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Linkdump: November 2022

Video shows florescence, showing how electrical signals move down the leaves of sensitive plant Mimosa pudica Reenacting wear patterns on recreations of medieval book illustrations E-ZPass reduced the rate of premature births to mothers who live near toll booths by 9.1% How to understand cough medicines, including why some cough syrups don’t really have active … Continue reading Linkdump: November 2022





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Top Comics to Buy for November 13, 2024: Some of the biggest books in comics

This week's Top Comics to Buy for November 13 features buzzy books like Absolute Batman, G.I. Joe, and more!





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The Paradoxical World of Spiritual Enlightenment: We are nothing but we are everything

When we wake up to who we are, something happens. We stop identifying with our egoic selves because we realize they are impermanent and only that which is permanent can be who we are.

We aren’t our bodies, we aren’t our memories, we aren’t our thoughts, we aren’t our feelings… We aren’t any of these things, so we stop identifying with them. What happens is that detachment develops. An aloofness or distancing from everything that occurs. We wake up to the fact that life is an extended dream and a relaxation is able to set in. It’s a sense of calm or a feeling that ‘all is well.’

We lose our identity with our lives, thoughts and feelings, so we witness them but we don’t engage with them. We notice them, but we don’t create stories with them. Since we don’t create ... Read More »

The post The Paradoxical World of Spiritual Enlightenment: We are nothing but we are everything appeared first on Enlightenment Podcast.




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Amazon's Blockbuster Innovation

In 2005, Amazon introduced its Prime Free Shipping program. This yearly subscription program promised free two-day shipping on any purchase the subscriber made from Amazon. Five years later, 13% of Amazon’s 130 million active users are Prime members. More significantly, 20% of the subscribers who purchased products from Amazon in the last twelve months are Prime subscribers. These Prime subscribers purchase two to three times as much as non-Prime subscribers over the course of a year. This Performance innovation removes an impediment to purchasing on Amazon. In fact, it increases the odds greatly that online purchases will be made on Amazon rather than on a competitive site. This has been a blockbuster innovation for Amazon. The innovation holds a special appeal to the larger customers in the market. The Prime subscribers may also offer Amazon an entry into a business that it has longed to gain, for several years, subscription video rentals. It appears that Amazon will introduce a streaming video product for its Prime subscribers. This new product will not cost the Prime subscribers any more than their normal subscription. Netflix’s Watch Instantly service cost about $96 a year so Amazon may have a price advantage on Netflix. Of course, Convenience and Price are only important provided Amazon offers equivalent Function, that is, streaming video content. We don’t know about that yet. Still, Amazon has proven to be an innovative company who can find ways to build a business in non-traditional ways. It continues to grab market share in the retail business.




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Another Creative Pricing Scheme

It is not often that you see companies using really unusual pricing to build future business. Here is one that I like.


Every price has three and, usually four, components: the Benefit Package, the Basis of Charge, the List price and usually some Optional Components of price. The Benefit Package includes all of the Function, Reliability and Convenience benefits associated with the main product. The Basis of Charge is the way the company quantifies the unit of sale that it prices with the List Price, which is the stated price per unit of product sold. The Optional Components of price enable the company to leave the List Price unchanged, but to alter the value the company offers the customer by changing Functions, Reliability or Convenience benefits beyond those of the main product. The most creative pricing schemes usually involve the Optional Components of price.


Recently, we described one of these Optional Components of price, a Call, offered by Continental Airlines. In this blog, we will describe a “Put” offered by Best Buy. A Put is an Optional Component of price that enables the customer to sell back a product to the seller at a stated price in the future.


Best Buy recently introduced the Buy-Back program for various electronic gadgets it sells. This program adds a fee to the original List price of the product. In return for that fee, the customer gets the right to bring the product back for up to two years for a return value of a stated percentage of the original List price of the product. These percentages run from 20% to 50%, depending on the time of the return. The value of the return itself comes in the form of a Best Buy gift card. Best Buy hopes the customer will use this gift card to purchase an upgrade on the product that the consumer returns.


This Put may be attractive to consumers concerned about the speed of technological innovation in electronic gadgets. The Put effectively reduces the future price of purchasing a new electronic gadget. It leaves the current List prices and future List prices unchanged. It also increases the odds that Best Buy will be the retailer who delivers the new technologically-advanced product.




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The Kindle with Special Offers…not your typical low-end product

Amazon has introduced a low-end Kindle product, the Kindle with special offers. This Kindle sells for $114 compared to the standard $139 Kindle with Wi-Fi. This is not a typical low-end product. Low-end products offer fewer benefits than industry-leading products (we call these Standard Leader products) for either the buyer or the user of the product in return for a lower price. We call these low-end products Price Leaders. There are two kinds of Price Leaders. The first, called Strippers, strip out benefits for both the user and the buyer of the product in order to achieve a very low price. The second, Predators, offers the user equivalent benefits to the industry’s main product but fewer benefits for the buyer. On average, Price Leaders cost about 33% less than Standard Leader products.




You will note that the Kindle with special offers does not fit easily into either of these two Price Leader categories. It reduces the user benefits by delaying the use of the product until the customer has viewed advertisements. There is no change to the benefits offered the buyer of the product. The Kindle with special offers deviates from the norms of Price Leader products with its level of discount. The Kindle with special offers sells for about 18% less than the standard Kindle product.



The Kindle with special offers varies from the Price Leader pricing norm in another interesting and important dimension. Some of these “special offers” are really good deals for the average Amazon customer. In one particularly interesting offer, Amazon will sell an Amazon Gift Card worth $20 for just $10. So, an avid fan of the Amazon web site receives additional user benefits with this new low-end product. In many cases, these special offers may more than offset the disadvantage to the user of a delay in using the product while the user views an ad.



This new Kindle with special offers is a very creative product innovation. Congratulations to Amazon.






