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The James Brand Palmer Clear utility knife review

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 […]




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Forget about flying, the PowerDolphin Wizard is a 4K underwater drone

NEWS – Everyone and their brother has probably purchased or at least tried flying a drone at some point. Instead of flying a drone, how about diving with one. The PowerDolphin Wizard is an underwater drone that features a dolphin-inspired sleek, streamlined shape that allows it to zip through water at an impressive 4.5m/s. But […]




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SwitchBot Wallet Finder Card review – Eliminates that “Oh crap, where is it!” feeling!

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 […]




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Scykei: A rising star in the global wearable market

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 […]




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Comfier towel and blanket warmer review – keeps you toasty

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 […]





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THE SPELLSHOP comes out today!!!

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.htm

I'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!!!




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THE SPELLSHOP is an instant New York Times, USA Today, and Indie Bestseller!!!

THE SPELLSHOP IS A NEW YORK TIMES BESTSELLER (#7), A USA TODAY BESTSELLER (#13), AND AN INDIE BESTSELLER (#10)!!!!!!!! I’M SOBBING!!!! Thank you so much to everyone at Bramble/Tor/Macmillan who made my dreams come true, including the incredible Ali Fisher, Dianna Vega, Caro Perny, and Julia Bergen! Thank you so much to my amazing agent Andrea Somberg who has been with me for 18 years and 28 books! And thank you to the wonderful booksellers and readers who made this possible!!!! I love you all so much!!!







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THE SPELLSHOP Book Tour Photos

I had an absolutely fantastic time on book tour for THE SPELLSHOP!!! Loved meeting so many wonderful readers and amazing booksellers! Thank you all so much! Just wanted to share some of my favorite pics from:

Fable Hollow Coffee & Bookshoppe in Knoxville, TN
Phoenix Books in Essex, VT, with Katherine Arden
Charis Books & More in Decatur, GA, with Kimberly Lemming
The Ripped Bodice in Brooklyn, NY, with Naomi Novik
The Poisoned Pen Bookstore in Scottsdale, AZ, with Rebecca Thorne
Flyleaf Books in Chapel Hill, NC, with T. Kingfisher

Next up: San Diego Comic Con!



















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San Diego Comic-Con 2024 Schedule

Very excited for San Diego Comic-Con!!! Here's my full schedule. Hope to see you there!





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Worldcon 2024 Schedule

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! 





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Worldcon 2024 in Glasgow

I had such a fantastic time at Worldcon 2024 in Glasgow!!!





























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StoryFest 2024 Panel

Had a wonderful time at StoryFest this weekend! Thank you, Westport Library!!! 





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Cover Reveal for THE ENCHANTED GREENHOUSE

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





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NYCC 2024 Schedule

Very excited for New York Comic Con!!! I'll be there on Thursday and Sunday. Hope to see you there!



  • NYCC; New York Comic Con

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Happy Halloween!

 





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A Tale of Two Towers–Part One (A Review of Kingdom Rush: Rift in Time)

Six months ago I didn’t even know what a tower defense game was and now I’ve played two of them several times and have some strong opinions on each one. In this post, I want to talk to you about one of them - Kingdom Rush: Rift in Time. The good folks over at Lucky Duck Games sent me a review copy of the game, designed by Helana Hope, Sen-Foong Lim, and Jessey Wright.

Now I mentioned that this is a tower defense game, but what exactly does that mean? In games using this type of mechanic, one of the primary objectives is to continually defend your assigned sector of the board (i.e. your home base) against incoming threats. This is managed through the use of armed towers, which reign down violence and death on any malicious parties approaching. This mechanism got its start in 1980's video games (source: Wikipedia) and is one of the most popular mechanisms in modern game apps on cell phones and tablets. More recently, it's crossed over into the tabletop board game industry, with the earliest tower defense games appearing in 2013.

