it The Kindle with Special Offers…not your typical low-end product By strategystreet.blogspot.com Published On :: Mon, 16 May 2011 22:26:00 +0000 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. Full Article Amazon customer analysis low-end competition new product development pricing product price points
it A Likely End Game to Hostility By strategystreet.blogspot.com Published On :: Wed, 22 Jun 2011 22:06:00 +0000 The hard disk drive business has been a lousy place to compete for nearly twenty-five years. It has been the graveyard of many competitors. Twenty years ago, there were eighty disk drive manufacturers. By the mid-90s, there were only fifteen. By 2001, there were eight, and today it appears there are only four. But the fact that we are at four competitors, especially the size of the leading competitors, means that the industry is likely to come out of its recurring bouts of overcapacity and hostility. As 2011 began, there were five hard disk drive manufacturers. Western Digital led the market with a 31% market share, followed closely by Seagate with a 29% market share. Hitachi enjoyed an 18% market share, while Samsung and Toshiba shared the remaining 22% of the market. Recently, Western Digital agreed to purchase Hitachi. This acquisition would bring Western Digital’s potential market share to 49%. The top two of the remaining four competitors would then have a potential market share of 78%. The top three would have more than 85% of the market. Hitachi was not just any other competitor in the market. It had a well deserved reputation for being the most aggressive price discounter in the market. Hitachi was the major reason that pricing stayed under pressure in the hard disk market. Western Digital’s acquisition removed the major discounter. In the past, acquisitions among the hard disk drive manufacturers brought somewhat better margins to the remaining players, but not as much market share as the acquisition would suggest. The reason was customers rotating other strong suppliers into their relationships to maintain low prices. With only four players left, and a dominant leader in the market, there is little purpose for the three followers to discount against Western Digital. A discounter might pick up some temporary share in a market saturated with “last look” arrangements, but it might face a very aggressive pricing response by one or both of the remaining leaders in the market. No, rather than discount, the economics for all the players would argue for firm industry pricing. That is the most likely outcome of this acquisition. Over the years, we have studied many industries in overcapacity. Overcapacity produces a hostile market, where returns are low and price competition remains intense. These kinds of markets end in one of two ways, either demand picks up and sops up the industry’s overcapacity, or the industry consolidates to the point where the top four competitors control 85% or more of the industry’s volume. The remaining players then demur from competitive price discounts. The majority of industries see demand growth pull them out of hostile conditions. There is one potential fly in this hard disk ointment. Computer tablets and other portable devices don’t use hard disk drives. Instead, they use NAND flash drives. These are solid state drives. They are more expensive than hard disks, have a much smaller form factor and are generally more reliable. Samsung, Toshiba and SanDisk are the leaders in this market. It could happen that Samsung and Toshiba, two of the four remaining hard disk drive suppliers, use low prices in the hard disk market to create customers for their more expensive flash drives. It is more likely, however, that these two companies, who are distant followers in the hard disk market, would prefer to see higher prices for hard disks. These higher prices on a competitive product would help some customers in the market transfer alliance to flash drives. This acquisition should be a good deal for the remaining four hard disk players. While some analysts have argued that the hard disk drive market will slowly die under the pressure of the growth in the applications of flash drives, industry observers still see an 8% per annum unit growth for this market over the next five years. That unit growth should come with better margins for the remaining players. Full Article acquisitions company strategy Hitachi industry leader overcapacity pricing strategy Samsung SanDisk Toshiba Western Digital
it Failures in Reliability Lead to Share Loss By strategystreet.blogspot.com Published On :: Wed, 06 Jul 2011 23:04:00 +0000 We have written several times before about the Customer Buying Hierarchy (i.e. customers buy Function, Reliability, Convenience and Price, in that order). We have also written, on several occasions, about companies winning and failing customers in a marketplace. In a stable market, failure of a supplier causes more market share to move than does another competitor’s “win” of market share against its peers. Most failures occur in Reliability. Recently, two of America’s paragon companies have failed their customers on Reliability and are now struggling to catch up. Other leaders have had a similar problem and have recovered nicely. Macy’s is a clear leader in the department store market. Over the last several years, Macy’s has purchased and integrated other large department store competitors. For example, in 2005 Macy’s purchased May Department Stores. As the company worked to integrate these acquisitions and obtain synergistic savings, their attention swerved from customer service. The company’s failings were greatest in customer interactions with the company’s sales associates. Nearly half of customer complaints focused on actions of sales associates. These are failures in Reliability. A customer expects to be well treated by a department store that charges relatively high prices for its goods. Macy’s failed to do that. The company’s market share began to drift lower as a result of these failures. Now Macys is investing a great deal more money and time into the proper training of its sales associates. This investment is beginning to pay off. A recent survey of customer satisfaction indicated that the company was making strides in improving its reputation. Still, it lags the performance of some of its important rivals. This is still a Macy’s work-in-progress. Wal-Mart is another industry paragon who drifted from its Reliability promises. Wal-Mart committed two notable sins. First, it removed some products that were important to its core customers. The company did so in an effort to improve the product mix and the margins a better product mix would bring. Some of its core customer volume began to drift away. The company also moved away from its aggressive pricing. Instead of every day low prices, the company began to promote deals on some products while raising prices on others. Customers didn’t like that either. Recently, a survey by a retail consulting firm has found that Target Stores offered prices below those of Wal-Mart. So, Wal-Mart has created Reliability failures in both product availability in its stores and its promise to have “always low prices, always.” The company’s market share has also drifted lower. Wal-Mart now promises to return to its core values and core customers. It is bringing back the products it once eliminated in favor of higher margin products. It is getting more aggressive in pricing once more. This, too, is a work-in-progress. Certainly, these leaders can recover from these miscues. We have seen other leading companies struggle with Reliability and yet recover nicely. For example, several years ago McDonald’s went through a period of time where it was losing market share. As the company examined the reasons for this market share loss, it noted that customers began to see its prices as high in the quick service restaurant industry. In addition, its products in stores had developed a reputation as being about the same as or, in some cases, lower in quality than some of its big competition. Under the leadership of a CEO well versed in operations, the company returned to its roots by emphasizing its core quality values and aggressive pricing. Today, McDonald’s is the unquestioned leader in the quick service restaurant industry. Many of its competitors struggle to keep up with McDonald’s. Most fail to do so. McDonald’s again has gained share in the industry over the last several years. McDonald’s success in reversing its Reliability failures suggests that the pathway is open for both Macy’s and Wal-Mart. They both should be able to enjoy similar success. The odds are they will. Full Article competition customer analysis industry leader Macy’s market share volatility McDonald’s pricing Target Stores Wal-Mart
it Does the Withdrawal of Capacity Help? By strategystreet.blogspot.com Published On :: Sat, 23 Jul 2011 01:04:00 +0000 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 Full Article Alaska Air Group American Airlines change in capacity competitor success and failure jetBlue Airways low-end competitor market share pricing strategy Southwest Airlines United Continental
it Benefits of Intense Competition: Lower Prices and Better Products By strategystreet.blogspot.com Published On :: Wed, 17 Aug 2011 00:06:00 +0000 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. Full Article competitive success and failures cost management hostile markets pricing product innovation
it The Floating Bubble City By stuckincustoms.com Published On :: Thu, 10 Oct 2024 16:30:30 +0000 Another world building exploration with AI… this time a floating bubble city. The post The Floating Bubble City appeared first on Stuck in Customs. Full Article artificial intelligence AI generative video
it Can You Help Me With an Experiment? By stuckincustoms.com Published On :: Tue, 29 Oct 2024 23:31:00 +0000 Hey awesome blog reader… can you help me with an experiment? Below you’ll find five of my favorite videos from my YouTube channel. A mix that covers photography, travel, post-processing, AI and Machine Elf. I’d love it if you’d pick whichever one appeals most to you and watch a bit. That can be a minute […] The post Can You Help Me With an Experiment? appeared first on Stuck in Customs. Full Article Camera Gear Fine Art Fractal Art Quadcopters Travel vlog
it SLC-1L-13: Conservancy Critters By strobist.blogspot.com Published On :: Wed, 30 Jun 2021 03:16:00 +0000 When lighting with small subjects, a speedlight is generally all you’ll ever need. Further, because of the scale and distances involved, even with a small flash you’ll be working at low power settings. For these photos of some of the resident animals at the Howard County Conservancy, we used a single speedlight generally at one-eighth power, and let the environment of the impromptu studio to the rest of the heavy lifting for light modification. Read more » Full Article
it Two Weeks With My New Knee By vickdogsblog.blogspot.com Published On :: Tue, 27 Sep 2011 00:14:00 +0000 It has been almost two weeks since my surgery and it has been boring. I have destroyed two and a half beds and let myself out of my crate one time before she put carabiners on the door. Also, I have destroyed one hard plastic cone,one nice soft cone that was borrowed and now my mom has to find a new one to replace it,one horrible blue donut thing from my last post, one pair of pants,and one stuffy. The stuffy was my reward for not destroying anything on Friday.I have not removed any of my sutures though. I'm sure everyone will be proud of me for that.Today my mom stayed home with me to talk on the phone, make faces at paper and stare at the computer all day. I got to go outside and spend some time helping her talk on the phone while staring at paper. It was nice and sunny so I nibbled on some grass, checked on some of the plants,and looked for my squirrel friend (without running over and looking up his tree).Ubas are meant for bouncing and running and having fun. There is nothing fun about all this sitting around in crates. I feel a whole lot better, my knee isn't acting so naughty and I keep telling her I'm healed, but she doesn't believe me. She says I have WEEKS more to go before I can jump and twirl and leap and play with my flirt pole. I only had a tibial crest transposition, a wedge recession sulcoplasty and lateral fascial imbrication. Can someone please tell her that my knee is all better now? hugs, Uba Full Article
it I'm a Canine Good Citizen! By vickdogsblog.blogspot.com Published On :: Tue, 11 Oct 2011 16:02:00 +0000 Hi Everyone, it's me, Grace. You might remember that a couple of years ago I earned my Canine Good Citizen award with my foster dad. Well, my mom said to me about a month ago, "Hey Grace, I know you already know this stuff, but what do you say you and I take the Canine Good Citizen test again?" So I told her I would do it again, just for her if it would make her feel good. So we practiced all these things like sitting, staying, coming, not pulling on the leash, and passing by dogs nicely without staring at them. I didn't mind it at all, because she gave me lots of treats for doing it. This past weekend I went with my family to this place with a ton of dogs. They called it a "dog show", but there was no TV there. Anyway, I had to wait for a long time and finally, I heard them call my me and my mom's names and we went into this fenced area. There was a lady with a blue shirt and she told my mom to have me do all these things. She kept saying "nice" after I did them. After about 10 minutes of doing what she asked me to do, my mom looked very happy and gave me a delicious beef tendon and told me we had passed the Canine Good Citizen test. It was a great day. Full Article
