c PINKAH Stainless Steel French Press Coffee Maker review – a great daily driver for a caffeine fiend! By the-gadgeteer.com Published On :: Sat, 09 Nov 2024 15:00:32 +0000 REVIEW – Look at my fancy coffee maker! The PINKAH Stainless Steel French Press Coffee Maker is a contemporary take on the French Press design that features an innovative leakproof pouring mechanism and a double-walled design that keeps your beverages hot for hours. We love all the coffee things, so let’s learn more. To the […] Full Article Reviews Coffee Brewer
c XGODY Gimbal 3 portable projector review By the-gadgeteer.com Published On :: Mon, 11 Nov 2024 13:00:57 +0000 REVIEW – There seems to be a number of different form factors popping up with projectors recently. Very slim projectors, portable cubes, and today’s variation which looks more like a spotlight than a projector at first glance. The XGODY Gimbal 3 projector looked like a fun projector to try out and looked very portable. Read […] Full Article Reviews Projector
c Creality K2 Plus Combo ready to rock the multicolor 3D printing landscape By the-gadgeteer.com Published On :: Mon, 11 Nov 2024 14:00:30 +0000 NEWS – The color-capable K2 Plus has been a hot topic, since Creality, a world-leading 3D printer brand, heralded it in the spring of 2024. “Your dreams in color come true” as the K2 Plus x CFS Combo hits the shelve on November 11. Unifying multicolor, speed, intelligence, and a 350mm cubed format in one, […] Full Article News 3d printing
c 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
c SwitchBot Wallet Finder Card review – Eliminates that “Oh crap, where is it!” feeling! By the-gadgeteer.com Published On :: Tue, 12 Nov 2024 13:00:08 +0000 REVIEW – It’s a punch-to-the-gut, sinking, black hole feeling to reach into a pocket, pack, or purse and find your missing wallet. Adding a SwitchBot Wallet Finder is a remedy to a common problem that fits the pocketbook – pun intended! ???? What is it? The SwitchBot Wallet Finder card is a Bluetooth device that […] Full Article Reviews tracker
c 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
c 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
c THE SPELLSHOP Book Tour Schedule By sarahbethdurst.blogspot.com Published On :: Sun, 07 Jul 2024 16:11:00 +0000 Just two more sleeps until The Spellshop comes out and book tour begins! Over the next week and a half, I'm headed to Vermont, Atlanta, Brooklyn, Phoenix, Knoxville, and Chapel Hill! I'm so excited I could burst! Please come join me! http://www.sarahbethdurst.com/appearances.htm Full Article Book Tour The Spellshop
c 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
c San Diego Comic-Con 2024 Schedule By sarahbethdurst.blogspot.com Published On :: Tue, 23 Jul 2024 17:33:00 +0000 Very excited for San Diego Comic-Con!!! Here's my full schedule. Hope to see you there! Full Article SDCC The Spellshop
c San Diego Comic-Con 2024 Photos By sarahbethdurst.blogspot.com Published On :: Mon, 29 Jul 2024 16:11:00 +0000 Had an amazing time at San Diego Comic-Con!!! Full Article SDCC The Spellshop
c Worldcon 2024 Schedule By sarahbethdurst.blogspot.com Published On :: Tue, 06 Aug 2024 14:20:00 +0000 I'm off to Glasgow, Scotland, later this week for Worldcon (the World Science Fiction Convention)! Very excited!!! Here's my full schedule. Hope to see you there! Full Article The Spellshop Worldcon
c Worldcon 2024 in Glasgow By sarahbethdurst.blogspot.com Published On :: Wed, 14 Aug 2024 16:24:00 +0000 I had such a fantastic time at Worldcon 2024 in Glasgow!!! Full Article Glasgow The Spellshop Worldcon
c 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
c Cover Reveal for THE ENCHANTED GREENHOUSE By sarahbethdurst.blogspot.com Published On :: Thu, 26 Sep 2024 17:25:00 +0000 COVER REVEAL!!! So over-the-moon excited to share with you the cover of my next cozy fantasy, THE ENCHANTED GREENHOUSE! Gorgeous art by Lulu Chen and design by Esther S. Kim. With cool mint sprayed edges!! Coming July 2025 from Bramble!THE ENCHANTED GREENHOUSE is set in the same world as THE SPELLSHOP. It's about Terlu Perna, the librarian who created Caz and was transformed into a wooden statue as punishment. That should have been the end of her story. Yet one day, Terlu wakes up...I am so absolutely in love with the cover, and I can't wait for this book to be out in the world!Now available for pre-order!http://www.sarahbethdurst.com/EnchantedGreenhouse.htm Full Article Cover Art The Enchanted Greenhouse
c Tomorrow at The Ripped Bodice! By sarahbethdurst.blogspot.com Published On :: Tue, 15 Oct 2024 14:27:00 +0000 Tomorrow (Wed 10/16) at 7pm!!! Very excited to be part of this panel at the fabulous Ripped Bodice in Brooklyn! Hope you can join us! (Tickets required.)https://www.therippedbodicela.com/brooklyn-events Full Article Book Event The Ripped Bodice The Spellshop
c 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
c The Ripped Bodice By sarahbethdurst.blogspot.com Published On :: Thu, 17 Oct 2024 12:35:00 +0000 Had a wonderful time at The Ripped Bodice last night!!! Excited for NYCC today!(Photo above, left to right: Sarah Beth Durst, Carissa Broadbent, Amal El-Mohtar, and Sara Raasch) Full Article Book Event The Ripped Bodice
c 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
c The Spellshop is a Goodreads Choice Awards Nominee!!! By sarahbethdurst.blogspot.com Published On :: Tue, 12 Nov 2024 15:18:00 +0000 Eeeeeeee! Just saw that THE SPELLSHOP is a nominee for the Goodreads Choice Awards 2024!!! Thanks so much! This makes my day! I'm so thrilled and so grateful! Voting is open now! https://www.goodreads.com/choiceawards/readers-favorite-romantasy-books-2024 Full Article Goodreads The Spellshop
c Board Game Review: Hues and Cues By www.thatswhatjennisaid.com Published On :: Mon, 27 Jul 2020 02:25:00 +0000 Last week we received Hues and Cues from The Op Games. We recently finished playing through Scooby-Doo Escape from the Haunted Mansion (a fantastic game in The Op Games catalogue designed by Jay Cormier, Sen-Foong Lim, and Kami Mandell that you should absolutely pick up to play with your family) and wanted to give another game from the same publisher a go. I picked Hues and Cues because I’ve been pleasantly surprised by other “test whether our minds think the same way” games such as The Mind and Wavelength.In Hues and Cues, players gather around a large central board comprised of 480 graduating colors of the rainbow surrounded by an x-y axis and scoring table. White and black (which are technically not colors) are conspicuously absent as are shades (mixtures of color + black; e.g., grey) and tints (mixtures of color + white; e.g., cream). On each player’s turn, they draw a card with four colors and the x-y axis codes of those colors depicted and they select one. They are in the role of the clue giver. They attempt to convey which one they selected using a one word clue without directly pointing to it, naming its x-y axis, or using basic color references such as “yellow” or “green”. After they’ve provided their clue to everyone, each of the other players gets to select and mark a color on the board with their token that they think is the one to which the clue giver was referring. Then the clue giver gets a second shot at leading everyone to the correct color and this time they follow the same rules except that they can use a two word clue if they wish. Once again, all of the other players select and mark a color. After everyone has finished marking colors, the clue giver lays a 3x3 square cutout over top the board so that the color they were giving clues against lies directly in the middle. Any player who has a marker in that spot gets 3 points, any player who has a marker in one of the surrounding 8 spots gets 2 points for each marker of theirs in that area, and finally, any player who has a marker in one of the 16 spots surrounding the cutout gets 1 point for each marker of theirs in that area. Meanwhile, the clue giver scores 1 point for every marker (of any player) inside the cutout.Just as with Wavelength, Hues and Cues reinforced the absolute truth that we all think a bit differently. When I say lilac and imagine the corresponding color, it’s likely that it’s at least a few steps away on the board from the color you imagine. Ditto for emerald and periwinkle. And don’t get me started on apricot, as we had a big debate among 4 players on exactly which color square corresponds to that. Then there are misunderstandings in the clues themselves. In our group this happened when a clue giver said robin and I assumed