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Tracing the Line: the art of drawing machines and pen plotters

Tracing the Line is a book of plotter art available for preorder now, coming out this November. Many of our featured artists are included in the book, and AxiDraw makes several appearances in the video teaser. Looks like it will be fantastic!




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What about the layoffs at Meta and Twitter? Elon is crazy! WTF???

I first arrived in Silicon Valley in 1977 — 45 years ago. I was 24 years old and had accepted a Stanford fellowship paying $2,575 for the academic year. My on-campus apartment rent was $175 per month and a year later I’d buy my first Palo Alto house for $57,000 (sold 21 years later for $990,000). It was an exciting time to be living and working in Silicon Valley. And it still is. We’re right now in a period of economic confusion and reflection when many of the loudest voices have little to no sense of history. Well my old brain is crammed with history and I’m here to tell you that the current situation — despite the news coverage — is no big deal. […]

The post What about the layoffs at Meta and Twitter? Elon is crazy! WTF??? first appeared on I, Cringely.






Digital Branding
Web Design
Marketing




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Exclusive Preview: EDEN OF WITCHES is the perfect fantasy manga for Ghibli fans

The first volume of Eden of Witches releases on Nov. 12.




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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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#55 Enlightenment – How to Let Go of Our Suffering & Live

#55 Enlightenment - How to Let Go of Our Suffering & Live

The post #55 Enlightenment – How to Let Go of Our Suffering & Live appeared first on Enlightenment Podcast.




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#56 Enlightenment – The Effortless Living of an Enlightened Life

#56 Enlightenment - The Effortless Living of an Enlightened Life

The post #56 Enlightenment – The Effortless Living of an Enlightened Life appeared first on Enlightenment Podcast.




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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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The Advent of the F-commerce Evolution

Don’t look now, but we are entering the world of F-commerce. What is that, those of you older than thirty will ask? F-commerce is selling through a Facebook page.

The trend is early yet, but likely to turn into a stampede. JC Penney and 1-800-Flowers.com both have established full E-commerce stores within their Facebook page. The stores include check-out and other features you typically find on an E-commerce web site. Facebook claims that twenty-five of the largest retail sites are already integrated with Facebook, as are seventeen of the twenty-five fastest growing retail sites.

Think of Facebook as a virtual mall. There are all kinds of people wandering around there, talking to one another. Facebook offers a nice opportunity for a company to interact with customers and allow them to bring their friends into the conversation to evaluate styles and colors and so forth. If a company integrates its storefront with the Facebook page, its Facebook “friends” will never have to leave the virtual mall in order to purchase. This is an important product innovation.

Product innovations reduce customers’ effective costs in one of three ways: add information about the product and how it is to be used, reduce the resources the customer must use with the product, or improve the customer’s experience with the product.

This innovation improves the customer’s experience with the product by increasing the customer’s sense of security in using the product. It allows the customer to get her friends’ opinions on what she is purchasing. Secondarily, the Facebook store reduces the customer’s resources used with the product by reducing the time the customer must spend in using the product. The innovation reduces the steps the customer must take to make a purchase and it places the company’s product closer to the customer’s location.

This is going to be a train to the destination of millions of customers. Every mainstream retailer has to get on board.




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The Long and Arduous Journey of the Airline Industry May be Reaching an End

The government deregulated the airline industry in 1978. Since that time, the basic pricing in the industry, as well as airline fortunes, have been more or less continuously on the downward slope. It has been a very long trip down.

The industry may be heading up again, though. In the third quarter of 2010, the average domestic airfare was 11% higher than a year earlier. Profits returned to the industry in 2010 behind higher prices. In some part, these higher prices were the result of the additional fees that most of the domestic carriers charged passengers for checked baggage, better seating, rerouting and so forth. Still, the industry was able to hold its higher prices.

These prices are holding because the major industry players are less enamored of discounted flying. All of the big airlines are finding ways to extract prices from industry customers. Now that airline capacity utilization is high, the industry is more careful about capacity additions. Higher prices are here to stay.

The consumer still is far ahead. Even at these higher prices, ticket prices are a bargain. In fact, ticket prices, adjusted for inflation, are 20% below the levels of 1995. The industry has continuously stripped benefits from the base product in order to save costs. In 2010, the industry added back a few of those benefits (for example, economy plus seating) for an additional charge. We may see more of that over the next few years.




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The NYSE Stumble Offers a Lesson for All Leaders

Recently, the New York Stock Exchange agreed to sell itself to the German exchange, Deutsche Boerse. For generations, the NYSE was the place to trade equities of the finest companies in the U.S. Its sale to a German exchange is a sign of how desperate its market situation has become. The NYSE’s fall offers some important lessons for a market leader in any industry.


The NYSE’s market share has fallen out of bed. Six years ago, 75% of the traded shares of companies listed on the New York Stock Exchange traded on that exchange. Today, only 35% of those shares trade on the NYSE. This precipitous fall came because the NYSE fell behind in both service and price. The market changed and new competitors emerged.


First, the market changed. High frequency traders, using computerized trading algorithms, do two-thirds of share trades today. These market-dominating customers demand the highest speeds in their transactions and the industry’s lowest prices. The New York Stock Exchange struggled to meet these requirements.


Second, new competition emerged. There are roughly fifty trading venues which will provide these high-frequency traders with fast services and low prices. The majority of these venues did not even exist ten years ago. They sprang up using relatively inexpensive computers in low-cost outlying and suburban locations. These new trading venues offer newer, faster technology and lower prices than the NYSE.


The NYSE held a price umbrella over these emerging firms. The new firms grew and became ever more capable. Today, they can compete and win in competition for even small trades.


The New York Stock Exchange was a dominant market leader. Its precipitous fall holds lessons for all market leaders in any market. Among these lessons are these:


1. Always protect your relationships with the industry’s heart-of-the-market customers. These are the key, primary and secondary relationships with the industry’s large customers, those purchasing 80% of the industry’s unit volume. These key relationships usually hold 65% or so of the total industry sales.


2. Avoid consistent failure with these heart-of-the-market relationships, especially failures in function and price. Customers generally will not leave an established relationship until their supplier fails them. Any failure, especially consistent failure over time, opens the customer relationship to other competitors.


3. Parry fast-growing competitors at any price point. The fast growth of these competitors tells us that customers like what they offer. Their growth in share will not stop until the market leader itself puts an end to it. The NYSE has allowed many new competitors into its marketplace. It would have been much easier to stop them when they were much smaller or, indeed, even before they entered the market. This market will consolidate again into far fewer competitors. But now it is going to be a bloody fight.


4. Fix the products that are losing share in the heart-of-the-market. Customer retention is important in any market, but it is critical in markets where prices are falling. The first demand of product innovation is to fix problems that cause the company to lose customer relationships.


5. Cover any price point your heart-of-the-market customer purchases. Companies often have price point biases, either against a low price point because it pulls down margins, or against a high price point because it makes operations less efficient. If the heart-of-the-market customers are buying the price point, you have to cover it.


6. In a falling price environment, develop pricing that discourages competition. This pricing can, and should, involve more than simple reductions in list prices. There are several components of a price. The NYSE can use these components to beat back many of these competitors. In a low, or falling, price environment, the only real function that price serves is to discourage competitors from competing for your customers. Ultimately, low prices push competitors out of the marketplace. This takes a long period of time when there are as many competitors as the NYSE faces today.


7. Develop and exploit economies of scale to support the falling prices the company faces and to maintain the best returns in the industry. The NYSE is still the largest competitor in the market. It no longer enjoys dominant share, but it is still large enough to create a more productive cost structure, especially by matching benefits and overhead costs to customer segments and eliminating benefits that customers do not need.





  • New York Stock Exchange

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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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Nestlé’s Cost Reduction in the Coffee Business

Nestle is the world-wide leader in the coffee business. They offer coffees at virtually all price points. They invented instant coffee in the 1930s. After the buffets of the commodity markets over the last few years, the company has created a global push to reduce its costs and to increase the quantity and quality of the coffee it buys.




We have found four generic approaches to reducing costs.



• First, reduce the rate of cost of a cost input.

• Second, reduce the cost inputs that do not produce output.

• Third, reduce unique activities and components in processes and the product

• Fourth, spread fixed cost activities over additional product output



Nestle is using the first three of these approaches in its world-wide investment in cost management.



First, Nestle redesigned part of the process. Its scientists developed a new generation of Robusta and Arabica coffee plants for Mexico. The Robusta beans are relatively inexpensive and make up the bulk of the beans in instant coffee. The Arabica beans are more expensive, harder to grow and go to the higher end coffees. Today, Nestle has planted 100 thousand coffee trees in Mexico using its newly designed coffee trees. Once this experiment is complete, the company plans to distribute 220 million plants to coffee growers world-wide over the next ten years.