it Planet-heating pollution to hit all-time high, dashing hopes it would start to drop in 2024 By www.yahoo.com Published On :: 2024-11-13T07:09:18Z Full Article
it The Mayan Calendar -- Process of Transition By robbby-robinson.blogspot.com Published On :: Sun, 26 Jun 2011 22:40:00 +0000 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, Full Article Calendar Mayan Process Transition WiccaSpiritualitycom
it The Healing Process of Remorse and Self-Forgiveness * Wicca-Spirituality.com By robbby-robinson.blogspot.com Published On :: Mon, 27 Jun 2011 14:54:00 +0000 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, Full Article Healing Process Remorse SelfForgiveness WiccaSpiritualitycom
it Surviving 2012 (3) -- Intuition: the Power of the Heart By robbby-robinson.blogspot.com Published On :: Mon, 27 Jun 2011 23:03:00 +0000 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, Full Article Heart Intuition Power Surviving
it Anti-gay Pagans, anti-other-kinds-of-pagans Pagans, and Cognitive Dissonance By robbby-robinson.blogspot.com Published On :: Tue, 28 Jun 2011 06:29:00 +0000 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. Full Article Antigay antiotherkindsofpagans Cognitive Dissonance Pagans
it Spirit of Place By robbby-robinson.blogspot.com Published On :: Tue, 28 Jun 2011 10:33:00 +0000 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. Full Article Place Spirit
it Rituals and Ceremonies -- Cleansing a space. By robbby-robinson.blogspot.com Published On :: Tue, 28 Jun 2011 22:43:00 +0000 Do you have all of your SUPPLIES?In most Pagan traditions it is very important to purify or cleanse a space prior to beginning any sort of ritual. Although there are a different ways of doing this, how you do it will depend on the tradition you follow as well as what you feel comfortable with. Usually, when ritually purifying an area, most do it deosil and spiraling inwards to the center. There are times when moving in a widdershins direction is appropriate, most notably for Banishing Ritual.These methods are some examples of common ways to cleanse a space for ritual.SmudgingSmudging uses smoke, which will carry negative energy away from the area. Traditionally White Sage is used, however, other dried herbs can be added, such as Cilantro, Cedar, Lavender and Mugwort. The herbs are bound with string into a bundle, which is commonly referred to as a “stick”.When lighting the bundle, try to make it flame for a moment if possible, then blow the flame out. This will leave you with a smoldering, smoking herb bundle. Once you have achieved the smoldering bundle stage it is time to smudge the house. Now you don’t take the bundle and rub it on the walls and other things in the room, which would make a mess and probably ruin a few things and maybe even start a nice fire. What you do is this. Hold the smoldering bundle in one hand or in a heatproof object, like a shell. With either a fan or your free hand you waft the smoke to the edges of the room, making sure to get it into the corners.When you have finished smudging you can either snuff out the smoldering end of the bundle by setting it into some sand or by crushing the end. An alternative method is to douse it under a bit of water, making sure to let it dry completely before attempting to use it again.SweepingBy long tradition, the broom is associated with cleaning and purification. The broom can be either a special one used solely for ritual cleansing or even your household broom. Use a broom or besom going around the edges of the space, with your intent being to sweep negativity away as you go. Here's a good idea. Start and finish near a door--that way, negative energy is swept outside, rather quite literally. AspergingAsperging is the sprinkling with a liquid in order to effect spiritual and magical cleansing. Most people will associate Asperging with the Catholic Church, however the practice is also widely used by pagans for cleansing prior to rituals. It can be accomplished in many ways. The simplest of these is to have a premixed liquid of your choice and bundle of fresh herbs that you can dip into the water. Then you take the herbs, dip them in the liquid and with a quick flick you throw the liquid off the herb and into area or onto the object to be cleansed. You don’t want or need to have a lot of liquid being thrown though. Just small droplets are perfect. Herbs that are prefect to use are Sage, Lavender, Vervain, Hyssop, Pine, Rue and Rosemary.Another option that can be used quite effectively to cleanse a space is the use of incense. This can be either in cone form, stick, or powder and charcoal. The incense should be for working with cleaning, purification and even protection if you want to add that bit into the cleansing. During your cleansing and purification of your space you can also include a little chant to augment the process. There are many to be found on the Internet as well as in books. You might even have one in mind already, in that case write it down so you will remember it for the next time you want to cleanse a room.In addition to the above, I also ensure that the space is physically cleaned as well. I try to use a non-toxic homemade cleanser to do this. How you physically clean is of course up to you.I would be remiss if I didn’t do a shameless plug for our online store where we carry many items that are perfect for what I have just talked about. Stop by Grove of the Ancients Pagan Marketplace today and order cleansing supplies.Blessed Be! View the original article here Full Article Ceremonies Cleansing Rituals space
it Toe-Tapping Travels – Sharing Astral Projection With Friends By robbby-robinson.blogspot.com Published On :: Wed, 29 Jun 2011 15:42:00 +0000 Have you got friends or family wondering what this astral projecting interest of yours is all about? Do you ?nd it tough to explain in a simple, accessible way? Well here’s a little site that may work well – especially for your peeps who like to keep a beat. Full Article Astral Friends Projection Sharing ToeTapping Travels
it Ritual Gone Wrong By robbby-robinson.blogspot.com Published On :: Thu, 30 Jun 2011 20:01:00 +0000 Want to learn witchcraft? Try this!We've all had it happen. Someone has dribbled candle wax into the ceremonial cakes, or a sleeve has caught on fire because we got too close to a sacred flame. Fortunately, the universe has a sense of humor, so when ritual goes wrong, it's often just a small blip on the cosmic radar. However, every once in a while you encounter a situation in which things just don't go wrong, they go REALLY WRONG. As in, the sort of ritual where all you can focus on is which way you'll run if something explodes. Laura Patsouris over at Pantheon describes this very thing in her essay, When Ritual Goes Wrong, and touches on some really important points. Of note, she points out that if you're leading the ritual, there is a certain degree of responsibility that comes with that role. If your ritual procedure is sloppy or half-baked, you're going to pass those bad habits on to the other people in attendance. Often, if you have people in the group who are new to Paganism in general, or who typically practice as solitaries, there's a good chance that they're going to think that what you're doing is par for the course. As a leader/HP/HPS you owe it to those in your circle to do your absolute best as the individual in charge of executing ritual.Does this mean everything has to be perfect? No, of course not. But it does mean that there are certain standards you should try to adhere to. We owe it to the gods of our various traditions to be respectful of them, and of the sacred space, but we also owe it to ourselves. OK, readers, I know you've got some doozies out there. Share your Worst Ritual Experience Ever in the Comments section! Full Article Ritual Wrong
it Creality’s Black Friday event – Save up to 60% with unbeatable discounts! By the-gadgeteer.com Published On :: Tue, 05 Nov 2024 15:00:19 +0000 NEWS – As the holiday season approaches, Creality is thrilled to launch its biggest-ever Black Friday event! From October 21 to December 3 on the Creality Store and November 21 to December 2 on Amazon, enjoy record-low prices on an extensive range of 3D printers and accessories. Whether you’re a 3D printing enthusiast or a […] Full Article News deal
it Gerber Dredge Folding Shovel review – A great folding shovel with a strange name By the-gadgeteer.com Published On :: Wed, 06 Nov 2024 13:00:25 +0000 REVIEW – If you spend any time with a vehicle in the outdoors, you’ll encounter a need for a shovel. It can be for digging out of a snowbank, cleaning out a fire pit, or for me most recently, seeing an awesome patch of wild roadside black eyed susan and bee balm (wild flowers) to […] Full Article Reviews Camping Tools
it Meet the VMAX VX2 Pro scooter – Your new favorite ride By the-gadgeteer.com Published On :: Wed, 06 Nov 2024 14:00:36 +0000 NEWS – The VMAX VX2 PRO. This isn’t just any electric scooter; it’s a Swiss-engineered marvel that’s changing the game for urban commuters and thrill-seekers alike. Power That Packs a Punch Let’s talk power, because that’s where the VX2 PRO by VMAX really shines. This electric scooter comes with a 500-watt motor that can peak […] Full Article News scooter
it ANNKE FCD600 PoE dual lens panoramic outdoor security camera review By the-gadgeteer.com Published On :: Thu, 07 Nov 2024 13:00:44 +0000 REVIEW – When you live in a somewhat secluded wooded area like I do, you want to be able to monitor your property when you’re home and away from home. I’ve had multiple security cameras around my house for years, but only in the past year have I “graduated” to PoE cameras, and I love […] Full Article Reviews security camera
it Write your magic spells with a LAMY Harry Potter fountain pen By the-gadgeteer.com Published On :: Thu, 07 Nov 2024 15:50:53 +0000 NEWS – If you’re a Harry Potter fan and also love writing, the new LAMY Harry Potter fountain pens will be a magical addition to your pen collection! These special edition fountain pens combine the charm of Hogwarts with high-quality craftsmanship, making them perfect for jotting down your own stories or doodling your favorite characters. […] Full Article News Harry Potter Pens
it Liftsync Dual Monitor Arm review By the-gadgeteer.com Published On :: Fri, 08 Nov 2024 13:00:44 +0000 REVIEW – I’ve had my two Dell monitors for a while, but I’ve yet to find a monitor arm that fits the weight of my 32″ curved screen. I tried my heavy duty work arms, yet no matter how tight I made it, it would slide down and rest on the desk. The LiftSync Dual […] Full Article Reviews monitor stand
it SPERAS ARC Ti Titanium USB-C keychain flashlight review By the-gadgeteer.com Published On :: Fri, 08 Nov 2024 13:47:02 +0000 REVIEW – I’ve been updating my EDC and talking about it on my YouTube channel for the past few months. My next category to discuss is flashlights and it turned out to be a good choice because I was recently offered the chance to review the SPERAS ARC Ti Titanium USB-C keychain flashlight. Let’s check […] Full Article Reviews EDC Flashlight
it FLSUN T1 Pro Ultra-High Speed 3D printer review – Breathtakingly fast, quiet, and outstanding print quality! By the-gadgeteer.com Published On :: Sun, 10 Nov 2024 14:00:11 +0000 REVIEW – 3D printing is fun and challenging. You can download countless free files from sites like Thingiverse and Printables, Cults 3D, and Thangs, or create your own using Fusion 360 TinkerCAD. It takes time, patience, and a love of tinkering, but it can be great fun. Many 3D printing enthusiasts will agree that incessant […] Full Article Reviews 3d printing
it Creality K2 Plus Combo ready to rock the multicolor 3D printing landscape By the-gadgeteer.com Published On :: Mon, 11 Nov 2024 14:00:30 +0000 NEWS – The color-capable K2 Plus has been a hot topic, since Creality, a world-leading 3D printer brand, heralded it in the spring of 2024. “Your dreams in color come true” as the K2 Plus x CFS Combo hits the shelve on November 11. Unifying multicolor, speed, intelligence, and a 350mm cubed format in one, […] Full Article News 3d printing
it The James Brand Palmer Clear utility knife review By the-gadgeteer.com Published On :: Mon, 11 Nov 2024 15:00:53 +0000 REVIEW – I previously reviewed The James Brand Carter XL which has been a dependable knife but I also have a penchant for utility knives so when The James Brand sent me their new Palmer Clear utility knife that retails for only $39 I couldn’t wait to try it out. What is it? The James […] Full Article Reviews EDC Knives
it SwitchBot Wallet Finder Card review – Eliminates that “Oh crap, where is it!” feeling! By the-gadgeteer.com Published On :: Tue, 12 Nov 2024 13:00:08 +0000 REVIEW – It’s a punch-to-the-gut, sinking, black hole feeling to reach into a pocket, pack, or purse and find your missing wallet. Adding a SwitchBot Wallet Finder is a remedy to a common problem that fits the pocketbook – pun intended! ???? What is it? The SwitchBot Wallet Finder card is a Bluetooth device that […] Full Article Reviews tracker
it THE SPELLSHOP hit the NYT Bestseller List AGAIN!!! By sarahbethdurst.blogspot.com Published On :: Thu, 01 Aug 2024 14:01:00 +0000 It happened again. NYT. #7 again. I have no words, except THANK YOU. https://www.nytimes.com/books/best-sellers/2024/08/11/hardcover-fiction/ Full Article New York Times The Spellshop