they meant the dominant color of the bird (orange) but they were thinking of the iconic eggs of the bird instead (a shade of blue). It also happened that time a clue giver said bazooka and I assumed they meant the rocket launcher (brown) and they were thinking of the bubble gum (pink). Overall, I think Hues and Cues is a fine party game. My core gaming circle enjoys heavier strategy games, but we often look to a party game to start off our evening and get everyone comfortable before breaking into smaller groups to play the brain busters. Hues and Cues works well for us in that role. I prefer Wavelength ever so slightly over Hues and Cues so if you’ve only got the budget to add one more party game to your collection I’d lean in that direction, but if you’re open to a couple of games or if you already have Wavelength and want something a little different, pick up Hues and Cues. One thing I really appreciate about Hues and Cues is that its language independent. As long as all players speak a common language, it doesn’t matter what that language is. You could even easily use sign language to give the clues. In this way, it’s especially a great game to bring into your collection if you host international board gamers (I’m looking at you, game cafe owners and Air B&B hosts!). Please note: while it should be obvious, this is not a game for the colorblind. You can pick up Hues and Cues at Amazon for under $25. -------------------------------------------------Publisher: The Op GamesPlayers: 3-10Actual Playing Time (vs the guideline on the box): ~25 minutesGame type: party gamesRating 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 party games The Op Games Usaopoly Games
c 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
c 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
c 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
c Board Game Review: Wingspan Oceania Expansion By www.thatswhatjennisaid.com Published On :: Wed, 24 Feb 2021 00:28:00 +0000 When Wingspan was released in 2019, it caused quite a stir. It's a compelling board game that detours far far away from the usual themes of conquest or agriculture. The game romanced me with its beauty, mechanics, and unique subject matter (see my review here). Later that same year, the first expansion (Wingspan: European Expansion ; review here) was released. It proved to be more of a subtle change to the footprint of the game versus a turn-everything-upside-down-and-wow-you kind of addition. It took me awhile to warm up to it, and I wasn’t sold on it as a must-have item. More recently, Wingspan: Oceania Expansion, was released in 2020. After several games, I’ve taken to this expansion much more than the previous one. That might be, at least in part, because my expectations have evolved for the series. Taking a lesson from my experience with the previous expansion, I assumed when opening the box that the designer (Elizabeth Hargrave), wasn’t likely to include any major disruptions in the mechanics that would upend the game as we know it. Instead, I expected another subtle shift in the mechanics and a widening of the bird inventory, both of which we did get. Oceania introduces: New bird cards from the Oceania range (some with spiffy game end powers) New round goals New bonus cards Eggs in a new color As in the base game and previous expansion, the artwork is stunning. Here are some of my favorite new birds, based solely on appearance: The cute and cuddly Little Penguin The exquisitely beautiful Many-Colored Fruit-Dove Major Mitchell’s Cockatoo (this badass will totally steal your lunch money)Guild’s Finch (performing at the Copa Cabana nightly)The punk rocker Crested PigeonBeyond my expectations, this expansion also introduced a new type of food - nectar. Nectar is both more useful than then other types of food (it can be spent as a wild food, substituting for other foods in most cases, and putting spenders in line for end game “biggest spender” point awards in the process) and more restrictive (any nectar left in your supply at the end of a round must be discarded). Along with the nectar comes new dice with nectar depicted and new player boards with spaces to hold spent nectar. Elizabeth also provided a detailed explanation for the reasoning behind including nectar in the expansion rulebook and I thought that was a nice touch. I found that playing with nectar changed the emphasis of my actions to acquiring and spending nectar as much as possible in order to get the bonus points at end game for most nectar spent per action row. The new player boards provided with Oceania also make it possible to refresh the dice in the feeder, refresh the cards in the face up draw pile, and have changed the resource quantities harvested when completing actions. There’s been an overall shift to more food and more cards while scaling back egg production. This may have been done to address concerns with egg spamming in the base game– a powerful, late game strategy in which players spend their last few turns laying eggs in order to capitalize on the point value of the eggs and the bonus cards that focus on egg production. We didn’t feel any pain in the reorientation away from egg laying because we played our games with only the new round goals and the new bonus cards (none of which focused on egg laying) to get a good feel for the expansion. But I’m not convinced that weakening the egg laying action row was really a good idea. On the surface, it seems to heavily discourage egg laying at all except as minimally needed for playing more birds. And it feels like a heavy disadvantage if you’re saddled with a bonus card oriented toward egg laying and your opponents aren’t. Oceania also introduces some birds with egg laying powers, so that might balance out the action row weakening somewhat, but it would probably take hundreds of games across varying player counts to properly evaluate the net effect of these changes. Despite my reservations about how the egg laying engine seems to have been crippled in this expansion, I still highly recommend it based on the twist in play the nectar brings and the replayability gains from the new card and goal inventory (especially for players who’ve played through the base game a ton and are getting a bit bored with the goals). I understand that the automa mode has also been updated quite a bit with this expansion, although I haven’t played that yet and am not covering the solo mode in this review. I’m three games into the Wingspan franchise and as a completist, I'm firmly committed to maintaining a complete collection; it’s certain I’ll be picking up the next expansion when it’s released. -------------------------------------------------Publisher: Stonemaier GamesPlayers: 1-5Actual Playing Time (vs the guideline on the box): About 90 minutes per gameGame type: card drafting, dice rolling, action selection, set collection, solo 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 card drafting games dice rolling games hand management games set collection games solo games Stonemaier Games
c Board Game Review: Between Two Castles of Mad King Ludwig By www.thatswhatjennisaid.com Published On :: Thu, 13 May 2021 21:24:00 +0000 Years ago, on a snowy winter excursion to Bavaria, I took a tour of King Ludwig (Mad King Ludwig) II's castles. I really feel for the poor chap Ludwig II. He was very excited to be king and wanted to be a *real* king of the old order with power and dominion. Alas, he was born much to late in Germany’s evolution for such things and was reduced constitutionally to being a mere figurehead (such as Queen Elizabeth II is in England today). So he consoled himself by building castles throughout the countryside where he would escape and fully immerse himself in his pretend kingdom where all subjects worshipped him and did as they were told. Linderhof was one of the first castles he built and it was pretty modest so the taxpayers didn’t really bat an eye. This was the first stop on our tour. The same could not be said for his next building project: Castle Neuschwanstein. This grand and glorious castle (just up the hill from his parents’ country castle) was the castle to end all castles. He fancied he’d build himself a castle in medieval style (probably because that was a time when subjects dutifully respected their king or perhaps because it appealed to his alpha-male decorating sense) and he spent his way through a good portion of the national treasury before the impoverished taxpayers had enough and called shenanigans. The castle was never finished, King