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21 Must Known Facts To Muscle Building

As you continuously approach your fitness goals, you eventually hit a plateau, which occurs when you've nearly reached your ideal fitness level. At this point, you're basically stuck at one level, but you can take it to the next level easier than you make think.

Everyone who does resistance training―from newbies to professional bodybuilders―will hit this point, but what's important is knowing how to increase your productivity and enhance your workout, and with these 21 facts, you can definitely reach your fitness goals faster.

1. Are you exactly the same as your neighbor, or for that matter, even your sibling? Since we'll assume you answered, “No,” you must understand that everyone is different and doesn't respond to the same muscle building techniques; therefore, you should alternate the speed of your repetitions for optimal results.

2. What your parents gave you doesn't have to determine your goals. You should achieve your fitness objectives despite any genetic barriers you may have―i.e. a high BMI.

3. Establish your goals on paper. Research indicates that when a person writes down detailed goals with deadlines to meet, that the individual has a specific path to follow and is more likely to be successful at achieving that goal.

4. Age is nothing but a number, so don't let your age be a factor in achieving your goals, especially since you can't change this number. Focus on what you can control, such as your sleeping patterns.

5. Find a workout buddy. When you have someone to push you, you'll work harder than you would alone.

6. Keep in mind the ratio 10:1, because you generally need to gain 10 lbs for every inch of girth you add to your arm size. For instance, a majority of people gaining 50 lbs during the course of five years will also gain five inches in their arms.

7. Prior to increasing speed or resistance, increase the range of motion first, meaning you should fully contract and stretch your muscles. If you don’t, you’ll only receive partial results.

8. You need at least eight hours of sleep per night to build muscles, so aim to get this many winks as much as possible. Remember, a few late nights won't hurt, but making it a habit will take a toll on your target fitness level.

9. Stay hydrated! Your body needs at least 1 gallon or 16 cups of water per day for proper muscle growth. The composition of your body is 70 percent water, and in order for your body to maintain an anabolic state, water is essential.

10. Consume raw vegetables whenever you can. Cooking veggies removes much of their nutritional value. In fact, boiling these healthy treats removes between 50 to 75 percent of their nutrients. You may steam them, if you can't eat them raw, but never boil them.

11. Eggs are an excellent source of protein and despite their bad reputation, they're one of the healthiest foods you can select, especially for bodybuilding.

12. If you don't have one already, go out and purchase a blender. The amount of calories that you must eat as a bodybuilder are much easier to consume in liquid form. This vital piece of equipment is definitely important if you have a busy lifestyle that doesn't allow you to eat every three to four hours.

13. When you go grocery stopping, stick to shopping in the outer aisles. These aisles are typically where the fresh dairy and meat are located. The inner portion of the grocery store consists of processed foods and canned goods that should be avoided if you want to build muscle fast.

14. Never use a supplement in place of a meal. You must put food before supplements, so that you're consuming all the nutrients you need for bodybuilding. The nutrition you receive from foods surpasses that of a supplement.

15. In regards to supplements, creatine stands out as the top bodybuilding supplement. Beginning in the 90s, creatine has been at the top of supplement charts and has not seen a decrease in popularity since. The daily dosage recommendations vary; however, the most common dosage schedule consists of taking 20-30 grams for the first 5-7 days, then reducing the amount to 3-5 grams per day.

16. Maybe you don't have enough energy to workout, or maybe you want to increase the amount of time you workout. If either of these scenarios are the case, you should choose coffee for a pick-me-up, since it contains a mild stimulant known as caffeine. Caffeine is an inexpensive and safe performance enhancer.

17. You wouldn't drive your car without warming it up on a cold day, so why would you exercise without getting your body warmed up? Get those muscles warm to avoid injury while working out. Complete at least five to 10 minutes of stretching, in addition to some light cardio before you begin heavy lifting.

18. You've heard before that cheaters never prosper, but in certain cases, this isn't true. Although cheating to finish a set quicker or to lift more weight isn't positive, cheating on the last few reps makes the weight feel easier. This stimulates more muscle fibers with greater intensity.

19. Play nice and take turns! The you-go, I-go concept leads to an intense workout, because after you do a set, your partner immediately does one after you, then before you know it, it’s your turn again. You both use the same weights, but you take turns without any rests in between, and you see who can do the most reps per set. Try this technique with your workout buddy when you do barbell curls or other simple exercises.

20. During the 1940s and 1950s, Reg Park and Vince Gironda made a super intense technique for bodybuilding popular, which consisted of doing 10 sets of 10. This old-school procedure may have a modern name of “German volume technique;” however, this has been a preferred method to build muscles for quite some time. It causes your muscles to grow rapidly. Basically, you should do 10 sets of 10 reps for one body part at a time. Then, you should superset at two different body parts each workout. Make sure you don’t rest for more than a minute in between each exercise. Use this regimen for three weeks, and then return to a more traditional approach.

21. Switch up your routine. After three weeks, you should change your program completely. Basically, it should be opposite of the original order you did the exercises in. For instance, if you worked on your chest first, you should do it last next time. If you worked on abs on Monday, you should do them on Friday next time. Change up the amount of sets you do, as well.

Vince Delmonte




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What supplement companies don't want you to KNOW

The Facts You Need To Know About Supplements that have proprietary blends.

Nearly 75% of the world population takes some type of supplement each day. There are literally thousands of brands and millions of products to choose from. Is there really a difference between them?

The FDA allows questionable fillers and binders such as; cork by products, chemical FD&C dyes, sodium benzoate, dextrose, ethycellulose, and propylene glycol to name only a few. Although these ingredients may be legal, what are the nutritional benefits? Reports have indicate that some of these ingredients can be toxic at certain levels with prolong use.
The FDA does not monitor the contents or purity of a supplement nor the source of a nutritional ingredient.