The use of these new plants will enable Nestle to reduce its rate of cost for the beans it buys. The new plant design increases yields so it eliminates some inputs that do not produce the output of coffee beans. Many long-term coffee farmers are using older trees, which yield fewer beans and lower quality beans. Many of these farmers are leaving the industry since they cannot compete. This magnifies the commodity price problem Nestle faces. Nestle’s new trees fit the region’s climate. They resist disease and allow for larger and easier harvests. These trees will make coffee beans more consistently and predictably available. Nestle will give these trees to the farmers without asking for a firm long-term contract or ownership of any part of the farm. But it should be obvious that Nestle will engender a great deal of farmer loyalty with this program.



Nestle also expects to reduce the rate of cost it pays for its beans with two other cost reduction initiatives. It will offer farming and investing advice to up to ten thousand farmers world-wide. As these farmers become more efficient, Nestle’s costs will drop. In addition, Nestle will also increase the amount of coffee it buys directly from the nearly 170 thousand growers who produce its coffees.



This kind of foresight and innovation suggests why Nestle commands its market leadership.




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Does the Withdrawal of Capacity Help?

As industry prices fall, and companies’ fortunes decline with the resultant squeeze on their margins, some companies, especially the leaders, seek to withdraw capacity from the market.  The leading companies expect the capacity withdrawal to do two things: redress the imbalance between capacity and demand; and raise prices to more attractive levels because of this better balance.  In practice, the withdrawal of capacity often fails to achieve either of these objectives.

Whenever a leader in an industry reduces its capacity to force price increases, it must consider how competitors will respond.  In many, if not most, cases low-cost competitors expand their capacity to make up for the withdrawal of capacity by the industry leaders.  The end result often is even more capacity available in a marketplace and the same or lower prices available for the industry leaders.

After several quarters of improving profits, the airline industry is again slipping into hostile market conditions as rising fuel prices reduce margins and force higher prices.  Higher prices limit demand growth.  In response to the margin squeeze these tougher times bring to the industry, the industry leaders are restricting the growth in their capacity and, in some cases, reducing the capacity they offer in the domestic U.S. market.  The problem is that several of the industry followers are not going along.

United Continental Holdings and AMR Corporation’s American Airlines have both posted losses for the most recent quarter.  Both of these industry leaders plan to reduce their domestic capacity as a result.  They will be reducing seats available flying into and out of selected domestic markets. 

The pattern of leaders reducing capacity and followers adding it seems to be holding in the current airline industry.  Southwest Airlines, JetBlue Airways and Alaska Air Group derive most of their revenues in the domestic U.S. market.  Each of these companies reported profits in the most recent quarter.  This profitability of the three follower airline competitors indicates that their costs are lower than are the costs of the two legacy airlines that have reported losses, United Continental and American Airlines.  Southwest plans to increase its capacity by 5% to 6% in 2011.  JetBlue plans to add 6% to 8% this year, while Alaska Air plans to grow its capacity by 9%. 

The industry followers are able to add capacity in the face of capacity withdrawal by their larger industry-leading competitors because they have these lower costs.  The lower costs enable the follower companies to make a profit while their larger competitors suffer losses.  In the long run, the only way that the industry-leading competitors will be able to stop the expansion of these follower competitors will be to match or beat their lower cost structures




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Benefits of Intense Competition: Lower Prices and Better Products

No segment of our economy has been under more intense pressure than the manufacturing sector.  Lower labor costs in many parts of the international economy have forced manufactured product prices down and shifted manufacturing jobs out of the United States.  Competition has indeed been intense.

Over the years, we have done in depth studies of more than fifty industries who have faced intense competitive markets.  We found both what you might expect and, also, what you wouldn’t expect.  You would expect that costs in a difficult industry would fall as companies work to make a profit despite the falling prices that accompany intense competition.  What you might not expect is that product quality and supporting service levels increase at the same time as costs and prices fall.  Customers simply will not buy a poor product even if its pricing declines. 

The broad measures of the manufacturing sector illustrate these same conclusions.  Manufacturing in the U.S. is finally growing again.  In 2010, manufacturing jobs increased for the first time since 1997.  Today manufacturing is growing at three times the rate of the domestic economy.  Consider, as well, the following facts as noted by Jerry Jasinowski, a former President of the National Association of Manufacturers:

  • American exports of goods rose 21% in 2010.  Conclusion: the quality of our goods is rising.

  • Manufacturing output in the U.S. today is twice that of the rate of the 1970s, in real terms.  Conclusion: we are more cost competitive today than we were in the 1970s.


  • Between 1987 and 2008, manufacturing productivity grew by more than 100%, while the rest of the business sector’s productivity increased by less than 60%.  Conclusion: we get far more out of our workforce today than we did in 1987 and than many businesses do today.

  • Between 1995 and 2008, manufacturing prices decreased by 3%, while the overall price level in the economy increased by 33%.  Conclusion:  while product quality has improved, and costs have fallen, prices have also declined.

The overall picture the manufacturing sector portrays, over the last twenty-five years, is that hostile market conditions produce better products and lower prices for customers, both at the same time.





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MI40 Birthday SALE!!! $30.00 OFF!


AS FEATURED IN



CLICK THE IMAGE ABOVE TO GET A FREE 43 PAGE REPORT:

CLICK THE IMAGES BELOW TO GET THE PROGRAM:







First off, I want to thank you for your interest in my product. I aim to give you the absolute best quality product that exists, as well as the best possible technical support for all of your questions, concerns, and comments.
I wanted to take this opportunity to introduce myself and tell you a little bit about my new Muscle Building Program.
My name is Ben Pakulski , the author and creator of MI40. I will start off by answering the question most commonly asked. What is the significance of the name?
The name, MI40 - “Mass Intentions” is significant to this program because it is representative of the conscious INTENT, to create TENSION in the muscle, as well as the pun of overall mass creation.
The number 40, is the most important number in this program because it is the number that has the most scientific significance in MI40. 40 is representative of the number of days in the program (40 days), the amount of time in a set (40 seconds), the rest between sets (40 seconds), and the number of exercises used in constructing this muscle building protocol.
Many of you will immediately recognize the scientific significance of all of these numbers and some of you may not. The number 40 was chosen because of it being the MOST optimal number for many of these variables.
As will be explained in the program, 40 days has been proven to be the most optimal amount of time to adapt to any new training program (6weeks). 40 seconds is the ideal amount of “Time under Tension”(TUT) to illicit muscular hypertrophy. 40 seconds rest is the ideal amount of time to allow your CP and ATP Glycolytic energy pathways to recover before the next set (these are the energy pathways that drive muscular contraction of fast twitch muscle fibers which are responsible for growth!).
To tell you all a little about myself, I am a graduate of the University of Western Ontario. My areas of study were primarily Kinesiology, and Biomechanics.
My passion for health and fitness is second only to my passion for helping others improve their lives. I live my life by the acronym “CANI” – Constant And Never-Ending Improvement. 1% Improvement Every Day.
I have never viewed myself as an overly blessed individual, which is why my life is always centered on learning the best information, from the best resources and brightest people that exist. 14 years of seeking the best information and applying just about every possible technique on myself , has brought me to where I am today. A very successful, happy, healthy, motivated -professional bodybuilder, author, public speaker, nutrition coach, celebrity trainer and success coach. Sounds like a lot of hats, but they all tie into one balanced life…. Sometimes! ☺
The 2 main principles (or as Vince would reference them – “hooks” and Unique Selling Propositions) set forth in MI40 are the concepts that I deem to be most greatly contributing to holding people back from achieving their goals! “The WEAKEST LINKS!!” Here are the two problems MI40 Solves:
1) Most people have no idea how to feel how to “feel” their muscles, and therefore have little idea how to exhaust and build these muscles. ‘Intentions’ the ideal tool to assist them in doing so.
2) Then there is the idea of creating sufficient overload to stimulate a muscle to grow. Many people spend way too much time in the gym trying to “train” and exhaust a muscle group.
NOS has been designed to get the MAXIMUM efficacy in the shortest amount of time. It will fatigue the muscle faster and create the most optimal hormonal environment to illicit the growth response. Keeping the workout time shorter, means less cortisol (muscle breakdown) and therefore better body composition and muscle growth!
As many of you may already know, in a manner consistent with my approach to all aspects of life, I have gone out and sought “the best”. I have hired marketing genius and fitness pro, Vince DelMonte as my campaign manager for MI40. After spending quite a bit of time with Vince in prepping him for his competitions in 2011, I knew Vince was the guy to help me launch my muscle-building baby to the world! Vince is becoming renowned for his consistent low-to-mid 6-figure launch records. I believe in the product I have created, and I want to share my knowledge and expertise with as many people as I can.
I truly believe that this product has the science, the practical basis, the structure and format to help anyone that comes in contact with it. I want your help in spreading this knowledge and passion with the world!
Yours in fitness, health and passion, Benjamin Pakulski

A short message from your launch manager… Vince Del Monte

MI40 – What is the hook?