Ludwig II came to a premature end and within a year the political leadership had turned the castle into a tourist attraction. It was *this* castle, by the way, that Walt Disney held in his mind’s eye when designing the Disney Princess Castles. With the snow falling softly around it, it was truly an amazing site to behold. So beautiful!With the happy memories of the castle tour, I was drawn to Castles of Mad King Ludwig when it was released by Bezier Games a few years later. Another Bezier release – Suburbia – is in my top 10 list, so the positive track record with the publisher was another indicator that I’d probably enjoy Castles. After a bit of research, I found the general consensus in the board game community is that Castles plays so similar to Suburbia that it feels like a reskin of the game with a castle theme. Players purchase tiles from a market to build a great infrastructure, with various points awarded based on which tiles are used and how they are arranged. After this discovery, I actually didn’t follow through with the purchase, as I’ve never been one who is keen to get every iteration of a game. For example, I rarely keep both the card game and board game version of a given game in my collection – I force myself to pick one and let go of the other. Since Surburbia was so close to my heart, I let go of any ideas to purchase Castles.A year after Bezier released Castles, Stonemaier Games released Between Two Cities. In BTC, players draft tiles and then use them to build cities collaboratively with other players. We build one city with the player to our left and a separate city with the player to our right; each of our partners also contributes tiles to our respective cities in common. At the end of the game, all cities are scored and the lower scoring city of the two we helped build is assigned to us as our final score. The player with the highest score at the table wins. It’s a pretty unique approach to scoring and forces you to give both of your cities equal attention throughout the game. I don’t own a copy of this game either, mostly because I only began collecting Stonemaier games after I fell in love with Scythe in 2016, and have focused heavily on acquiring new releases (vs picking up their earlier games). In 2018, Stonemaier (in collaboration with Bezier) released Between Two Castles of Mad King Ludwig. This game is designed by Ben Rosset and Matthew O’Malley and it takes the best of Between Two Cities and Castles of Mad King Ludwig and marries it all together. Now we find ourselves at the game table, working to build two castles at once, simultaneously but separately collaborating with our left and right neighbors. At the beginning of each round, each player draws nine tiles, comprised of various indoor and outdoor room types. Each turn, we select 2 tiles to keep (one destined for the castle we are building with the player to our left and the other for the castle we are building with the player to our right). We pass the rest of the tiles to our neighbor (to the left in round 1 and to the right in round 2). Once everyone has selected their tiles and passed the leftovers, we begin collaborative discussions with each of our neighbors regarding the tiles we selected and where they should be placed within our castles. There are a few straightforward rules governing placement (for example, downstairs rooms can only be placed below the ground level) but generally the selection and placement decisions should be guided by maximizing victory point scoring. Also of note, when the third or fifth regular room tile of the same type is placed, a placement bonus is earned and redeemed immediately. These bonuses provide either additional tiles (including specialty room types) or bonus cards that award conditional victory points at the end of the game. After tile placement, the turns repeat in the same fashion three more times, except that on the last run, there is only 1 tile left after selecting two for placement and that tile is discarded out of the game. Round two begins, and follows the same process as the first round, with the only change being the direction the unselected tiles are passed around the table. In anticipation of the upcoming Between Two Castles of Mad King Ludwig expansion release (Secrets and Soirees), I received a review copy of the base game from Stonemaier. Opening the eye-catching box (with artwork by Agnieszka Dqbrowiecka, Laura Bevon, and Bartlomiej Kordowski), we inventoried the components (cardboard tiles, wooden tokens, plastic coated cards, and score sheets) and set up our first game. The rulebook was easy to follow (as it always is with Stonemaier) and the handy player aids included proved valuable as we worked our way through the game. There were five of us playing that first time, including two teenagers, and I was surprised to see just how varied each team’s castle was from the others. I worked really hard to give my all to both castles I was constructing, knowing that I would only score for the one that brought in the lower victory point total. I had to to correct my efforts a few times as it started to feel like one castle was building to a much higher score than the other. With both my neighbor on my left and right, I focused on bonus cards and tiles to increase point totals, whereas the competing castle builds leaned more heavily on amassing points directly through the regular room tiles. My strategy worked, and both of the castles I helped build were higher scoring than everyone else’s, giving me the victory even when taking the lower score of the two. In later games, my husband Chris and I played against each other, using the special 2 player rules in which a dummy player (“Ludwig” of course) is controlled by one of the players during the first round and by the other player during the second round. I focused on the same things in these two player games that I had previously at higher player counts. Meanwhile Chris focused almost exclusively on standard room tiles to accumulate points. Every time we played, the castle that Chris and I built together was by far the highest scoring one in the game (scoring highly on regular room tiles thanks to Chris and on bonus tiles and cards thanks to me), and my castle with Ludwig was runner up, giving me the victory again. I really really love this game. Much more than I thought I might, given its straightforward and simplistic mechanisms (I usually prefer complex strategy games). Pick two tiles and arrange, rinse repeat. Sounds like it should get boring fast, but it never does. I think the real draw of Between Two Castles of Mad King Ludwig, that keeps engagement and enthusiasm high even among experienced gamers, is the puzzle of having to work both castles at once. Dividing your time between two equally important projects simultaneously that will be scored against each other is a personal challenge, regardless of your skill level, because you’re competing against yourself. That’s genius, and I can’t think of another game I own that implements this kind of scoring. The only drawback to this scoring mechanism is that players who are significantly weaker in strategy or skill than the rest of the group will drag down the scores of their partners, giving a clear advantage to the remaining players who weren’t yoked to the underperformer. Tactfully, since the game scores average in the direction of the weaker player on each team, this is a game to play with a group of your intellectual peers, unless you want to stew in resentment over how irrelevant all of your hard work turned out to be when it came to scoring. In addition to the puzzle aspect of the game, the quick gameplay (less than an hour), family friendliness, and low level of analysis paralysis all help to make it an excellent go-to game, even on weeknights. I’m glad I gave Between Two Castles of Mad King Ludwig a chance on our game table, and our friends who played with us have already asked when they can come over to play again. I’m quite excited to see what the upcoming Secrets and Soirees expansion adds to the game. -------------------------------------------------Publisher: Stonemaier GamesPlayers: 2-7Actual Playing Time (vs the guideline on the box): About 45 minutes per gameGame type: card drafting, tile placement, set collectionRating: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 set collection games Stonemaier Games tile placement games