Purity: What does it really mean? ---Defined: The quality or state of being pure or unmixed with any other element.

In most cases, Impure ingredients are used by many companies. The FDA does not require manufacturers to list these ingredients (on the nutritional labels) if they are not added when making the final dosage form. Many times the raw materials may contain only 90% or less of the listed ingredients along with 10% or more corn starch and lactose. Lactose and corn are known allergens for some people. These items have been known to cause digestive disturbances and weaken the immune system. A conscientious company will not compromise the integrity of a product with such raw materials.  There are 3 types of grades but, we are going to talk about 1 here for the purpose of this article.

1.  Pharmaceutical Grade supplements meet exacting pharmaceutical production standards.
Pharmaceutical Grade supplements are manufactured to a very high standards of potency, purity, dissolution, and a higher degree of bioavailability – the degree at which the vitamin is absorbed into a living system.The term pharmaceutical grade was originally taken from the standard of certification of the facilities in which pharmaceutical grade supplements were made.  Pharmaceutical grade also refers to the ingredients in the supplement. Pharmaceutical grade vitamins meet the highest standards for purity and concentration.

Finally, pharmaceutical grade supplements have a high bioavailability. This means that when you take a pharmaceutical grade products, your body absorbs an optimal amount of nutrients. Better nutrient absorption means greater health benefits.

If you want to know what supplements to buy, look for the "GMP" or "CPMG" stamps on the container.  These two stamps indicate that they were manufactured in a pharmaceutical company.  Be careful with products that have proprietary blends.  Proprietary blends have ingredients that are not listed on the container so you really don't know what you are consuming.

choose-health.org 
pharmanutrients.com 2009
healingedge.net 2012




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Notes on the Paul Buff Link 800ws Flash

The Paul C. Buff Link monobloc studio strobe ($895.95) delivers 800ws of portable power, and deserves consideration from anyone in the United States who is considering a big gun for use on location.

Please note: This is not a full review.

There have been several thorough examples already published — most notably this one by Mike McGee. There are many others, from the usual suspects, a Google search away.

Rather, this is a quick write-up of some first-hand impressions, thoughts and features I have not seen much mention of elsewhere.
Read more »




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So Long (for Now!) and Thank You.


In 2006 I started a lighting blog while working full-time as a staffer at The Baltimore Sun. By early 2007, it became obvious that I didn't have the personal resources to give 100% to both Strobist and my job at the newspaper.

That’s exactly the position I find myself in today. For the past year I have been working on a new project. It is photography-based, and will be as unique to the photo space as Strobist was back in 2006.

But, as I found with Strobist in 2007, this project will require all of my focus. So I am shifting Strobist into archive mode to allow myself the time and mental space to do that.

If I had more available brain cells/hours in the day, I would be happy to do both. Alas, I do not. So I am choosing the one I think can make a bigger difference to photographers. When the new project launches, I’ll do my best to make sure you hear about it. So please, stay tuned!

For those of you who are interested in our in-person lighting workshops and/or our X-Peditions trips (both of which are currently on pause during the pandemic) we absolutely are planning to restart them once the coast is clear. Please make sure you are on the relevant notification list(s) by clicking through to the links above.

Finally, I want to take this moment to say thank you to the countless people I have met, and new friendships made, as a result of publishing Strobist over the past 15 years. It is impossible to express how much you all have enriched my life, and that of my family.


Thank you so much,
David




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Cutting-edge test uses DNA sequencing to yield diagnoses for some medical mysteries




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Amid Earth's heat records, scientists report another bump upward in annual carbon emissions




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So whats my sign now?

A few months ago The Huffington Post stated that with the additon of the 13th sign Ophiuchus, the chart has changed. So, now what you thought you were, you are no longer. Apparently I’m a Taurus when I’ve lived my whole life believing I was a Taurus. To add insult to injury, this isn’t new, its been changed since about 130 B.C.


Now is this new system correct? I think thats debatable and its up to you to decide. I have always fit the exact representation of a Taurus. Everything from my body frame to my humanitarian ways. I feel I am still an taurian and will address myself as such.


So, just incase you were wondering what you are now, this is the “new” chart:


 


Capricorn: Jan. 20 - Feb. 16
Aquarius: Feb. 16 - March 11
Pisces: March 11- April 18
Aries: April 18 - May 13
Taurus: May 13 - June 21
Gemini: June 21 - July 20
Cancer: July 20 - Aug. 10
Leo: Aug. 10 - Sept. 16
Virgo: Sept. 16 - Oct. 30
Libra: Oct. 30 - Nov. 23
Scorpio: Nov. 23 - Nov. 29
Ophiuchus: Nov. 29 - Dec. 17
Sagittarius: Dec. 17 - Jan. 20


I wouldn’t lose too much sleep over it.


 




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ANNKE FCD600 PoE dual lens panoramic outdoor security camera review

REVIEW – When you live in a somewhat secluded wooded area like I do, you want to be able to monitor your property when you’re home and away from home. I’ve had multiple security cameras around my house for years, but only in the past year have I “graduated” to PoE cameras, and I love […]




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Matter is now at version 1.4

NEWS – Matter, the connectivity standard for smart devices for the home, has recently been upgraded to version 1.4.  Every six months or so the Connectivity Standards Alliance releases a new version with support for more IoT devices.  Version 1.3 brought support for a variety of home appliances, things like dishwashers, washing machines, refrigerators, and […]





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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–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).

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

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: Anno 1800

Whenever Martin Wallace designs a new game, I am all over it. This is because I absolutely love Brass Birmingham (another MW designed game); in fact Brass Birmingham is my #1 board game of all time. Over the years, his other games I've tried have been pretty good, but not necessarily amazing must-buys. Still, I keep trying each new release of his, searching for that next star performer. That's why I'm excited to report that Anno 1800 is, in fact, a star performer, and an amazing must-buy board game.