Kingdom Rush: Rift in Time was funded on Kickstarter in 2019 to the tune of over a million dollars. It's derived from an app (Kingdom Rush) originally published for the browser and iOS by Ironhide Game Studio back in 2011. There are 58+ million users who have downloaded and reviewed the app on Metacritic so the built-in audience for the board game from the existing app users alone could potentially keep the publisher churning out boxes indefinitely (how long does it take to produce millions of copies of a board game?!). With a retail price approaching $60, even with licensing fee expenses, I imagine it's a lucrative project for Lucky Duck. But is it a good purchase decision for board game enthusiasts who've decided they want to add a tower defense game to their collection?

Well, it depends on what kind of board gamer you are.

Let's dig in a little deeper.

Regular readers know theme is very important to me. Is there a good narrative explaining our roles in the game and a plausible backstory to illuminate how we got into the position we are in and why we are doing what we're being asked to do in the game? For Kingdom Rush: Rift in Time, the answer is yes to both. There's a time mage who has opened up a rift in the fabric of time, hell bent on taking down our kingdom and our job is to stop the mage before they can do so. It's simple yet compelling call to heroism.

The artwork, by Mateusz Komada and Katarzyna Kosobucka, is cartoonish and playful. It definitely has that cell phone app flavour to it.

The components are average for the price point or for a mass market game. And here's where we begin to tie things to what kind of board gamer you are. If you've been playing higher end games lately (those typically with a retail price over $100), the components might feel a bit flimsy and look a bit cheap. They're comprised of colorful cardboard tokens and boards, plastic figures, plastic trays, a handful of wooden meeples, and many (thin) cardstock cards.

If your tastes or budget gravitate toward games at a similar price as Kingdom Rush: Rift in Time, I don't think you'll find anything problematic about the components here and on that criteria, this is a good tower defense game for you. Happy bonus: among the components is a campaign progress map and stickers that allow players to mark their accomplishments as they play through the campaign. As a person who likes to check off boxes, I adore this feature. Kudos to the designers for the thoughtful addition.

I also really appreciated the player aides provided - the summary of steps in a round printed on the hero boards, and the helper cards that detail the various enemies.

  The gameplay is simple enough that it doesn't take long to set up or learn the rules. In each round of this cooperative game, players spawn new hordes of enemies marching on the kingdom, play tower and hero cards to attack the hordes, check to see whether any hordes have been destroyed (and remove them if so, reaping the crystal rewards), move the surviving hordes closer to the kingdom, pick up the surviving tower and hero cards played, and spend crystals to buy more tower cards. Rinse, repeat for every round. The individual monsters within a horde have different rules for engagement (for example, some cannot be attacked by heroes and others are self healing) so players will need to vary their tactics when playing tower and hero cards. Also, instead of playing all your tower cards during a round, you can upgrade one or more of them and pass them to a fellow player to use next round. And instead of activating your hero's attack against a horde during a round, you can restore your hero's health if needed. Mixed in among the hordes are portals that the time mage wants to use to reach and breach the kingdom. If one of these portals crosses into the kingdom, the game is lost immediately. Conversely, for most scenarios included with the game (there are 10 in the base game and several expansions already available and each can be played on varying levels of difficulty, providing plenty of replay) all of the portals must be destroyed in order to win the game. You can also lose the game if enough of the regular hordes breech your kingdom, causing you to run out of kingdom hearts (health).

The rulebook, which is well written and illustrated, suggests playing the game on difficulty level 3, while Tom Vasel (respected reviewer) has recommended playing on difficulty level 1. So we took the middle road during all of our games and played on level 2. Even though we lost our first game because we didn't do enough upgrading of towers (the second portal that came out could only be attacked with towers we didn't own), we didn't feel there were any overly complicated nuances to the game that would take several plays just to learn. You can play this game with your teens and tweens and they'll do just fine. The puzzle aspect of figuring out the best place to establish each tower on the board to maximize the damage to the hordes is an excellent logic puzzle for young and old alike. So we return to our discussion of what kind of board gamer you are. Do you want a family friendly game you can play with your kids? If so, then this is a good tower defense game for you. Do you enjoy board games that don't require a steep learning curve when it comes to strategy? If so, then this is a good tower defense game for you.