c Board Game Review: Red Rising (Collector’s Edition) By www.thatswhatjennisaid.com Published On :: Tue, 20 Jul 2021 04:43:00 +0000 I had a board game first this summer: I read an entire series of novels in preparation for playing a board game. When Jamey Stegmaier announced he was designing a new game with Alex Schmidt based on the award winning Red Rising series by Pierce Brown, his excitement was so palpable that I wanted to understand the draw of the saga held for him. I checked my local library and the first book was already reserved, with a long waiting list in line before me. So I took the plunge and purchased the whole series from Amazon, hoping it would captivate me as it seemed to have done for Jamey. Start with a narrative universe politically ordered by a tightly controlled color coded caste system; pull in the concept of a boarding school with quirky teachers (like Hogwarts from Harry Potter) but introduce some structural changes to the school so that only the most socioeconomic elite in the caste system are permitted to attend; have the students compete in fight to the death brutal competitions (evocative of The Hunger Games but more violent and rape-y); explore the dynamic of class struggles and the penchant for revolution the lower castes foment; and you’ve got a good understanding of the Red Rising series that details the life and times of our protagonist, Darrow O’Lykos. To be honest, it’s an intense and difficult read due to the graphic nature of the violence (definitely not a story I want to see acted out on the big screen). But it’s well written literature and it makes you think. Once I finished the book series, I was emotionally charged and ready to play Red Rising. I unboxed my review copy, invited over a few friends, and sat down for my first game. Jacqui Davis, Miles Bensky, and Justin Wong designed the artwork for the game and I’d describe it overall as futuristic, with a cartoonish bent when it comes to the character cards. Before we get into the mechanics of the game, the components for Red Rising Collector’s Edition warrant a discussion. I loved the weight of the metal influence cubes and fleet tokens handed out to each player. Likewise, the start player token, sovereign token, central board, and house cards are well constructed. And I appreciated the gold foil on the character cards. However, our first group of players gathered around our game table (and subsequent groups I played with) identified nuisance problems with some of the components. Each player’s set of metal influence cubes is a different color and the yellow and gold sets are difficult to distinguish from across the table. The card holders included exclusively in the Collector’s edition are a disaster. Every single person I played with managed to accidentally knock over their holder several times during a game, spilling out their hand for all to see repeatedly. Finally, the character cards reveal some questionable graphic design and font choices. For example, it was very difficult for all of us in the middle age cohort to read “obsidian” printed on the black cards. None of these issues are significant enough to downvote the game, but I hope to see them corrected in future print runs. Onto the mechanics… Red Rising is a mid-weight board game with a primary focus on cards and hand management. At the start of the game, each player is dealt 5 character cards and a house card (which grants a special ability). One of the primary goals is to build a hand of highly valued character cards (tabulated at the end of the game using the interaction formulas printed on the bottom of each card). To build this hand, players will use most of their turns to discard a character card from their hand to the board (called deploying) and then pick up a character card from a different column of the board. To spice things up, each card has a deploy ability that is triggered when the card is deployed (for example, a card might let you banish another card, move a card from one column to another on the board, immediately choose another card on the board to redeploy, etc). And each time you pick up a character card, you get a bonus immediately that edges you closer to victory along the path of one of the other strategic goals established in the game – either the receipt of helium tokens (worth 3 VPs each), forward movement along the fleet track (increasing VPs for each step forward), the possession of the sovereign token (10VPs if held at end of game), or influence cube placement on the influence area of the board (worth 4/2/1 VPs each, depending on your player’s rank in the influence cube area population). Instead of discarding+picking up on your turn, there’s also an option, called scouting, to simply draw from the deck, place the drawn card on a column on the board, and then gain the bonus for that column. This option might be used when you are completely satisfied with your hand and can’t bear to part with any of it, or when you’re trying to pad the columns with cards of certain colors (some cards give you end game points per card of X color on the board) and crossing your fingers you can draw them. It should be used sparingly since you miss out on the deploy ability when scouting. I didn’t encounter a lot of analysis paralysis when playing this game, and it plays in under an hour (maybe 90 minutes for your very first time at higher player counts). There’s plenty of replayability in the box given the large assortment of cards, but I do wonder if they’re going to eventually release an expansion for Red Rising to keep things fresh for experienced players with different character card abilities or new point tallying interaction rules. Jamey and Alex have hit on an accessible and winning combination by supporting a large spectrum of player counts (1-6), providing mid-weight complexity, keeping the gameplay tight enough to finish in under an hour, and selling it for under $60 at launch. And perhaps most importantly for players who worship theme and backstory, playing the game feels incredibly personal after you’ve read the books. I felt connected to the characters as they were revealed from the deck because of my experience reading the series. I was delighted to have the Sevro card in my hand, giddy to be given the House of Mars player role, and I flushed with anger when the Jackal card appeared on the board. I spent a lot of the game explaining the highlights of each character to my friends as new cards were laid down. Pretty sure I had to fight back tears when Eo’s card came up. In one of our games, my friend Malinda played Apollo and probably didn’t understand why I worked so tirelessly to thwart her efforts. Red Rising is a solid OUI! OUI! OUI! from me for those who have read the series (and a OUI! OUI! for those who haven’t). Get the Red Rising book series and read it and then get the game and play it. In that order. And consider pairing the series with the game as a generous present for someone you love who loves board games and great dystopian novels. -------------------------------------------------Publisher: Stonemaier GamesPlayers: 1-6Actual Playing Time (vs the guideline on the box): About 45 minutes per gameGame type: 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 hand management games solo games Stonemaier Games
c Board Game Review–Quests & Cannons: The Risen Islands By www.thatswhatjennisaid.com Published On :: Mon, 09 Aug 2021 03:21:00 +0000 I had the opportunity to play a preview edition of Quests & Cannons: The Risen Islands from Short Hop Games in advance of the game’s upcoming Kickstarter campaign. Designed by Eric and Shannon Geller, the preview edition arrived in a bright and colorful cover box that hinted at the beautiful artwork within. We got it on the table for a family game straightaway. As we unpacked the contents of the box, I was impressed with the quality of the wooden components. Especially for a preview copy, everything was incredibly well made and sturdy, which speaks to the care and enthusiasm Eric and Shannon have put into the game. The illustrations on the components are just lovely! The artists (Lily Yao Lu, Tony Carter, Regis Torres, Sita Duncan, and Lilia Sitailo) did a really great job integrating the theme into the materials. Quests & Cannons is very easy to setup and the rules are straightforward, so you can get started playing pretty quickly; no one is going to be stuck spending an hour reviewing the rules upfront. The only thing you really need to work out is whether you want to play the game solo, cooperatively, free for all, or in teams. Regardless of the mode you choose, you’ll sit down as a leader of a kingdom, tasked with bringing prosperity (i.e. victory