Anno 1800 was adapted by the publisher (Kosmos) from a Ubisoft video game of the same name. In the board game, players take on the role of industrialists, charged with developing their island economies and exploring other islands. Each player begins the game with a personal industry board with trade & exploration ships, a shipyard, and industrial goods tiles printed on the board.

A starting collection of workers (wooden cubes) of various types to produce the goods is also provided to each player. A specific type of worker must be placed on a goods tile on a player’s personal industry board to produce the good, and it remains there until an action is taken (the festival action) to move all the workers back to their unused (“residential”) area. Each player is also dealt a hand of population cards and a couple of trade and exploration tokens. The population cards have a requirement that must be met (depicted on the face of the card; typically the production of a good, or the relinquishment of trade or exploration tokens) before they can be played. The trade tokens are a prerequisite for using an opponent’s goods and the exploration tokens are a prerequisite for sailing to other islands.

In the center of the play area, there is a common industries board, with a limited number of each type of goods tile stacked in little piles for the taking, as well as shipyard and ship tiles. If you’re familiar with Brass Birmingham, the layout on the central board in Anno 1800 is somewhat akin to how the industry tiles are stacked on your personal playing board before you remove them to place on the central board in Brass.

To round out the setup, there are stacks of population cards (sorted by the type of worker each card is associated with), new world cards (basically a twist on population cards; given out as a benefit when you explore new world islands), expedition cards (provide opportunities for additional end game scoring; these are given out as a benefit by population or new world cards but can also be purchased with exploration tokens), and a handful of common objective cards (each one provides end game scoring bonuses for players who meet the objective).    

During a player’s turn, a player chooses from among several actions:

  • Expand industry by adding the ability to produce new goods to their island (construct new industry). To do so, a player will take a goods tile from the central board, flip it over, and place it onto a free space (or over top an existing goods tile they are willing to lose the ability to produce going forward). Some goods tiles have prerequisites that must be met in order to construct them on a personal industry board. For example, to gain the ability to produce soap, a player must place the required type of workers on their personal industry board to produce pig fat and coal. Once they’ve done so, they may take the soap tile from the common industries board.
  • Expand industry by adding a new shipyard to their island (construct a new shipyard). To do so, players will take a shipyard tile from the central board, flip it over, and place it onto a free space along the coast of their island (or over top an existing shipyard tile they are willing to lose the ability to produce ships from going forward). There are level 1, 2, and 3 shipyards, corresponding to the type of ship they can produce. Like goods tiles, shipyards have prerequisites that must be met in order to construct them on a personal industry board.
  • Expand industry by adding new ships to their island (construct one or more new ships).  To do so, players will take as many ship tiles  as they’d like to build from the central board, flip them over, and place them onto free spaces in the harbor of their island (or over top an existing ship tiles they are willing to lose). There are level 1, 2, and 3 ships, corresponding to the type of shipyards that produced them. Like goods tiles, ships have prerequisites that must be met in order to construct them on a personal industry board. Additionally, ship production is limited to 1 ship per established shipyard on a player’s personal industry board.
  • Increase the workforce by up to three new workers by meeting the prerequisites for recruiting each worker. When this action is taken, a player takes the worker cubes from the central supply that they have met the recruiting prerequisites for and adds those workers to their home island, placing them in the residential area. Note that each type of worker taken also requires the player to draw a population card corresponding to that worker type from the central card stacks. This card is added to the player’s existing hand of population cards.
  • Upgrade up to three workers by meeting the prerequisites for upgrading each worker. When this action is taken, a player takes the worker cubes from the central supply that they have met the upgrade prerequisites for and adds those workers to their home island, placing them in the same general area that the worker they are replacing was located. This means if a player upgrades a worker from the residential area on their personal industry board, the upgraded worker should be placed in the residential area as well. But if the player upgrades a worker that was already in place on a goods tile, the upgraded worker should likewise be placed back on that same goods tile.
  • Play a population card from their hand and fulfill the card’s requirement to receive a one time benefit (more workers or worker upgrades, gold, trade or exploration tokens, expedition cards, an extra turn,  new world resources,  or the ability to discard cards in hand without otherwise playing them first). Most of these benefits can be redeemed (“activated”) at any time after playing the card – on the current turn or on a future turn – and these activations are bonus actions, so you can do as many of them on a turn as you wish. Once they are activated, they are turned face down and kept in a player’s personal area. Playing a population card also amasses victory points (called influence points in Anno 1800) to be scored at the end of the game; these will make up the bulk of a player’s influence points when the game is concluded. 
  • Swap up to three population cards from their hand with the same number of cards from the communal population decks. This might be done if a player didn’t find the cards in their hand useful and wanted to gamble for better cards from the central decks.
  • Sail and explore an old world or new world island by expending exploration tokens.  Exploring old world islands extends the manufacturing spaces of a player’s personal industry board and provides an immediate one time bonus as depicted on the old world island drawn. Exploring new world islands provides access to three new raw materials (such as cotton, coffee beans, or tobacco) per island that can be obtained using trade tokens. These materials are accessible only by the player who drew the island (a private relationship with the island natives). If a new world island is explored, the player must also draw three new world cards from the central stacks and add them to their hand.
  • Take an expedition and draw up to three expedition cards by expending exploration tokens. Each of these cards show an animal and an artifact discovered on the expedition. At the end of the game, assuming the player holding the expedition cards has the requisite workers in their supply to oversee the animals and artifacts depicted, they will receive influence points for the specimens.

For any of the above actions that require a prerequisite good that the player cannot or does not want to produce, the good can be obtained from an opponent by trading the required number of trade tokens in exchange for the production of the good. Likewise, for actions that require a worker that the player cannot currently supply because it has been exhausted already, the necessary worker can be returned to its residential district before the action by paying the required amount of gold to entice them home. 