To recap, Kingdom Rush: Rift in Time  is an accessible, affordable, family friendly tower defense game and board gamers who value those qualities would do well to pick up a copy for themselves. And of course, with the holiday season upon us, it's a smart choice for gifting as well. I'm glad we own a copy, and I plan to pick up the expansions to play with my kids.

For my friends who exclusively prefer complex gameplay that will take you many games to even begin to master and expensive components with a luxury look and feel, stay tuned for my review of Cloudspire, because that's the tower defense game for your cohort.

    ---------------------------------------------------------------------------------------------

Publisher: Lucky Duck Games Players: 1-4

Actual Playing Time (vs the guideline on the box): approx an hour per game

Game type: cooperative, tower defense, tile placement

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.             




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Board Game Review: Tapestry Plans and Ploys Expansion

I was so excited when Jamey Stegmaier’s Plans and Ploys  expansion for Tapestry  (published by Stonemaier Games) showed up in the mail. I’d  played a lot of Tapestry games with my social isolation pod (see my review for Tapestry  here) over the summer and I was eager to explore the new Tapestry cards and civilizations promised in the expansion. Beyond these updates, the Plans and Ploys expansion also includes a new game element (Landmark cards), new space tiles, a handy bag for drawing exploration tiles, and landmark place marker tokens which offer an easy way to identify which landmarks have already been claimed just by looking at the central board.

As soon as we unboxed Plans and Ploys, we invited a few of our friends over to give it a go. Our previous social isolation pod had disbanded with the spike in new COVID cases in our state (Iowa: ground zero for the pandemic once the fall semester of school started) and none of the members of our newly formed pod had ever played the base game before. So we weren’t sure whether we should play the base game without the expansion first or if the expansion was straightforward enough to merge into the base game in a way that didn’t prove too complicated for new players to understand. We spent a bit of time going over the base game rules with our friends and then read the rules addendum for the expansion together and decided to jump straight into playing with the expansion. It was a good decision. Everyone got into the flow of the game without any difficulty.

I played the Advisors civilization. This is a new civ from the expansion and I wasn’t sure if I was in love with its special abilities as compared to the other new civs I’d peeked at before we shuffled all the civs and randomly drew for each player.  One point per Tapestry card didn’t seem to amount to much, and at first I didn’t see the power in forcing others to take my Tapestry cards instead of drawing from the deck. But as the game unfolded, I quickly realized that I could use the giveaway power to purge less helpful Tapestry cards from my hand and churn through the Tapestry deck much quicker in search of the really powerful cards. Plus, I could influence my opponents’ behavior by giving them Tapestry cards that would encourage them to favor certain actions over others and then use the knowledge of what they were likely going to do for my benefit. For example, I might give someone a Tapestry card that strongly encouraged military track advancement and then play a Tapestry card myself that allowed me to pick an opponent and a track and copy the opponents movement on that track. Knowing that a specific opponent would likely play heavy on the military track for their next several turns allowed me to be more confident in my bet on that player and that track in conjunction with the track+opponent copy power of my Tapestry card.  Overall, the Advisors are well balanced and constructed civilization, as are all the others from the expansion that I’ve studied closely.

At the beginning of the game, each player was given a Landmark card and building. These are personal goals that allow a player to place a building on their Capital city map once the goal is met. All of the goals are fairly straightforward, but as with other games that feature personal player goals, players have to be careful not to become overly focused on their goal at the expense of general game strategy.