it Board Game Review: Clank! Legacy: Acquisitions Incorporated (spoiler free) By www.thatswhatjennisaid.com Published On :: Mon, 04 Jan 2021 02:36:00 +0000 We’ve had our eye on Clank! Legacy: Acquisitions Incorporated since its debut in 2019 from Renegade Game Studios. In our house, we love legacy games and we own most of the other Clank! editions, so it seemed like a good fit.Boy, was it ever! We finally got the game a couple of weeks ago, and immediately fell for it so hard during the first few minutes of the game that we played it nearly every day with our 11 year old twin sons, Max and Locke. In Clank! Legacy: AI, designed by Andy Clautice and Paul Dennen, players take on the role of employees at a small organization. At the beginning of the legacy campaign, the organization is in the process of applying to become a franchise of Acquisitions Incorporated, a megacorp famed for its for-profit adventuring services. We loved the narrative and appreciated the touches of authenticity, like the franchise charter agreement. We’ve played through other legacy campaign games over the past year where the narrative fell flat at times (I’m looking at you Aeon’s End Legacy), but Clank! Legacy: AI doesn’t suffer from that problem. Every game session (mission) introduces new and compelling twists in the ongoing storyline and is able to hold our interests. And the gameplay - including choices, restrictions, and goals- makes sense within the narrative universe Clautice and Dennen have constructed for us. We found that the narrative so captured our kids attention that they were better about staying in the game each mission long enough to explore the terrain to everyone’s satisfaction as compared to their more typical race to the finish behavior when playing the standard edition of Clank! . I was very pleased with that aspect of this edition as I really enjoy exploring the far reaches of the board. The game mechanisms here are based on those in the base game (primarily deck building and point to point movement), with players descending into lower depths on the central board, tasked with obtaining rewards and escaping to safety before the game ends. But the legacy edition of this midweight strategy game introduces additional non-player characters, rewards, perils, and side quests as play unfolds. Spaces on the board have narrative icons indicating passages, from the Book of Secrets, which are to be read when a player lands on the space for the first time. These passages will often direct players to apply stickers to the game board, cards, or the rule book. They may also reveal new game components such as additional cards or tokens. Clank! Legacy: AI also utilizes both sides of the central game board, providing a lot of real estate for legacy modifications. I didn’t notice a lot of analysis paralysis during our plays of Clank! Legacy: AI. The requirement to play all cards each hand coupled with the movement restrictions on the board provided only a few reasonable options to choose from each turn in terms of movement. Occasional delays were seen when players selected cards to recruit using skill points, but even then, it was never more than a few moments of hesitation. Each game session wraps up in a couple hours or less. The components (the central board, the cards, cardboard tokens, etc) are of average quality for the price point. Our franchise board (where you deposit clank, hold market items for purchase, track dragon rage, and track player damage) arrived slightly warped and seems to have warped further as it has sat out on our game table (we’ve had some wild temperature swings here in snowy Iowa), but otherwise everything arrived in and remains in excellent condition. The artwork (implemented by a full team of artists, including Clay Brooks, Anita Burrell, Derek Herring, Raul Ramos, Nate Storm, and Alain Viesca) is on point. It reinforces the narrative, is kid-friendly, and is generally unobtrusive, which is just what I’m looking for in this price range. It also blends seamlessly with the artwork in the base game, so when the legacy campaign is finished and players want to mix components of this game with the base game, it works visually. The rulebook was generally clear and we didn’t need to look up much online, although we did have a few questions about some of the language on the cards that we didn’t feel the rulebook addressed (and we also couldn’t find a clear answer online, so it might just have been a brain block unique to us). Every aspect of Clank! Legacy: AI has been well planned and executed by Clautice and Dennen. I’ve thoroughly enjoyed playing this edition with my family and I’m hoping they’ve got additional legacy campaign expansions in the works for this IP as I can’t wait to see what they come up with next. Solid storytelling, from start to finish. -------------------------------------------------Publisher: Renegade Game StudiosPlayers: 2-4 (We played with 4)Actual Playing Time (vs the guideline on the box): About 90 minutes per gameGame type: deck building, point to point movement, legacy, campaignRetail Price: $75-100Rating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews campaign games deck building games kid friendly games legacy games point to point movement games Renegade Game Studios
it Royal Architects, Unnamed Noblemen, and Viscounts–A 130 Year Tale of West Francia in Three Parts. Part Two: The Unnamed Noblemen (A Review of Paladins of The West Kingdom) By www.thatswhatjennisaid.com Published On :: Sun, 24 Jan 2021 17:37:00 +0000 During the early reign of King Charles III (Charles the Simple) in West Francia, the area was besieged by Viking invasions, while the memory of the previous and frequent Saracen incursions was still fresh in the minds of the general populace. The Saracens were Muslim - mostly Berbers from Africa – and had only let up on the Franks because they’d been pushed back by the Vikings. The local nobles were left largely to fend the Vikings off on their own.In Paladins of the West Kingdom, players assume the role of these unnamed nobles (most likely Dukes), working to keep the region safe and spread their faith (historically: Christianity). I really enjoy this theme, and in fact, playing the game nurtured my interest in the historical kingdom of West Francia. That’s why I can tell you that while the rulebook notes that the King lends his Paladins to the nobles to aid them in their quest, I’m giving all the credit for the loan to the designers, Shem Phillips and S J MacDonald. Paladins are a fictional group of knights in French lore (think of them as similar to the Knights of the Round Table in British lore), or alternatively, a translation of the Frankish royal title of Palatine Count, which was a noble that focused mostly on judicial and governing matters and was not known as a knight. I’ve won a few and lost a few games of Paladins. It’s a worker placement game that incorporates card drafting. At the beginning of every round, players draw the next three Paladin cards in their deck and choose one to play for the round, one to put back on top of their Paladin deck to draw during the next round, and one to put at the bottom of their Paladin deck. Each Paladin boosts faith, influence, or strength (usually more than one of these), and also provides a special benefit. If you’ve got players prone to analysis paralysis, this is where they may get stalled, especially in the first few rounds. After Paladins are selected and put into play, workers for the round are selected by each player and put into their personal resource supply. You have many stations on your player board to place your workers during the round, and when you do so, your moves are independent and walled off from your opponents (they cannot tamper with your player board or placement of your workers on it). However, there is one area on the general board (the King’s Favour card area) where you can also place your workers and those spots are competitive. Also contributing to player interaction – some of the stations on your player board where you place workers allow you to move resources (monks and outposts) from your player board to the main board, consuming a competitive spot that provides a placement reward. And all the resource cards on display around the main board – the townsfolk you can hire, the walls you can build, the outsiders you can attack or convert, the tavern cards you draw workers from, and the suspicion cards you gain $$$ from, are all lucrative items for which players must compete. So we’ve got a good mix of independent action and player interaction in Paladins. There are not a lot of opportunities for “take that” behavior in this game, other than perhaps timing your draw of suspicion cards to trigger an inquisition when you know your opponents will suffer a penalty and be forced to take on more debt. Strategy Tips: [1] Don’t be afraid to take on debt. It’s not too hard to flip debt cards for additional victory points and the income generated from the suspicion cards + the usefulness of the criminal workers are worth the increase in debt.[2] As with all worker placement games, look for opportunities to get more workers. For example, try to recruit any townsfolk that provide workers as a reward for other actions.[3] Attacking outsiders is a reliable way to get provisions and build influence, which are prerequisites for building the wall, which in turn give more strength and allow you to attack more outsiders. When paired with the townsfolk card that provide a bonus worker for every attack action, it’s a powerful combination. Giving the game more intellectual weight, worker placement on your board and the actions workers trigger often have additional requirements beyond number and types (i.e., colors) of workers. The actions triggered by worker placement may be constrained by your strength, faith, or influence level. And some spots or actions triggered by placing workers in those spots require money or provisions. All of these prerequisites can be gained as rewards from prior actions triggered by various worker placement, so much of the game is finding the most efficient ways to obtain prerequisites associated with the series of actions you’d like to take as the game progresses. I worried this decision making would be a weak point for analysis paralysis (I’m a pretty good candidate for testing potential AP, as I’m prone to it) and while there can be a bit of that during the game, nothing excessive was logged during our plays. The artists (Shem Phillips on graphic design and Mihajlo Dimitrievski on illustrations) have printed helpful indicators next to each placement location on boards and cards to identify any prerequisites as well as rewards. It’s an example of how the designers have worked with the artists to layer meaningful game information into the layers of artwork. In fact, all of the symbols implemented across the game components are really quite helpful. Bonus: once you familiarize yourself with them in one of the West Kingdom games, you’ll have learned them for the entire series as the artists reuse the same symbols in all three titles.Beyond the iconography, the illustrations and other artwork are lovely. As with the iconography, the same style of artwork is implemented across the entire series and it carries the theme well. There was a good mix of cisgender representation, but not a lot of racial diversity, especially as would be suggested by the historical setting of the game (for example, Berbers in the area had skin tones ranging from light to to dark brown). The components for Paladins of the West Kingdom are well made. There are wooden meeples, an assortment of foldable boards constructed from cardboard, and various plastic coated card decks. We found the rulebook to be clear and direct, and there weren’t any items we had to look up online. It would have been nice if the designers included a player aid in the components, but I was able to compensate for the oversight by downloading a detailed player aid another user uploaded to the forums on BoardGameGeek.com. Paladins of the West Kingdom is my favorite game of the West Kingdom series. All of the worker types and available actions make sense within the context of the theme, the mechanisms (worker placement, card drafting) integrate tightly with the scoring system to provide opportunities for building a victory point engine, and the game is complex and interesting yet still accessible for new players. The game is also a great value at its price point (approx $50) given you’ll get dozens of multiplayer games in before even a hint of same-o same-o creeps in. Many games with comparable replayability and complexity are double the price of Paladins. There’s also a solo play mode, which provides an additional way to explore the game. -------------------------------------------------Publisher: Renegade Game StudiosPlayers: 1-4 (We played with 2)Actual Playing Time (vs the guideline on the box): About 2 hours per gameGame type: card drafting, worker placementRetail Price: $50Rating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews card drafting games Renegade Game Studios worker placement games