  • Celebrate a festival to reset all workers and replenish trade and exploration tokens. When this action is taken, a player moves all of their workers back to the residential area of their personal industry board and refills each of their ships with the type and number of token specified.   

The game continues, turn after turn, action after action, until a player plays or discards their final population card. Once that happens, that player gains the 7 VP fireworks token, and the rest of the players are allowed to complete their turns in the current round and one additional round, prior to final scoring. Scoring is detailed in the rulebook, but to summarize, it consists of points from population cards, expedition cards, gold, the fireworks token, and the objective cards. Note that scorepads are not included in the game, but can be downloaded from the publisher’s website.

It’s suddenly clear to me that when I really really REALLY love a game, I get so excited about it that I take the time to explain in detail all of the rules of gameplay like I’ve done here for Anno 1800. For most games outside my top 10, I stick to my opinions on the game overall and simply comment on the rulebook (which is well written in this case, by the way) and advise you to read it yourself if you want details on all the gameplay.

Let’s talk components. Highlights of the Anno 1800 component artwork include the box cover and the reproduction of the box cover art on the back of the player boards. The rest of the artwork across the components I’d classify as adequate; it does its job to reinforce the theme without being overly distracting. The component construction and durability are adequate also, and should hold up fine over several plays, except for the population cards. We’ve played less than 10 times and the cards are already bending at the edges. They don’t seem to be high quality I know it’s a little unfair to compare the quality of cardstock used in the high end Kickstarter games I’ve gotten used to with that of the cardstock used in a retail edition of a board game like this one, but it’s really an area that Kosmos could have put a little more care into. You might want to sleeve your population cards to prevent damage if you play this game frequently.

Getting into the gameplay, there’s lots of strategy to explore, game after game. Reading over strategy forums online, I see a lot of discussion on trying to win the game by hoarding all the red workers, getting architect workers first to build ships, creating a strong feedback loop of acquiring new workers and 8 point population cards, etc, etc. Everyone thinks they’ve devised the very best strategy to ensure victory and there is much debate. And of course, the effectiveness of any given strategy varies across different player counts. What works exceedingly well in a 4 player game may not work at all in a 2 player game.

I didn’t face a lot of analysis paralysis in my plays of Anno 1800, and since I’m prone to AP more than most, that bodes well for the rest of you. There just isn’t the complexity here to induce a brain freeze and because you must consume all resources in the same turn that you produced them, long term resource planning isn’t a possibility.

The one drawback in the mechanics of the game is that a player can hijack the entire spirit of the game by attempting to rush the end conditions by disposing of their cards as soon as possible after the game starts. All they need to do is go out first, and if they can do that before any other player has laid down many of their population cards, they can easily come out ahead if no one else is paying attention, given they’ll also be awarded the 7 point fireworks token. What I want to say about this is that if you pay attention when you spot a player trying to do that, you can switch your strategy to focus on completing the 3 and 5 point population cards before they go out instead of the 8 pointers you might otherwise be prioritizing and you should still be able to come out ahead of them when they bring an early end to the game. Alternatively, you can just stop inviting over the friend who sucks the fun out of the game by rushing the ending.

Just as with Brass Birmingham, what we have here in Anno 1800 is a well themed (love me some industrial action) board game with mechanics that are easy to learn, yet in their interoperability, provide depth to the game, especially when combined with the scarcity of certain resources like the red workers. There’s also  a highly addictive quality to Wallace’s games like this one, wherein you construct a thing that produces things, and then you produce those things, and then you use the things you produced as input to construct another thing or produce more things. I love that resource chaining in Brass and I love it here!

Anno 1800 is a strong buy recommendation from me; pick up the game online or from your FLGS (shout out to mine: https://www.geek-city.com/) and get it on the table. I’d love to know what you think of it also – you can comment here or tag me on IG @thatswhatjennisaid .

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

Publisher: Kosmos
Players: 2-4 (We played with 2 and 4)
Actual Playing Time (vs the guideline on the box): About 2 hours per game
Game type: worker placement, hand management, card games
Retail Price: $69.95 direct from the publisher https://store.thamesandkosmos.com/products/anno-1800

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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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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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.




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More Things Than None - One of Them


 Alt text: poire à la éléphant




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'Untitled Mystery' the untitled mystery update: now titled.



Do you happen to remember I said last year I was writing a murder mystery puzzle in the form of a box of postcards? Well... I've written it. I'm very proud of it. And this is what it's called:

 


Alt text: A trailer, made by the excellent people at Stage Fright Films, which eventually tells you it's called 'The Researcher's First Murder', and revealing the excellent cover illustration by Tom Gauld.

You can pre-order it here, and I won't at all mind if you do. 




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Ken and Robin Talk About Stuff: Uninterested in Not Attacking

In the latest episode of their easily spotted podcast, Ken and Robin talk Invisible Men, coarse vs granular ability lists, and Ken's last book raid for the duration.




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Ken and Robin Talk About Stuff: Not That My Players Would Do Anything Like That

In the latest episode of their quartz-festooned podcast, Ken and Robin talk TPKs, RCMP misconduct, crystals, and The Mandalorian.




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San Juan College :: 'Leave No Trace' Training

Last weekend my class and I headed to the Black Canyon of the Gunnison National Park for a Leave No Trace Trainer Course. The training was a part of a Wilderness Ethics class being offered by San Juan College. We were all super pumped to be headed to a beautiful place like the Black Canyon for a “class”.

If you have ever been on a Leave No Trace Trainer Course, then you will know that the first topic talked about is Plan Ahead and Prepare. Our instructor mentioned that it might be the most important principle as it will set you up for success for your next outdoor adventure. Included in the discussion were the hiking/backpacking 10 Essentials, in which a map is one of those ten. As a self-proclaimed “map geek”, I was pretty excited to see our instructor pull out the Trails Illustrated Black Canyon of the Gunnison National Park and Curecanti NRA Map.