We have more than one – earning it’s rightful tag line, “Twice The Muscle, Half The Time!”
First, MI stands for MASS INTENTIONS and INTENTIONS is Ben’s trademark technique that addresses the problem of not being able to go heavier and heavier with your weights unless you wish to carry more risk than reward.
Going heavier isn’t your best option, especially after a few years of lifting, if you want to stimulate muscle growth and you most look to other solutions. With INTENTIONS you change the angle of pushing or pulling by means of a technique almost imperceptible to an observer. You push inward or pull outward with your hands or feet as you perform an exercise. I was introduced to intentions in December 2010 and ever since, my body has never looked the same. You’ve seen my pictures! Intentions literally RE MOLDED my body. On lat pulldowns as I pulled the bar down, I tried to pull my hands apart. They didn’t actually move on the bar, but that different motion made my lats fire in a different way, and my back was more sore the next day than it had been in months.
In the MI40 DVD, Ben teaches you how to apply INTENTIONS to virtually every exercise, not an easy task if you’re untrained in biomechanics and kinesiology (Ben holds a degree from the University of Western Ontario in Kinesiology). On barbell presses for chest, for example, you try to push your hands together. One thing is certain: Forget about using your normal weights. Typically, I do work sets with 180 to 230 pounds on lat pulldowns to the front; at that recent back workout I didn’t need to go any heavier than 150. As I said, though, the feeling in the lats was completely different.
We often play around with grip widths and experiment with pushing and pulling angles, but with intentions you introduce a variable that can awaken dormant muscle fibers and stimulate them in fresh, new ways. Pakulski has used intentions to get more out of exercises like leg presses, squats, barbell rows, bench presses and overhead presses—really anything that has you pushing or pulling both limbs at once on a bar or roller pad. It’s helped him become ripped at 270, place Top 10 at the Arnold Pro Show, Top 5 at the Flex Pro show and on his way to qualifying for the Mr. Olympia next year! INTENTIONS is 100% unique and will breath new life into your workouts. More important, it stimulates new muscle growth based on science and biomechanics, not bro science.

MI40 – What’s up with the number 40?
Ben already explained this but lets review it once more to ensure you know exactly what you’re endorsing. You and your list are going to LOVE the simplicity of the mechanism that makes MI40 so effective.
40 days!
40 second sets!
40 second rest periods
40 minute workouts!
40 exercises!
40 foods!
40 day meal plans!
This is the exact workout I followed in prep of the WBFF World Championships and here’s a reminder that it works!
As you can see, MI40 did not transform my body, it literally RE MOLDED it and it’ll do the same for you.



MI40 – How is MI40 different
than every other muscle program?

Aside from Ben’s trademark technique Intentions and the science behind the number 40 (we can explain why 40 is scientifically optimally for every variable above), we have…. NOS!
I’ll let Ben explain NOS to you…
Join the NOS revolution:
For years, I had been searching for the best way to overload my muscles each and every time I go in the gym. I know you can relate to those days when you worked “hard” but still feel like you could have done more. Leaving the gym feeling like there was more in the tank or maybe getting home and regretting not pushing harder?! I CRAVED something that would ensure that my muscles are taken to their limit, and CREATE NEW GROWTH!
This is when I discovered NOS!
My training partner and I had been coming up with creative ways to inflict pain on each other during leg workouts for years. I remember daydreaming of ways to make workouts harder. My goal was to leave the gym knowing I had BLASTED every last muscle fiber, and to have my training partner talking about how he had never experienced muscle pumps and growth like this.
“Straight sets” just didn’t seem to do the trick anymore. Ya sure I felt a decent pump, but it just didn’t seem to be the type of intensity that I KNEW I needed to grow!
FACT: A “straight set” will NEVER cause the type of neurological adaptation, hormonal response, and thereby GROWTH that a NOS set will.
NOS WAS BORN ON A LEG PRESS!
Being a research junky I had always read about overloading the muscle and overloading the nervous system to stimulate new muscle and strength gains respectively. Time under tension was proven to be the number one factor correlated with muscle growth and overload!
Something clicked in my brain! Time under MAXIMAL TENSION! This had to be better than just time under tension!! And so, my GROWTH BABY was born!
If I could use the maximum amount of weight I could handle for strict form for the greatest amount of time possible, growth was inevitable! The only catch is, that ITS HARD!
NOS is something that I have been using religiously ever since. Perfecting its components. I use it to get ready for my contests and in my offseason. Straight sets are now a thing of the past.
The science behind NOS: Neurological Overload Set.
The NOS system has been specifically designed to ensure a maximal MUSCLE OVERLOAD! The greatest number of muscle fibers are broken down or exhausted. Taking your muscles to such an exhausted state also causes the highest possible release amount of growth hormones and growth factors within a working muscle! Without these, you can train all day and eat a perfect diet and expect ZERO growth. This is one of the main reasons why so many people train often, train “hard” and see minimal results. They never reach that “overload-anabolic state.”
GREATER OVERALL STIMULUS=GREATER MUSCLE GROWTH!
Now this Math I LIKE!
How to: NOS
NOS is completed by performing an “extended set”.
The goal here is to extend the set for as long as possible while maintaining tension on the working muscle, and perfect form!
Start the set with a weight that you can use for a strict 8 repetitions. After completing your first 8 repetitions, decrease the weight by 20%(if youre using 100lbs, you would decrease by 20lbs, etc.) Immediately continue to perform as many repetitions as you can with the second weight (usually 5-8 reps). Repeat this process 4 times total. (You will complete 3 drops, therefore 4 “sets”-100,80,60,40lbs).
DO NOT allow your form to stray in an attempt to complete more reps. If anything, decrease the size of the Range of Motion (ROM) (“partials”), just make sure to be initiating the movement with the working muscle from a fully stretched position.

MI40 – What does the product look like?

FRONT END OFFER:

Component 1
The 40 Day MASS Intelligence Training Manual
Component 2
The 40 Day MASS Consumption Nutrition Manual
Component 3
The 40 Day MASS Instruction Workout Videos
Component 4
The 40 Day MASS Proportions Exercise Demo Guide
Component 5
The 40 Day MASS Prescription Printable Workout Sheets
Component 6
The 40 Day MASS Pursuit Calendar
Component 7
The 40 Day MASS Supplement Stack Protocol
Component 8
The Sciene & Story Behind NOS & Intentions Audio Interview




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SLC-1L-12: A Garden of Ideas



At first glance: a simple, one-light portrait of activist gardener Janssen Evelyn.

Dig deeper: a look at tonal mapping via specular highlights, stretching the range of your modestly powered flash, and how to discover your next project.

Read more »




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Happy 4th of July!




From Grace!




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THE VOICE OF SEMAR

Remember to get all of your metaphysical supplies here!

I had to share this

Children of Semar :

Emerge out of the cocoon of closed-mindedness,

Be receptive to truths, even if they hurt.

Reform your character before demanding the reformation of

others,

For the perfection of the world begins with thyself.

Beliefs and blind faith are a drawback to spiritual progress,

They bind one to superstition, fear and ignorance.

Acquire the understanding that divine revelation is a continuous

process,

For humanity is ever-evolving and is ever in need of higher

education.

Fanaticism is a devilish expression and has to be eradicated,

For it begets separatism, inharmony, and violence among men.

Transcend racial, tribal, and sectarian attitudes,

Nothing causes so much strife and suffering as separatism.

Know that human laws must reflect Cosmic laws if they are to be helpful,

Man-made laws without divine sanction may restrict the workings of justice.

Understand that the highest civilization is not dependent upon external technology,

It is dependent more upon spiritual unfoldment and the awakening of divine potentials.

Be not hesitant to do away with traditions and customs should you be aware of their negative content,

It is in purifying the dross in anything and in everything that the treasure may be revealed.

Do not mistreat Nature with your arrogant expressions,

Be kind to her, and she will be kind to you.

Know that egocentrism has always been the core and cause of humanity's problems,

It is the same with you, what would you do?

Why give your personal power away by letting others do the thinking for you?

Learn how to think, be not afraid to think for yourself.

Learn how to take charge of, and be responsible for yourselves;

Letting others do the work for you causes your own stagnation in the mire.

Seek God and your divine heritage, not for any worldly or heavenly benefits,

But because it is destined and right for every being to do so.

If you profess being a follower of any religion, then apply the moral and spiritual precepts;

Vain beliefs and faith without the application of spiritual principles makes you nothing but a

hypocrite.

It is impossible to grow in any way if you are stuck in your mortal-mindedness;

In essence you are divine, immortal, with all the powers of a god; therefore, remove thoughts of

mental limitations.

One of your problems is self-centeredness.

How will you evolve without self-forgetfulness, selflessness, and self-sacrifice?

Psychics and paranormals may mislead you.

Truth does not dwell in the world of psychicism.