points) to your people as you explore new islands that have suddenly cropped up in the sea. The revelation of the islands has coincided with devastating famine and drought hitting the kingdoms to varying degrees, so you’re also on a quest to find a way to reverse these plagues. And since prosperity can be gained through attacking other leaders during explorations, you’ll need to be thinking about battle defense and offense. My kids are teens, so they handled the attacks pretty well, but your mileage may vary with your youngsters, depending on their age and temperament. The underlying mechanics of the game are pretty simple: Explore to gather resources across the islands and turn those resources in to complete quests (pick up and deliver) Follow explicit instructions on map clue cards to do X action at X location Attack rival ships Players can do three actions on a turn, choosing freely between move, gather resources, and attack. All of the how-to and particulars governing these actions are detailed in the rulebook (and in video play-throughs online). Variability in movement rules, attack/defense power, and resource storage capacity is dictated for each player by the leader card they’ve chosen at the beginning of the game (each one comes with special powers and differing stats) and the upgrades performed on their ship. I did find a few issues with the mechanics for the Geller team to address before the final version is distributed: Explain in the rulebook what should be done if the map clue drawn cannot possibly be used Add a 0 space to the action point track on each player’s ship to track the exhaustion of the final action point Implement monsters or other descriptive elements with differing effects into the treacherous sea spaces to add more complexity Outside of these issues, I recommend Quests & Cannons as a family game for gateway gamers (i.e. new to the hobby) or those who gravitate toward light strategy games. It’s kid-friendly and there isn’t any analysis paralysis inherent in the game. It plays in under 90 minutes, gives kids exposure to different play modes within the same game, tackles conflict resolution, and comes with a variety of board layouts to keep things interesting over multiple plays. Note that this is not a game I’d recommend for players who prefer deeper strategy. Highly experienced gamers drawn to seafaring themes and beautiful artwork can find similar mechanisms with a bit more depth and complexity in other games such as Islebound (designed by Ryan Laukat from Red Raven Games). ------------------------------------------------- Publisher: Short Hop Games Players: 1-6 (We played with 4 and 5) Actual Playing Time (vs the guideline on the box): about 90 minutes per game Game type: pick-up and deliver,hand management, action points, kid-friendly, solo Rating for Gateway Gamers: Rating for Advanced Board Gamers: 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 action points games board game reviews hand management games Kickstarter kid friendly games pick-up and deliver games Short Hop Games
c Board Game Review: Lost Cities Roll & Write (A Comparison to the Original Lost Cities) By www.thatswhatjennisaid.com Published On :: Tue, 10 Aug 2021 02:18:00 +0000 I really love the card game Lost Cities, designed by Reiner Knizia. When my husband Christopher and I were first getting to know each other, we used to meet up at Starbucks sometimes and play games. Lost Cities was one of our frequent picks. It’s a head to head, two player game in which both players are trying to outscore each other by laying down ascending runs of card suits on a small board between the two of them. There’s a theme laid over the mechanism (completing expeditions in the lost world) but it’s basically pasted on and so that is the last we will speak of it. So there we were, newly in love, eyeing each other across the table, smiling and flirting, and doing our best to beat one another at Lost Cities. It was awesome. And now, with the roll & write genre having made an impressive rebound a few years ago (let’s not forget the mechanism has actually been around since the 50s with Yatzee), Knizia has ported his award winning game Lost Cities into this format, releasing Lost Cities Roll & Write in 2021. You can play the new Lost Cities with up to 5 players, but in an ode to our romantic beginnings, Christopher and I played it exclusively with one another in successive matches. The components are compact, lacking the pretty illustrations of the original game, and few in number – the rule book, a scorepad, three pentagonal trapezohedron dice (that’s 10 sided dice for the uninitiated), and three 6 sided custom dice with color suit symbols. Oh, and some pencils. That’s it. We could have played on an even smaller Starbucks table if we had this back in our dating days. The cards from the original game (wager cards and numbered cards 2 to 10, in five different suits) have been translated into dice roll results. On each turn, one player rolls all the dice and chooses one of the six sided dice to represent the suit and one of the ten sided dice to represent the number. A zero on the number die can represent either zero (mimicking the wager card from the original game which serves as a multiplier for the total score in the selected suit) or ten (mimicking the highest card in each suit). In place of the tableau built up on a central board, each player tracks the progress of wager and number cards they’ve collected for each suit in color coded columns on their individual score sheet. Wager cards have been transformed into little circular boxes to be marked off from a suit column when rolled, while the numbered cards from the original game have expanded to include the number 1 and are recorded as numbers written manually in the square boxes running up each column. Whereas in the original game, only cards higher than the last card played in a suit were permitted to be played on subsequent turns by the same player, in Lost Cities Roll & Write, numbers that are higher than or equal to the last number recorded for a suit may be written into the column after future dice rolls. Expanding beyond the concepts from the original game, Knizia has included artifact icons on select spaces in each column and when those spaces are filled by a player, they may fill in one of the jars in the artifact column. Likewise, he’s included arrow icons on select spaces and when those spaces are filled by a player, they may fill in the next box in one of their suit columns with the number from the previous box in the column – note that it does not have to be the same column in which the arrow was filled. There’s also a column for filling in dice shapes to represent rolls where a player could not or did not want to use any of the dice results. The latter column is particularly tricky to manage effectively, as it provides a similar point progression as the rest of the columns (negative scores for the first 3 boxes filled and then positive score for the rest) up until the last box in the column. If you color in that box, your score for the dice shapes column drops from 70 to 0. The bonus points awarded in the original game (20 points for laying down at least 8 cards in a suit) have been implemented in Lost Cities Roll & Write for each column (including the artifact and dice shape columns) as a 20 point bonus to the player who is the first to fill in 7 boxes in the column on the scorepad. The roll & write game ends when either both players have filled in the dice shapes column completely or all eight columns have passed the bonus point marker. In our experience, the completed dice shapes column is a much more common trigger. I’ve played a ton of roll & write games over the past few years. Some are instant objects of adoration, while others are infuriating piles of poo (I’m looking at you Imperial Settlers R&W). Lost Cities Roll & Write is fantastic; a great addition to the genre. Knizia did an excellent job of translating the feel of the original game into the new mechanism. The iconography is clean and easy to read and the game can be taught and played in less than a half hour. And of course, it takes up very little table real estate, making it perfect for travel or tight spaces (when traveling as a passenger, simply roll the dice into the box cover). If you twisted my arm and forced me to choose between Lost Cities or Lost Cities Roll & Write, I’d be forced to pick the original, but only because of the lovely artwork on the cards and the sentimental value I have attached to the game after my love and I played it in our early days. But who would go around doing such arm twisting? Nobody. Therefore, with a retail price point under $15 for each of these, unless you’re down to your last $15, I recommend you pick up both. Play the card game with someone you love when you have a little more table space. Play the roll & write anywhere, with up to four additional friends. ------------------------------------------------- Publisher: Kosmos Players: 2-5 (We played with 2) Actual Playing Time (vs the guideline on the box): about 20 minutes per game Game type: roll & write, dice rolling Rating: 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 dice rolling games Kosmos roll and write