The map was a vital resource for planning our hikes for the weekend. By studying the contour lines and trail distances on the map we were able to determine which trails were the most suited to our group’s physical abilities and the class’ educational purposes. The map provided basic details like restroom locations, but was also detailed enough to show us what areas of the park required a backcountry permit. The map made several appearances during our hikes and quite a few more back at camp while students planned a return trip later this fall.

David Whitford – Student, San Juan College




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Back To “Normal”

It’s been over a year since I last posted, and a lot has happened this year, especially in the last 6 (or so) months of it. The biggest thing is maybe that I’ve flown on not one trip but two … Continue reading








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Cop 29: Leaders to address summit after report finds climate pledges not kept – live updates - The Guardian

  1. Cop 29: Leaders to address summit after report finds climate pledges not kept – live updates  The Guardian
  2. Live Briefing: Greta Thunberg calls site of COP29 climate summit ‘beyond absurd’  The Washington Post
  3. COP29 gets underway in Azerbaijan  ABC News
  4. Oil and gas are ‘a gift of God’: COP29 leader  The Australian Financial Review




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Car crashes with another outside pub during police chase in Sydney’s southwest - 7NEWS

  1. Car crashes with another outside pub during police chase in Sydney’s southwest  7NEWS
  2. ‘Flying past me’: Two hurt as car smashes into fence after police chase  Daily Telegraph
  3. Critical incident investigation into crash following police pursuit  Sydney Morning Herald
  4. Violent carjacking linked to Sydney crash that split car in two, police say  9News
  5. Update on crash after police chase  news.com.au




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Kristian White trial: CCTV reveals final moments before Clare Nowland Tasering in Cooma nursing home - Sydney Morning Herald

  1. Kristian White trial: CCTV reveals final moments before Clare Nowland Tasering in Cooma nursing home  Sydney Morning Herald
  2. Jury shown footage of 95yo getting stuck in tree in weeks before being tasered by police officer  ABC News
  3. Elderly woman 'unable to comply' before cop Tasered her, court hears  9News




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Donor asks.

Part of connecting with donors is tailoring your ask to the specific donor with whom you are speaking. Specific donor asks take many factors into account, but the most obvious ways of making a donor specific ask remain the same regardless of who
You are speaking with.

Some things to take into account are:

• Sex.

The differences between male and female donors has been extensively covered here. Suffice it to say that exceptional fundraisers will attempt to master these differences and make them a part of their fundraising asks.

• Age. Quite simply donors interest in an issue varies by age and experience level. Tailoring your ask to the interests of your donors age group ensures that at least your donor will listen.

• Interest Level

This subject has also been touched on in other posts. Some donors are more receptive than others. When soliciting telephone philanthropy, there is no need to to engage in a long, drawn out donation request if the donor has already indicated a deep interest. Additionally, it is unwise to attempt to ignore the negative signs given by donor expresses reluctance.

There are an endless number of potentially successful strategies to employ when making your donor ask. The keys to successful telephone fundraising are creativity and responsiveness.




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Fundraising by Phone is for every Non-Profit: The Basics of Telephone fundraising.


 An increasing number of charities and nonprofit groups are electing to solicit donations through Telefundraising campaigns. Despite having different goals and needs, disparate organizations find that Telefundraising is an effective use of resources . For many groups, the option of telefundraisng makes sense.
For large groups with vast amounts of members, telephone fundraising provides an effective means of outreach.  Charities withsignificant fundraising budgets see impressive returns from telephone fundraising efforts. Large organizations are results oriented, this is why they continue to support Telefundraising campaigns.

Small non-profits use telephone fundraising efforts as ameans to gain support for little upfront investment.While wide-scale print and media campaigns are often beyond the reach of small organizations, phonecampaigns can be executed in an extremely cost effective manner. Adjustments to telephone campaigns are virtually instantaneous, while other types of fundraising efforts need much more planning to alter.
Organizations of any size can quickly realize significant benefits from telephone campaigns. The relative low cost of phone fundraising campaigns is an attractive feature, regardless of organizational size. Paired with simple initial equipment requirements, this makes raising money by phone an easy choice for most non-profits.


Raising money is not the only goal of telephone solicitation campaigns. Contacts that end without a donation can still prove to be useful. Basing success on donations alone, overlooks other possible benefits to an organization.
Receiving a call from an organization helps to personalize the charity to its donors. Phone calls keep organizations on the minds of their supporters. These calls provide donors with the latest information on the cause they support. Well informed donors provide more frequent support.
Donation calls properly made, can be an important source of feedback for an organization as well. Donors use telefundraisng contacts as an opportunity to sound-off about their feelings about an organization.  Organizations can take these valuable insights, and use them to tweak their efforts.
Solicitation calls can provide much more than donations alone. Fully grasping this truth greatly improves campaign results.Positive campaign results are limited only by the imaginations of the organizations which run them.


Calling campaigns are always an effective solicitation method. For the best possible outcomes, additional factors should be considered as well. Holidays represent an excellent time for telephone fundraising efforts. This time of year is when many donors are most receptive to giving.Wise non-profits leverage the holidays to increase their rate of success.
Topical campaigns have increase significance to givers. These campaigns can be combined with additional media efforts. By closely monitoring the news cycle, it is possible to create campaigns that take advantage of current news, and require no additional effort to spark media interest.
Close attention to relevant news is useful, but not essential to telephone fundraising. Calling campaigns that are well structured can drive their own press coverage.  Press coverage is useful in some cases, but not an absolute requirement for all calling campaigns.