Why do you curse and verbally attack others?

Garbage from your mouth will only darken your light.

Why pay attention to gossip, why attend to celebrities?

More important work awaits your attention.

Why do you constantly think of the opposite sex in such lustful ways?

There is no rest for the mind troubled by excessive sexual thoughts.

Why do you express your sexuality in such animalistic ways?

Sex should only be the expression of true love, affection and tenderness.

Why believe yourself to be a dweller of an island, a nation, a planet?

God has given you and all beings the whole universe to live in.

You are alive with divine gifts and yet you use them not;

Why then complain of your apparent lack of abundance?

Why feel inferior or superior to others?

In essence you are all children of the Light with the same divine-potentials.

Why do you express your lower side in art, music, and culture?

The decline of civilization results from the predominance of negative expressions of the psyche.

Why fill your minds with trash issued from magazines, commercials, movies and gossips?

You will constantly think of the things you fill your minds with, and the things you think of you will

become.

Why be too opinionated when opinions seldom reflect truth?

For if they were truths, they would not be called opinions.

How can you call yourselves civilized when your way of thinking is still primitive?

Though it be reason that distinguishes a man from a beast, it is compassion and love that

distinguishes a civilized man from a primitive one.

Where is your love and compassion, children of Semar?

Why express the dark side when it is so much easier expressing light?

Why quibble over doctrines and dogmas, they simply cause you to go astray;

Everyone is your brother and sister no matter what their beliefs.

The greatest solution to a problem satisfies all parties involved,

A poor solution only satisfies the person who makes it.

Why have you no respect for life?

Animals and trees are your brothers just as the person next to you.

Why be sensitive to the harsh words of men when you should be listening to the sweet voice of the

Spirit?

Your attention should be directed inwards and not brooding upon external voices--the insults or

criticisms of others.

Why do you fight fire with fire, for such is immature;

How long more will you remain in the valley and not rise to the mountain peak?

Why act as prosecutor, judge, jury, and executioner yourselves?

Have you no faith that Cosmic laws will deal justly to those that transgresses her?

Why do you complain of situations and circumstances when it is you that helped to create them?

The world that you experience is simply a reflection of your thoughts, attitudes, feelings, and beliefs.

Why are your devotional prayers so mechanical, so robotic?

Have you no real love and yearning for the Almighty?

No matter what your beliefs you think them to be true;

If they are beliefs and not experiential knowledge how can they be true?

When will you awaken to Reality, to Truth, to the Presence of the Almighty?

Enchanted with carnal matters have drugged you into spiritual slumber.

You seek spiritual guidance for the sake of your own welfare.

When will you seek guidance for the sake of your fellow men?

You treat others as infidels, as unbelievers, as outcasts;

Know ye that separative thoughts are spawned by the devil.

God gives freely, Nature gives abundantly;

And yet, you claim their gifts as your own and will not benefit others.

You believe in your nation's future greatness as proclaimed by messengers,

And yet, if nothing is done to manifest this greatness, it but remains in the air.

Why do you wait for a savior? Why do you waste time waiting for a Goddess of Justice?

Manifest the savior in your hearts; be the hands and mouthpiece of the Goddess.

Your hatreds, anger, violence, and egoism have polluted the subtle worlds;

These rebound back to you and cause your catastrophes and disasters.

How long will you remain in darkness?

No one can pull you out of it except yourselves.

Why do you hesitate to forgive your brother?

Are you so perfect that you are without sin?

You believe it impossible to be perfect so that you will not need to strive for it;

Yet strive for perfection for it is your destiny to outgrow the human condition.

Purify your thoughts, for thoughts are creative and manifests themselves in this world;

Negative thoughts affect people negatively, positive thoughts affect people positively.

The violence in your mind creates the violence in this world;

Therefore cause your mind to be tranquil, that the world may reflect such a state.

You are beautiful and yet you will not express your beauty;

You are unique and yet you suppress your uniqueness.

Why do you carry your ego with you?

So long as your ego exist, you will not be saved from the tortures of "hell."

There is not much time left for you;

A world-cycle is coming to a close.

Will you continue to accumulate possessions and lose your soul?

All that prevents or hinders your spiritual progress is evil at work.

Will you ascend to heaven alone without having compassion for your brothers?

Stay where you are and help others to ascend likewise.

Are you a coward that you will not teach and be responsible for others?

You are your brother's keeper, when will you realize that?

How will your nation be a spiritual light of the world, when you will not be spiritual?

The transformation of an organism begins at the cellular level.

Being religious or psychic is not the same as being spiritual;

Being spiritual entails radiating the highest light in the lowest darkness.

Why do you blame others and God for your troubles?

It is you that is the primary cause, others simply act out your script.

Take the best qualities of both East and West and make them your own;

Take the worst qualities of both East and West and eradicate them from your being.

Why are you a slave to your carnal desires and appetites?

They are the source of your pain and suffering.

Why are you arrogant, are you omniscient?

Do not force your beliefs upon another, for blind you may be leading the blind.




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The Mayan Calendar -- Process of Transition

 

 As we've seen, the Mayan Calendar is a chart of the evolution of consciousness in the universe.


Each Cycle or Age has its own dominant paradigm or point of view. As you move up through the 9 Cycles, new perspectives and new ways of being arise.


This new perspective starts to show up in the world, but it isn't an immediate switch from the old way of doing things to the new way.


It takes time, and a process of transition, for a new understanding to gain prominence.


The quantum physics revolution is a perfect example. We've known since the 1950's that matter isn't solid, and reality is nothing like we've imagined. Yet for the most part, our world continues to go along believing in the old materialistic ways... "Reality" is what can be proven with the senses. Medicine sees the body as a machine with unconnected parts. The Earth is dead, and humans are the pinnacle of evolution. And so on...

Yet, as we progress, the old perspective becomes more and more marginalised. People begin to talk about things in a new way. Then people begin to act in a new way. Finally (we're not there yet), the tipping point is reached -- the old way is as disregarded as the once unshakeable "knowledge" that the Earth was flat.


And that process is what the 13 days and nights of the Mayan Calendar describe.


The "Days" are times when consciousness expands, new perspectives arise -- times of fresh beginnings.


The "Nights" are times when the new consciousness is applied, new procedures initiated, and old ways (usually forcefully) overthrown.


And each of these 13 periods is characterised by specific circumstances.


Here's a breakdown of each of the 13 Days And Nights of the Mayan Calendar, and the specific transformation that occurs in each.

The First Day

A period of illumination -- new perspectives arise. Beginnings. Seeds are planted; energy begins to flow in a new pattern or paradigm.

The First Night

A period of darkness, rest. Integration. The new pattern begins to germinate within the dark subconscious of mind.

The Second Day

The second period of illumination. Dual paradigms, the old and the new, overlap -- both can be seen. In history, a time of turmoil, as the old ways (status quo) try to repress the new.


(This is where we are as of April 20, 2011.)

The Second Night

The second period of darkness. Followers of the two different paradigms battle for supremacy. Historically, very violent eras.

The Third Day

The third period of illumination. The new paradigm begins to spread deep and wide, beginning to show up in the world as new methods of doing things, new ways of perception. The new pattern begins to overtake the old, as fables, falsehoods, and failures expose the weakness of the past system.

The Third Night

The third period of darkness. The fledgling perspective of the new paradigm is refined, and the earlier, simplistic aspects fall away. The old system is thrown over, usually by force.

The Fourth Day

The fourth period of illumination. The new pattern becomes stronger and goes deeper into consciousness. A period of expansion, as the new paradigm takes form in the world. New corollaries emerge, as the new perspective takes precedence.

The Fourth Night

The fourth period of darkness. Healing the pain of the transition and the death of the old ways. Rebuilding after the destruction of the old status quo systems. The new, more healthy paradigm is truly established now.

The Fifth Day

The fifth period of illumination, and point of greatest radiance in the Cycle. The new paradigm flourishes, sending information about wonderful new knowledge out into the world. The highest possibilities for this Cycle are attainable.

The Fifth Night

The fifth period of darkness, and the nadir of darkness. This is a time of major hardships, cultural collapse, horrific violence. However, it is also a little like gestation: within the dark, something new awaits. From the death, new life will arise.

The Sixth Day

The sixth period of illumination, a time of Enlightenment. The flowering of the paradigm into stunning new insights and newer perspectives... in fact, sowing the seeds for the new Cycle of evolution to follow.

The Sixth Night

The sixth period of darkness. The paradigm has reached its peak and begins to dry and wither, like wheat in autumn. Typically a time of war and violent conflict.

The Seventh Day

The seventh period of illumination. There is a sense of openness, of being ready for something new. The best of the paradigm has been harvested, and it's time for a new level of consciousness to arise.


From the Seventh Day of the Mayan Calendar, we proceed directly to the First Day... from Light to Light. This demonstrates that whole process, even though it contains much dismantling and death, is finally and entirely a process of Creation.