c Board Game Review: Between Two Castles of Mad King Ludwig Secrets and Soirees Expansion By www.thatswhatjennisaid.com Published On :: Tue, 07 Sep 2021 02:44:00 +0000 Between Two Castles of Mad King Ludwig is one of our board game library essentials. There’s a great puzzle aspect to the game, it plays in under an hour, it’s family friendly, and it keeps analysis paralysis to a minimum. It also plays up to seven players, filling that niche when so many other games are capped at 4 or 5. For all of these reasons, when the Secrets and Soirees expansion debuted, we knew we had to have it. The expansion offers additional room types for your castle, extra bonus cards, two new solo modes, higher player count (up to 8), and a new variant of head to head castle building where each player builds their own exclusive castle. My personal favorite bit of the expansion is the puppy room!!! Adorable little corgis, just like we have at home. We have played the expansion dozens of times. The first few months we had the game, we stuck to standard play, with everyone building two castles, and just focused on the fun of the new room types. These are activity rooms, secret rooms, and ballrooms. The activity rooms are thematically just that – clever little rooms themed around activities that give you points for each other room adjacent or penalize you if the listed prohibited room type is within the radius. The secret rooms are quite innovative. Each one has a little arrow printed on the tile pointing up, down, left, or right and takes on the same identity as the room indicated by the arrow, giving players a lot of flexibility based on placement in the castle. The ballrooms score points for specific room types in your neighbors’ castles. I really enjoyed these plays with the expanded room types and have not ever wanted to go back to playing with just the base game tiles again. More recently, we’ve explored the new variants provided by the expansion. The Mad King’s Demand variant has players each build a single castle instead of managing two castle builds at once. It solves the problem of weaker players bringing a section of the entire table down in scoring and it plays so much more quickly than the regular game, so it can be a good choice for player counts larger than two. While it’s also easier and smoother in a two player game to play this way versus playing with the 3rd NPC player normally required in a two player game, I’m much less fond of using this variant with two players. I like the extra tiles to choose from when a third castle is in the mix; it helps make it a bit more challenging and feels more interactive. The Automa solo mode is very easy to learn and it’s the most enjoyable solo game I’ve ever played because it feels like you’re actually playing against other players. I played on level 3 – normal difficulty – and won 58 to 55/55. I actually found myself wishing for longer rounds. The other solo mode (which is dubbed the Introvert variant and noted by the rulebook as technically not an Automa mode) feels less like a game against peers and more like a game of solitaire puzzling. It’s faster than the Automa solo mode and has the quirky hack of allowing you to force the NPC opponent to take a specific tile you don’t mind it having when there’s only one that meets the selection filter used to draft a tile for them. This is because, in this mode, the NPC follows an algorithm to pick between a tile you’ve marked as favored and desired for yourself and all the other tiles in demand under its selection filter that round. If there’s only one tile that meets the filter and you mark another tile you actually want, there’s a 50/50 chance you’ll lose your coveted tile to the NPC. However, if you mark the tile that meets the filter as if you wanted it for yourself, it’s forced to select it. Then you can choose whatever tile you actually prefer for yourself instead. The introverted solo mode is pretty great if you like that sort of thing, but I prefer the feeling of playing against others, so I’ll stick with the Automa solo mode, or competitive play against real life opponents. With a retail price of just $15 on the Stonemaier website, and having so much quality content in the box, the Secrets and Soirees expansion is a must-have. ------------------------------------------------- Publisher: Stonemaier Games Players: 1-8 Actual Playing Time (vs the guideline on the box): About 45 minutes per game Game type: card drafting, tile placement, set collection 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 reviews card drafting games set collection games Stonemaier Games tile placement games
c 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
c Gamers Ranch By www.thatswhatjennisaid.com Published On :: Tue, 15 Nov 2022 19:03:00 +0000 Last week, I was invited, along with my husband, to join a group of board gamers from our local Iowa City area on their annual gaming retreat. For this event, they gather at the Gamers Ranch, for day after day of board games and fellowship. If you’re not familiar with the Gamers Ranch, it’s a short term rental/vacation property in the countryside, nestled among farms and open pastures, just outside of Bland, Missouri. The site can accommodate groups of up to 20 people at a time and offers activities for indoors (frequently updated board game library with thousands of games including the BGG Top 100, arcade, LAN gaming pc area, Lego library, MTG library, miniature painting workshop area, reading nooks, and several large screen tvs for streaming) and outdoors (disc golf course, miles of hiking trails, a lake with boating, geocaching, fire pits, etc). The sleeping areas inside are well appointed with linens, toiletries, and wifi. Bonus for foodies: the kitchen is fantastic, offering a commercial fridge/freezer, large work area, and all the equipment you need to cook just about anything (they even provide a smoker!). Like other properties of this type, you just need to bring your own food, and you pay a base rate per night, plus a flat cleaning fee. Just a phenomenal property in terms of its amenities. The owner (Dave) has a home literally next door, and while he isn’t always around, he often is, so if you need anything (including some company to enjoy all those activities), he’s got your back. During our stay, because the retreat organizers have known Dave for a few years now, he was often gaming with us. Our group from Iowa City was about 15 people, plus a couple of kids. My husband and I arrived a day after the event began as we were coming directly from a vacation in the Maldives and had 7 and a half hours of driving to get to the retreat from O’Hare once we got off our flight. Within our group, the arrangement was that one of the folks was in charge of all the meal planning and execution, and the rest of us took turns doing cleanup after. For those of you who know me, you know that I often take on that role, and it’s a lot of work, so I was happy for once to be able to attend a fun event like this and just participate as a guest and not an organizer. The gentleman who handled all the meals (Mike) was an amazing talent in the kitchen, and I’m pretty sure I actually cried with joy the first evening I was there when a delicious pile of BBQ ribs with all the fixings was placed in front of me. I joked that one of the best things about the retreat for me, as a woman, was getting to play the role of the typical privileged American white male where I can just show up at mealtime and something yummy and made from scratch is handed to me. While not a built-in amenity of the Ranch, it was an absolutely amazing enhancement to the whole experience. Let’s talk about the games. Dave prides himself on having the latest and greatest new releases in the library and he delivered on that. I got a chance to play Mosaic from Forbidden Games, and