Implementing a successful telephone campaign is not substantially different than other types of solicitation methods. Good Telefundraising applys traditional fundraising methods to the phone. The benefits of applying telephone fundraising are obvious.
Telephone campaigns are an excellent way to overcome the problem of donor fatigue. Combined with other strategies, Telefundraising can strengthen listing campaigns. Fundraising by phone can produce results in and of itself.
Carried out properly, there is no application where telephone fundraising campaigns cannot be attempted with positive outcome.Effective fundraising campaigns require detailed planning. Phone fundraising and other solicitation efforts should be designed to work in harmony.
Fundraising by telephone requires serious preparation. Calling efforts should be well managed and adequately staffed. The results of telephone campaigns are based largely on the dedication of the organizations which run them.


Pound for pound, telephone fundraising delivers better results than other fundraising techniques. The advantages of telephone fundraising fluctuate across organizations, but remain significant. While income is an important factor, it is not the only way to evaluate the performance of a fundraising effort.
Phone campaigns can be implemented with minimal staff requirements. Well managed small teams can out performs much larger groups . Small teams are capable of delivering large gains.
Changes to phone fundraising campaigns can be implemented without halting the camapaign. Important updates can be quickly integrated. News and current events can be incorporated into the campaigns virtually instantly.Comparable fundraising methods need significant time to alter.
Speaking directly with prospects ensures valid contact. Direct  contact with donors is assured with calling campaigns.




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5 Ways to Improve Your Fundraising Now.

Excellent fundraisers, as well as average ones often find themselves reaching a plateau when it comes to their fundraising abilities and the dollar amounts that they raise.  On a plateau, it is just as easy to move upward as it is to slip backwards; losing progress. Fundraisers are only interested in moving in one direction; upward.

pla•teau (plæˈtoʊ; esp. Brit. ˈplæt oʊ) 
n., pl. -teaus, -teaux (-ˈtoʊz, -toʊz) 
v. -teaued, -teau•ing. n.1. a land area having a relatively level surface considerably raised above adjoining land on at least one side.
2. a period or state of little or no growth or decline, esp. one in which increase or progress ceases: to reach a plateau in one's career.v.i.3. to reach a state or level of little or no growth or decline; stabilize

Definitions #2 and #3 have the most significance in fundraising, but definition #1 can be a useful visualization tool.

So how do we get beyond the fundraising plateau?


  1. Go back to basics. Find something in your fundraising routine that can be improved and work on it. Can your greeting be made more friendly? Can your donation requests be tightened up? What ever it is, work on it. Working on any one issue has the added benefit of providing new perspectives on other issues.
  2. Ask the donor. Ask donors, whether, they give or not, what they thought of your performance. Most will provide at least one useful bit of information. Some donors will provide so much valuable criticism that you may find yourself reexamining your entire fundraising strategy.
  3. Ask another fundraiser. Sometimes we let shyness, pride or professional competition get in the way of improving our skills. Every fundraiser, at every stage, goes through the plateau problem. Reach out to your fellow fundraisers and get their advice.
  4. Become an expert. Often after fundraising for a certain cause for a long time, fundraisers began to feel like experts on the issue. There is always more to learn. Find books magazine articles and any other materials that you can. The more you know about your issue, the better you can fund raise for it.
  5. Remember, Plateaus aren't permanent. Keep slugging away, doing the best job that you possibly can. Eventually, you will begin to see some progress.
These are just a few of the ways to overcome getting into a rut. Actually the only limitations to becoming a better fundraiser are your imagination and the amount of effort that you are willing to put into improving. Remember, plateau or not, there is always room for improvement.






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Not giving up on Hangul for Cia-Cia

This is a story we've been following for well over a decade (see "Selected readings").  Improbable as it may seem that the Korean alphabet might be adaptable for writing an Austronesian language of Indonesia, there are some promoters of this idea who continue to push it enthusiastically: "An Indonesian Tribe’s Language Gets an Alphabet: Korea’sThe […]




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Registration open for NOTOCON XIV

Registration is now open for National O.T.O. Conference XIV, to be held in Denver, Colorado, August 3-6 2023. NOTOCON is normally held every two years, but it was canceled in 2021 due to the pandemic, so this will be our first NOTOCON since 2019.




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NOTOCON Speaker Deadline Approaching

The deadline to propose a presentation for National O.T.O. Conference XIV in Denver, CO, is May 10, 2023.




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NOTOCON Speaker F.AQ.

For potential speakers, a handy FAQ full of useful information is available here.




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NOTOCON Hotel Registration Closing

NOTOCON XIV is fast approaching! The cutoff date to receive our group rate at the hotel is Friday, July 21st. Please reserve now. The speaker schedule has been published on the NOTOCON website. Event registration is still open! We can’t wait to see all of you in August, and wish you all safe travels!




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NOTOCON XV: The Crowned and Conquering Child

SAVE THE DATE for NOTOCON XV: The Crowned and Conquering Child to be hosted in Portland, Oregon from July 25 through the 27th, 2025 EV. The call for speaker proposals is now open and we are accepting Volunteer and Vending sign-ups. Registration and hotel reservations will be available in August 2024.