The Mayan Calendar is an illustration of this process.


That's what makes it so fascinating... How did the Mayans ascertain such detailed information, that accurately predicts the ancient past (of which they could have known nothing) to the far future (which they are scarcely more likely to know)?


We may never know the answer to this question. But at least we finally know enough to appreciate their wisdom at last.


And just in time!



With Bright Blessings,




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The Hopi Prophecy Stone and the Future of the Earth

The Hopi prophecy for the year 2012 is the most important one, in my opinion. Whereas many prophecies speak of this "end of the world," the Hopi are the ones who've given us the most specific instructions for what to do.


According to most ancient prophecies, the Shift of Ages in 2012 is not necessarily the end of the world. It could be the end of an era of darkness on the Earth.


But according to the Hopi prophecy, WE are the ones who get to choose.


The future, or lack of it, is up to us!


 


While the Hopi had an oral rather than written tradition, they also created images that helped to tell the story, as reminders.


The one that is of most interest here is called the Hopi Prophecy Stone.


Although the stone has been much damaged and even altered, we will be addressing it as the Elders say it was, before its discovery by the white people.

 

The Hopi Prophecy Stone depicts the Creator of the world (far left), and beside him, the Circle of the World, which it was the Hopi's task to protect.


In the Creator's hand is held the two destinies humanity can choose -- one that leads to a good resolution and one that leads to a dead end.


The box represents all the people.


The diverging point of the Creator's path shows a time when some people would break away from the true path, and go the way of falseness and wickedness.


The path at the bottom represents the true path, the path of goodness.


It shows 3 calamities, as circles representing "shaken gourds" or world-shaking events, which some have interpreted as world wars. A third world war would therefore be indicated. (Could it be the unremitting war that the USA has conjured up against the Middle East? We can hope that nothing worse is predicted.)


In between and beyond the calamities, the sign of growing corn (life) combined with the sign of a cane (long life) reasserts humanity's continuity.


The last circle is said to be the final calamity, the purification of evil from the face of the Earth.


At the end of the righteous path, we find the Creator waiting for us again: the beginning and the end, the alpha and the omega.


This is the spiritual path, the path of goodness and kindness.


Reunion with the Divine is the goal and destination of this path.


I would add to this interpretation that the true path is the humble path, the one closest to the Earth and nature, grounded. In this image, it is the path that is closest to the Creator.


I believe the upper path being the false trail, shows that the path of domination, of power/control, of seeking to be superior over others, is definitely a wrong turn.


And that a way of living in balance and respect with nature is part of the good path. Something Native Americans have warned Europeans from the beginning. (This may be another reason Wicca and Paganism are increasing in popularity, as more people leave the wicked path behind.)


I think it is also not coincidence that the sign of the corn is used. Life could have been signified by the cane alone. But it is a growing plant that indicates the path of goodness, and the fruit of that path.


Nature is the good path.


Although here I have drawn in the heads of the figures, the Elders say that the figures on the Hopi Prophecy Stone originally had no heads. (I've indicated this with the heads not joined to the bodies.)


This could indicate that those following the path of wickedness are not choosing wisely.


That would seem to be evident, as we can now see the inevitable result of small personal wickednesses such as greed, self-interest, insecurity, animosity, etc. Even more visible are the growing results of these: violence, war, domination, sacrificing of others and the future for personal gain, etc.


According to Martineau, however, it signals that death must come of following the wicked path.


Perhaps both meanings would apply.


The zigzag path seems to indicate that the way of wickedness is irresolute and crooked. It reminds me of politicians promising first one thing and then the opposite, depending on whatever people want to hear.


Being guided by greed, control, and fear, the Path must veer hither and yon according to the needs of the moment. By contrast, the path of truth is always aimed at the Divine, and does not waver in momentary crises.


Notice that before the third calamity, the corn symbol touches the top line. This shows that people on the path of wickedness can change direction at that point, and rejoin the path of goodness.


After that point, it is too late, for humanity's careless wickedness brings us to a dead end. The back-curving line shows a point of no return.


The symbol of the corn becomes even more prophetic, as we now seem to have seen the end of natural corn. GMOs have invaded even the purest corn stocks in the world.


Perhaps it is no coincidence that corn is used as a symbol of life, here. Of course, it was a staple crop of the Hopi. But perhaps the corn touching the wicked path is also a symbol that we can choose the wicked way with our food supply, like genetically altering them.


Perhaps the path from goodness to wickedness goes both ways?

 

The Hopi Prophecy Stone shows us that the parameters of our choice determines the future we will have.


Are we headed toward a Golden Age?


Or extinction?


It is not a matter of what we wish for.


It is a matter of what actions we take.


The Hopi prophesy tells us what we must do to create a positive future for the Earth -- a future in which humanity continues to exist.


This makes it the most important of all the 2012 predictions.


Not just doom and gloom, nor hope and pray, but the concrete actions and mindsets that will see us through!



With Bright Blessings,


 




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The Healing Process of Remorse and Self-Forgiveness * Wicca-Spirituality.com

 


Although often confused with guilt and shame, remorse is actually a much higher calibrating "emotion." It's the 21st Century alternative to feeling bad about yourself, and making others around you feel bad too.


It not only feels better and helps you move forward in your life, but it is healing for the Earth... and as we ride the 2012 Transition, Mother Earth needs all the help we can give her!


This article explains how it works, and why you are worthy of forgiveness.

 

Remorse is a method to heal yourself, and others, after making a mistake.


After all, anything that brings a feeling of remorse is a mistake -- just a mistake. Did you know that's the origin of the word "sin"? "Sin" was an archery term; it means missing the mark. That leaves a lot more possibility for positive growth, doesn't it!


So you don't need to berate yourself for eternity. There is nothing to berate yourself for if you didn't know any better, or if you did the best you could.


And I believe we always do the best we can, with what we have in the moment.


We're not perfect. Sometimes we do things we're not proud of. But, in the moment, that was undoubtedly the best that we could do.


Maybe you gave in to your meaner impulses. If you could have held yourself to a higher ideal in that moment, you would have done so. What would you have to gain, by not?


Maybe you didn't know how to do better. You can only work with what you know.


God does not expect you to know what you do not yet know!


For whatever reason -- fatigue, stress, anxiety, confusion, distraction, etc -- maybe you didn't do the best you hoped for. Maybe it wasn't as good as you could have done another day.


But you obviously did the best you could in that moment.


Why would anyone do less than that?


God doesn't need you to burn in hell for it, not even the hell of your own harsh thoughts. She only wants you to learn from the process, and to use it to grow. That's what remorse is all about.

 

There are four parts to the process of remorse.


The first part is a pang in your Heart. There is an energy there, call it an emotion if you like, that signals you are not happy with your actions.


From here, many people get derailed into guilt, instead of continuing the process of remorse.


The second part is the most important, the core of remorse...


You accept that you made a mistake. And you make an unemotional, practical assessment of your actions.


When your actions and choices don't live up to your ideals or ethics... you figure out how you could do better, discover what was moving in you (probably subconsciously) that caused that action, and -- here's the critical bit -- resolve to do better next time.

Remorse is calm and determined. Rather than destroying your self-respect, remorse enhances it. It provides you with the opportunity to grow, to live up to your ideals.


It recognises that within you there is a perfect being, capable of the best.


And that there is always another opportunity to try.


Contrast that with shame, which says that you are worthless and hopeless. There's just nowhere good to go, from there!


Remorse doesn't take the mistake personally. It sees an action as wrong, but not you as a person.


Remorse knows that people can't accurately, honestly be judged in terms of "wrong" and "bad."


The next step is always making amends. You must undo the error, to the best of your ability. And apologise, if it won't make things worse.


We must be clear -- this step has nothing to do with being forgiven by another person. Whether they forgive you or not is about them and their process, and is not about you.


To seek someone's forgiveness when they aren't ready to give it can be a further harm.


You fix the mistake if you can. That is the only purpose of this step.


Inherent in this process is self-forgiveness. You see a mistake, you acknowledge it, you figure out what went wrong, you fix it if you can, and you determine to not make that mistake again.


When you've done all that, forgiveness is a lot easier.


You can forgive yourself, because you know you aren't a bad person who intentionally did wrong... and because you are doing your best not to slip up that way in the future.


No one is perfect. No one is expected, by the Divine, not to make mistakes. On the contrary, that's often how we learn and grow.


That's all the Divine wants of you. Not perfection. But learning and growing from your slip-ups.


So you can accept that you did the best you were able to, at the time. And forgive yourself, for being human and humanly fallible.

 

If you get stuck in guilt, look for the underlying shame. Shame is like Velcro to guilt. It tells you that you deserve to feel terrible guilt, that you are not worthy of forgiveness or compassion or kindness.


But shame LIES.


