send a message out across all channels – even to the Nekro – that I pledged my support in temporary alliance to all who would seek to destabilize Hacan. Nekro moved first, easily taking control of multiple Hacan systems (although Hacan managed to hold the planets). Vuil’raith charged in next, infiltrating the Hacan home system and taking an entire planet hostage until Vuil'raith agreed to stand down. Meanwhile, I’d gotten an urgent dispatch from the Blessed. If I couldn’t take Hacan out militarily, the Blessed counseled that I needed to gain enough influence to impose even greater consequences on them during the next council meeting. To do this, according to their calculations, I needed to amass at least 16 votes of influence. So while all of the military operations against Hacan were going on, I moved into more of Yssaril territory to capture more planets so that we’d have a greater voice on the council. I also made a far reaching jaunt into Nekro systems thanks to one of our command heroes. I was bound and determined to collect enough planets under Yin control so that I would have the strength to stop Hacan. I also prioritized building out our fleet to 8 ships (R5-1). Better late than never. Just before the fifth council meeting, both Vuil’raith and Nekro publicly announced they’d raised enough influence among their settlements to be in a position to heavily influence the next wave of galactic laws (R6-1). Nekro had also beaten up Vuil’raith badly in an anomaly (NS3) equidistant between their areas of control. And Yssaril had brought in a report of some new strategic tech they’d adapted (YsS2). As for Hacan, they came into the council meeting with their head down and shoulders slumped. They hadn’t been able to accomplish much of anything lately with the constant onslaught of attacks from all sides and the Vuil’raith hovering over their home planets. Did I feel sorry for them though? While I considered it, the Vuil’raith commander gave me a wink across the table. No, I did not feel bad for them at all. Yssaril proposed we give an official support of power vote to the faction that most aided the Hacan disruption. We were all in favor of that and passed the measure, but when it came time to decide who should receive the award, there was contention. Nekro made a good case for themselves, but we felt the honor belonged to the Vuil’raith and gave it to them instead (A1). End of R6 scores: Yin(9), Yssaril(9), Nekro(10), Vuil’raith(7), Hacan(9) R7: Subdue the Galaxy (R7-1) I took news of all these developments (leaving out the wink from the Vuil’raith commander) back to the Blessed. They were extremely happy to hear the Hacan had stalled, even if it was temporary. We discussed the new problem – Nekro was gaining power and now they were on the verge of becoming unstoppable. In fact, they had assimilated not only our faction tech but Hacan’s! They were now able to seize control of any strategic contract team when needed during strategy contract negotiation windows. We could be faced with Hacan peeling away imperial strategy experts away from us and then Nekro peeling them away from Hacan. I told the Blessed that we had one last hope. The latest round of contract negotiations was approaching, and I was slotted last to recruit. My plan was to grab some strategic contractors who weren’t of any value to Hacan, but whose priority rank meant that I’d be given audience in my bid for total control before the other council members. If we could prove ourselves worthy, we could take control of the new empire before any of the other factions even got up to speak. I explained this would be possible because Yssaril always preferred to hire research contractors, Nekro would hire imperial strategy experts as it was the only way for him to win ultimate control, Vuil’raith would hire whomever they chose (they weren’t a threat to us), and then Hacan would take something they didn’t care too much about that was a higher number and then force Nekro to switch. The Blessed approved of my plan and suggested I continue to settle new planets – at least 11 outside of Darien – to give me firm footing on seizing total control. They didn’t have any new secret objectives to hand down to increase my power, but they said intel reports advised some of the relics could increase my power if I happened upon the best ones. When strategy consultant negotiations began, I found I was wrong about Yssaril – their commander hired warfare experts instead of tech. But I was right about Nekro. And Hacan chose to hire tech experts instead of stealing away the imperial experts from Nekro. This was probably because they realized Nekro would just lure them back. So I hired some trade experts, knowing Hacan would not want to steal them from me. It was hard to leave the leadership consultants on the table, but I couldn’t risk losing them to Hacan if I hired them. Based on my hiring choices, I held a better initiative than anyone else in the council except Vuil’raith. If everyone could just keep Nekro held back until the council was ready to meet again, and if I managed to find a