to my delight, it was the fru fru version from the Kickstarter with all the upgrades (great game by the way, I hope to get a copy and play a few more times to write a review for you). Another recent release – Dog Park – was also on the tables, and this pattern of new games repeated itself many times over the retreat. I spent a good bit of time recovering from jet lag as the Maldives are 12 hours ahead of central time, so I didn’t play continuously as I usually do at game events, but I still got in plenty of games. They included Mosaic, two games of Twilight Inscription (from Fantasy Flight), Tapestry (from Stonemaier Gamers) with all expansions, Brass Birmingham (from Roxley Games), and numerous games of Werewolf. We wrapped up our retreat Sunday morning. I had hoped to get in another game or two before the 1pm checkout time, but as I’d stayed up till 4am playing Twilight Inscription, I needed to sleep in so I could be fresh for driving home. Once we were finally up, we said our goodbyes to all our new friends (before arriving, I only knew one person at the retreat) and were off. I’m home now, already two days into my workweek, and all I can think of is how much I can’t wait to go back with the group next year. I’m hoping perhaps even to organize a trip for the board game group we host at our hose each week as well. I highly, HIGHLY recommend you give the Gamers Ranch a visit with your favorite group of people. Go for the games, or the other activities, and have a great time. I think you’re really going to find it to be an amazing experience, just as we did. Note: If your drive home from the Gamers Ranch takes you by Hermann, MO as mine did, make sure to stop at the Wurst House for lunch and supplies (bring a cooler and ice packs to take home their award winning brats and summer sausages). Full Article board game reviews travel
c What Jenni Said About The Art of The Gathering: Fantastic By www.thatswhatjennisaid.com Published On :: Mon, 01 May 2023 23:31:00 +0000 Priya Parker's book The Art of The Gathering (TAoG) was recommended to me by a friend from church who knows how much I enjoy putting together events for others. As I began reading TAoF, I was quite inspired by the rich meaning Parker ascribes to gathering, and the significant possibilities of making a concrete difference in the world through our gatherings. Yes, I nodded to myself, the events I put together do matter. Nice ego stroke. But as she laid out a step by step methodology for ensuring those gatherings have purpose and are effective, my kneejerk reaction was that her approach felt overly controlling and I worried my guests would resent the kind of manipulative engineering she describes. What happened to organic gatherings that are completely open and free from any sort of direction? Isn't that where happiness and change can take root? Turns out, not so much. She makes a very good case for why proper planning and execution of gatherings under thoughtful leadership make for the best gatherings. I recalled the best events I've ever been to, and had to admit Parker was right - those that were carefully planned with purpose and direction, where the guests and activities were curated, turned out to be the most impactful. So I've made it a goal to put the principles she's laid out in TAoG into practice, and it's going well so far. I set an intentional purpose for each gathering. I curate the invite list based on that purpose. I choose a setting that aids the purpose (the right density; the right locale). I actively manage the event - not heavy handed mind you, but not laissez faire - to protect/equalize/connect my guests. I aim to always create a temporary escape from the world during my events. I work hard before each event and prime my guests for the event. During the events, I include activities that encourage people to open up with each other. And I close the events with a recollection of our purpose, summarize the event, and try to leave my guests with something memorable. If you are responsible (or enjoy and would like to be responsible) for organizing and hosting events (for work, for pleasure, as a volunteer, etc) I highly recommend this book. Life is too short to just go through the motions of meetings and events; they should be infused with purpose and Parker can teach you how to make it so. I especially encourage this as a read for those in the Christian community who have been given the gift of hospitality and want to refine and improve their event hosting, understanding that showing God's love to others through event planning and hosting is important work in the kingdom. Full Article book reviews Penguin Books
c 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
c Board Game Review: Expeditions Gears of Corruption By www.thatswhatjennisaid.com Published On :: Sat, 07 Sep 2024 18:07:00 +0000 Last year I reviewed Expeditions and ranked it #1 among all Stonemaier games on account of the challenging intellectual puzzle it presents. This year I have played my way through the new expansion, Gears of Corruption, and I’m delighted to let you know that it makes the base game even better. That the expansion so cohesively builds on the base game should not be a surprise to anyone who closely examines the original box for Expeditions. All expansion components perfectly fit in that box including the 2 new mechs that nestle in the placeholder cubbies clearly made for them. That can’t be coincidence. There might a few features rolled into Corruption of Gears that were developed as a result of consumer feedback on the base game (I’m looking at you, wild meeple), but my theory is that Stonemaier did a Lord of the Rings maneuver with this game and its expansions, designing the entire game with most of the additions integrated up front, and then breaking it into base + expansions for marketing and distribution. Here’s a detailed breakdown of the components and features in Gears of Corruption: 2 new mechs Both new mechs use map tokens as discards to gain a benefit. The Scarecrow adds an extra action to your refresh turn while the Mole lets you access hex actions covered with corruption tokens. The Mole felt especially powerful in play. Replacement mech mats for the original mechs + 2 new mech mats for the new mechs The new mech mats are GREAT. They have inset spaces for the guile, strength, and action tokens to prevent player components from sliding off the mat during player. Hero worker meeples These meeples function as wildcards, and everyone is given one at the start of the game. This speeds up play and helps avoid the heavy disadvantage for the 3rd player and after who can’t get to the gain worker hex on their first turn. Replacement discovery card for one of the original cards in the base game + 5 new discovery cards The cards are all items and most if not all of them provide ongoing benefits in the form of when you do X also do Y 7 mech cards These cards are used for drafting/assigning a mech mat to each player and they also provide a list of starting resources to shorten the length of the game 12 corruption cards These cards are used both to control an additional mech on the main board (representing a malicious presence among us) that inflicts penalties on players whose mechs it would otherwise bump into AND to provide additional corruption targets for vanquishing by players. If all the corruption cards are vanquished, the corrupted mech wandering the board returns to the box, the threat eliminated. Three cheers to the player who accomplishes that! 4 pairs of new starting cards (character + companion) The new character/companion combos are pretty standard but one of the pairs (Baaliahon & Zephon) plays off the corruption card scoring added with this expansion. I played as this fellow and was competitive in all my games. A+ would recommend! ***Interesting side note: While I was researching the origin of the name Baaliahon (turns out to be a Phoenician name that means so that Baal will favor), I came across the website for the artist and worldbuilder on Expeditions, Jakub Rozalski. He’s got fantastic stories and lore for the game as well as additional artwork on the site and I encourage you to check it out at https://jrozalski.com/projects/JvAvPZ 6 new corruption tiles in lower values that the base game These tiles have a strength of only 2, making it easier to remove them. 6th player capacity Playing with an additional player DOES increase the game length, but this is well balanced by the time saved thanks to the new hero worker meeples and mech cards Additional coins & map tokens ------------------------------------------------------------------------- Expeditions Gears of Corruption is a fantastic (although not absolutely mandatory) expansion for players who love the base game, like me. But this is not one of those expansions that fundamentally alters the overall feel or play of the game so if you’re among those that didn’t go gaga for the base, this will do nothing to change your mind. Yep, I see some of you over there complaining about the solitaire racing aspect of Expeditions and lack of strong player interaction, and to you ladies and gents I say go back to Scythe where you belong. -------------------------------------------------------------------------- Publisher: Stonemaier Designer: Jamey Stegmaier Artist and Worldbuilder: Jakub Rozalski Players: 1-6 (We played with 3, 4, and 6) Actual Playing Time (vs the guideline on the box): About 90 minutes per game Game type: worker placement, hand management Retail Price: varies; direct from the publisher https://stonemaiergames.com/games/expeditions/gears-of-corruption/ Rating: Full Article Action Selection board game expansions board game reviews engine builder hand management games Stonemaier Games worker placement games