You are worthy of forgiveness, because you are not a flawed person.You are Divinity tasting life as a mortal individual -- nothing else.


It doesn't matter what your family or coworkers or boss thinks of you. It doesn't matter how you've been treated by others -- that's nothing to do with YOU, that's all about the (human) blindness of others.


You are infinitely worthy and loveable!


And when others can't see that it's only because they haven't realised that they are infinitely worthy and loveable. When people get tied down, in their minds, into one little frail animal body and one small human life, all kinds of such misconceptions arise!


But it's not the truth.


The truth is that you are eternal -- learning and growing and polishing yourself on challenge after challenge, life after life.


The soul that is truly you is infinitely worthy and Divine. The body and mind you think of as you are only a costume that put on for a while, and then point aside, to go home for dinner and a bath, a good rest, to get up and come play again.


So how do you as a mere mortal forgive yourself?


The same way you forgive anyone... With compassion for your human frailty: you really are doing our best with what you have. With perspective: understanding that this life is a playground and schoolroom, and not the life-or-death struggle it seems. With determination to not make the same mistake again.


With Bright Blessings,




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Surviving 2012 (3) -- Intuition: the Power of the Heart

Accessing the power of the Heart -- Intuition -- is fundamental to surviving the 2012 Transition.


As we've seen, the intellect can't function as the dominant modality any longer. The human brain doesn't have the ability, and even more important, it no longer has the prerogative.


The intellect (logic, rationality, materialism) has been the unchallenged overlord for millennia. But it has a number dire and insurmountable intrinsic flaws... It knows only what it sees/hears/touches/feels -- locked into material reality as the only thing of consequence. It is the slave to the ego's drive for comfort, control, and immediate physical survival at any cost. It is adept at rationalising even the most destructive, evil actions.It is designed to see what it wants and expects to see.It is cut off from Divine Wisdom and the ways of compassion.It is limited to a functional speed that is too slow to deal with the current speed of life.What other modality could have brought the entire planet to the brink of destruction? You can be sure that this is the paradigm that will also take us right over the edge, if we allow it.

We can't afford the intellect's self-delusions anymore.


If we are looking to prevent an apocalypse, we will need something completely different. As Einstein said, "No problem can be solved from the same level of consciousness that created it."


 


If the intellect can no longer guide us, what source of information is left?


Only our intuition.


Luckily, that's more than enough.


Intuitive insights are the new dominant modality of thought. Without them, you won't be surviving the 2012 Transition very well. Because this Transition is all about liberating the Power of the Heart, and intuition is the Heart's Voice.


The intuition speaks through the spiritual Heart. You might perceive it through your body's sensations. It may appear as an idea, a sound, or words. The important thing to know is, it doesn't originate in your own brain.


Intuition accesses the Source of all knowledge.


Everything that can be known, is known by this Source -- past, present, future, alternate dimensions, etc. It is the source of infinite knowledge.


So the question is no longer, "What is the logical choice?"


The fundamental question is, "What does your deepest Heart tell you?"


That is the Voice of the Divine.


Learning to distinguish this Voice from the urges of the ego/mind is the tricky bit.


That's what we'll look at next.

 

Learning to hear and understand the quiet Voice of your intuition takes practice. It's a little like developing an ear for music -- at first, you're not really sure what to listen for, or what a good one is like. With practice, you learn to hear more clearly.


Really, you can only learn by doing.


Follow your intuition!


Start with little things. Don't use your intuition, the very first time, to decide to move across the country or adopt a child or something. Because in the beginning, it's trial-and-error. Sometimes you will hear your intuition precisely. But sometimes you may not.


But begin paying attention to it. Your intuition knows more than you think!


There have been studies on women who've been attacked on the street, and every time, it seems, something inside of them was warning them -- but they ignored the warning because it seemed impolite to just walk away or whatever. And if you've heard stories about people who survive cataclysmic events, they usually say they "just had a feeling" and they followed it.


Your inner Voice knows infinitely more than your logical brain ever could!


As we proceed with the 2012 Transition, it's really time to access this source of infinite knowledge.


The biggest difficulty is that we also have another voice inside of us -- the voice of the personality/ego ... and it definitely has its own agenda.


Learning to differentiate between these is the real key to accessing intuition.


When you first begin trusting your intuitive guidance, you may find that it seems to lead you astray at times. What's really happened, of course, is that your ego has tricked you into thinking it was Divine guidance.


Nothing is as tricky as the ego!


There's also an element of deep trust that is needed, though. Sometimes even the best intuition will lead you into an unpleasant situation. But I can guarantee it's because that unpleasant situation will turn into something you really needed.


The biggest block to accessing intuitive guidance is a cluttered mind. When there are a lot of thoughts, worries, plans, grudges, desires, etc. taking up space, how could you even notice when the Divine quietly offers a bit of advice?


Clear your thoughts and quiet your mind.


Clear your emotions.


Only when your mind is empty of the ego's thoughts and drives, can you clearly hear the Divine's advice -- and be sure of it. Then your intuition will seem much more obvious, and it will not lead you astray.


Meditation is a perfect practice for this. That's why intuitive ideas so often pop up when you are meditating.


A Mind-Watch, or Purging Papers, as well, are wonderful for clearing the mind and emotions. Reflection (spiritual journalling) and working with symbolisms like in dreams and with Animal Spirit Guides are also extremely beneficial. There are some things you can do that are like exercises for developing your intuitive muscles.


Divination helps develop this skill. Tarot or runes or palm-reading, even astrology or numerology? anything that offers you guidelines to follow (like in a book) gives a great starting place for developing intuition.


As you begin to interpret your divination readings, you can rely on what you remember, or what jumps out at you, that you read in the book.


After a while, you will realise that you will remember or notice the precise bit that is most relevant. Your sixth sense is already at work, and without any pressure it can work most effectively.


Gradually, you will start to extrapolate... using what you read as a starting point and making intuitive leaps from there.


Eventually, you may notice that most or all of your reading becomes intuitive.



With Bright Blessings,




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Anti-gay Pagans, anti-other-kinds-of-pagans Pagans, and Cognitive Dissonance

Last weekend I had a lively discussion with a friend about Pagans she has met who don’t condone or accept the LGBT community, especially as it is intermingled with Paganism.  She has met some of this ilk (I have not) and described how they do not condone non-straight sexuality when it is expressed in Paganism, and how this type also has a limited view of what should be expressed as Paganism, and other expressions are wrong.


I gave her the impression I was surprised to hear this, but it was not surprise, but shock.  I knew intellectually that this type exists (since all types of everything exist,) but this was the first I had heard of actual encounters with such thinking.


We followers of Earth-based spirituality are persecuted and ridiculed enough with us doing it to ourselves.  Think of how Christine O’Donnell (who has no business holding public office, but that is another story) was openly ridiculed when an old clip of her surfaced where she stated she dabbled in witchcraft.  It tanked whatever chances she had in her Senatorial race, and was it because she was the wrong picture to put on the pagan community?  No, it was because any inference that one is a practicing pagan is social suicide in most parts of the United States.


We pagans need to be accepting of each other, and open to the great cosmos that is all of us.  There is no “right” or “wrong” way to be a pagan.


Those who think otherwise are suffering from cognitive dissonance.




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Spirit of Place

Spirit of Place is an aspect of Druidry that sets it apart from other paths, both pagan and revealed.  As a Druid I believe that each place has a spirit and that energy of spirit is as unique as the place it inhabits.  Of course there are the traditional places of spirituality such as Stonehenge at Glastonbury, but pilgrimages to such place are not necessary to connect to the spiritual side of Gaia and the Cosmos.Every place has a spirit which may be thriving or dormant, but is always there.  Those spirits are to be respected, connected with, and fortified through recognition and reverence. When stuck in traffic there is the spirit of the highway, when grocery shopping there is the spirit of the Safeway.


Do not forget these spirits, they will reward you for connecting with them.




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What To Do in Case of Psychic Attack or of Being the Victim of Malevolent Spell

Being a relatively visible public Witch, I get plenty of requests for spells, which I politely decline to do. I tell people two things: One is that it's best to create one's own spells rather than have someone else cast them. The other is a caution against performing any magic that would interfere with the free will of another. The exception to that would be a binding of someone else, making them unable to do further harm.

If you believe someone has put a negative spell on you (usually called a hex), here are a few things you can do to protect yourself, and possibly reverse the spell.


First, purify your person. Take a shower, or better yet, soak for a while in hot water containing sea salt, bath salts, or Epsom salts. Allow the salt and water to neutralize any negativity within yourself; think of this as you soak. Let any contamination be washed away with the water spiraling down the drain, out of your house and out of your life. Drink lots of water to wash out your insides. Wash your hair, brush your teeth, put on clean clothes. You may also wish to drink mint tea or another tea that you find refreshing.