 

All of the new components packaged with the Plans and Ploys  expansion feature the same artwork style and the same quality of construction as those of the base game. The additions integrate very well in terms of gameplay and strategy too. I wouldn’t be surprised at all if Stonemaier revealed Jamey had done a Peter Jackson: Lord of the Rings  move with this game, designing everything all at once and just releasing it in separate parts as the base game and an expansion. I especially appreciated the new landmark tokens that saved me from that grumpy feeling that wells up inside of me when I realize someone else has already taken a track landmark I was eyeing. Now as soon as they claim a landmark from one of the tracks, the landmark token is removed, signaling its unavailability. Nice. 

Our game was really close in score as far as everyone could tell for most of its duration. I wasn’t sure I was going to win, but I was having a hell of good time playing the six, count them, SIX, civilizations I’d managed to acquire in the game due to some crafty manipulation of my technology cards in conjunction with track actions. I felt powerful. Very powerful. 

In the end, my husband Christopher won (but not by much) and I came in second. Our newbie players did pretty well at final scoring, especially considering they’d never played before and were playing against veterans.

I loved everything about this expansion. If you haven’t picked up the base game yet, call/email your local game store to reserve a copy (or order online from Stonemaier) and add Tapestry Plans and Ploys  to your order at the same time. You’ll want them both. And if you already own Tapestry, this expansion is calling your name. There’s still time for you to add it to your Christmas wishlist and if no one gifts it to you, you can give yourself a copy (you deserve it after surviving 2020!) when the new year rolls around.

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Publisher: Stonemaier Games
Players: 1-5 (We played with 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: $27 direct from the publisher https://store.stonemaiergames.com/collections/tapestry/products/tapestry-plans-ploys

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.



  • area control games
  • board game expansions
  • board game reviews
  • dice rolling games
  • hand management games
  • Stonemaier Games
  • tile placement games

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Board Game Review: Clank! Legacy: Acquisitions Incorporated (spoiler free)

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 Studios
Players: 2-4 (We played with 4)
Actual Playing Time (vs the guideline on the box): About 90 minutes per game
Game type: deck building, point to point movement, legacy, campaign
Retail Price: $75-100

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.



  • board game reviews
  • campaign games
  • deck building games
  • kid friendly games
  • legacy games
  • point to point movement games
  • Renegade Game Studios

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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)

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.

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Publisher: Renegade Game Studios
Players: 1-4 (We played with 2)
Actual Playing Time (vs the guideline on the box): About 2 hours per game
Game type: card drafting, worker placement
Retail Price: $50

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.



  • board game reviews
  • card drafting games
  • Renegade Game Studios
  • worker placement games

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Board Game Review: Between Two Castles of Mad King Ludwig

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.

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Publisher: Stonemaier Games
Players: 2-7
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.



  • board game reviews
  • card drafting games
  • set collection games
  • Stonemaier Games
  • tile placement games

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Board Game Review: Red Rising (Collector’s Edition)

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.

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Publisher: Stonemaier Games
Players: 1-6
Actual Playing Time (vs the guideline on the box): About 45 minutes per game
Game type: hand management

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.




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Board Game Review–Quests & Cannons: The Risen Islands

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).

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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.



  • action points games
  • board game reviews
  • hand management games
  • Kickstarter
  • kid friendly games
  • pick-up and deliver games
  • Short Hop Games

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Board Game Review: Lost Cities Roll & Write (A Comparison to the Original Lost Cities)

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. 

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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.



  • board game reviews
  • dice rolling games
  • Kosmos
  • roll and write

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Board Game Review: Between Two Castles of Mad King Ludwig Secrets and Soirees Expansion

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.

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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.



  • board game reviews
  • card drafting games
  • set collection games
  • Stonemaier Games
  • tile placement games

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Board Game Review: Rolling Realms

At every company, there’s some guy trying desperately to figure out a way to harness a current wave of consumer demand and somehow direct it right onto the doorstep of the company. “Even better…”, that guy explains to rest of management, “If we can deliver something on *that* demand that our customers will gobble up and that will drive their demand up for our *other* established products, we’ve gone above and beyond! A cross-promotional windfall!”  Well, it looks like someone at Stonemaier put that guy in charge of roll and write game development and Rolling Realms was the result. It’s meta game of sorts that mostly serves as an advertisement for the rest of the Stonemaier product line, as each card in this roll and write game is named after a different Stonemaier game title. 