it Board Game Review: Red Rising (Collector’s Edition) By www.thatswhatjennisaid.com Published On :: Tue, 20 Jul 2021 04:43:00 +0000 I had a board game first this summer: I read an entire series of novels in preparation for playing a board game. When Jamey Stegmaier announced he was designing a new game with Alex Schmidt based on the award winning Red Rising series by Pierce Brown, his excitement was so palpable that I wanted to understand the draw of the saga held for him. I checked my local library and the first book was already reserved, with a long waiting list in line before me. So I took the plunge and purchased the whole series from Amazon, hoping it would captivate me as it seemed to have done for Jamey. Start with a narrative universe politically ordered by a tightly controlled color coded caste system; pull in the concept of a boarding school with quirky teachers (like Hogwarts from Harry Potter) but introduce some structural changes to the school so that only the most socioeconomic elite in the caste system are permitted to attend; have the students compete in fight to the death brutal competitions (evocative of The Hunger Games but more violent and rape-y); explore the dynamic of class struggles and the penchant for revolution the lower castes foment; and you’ve got a good understanding of the Red Rising series that details the life and times of our protagonist, Darrow O’Lykos. To be honest, it’s an intense and difficult read due to the graphic nature of the violence (definitely not a story I want to see acted out on the big screen). But it’s well written literature and it makes you think. Once I finished the book series, I was emotionally charged and ready to play Red Rising. I unboxed my review copy, invited over a few friends, and sat down for my first game. Jacqui Davis, Miles Bensky, and Justin Wong designed the artwork for the game and I’d describe it overall as futuristic, with a cartoonish bent when it comes to the character cards. Before we get into the mechanics of the game, the components for Red Rising Collector’s Edition warrant a discussion. I loved the weight of the metal influence cubes and fleet tokens handed out to each player. Likewise, the start player token, sovereign token, central board, and house cards are well constructed. And I appreciated the gold foil on the character cards. However, our first group of players gathered around our game table (and subsequent groups I played with) identified nuisance problems with some of the components. Each player’s set of metal influence cubes is a different color and the yellow and gold sets are difficult to distinguish from across the table. The card holders included exclusively in the Collector’s edition are a disaster. Every single person I played with managed to accidentally knock over their holder several times during a game, spilling out their hand for all to see repeatedly. Finally, the character cards reveal some questionable graphic design and font choices. For example, it was very difficult for all of us in the middle age cohort to read “obsidian” printed on the black cards. None of these issues are significant enough to downvote the game, but I hope to see them corrected in future print runs. Onto the mechanics… Red Rising is a mid-weight board game with a primary focus on cards and hand management. At the start of the game, each player is dealt 5 character cards and a house card (which grants a special ability). One of the primary goals is to build a hand of highly valued character cards (tabulated at the end of the game using the interaction formulas printed on the bottom of each card). To build this hand, players will use most of their turns to discard a character card from their hand to the board (called deploying) and then pick up a character card from a different column of the board. To spice things up, each card has a deploy ability that is triggered when the card is deployed (for example, a card might let you banish another card, move a card from one column to another on the board, immediately choose another card on the board to redeploy, etc). And each time you pick up a character card, you get a bonus immediately that edges you closer to victory along the path of one of the other strategic goals established in the game – either the receipt of helium tokens (worth 3 VPs each), forward movement along the fleet track (increasing VPs for each step forward), the possession of the sovereign token (10VPs if held at end of game), or influence cube placement on the influence area of the board (worth 4/2/1 VPs each, depending on your player’s rank in the influence cube area population). Instead of discarding+picking up on your turn, there’s also an option, called scouting, to simply draw from the deck, place the drawn card on a column on the board, and then gain the bonus for that column. This option might be used when you are completely satisfied with your hand and can’t bear to part with any of it, or when you’re trying to pad the columns with cards of certain colors (some cards give you end game points per card of X color on the board) and crossing your fingers you can draw them. It should be used sparingly since you miss out on the deploy ability when scouting. I didn’t encounter a lot of analysis paralysis when playing this game, and it plays in under an hour (maybe 90 minutes for your very first time at higher player counts). There’s plenty of replayability in the box given the large assortment of cards, but I do wonder if they’re going to eventually release an expansion for Red Rising to keep things fresh for experienced players with different character card abilities or new point tallying interaction rules. Jamey and Alex have hit on an accessible and winning combination by supporting a large spectrum of player counts (1-6), providing mid-weight complexity, keeping the gameplay tight enough to finish in under an hour, and selling it for under $60 at launch. And perhaps most importantly for players who worship theme and backstory, playing the game feels incredibly personal after you’ve read the books. I felt connected to the characters as they were revealed from the deck because of my experience reading the series. I was delighted to have the Sevro card in my hand, giddy to be given the House of Mars player role, and I flushed with anger when the Jackal card appeared on the board. I spent a lot of the game explaining the highlights of each character to my friends as new cards were laid down. Pretty sure I had to fight back tears when Eo’s card came up. In one of our games, my friend Malinda played Apollo and probably didn’t understand why I worked so tirelessly to thwart her efforts. Red Rising is a solid OUI! OUI! OUI! from me for those who have read the series (and a OUI! OUI! for those who haven’t). Get the Red Rising book series and read it and then get the game and play it. In that order. And consider pairing the series with the game as a generous present for someone you love who loves board games and great dystopian novels. -------------------------------------------------Publisher: Stonemaier GamesPlayers: 1-6Actual Playing Time (vs the guideline on the box): About 45 minutes per gameGame type: hand managementRating:Jenni’s rating scale:OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.OUI OUI: I would play this game again; this game is good. I would buy this game.OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews hand management games solo games Stonemaier Games
it Board Game Review: Lost Cities Roll & Write (A Comparison to the Original Lost Cities) By www.thatswhatjennisaid.com Published On :: Tue, 10 Aug 2021 02:18:00 +0000 I really love the card game Lost Cities, designed by Reiner Knizia. When my husband Christopher and I were first getting to know each other, we used to meet up at Starbucks sometimes and play games. Lost Cities was one of our frequent picks. It’s a head to head, two player game in which both players are trying to outscore each other by laying down ascending runs of card suits on a small board between the two of them. There’s a theme laid over the mechanism (completing expeditions in the lost world) but it’s basically pasted on and so that is the last we will speak of it. So there we were, newly in love, eyeing each other across the table, smiling and flirting, and doing our best to beat one another at Lost Cities. It was awesome. And now, with the roll & write genre having made an impressive rebound a few years ago (let’s not forget the mechanism has actually been around since the 50s with Yatzee), Knizia has ported his award winning game Lost Cities into this format, releasing Lost Cities Roll & Write in 2021. You can play the new Lost Cities with up to 5 players, but in an ode to our romantic beginnings, Christopher and I played it exclusively with one another in successive matches. The components are compact, lacking the pretty illustrations of the original game, and few in number – the rule book, a scorepad, three pentagonal trapezohedron dice (that’s 10 sided dice for the uninitiated), and three 6 sided custom dice with color suit symbols. Oh, and some pencils. That’s it. We could have played on an even smaller Starbucks table if we had this back in our dating days. The cards from the original game (wager cards and numbered cards 2 to 10, in five different suits) have been translated into dice roll results. On each turn, one player rolls all the dice and chooses one of the six sided dice to represent the suit and one of the ten sided dice to represent the number. A zero on the number die can represent either zero (mimicking the wager card from the original game which serves as a multiplier for the total score in the selected suit) or ten (mimicking the highest card in each suit). In place of the tableau built up on a central board, each player tracks the progress of wager and number cards they’ve collected for each suit in color coded columns on their individual score sheet. Wager cards have been transformed into little circular boxes to be marked off from a suit column when rolled, while the numbered cards from the original game have expanded to include the number 1 and are recorded as numbers written manually in the square boxes running up each column. Whereas in the original game, only cards higher than the last card played in a suit were permitted to be played on subsequent turns by the same player, in Lost Cities Roll & Write, numbers that are higher than or equal to the last number recorded for a suit may be written into the column after future dice rolls. Expanding beyond the concepts from the original game, Knizia has included artifact icons on select spaces in each column and when those spaces are filled by a player, they may fill in one of the jars in the artifact column. Likewise, he’s included arrow icons on select spaces and when those spaces are filled by a player, they may fill in the next box in one of their suit columns with the number from the previous box in the column – note that it does not have to be the same column in which the arrow was filled. There’s also a column for filling in dice shapes to represent rolls where a player could not or did not want to use any of the dice results. The latter column is particularly tricky to manage effectively, as it provides a similar point progression as the rest of the columns (negative scores for the first 3 boxes filled and then positive score for the rest) up until the last box in the column. If you color in that box, your score for the dice shapes column drops from 70 to 0. The bonus points awarded in the original game (20 points for laying down at least 8 cards in a suit) have been implemented in Lost Cities Roll & Write for each column (including the artifact and dice shape columns) as a 20 point bonus to the player who is the first to fill in 7 boxes in the column on the scorepad. The roll & write game ends when either both players have filled in the dice shapes column completely or all eight columns have passed the bonus point marker. In our experience, the completed dice shapes column is a much more common trigger. I’ve played a ton of roll & write games over the past few years. Some are instant objects of adoration, while others are infuriating piles of poo (I’m looking at you Imperial Settlers R&W). Lost Cities Roll & Write is fantastic; a great addition to the genre. Knizia did an excellent job of translating the feel of the original game into the new mechanism. The iconography is clean and easy to read and the game can be taught and played in less than a half hour. And of course, it takes up very little table real estate, making it perfect for travel or tight spaces (when traveling as a passenger, simply roll the dice into the box cover). If you twisted my arm and forced me to choose between Lost Cities or Lost Cities Roll & Write, I’d be forced to pick the original, but only because of the lovely artwork on the cards and the sentimental value I have attached to the game after my love and I played it in our early days. But who would go around doing such arm twisting? Nobody. Therefore, with a retail price point under $15 for each of these, unless you’re down to your last $15, I recommend you pick up both. Play the card game with someone you love when you have a little more table space. Play the roll & write anywhere, with up to four additional friends. ------------------------------------------------- Publisher: Kosmos Players: 2-5 (We played with 2) Actual Playing Time (vs the guideline on the box): about 20 minutes per game Game type: roll & write, dice rolling Rating: Rating scale: OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it. OUI OUI: I would play this game again; this game is good. I would buy this game. OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME. NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game reviews dice rolling games Kosmos roll and write