Second, purify your dwelling. Dust, sweep, vacuum, tidy up, polish. Air out the rooms. Wash the windows with a mild solution of vinegar and water. This allows purifying sunlight and moonlight to illuminate the room as well as making the glass more reflective to deflect unwanted energies.[1]


Circulate through the rooms where you live with sage or other purifying incense, making sure to fumigate everywhere -- stairways, closets, underneath stairways, basement, attic, garage if attached. If your dwelling is one that you can circumnavigate, you may wish to walk all around the outside of the building wafting this smoke.


Then mix salt and water and sprinkle it around the house. As with the incense, do this around the outside of the home, too, if you can. Be sure to cense and sprinkle all openings to the outside -- doors and windows, of course, but also skylights, electrical outlets, heating vents, chimneys, ventilator hoods, toilets, and sink, tub and shower drains. Also do this to mirrors.


While you're doing these things, speak the words, "With Earth and Water I purify this space," and "with Fire and Air I consecrate this space," because that's exactly what you're doing.[2]


Third, ward your space. If you're the witchy sort, trace a protective pentacle with the salt water on all doors, windows and mirrors. Rosemary grows in abundance where I live, so I like to use a sprig of it to sprinkle the salt water. Then I like to leave rosemary sprigs on all the window sills.


When you've done all these things, take a step back, be very quiet, look around, listen and note how different your space feels to you now.


You may also wish to perform these acts at other places where you spend a lot of time, such as work, if you can.


One last thing you may want to do, although it's not as easy and practical as the rest. You may wish to hang little mirrors in the windows or on the outside of the building to reflect away negativity. The mirrors aren't really necessary; they're just extra insurance, if you will. You should be fine just doing the other things I've recommended.


Now envision yourself within a bubble. Project this bubble around you and around your home. Nothing can pass through the membrane that has not been invited by you. Anything unwelcome bounces off the bubble. Build a strong image of this bubble in your mind. If you have a small object, maybe a clear quartz crystal or a piece of rosemary, that reminds you of this visualization, carry it in your pocket or keep it someplace handy. You can't be expected to hold this image in your consciousness all the time. But if you have this object, then at times when the image has faded and you feel you need to reinforce your working, take it out and look at it and touch it to reawaken your sense of your protective bubble.


As with all magic spells, you needn't stick with the formula offered here. If other ingredients call to you or other actions spring from you, trust your intuition and go with them.


These are my recommendations. For another approach, here's a Lemon UncrossingSpell (to break a curse). I have never tried this so I can offer no assurance of its efficacy.


[1] For a super-duper heavy cleansing of a home, say if you're just moving in after someone else has been living there, and if you have the time, get some dragon's blood incense and burn it on a piece of charcoal in a container left in the bathtub or shower. As soon as you light it, leave and let it fumigate the entire house. You don't want to breathe much of this stuff. Then return a few hours later and open all the windows to let out the dragon's blood fumes.


[2] Some additional things you can do to cleanse a new or dirty home: Walk throughout the rooms with noisemakers, rattles, a drum to frighten off unwanted spirits. Do this before censing and sprinkling. After censing and sprinkling, ring a little bell at the windows and mirrors.




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PINKAH Stainless Steel French Press Coffee Maker review – a great daily driver for a caffeine fiend!

REVIEW – Look at my fancy coffee maker! The PINKAH Stainless Steel French Press Coffee Maker is a contemporary take on the French Press design that features an innovative leakproof pouring mechanism and a double-walled design that keeps your beverages hot for hours. We love all the coffee things, so let’s learn more. To the […]




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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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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.

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

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: 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.

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

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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What Jenni Said About The Art of The Gathering: Fantastic

Priya Parker's book The Art of The Gathering (TAoG) was recommended to me by a friend from church who knows how much I enjoy putting together events for others.
As I began reading TAoF, I was quite inspired by the rich meaning Parker ascribes to gathering, and the significant possibilities of making a concrete difference in the world through our gatherings. Yes, I nodded to myself, the events I put together do matter. Nice ego stroke. But as she laid out a step by step methodology for ensuring those gatherings have purpose and are effective, my kneejerk reaction was that her approach felt overly controlling and I worried my guests would resent the kind of manipulative engineering she describes. What happened to organic gatherings that are completely open and free from any sort of direction? Isn't that where happiness and change can take root? Turns out, not so much. She makes a very good case for why proper planning and execution of gatherings under thoughtful leadership make for the best gatherings. I recalled the best events I've ever been to, and had to admit Parker was right - those that were carefully planned with purpose and direction, where the guests and activities were curated, turned out to be the most impactful.
So I've made it a goal to put the principles she's laid out in TAoG into practice, and it's going well so far. I set an intentional purpose for each gathering. I curate the invite list based on that purpose. I choose a setting that aids the purpose (the right density; the right locale). I actively manage the event - not heavy handed mind you, but not laissez faire - to protect/equalize/connect my guests. I aim to always create a temporary escape from the world during my events. I work hard before each event and prime my guests for the event. During the events, I include activities that encourage people to open up with each other. And I close the events with a recollection of our purpose, summarize the event, and try to leave my guests with something memorable.
If you are responsible (or enjoy and would like to be responsible) for organizing and hosting events (for work, for pleasure, as a volunteer, etc) I highly recommend this book. Life is too short to just go through the motions of meetings and events; they should be infused with purpose and Parker can teach you how to make it so. I especially encourage this as a read for those in the Christian community who have been given the gift of hospitality and want to refine and improve their event hosting, understanding that showing God's love to others through event planning and hosting is important work in the kingdom.




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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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Board Game Review: Expeditions Gears of Corruption

Last year I reviewed Expeditions and ranked it #1 among all Stonemaier games on account of the challenging intellectual puzzle it presents. This year I have played my way through the new expansion, Gears of Corruption, and I’m delighted to let you know that it makes the base game even better. That the expansion so cohesively builds on the base game should not be a surprise to anyone who closely examines the original box for Expeditions. All expansion components perfectly fit in that box including the 2 new mechs that nestle in the placeholder cubbies clearly made for them.  That can’t be coincidence. There might a few features rolled into Corruption of Gears that were developed as a result of consumer feedback on the base game (I’m looking at you, wild meeple), but my theory is that Stonemaier did a Lord of the Rings maneuver with this game and its expansions, designing the entire game with most of the additions integrated up front, and then breaking it into base + expansions for marketing and distribution.

Here’s a detailed breakdown of the components and features in Gears of Corruption:

 

  • 2 new mechs
    • Both new mechs use map tokens as discards to gain a benefit. The Scarecrow adds an extra action to your refresh turn while the Mole lets you access hex actions covered with corruption tokens. The Mole felt especially powerful in play.
  • Replacement mech mats for the original mechs + 2 new mech mats for the new mechs
    • The new mech mats are GREAT. They have inset spaces for the guile, strength, and action tokens to prevent player components from sliding off the mat during player.

  • Hero worker meeples
    • These meeples function as wildcards, and everyone is given one at the start of the game. This speeds up play and helps avoid the heavy disadvantage for the 3rd player and after who can’t get to the gain worker hex on their first turn.
  • Replacement discovery card for one of the original cards in the base game + 5 new discovery cards
    • The cards are all items and most if not all of them provide ongoing benefits in the form of when you do X also do Y
  • 7 mech cards
    • These cards are used for drafting/assigning a mech mat to each player and they also provide a list of starting resources to shorten the length of the game
  • 12 corruption cards
    • These cards are used both to control an additional mech on the main board (representing a malicious presence among us) that inflicts penalties on players whose mechs it would otherwise bump into AND to provide additional corruption targets for vanquishing by players. If all the corruption cards are vanquished, the corrupted mech wandering the board returns to the box, the threat eliminated. Three cheers to the player who accomplishes that!

  • 4 pairs of new starting cards (character + companion)
    • The new character/companion combos are pretty standard but one of the pairs (Baaliahon & Zephon) plays off the corruption card scoring added with this expansion. I played as this fellow and was competitive in all my games. A+ would recommend! ***Interesting side note: While I was researching the origin of the name Baaliahon (turns out to be a Phoenician name that means so that Baal will favor), I came across the website for the artist and worldbuilder on Expeditions, Jakub Rozalski. He’s got fantastic stories and lore for the game as well as additional artwork on the site and I encourage you to check it out at https://jrozalski.com/projects/JvAvPZ
  • 6 new corruption tiles in lower values that the base game
    • These tiles have a strength of only 2, making it easier to remove them.
  • 6th player capacity
    • Playing with an additional player DOES increase the game length, but this is well balanced by the time saved thanks to the new hero worker meeples and mech cards
  • Additional coins & map tokens

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Expeditions Gears of Corruption is a fantastic (although not absolutely mandatory) expansion for players who love the base game, like me. But this is not one of those expansions that fundamentally alters the overall feel or play of the game so if you’re among those that didn’t go gaga for the base, this will do nothing to change your mind. Yep, I see some of you over there complaining about the solitaire racing aspect of Expeditions and lack of strong player interaction, and to you ladies and gents I say go back to Scythe where you belong.