 

On the plus side, Rolling Realms is a pandemic friendly, easy to learn, and quick to play roll and write that plays as easily over zoom with 20 people as it plays in person with a few people around a table. Every card presents a different way to earn victory points as it’s filled in, and in a standard game, 9 cards from the supply of 11 varieties are chosen and used (3 cards per round x 3 rounds).

Environment sparing bonus: the cards are all laminated and dry erase markers are provided, so you can play unlimited games without killing endless trees. The Tapestry card gives me a headache with its Tetris like spatial relations exercise, but otherwise I enjoyed all the cards and their creative use of point collection.

   Despite its positives, Rolling Realms does not make the cut for my recommendations list. I played many, many games of Rolling Realms to give it a fair shake, and here’s the thing – it’s a perfectly adequate roll and write game. But in this modern era of board gaming, there are a ton of roll and write games on the market or in development and adequate just doesn’t cut it. Add on the creepiness factor of the cross-promotional marketing gimmick (BTW, can anyone tell me why the card for Red Rising is named “The Society” instead of RR?) and yeah…just no. Keep the game if someone gives it to you I suppose (I’m probably keeping mine), but don’t go out and spend your own money on Rolling Realms when there are so many other better roll and write games out there you could buy instead. I’m talking Cartographers. I’m talking Hex Roller. I’m talking Qwixx and Quinto. I’m talking Railroad Ink. I’m talking Noch Mal. And for the ultimate challenge, I’m talking Fleet or Hadrian’s Wall.    

As a final note, I want to let you know that I’m very sad I finally met a Stonemaier game that didn’t bring me joy. I mean, it was inevitable that it would happen someday, but it’s still sad. I've been reviewing games from Stonemaier for a few years now. I got drawn in by Scythe initially (amazing area control game) and then, with each new game the company released, I crossed my fingers and hoped that it would be awesome. I really respect Jamey Stegmaier as a designer and a business owner and I'm rooting for his continued success. And so far, it's all worked out, because I've fallen in love with each Stonemaier game that's come my way, outside of Rolling Realms. For example, Tapestry and Between Two Castles are amazing, as are their expansions, and I urge you to give them a try. Also, I hope Jamey doesn’t listen to any more bad ideas originating from the guy with the marketing gimmick idea that was behind Rolling Realms, whether he was one of the voices in Jamey’s creative imagination or an actual employee at the company.  

-------------------------------------------------

Publisher: Stonemaier Games
Players: 1 - many
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.




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What Jenni Said About “The Body”: Glorious Detail

With "The Body", Bryson has done for our flesh houses within which we reside what he previously did for our brick and mortar ones in his book "At Home".  We have been treated to a full walk-through of the entire human body and all its functionality, in glorious detail. Bryson's language is beautiful and at times also mystical in its descriptiveness:

"You have a meter of it [DNA] packed into every cell, and so many cells that if you formed all the DNA in your body into a single strand, it would stretch ten billion miles, to beyond Pluto. Think of it: there is enough of you to leave the solar system. You are in the most literal sense cosmic."

Perhaps what I love most about "The Body" is the detailed narrative Bryson provides on so many key people in the history of medicine, infectious diseases, anatomy, etc. Many of these people I'd never heard of before and it was enlightening to read their fascinating (and often sad) stories. It seems there is a lot of drama and intrigue in the world of medicine.

As with all books on science and medicine, some portions of the text are outdated. For example, Bryson writes that we have no idea what the full mechanism causing labor to begin for a pregnant woman involves. Only, the thing is,  now we do. Per some of the medical research of late, it seems to be induced by chemicals the fetus releases after their lungs are fully developed. So, as you read, should you come across one of his statements that science still hasn't figured out X yet, go ahead and google it because it's entirely possible that science has actually figured it out by the time you've sat down to read the book. 