it Board Game Review: Tapestry Arts & Architecture Expansion By www.thatswhatjennisaid.com Published On :: Sat, 02 Apr 2022 00:50:00 +0000 The good folks at Stonemaier Games sent us a review copy of the newest expansion for Tapestry recently. We have the base game and the previous expansion, Plans and Ploys, in our game library. Arts & Architecture is designed by Jamey Stegmaier and Mike Young, with artwork by Andrew Bosley and landmark sculptures by Rom Brown. The expansion adds more of the familiar components: five new civilizations, six new capital city mats, 5 new landmark cards with landmarks, twenty new tapestry cards, and eleven new tech cards. Arts & Architecture also adds completely new features to the game, including an arts track with accompanying landmarks, twenty masterpiece cards, twenty inspiration tiles, and an upgraded science die to include iconography referencing the arts track. The new arts development track is quite useful and thematically blends well with the overall concept of the game. It gives you the opportunity to place more of your income buildings, score victory points for tech cards and exploration tiles, acquire masterpiece cards which provide benefits during income turns, and place inspiration tiles on your income mat over existing income tracks to improve the rewards gained during income turns. In the first few games I played (2 player), I concentrated heavily on the arts track, progressing to the end of it easily before game end, all the while also making steady progress on two of the base development tracks. In the most recent game (4 player), I didn’t use the arts track much at all, which was a huge mistake, landing me in third place while the frontrunners leaned on the arts track significantly. I’ve previously noted in my review of Tapestry (https://www.thatswhatjennisaid.com/2020/07/board-game-review-tapestry.html) and Tapestry Plans and Ploys (https://www.thatswhatjennisaid.com/2020/12/board-game-review-tapestry-plans-and.html) that to win the game, you must diversify and progress on at least two tracks simultaneously, but to be careful trying to do much more than that or you’ll spread yourself too thin. With this expansion, I’ll amend that to note you’re unlikely to win the game unless you focus on the arts track as well as two of the base development tracks, as the arts track is really an enhancer for all the other tracks. It will be interesting to see how development track focus will need to be adapted when Stonemaier releases additional expansions for the game (anticipating a religion track at minimum; every civilization has its religious scholars). The additions to the tapestry deck include a new ability type - continuous. These abilities begin when played and continue for the duration of the game instead of just the current era. There are also new tapestry cards that allow you to place landmarks on them for scoring as an alternative to placing the landmarks on the capital city (or on the map as some civ powers allow you to do). I did not have a chance to play any of the continuous tapestry cards during my recent games (although they look useful), and I passed over playing any of the landmark tapestry cards I acquired as they did not seem as beneficial as the other tapestry cards I had in my hand. I don’t think I’m a big fan of any of the cards that let you place landmarks on the for points (including the new tech cards with this feature); I prefer to prioritize my city map for landmark placement first. Maybe I’m just doing it wrong, but I haven’t made use of my landmark cards at all, even in the games where I won by a large margin. They seem to be an entirely optional aspect of the game and not necessary for a win. One more change with the Arts & Architecture expansion is another refinement of the civilization adjustments first introduced in the Plans and Ploys expansion. This fine tuning of civilization powers comes as a result of extensive real-world player testing and aims to rebalance the game for greater fairness. I think it might need further refinements because my husband Chris played the Architects civilization in our last game and the adjustment afforded him 30 VPs at the start of the game as some sort of handicap to balance out perceived weakness, but his city mat was so perfectly attuned to his civilization (the mesa) that he won in a landslide (80 points above the second place player). Overall, I think that the Arts & Architecture expansion is a great addition to the Tapestry portfolio. It adds more variety, layers in additional ways to strategize and score, and provides some new opportunities for player interaction on the map, without causing any additional complexity. While it’s not a must have for the base game, it’s certainly a nice-to-have addition that I’m happy to recommend. Beyond the details of the new expansion, I did want to take this opportunity to mention that with repeated plays of the base game as well as across the expansions, I’ve noticed that 4 player games are much more competitive than two player games (at least in our household). There isn’t a single time Chris and I have played the game by ourselves that I haven’t walloped him by 100+ points, yet when we play at 4 players, he has won twice or been neck in neck with the winner, whereas my scores are significantly lower. That’s got to be tied to the dynamics of how this game plays at higher player counts because it doesn’t make any sense that all on my own I could go from being a genius at 2 player to just average at 4 player. -------------------------------------------------------------------------------- Publisher: Stonemaier Games Players: 1-5 (We played with 2 and 4) Actual Playing Time (vs the guideline on the box): About 3 hours per game Game type: tile placement, hand management, dice rolling, area control Retail Price: $45 direct from the publisher https://store.stonemaiergames.com/products/tapestry-arts-architecture Rating: Jenni’s rating scale: OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it. OUI OUI: I would play this game again; this game is good. I would buy this game. OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME. NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game expansions board game reviews Stonemaier Games
it Board Game Review: Obsessed with Obsession By www.thatswhatjennisaid.com Published On :: Wed, 01 Jun 2022 15:20:00 +0000 I'm completely obsessed with Obsession! I received a review copy of the updated second edition along with all the expansions (Wessex, Useful Man, Upstairs Downstairs) and from the moment I took everything out of the boxes, my excitement was over the top. Actually, that's not even the half of it - I remember I was already quite excited before the game even arrived. I'd wanted to get my hands on a copy as soon as I learned there was a game that brought the lifestyle that we all fell in love with watching Downton Abbey to the gaming table. Back in 2021, I was having a great time at the Dice Tower Summer Retreat and a new friend Bonnie sang the praises of Obsession. She had seen me eyeing the box on the shelf and gave me a summary of the game mechanics as she owned the first edition. She explained that the theme is centered on running an estate in Derbyshire and competing against others to have the best home, reputation, gentry guests, etc. Based on her enthusiasm and description of the game, my husband and I sat down to play it that afternoon. I ruthlessly squashed him 96 to 78 in our first game and I was hooked. Back at home, months later, with the second edition and the expansions in front of me, my first task was organizing everything into one box. The publisher had included all of the expansions to ensure I had the complete experience, but as far as I could tell, some of the materials sent were duplicate cards or tiles. And that was true, even after carefully reviewing and incorporating the items that seemed to be dupes but turned out to be replacements for base game components with subtle changes. I think this happened because the Upstairs Downstairs expansion comes with materials to update the 1st edition of the base game, but those materials are already included in the second edition of the base game that I received, resulting in duplicates. I mention it in case you order the newer edition and all the expansions and find yourself wondering what’s going on with extra items you find. I just set them aside in my spare parts box. Anyway, let’s start by cataloging the components in the base game, shall we? The 2nd edition comes with: Supply Board Used to hold the Builder’s Market of improvement tiles available for purchase, as well as the guests, servants and objective cards that may be acquired as the game unfolds. Round Track Board Keeps the progress of the game flow through each round and season (a season is 3 rounds plus a special round called a courtship). There are 16 or 20 rounds to a game, depending on whether you play a standard or extended game. The Round Track also holds the theme cards, the victory point cards, and the two very special guests every estate is dying to get an audience with – Mr. Charles Fairchild and his sister Elizabeth Fairchild. Player components (given to each player) Family board to organize and process their estate’s reputation, servants, improvement tiles, and hosted events Starting estate tiles (improvement tiles) Set of basic servants Small hand of family guest cards + 2 casual guest cards designated as starter guests Reputation wheel counters Reminder tiles Player aids Any addl bonus guests, rooms, money, or servants granted by the family’s unique profile Other components Money (pounds) Scorepad Improvement tile bag Components for solitaire play Rulebook and Glossary These components are all well made and under normal use should last a long time and wear well. The rulebook is well written and the glossary makes it evident this was a passion project for the designer, as it goes into great detail regarding the historical significance of the various tiles and guests. Absolutely love it! Both the font and the artwork help to carry the theme across the components, which was a great point of detail. Gameplay is relatively straightforward. Across their turns, players are responsible for managing estate tiles, guests, and servants while seeking to conform to courtship themes, improve their reputations, and complete objectives. At the end of the game, the player with the most victory points is the winner. Managing Estate Tiles During the game, each player will be responsible for managing the improvement tiles on their estate. Initially, each player only has a handful of starter tiles, but over time their estate will expand to include additional tiles purchased from the supply board. Each tile confers one or more benefits (called favours) when played, in the form of money, the ability to draw additional guests or dismiss guests one already has, the ability to hire additional servants, increased reputation, and end game victory points. Improvement tiles are flipped over after first use, typically revealing different favours on the backside. Most tiles remain on their backside after initial use, but some improvement tiles are designed to be flipped after each use. Note: each improvement tile has requirements as to which type of guest[s] and servant[s] are required to host an event with that tile so it’s essential that players approach estate tile management in a coordinated fashion with guest and servant management. Managing Guests In addition to their estate tiles, players must also manage a hand of guest cards (which are discarded individually after use to a personal discard pile and recalled en masse when passing). At the beginning of the game, the hand is comprised of family members and casual guests dealt directly to players, but as with the player estates, as the game continues into successive rounds, it will expand. Additional cards added to the hand will be drawn from the casual and prestige guests on the supply board. Just as improvement tiles provide favours, so do guests. Prestige guests give better favours and are generally worth more end game victory points. Some guests, based on their thematic description, have destructive favours that you have to watch out for. For example, a male guest labeled a cad might lower your reputation should you invite him to an event and offer negative victory points if you find him in your hand at game’s end. Adding a bit of complexity to the puzzle, guests may often have requirements for servants printed on their card; this is in addition to any servant[s] specified on improvement tiles used to host events. Managing Servants With improvement tiles to host prestigious events and guests to attend those events, of course servants will be needed to keep things proper in high society. After all, the guests aren’t going to serve themselves! Not to worry; players begin with a few starting servants, and will hire on more help as they wish to during the course of the game. In this way, staff management becomes the third leg of family affairs. Servant management can be especially tricky. This is because you typically cannot hire additional servants without having one of your most useful servants available (the butler). Additionally, to be kind to our staff and not overwork them, after a servant has been used during a turn, it’s not available again until two turns later (although a player can spend reputation if they are desperate and force a servant back to work early). It’s very easy for a player to back themselves into a corner with plenty of improvement tiles and guests ready to go and a shortage of servants to make the event happen. Courtship Themes At the beginning of each season, an event theme is drawn, revealing the improvement tile category that will be evaluated at the end of that season, during the courtship round. During evaluation, the player with the most victory points showing on the tiles in their estate matching the theme will be awarded a victory point card and their choice of the Fairchild guest cards. The victory point cards offer a player the choice of a useful one time in-game benefit or a chunk of end game victory points. And while the player must give the Fairchild guest back at the