powerful relic, I could seize control for the Yin. With limited command actions due to a lack of leadership strategy consultants, everyone was careful with their actions. Except for the Yssaril of course, who kept stalling, as is their way. The faction commanders plotted in the open how to stop Nekro. It wasn’t going to be that hard. They didn’t have a massive fleet yet (they had the capacity but not the build out), nor did they have 11 planets outside their home system. They’d have to work for either. And work for them they did, but they were stymied at every turn by the Vuil’raith and perhaps once even by myself. The Nekro commander boasted about finally having more planets than their neighbors (R1-2), but that was truly too little, too late. Having neutralized the Nekro, and seeing the Hacan was still too weak to assume power, everyone’s attention turned toward Yssaril and our people, the Yin. It looked hopeless for me, so the focus remained on Yssaril who still held secret objectives that could bring them a measure of power. I spent my time shoring up troops and ships on Mecatol and Primor, and as I turned in a handful of relic fragments, I prayed for a power granting relic. Nope. I pulled a relic that allowed me to destroy a planet. I would have to eventually face my Blessed brothers and explain to them why I had failed. My hopes dashed, I sent out my trade consultants. At least I could gather some trade goods to bring back to Darien. To my surprise, Hacan offered to give me 6 commodities in exchange for 2 trade goods and 2 commodities. It seemed to be for no particular good reason, but I suppose they needed the trade goods to continue rebuilding their fleet. They were not giving up yet on themselves. I accepted the trade as they truly seemed repentant and in no position to harm me. To finish things up what I assumed would be my last tour of duty, I looked for a high value target to destroy. Something with a lot of infantry or some structures. Then, at least I could tell the Blessed I went out with a bang and the event would be listed in my biography. I found it in a Vuil’raith system adjacent to their home. I called a 1:1 meeting with the Vuil’raith commander. While he watched, I unrolled a map of our galaxy and pointed to one of the planets bordering his home system. “I choose this planet”, I announced, as I showed him mercy with an advanced warning to evacuate. With a horrified look in his eyes, the Vuil’raith commander said, “Please don’t”, and pledged the support of the Vuil’raith for a Yin Brotherhood throne (SFTT1). Adrenaline surging, I agreed in earnest. I had not seen this coming and it was going to make all the difference. Suddenly the factions were buzzing again. We picked up the chatter on every channel we interception. Now *I* would have the first audience in a bid for the thorne. I had 12 planets outside my home system, proving the Yin brotherhood worthy of ruling. Could they stop me? Only Nekro and Yssaril were still under normal operations at the time; the Vuil’raith and Hacan leaders had gone on holiday until our next council meeting. Vacation or not, they were still in communication with Nekro and Yssaril. Scheming together, the entire council plotted against me. They tried to work out the easiest planets to take from our people to bring our planet count below 11. Nekro made an incursion into one my systems and took a planet. Then came wave after wave of Yssaril attacks. After reducing our territory to just 9 planets outside our home system, there was a pause. The pause and the realization I had been calmly waiting for. The Yssaril commander called for a 1:1 with me, and when I arrived she wanted me to answer a burning question. Had I already submitted proof to the Blessed that I had completed the objective I’d been given to produce 16 votes of influence? “I have not”, I replied with a smile. “And how much influence does the Yin hold at this moment?” “TWENTY-SIX votes of influence”, I replied, with an even bigger smile. There wasn’t enough attacking and stalling in the world for Yssaril to knock us down below 16. I could buy 9 votes in trade goods alone, 4 from my heavily guarded home system patrolled by our suicide leaning flagship, and much more spread across the 6 or seven systems I controlled. The Yssaril commander studied the situation from every angle. It was impossible. She had overlooked the key information – that I had finished my last tour of duty meeting both public objectives and she’d only stripped one of them from me. There was nothing she could do. She ended her tour of duty, dejected. Just before our next scheduled council meeting, Vuil’raith called a press conference on the steps of the council building to announce that they had won a measure of power by completing a secret objective they’d been given. (VS3). He also announced he had two planets with attachments under his control (R3-1). The crowd cheered for him. Everyone was really warming to these alleged monsters of the galaxy. And then I took to the steps and announced that our faction - the Yin brotherhood - who had peacefully resettled Mecatol and reinitiated the galactic council, were leaning on our 16 votes of influence to seize complete and total control of the galaxy. A gasp was heard from the crowd. And then cheering. Immense cheering from all sections of the crowd. And that is how Yin took the unexpected Win. End of R7 scores: Yin(12), Yssaril(9), Nekro(11), Vuil’raith(10), Hacan(9) Full Article Board Game Events Fantasy Flight TI4