This is probably my favorite book by Bryson, outside of Notes from a Small Island. I recommend it highly as an addition to your library. A good read for young adults as well.

Buy This Book




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Level Up Winter Retreat 2024

There is a popular and well-informed YouTube channel called BoardGameCo that has its finger on the pulse of the crowdfunding market for board games. A number of years ago, my husband Christopher shared the channel and its content with me, and it was an instant like for me. The main host, Alex, manages to come across as charming, intelligent, and principled all at once. He has a firm understanding of the board game industry, a vast library, and good instincts when it comes to predicting the value (both in terms of play and resale) of upcoming and current crowdfunding games, and makes recommendations on when to purchase and when to pass. I never feel like he’s trying to sell me something. He’s just very enthusiastic about board games and somewhere along the way realized people enjoy his work and I think that fuels him (along with YouTube ad revenue of course).

In 2023, Alex and his business partner Motti Eisenbach (of Addax Games) launched Level Up Events and hosted the inaugural Level Up Retreat. The retreat is an annual board game and RPG convention associated with BoardGameCo. It’s a small (<400 attendees) and cozy event tucked away in the Tri-State metropolitan area  (NY/NJ/CT), and very welcoming to all. The library (800+games) is well balanced in terms of complexity of play, player count, publication date, and game mechanisms.

This year the retreat was held in February and branded as the Level Up Winter  Retreat. One of my friends in the industry encouraged me to check it out and I was invited by Alex as a special guest to participate. My husband talked me into bringing him along as well since he’d introduced me to BoardGameCo all those years ago. There were a handful of other special guests in attendance – board game designers, content creators, etc. - and many of them became part of the draw of the retreat for attendees. It’s fun to play board games with smart, funny, and popular people. I definitely enjoyed getting to play with friends I don’t get to see often and also networking with other content creators.  I haven’t even mentioned the cosplayers yet but they were pretty cool too – shout out to all the Star Wars players especially. 

One thing I really enjoyed about the Level Up Retreat is their choice to host a regional qualifier for the World Series of Board Gaming (WSBG). The WSBG is an annual event in Vegas where competitors choose from 16 different games to begin a tournament that ends in 1 finale winner and a cash prize of $25,000. Serious gaming! To enter the WSBG, one must pay a registration fee, OR, win a regional qualifier to receive a gratis entry. So for anyone living in the Tri-State area and interested in qualifying for the WSBG, the Level Up Retreat is especially a great idea. I competed in the qualifier and made it to the semi-finals and it’s really spurred my interested in the WSBG. After returning home from the retreat, I’ve been organizing practice games and I’m currently running multiple practice games on Board Game Arena at all hours and planning to attend the WSBG. It’s really fantastic that the Level Up Retreat included this event as part of its scheduled activities and I hope that more regional board game conventions follow suit.

Another nice touch at the retreat was the VIP snack room. Are you a chocoholic? Or maybe a sugar fiend who skips over the chocolate for straight sugar goodness like Sweet Tarts, Runts, or Sour Patch Kids, or Nerds? Perhaps you go for the salty and you fuel your games on pretzels, chips, and granola bars? You might even be in the select group of healthy noshers who prefer fresh fruit and protein bars? It’s all good because the VIP snack room has it all (except beverages; the hosting hotel did not permit the organizers to provide beverages this year). Personally, I ate a lot of Nerds ropes, punctuated by a few fresh fruits. It’s an upcharge to have access to the VIP room, but if you’re a hard core board gamer who likes to hyperfocus, you’ll want to opt for it. You’ll also get additional swag in a nice swag bag as well.