end of the next season, having them in hand during the next season to take advantage of their favours is very beneficial. Hence, tailoring improvement tile purchases and tiles selected for hosting (to flip them and reveal their higher VP side) to the theme each season is an essential tenant of good strategy and game winning players tend to correlate with VP card awardees. Reputation You cannot win this game without paying attention to reputation. Every improvement tile and guest card has a minimum prestige rating printed on them (or implied as in the case with family and the Fairchilds) which represent the minimum reputation required to use them for a hosted event. If you don’t improve your reputation as the game plays out, you’ll eventually be shut out of using the tiles and guests that have the greatest impact on final scoring. Additionally, a player’s reputation level at game end directly confers victory points, ranging from 1 point (for having a reputation level of 1) to 45 points (for having the maximum reputation level in an extended game). Finding ways to steadily increase reputation through favours found on improvement tiles and guest cards is very important. In every game I’ve played, the winner was among those with the highest reputations at game’s end. Objectives At the beginning of the game, all players are dealt a number of objective cards. These are end game goals, that if accomplished, reward victory points. They may be variable, such as x VP per servant on staff, or fixed amount, such as 16 VP for a player if they have tiles x,y, and z in their estate. While objectives are a great source of victory points and should not be entirely disregarded, I have generally found that the winners in our games are not the players who attain the most VPs from objectives. For example, in our most recent game, my friend Brian won a 5 player game with a total score of 221 (next closest player had only 189) and yet he brought in 28 of those points from objective cards while I had 38 points from objectives and two of the other players also had higher VP totals from their objectives than Brian. Player Turns On a player’s turn, they begin by rotating their servants a step toward active service. If they’re currently resting in the servant’s quarters they move to active service and if they were in the expended service area they move toward the servant’s quarters. Next, the player observes any round events (for example, some rounds designated as village fairs provide income and some tiles provide favours at the beginning of each round). After that’s completed, the player decides which tile they’d like to use to host an event, moves it to the active event box on their player board, and decides which guest[s] (of those that meet the requirements) will attend the event. To be eligible, the guest[s] must be in the player’s hand and not their discard pile. This is the point where they most also provide the required servants – placing those required by the tile on the tile and those required by the guest[s] on the guest[s] card. To be eligible, the servant must be in the available service area of the player’s board. Once servants have been placed, it’s time to collect favours from the tile and the guests (gathering or giving up money, reputation, additional guests, and additional servants as indicated). As a final step in the turn, a player may buy an improvement tile from the market. The market is setup with tiles that have been drawn randomly from the tile bag and placed in market slots with prices listed above. When a tile is purchased, tiles in higher priced market slots are shifted over to fill the gap and a new tile is drawn from the bag and placed in the most expensive market slot. Normally, each player is limited to buying only one tile during a round, except during a special round that represents the Builder’s Holiday that allows them to buy as many tiles as they can afford and wish to purchase. Once a player finishes their turn, play passes to the next player. Once every player has had a turn during a round, the round marker is moved to the next round and the process begins again. During the courtship round of each season, no player actions are taken; this round is used exclusively to evaluate player performance against courtship themes. So that’s the nuts and bolts of the base game. It’s on point and the gameplay is both a challenging puzzle and entertaining adventure at the same time. Highly recommend! I can’t find a single fault in the game. Not a one. I could probably play Obsession dozens and dozens of times as presented in the base game and still be enthusiastic about it, just like my friend Bonnie was. But I was lucky enough to have all the expansions in front of me from the get go, so of course I started incorporating them as well, in the second or third play of the game. Let’s go over those now. Wessex Expansion Wessex adds a fifth family to the game, giving players an additional choice when selecting starting families. Dan provides a great deal of narrative backstory for the new family in the expansion insert booklet and I just love that. Again, great attention to detail, and it’s really appreciated by players like myself who care about theme and want to understand the backstory of who we are playing in a game and what our motivations are all about. This expansion also includes two new improvement tiles and an extended mode solitaire option. You’re going to want to pick up this expansion for the variability it provides. I have a personal goal to win the game as each family, so this adds to my challenge. Upstairs Downstairs Expansion This is a major expansion that adds complexity, variability, and extra joy to the base game through a lot of new and updated components. There are four new servant types, each of which has a variety of effects when integrated into the game. Very clever and all seamlessly thematically appropriate. There are dozens of new guests (including very unique promotional guests), objectives, and improvement tiles. There’s a new set of cards called milestones that offer in-game shared objectives that award victory points to the players who complete them first. There’s even a new round track board to facilitate a new game variant. For those who aren’t madly in love with the cute little mini sized VP and Objective cards included in the base game, this expansion provides a duplicate copy of these decks in a larger format. It’s actually a little debate in our group as to which set of decks to use every time we sit down to play as I really like the little cards but some of my friends appreciate the easier-to-read larger cards. As an added bonus, the expansion also allows the game to scale to 5 or 6 players (by providing an additional family/extra improvement tiles/extra basic servants). You’re going to want to pick up this expansion because it’s nothing short of amazing. It's a can’t live without. Useful Box Expansion This expansion is mostly a correctional tool, updating tiles from the base game (both the 1st and 2nd printings) that have errors as well as problematic tiles from the Upstairs Downstairs expansion. There are also a few new tiles and some components to expand solitaire variants. While this expansion was necessary for me, I would expect the entirety of the corrections and new tiles to be folded into the next printings of the respective games (base or U/D expansions) and likely unnecessary for future buyers. Just make sure to check your edition to determine if this expansions provides value for you or not before you spring for it. Etsy Stickers I might be on the dark side of the publisher for recommending these (as they appear to be unlicensed) but I found these adorable meeple stickers on Etsy (https://www.etsy.com/listing/1008836394/obsession-meeples-upgrade-kit-free) that really took the servant components over the top. Highly recommend them. I just want to add a final note about theme. Obsession is so perfectly themed, that it lends itself to glorious costuming around the game table in historical period appropriate attire. If you’re not willing to take it that far, at least consider hosting a formal tea with gourmet sandwiches and delicate sweets for your friends who come to play the game. It really elevates the whole experience. -------------------------------------------------- Publisher: Kayenta Games Players: 1-6 (We played with 2,3,4,and 5) Actual Playing Time (vs the guideline on the box): About 3 hours per game Game type: worker placement, hand management, tile placement games Rating: Jenni’s rating scale: OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it. OUI OUI: I would play this game again; this game is good. I would buy this game. OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME. NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article board game expansions board game reviews hand management games Kayenta Games tile placement games worker placement games
it Board Game Review: Expeditions By www.thatswhatjennisaid.com Published On :: Tue, 03 Oct 2023 01:25:00 +0000 Expeditions is my favorite game in the Stonemaier Games portfolio to date. The game is a sequel to Scythe, and continues the narrative years in the future. It has taken everything I loved in Scythe and expanded on it, while chucking out everything I didn’t care for (the combat). Designed by Jamey Stegmaier, Expeditions brings us into an age when a meteorite has crash landed into Siberia and things begin to go sideways for all who encounter it. One team after another sets out to investigate the crash site and they are never heard from again. No one knows what happened to them. Now it’s our turn to find out what’s really going on, each of us leading a competing expedition team into Siberia to bring back desperately needed answers. During a game of Expeditions, all players are seated around the game board, which is made up of individually placed hex tiles laid out as shown above. At the bottom of the game board is an insert affectionately known as the base camp. The base camp holds the glory scoring track, some reminders for end game scoring, and serves as the physical start point for player mechs. Each player also has a small board – their faction board – in front of them, featuring both a guile (turquoise) and power (orange) marker as well as a track for these markers to move up and down during the game. A player keeps their hand of cards face up to the left of their faction board and plays cards from their hand to their tableau on the right side of their faction board. All players perform their expedition work using mechs and meeples. The mechs are used to venture out from the basecamp, traveling from hex to hex (the move action) to gain access to the benefits printed on the tiles (the gather action). Mechs also provide asymmetrical powers for each player. The meeples are used in conjunction with laying down cards in your tableau (the play action); most cards have a special ability that can be activated by placing a meeple of the matching color on the card when it is played. As with Scythe, players must select a different group of actions (choosing from move, gather, play, and refresh) to complete each turn. For example, if you moved and gathered last turn you cannot do so again this turn, but you could move and play, or gather and play, or refresh (this is where you pull all your cards from your tableau back into your hand and all your meeples back onto your player mat). A nice bonus is that on the turn after each refresh turn, you may do three actions instead of two. The play action is the most complex action in Expeditions as it involves so many different abilities. You play a card from your hand to your tableau, gain the card’s core value (bump up your power and/or guile by moving your token up the track), and then optionally activate the card’s ability using a corresponding meeple from your available pool. Both the core value and the ability of a card may be enhanced if you meet certain conditions as specified on the card. As detailed in the rulebook, the card abilities can be instant or ongoing and include: Rescue: take a card from your tableau and put it back into your hand and return any meeple to your available pool. Gain: take a card from the indicated location (either one of the faceup cards between the hexes or the draw pile) and place it in your tableau; do not gain the core value or activate its abilities. Discard: discard a card from your hand to your tableau; do not gain the core value or activate its abilities. Trash: return the indicated component (card or token) from your player area to the box; it is out of the game. Activate: activate another card’s ability without placing a worker on it. Solve: pay the indicated solve cost on the card, gain the benefit shown below the solve cost on the card, and tuck the card under the top of your mat in the solved quests area; you must be on the indicated numbered hex to do this action and you can only solve 4 quests during the game unless otherwise indicated. The number of quests you complete is a factor in your end game scoring. Vanquish: spend your power or guile (moving your token down the track on your faction board) to take the topmost corruption tile on the hex your mech is on; spend power to vanquish power corruption tiles (orange) and guile to to vanquish guile corruption tiles (turquoise). These corruption tiles are drawn blind from a bag and placed when the hex tile is first flipped. The move action is pretty straightforward and most of the spicy adventure here is moving onto unexplored hex tiles to flip them over and see what benefits they offer and how much corruption someone will need to vanquish in order