y "Untitled Mystery", the untitled mystery. By johnfinnemore.blogspot.com Published On :: Mon, 13 Feb 2023 16:32:00 +0000 I briefly interrupt this parade of elephants and bears (not usually a wise thing to do) to bring you news of a new project of mine. It's a murder mystery. But really, it's a set of very difficult, interconnected puzzles. But really... it's a box of one hundred picture postcards. I mean, if that's all you need to hear, by all means go straight here to buy it. But for a little more explanation, read on.In 2020, I spent some of my lockdown trying to solve the newly republished murder mystery / puzzle Cain's Jawbone, written by the famous cryptic crossword setter Torquemada in 1934. The puzzle consisted of a box of one hundred pages of a novel, in a random order. The solver had to work out the correct order of the pages, and then interpret the strange and allusive narrative so as to deduce the killers and victims in the six murders in the story. It turned out to be ridiculously difficult, as it was meant to be; but if the spring of 2020 was good for anything, it was for spending far too long on almost impossible puzzles. Eventually, I submitted a solution, which to my enormous surprise turned out not only to be right, but also the only correct one submitted. I won a thousand pounds, bought a piano, and thought that was that. But then, two things happened. The first was, thanks in part to TikTok, Cain's Jawbone took off in a surprisingly big way. And the second was, I found I missed it. I really wanted to try solving another puzzle in that style. But Torquemada never wrote another one, and nor did anyone else. So it seemed the only thing to do was to try to create one myself.So this year Unbound, the publishers of Cain's Jawbone, are publishing a new mystery puzzle box by me, the title of which is still secret for now. This time, solvers will receive a box of one hundred picture postcards. As with Cain's Jawbone, they will need to arrange the text sides in the correct order, and understand the story told there, in order to identify the killer and victim in a series of ten murders; as well as a certain crucial address. But in order to do this, they will also need to solve the various puzzles presented by the picture sides.The picture side puzzles allow me to do two things: firstly, compensate for the arrival of the internet since 1934. You may now be able to google an obscure Walt Whitman quotation, but you can't google 'How on earth is this picture of a tree a puzzle?' Secondly, if Cain's Jawbone had a flaw (which I don't admit) it's that it's a little off-putting and seemingly impenetrable until you make a certain breakthrough. I think a lot of people had a brief look through the cards, thought 'Well, that's impossible' and gave up. I certainly did, before lockdown came along and invited me to have another go. So the picture puzzles - which are also, to be clear, ridiculously difficult - give the solver something they can immediately get their teeth into, while they're grappling with the madness on the other side.Lastly, they're there because they have to be. There is, within the story, a reason why these cards exist, why they have puzzles embedded in them... and why one of the murderers now keeps them safely locked in a drawer. I hope you enjoy trying to work out what it is. For more information, to pre-order a copy, and to gaze in wonder at some exhilaratingly expensive pencils... step this way. Oh, and the postcards shown here are not solvable with the information given, so don't torture yourself. Yet. Full Article
y Four expressions I didn't know until today came from rhyming slang By johnfinnemore.blogspot.com Published On :: Sat, 26 Aug 2023 13:13:00 +0000 - Scarper; British slang for 'run away'. From Scapa Flow - Go. - Grass; as in informant. From Grasshopper - copper (and from there to copper's nark) - Dukes; slang for fists, as in 'duking it out'. From Duke of York - Fork. ('Forks' being now-forgotten slang for hands.) - Donkey's years; a long time. From Donkey's Ears, rhyming slang for Years... but then the Y crept back in. Alt Text: Donkey's ears. And between them, a donkey. Well, I suppose there's always a donkey between a donkey's ears. I mean: another one, framed in the photo between the ears of the first donkey. Glad we've got that clear. It doesn't matter in the least. Full Article Didn't Know That Yesterday Unfierce Creatures