c 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
c 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
c 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
c 24 Etc Etc - Thing Four By johnfinnemore.blogspot.com Published On :: Mon, 04 Dec 2023 23:59:00 +0000 Alt Text: In a word: Penguins. Full Article
c A Certain Number of Things - Thing Seven By johnfinnemore.blogspot.com Published On :: Sat, 09 Dec 2023 23:53:00 +0000 Alt Text. Two elephants, conferring. Full Article
c 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
c Some Things - Two of Which are These By johnfinnemore.blogspot.com Published On :: Mon, 18 Dec 2023 23:59:00 +0000 Alt text: a nautical bear, in complacent mood.Alt text: the same bear, allowing the strain of command to get to her a little.Three thousand internet points, redeemable nowhere, for anyone who recognises her costume. Full Article
c But sure, as it happens number 12 would have been: Put wooden chopping boards in the dishwasher. By johnfinnemore.blogspot.com Published On :: Fri, 16 Feb 2024 14:51:00 +0000 1) Order the fish in a restaurant on a Monday. It'll be three days old. 2) Base-jumping. He just doesn't see the appeal.3) Cheat on his wife. Sandra is his world. 4) Open a new battlefront without adequately securing supply lines first. This one probably won't come up. But still, he'd never do it. Look at Napoleon. 5) That. He'll do anything for love. But. Edit: For some reason, a lot of people seem to be complaining that none of these have anything to do with dishwashers. Why should they? Our dishwasher expert knows a lot about dishwashers, sure, but they're not his whole life. Get some perspective, people. Full Article Small Silly Jokes
c 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
c Come see me on book tour! By sfwriter.com Published On :: Thu, 18 Apr 2024 18:26:54 +0000 My 25th novel, The Downloaded, is now available for pre-order in both print and ebook editions, and I’ll be touring across Canada starting next month to promote its release. Here are my May 2024 book-launch events: all are free and open to everyone, and books will be for sale (or bring your own copies and get them signed): Calgary Public […] Full Article Uncategorized
c WordStar for DOS 7.0 Archive By sfwriter.com Published On :: Tue, 30 Jul 2024 18:18:45 +0000 As you all know, I continue to use WordStar for DOS 7.0 as my word-processing program. It was last updated in December 1992, and the company that made it has been defunct for decades; the program is abandonware. There was no proper archive of WordStar for DOS 7.0 available online, so I decided to create […] Full Article Uncategorized
c WordStar for DOS 7.0 archive updated By sfwriter.com Published On :: Mon, 12 Aug 2024 16:29:23 +0000 I’ve updated my WordStar for DOS 7.0 archive, based on feedback from the thousands of people who downloaded the initial public release (which was version 1.4, dated July 30, 2024).This new version is 1.5, dated August 12, 2024. The new version has the file size of the PDF manuals reduced (which cuts the archive size […] Full Article Uncategorized WordStar
c Remembering Michael Lennick By sfwriter.com Published On :: Thu, 07 Nov 2024 14:49:35 +0000 Every Canadian of my generation knows the line, “I told him, Julie, don’t go!” It was said by Sylvia Lennick, the mother of my dear friend, the great Canadian filmmaker and special-effects expert Michael Lennick. Michael passed away ten years ago today, on November 7, 2014, at just 61 years of age. He’d been admitted […] Full Article Uncategorized RIP
c Which Modula 5 Mg Formulation Is Suitable For Individuals With Diabetes? By vrn.best-city.ru Published On :: Tue, 12 Nov 2024 14:29:06 +0300 Modula 5 mg is a medication that contains Tadalafil, which is commonly used to treat erectile dysfunction (ED) and symptoms of benign prostatic hyperplasia (BPH). It works by increasing blood flow to the penis during sexual activity, which helps achieve and maintain an erection. For individuals with diabetes, Tadalafil can generally be used safely, but some factors should be considered when choosing the right formulation: Factors to Consider for Individuals with Diabetes: Impact on Blood Sugar: Tadalafil itself doesn’t directly affect blood sugar levels, but individuals with diabetes need to manage their overall health, including blood sugar levels, when using medications for ED. It’s important to monitor blood glucose levels regularly while on Tadalafil. Formulation of Modula 5 mg: Modula 5 mg is typically available in tablet form. The tablet formulation is suitable for people with diabetes, as it is not known to contain sugar or carbohydrates that could directly affect blood sugar. Oral tablets like Modula 5 mg are often preferred because they allow for controlled, consistent dosing. Side Effects: People with diabetes may be more prone to certain side effects, such as dizziness, headaches, or blurred vision. These side effects are more common in individuals who have other underlying conditions (such as cardiovascular issues) that may co-occur with diabetes. It's important to start with a lower dose, like 5 mg, and adjust based on tolerance and effectiveness, in consultation with a healthcare provider. Cardiovascular Health: Diabetes often comes with an increased risk of heart disease, which is also a concern when using medications like Tadalafil. It’s crucial to consult a healthcare provider to ensure that there are no contraindications with any existing heart conditions before starting MODULA 5 MG. Other Medications: People with diabetes may be on other medications to manage their condition, such as insulin or oral medications for blood sugar control. Tadalafil can interact with certain medications, especially nitrates (used for chest pain), leading to dangerous drops in blood pressure. Therefore, it is essential to ensure that Modula 5 mg doesn’t interact with any other ongoing treatments. Recommendation for People with Diabetes: Modula 5 mg (Tadalafil) in its tablet formulation is generally a suitable option for individuals with diabetes, provided they are managing their blood sugar levels effectively and have discussed the use of this medication with their healthcare provider. If there are concerns about side effects or interactions with other medications, starting with a lower dose or exploring other alternative treatments for ED may be recommended. Key Takeaways: Modula 5 mg (Tadalafil) is safe for most individuals with diabetes, but it's crucial to check for potential interactions with diabetes medications. Monitoring blood sugar and blood pressure regularly while using Tadalafil is essential for safety. Always consult a healthcare provider to ensure the medication is appropriate based on your medical history and current treatments. If you have specific concerns, such as interactions with your diabetes medications or heart conditions, consulting with your doctor is the best course of action before starting any treatment. Full Article Новичкам о портале
c Ken and Robin Talk About Stuff: Uninterested in Not Attacking By robin-d-laws.blogspot.com Published On :: Fri, 15 May 2020 13:22:00 +0000 In the latest episode of their easily spotted podcast, Ken and Robin talk Invisible Men, coarse vs granular ability lists, and Ken's last book raid for the duration. Full Article