for everyone to gain access to all the benefits on the hex tile. Because most of the game tiles are shuffled randomly and placed facedown, there is always variability in the layout and you never know what is going to be on the other side of an unflipped tile you’ve moved onto. Maybe the hex tile has the benefits you’ve been searching for, or maybe it’s no help to you at all right now. The gather action is also pretty straightforward. You simply collect the benefits visible on the hex tile where your mech is located. These benefits are varied and include options like gaining more cards into your hand, gaining new meeples, and playing cards from your hand. There are three special benefits that can be gathered: upgrade, meld, and boast, but these benefits only become available once all corruption on the tile is vanquished. Upgrading a card lets you pull an item card from your hand or tableau and tuck it under your player mat so that only the ongoing ability is visible. Now the item’s ability is permanently activated for you and at the end of the game each upgraded card is also worth victory points (coins). Melding a card is almost the same as upgrading one except you meld meteorites instead of items and when you tuck them under your mat you get a meld bonus as specified on the card, plus you receive all your previous meld bonuses again. Boasting is the action of putting one of your scoring stars on the basecamp boasting track, selecting one of the glory categories for which you have met or exceeded the goal. Once a player puts down their 4th scoring star, the end game is triggered and each player gets just one more turn. If you’ve played Scythe, or other Stegmaier designed games, this end game triggering mechanism and scoring is very familiar to you. It’s easy to outline and teach the basics of how to play Expeditions, as I’ve done above, but solving the puzzle aspect of the game more efficiently than your opponents is hard to master and the answer to winning the game. It’s also what makes the game so enjoyable. The artwork is pleasant, the components are well made (as with all Stonemaier games), but the reason to buy this game is for the logic puzzle at the heart of it. You’ve got to take into consideration your mech special ability and how to leverage that to improve the efficiency of your process flow. You’ve got to time your refreshes just right in order to extract maximum value from your play, move, and gather activities. You’ve got to balance your work toward solving quests, upgrading items, and melding meteorites so that you’re in a position to place glory tokens for meeting the goals in these areas. And the unique aspect of this game wherein your hand is always laid down in front of you on the left of your player board means your possible play action choices are laid out for all to see, so you’ve got to keep a close eye on what your opponents are doing and how close they are to meeting the glory token goals and ending the game before you can complete everything you want to. And unlike in Scythe, nobody is coming to steal your resources, so it’s all thinking and no fighting. I’ve a half dozen or more games of Expeditions under my belt, and some very close to winning scores, but I’ve yet to win a game. Still, I keep coming back for more, and I know that someday I might finally crack the puzzle wide open and figure out how to make every step of the process work together for my win. Please note, for all you solo players out there, Expeditions comes with a robust automa mode. -------------------------------------------------- Publisher: Stonemaier Designer: Jamey Stegmaier Artist: Jakub Rozalski Players: 1-5 (We played with 3, 4, and 5) 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/ Rating: Jenni’s rating scale: OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it. OUI OUI: I would play this game again; this game is good. I would buy this game. OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME. NON: I would not play this game again. I would return this game or give it away if it was given to me. Full Article Action Selection board game reviews engine builder hand management games Stonemaier Games worker placement games
it Board Game Review: Expeditions Gears of Corruption By www.thatswhatjennisaid.com Published On :: Sat, 07 Sep 2024 18:07:00 +0000 Last year I reviewed Expeditions and ranked it #1 among all Stonemaier games on account of the challenging intellectual puzzle it presents. This year I have played my way through the new expansion, Gears of Corruption, and I’m delighted to let you know that it makes the base game even better. That the expansion so cohesively builds on the base game should not be a surprise to anyone who closely examines the original box for Expeditions. All expansion components perfectly fit in that box including the 2 new mechs that nestle in the placeholder cubbies clearly made for them. That can’t be coincidence. There might a few features rolled into Corruption of Gears that were developed as a result of consumer feedback on the base game (I’m looking at you, wild meeple), but my theory is that Stonemaier did a Lord of the Rings maneuver with this game and its expansions, designing the entire game with most of the additions integrated up front, and then breaking it into base + expansions for marketing and distribution. Here’s a detailed breakdown of the components and features in Gears of Corruption: 2 new mechs Both new mechs use map tokens as discards to gain a benefit. The Scarecrow adds an extra action to your refresh turn while the Mole lets you access hex actions covered with corruption tokens. The Mole felt especially powerful in play. Replacement mech mats for the original mechs + 2 new mech mats for the new mechs The new mech mats are GREAT. They have inset spaces for the guile, strength, and action tokens to prevent player components from sliding off the mat during player. Hero worker meeples These meeples function as wildcards, and everyone is given one at the start of the game. This speeds up play and helps avoid the heavy disadvantage for the 3rd player and after who can’t get to the gain worker hex on their first turn. Replacement discovery card for one of the original cards in the base game + 5 new discovery cards The cards are all items and most if not all of them provide ongoing benefits in the form of when you do X also do Y 7 mech cards These cards are used for drafting/assigning a mech mat to each player and they also provide a list of starting resources to shorten the length of the game 12 corruption cards These cards are used both to control an additional mech on the main board (representing a malicious presence among us) that inflicts penalties on players whose mechs it would otherwise bump into AND to provide additional corruption targets for vanquishing by players. If all the corruption cards are vanquished, the corrupted mech wandering the board returns to the box, the threat eliminated. Three cheers to the player who accomplishes that! 4 pairs of new starting cards (character + companion) The new character/companion combos are pretty standard but one of the pairs (Baaliahon & Zephon) plays off the corruption card scoring added with this expansion. I played as this fellow and was competitive in all my games. A+ would recommend! ***Interesting side note: While I was researching the origin of the name Baaliahon (turns out to be a Phoenician name that means so that Baal will favor), I came across the website for the artist and worldbuilder on Expeditions, Jakub Rozalski. He’s got fantastic stories and lore for the game as well as additional artwork on the site and I encourage you to check it out at https://jrozalski.com/projects/JvAvPZ 6 new corruption tiles in lower values that the base game These tiles have a strength of only 2, making it easier to remove them. 6th player capacity Playing with an additional player DOES increase the game length, but this is well balanced by the time saved thanks to the new hero worker meeples and mech cards Additional coins & map tokens ------------------------------------------------------------------------- Expeditions Gears of Corruption is a fantastic (although not absolutely mandatory) expansion for players who love the base game, like me. But this is not one of those expansions that fundamentally alters the overall feel or play of the game so if you’re among those that didn’t go gaga for the base, this will do nothing to change your mind. Yep, I see some of you over there complaining about the solitaire racing aspect of Expeditions and lack of strong player interaction, and to you ladies and gents I say go back to Scythe where you belong. -------------------------------------------------------------------------- Publisher: Stonemaier Designer: Jamey Stegmaier Artist and Worldbuilder: Jakub Rozalski Players: 1-6 (We played with 3, 4, and 6) Actual Playing Time (vs the guideline on the box): About 90 minutes per game Game type: worker placement, hand management Retail Price: varies; direct from the publisher https://stonemaiergames.com/games/expeditions/gears-of-corruption/ Rating: Full Article Action Selection board game expansions board game reviews engine builder hand management games Stonemaier Games worker placement games
it "Untitled Mystery", the untitled mystery. By johnfinnemore.blogspot.com Published On :: Mon, 13 Feb 2023 16:32:00 +0000 I briefly interrupt this parade of elephants and bears (not usually a wise thing to do) to bring you news of a new project of mine. It's a murder mystery. But really, it's a set of very difficult, interconnected puzzles. But really... it's a box of one hundred picture postcards. I mean, if that's all you need to hear, by all means go straight here to buy it. But for a little more explanation, read on.In 2020, I spent some of my lockdown trying to solve the newly republished murder mystery / puzzle Cain's Jawbone, written by the famous cryptic crossword setter Torquemada in 1934. The puzzle consisted of a box of one hundred pages of a novel, in a random order. The solver had to work out the correct order of the pages, and then interpret the strange and allusive narrative so as to deduce the killers and victims in the six murders in the story. It turned out to be ridiculously difficult, as it was meant to be; but if the spring of 2020 was good for anything, it was for spending far too long on almost impossible puzzles. Eventually, I submitted a solution, which to my enormous surprise turned out not only to be right, but also the only correct one submitted. I won a thousand pounds, bought a piano, and thought that was that. But then, two things happened. The first was, thanks in part to TikTok, Cain's Jawbone took off in a surprisingly big way. And the second was, I found I missed it. I really wanted to try solving another puzzle in that style. But Torquemada never wrote another one, and nor did anyone else. So it seemed the only thing to do was to try to create one myself.So this year Unbound, the publishers of Cain's Jawbone, are publishing a new mystery puzzle box by me, the title of which is still secret for now. This time, solvers will receive a box of one hundred picture postcards. As with Cain's Jawbone, they will need to arrange the text sides in the correct order, and understand the story told there, in order to identify the killer and victim in a series of ten murders; as well as a certain crucial address. But in order to do this, they will also need to solve the various puzzles presented by the picture sides.The picture side puzzles allow me to do two things: firstly, compensate for the arrival of the internet since 1934. You may now be able to google an obscure Walt Whitman quotation, but you can't google 'How on earth is this picture of a tree a puzzle?' Secondly, if Cain's Jawbone had a flaw (which I don't admit) it's that it's a little off-putting and seemingly impenetrable until you make a certain breakthrough. I think a lot of people had a brief look through the cards, thought 'Well, that's impossible' and gave up. I certainly did, before lockdown came along and invited me to have another go. So the picture puzzles - which are also, to be clear, ridiculously difficult - give the solver something they can immediately get their teeth into, while they're grappling with the madness on the other side.Lastly, they're there because they have to be. There is, within the story, a reason why these cards exist, why they have puzzles embedded in them... and why one of the murderers now keeps them safely locked in a drawer. I hope you enjoy trying to work out what it is. For more information, to pre-order a copy, and to gaze in wonder at some exhilaratingly expensive pencils... step this way. Oh, and the postcards shown here are not solvable with the information given, so don't torture yourself. Yet. Full Article
it 24 Things, Many of Which Are Still Likely To Be Elephants or Bears, Especially Elephants; But Also It’s Vanishingly Unlikely There’ll Actually Be 24 of Them, or Even Close - Thing One. And Possibly Only. By johnfinnemore.blogspot.com Published On :: Fri, 01 Dec 2023 21:12:00 +0000 Alt text: a stylish woman in a coat, who is emphatically neither an elephant nor a bear. Not everyone is. Full Article
it As Someone Quite Rightly Points Out, Actually an Entirely Uncertain Number of Things - Things Eight and Nine By johnfinnemore.blogspot.com Published On :: Sun, 10 Dec 2023 23:57:00 +0000 Alt Text: Two dog walkers, walking two dogs. (It looks as if I've whimsically made it look like one of the dogs is interested in a butcher's signboard advertising sausages, but actually it wasn't me who did that. It was the dog.) Full Article