y Brigham Young is sure Anthony Trollope is a miner. By johnfinnemore.blogspot.com Published On :: Thu, 31 Aug 2023 14:09:00 +0000 The Victorian novelist Anthony Trollope, on a tour of the United States, passed through Utah, and decided to drop in on Brigham Young. It did not go well. From Trollope's autobiography:"I did not achieve great intimacy with the great polygamist of Salt Lake City. [...] He received me in his doorway, not asking me to enter, and inquired whether I was not a miner. When I told him that I was not a miner, he asked me whether I earned my bread. I told him I did. "I guess you're a miner," said he. I again assured him I was not. "Then how do you earn your bread?" I told him I did so by writing books. "I'm sure you're a miner," said he. Then he turned upon his heel, went back into the house, and closed the door."Alt text: Anthony Trollope. Looking, as usual, exactly like a miner. Full Article
y 24 Things, Many of Which Are Still Likely To Be Elephants or Bears, Especially Elephants; But Also It’s Vanishingly Unlikely There’ll Actually Be 24 of Them, or Even Close - Thing One. And Possibly Only. By johnfinnemore.blogspot.com Published On :: Fri, 01 Dec 2023 21:12:00 +0000 Alt text: a stylish woman in a coat, who is emphatically neither an elephant nor a bear. Not everyone is. Full Article
y Somewhere Between Two and Twenty Four Things, Somewhere Between One and Twenty Three of Which are Elephants. By johnfinnemore.blogspot.com Published On :: Sat, 02 Dec 2023 23:14:00 +0000 Alt text: a cake, of sorts. Decorated, in a sense, to look like an elephant. Definitely. Full Article
y Far Fewer Than Twenty-Four Things - Thing Three By johnfinnemore.blogspot.com Published On :: Sun, 03 Dec 2023 23:50:00 +0000 Alt Text. A blue man with a long neck appears sceptical about something. Full Article
y As Someone Quite Rightly Points Out, Actually an Entirely Uncertain Number of Things - Things Eight and Nine By johnfinnemore.blogspot.com Published On :: Sun, 10 Dec 2023 23:57:00 +0000 Alt Text: Two dog walkers, walking two dogs. (It looks as if I've whimsically made it look like one of the dogs is interested in a butcher's signboard advertising sausages, but actually it wasn't me who did that. It was the dog.) Full Article
y 'Untitled Mystery' the untitled mystery update: now titled. By johnfinnemore.blogspot.com Published On :: Mon, 19 Feb 2024 12:59:00 +0000 Do you happen to remember I said last year I was writing a murder mystery puzzle in the form of a box of postcards? Well... I've written it. I'm very proud of it. And this is what it's called: Alt text: A trailer, made by the excellent people at Stage Fright Films, which eventually tells you it's called 'The Researcher's First Murder', and revealing the excellent cover illustration by Tom Gauld.You can pre-order it here, and I won't at all mind if you do. Full Article
y Very dry, cuckoos. By johnfinnemore.blogspot.com Published On :: Wed, 21 Aug 2024 16:55:00 +0000 It would be a shame to let this ancient, creaky, spam-riddled throwback of a blog die off completely just because I'm experimenting with Substack. That said, I AM experimenting with Substack, and I'll be sending one out tomorrow. Subscribe here should you care to receive it:SubscribeBut in the meantime, in the above spirit of keeping the old place alive, here is a little preview, in the shape of some performance indications I enjoyed from piano scores by Eric Satie. Assez lent, si vous le voulez bienRather slow, if it's alright with you.Plein de subtilité, si vous m'en croyezVery subtle, if you believe me.ApparentShow offSec comme un coucouDry as a cuckooPeu saignantSlightly bloodyLes danseurs reçoivent chacun un coup de sabre qui leur fend la têteEach of the dancers is hit with a sabre which splits his head open.Eric Satie being dry as a cuckoo. Full Article
y Remembering Robyn Herrington By sfwriter.com Published On :: Fri, 03 May 2024 16:22:18 +0000 Robyn Meta Herrington, active member of both SFWA and SF Canada, passed away twenty years ago today, on Monday morning, May 3, 2004, in Calgary, Alberta, at just 43 years of age after a courageous multi-year battle with cancer. Robyn’s short fiction appeared in such places as On Spec, Talebones, Adventures of Sword and Sorcery, […] Full Article Uncategorized
y Ken and Robin Talk About Stuff: Toss In Your Werecows By robin-d-laws.blogspot.com Published On :: Fri, 17 Jul 2020 13:46:00 +0000 In the latest episode of their ennui-destroying podcast, Ken and Robin talk interesting boredom, Lair of the White Worm, John Carpenter's Aliens, and the occult battle of Kursk. Full Article
y Ken and Robin Talk About Stuff: It Would Totally Match Her Raven By robin-d-laws.blogspot.com Published On :: Fri, 24 Jul 2020 12:19:00 +0000 In the latest episode of their inescapable podcast, Ken and Robin talk forecasting player behavior, cats, the creative importance of napping, Loie Fuller, and saving Houdini. Full Article
y Ken and Robin Talk About Stuff: The Mystical Land of Hat By robin-d-laws.blogspot.com Published On :: Fri, 31 Jul 2020 15:00:00 +0000 In the latest episode of their tantalizing podcast, Ken and Robin talk GMing war for ex-military players, Toronto tow truck gang wars, world-breaking words, and ‘Oumuamua. Full Article