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Publisher: Stonemaier
Designer: Jamey Stegmaier
Artist and Worldbuilder: Jakub Rozalski
Players: 1-6 (We played with 3, 4, and 6)
Actual Playing Time (vs the guideline on the box): About 90 minutes per game
Game type: worker placement, hand management
Retail Price: varies; direct from the publisher https://stonemaiergames.com/games/expeditions/gears-of-corruption/

Rating:




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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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A Certain Number of Things - Thing Seven

Alt Text. Two elephants, conferring.




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As Someone Quite Rightly Points Out, Actually an Entirely Uncertain Number of Things - Things Eight and Nine


Alt Text: Two dog walkers, walking two dogs. (It looks as if I've whimsically made it look like one of the dogs is interested in a butcher's signboard advertising sausages, but actually it wasn't me who did that. It was the dog.)




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Some Things - Two of Which are These


Alt text: a nautical bear, in complacent mood.



Alt text: the same bear, allowing the strain of command to get to her a little.


Three thousand internet points, redeemable nowhere, for anyone who recognises her costume.






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More Things Than None - One of Them


 Alt text: poire à la éléphant




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New ebook editions of Hominids and its sequels

I’m thrilled to announce new ebook editions of my Hugo Award-winning novel Hominids, its Hugo Award-nominated sequel Humans, and the bestselling final volume Hybrids. Together, they are the Neanderthal Parallax trilogy, which won the Canadian Science Fiction and Fantasy Award (“the Aurora”) for best work of the entire decade. The trilogy tells of a parallel […]




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Ken and Robin Talk About Stuff: The Mystical Land of Hat

In the latest episode of their tantalizing podcast, Ken and Robin talk GMing war for ex-military players, Toronto tow truck gang wars, world-breaking words, and ‘Oumuamua.




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Ken and Robin Talk About Stuff: Chief Plant Health Officer

In the latest episode of their planchette-moving podcast, Ken and Robin talk historical isms, a man in a barrel, unsolicited seeds, and Ouija board inventor Elijah Bond.




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To Earth with Love :: Take 20% off all World Maps!

Show your love for Mother Earth this Earth Day! For the month of April, take 20% off our entire line of World maps. All proceeds from the sale will go to support the Society’s many worldly causes. Use code EARTHLOVE09.

Take 20% off All World Maps!
1. Visit natgeomaps.com/vip
2. Register with your email address and the code above in the "New Member Registration" area.
3. Enter the required information and create an account.
BUY NOW ›




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Maps of the News - December 2009 Edition -


Since our inception as a division of the National Geographic Society in 1915, National Geographic Maps (originally the Cartographic Division) has routinely published maps that illustrate the news of the world. Our first supplement map, which appeared in the May 1918 issue of NATIONAL GEOGRAPHIC, titled the Western Theatre of War, served as a useful reference for overseas military personnel and soldier's families alike. Similarly our February 1967 map of Vietnam, Cambodia, and Laos, and recently, our Iraq and the Heart of the Middle East titles filled similar roles.

Maps are an excellent tool for the newshound, providing an accurate sense of place to issues local and abroad. To assist those that are interested in further understanding global news stories through good maps - we're pleased to announce a new monthly feature here on Contours that will highlight maps pertinent to today's news stories.

:: December 2009, Maps of the News ::

Afghanistan and Pakistan. Revised in Fall of 2009, this political map of the region contains thousands of place names, ideal for following news stories and deployed family members. Like all National Geographic cartography, our new Afghanistan and Pakistan map was carefully researched and edited and contains thousands of place names.

Iraq, Iran and the Middle East. This region dominates daily news stories. Our Middle East wall map covers over 18 nations in the region including: Iran, Iraq, Afghanistan, Pakistan, Syria, Jordan, and more.

Philippines. Follow the recent eruption of the Mayon volcano in the Philippines, with our Asia classic and executive style wall maps for the continent.

Vancouver and the Winter Olympics. A detailed city guide, perfect for global travelers attending the 2010 Winter Olympics.


Brazil and the Summer Olympics. As Brazil enters the limelight and begins preparations for the 2012 Summer Olympic games in Rio, our Brazil wall map makes an ideal addition to your map collection. Completed in the summer of 2009, this large 41" x 41" wall map is one of the most detailed maps available for the country.




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Maps of the News - January Edition

January has been a big month for global news. From the devastating earthquake in Haiti to the damaging storms throughout the US which brought mudslides to California and snow to Florida.

On a more positive side, the Winter Olympics in Vancouver start in just 16 days, with opening ceremonies taking place on February 12th.

To illustrate these stories and more - here are this month's suggested National Geographic Maps:

Haiti::
West Indies Two-Sided Wall Map:: Has a political map of the Caribbean, including Haiti. For a historical perspective on the region, NATIONAL GEOGRAPHIC published three different supplement maps in 1913, 1922, and 1947 which specifically detailed the Caribbean region. These maps are available via our NG Map Collection Website - simply search for "caribbean".

US Weather::
National Geographic has a wide variety of US wall maps. Our most popular two titles are our US Clasic and US Executive editions. Both maps come in a variety of sizes and formats including enlarged and laminated. Additionally we started publishing a new series of State specific wall maps last year, and have released 8 States so far, including California.

Winter Olympics::
For those lucky enough to be heading to Vancouver to attend the 2010 Winter Olympics, be sure to carry along our Destination Vancouver city travel map. Updated in 2009, the Vancouver city map contains a detailed and easy to read street map with the locations of points of interest, hotels, public transportation and more.

Check back in a few weeks for our February installment of "Maps of the News". Additionally, we love your questions and comments. If you have a place or news story that you're looking for a map of, feel free to post a comment below, or connect with us on twitter @NatGeoMaps.




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Maps of the News - March 2010

For those actively following the World's news, here is our monthly quick reference to National Geographic maps which add perspective to today's news stories.

WORLD

The 8.8 Magnitude earthquake in Chile, has left substantial devastation to the port town on Concepcion and left thousands homeless in the Capital city of Santiago. Our recently updated South America Wall Map contains place names for most major and secondary cities, plus physical features, and major transportation networks.



When I first heard about the Tsunami threat for the Hawaiian Islands, Australia, Japan and the islands of the Pacific on Saturday, I turned to our World Pacific Centered wall map. Unlike the wall map you likely had hanging in your classroom, which was Atlantic Ocean centered, our Pacific Centered edition provides a seamless view of the entire Ocean. This different perspective made it easier to understand the path of the Tsunami waves and helped clarify why places such as the California, Oregon and Washington coasts were under the warning as well.

Beyond the Chilean earthquake, this winter seems especially harsh, and on Sunday, France and four other countries were battered by a deadly storm named "Xynthia". In its wake the storm left 51 dead, millions without power, and generated extensive property damage throughout the region. Winds in excess of 130MPH were recorded over the Pyrenees with 100 MPH gusts along the Atlantic coast. National Geographic has a collection of up-to-date reference maps for most of the countries in Europe including: France, Belgium & The Netherlands, Spain & Portugal, and Germany. Additionally we recently revised our Europe wall map, which is available in several styles.


US

Here on the home front, winter weather continued to make headlines last week with the Northeast receiving another record breaking snowfall. National Geographic publishes a wide variety of United States Wall Maps, varying in style, size, and format that will assist with following nearly any US based news story.

The Tsunami warning for the Hawaiian Islands last Saturday had me turning to one of our most beautiful wall maps, The Hawaiian Islands, which exposes the dramatic terrain of the ocean floor around the island chain.




SPORTS

Now that the Winter Olympics have concluded, it's time to turn our eyes south to Arizona and Florida as MLB Spring Training kicks off today. If you're heading to watch any of the games, we have two useful maps for your glovebox, the Florida State Guide Map and the Arizona State Guide Map. Both maps have up-to-date road networks for the State, plus detailed inset maps for the major cities, like the Spring Training hubs of Tampa, Ft. Myers, Scottsdale and Tucson. While I'm a big fan of GPS for turn-by-turn directions, sometimes its just a little faster to use a real map, and you certainly get a better perspective of what's ahead when on a road trip.



As always - we love to hear your comments, questions and ideas for future posts.





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Streaks of fire are about to take over Australian skies during the Leonid meteor shower. Here’s how to see them - nbnnews.com.au

  1. Streaks of fire are about to take over Australian skies during the Leonid meteor shower. Here’s how to see them  nbnnews.com.au
  2. The Northern Taurid meteor shower could produce fireballs. Here’s how to watch  CNN
  3. Northern Taurid meteor shower hits peak activity this week: When and where to watch  USA TODAY
  4. Leonid Meteor Shower May Put on a Surprise Show This Week  ScienceAlert
  5. Starwatch: Leonid meteor shower returns to skies in November  The Guardian