it But sure, as it happens number 12 would have been: Put wooden chopping boards in the dishwasher. By johnfinnemore.blogspot.com Published On :: Fri, 16 Feb 2024 14:51:00 +0000 1) Order the fish in a restaurant on a Monday. It'll be three days old. 2) Base-jumping. He just doesn't see the appeal.3) Cheat on his wife. Sandra is his world. 4) Open a new battlefront without adequately securing supply lines first. This one probably won't come up. But still, he'd never do it. Look at Napoleon. 5) That. He'll do anything for love. But. Edit: For some reason, a lot of people seem to be complaining that none of these have anything to do with dishwashers. Why should they? Our dishwasher expert knows a lot about dishwashers, sure, but they're not his whole life. Get some perspective, people. Full Article Small Silly Jokes
it 'Untitled Mystery' the untitled mystery update: now titled. By johnfinnemore.blogspot.com Published On :: Mon, 19 Feb 2024 12:59:00 +0000 Do you happen to remember I said last year I was writing a murder mystery puzzle in the form of a box of postcards? Well... I've written it. I'm very proud of it. And this is what it's called: Alt text: A trailer, made by the excellent people at Stage Fright Films, which eventually tells you it's called 'The Researcher's First Murder', and revealing the excellent cover illustration by Tom Gauld.You can pre-order it here, and I won't at all mind if you do. Full Article
it New ebook editions of Hominids and its sequels By sfwriter.com Published On :: Sat, 24 Feb 2024 22:50:24 +0000 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 […] Full Article Uncategorized Ebooks Hominids Humans Hybrids
it Which Modula 5 Mg Formulation Is Suitable For Individuals With Diabetes? By vrn.best-city.ru Published On :: Tue, 12 Nov 2024 14:29:06 +0300 Modula 5 mg is a medication that contains Tadalafil, which is commonly used to treat erectile dysfunction (ED) and symptoms of benign prostatic hyperplasia (BPH). It works by increasing blood flow to the penis during sexual activity, which helps achieve and maintain an erection. For individuals with diabetes, Tadalafil can generally be used safely, but some factors should be considered when choosing the right formulation: Factors to Consider for Individuals with Diabetes: Impact on Blood Sugar: Tadalafil itself doesn’t directly affect blood sugar levels, but individuals with diabetes need to manage their overall health, including blood sugar levels, when using medications for ED. It’s important to monitor blood glucose levels regularly while on Tadalafil. Formulation of Modula 5 mg: Modula 5 mg is typically available in tablet form. The tablet formulation is suitable for people with diabetes, as it is not known to contain sugar or carbohydrates that could directly affect blood sugar. Oral tablets like Modula 5 mg are often preferred because they allow for controlled, consistent dosing. Side Effects: People with diabetes may be more prone to certain side effects, such as dizziness, headaches, or blurred vision. These side effects are more common in individuals who have other underlying conditions (such as cardiovascular issues) that may co-occur with diabetes. It's important to start with a lower dose, like 5 mg, and adjust based on tolerance and effectiveness, in consultation with a healthcare provider. Cardiovascular Health: Diabetes often comes with an increased risk of heart disease, which is also a concern when using medications like Tadalafil. It’s crucial to consult a healthcare provider to ensure that there are no contraindications with any existing heart conditions before starting MODULA 5 MG. Other Medications: People with diabetes may be on other medications to manage their condition, such as insulin or oral medications for blood sugar control. Tadalafil can interact with certain medications, especially nitrates (used for chest pain), leading to dangerous drops in blood pressure. Therefore, it is essential to ensure that Modula 5 mg doesn’t interact with any other ongoing treatments. Recommendation for People with Diabetes: Modula 5 mg (Tadalafil) in its tablet formulation is generally a suitable option for individuals with diabetes, provided they are managing their blood sugar levels effectively and have discussed the use of this medication with their healthcare provider. If there are concerns about side effects or interactions with other medications, starting with a lower dose or exploring other alternative treatments for ED may be recommended. Key Takeaways: Modula 5 mg (Tadalafil) is safe for most individuals with diabetes, but it's crucial to check for potential interactions with diabetes medications. Monitoring blood sugar and blood pressure regularly while using Tadalafil is essential for safety. Always consult a healthcare provider to ensure the medication is appropriate based on your medical history and current treatments. If you have specific concerns, such as interactions with your diabetes medications or heart conditions, consulting with your doctor is the best course of action before starting any treatment. Full Article Новичкам о портале
it Ken and Robin Talk About Stuff: It Would Totally Match Her Raven By robin-d-laws.blogspot.com Published On :: Fri, 24 Jul 2020 12:19:00 +0000 In the latest episode of their inescapable podcast, Ken and Robin talk forecasting player behavior, cats, the creative importance of napping, Loie Fuller, and saving Houdini. Full Article
it TIFF DAY 1: Chilling at Home With Werner Herzog and Some Meteors By robin-d-laws.blogspot.com Published On :: Fri, 11 Sep 2020 12:26:00 +0000 It’s that time of year again—but what a different year. The Toronto International Film Festival, COVIDVERSE edition, has begun.The show must go on, though with a slate one-fifth of the usual size. There are distanced and drive-in screenings, but we are forgoing those entirely in favor of digital screenings. For $19 - $26 a pop, viewers in Canada who grabbed tickets in time can watch on digital devices. Options include Chromecast, so we’ll be hunkering down in front of our home theater setup for a total of 39 films. No TIFF unfolds without technical problems, but this time an entire new set of them awaits! Many rights holders are sitting on completed films hoping to launch them when normalcy returns to film exhibition. TIFF 2020 titles skew less toward the offbeat genre items that make up my typical must-see list and more to documentary, Canadian and generally serious fare. I did snap up tickets for the three Midnight Madness titles. Normally we see 45 films each. We’ll be filling in the gaps with titles already on streaming services. Most years there’s a documentary about film near the start of the fest, so I’ve found one of those. We usually strive to stack up fun, poppier choices on the last Sunday, so I’ve picked out a substitute slate to replicate that. To not be weird, I’ll be putting capsule reviews of those flicks in our weekly Ken and Robin Consume Media feature, not here. Pandemic Festival tosses our finely-tuned logistical routines, honed over 34 years, out the window. I’m sure you’re all anxious to hear about the profound changes this wreaks on our snack game. I’ve drawn up a specific schedule of screening times to keep us on track, with break times marked. Finally we can pause TIFF films for brief naps. We’ll be making a point to go out and speed-walk around the block to mimic the salutary effects of dashing between venues.And as for the dudes loudly voicing wrong movie opinions while we’re packed, sardine-style, in line-ups at the Lightbox or Scotiabank, well, we’ll just have to imagine what they had to say about opening night:Fireball: Visitors from Darker Worlds [US, Werner Herzog & Clive Oppenheimer, 4] Documentary explores the science and mythology of meteor, from Chicxulub to ʻOumuamua. The intersection between scientific discovery and religious awe, central to all of Herzog’s gorgeous, delightful nature docs, rises from subtext to text through the intercession of traditional elders, joyful researchers, and the Jesuit scholar of the Vatican’s heaven stone collection.Enemies of the State [US, Sonia Kennebeck, 4] Documentary pulls apart a labyrinth of contradictory evidence around Matthew DeHart, an Indiana man who was framed for child pornography by the FBI as part of a Wikleaks espionage case, or created a story of secret files to shield himself either cooked up a Wikileaks-related espionage smokescreen to mask his sex crimes. Invites the viewer to join a filmmaking team as it goes ever deeper down a rabbit hole. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival
it TIFF Day 5: If You Drop the Weights He Vituperates You, But If You Lift Them He Sings About Ducks By robin-d-laws.blogspot.com Published On :: Tue, 15 Sep 2020 20:07:00 +0000 The Inconvenient Indian [Canada, Michelle Latimer, 4] Essay-format documentary examines the Indigenous struggle for sovereignty and cultural reclamation in North America, as hosted by novelist Thomas King and inspired by his nonfiction book of the same name. Makes its case through cinematic language, pushing the archival footage and talking heads format to the background. Beginning [Georgia, Dea Kulumbegashvili, 4] Depressed wife of a pastor bears the brunt of a persecution campaign from a local man hostile to their minority Baptist faith. The camera acts as a pitiless eye in this harsh, austere drama of pervasive male oppression. I Care a Lot [UK, J Blakeson, 3] Corrupt legal guardian (Rosamund Pike) who slaps unsuspecting seniors into care facilities to bleed them dry triggers a cat-and-mouse game when her latest prey (Dianne Wiest) turns out to be the mother of a wealthy gangster (Peter Dinklage.) Engaging thriller— until it betrays the contract it has established with the audience. Concrete Cowboy [US, Ricky Staub, 3] After yet another expulsion from school, a troubled teen (Caleb McLaughlin) gets dumped for the summer with his father (Idris Elba), who belongs to Philadelphia’s threatened culture of inner city horse owners. A rich social milieu is the star of the show in this affirming drama, which could do with a stronger drive to activate its protagonist. Lift Like a Girl [Egypt, Mayye Zayed, 4] From ages 13 to 18, under the tutelage of a volcanic, motormouth coach, with a rubble-strewn lot on a busy Alexandria street, weightlifter Zebiba trains to be a champion. Fly-on-the-wall documentary inhabits a hardscrabble community powered by loving verbal abuse. The coach and his key athletes denigrate the skills of male lifters, while constantly referring to the girls as boys, urging them to man up, and telling them they need to grow balls if they want to win. Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article
it TIFF Day 10: The Festival Wraps With Some Very Good Dogs By robin-d-laws.blogspot.com Published On :: Sun, 20 Sep 2020 14:23:00 +0000 The final day of TIFF 2020 has come and gone and below are my final capsule reviews. I’ll post a full capsule roundup on Monday. Fauna [Mexico/Canada, Nicolás Pereda, 3.5] Narratives nest within narratives when an actor visits his girlfriend’s family in a sleepy small town. Comic misunderstandings, naturalistic locations and twisting meta-story may remind seasoned festival-goers of the works of Hong Sang-soo, with Coronas instead of soju. Preparations to Be Together For an Unknown Period of Time [Hungary, Lili Horvát, 4] Top neurologist questions the accuracy of her recollections when she moves back home from the US to Budapest for a romantic rendezvous, only to find that the object of her affections professes not to remember her. Quietly suspenseful drama of psychological uncertainty. The Truffle Hunters [Italy, Michael Dweck & Gregory Kershaw, 4] An aging generation of Piedmontese truffle hunters carries on the search for the elusive delicacy, fearing the poison bait left for their beloved dogs by ruthless newcomers to the trade. A documentary balm for lovers of food and canines luxuriates in the presence of sumptuously photographed forest eccentrics and their very, very good dogs. Bandar Band [Iran/Germany, Manijeh Hekmat, 3] A pregnant singer, her husband and their guitarist try to get their van through a floodstruck region to attend a contest gig in Tehran. Neorealist drama where the obstacles in the characters’ path are literal. The Water Man [US, David Oyelowo, 3.5] Imaginative kid (Lonnie Chavis) heads into the Northwestern forest in search of a legendary immortal, thinking he holds the secret to curing his mom (Rosario Dawson) of leukemia. One of the more successful of a recent wave of films that put a somber sin on 80s kids adventure, thanks to a well-constructed script and Oyelowo’s sure control of tone. Among the differences of this digital-only fest was that it removed the flexibility to choose between multiple screening dates. In a regular year I program the last days and work backward to end on some combination of stronger and/or lighter selections. Here programmers assigned a 24 hour window for each film. These last movies weren’t what I would have picked as closers in ordinary times. To compensate for this Valerie and I are running a day of fake TIFF programming to simulate the funner final Sunday we usually shoot for. They consist of one film that played at TIFF 2019 and three others from previously-appearing directors. Play along at home by streaming The Vast of Night, The Forest of Love*, Mr. & Mrs. Adelman, and Ace Attorney.*Update: Turns out this one is ultra-disturbing and in no way fun or light. Going into something with mistaken tonal expectations—just like the real TIFF! Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus. Full Article toronto international film festival