y Ken and Robin Talk About Stuff: You May Be Competent By robin-d-laws.blogspot.com Published On :: Fri, 07 Aug 2020 12:20:00 +0000 In the latest episode of their tightly-wrapped podcast, Ken and Robin talk vampire firewalling, the espionage of Jan van Eyck, weird war mummies, and the Quasi War. Full Article
y Ken and Robin Talk About Stuff: Not That My Players Would Do Anything Like That By robin-d-laws.blogspot.com Published On :: Fri, 14 Aug 2020 13:08:00 +0000 In the latest episode of their quartz-festooned podcast, Ken and Robin talk TPKs, RCMP misconduct, crystals, and The Mandalorian. Full Article
y TIFF DAY 1: Chilling at Home With Werner Herzog and Some Meteors By robin-d-laws.blogspot.com Published On :: Fri, 11 Sep 2020 12:26:00 +0000 It’s that time of year again—but what a different year. The Toronto International Film Festival, COVIDVERSE edition, has begun.The show must go on, though with a slate one-fifth of the usual size. There are distanced and drive-in screenings, but we are forgoing those entirely in favor of digital screenings. For $19 - $26 a pop, viewers in Canada who grabbed tickets in time can watch on digital devices. Options include Chromecast, so we’ll be hunkering down in front of our home theater setup for a total of 39 films. No TIFF unfolds without technical problems, but this time an entire new set of them awaits! Many rights holders are sitting on completed films hoping to launch them when normalcy returns to film exhibition. TIFF 2020 titles skew less toward the offbeat genre items that make up my typical must-see list and more to documentary, Canadian and generally serious fare. I did snap up tickets for the three Midnight Madness titles. Normally we see 45 films each. We’ll be filling in the gaps with titles already on streaming services. Most years there’s a documentary about film near the start of the fest, so I’ve found one of those. We usually strive to stack up fun, poppier choices on the last Sunday, so I’ve picked out a substitute slate to replicate that. To not be weird, I’ll be putting capsule reviews of those flicks in our weekly Ken and Robin Consume Media feature, not here. Pandemic Festival tosses our finely-tuned logistical routines, honed over 34 years, out the window. I’m sure you’re all anxious to hear about the profound changes this wreaks on our snack game. I’ve drawn up a specific schedule of screening times to keep us on track, with break times marked. Finally we can pause TIFF films for brief naps. We’ll be making a point to go out and speed-walk around the block to mimic the salutary effects of dashing between venues.And as for the dudes loudly voicing wrong movie opinions while we’re packed, sardine-style, in line-ups at the Lightbox or Scotiabank, well, we’ll just have to imagine what they had to say about opening night:Fireball: Visitors from Darker Worlds [US, Werner Herzog & Clive Oppenheimer, 4] Documentary explores the science and mythology of meteor, from Chicxulub to ʻOumuamua. The intersection between scientific discovery and religious awe, central to all of Herzog’s gorgeous, delightful nature docs, rises from subtext to text through the intercession of traditional elders, joyful researchers, and the Jesuit scholar of the Vatican’s heaven stone collection.Enemies of the State [US, Sonia Kennebeck, 4] Documentary pulls apart a labyrinth of contradictory evidence around Matthew DeHart, an Indiana man who was framed for child pornography by the FBI as part of a Wikleaks espionage case, or created a story of secret files to shield himself either cooked up a Wikileaks-related espionage smokescreen to mask his sex crimes. Invites the viewer to join a filmmaking team as it goes ever deeper down a rabbit hole. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival
y TIFF Day 2: Tales About Wizards from an African Prison & Zombies in the Taiwanese Parliament By robin-d-laws.blogspot.com Published On :: Sat, 12 Sep 2020 14:11:00 +0000 Shiva Baby [US, Emma Seligman, 4] The ambient social pressures of a post-funeral gathering skyrocket for a directionless college student (Rachel Sennott) when attendees include not only the expected ex-girlfriend (Molly Gordon) but also the sex work client she’s caught feelings for. Knife-edge comedy of emotional suffocation uses a plucky suspense score for that extra frisson of social anxiety.If you've been missing family events during the pandemic, this film is the cure for that. Polly Draper and Fred Melamed appear as the loving but insufferably intrusive parents.Night of the Kings [Côte d'Ivoire/France , Philippe Lacôte, 4] When the red moon rises over MACA, the Ivory Coast’s toughest prison, its inmate boss appoints the new arrival as storyteller—a post that results in death if the tale ends before sundown. Prison drama with compelling narrative hook widens out to encompass ancient warfare, contemporary politics, and even a wizard duel.Spring Blossom [France, Suzanne Lindon, 4] Bored with her classmates, an awkward 16 year old (played by the writer-director) pursues her attraction for a ruggedly handsome stage actor (Arnaud Valois.) Character drama sets aside the sexual aspect of this staple French cinema