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From now on, the title of the post is allowed to just be "January 2024" (only when it is January 2024, however)

Hello again,

This month I've been plugging away on the project I mentioned in the previous post which involves among other things a PDF generator and now an implementation of ML (as in Standard ML, but also the other one). This is probably the 10th "compiler" I've written in my life, and it's kind of fun to revisit these problems that you've done many times and try out different approaches, although this time one of the approaches is "Use C++" (for reasons of making good on a joke, but also for reasons of mlton doesn't work on my computer any more). And although C++ is a fine tool for many applications, it does have some deficiencies for the task of writing a compiler (one of the most irritating: a very modest limit on the stack depth? Like my computer has 256 Gigabytes of RAM and 2^64 virtual addresses and somehow it can only manage 1 megabyte for the stack and there's no standard way to increase it? Get off my lawn). But then you can also experience new ways of struggling with C++, like: A middle of the night power failure wrecked my computer's GPT (as in GUID Partition Table, but also the other one) and I was deep in the depths of taking the computer apart to reset its parts, its BIOS (its Basic In/Out System, which is where it stores its biography) and its hard drives were everywhere on the floor, and it could not be saved, and this after I already broke my computer this year by trying to put the world's biggest video card in it, too hard. And I could not merely perform recovery because of Unknown Error, so I had to begin anew again and restore from backups. But when you restore from backup and you're in the mood of "why is this so complicated and I don't understand how computers work any more?" it occurs to you (me) to also change your underlying development environment instead of reinstalling the devil you know. So I ended my friendship with Cygwin64 and switched to new best friend MSYS2. Both of these things are different ways of wishing that you were using Linux while you're using Windows. The main reason I tried this new way of struggling is that Cygwin is very behind on its version of x86_64 clang (C++ compiler), which I wanted to try because it supports AddressSanitizer and clangd on Windows, and I wanted to give LSP in emacs a shot (it's finally good!). There were a few growing pains, but I think MSYS2 is what I would recommend now. One of the nice things they did was create multiple different environments depending on what you want to do (e.g. "I want to use clang to compile x86_64 code" or "I want to do 32-bit cross compilation for ARM") and in that environment, you just say "g++" and it invokes the compiler you want, instead of the weird contortions I've been doing for years with manually invoking x86_64-w64-mingw32-g++. I was also able to get clblast working before being too filled with rage to continue, so that is nice for the ML inference on the world's biggest graphics card. I made these graphics to help me tune the correct settings of GPU layers (y axis) and number of threads (x axis):


tune-single

tune-batch


In some sense the results are obvious (more threads and more layers is faster) but it was interesting to me how the cliff of performance drops off at a different number of layers for single and batch mode (I guess because the batch needs some memory itself?) and how it's clearly better to use fewer threads than cores for batch as well. I was not surprised to see performance drop off for >32 threads (everybody knows that hyper-threads kinda suck) but I was very surprised to see performance pick up again when it gets back up to 64? And only for single mode? I wish I understood that better. But mostly I'm a sucker for the custom visualizations.

Right but when writing this compiler I realized that I wanted to use some Greek letters, and I can't handle it when some characters are in a different font in my source code, so I finally made some space for those in my programming font FixederSys. These certainly still need some tweaks, but it's already better than just being in some other weird font:


{{{caption}}}


You can also see that I have been adding some "useful" emoji at the top. It is an interesting puzzle to try to make these things recognizable (especially for the 1x version, whose charboxes are 8x16 pixels). I am pretty sure I will not try to do all of the emoji (like, the flags are totally hopeless at 8x16), but it is tempting to round out the Unicode support somewhat. Like I was trying to make a ¯\_(ツ)_/¯ today and had to settle for ~\_( :) )_/~ which is pretty much (ノಠ益ಠ)ノ彡┻━┻.

Also: Adam revived our old game jam game Headcat, which I described in post 927, now over 16 years ago. You can play it online at Headcat.org. It is harder than I remember, perhaps explaining why it did not reach #1 on the One Appstore Per Child charts.

Also: I started and finished (true ending, but just with one character) Slay the Spire. Good game, but you don't need me to tell you that. Same for Alwa's Legacy, which is the sequel to Alwa's Awakening. Both of these are very true-to-form "8-bit" and "16-bit" platformers that I enjoyed and would recommend for genre fans, though I did not try to 100% them. The graphics are the highlight and I thought it was very cute how these could easily have been a pair of games from the NES and SNES. The good old days. And speaking of good-old days, I am now playing Katamari Damacy, which I had played at a friend's house many years ago, and always wanted to spend more time with. It totally holds up (aside from stuff like: You have to play through the tutorial and first level before you can access the menus at all, like to make the game fullscreen?) and it's honestly inspiring how unhinged the game design and writing are, and how fun it manages to be. What an accomplishment!




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Enough, Already!

This is not a political blog, although politics inevitably creep in to discussions of matters legal. I have followed politics since I was at school, although I was never elected to anything. The current situation beggars belief, and I imagine that today's crop of journalists will shake their heads in their old age, and say "but you should have been there in the summer of 2016; everything seemed to happen at once. " I am now even more convinced that my belief in the iron Law of Unintended consequences is the right one.

I have had to cut back on my sittings of late, as I am awaiting an operation to give me a new knee joint, and although I can get around in the courthouse it isn't always easy. As I am due to retire from the Bench in late October I have excused myself from getting to grips with some of the more complex innovations that have recently been introduced, such as iPads on the bench. I own a couple of iPads and I am comfortable with using them, but inevitably any government-issued software is over-engineered and the last thing from user-friendly.

My court has a few boxes that contain the iPads as well as charging them overnight, but those JPs who wish to use them have to submit to training as well as an elaborate procedure to keep them secure. It is worse for judges of course, but then they are paid £130k and more to cope.

Given my impending retirement, I cannot summon up the enthusiasm to get stuck in to this 21st century stuff  (albeit the technology is a decade old).

I am trying to avoid becoming what old Army types call demob-happy so I shall concentrate on justice before bureaucracy.






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Something And Nothing

I sat today in a bench of two with a liked and respected colleague who is to retire in a couple of months when she reaches seventy (although you would never guess it)..Before the off, we fantasised about how bulletproof we felt, as disregarding the guidelines could at worst result in ejection from the bench that would take longer than we have left to sit.

We dealt mostly with breaches of community orders: the miscreants were mostly addled by drugs, and immune to letters or calls from probation. I was obliged, several times, to explain in plain language that it was the defendant's reponsibility to stay in touch with probation, rather than the other way round.

Our powers are limited in these cases, so I went home doubting that we had achieved very much.