So, the games were on point, the snacks were fantastic, the guests were great, and the events were numerous and well attended (including many many RPG events outside my scope that I heard were fantastic). Bonus: I never had to wait in a long line in the library for a game I wanted to become available. In fact, there weren’t any lines at the library at all, as it was kind of a constant free-for-all. And that’s the only aspect of this convention that needs some work – the library setup and procedures. While the library volunteers did their best to help people find games they were looking for, there isn’t any inventory list of games for attendees to browse through when selecting games, the games are not arranged on the shelves in alphabetical order, and there is no formal check-out, check-in process. Not only does this create a bit of chaos when trying to find a game, it’s a security issue. Most conventions have either a formal check-out/check-in process so that someone is always accountable for each game removed from the library, or they have the library setup directly within the gaming space and security at the door to prevent attendees from removing games from the gaming area. The Level Up Retreat had neither; it’s all operating on the honor system. I hope for the sake of future attendees and the profitability of the event for the organizing entities that more effort is given toward organizing and securely managing the library at the next retreat.

The Level Up Retreat has found the formula for convention success and I’m confident that once they address the library management issues it will be well on its way to being recognized as one of the best regional board gaming conventions.




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A Fortunate Trade, an Unexpected Pledge of Support, and a Win for Yin!

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)




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24 Elephants or Bears - Elephant or Bear 15


 

ALT TEXT: The head of a bear, figured in every artist's medium of choice: yellow Playdoh. And looking considerably more apprehensive than the artist intended, although I suppose that makes a change from all the inane grinning. 

The 'head only' approach is by far my patron's least favourite. He loathes it, and any such submission is immediately met with outraged cries of 'Knees! Knees!' However, as I believe Caravaggio used to say to Cardinal Del Monte, "There's only so much Playdoh in the tub."




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24 Elephants or Bears - Elephant or Bear 16


ALT TEXT: A quick scribbly biro bear head. I did a ‘proper’ version of this to put up here, with lots more pen-strokes and anatomy and shadows and what have you, but to my irritation the quick scribble looked more like a bear. 

No knees, either. I’m in big trouble.

 




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24 Elephants or Bears - Elephant or Bear 17

 First, an apology. It has been brought to my attention that I have been irritatingly coy about the identity of my patron for this series of pieces, and the precise nature of my relationship with him. This is of course information you have every right to know, for reasons too obvious to explain; and which you could not possibly in a million years have guessed. No-one’s that clever-clever. 

So let me now be perfectly straightforward with you: my patron is His Serene Grace Archduke Gustavus Von und zu Schellenhuber, Prince-Elector of Westphalia. I recently had the honour to be appointed his Court Artist (Ursine and Elephantine works only). 

Here is the latest piece I have completed for His Grace. I believe he intends it as a fresco for his refectory.


ALT TEXT: A felt-tip drawing of an elephant, with a sign on his side reading ‘Cat Bus’, carrying several cats, represented by stickers. (His Serene Grace the Archduke loved this one. He laughed his gold epaulettes off, and then spent some time repeatedly counting the kittens held in the elephant’s trunk- although not, it must be said, with remarkable accuracy.)







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24 Elephants or Bears - Elephant or Bear 18


ALT TEXT: A cardboard box, on which is drawn a family of hippos gazing in delight at a shower of cupcakes falling towards them like manna. This reflects my patron's short-lived hippo phase. However, elephants are just about visible on two other flaps of the box, so yes it does count, thank you.  




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24 Elephants or Bears - Elephant or Bear 19 (Surprise!)


ALT TEXT: It’s simply a picture of an actual bear.





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24 Elephants or Bears - Elephant or Bear 20



 ALT TEXT: Daddy Bear and Baby Bear in bath. Baby Bear did big jump, and splashing, splashing. Such, at least, was the commission. 




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"Untitled Mystery", the untitled mystery.

I briefly interrupt this parade of elephants and bears (not usually a wise thing to do) to bring you news of a new project of mine. 

It's a murder mystery. But really, it's a set of very difficult, interconnected puzzles. But really... it's a box of one hundred picture postcards. I mean, if that's all you need to hear, by all means go straight here to buy it. But for a little more explanation, read on.


In 2020, I spent some of my lockdown trying to solve the newly republished murder mystery / puzzle Cain's Jawbone, written by the famous cryptic crossword setter Torquemada in 1934. The puzzle consisted of a box of one hundred pages of a novel, in a random order. The solver had to work out the correct order of the pages, and then interpret the strange and allusive narrative so as to deduce the killers and victims in the six murders in the story. It turned out to be ridiculously difficult, as it was meant to be; but if the spring of 2020 was good for anything, it was for spending far too long on almost impossible puzzles. Eventually, I submitted a solution, which to my enormous surprise turned out not only to be right, but also the only correct one submitted.  I won a thousand pounds, bought a piano, and thought that was that.  

But then, two things happened. The first was, thanks in part to TikTok, Cain's Jawbone took off in a surprisingly big way. And the second was, I found I missed it. I really wanted to try solving another puzzle in that style. But Torquemada never wrote another one, and nor did anyone else. So it seemed the only thing to do was to try to create one myself.

So this year Unbound, the publishers of Cain's Jawbone, are publishing a new mystery puzzle box by me, the title of which is still secret for now. This time, solvers will receive a box of one hundred picture postcards. As with Cain's Jawbone, they will need to arrange the text sides in the correct order, and understand the story told there, in order to identify the killer and victim in a series of ten murders; as well as a certain crucial address. But in order to do this, they will also need to solve the various puzzles presented by the picture sides.

The picture side puzzles allow me to do two things: firstly, compensate for the arrival of the internet since 1934. You may now be able to google an obscure Walt Whitman quotation, but you can't google 'How on earth is this picture of a tree a puzzle?' Secondly, if Cain's Jawbone had a flaw (which I don't admit) it's that it's a little off-putting and seemingly impenetrable until you make a certain breakthrough. I think a lot of people had a brief look through the cards, thought 'Well, that's impossible' and gave up. I certainly did, before lockdown came along and invited me to have another go. So the picture puzzles - which are also, to be clear, ridiculously difficult - give the solver something they can immediately get their teeth into, while they're grappling with the madness on the other side.

Lastly, they're there because they have to be. There is, within the story, a reason why these cards exist, why they have puzzles embedded in them... and why one of the murderers now keeps them safely locked in a drawer. I hope you enjoy trying to work out what it is. 

For more information, to pre-order a copy, and to gaze in wonder at some exhilaratingly expensive pencils... step this way.  

Oh, and the postcards shown here are not solvable with the information given, so don't torture yourself. Yet. 




 




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Four expressions I didn't know until today came from rhyming slang


- 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. 




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Brigham Young is sure Anthony Trollope is a miner.

 The Victorian novelist Anthony Trollope, on a tour of the United States, passed through Utah, and decided to drop in on Brigham Young. It did not go well. From Trollope's autobiography:

"I did not achieve great intimacy with the great polygamist of Salt Lake City. [...] He received me in his doorway, not asking me to enter, and inquired whether I was not a miner. When I told him that I was not a miner, he asked me whether I earned my bread. I told him I did. "I guess you're a miner," said he. I again assured him I was not. "Then how do you earn your bread?" I told him I did so by writing books. "I'm sure you're a miner," said he. Then he turned upon his heel, went back into the house, and closed the door."

Alt text: Anthony Trollope. Looking, as usual, exactly like a miner. 





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24 Elephants or Bears - Elephant or Bear 21

 

Alt text - two friends go looking for an adventure, and a sun rises.




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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.

Alt text: a stylish woman in a coat, who is emphatically neither an elephant nor a bear. Not everyone is.




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Somewhere Between Two and Twenty Four Things, Somewhere Between One and Twenty Three of Which are Elephants.

Alt text: a cake, of sorts. Decorated, in a sense, to look like an elephant. Definitely.




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24 Or So Or Less Or Not Things - Thing Six

Alt text. A lady peering round in a car window. She seems cross, but I think she's just checking to see if there's anything coming. I mean, she might be cross as well. I don't know her.