situation to focus on the emotion, periodically breaking from naturalism to have its characters express their feelings through dance. This year’s Q&As are Zoom interviews between the programmers and filmmakers, which drop on YouTube when the films become available for online viewing. In the Q&A for this one we discover that the director wrote it when she was 15, a year younger than her character. She’s 20 now. Lindon is the daughter of well-known French actors Vincent Lindon and Sandrine Kiberlain.Get the Hell Out [Taiwan, I-Fan Wang, 4] Taiwan’s notoriously pugilistic parliament tips into arterial spray when the effluent of a controversial chemical plant triggers a zombie epidemic. Zombie comedy features an eye-searing palette and an onslaught of optical overlays, and is paced like a quarter kilo of crushed Adderall. It’s quite an achievement to find the worst hue of every color on the visible spectrum. Fortunately the underlying message, that government officials would respond to a pandemic by idiotically making it worse, has no bearing on anything that comes to mind. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article
y TIFF Day 3: Yakuza Redemption By robin-d-laws.blogspot.com Published On :: Sun, 13 Sep 2020 14:54:00 +0000 Gaza Mon Amor [Palestine/France, Tarzan & Arab Nasser, 3] Middle-aged fisherman discovers a Greek statue and courts a wary dress shop clerk. Deliberately paced dramedy of life under oppression. The Way I See It [US, Dawn Porter, 3.5] Documentary profile of Obama-era Official White House photographer traces his arc from work for the Reagan administration to anti-Trump social media gunslinger. Whether American viewers consider this slickly fashioned film heartfelt or sentimental will depend on party registration. It’s certainly explicitly framed to fire up Democrats to get out there to de-elect the current president. Under the Open Sky [Japan, Miwa Nishikawa, 4] Out of prison after a long sentence, an aging yakuza (Koji Yakusho) struggles with his volcanic temper as he attempts to go straight. Bittersweet drama anchored by a lead performance from Yakusho, a mainstay of contemporary Japanese cinema. Penguin Bloom [Australia, Glendyn Ivin, 3] A former surfer left paralyzed from the chest down by a freak accident reluctantly bonds with a magpie chick named Penguin, which one of her young sons has rescued. Sun-dappled animal-related family drama about the depression and anger that can accompany a life-changing injury. In a regular year I would definitely have programmed Under the Open Sky, and would possibly have picked Gaza Mon Amor, depending on its position on the schedule grid. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article
y TIFF Day 4: Masterful Performances from Frances McDormand and Mads Mikkelsen By robin-d-laws.blogspot.com Published On :: Mon, 14 Sep 2020 13:52:00 +0000 Nomadland [US, Chloé Zhao, 5] When her town closes down in the wake of its gypsum mine’s closure, a self-reliant widow (Frances McDormand) moves into her van and joins the ranks of the nomad subculture, people who rove the US, taking whatever hard work they can get and living out of their vehicles. Rooted in social realist cinema, marked by a triad of transcendent qualities: poetic visual beauty, an indelible central performance and a deep love for the characters from the writer/director. This is from Searchlight, formerly Fox Searchlight, now part of the Disney empire, so you’ll get a chance to see it. Likely as part of awards season, whatever the heck that’s gonna look like this year. Normally I don’t spend festival slots on titles with distribution but that’s out the window in the COVID-verse. (At the moment cinemas are open, with distancing, here in Ontario but if you look at the numbers we’re in the early denial phase of a reimposition of lockdown measures. Whatever the deal is I don’t plan to be inside a theater in any foreseeable time frame.) Her next project is a huge pivot from poetic verite dramas like this and The Rider— Marvel’s The Eternals. Memory House [Brazil, João Paulo Miranda Maria, 1] Racist harassment from German co-workers drives dairy worker to vengeance. Blunts the political anger of its subject matter with enervating pacing. Another Round [Denmark, Thomas Vinterberg, 4.5] Burned out high school teacher (Mads Mikkelsen) embarks with three colleagues on an experiment to enhance their performance by maintaining a blood alcohol level of 0.5% throughout their days at work. Not only an original booze movie, but a big one, full of turns and ambiguities, and an utterly masterful performance from Mikkelsen. Shadow in the Cloud [New Zealand, Roseanne Liang, 4] When an WWII RAF Flight Officer (Chloe Grace Moretz) boards a Samoa-bound cargo plane bearing a mysterious package, a monstrous gremlin on board is just one of the surprises. Enclosed space horror-action thriller tips an 80s-style hat to Carpenter and Cameron. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival
y TIFF Day 5: If You Drop the Weights He Vituperates You, But If You Lift Them He Sings About Ducks By robin-d-laws.blogspot.com Published On :: Tue, 15 Sep 2020 20:07:00 +0000 The Inconvenient Indian [Canada, Michelle Latimer, 4] Essay-format documentary examines the Indigenous struggle for sovereignty and cultural reclamation in North America, as hosted by novelist Thomas King and inspired by his nonfiction book of the same name. Makes its case through cinematic language, pushing the archival footage and talking heads format to the background. Beginning [Georgia, Dea Kulumbegashvili, 4] Depressed wife of a pastor bears the brunt of a persecution campaign from a local man hostile to their minority Baptist faith. The camera acts as a pitiless eye in this harsh, austere drama of pervasive male oppression. I Care a Lot [UK, J Blakeson, 3] Corrupt legal guardian (Rosamund Pike) who slaps unsuspecting seniors into care facilities to bleed them dry triggers a cat-and-mouse game when her latest prey (Dianne Wiest) turns out to be the mother of a wealthy gangster (Peter Dinklage.) Engaging thriller— until it betrays the contract it has established with the audience. Concrete Cowboy [US, Ricky Staub, 3] After yet another expulsion from school, a troubled teen (Caleb McLaughlin) gets dumped for the summer with his father (Idris Elba), who belongs to Philadelphia’s threatened culture of inner city horse owners. A rich social milieu is the star of the show in this affirming drama, which could do with a stronger drive to activate its protagonist. Lift Like a Girl [Egypt, Mayye Zayed, 4] From ages 13 to 18, under the tutelage of a volcanic, motormouth coach, with a rubble-strewn lot on a busy Alexandria street, weightlifter Zebiba trains to be a champion. Fly-on-the-wall documentary inhabits a hardscrabble community powered by loving verbal abuse. The coach and his key athletes denigrate the skills of male lifters, while constantly referring to the girls as boys, urging them to man up, and telling them they need to grow balls if they want to win. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article
y TIFF Day 6: Gay Teen Melodrama, A Brilliant Anthony Hopkins Performance, and Epic Municipal Poetry By robin-d-laws.blogspot.com Published On :: Wed, 16 Sep 2020 13:06:00 +0000 City Hall [US, Frederick Wiseman, 4] The latest of Wiseman’s distinctive epic-length observational documentaries studies the quotidian, procedural and human moments of human life as seen through the processes of municipal government in Boston, as held together by the thoughtful charisma of Mayor Martin Walsh. Improbably absorbing as always, this institutional cross-section offers a beguiling vision of an oasis of good government in the USA. In a normal year I’d wait for the four and a half hour Wiseman documentary to arrive on television rather than taking up two time slots to watch it from the confines of a cinema seat at TIFF. But this is not such a year and with a digital screening you get a pause button when you need it. This is bound for PBS and due to the breadth of its subject matter will serve as an excellent introduction to those unfamiliar with this pillar of the documentary form. Or track down 2017’s Ex Libris, about the New York Public Library. In North America Wiseman’s filmography can be found on the Kanopy platform, which you may be able to access through your public library system. The Father [UK, Florian Zeller, 4] Retired engineer (Anthony Hopkins) struggles to piece together the confusing reality of his living circumstances as his daughter (Olivia Colman) copes with his progressing dementia. Impeccably performed stage play adaptation puts the viewer inside the contradictory shifts of the protagonist’s subjective viewpoint. Forget Draculas and Cthulhus. This is the real terror. Summer of 85 [France, Francois Ozon, 4] Love between two young men in a French beach town leads to a bizarre crime. Teen emotions run high in a sunlit melodrama of Eros and Thanatos. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival
y TIFF Day 7: Concert Films are the New Concerts By robin-d-laws.blogspot.com Published On :: Thu, 17 Sep 2020 14:32:00 +0000 Beans [Canada, Tracey Deer, 4] As the 1990 Oka standoff envelops her Mohawk community, a shy tween achiever (Kiawentiio) decides to toughen up by ingratiating herself to the tough kids. Mixing the docudrama and coming-of-age structures offsets the inherent trickiness of both, but it wouldn’t work without an appealing and touching performance from its charismatic young lead. Akilla’s Escape [Canada, Charles Officer, 4] Weed dealer hoping to leave the business (Saul Wiliiams) tries to recover his boss’ ripped-off cash and product without sacrificing a young gang member who reminds him of his younger self. Moody, laconic crime drama contextualized by the political history of Jamaican gangsterism. Williams, a recording artist, also supplies the score. The kinds of films that play at the festival often economize by favoring black credit screens over full title sequences, so it’s always a bracing change of pace to see a well-done one. The title sequence for this not only delivers a welcome jolt of mood and energy but does a lot of the storytelling work that would otherwise have to be done with expository dialogue. New Order [Mexico, Michel Franco, 4] A wedding thrown by a wealthy family during a growing insurrection suffers a murderous attack by protestors and the kidnapping of the bride. Wildly disturbing vision of political violence and degradation takes its time unreeling its allegorical purpose. David Byrne’s American Utopia [US, Spike Lee, 4] Filmed version of the Broadway version of David Byrne’s recent tour features joyous choreography, simple but arresting stagecraft, and songs from his Talking Heads and solo eras. When you shoot a concert film featuring David Byrne, you have to bring it, and Lee does that ably, finding countlesss different ways to shoot within a proscenium. David Byrne has always been a hugely important artist to me, but I was surprised how moved I was to get to feel that I was at a live concert. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival
y TIFF Day 8: Cottage Country Art-Horror By robin-d-laws.blogspot.com Published On :: Fri, 18 Sep 2020 14:46:00 +0000 Pieces of a Woman [US, Kornél Mundruczó, 3.5] Grief tears a couple (Vanessa KIrby, Shia LaBeouf) apart after the death of their baby in childbirth, abetted by the insistence of her domineering mother (Ellen Burstyn) that they pursue legal action against their midwife (Molly Parker.) Wrenching drama marked by deep performances and key long take scenes. An otherwise masterful script reaches for the conventional when it hits its climax. The New Corporation: The Unfortunately Necessary Sequel [Canada, Joel Bakan & Jennifer Abbott, 4] Polemical documentary deploys narration, stock footage and talking heads (some appearing via lockdown video conference) to survey corporate capitalism and the struggle against it from Reaganomics to COVID and the George Floyd protests. Comprehensive primer for the prospective young progressives includes a call to continued electoral action. The doc starts by tackling apparently public-minded initiatives as Trojan Horses for privatization. It is a Crave Original. Crave, Canada’s premium cable/streaming service, is a division of Bell, one half of our reigning telecom duopoly and the lead sponsor of the Toronto International Film Festival Violation [Canada, Madeleine Sims-Fewer & Dusty Mancinelli, 4] Woman (Madeleine Sims-Fewer) exacts meticulous revenge after her brother-in-law rapes her. Although this jarring, meditative drama includes gruesome imagery and horror-exploitation motifs, it’s closer in spirit to Michael Haneke than Dario Argento or Wes Craven. Many years the power of coincidence throws up an unintended motif running through many of the movies we pick. Past examples have included cats, stress vomiting, animal slaughter, and teddy bears. This year’s motif: plastic bags as a suffocation weapon. Falling [US, Viggo Mortensen, 3] Pathologically forbearing airline pilot (Mortensen) attempts to find a new situation for his lifelong miserable prick of a father (Lance Henriksen) as his dementia worsens. With one character incapable of change and another not needing to change, almost all of the scenes repeat the same dynamic. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival
y TIFF Day 9: A Gorgeous Adoption Drama from Japan & Deadpan Hebridean Bleakness By robin-d-laws.blogspot.com Published On :: Sat, 19 Sep 2020 18:24:00 +0000 Wildfire [UK/Ireland, Cathy Brady, 3.5] After going missing for a year, a bipolar woman (Nika McGuigan) drops in on her sister (Nora-Jane Noone), opening the wounds of shared tragedy. Raw, unsubtle family drama against the backdrop of Northern Irish politics as Brexit threatens a fragile peace. The film is dedicated to the memory of lead actor McGuigan, who died of cancer last year. 40 Years a Prisoner [US, Tommy Oliver, 4] Documentary recounts the 1978 standoff between members of radical Black back-to-nature organization MOVE and Philadelphia police through the efforts of the son of two of the group members to secure their parole. A strong emotional hook greatly assists in telling a tenaciously complicated story. I would like to have seen more on the genesis of the group and the first stages of their conflict with the mayor and police. So much needs to be unwound in the 1978 standoff that the even more astonishing story of a 1985 confrontation, which resulted in Philadelphia authorities dropping a satchel bomb from a helicopter, killing 11 and burning down 65 houses, goes unmentioned here. Another doc I haven’t seen, Let the Fire Burn, focuses on that part of the story. True Mothers [Japan, Naomi Kawase, 4.5] Parents of a kindergartner react with dismay when a woman contacts them claiming to be his birth mother. Luminous, delicate drama of shifting perspectives. Limbo [UK, Ben Sharrock, 4] Syrian oud player grapples with guilt over family left behind as he cools his heels with other refugee claimants at a center in the bleak and isolated Outer Hebrides. Moments of deadpan humor and stark landscapes layer this exploration of displacement. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival