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Board Game Review: Tokyo Sidekick

Earlier this summer, Tokyo Sidekick arrived on our doorstep from Japanime Games. I knew absolutely nothing about the game before it showed up. Turns out, it's a big game, with a big board, in a big box. Unpacking everything, I was pretty impressed with the breadth of inventory. Check out the pic below from the publisher of the core game components beyond the board and cardboard standees.

My copy also included a comic book giving the origin stories of the heroes, as well as upgraded acrylic standees. The components are well made and I particularly like the acrylic upgrades; you’ll want these for sure if you can get them.

 

Perusing the rulebook, I started to get a good understanding of Tokyo Sidekick. It’s a cooperative game designed by Yusuke Emi where 2-4 players take on the role of heroes and sidekicks who battle against villains, supervillains, and menaces, while also navigating around the central board to deal with incidents as they crop up. There’s a lot going on at once for players to manage, and that’s part of the fun. It feels a lot like playing Pandemic, if the characters we played in Pandemic  were more personable and relatable. 

Turns pass back and forth between players and during the active player’s turn they must do their best using their array of selectable actions (actions that are paid for with energy cards  from their deck) to thwart evil and handle critical incidents that have been revealed. We didn’t find there to be much analysis paralysis during turns. At the end of each player’s turn, during the End Phase, new incidents are added to the board, the player redraws their hand, and circumstances are evaluated to determine whether additional steps grouped under something called “Crime Time” will occur. If it does occur, special effects on enemy cards activate, towns on the map get destroyed, a subset of incidents on the board become critical (if you leave these unresolved on the board for too long, you lose the game automatically), new enemies are revealed from the enemy deck and placed on the board, and new incidents are added to the incident row (to be added to the board on future turns).

What I love most about this game is the detailed descriptions and backstory on every hero and sidekick. Chamaru is my absolutely favorite sidekick to include on my team. Look at his adorable profile!

There’s even a mind map at the end of the rulebook showing the intricate connections between each hero and sidekick in the game. The artwork is lovely too. Sometimes I’m a bit hesitant when a new Japanime game is released because I never know if the artwork is going to push boundaries a bit too far out of the family friendly genre (which is always a shame when it happens because the gameplay is usually solid). Happy to report that while the game isn’t going to win any awards from the feminist corner for empowering representation, it’s nothing too risque; tweens and teens can play this without being scandalized.  Another thing I really enjoy about Tokyo Sidekick is the free lesson in Tokyo geography. All the locations on the board are neighborhoods of Tokyo, like Otsuka, Waseda, or Shinjuku. If you thought Pandemic was good at teaching you world geography, this game is really good at teaching you the areas of Tokyo as you move between them.

The rulebook is very detailed and well written. We didn’t have any trouble understanding the instructions and we weren’t left with any unanswered questions after reading it.

The myriad of hero-sidekick combinations and the variety of enemies in the enemy deck make the game highly replayable. We’ve played a handful of times and have yet to even eke out a win but we never got tired of trying. The first time we played we didn’t stay on top of incidents and then after that we tried to manage our incidents better but were overrun with villains. I’m sure there some clever strategy to score a victory in Tokyo Sidekick, but we haven’t stumbled upon it yet. Which is another plus for the game as far as I’m concerned; there’s no easy win to be had here. You’re going to have to collaborate closely with your team partners and really put your heads together to beat this thing.

This is definitely a game to put on the shopping list, if you’ve not ordered it yet. The Kickstarter for Tokyo Sidekick  just closed the first week in September, but Japanime has already started taking pre-orders for the retail version of the game on their website. If you’ve got tweens, I especially think this is a must-have. The whole family can work together to save Tokyo and learn Japanese geography in the process.

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Publisher: Japanime Games
Players: 2-4
Actual Playing Time (vs the guideline on the box): About 75 minutes.
Game type: deck building, cooperative, hand management

Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.




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

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

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

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

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

Let's dig in a little deeper.

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

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

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

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

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

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

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

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

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

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Publisher: Lucky Duck Games Players: 1-4

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

Game type: cooperative, tower defense, tile placement

Rating:

Rating scale:

OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.

OUI OUI: I would play this game again; this game is good. I would buy this game.

OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.

NON: I would not play this game again. I would return this game or give it away if it was given to me.             




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

We’ve had our eye on Clank! Legacy: Acquisitions Incorporated since its debut in 2019 from Renegade Game Studios. In our house, we love legacy games and we own most of the other Clank! editions, so it seemed like a good fit.

Boy, was it ever! We finally got the game a couple of weeks ago, and immediately fell for it so hard during the first few minutes of the game that we played it nearly every day with our 11 year old twin sons, Max and Locke.

In Clank! Legacy: AI, designed by Andy Clautice and Paul Dennen, players take on the role of employees at a small organization. At the beginning of the legacy campaign, the organization is in the process of applying to become a franchise of Acquisitions Incorporated, a megacorp famed for its for-profit adventuring services. We loved the narrative and appreciated the touches of authenticity,  like the franchise charter agreement.  We’ve played through other legacy campaign games over the past year where the narrative fell flat at times (I’m looking at you Aeon’s End Legacy), but Clank! Legacy: AI doesn’t suffer from that problem. Every game session (mission) introduces new and compelling twists in the ongoing storyline and is able to hold our interests. And the gameplay - including choices, restrictions, and goals-  makes sense within the narrative universe Clautice and Dennen have constructed for us. We found that the narrative so captured our kids attention that they were better about staying in the game each mission long enough to explore the terrain to everyone’s satisfaction as compared to their more typical race to the finish behavior when playing the standard edition of Clank! .  I was very pleased with that aspect of this edition as I really enjoy exploring the far reaches of the board.

The game mechanisms here are based on those in the base game (primarily deck building and point to point movement), with players descending into lower depths on the central board, tasked with obtaining rewards and escaping to safety before the game ends. But the legacy edition of this midweight strategy game introduces additional non-player characters, rewards, perils, and side quests as play unfolds. Spaces on the board have narrative icons indicating passages, from the Book of Secrets, which are to be read when a player lands on the space for the first time. These passages will often direct players to apply stickers to the game board, cards, or the rule book.  They may also reveal new game components such as additional cards or tokens. Clank! Legacy: AI  also utilizes both sides of the central game board, providing a lot of real estate for legacy modifications.

I didn’t notice a lot of analysis paralysis during our plays of Clank! Legacy: AI. The requirement to play all cards each hand coupled with the movement restrictions on the board provided only a few reasonable options to choose from each turn in terms of movement. Occasional delays were seen when players selected cards to recruit using skill points, but even then, it was never more than a few moments of hesitation. Each game session wraps up in a couple hours or less.

The components (the central board, the cards, cardboard tokens, etc) are of average quality for the price point. Our franchise board (where you deposit clank, hold market items for purchase, track dragon rage, and track player damage) arrived slightly warped and seems to have warped further as it has sat out on our game table (we’ve had some wild temperature swings here in snowy Iowa), but otherwise everything arrived in and remains in excellent condition.

The artwork (implemented by a full team of artists, including Clay Brooks, Anita Burrell, Derek Herring, Raul Ramos, Nate Storm, and Alain Viesca) is on point. It reinforces the narrative, is kid-friendly, and is generally unobtrusive, which is just what I’m looking for in this price range. It also blends seamlessly with the artwork in the base game, so when the legacy campaign is finished and players want to mix components of this game with the base game, it works visually.

The rulebook was generally clear and we didn’t need to look up much online, although we did have a few questions about some of the language on the cards that we didn’t feel the rulebook addressed (and we also couldn’t find a clear answer online, so it might just have been a brain block unique to us).

Every aspect of Clank! Legacy: AI  has been well planned and executed by Clautice and Dennen. I’ve thoroughly enjoyed playing this edition with my family and I’m hoping they’ve got additional legacy campaign expansions in the works for this IP as I can’t wait to see what they come up with next. Solid storytelling, from start to finish.

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

Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.



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

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Royal Architects, Unnamed Noblemen, and Viscounts–A 130 Year Tale of West Francia in Three Parts. Part Two: The Unnamed Noblemen (A Review of Paladins of The West Kingdom)

During the early reign of King Charles III (Charles the Simple) in West Francia, the area was besieged by Viking invasions, while the memory of the previous and frequent Saracen incursions was still fresh in the minds of the general populace. The Saracens were Muslim - mostly Berbers from Africa – and had only let up on the Franks because they’d been pushed back by the Vikings. The local nobles were left largely to fend the Vikings off on their own.

In Paladins of the West Kingdom, players assume the role of these unnamed nobles (most likely Dukes), working to keep the region safe and spread their faith (historically: Christianity).  I really enjoy this theme, and in fact, playing the game nurtured my interest in the historical kingdom of West Francia.  That’s why I can tell you that while the rulebook notes that the King lends his Paladins to the nobles to aid them in their quest, I’m giving all the credit for the loan to the designers, Shem Phillips and S J MacDonald.  Paladins are a fictional group of knights in French lore (think of them as similar to the Knights of the Round Table in British lore),  or alternatively, a translation of the Frankish royal title of Palatine Count, which was a noble that focused mostly on judicial and governing matters and was not known as a knight.

I’ve won a few and lost a few games of Paladins. It’s a worker placement game that incorporates card drafting.  At the beginning of every round, players draw the next three Paladin cards in their deck and choose one to play for the round, one to put back on top of their Paladin deck to draw during the next round, and one to put at the bottom of their Paladin deck. Each Paladin boosts faith, influence, or strength (usually more than one of these), and also provides a special benefit. If you’ve got players prone to analysis paralysis, this is where they may get stalled, especially in the first few rounds. After Paladins are selected and put into play, workers for the round are selected by each player and put into their personal resource supply. You have many stations on your player board to place your workers during the round,  and when you do so, your moves are independent and walled off from your opponents (they cannot tamper with your player board or placement of your workers on it). However, there is one area on the general board (the King’s Favour card area) where you can also place your workers and those spots are competitive. Also contributing to player interaction – some of the stations on your player board where you place workers allow you to move resources (monks and outposts) from your player board to the main board, consuming a competitive spot that provides a placement reward. And all the resource cards on display around the main board – the townsfolk you can hire, the walls you can build, the outsiders you can attack or convert, the tavern cards you draw workers from, and the suspicion cards you gain $$$ from, are all lucrative items for which players must compete. So we’ve got a good mix of independent action and player interaction in Paladins.  There are not a lot of opportunities for  “take that” behavior in this game, other than perhaps timing your draw of suspicion cards to trigger an inquisition when you know your opponents will suffer a penalty and be forced to take on more debt.

Strategy Tips:

[1] Don’t be afraid to take on debt. It’s not too hard to flip debt cards for additional victory points and the income generated from the suspicion cards + the usefulness of the criminal workers are worth the increase in debt.

[2] As with all worker placement games, look for opportunities to get more workers. For example, try to recruit any townsfolk that provide workers as a reward for other actions.

[3] Attacking outsiders is a reliable way to get provisions and build influence, which are prerequisites for building the wall, which in turn give more strength and allow you to attack more outsiders. When paired with the townsfolk card that provide a bonus worker for every attack action, it’s a powerful combination.  

Giving the game more intellectual weight, worker placement on your board and the actions workers trigger often have additional requirements beyond number and types (i.e., colors) of workers. The actions triggered by worker placement may be constrained by your strength, faith, or influence level. And some spots or actions triggered by placing workers in those spots require money or provisions. All of these prerequisites can be gained as rewards from prior actions triggered by various worker placement, so much of the game is finding the most efficient ways to obtain prerequisites associated with the series of actions you’d like to take as the game progresses. I worried this decision making would be a weak point for analysis paralysis (I’m a pretty good candidate for testing potential AP, as I’m prone to it) and while there can be a bit of that during the game, nothing excessive was logged during our plays.  

The artists (Shem Phillips on graphic design and Mihajlo Dimitrievski on illustrations) have printed helpful indicators next to each placement location on boards and cards to identify any prerequisites as well as rewards. It’s an example of how the designers have worked with the artists to layer meaningful game information into the layers of artwork. In fact, all of the symbols implemented across the game components are really quite helpful. Bonus: once you familiarize yourself with them in one of the West Kingdom games, you’ll have learned them for the entire series as the artists reuse the same symbols in all three titles.

Beyond the iconography, the illustrations and other artwork are lovely. As with the iconography, the same style of artwork is implemented across the entire series and it carries the theme well. There was a good mix of cisgender representation, but not a lot of racial diversity, especially as would be suggested by the historical setting of the game (for example, Berbers in the area had skin tones ranging from light to to dark brown).

The components for Paladins of the West Kingdom are well made.

There are wooden meeples, an assortment of foldable boards constructed from cardboard, and various plastic coated card decks. We found the rulebook to be clear and direct, and there weren’t any items we had to look up online. It would have been nice if the designers included a player aid in the components, but I was able to compensate for the oversight by downloading a detailed player aid another user uploaded to the forums on BoardGameGeek.com.

Paladins of the West Kingdom is my favorite game of the West Kingdom series. All of the worker types and available actions make sense within the context of the theme, the mechanisms (worker placement, card drafting) integrate tightly with the scoring system to provide opportunities for building a victory point engine, and the game is complex and interesting yet still accessible for new players. The game is also a great value at its price point (approx $50) given you’ll get dozens of multiplayer games in before even a hint of same-o same-o creeps in. Many games with comparable replayability and complexity are double the price of Paladins. There’s also a solo play mode, which provides an additional way to explore the game.

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

Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.



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

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Board Game Review: Between Two Castles of Mad King Ludwig

Years ago, on a snowy winter excursion to Bavaria, I took a tour of King Ludwig (Mad King Ludwig) II's  castles. I really feel for the poor chap Ludwig II. He was very excited to be king and wanted to be a *real* king of the old order with power and dominion. Alas, he was born much to late in Germany’s evolution for such things and was reduced constitutionally to being a mere figurehead (such as Queen Elizabeth II is in England today). So he consoled himself by building castles throughout the countryside where he would escape and  fully immerse himself in his pretend kingdom where all subjects worshipped him and did as they were told.  Linderhof was one of the first castles he built and it was pretty modest so the taxpayers didn’t really bat an eye. This was the first stop on our tour.

The same could not be said for his next building project: Castle Neuschwanstein. This grand and glorious castle (just up the hill from his parents’ country castle) was the castle to end all castles. He fancied he’d build himself a castle in medieval style (probably because that was a time when subjects dutifully respected their king or perhaps because it appealed to his alpha-male decorating sense) and he spent his way through a good portion of the national treasury before the impoverished taxpayers had enough and called shenanigans. The castle was never finished, King Ludwig II came to a premature end and within a year the political leadership had turned the castle into a tourist attraction. It was *this* castle, by the way, that Walt Disney held in his mind’s eye when designing the Disney Princess Castles. With the snow falling softly around it, it was truly an amazing site to behold. So beautiful!

With the happy memories of the castle tour, I was drawn to Castles of Mad King Ludwig  when it was released by Bezier Games a few years later.

Another Bezier release – Suburbia – is in my top 10 list, so the positive track record with the publisher was another indicator that I’d probably enjoy Castles. After a bit of research, I found the general consensus in the board game community is that Castles  plays so similar to Suburbia that it feels like a reskin of the game with a castle theme. Players purchase tiles from a market to build a great infrastructure, with various points awarded based on which tiles are used and how they are arranged. After this discovery, I actually didn’t follow through with the purchase, as I’ve never been one who is keen to get every iteration of a game. For example, I rarely keep both the card game and board game version of a given game in my collection – I force myself to pick one and let go of the other. Since Surburbia was so close to my heart, I let go of any ideas to purchase Castles.

A year after Bezier released Castles, Stonemaier Games released Between Two Cities. In BTC, players draft tiles and then use them to build cities collaboratively with other players.  We build one city with the player to our left and a separate city with the player to our right; each of our partners also contributes tiles to our respective cities in common. At the end of the game, all cities are scored and the lower scoring city of the two we helped build is assigned to us as our final score. The player with the highest score at the table wins. It’s a pretty unique approach to scoring and forces you to give both of your cities equal attention throughout the game. I don’t own a copy of this game either, mostly because I only began collecting Stonemaier games after I fell in love with Scythe in 2016, and have focused heavily on acquiring new releases (vs picking up their earlier games). 

In 2018, Stonemaier (in collaboration with Bezier) released Between Two Castles of Mad King Ludwig. This game is designed by Ben Rosset and Matthew O’Malley and it takes the best of Between Two Cities and Castles of Mad King Ludwig and marries it all together. Now we find ourselves at the game table, working to build two castles at once, simultaneously but separately collaborating with our left and right neighbors. At the beginning of each round, each player draws nine tiles, comprised of various indoor and outdoor room types. Each turn, we select 2 tiles to keep (one destined for the castle we are building with the player to our left and the other for the castle we are building with the player to our right).  We pass the rest of the tiles to our neighbor (to the left in round 1 and to the right in round 2). Once everyone has selected their tiles and passed the leftovers, we begin collaborative discussions with each of our neighbors regarding the tiles we selected and where they should be placed within our castles. There are a few straightforward rules governing placement (for example, downstairs rooms can only be placed below the ground level) but generally the selection and placement decisions should be guided by maximizing victory point scoring. Also of note, when the third or fifth regular room tile of the same type is placed, a placement bonus is earned and redeemed immediately. These bonuses provide either additional tiles (including specialty room types) or bonus cards that award conditional victory points at the end of the game. After tile placement, the turns repeat in the same fashion three more times, except that on the last run, there is only 1 tile left after selecting two for placement and that tile is discarded out of the game. Round two begins, and follows the same process as the first round, with the only change being the direction the unselected tiles are passed around the table.

In anticipation of the upcoming Between Two Castles of Mad King Ludwig  expansion release (Secrets and Soirees), I received a review copy of the base game from Stonemaier.

Opening the eye-catching box (with artwork by Agnieszka Dqbrowiecka, Laura Bevon, and Bartlomiej Kordowski), we inventoried the components (cardboard tiles, wooden tokens, plastic coated cards, and score sheets) and set up our first game. The rulebook was easy to follow (as it always is with Stonemaier) and the handy player aids included proved valuable as we worked our way through the game. There were five of us playing that first time, including two teenagers, and I was surprised to see just how varied each team’s castle was from the others.

I worked really hard to give my all to both castles I was constructing, knowing that I would only score for the one that brought in the lower victory point total. I had to to correct my efforts a few times as it started to feel like one castle was building to a much higher score than the other. With both my neighbor on my left and right, I focused on bonus cards and tiles to increase point totals, whereas the competing castle builds leaned more heavily on amassing points directly through the regular room tiles. My strategy worked, and both of the castles I helped build were higher scoring than everyone else’s, giving me the victory even when taking the lower score of the two. In later games, my husband Chris and I played against each other, using the special 2 player rules in which a dummy player (“Ludwig” of course) is controlled by one of the players during the first round and by the other player during the second round. I focused on the same things in these two player games that I had previously at higher player counts. Meanwhile Chris focused almost exclusively on standard room tiles to accumulate points. Every time we played, the castle that Chris and I built together was by far the highest scoring one in the game (scoring highly on regular room tiles thanks to Chris and on bonus tiles and cards thanks to me), and my castle with Ludwig was runner up, giving me the victory again. 

I really really love this game. Much more than I thought I might, given its straightforward and simplistic mechanisms (I usually prefer complex strategy games).  Pick two tiles and arrange, rinse repeat. Sounds like it should get boring fast, but it never does.  I think the real draw of Between Two Castles of Mad King Ludwig,  that keeps engagement and enthusiasm high even among experienced gamers, is the puzzle of having to work both castles at once. Dividing your time between two equally important projects simultaneously that will be scored against each other is a personal challenge, regardless of your skill level, because you’re competing against yourself. That’s genius, and I can’t think of another game I own that implements this kind of scoring. The only drawback to this scoring mechanism is that players who are significantly weaker in strategy or skill than the rest of the group will drag down the scores of their partners, giving a clear advantage to the remaining players who weren’t yoked to the underperformer. Tactfully, since the game scores average in the direction of the weaker player on each team, this is a game to play with a group of your intellectual peers, unless you want to stew in resentment over how irrelevant all of your hard work turned out to be when it came to scoring.

In addition to the puzzle aspect of the game, the quick gameplay (less than an hour), family friendliness, and low level of analysis paralysis all help to make it an excellent go-to game, even on weeknights. 

I’m glad I gave Between Two Castles of Mad King Ludwig  a chance on our game table, and our friends who played with us have already asked when they can come over to play again. I’m quite excited to see what the upcoming Secrets and Soirees expansion adds to the game.

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

Publisher: Stonemaier Games
Players: 2-7
Actual Playing Time (vs the guideline on the box): About 45 minutes per game
Game type: card drafting, tile placement, set collection

Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.



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

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

Between Two Castles of Mad King Ludwig is one of our board game library essentials. There’s a great puzzle aspect to the game, it plays in under an hour, it’s family friendly, and it keeps analysis paralysis to a minimum. It also plays up to seven players, filling that niche when so many other games are capped at 4 or 5. For all of these reasons, when the Secrets and Soirees expansion debuted, we knew we had to have it.

The expansion offers additional room types for your castle, extra bonus cards, two new solo modes, higher player count (up to 8), and a new variant of head to head castle building where each player builds their own exclusive castle.

My personal favorite bit of the expansion is the puppy room!!! Adorable little corgis, just like we have at home.

We have played the expansion dozens of times. The first few months we had the game, we stuck to standard play, with everyone building two castles, and just focused on the fun of the new room types. These are activity rooms, secret rooms, and ballrooms. The activity rooms are thematically just that – clever little rooms themed around activities that give you points for each other room adjacent or penalize you if the listed prohibited room type is within the radius. The secret rooms are quite innovative. Each one has a little arrow printed on the tile pointing up, down, left, or right and takes on the same identity as the room indicated by the arrow, giving players a lot of flexibility based on placement in the castle. The ballrooms score points for specific room types in your neighbors’ castles. I really enjoyed these plays with the expanded room types and have not ever wanted to go back to playing with just the base game tiles again.


More recently, we’ve explored the new variants provided by the expansion. The Mad King’s Demand variant has players each build a single castle instead of managing two castle builds at once. It solves the problem of weaker players bringing a section of the entire table down in scoring and it plays so much more quickly than the regular game, so it can be a good choice for player counts larger than two. While it’s also easier and smoother in a two player game to play this way versus playing with the 3rd NPC player normally required in a two player game, I’m much less fond of using this variant with two players. I like the extra tiles to choose from when a third castle is in the mix; it helps make it a bit more challenging and feels more interactive.

The Automa solo mode is very easy to learn and it’s the most enjoyable solo game I’ve ever played because it feels like you’re actually playing against other players.  I played on level 3 – normal difficulty – and won 58 to 55/55. I actually found myself wishing for longer rounds. The other solo mode (which is dubbed the Introvert variant and noted by the rulebook as technically not an Automa mode) feels less like a game against peers and more like a game of solitaire puzzling. It’s faster than the Automa solo mode and has the quirky hack of allowing you to force the NPC opponent to take a specific tile you don’t mind it having when there’s only one that meets the selection filter used to draft a tile for them. This is because, in this mode, the NPC follows an algorithm to pick between a tile you’ve marked as favored and desired for yourself and all the other tiles in demand under its selection filter that round. If there’s only one tile that meets the filter and you mark another tile you actually want, there’s a 50/50 chance you’ll lose your coveted tile to the NPC. However, if you mark the tile that meets the filter as if you wanted it for yourself, it’s forced to select it. Then you can choose whatever tile you actually prefer for yourself instead. The introverted solo mode is pretty great if you like that sort of thing, but I prefer the feeling of playing against others, so I’ll stick with the Automa solo mode, or competitive play against real life opponents.

With a retail price of just $15 on the Stonemaier website, and having so much quality content in the box, the Secrets and Soirees expansion is a must-have.

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

Publisher: Stonemaier Games
Players: 1-8
Actual Playing Time (vs the guideline on the box): About 45 minutes per game
Game type: card drafting, tile placement, set collection

Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.



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

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


- Scarper; British slang for 'run away'. From Scapa Flow - Go. 

- Grass; as in informant. From Grasshopper - copper (and from there to copper's nark) 

- Dukes; slang for fists, as in 'duking it out'. From Duke of York - Fork. ('Forks' being now-forgotten slang for hands.) 

- Donkey's years; a long time. From Donkey's Ears, rhyming slang for Years... but then the Y crept back in. 


Alt Text: Donkey's ears. And between them, a donkey. Well, I suppose there's always a donkey between a donkey's ears. I mean: another one, framed in the photo between the ears of the first donkey. Glad we've got that clear. It doesn't matter in the least. 




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24 Things, Many of Which Are Still Likely To Be Elephants or Bears, Especially Elephants; But Also It’s Vanishingly Unlikely There’ll Actually Be 24 of Them, or Even Close - Thing One. And Possibly Only.

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




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Very dry, cuckoos.

It would be a shame to let this ancient, creaky, spam-riddled throwback of a blog die off completely just because I'm experimenting with Substack. 

That said, I AM experimenting with Substack, and I'll be sending one out tomorrow. Subscribe here should you care to receive it:

Subscribe

But in the meantime, in the above spirit of keeping the old place alive, here is a little preview, in the shape of some performance indications I enjoyed from piano scores by Eric Satie. 





Assez lent, si vous le voulez bien
Rather slow, if it's alright with you.


Plein de subtilité, si vous m'en croyez
Very subtle, if you believe me.


Apparent
Show off


Sec comme un coucou
Dry as a cuckoo


Peu saignant
Slightly bloody


Les danseurs reçoivent chacun un coup de sabre qui leur fend la tête
Each of the dancers is hit with a sabre which splits his head open.



Eric Satie being dry as a cuckoo.







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New ebook editions of Hominids and its sequels

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




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Come see me on book tour!

My 25th novel, The Downloaded, is now available for pre-order in both print and ebook editions, and I’ll be touring across Canada starting next month to promote its release. Here are my May 2024 book-launch events: all are free and open to everyone, and books will be for sale (or bring your own copies and get them signed): Calgary Public […]




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Remembering Michael Lennick

Every Canadian of my generation knows the line, “I told him, Julie, don’t go!” It was said by Sylvia Lennick, the mother of my dear friend, the great Canadian filmmaker and special-effects expert Michael Lennick. Michael passed away ten years ago today, on November 7, 2014, at just 61 years of age. He’d been admitted […]




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Ken and Robin Talk About Stuff: Uninterested in Not Attacking

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




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Ken and Robin Talk About Stuff: Submarine for Sea Ghouls

In the latest episode of their intrepid podcast, Ken and Robin talk Sense Trouble, fatbergs, William Stephenson, and doomsday predictor Albert Porta.




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Ken and Robin Talk About Stuff: Dragons Love Merch

In the latest episode of their awesomely helmeted podcast, Ken and Robin talk automatic successes, imperiled Czech mayors, the secrets of Valhalla Cat, and Nicolas Roerich.




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Ken and Robin Talk About Stuff: Chorus Cubed

In the latest episode of their not-distracted-by-the-woman-in-red podcast, Ken and Robin talk meme-filled meta-kibitzing, Montreal Open City, present tense in fantasy fiction, and the RFK-Scooby Doo time ripple.




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Ken and Robin Talk About Stuff: Toss In Your Werecows

In the latest episode of their ennui-destroying podcast, Ken and Robin talk interesting boredom, Lair of the White Worm, John Carpenter's Aliens, and the occult battle of Kursk.




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Ken and Robin Talk About Stuff: It Would Totally Match Her Raven

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.




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

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




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Ken and Robin Talk About Stuff: You May Be Competent

In the latest episode of their tightly-wrapped podcast, Ken and Robin talk vampire firewalling, the espionage of Jan van Eyck, weird war mummies, and the Quasi War.




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

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




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Ken and Robin Talk About Stuff: Chief Plant Health Officer

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




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TIFF Day 3: Yakuza Redemption

Gaza Mon Amor [Palestine/France, Tarzan & Arab Nasser, 3] Middle-aged fisherman discovers a Greek statue and courts a wary dress shop clerk. Deliberately paced dramedy of life under oppression.

The Way I See It [US, Dawn Porter, 3.5] Documentary profile of Obama-era Official White House photographer traces his arc from work for the Reagan administration to anti-Trump social media gunslinger. Whether American viewers consider this slickly fashioned film heartfelt or sentimental will depend on party registration. It’s certainly explicitly framed to fire up Democrats to get out there to de-elect the current president.

Under the Open Sky [Japan, Miwa Nishikawa, 4] Out of prison after a long sentence, an aging yakuza (Koji Yakusho) struggles with his volcanic temper as he attempts to go straight. Bittersweet drama anchored by a lead performance from Yakusho, a mainstay of contemporary Japanese cinema.

Penguin Bloom [Australia, Glendyn Ivin, 3] A former surfer left paralyzed from the chest down by a freak accident reluctantly bonds with a magpie chick named Penguin, which one of her young sons has rescued. Sun-dappled animal-related family drama about the depression and anger that can accompany a life-changing injury.

In a regular year I would definitely have programmed Under the Open Sky, and would possibly have picked Gaza Mon Amor, depending on its position on the schedule grid.


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.




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TIFF Day 4: Masterful Performances from Frances McDormand and Mads Mikkelsen

Nomadland [US, Chloé Zhao, 5] When her town closes down in the wake of its gypsum mine’s closure, a self-reliant widow (Frances McDormand) moves into her van and joins the ranks of the nomad subculture, people who rove the US, taking whatever hard work they can get and living out of their vehicles. Rooted in social realist cinema, marked by a triad of transcendent qualities: poetic visual beauty, an indelible central performance and a deep love for the characters from the writer/director.

This is from Searchlight, formerly Fox Searchlight, now part of the Disney empire, so you’ll get a chance to see it. Likely as part of awards season, whatever the heck that’s gonna look like this year. Normally I don’t spend festival slots on titles with distribution but that’s out the window in the COVID-verse.

(At the moment cinemas are open, with distancing, here in Ontario but if you look at the numbers we’re in the early denial phase of a reimposition of lockdown measures. Whatever the deal is I don’t plan to be inside a theater in any foreseeable time frame.)

Her next project is a huge pivot from poetic verite dramas like this and The Rider— Marvel’s The Eternals. 

Memory House [Brazil, João Paulo Miranda Maria, 1] Racist harassment from German co-workers drives dairy worker to vengeance. Blunts the political anger of its subject matter with enervating pacing.

Another Round [Denmark, Thomas Vinterberg, 4.5] Burned out high school teacher (Mads Mikkelsen) embarks with three colleagues on an experiment to enhance their performance by maintaining a blood alcohol level of 0.5% throughout their days at work. Not only an original booze movie, but a big one, full of turns and ambiguities, and an utterly masterful performance from Mikkelsen.

Shadow in the Cloud [New Zealand, Roseanne Liang, 4] When an WWII RAF Flight Officer (Chloe Grace Moretz) boards a Samoa-bound cargo plane bearing a mysterious package, a monstrous gremlin on board is just one of the surprises. Enclosed space horror-action thriller tips an 80s-style hat to Carpenter and Cameron.


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.



  • toronto international film festival

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TIFF Day 5: If You Drop the Weights He Vituperates You, But If You Lift Them He Sings About Ducks

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.




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TIFF Day 6: Gay Teen Melodrama, A Brilliant Anthony Hopkins Performance, and Epic Municipal Poetry

City Hall [US, Frederick Wiseman, 4] The latest of Wiseman’s distinctive epic-length observational documentaries studies the quotidian, procedural and human moments of human life as seen through the processes of municipal government in Boston, as held together by the thoughtful charisma of Mayor Martin Walsh. Improbably absorbing as always, this institutional cross-section offers a beguiling vision of an oasis of good government in the USA.

In a normal year I’d wait for the four and a half hour Wiseman documentary to arrive on television rather than taking up two time slots to watch it from the confines of a cinema seat at TIFF. But this is not such a year and with a digital screening you get a pause button when you need it. This is bound for PBS and due to the breadth of its subject matter will serve as an excellent introduction to those unfamiliar with this pillar of the documentary form. Or track down 2017’s Ex Libris, about the New York Public Library. In North America Wiseman’s filmography can be found on the Kanopy platform, which you may be able to access through your public library system.

The Father [UK, Florian Zeller, 4] Retired engineer (Anthony Hopkins) struggles to piece together the confusing reality of his living circumstances as his daughter (Olivia Colman) copes with his progressing dementia. Impeccably performed stage play adaptation puts the viewer inside the contradictory shifts of the protagonist’s subjective viewpoint.

Forget Draculas and Cthulhus. This is the real terror.

Summer of 85 [France, Francois Ozon, 4] Love between two young men in a French beach town leads to a bizarre crime. Teen emotions run high in a sunlit melodrama of Eros and Thanatos.


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.



  • toronto international film festival

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TIFF Day 9: A Gorgeous Adoption Drama from Japan & Deadpan Hebridean Bleakness

Wildfire [UK/Ireland, Cathy Brady, 3.5] After going missing for a year, a bipolar woman (Nika McGuigan) drops in on her sister (Nora-Jane Noone), opening the wounds of shared tragedy. Raw, unsubtle family drama against the backdrop of Northern Irish politics as Brexit threatens a fragile peace.

The film is dedicated to the memory of lead actor McGuigan, who died of cancer last year.

40 Years a Prisoner [US, Tommy Oliver, 4] Documentary recounts the 1978 standoff between members of radical Black back-to-nature organization MOVE and Philadelphia police through the efforts of the son of two of the group members to secure their parole. A strong emotional hook greatly assists in telling a tenaciously complicated story.

I would like to have seen more on the genesis of the group and the first stages of their conflict with the mayor and police. So much needs to be unwound in the 1978 standoff that the even more astonishing story of a 1985 confrontation, which resulted in Philadelphia authorities dropping a satchel bomb from a helicopter, killing 11 and burning down 65 houses, goes unmentioned here. Another doc I haven’t seen, Let the Fire Burn, focuses on that part of the story.

True Mothers [Japan, Naomi Kawase, 4.5] Parents of a kindergartner react with dismay when a woman contacts them claiming to be his birth mother. Luminous, delicate drama of shifting perspectives.

Limbo [UK, Ben Sharrock, 4] Syrian oud player grapples with guilt over family left behind as he cools his heels with other refugee claimants at a center in the bleak and isolated Outer Hebrides. Moments of deadpan humor and stark landscapes layer this exploration of displacement.


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.



  • toronto international film festival

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Ken and Robin Talk About Stuff: That’s How You Get Your Grants Approved

In the latest episode of their dark and stormy podcast, Ken and Robin talk Gothic F20, Elon Musk's pig brain implants, and a contactless edition of Ken's Bookshelf.



  • Ken and Robin Talk About Stuff

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

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

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




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“Volunteering — a Way to Give Back When Money Isn’t an Option”

In today’s economy, parting with hard-earned dollars to support your favorite charity or cause just may not be feasible. Consider donating yourself and your time as a way to give back without impacting your piggy bank.

Here’s how Chris Knoll, a cartographer here at NatGeo Maps, is giving back:


As part of an ongoing effort to support access to some of Colorado’s most popular 14er mountains, I participated in a stewardship adventure with Volunteers for Outdoor Colorado who partnered with Colorado Fourteeners Initiative. The main focus of this project was to work on building a sustainable trail up to 14,172 foot peak Mount Bross; which is near Fairplay, CO (90 miles southwest of Denver). Due to numerous unmarked mine shafts and a network of unmanaged social trails, access to the summit of Mount Bross was closed in 2006 until private land owners in conjunction with the US Forest Service can come to an agreement on the new route.

This is where the volunteers come in to action. Four crews totaling about forty people were given the task of stabilizing, reconstructing, and rerouting a trail leading up to Mt. Bross. The work included building sustainable portions of trail by installing rock steps where trail erosion is present, delineating one path up the mountain, and covering up social trails by re-vegetating these areas with native tundra plants that grow at higher elevations.

After work was completed each day, volunteers were fed by VOC staff, and were given the opportunity to socialize around the campfire and even take short hikes in the area. However, nights were called in early due to early 5:45 a.m. wake up calls.

All in all, the work that was completed over the weekend was meaningful and fun. It gives me a great sense of accomplishment knowing that one day, I will be able to hike a trail that I helped to construct.

For more information on non-profit volunteer groups mentioned in this article, check out http://www.voc.org, and http://www.14ers.org.

~Chris Knoll, Cartographer, National Geographic Maps




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Free National Park Weekend

This weekend is another FREE pass to our National Parks.
Matthew Daly in Washington, D.C. Associated Press June 15, 2009

The U.S. National Park Service is looking to stimulate summer vacations at national parks, starting this weekend.

Interior Secretary Ken Salazar announced earlier this month that entrance fees at 147 national parks and monuments—including the Grand Canyon and Yosemite—will be waived on three weekends this summer. The weekends are June 20 and 21, July 18 and 19, and August 15 and 16.

"During these tough economic times, our national parks provide opportunities for affordable vacations for families," Salazar said at a news conference at Cuyahoga Valley National Park in Ohio.

"I encourage everyone to visit one of our nation's crown jewels this summer and especially to take advantage of the three free-admission weekends."

Most Americans live less than a day's drive from a national park, Salazar said. Last year national parks attracted more than 275 million visits, generating an estimated U.S. $10.6 billion for local economies and supporting more than 213,000 jobs, he said.

For the Park Service, the free weekends will mean a loss of an estimated half million dollars a day from entrance fees that range from $3 to $25. A total of 147 parks and monuments charge entrance fees. The country's other 244 parks are already free.

Kendra Barkoff, a spokesperson for Salazar, said the lost revenue should be more than offset by an increase in park tourism. Many tour operators, hotels, restaurants, gift shops, and other vendors near national parks will offer other discounts and special promotions on the free-weekend dates, she said.

The waiver applies only to entrance fees and does not affect charges for camping, reservations, tours, or concessions, Salazar said.

Senator Max Baucus, a Democrat representing Montana, applauded the free weekends. Baucus has co-sponsored a bill that would cap park entrance fees at current rates unless approved by Congress. The bill also would limit fees on national forests and other federally managed lands.

"There is nothing better than spending a weekend in Glacier or Yellowstone, and to be able to do it without straining the budget is even better," Baucus said in a statement. "Folks should be able to enjoy our outdoor heritage without going broke."

Kitty Benzar, president of the Western Slope No-Fee Coalition, a Colorado-based group that opposes fees on public lands, said Salazar's announcement was an admission that high fees are a deterrent to park visits.

"Twenty, 25 dollars does mean a lot to people," she said.

Copyright 2009 The Associated Press. All rights reserved. This material may not be published, broadcast, rewritten, or redistributed.




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Our National Parks, Part I

In honor of Ken Burn's documentary, "The National Parks, America's Best Idea," coming this fall, we're highlighting a few of our nation's topographic treasures.













This week: Yosemite National Park (Courtesy of National Geographic Traveler)
Location:Located in the Sierra Nevada range of California, the park is 195 miles east of San Francisco and 276 miles north of Los Angeles.

Vital Stats
Nearest airports: Fresno-Yosemite International, located 2.5 hours north on Highway 41. The San Francisco International airport is four hours east of Yosemite.

Established: Yosemite National Park was established in October 1890. Prior to the National Park Service (NPS), Yosemite was managed by the state and local congress. After the formation of the NPS, Yosemite Valley and the Mariposa Grove were reinstated in 1906 back to the federal government to be included in the management of the NPS.

Size: 761,266 acres
Park website: http://www.nps.gov/yose/
Snapshot: Recognized as a World Heritage site in 1984, Yosemite National Park covers over 745,000 acres of pristine wilderness filled with staggering cliffs, lakes, rivers, meadows, and a wealth of biological diversity. A haven to nature enthusiasts, artists, and families alike, the park is home to 800 miles of hiking trails, the tallest waterfall in the United States and the renowned giant sequoia groves.

Did You Know?
Towering more than 350 stories above Yosemite Valley, El Capitan is the largest exposed granite monolith in the world. By late August, Yosemite Falls are usually dry because the natural wonder relies solely on snowmelt. The peak flow is in late May and the falls return around October when the snow reappears. The park’s giant sequoia trees can live to be over 3,000 years old.

Scenic Drive
Approximately 48 miles in length, the Tioga Road is the most popular drive in Yosemite National Park. The road is the highest in the region, peaking at 9,945 feet at the Tioga Pass. The route winds through high peeks, meadows and creeks, allowing travelers to get a special view of the abundant wildlife in the park. Detour off of the main road to paths less traveled, including White Wolf, Siesta Lake, and the Red Fir Forest.
Read more...


You can explore, navigate, and create custom maps of 25 of America's National Parks with our digital mapping software, on sale for a limited time here: http://tinyurl.com/owy2x8




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Our National Parks, Part II

With the kickoff of Ken Burn's documentary series, "The National Parks, America's Best Idea," we continue our highlight of a few of our nation's topographic treasures.


This week: Grand Canyon National Park (Courtesy of nationalgeographic.com)
The road to the Grand Canyon from the south crosses a gently rising plateau that gives no hint at what is about to unfold. You wonder if you have made a wrong turn. All at once an immense gorge a mile deep and up to 18 miles wide opens up. The scale is so vast that even from the best vantage point only a fraction of the canyon's 277 miles can be seen.

Nearly five million people travel here each year; 90 percent first see the canyon from the South Rim with its dramatic views into the deep inner gorge of the Colorado River. So many feet have stepped cautiously to the edge of major overlooks that in places the rock has been polished smooth. But most of the park's 1,904 square miles are maintained as wilderness. You can avoid crowds by hiking the park's many trails or driving to the cool evergreen forests of the North Rim where people are fewer and viewing is more leisurely.

The Grand Canyon boasts some of the nation's cleanest air, with visibility averaging 90 to 110 miles. Increasingly, though, air pollution blurs vistas that once were sharp and rich hued. Hazy days have become more common, with visibility dropping as low as 40 miles. Haze from forest fires and pollen has always been present, but the recent increase is traced to sources outside the park, like copper smelters and urban areas in Arizona, southern California, and even Mexico.

read more ...

Coming Soon! Explore the wondrous Grand Canyon National Park with our new Trails Illustrated trail maps.




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Adventure Planning :: with globe trekker, Justin Lichter

With summer starting to wind down, the mosquitoes and black flies are fading. Winter will come soon. It is a great time of year to get outside and also start dreaming of trips that you want to do for next summer. I mentioned in a previous blog post how I go about looking into the routes that I am going to embark on, so naturally I want to transition to how you all can set out on a long hike.

Here would be a few pointers that I would recommend.

1. Plan, Plan, Plan.
You haven’t planned enough if you haven’t thought about a lot of things for your trip. The route is one thing and the most obvious. However you should also be looking into how frequent and reliable the water sources are, how often you might be able to get more food or purchase food at a store, the weather for the area during that time of year, and fine tuning your gear. No doubt you will have some nerves at the start of a trip, but if you plan well and are comfortable with your gear going into the trip then that should ease the nerves a little.

2. Train
As your trip begins top take shape you will ideally start to train for the experience beforehand. This will help make your trip as enjoyable as possible as well as getting you used to your equipment. This will help your feet get ready, and if need be callused, for you shoes and to break in your shoes and help your hips and shoulders get used to wearing a backpack. If you prepare beforehand then you’ll be ready to hit the trail when the time comes and the mileage that you planned for the trip won’t be daunting. The training will also help in your planning because it will let you know what distances and terrain are obtainable for the trip in the time that you have.

3. Gear Up, But Not Too Much
Research the gear that you would like to use on the trip. Do as much research as possible looking online and asking questions of shop employees, but definitely do NOT just ask shop employees. Some store employees are great, but each has their own personal opinion and they might not even have done the activity or been to the terrain you are looking at doing. My typical gear list has many recurring pieces of gear, but there are also many things that change depending on location and time of year. This helps to keep your pack light by taking only what you will need. For example, there is no reason to carry a 3lb. -20 degree sleeping bag if you are heading out to the High Sierras in the summer. Chances are you can probably get away with a sub 2lb. 30 degree sleeping bag, especially if you plan on sleeping in a tent because that will add about 10 degrees to your sleep system. Get your system streamlined and dialed beforehand and then only take what you think you’ll need. If you don’t use it every day then generally you don’t need it. Also, try to make things have multiple uses. For example I use a half length sleeping pad and then use my backpack for the lower half of my sleeping pad. This saves about 8oz on my sleeping pad and makes it more packable since my backpack won’t be needed for anything else while I am sleeping.

4. GO!!!! And Have Fun!
Set off on the trip and have a blast. Remember that if you are setting out on a longer trip and you think you might need a piece of gear, want to swap out a piece of gear, or find out shortly into the hike that you aren’t using something that you are carrying then you can always mail something that you are carrying back home when you get to a town to resupply. On the other hand you could also mail something to yourself by General Delivery to the post office in a town. If you mail it priority and decide you don’t need the gear, then don’t open it and you can usually forward it elsewhere for no charge! This is also a great trick so that you only need to carry the maps that you need for each section and not add weight by carrying maps for the entire trip. Use these tools to keep your pack light.

For more info about Justin Lichter, follow him @ http://www.justinlichter.com/.




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Map Resources for Earthquake in Japan

As a result of the devastating earthquake in Japan early this morning, National Geographic has received requests for maps that show the impacted region. Below is a complete list of titles that are currently available:

1. Japan and Korea Wall Map

2. World Ocean Floor Wall Map

3. Hawaii State Wall Map

4. Alaska State Wall Map

4. World Classic Pacific Centered

5. Oregon State Wall Map

6. California State Wall Map

7. Washington State Wall Map

As this event further unfolds, we shall update the map resources list accordingly.




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Cuba on My Mind - Part II : Hitting the Geographic Jackpot








I have been assigned the task of researching and compiling our forthcoming map of Cuba. During the early stages of my research, I hit the cartographic jackpot—the possibility of two new provinces forming in 2011. Not only were we going to be publishing a map of Cuba for the first time since 1906, we were also going to be among the first to showcase its new administrative structure. This is considered an exciting event for cartographers here at the National Geographic. Why? Because before any element is mapped, we need to assure that it portrays the most up-to-date information.

My first stop was Cuba’s official government website. Unfortunately, it was a bit difficult to navigate, especially since the English version of the site was “under construction.” My next stop was the Cuban Embassy—well, not exactly since Cuba and the U.S. have not had formal diplomatic relations since 1961. But there is the Cuban Interests Section embedded within the Embassy of Switzerland here in Washington. It was there that I was able to obtain the official document (Gaceta Oficial de la Republica de Cuba, No. 023) spelling out the upcoming changes to Cuba’s new administrative divisions—Artemisa and Mayabeque provinces.

As Cuba is organized administratively by province and municipality, we were able to delineate the new provincial boundaries pretty easily by using a map of municipalities contained in the most recent Nuevo Atlas Nacional de Cuba. In the latter stages of my research I was able to reconfirm the delineation of these boundaries with the Cuban statistics office, La Oficina Nacional de Estadísticas, as they were now providing statistics for these two new provinces.

Now I have to keep abreast of the deepwater oil exploration off the northern coast of Cuba. If possible, we would like our map to also showcase the location of such prospective oil fields.

—Julie A. Ibinson
Map Researcher & Editor
National Geographic Maps




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Последний меч Империи (992K) - Виктор Ступников - Боевая фантастика

Межгалактическая Империя пала. В последнем бою во имя спасения человечества я должен был погибнуть, но по воле случая оказался в мире, где война ещё только начинается.
Теперь я в теле молодого барона, в моём подчинении окружённая тварями крепость и остатки корабля на местной Луне.
У меня есть знания, утерянные в этом мире, верный экипаж и люди, которые ещё раскроют свой потенциал, а также моя воля. А значит, успех неизбежен!




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Мой механический роман (1245K) - Алексин Фэролл Фолмут - Детская литература: прочее

Бель не хочет думать о будущем. Подготовительные программы для поступления в колледж? Смешно. Внеклассные занятия? Без шансов. Записаться в клуб робототехники, где полно парней, которые игнорируют тебя или, что еще хуже, постоянно спрашивают, не нужна ли помощь? Что угодно, только не это. Но когда на уроке у нее случайно обнаруживается талант инженера, то выбора не остается.
Матео Луна – красивый капитан клуба робототехники, который мгновенно распознал способности Бель. Она нужна ему в команде. И не только потому, что он не может перестать думать о крошечных веснушках вокруг ее глаз или о том, как она подсадила его на песни Тейлор Свифт. Все дело в том, что Бель видит его. И она бросает ему вызов.
Но когда они всерьез начинают сталкиваться лбами, Бель задается вопросом: а есть ли на самом деле место для девушки в научной сфере?




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Вулканов. Извержение (899K) - Виктор Ступников - Фэнтези

❗️ Первый месяц цена 129р, потом - 149 ❗️
Был высшим демоном, спал у себя в крепости, никого не трогал, как вдруг… Боги затеяли очередную войну, нарушили равновесие, да ещё и вломились ко мне без спросу! А потом и вовсе, на перерождение отправили!
Так, в смысле, прошла тысяча лет, а из последователей остался только пацан, в которого я и вселился? Не порядок! Силу надо вернуть, врагов покарать, равновесие восстановить, да и про последователя не забыть, в конце концов... Чего там обычно желают людишки: денег, славы и женщин? Сделаем, всего и побольше!
Короче, теперь я - Вулканов, а значит скоро грядёт извержение!




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Сун Хун Чай, не осерчай! (895K) - Виктор Ступников - Попаданцы

Сун Хун Чай, обычный специалист отдела логистики корпорации Ватанабэ. Ему уже 42, и перспектив развития у засидевшегося на должности гайдзина не предвидится.
Но всё меняется, когда в его тело попадает один из сильнейших Русских псиоников!
Восхождение к вершине начинается с тёмного подвала в окружении якудз... и то ли ещё будет?
Ведь наш герой не умеет сдерживаться, так что придётся показать местным акулам бизнеса и одарённым, чего он стоит!
История становления и без того сильной личности в антураже современной (но малость магической) Японии.
Начинать придётся с минусового баланса, щёлкая акул по носу и вызывая на себя гнев "небожителей". За что те, разумеется, попытаются укусить в ответ. Ещё не зная, что нашего героя лучше не злить, ведь из-за этого можно и на сашими отправиться.
Сун Хун Чай, не осерчай!




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(Не)идеальный момент (2632K) - Меган Куин - Современные любовные романы

Да, я тот самый парень, который согласился ждать у алтаря свою лучшую подругу.
СТОП! Нет-нет-нет, это совсем не то, что вы подумали. СОВСЕМ.
Мы с Лией – старые приятели, которые годами выстраивали свою дружбу на любви к «Властелину колец», настольным играм и фанфикам. После колледжа стали жить по соседству и всегда забегали пожелать друг другу спокойной ночи, а еще вместе делили ужин. Лично меня все устраивало, но это ее кольцо на безымянном пальце (крайне уродливое, кстати!) и бесконечные разговоры про грядущую свадьбу… В общем, такой поворот смешал мне все карты.
Не подумайте, я желаю Лие счастья, просто жених ей не подходит.
Она умная, смешная, интересная. И красивая. Господи, какая же она красивая! Почему я раньше этого не замечал?!
Ладно, Брейкер, все в порядке. Твоя лучшая подруга выходит замуж, ты должен за нее порадоваться. Но как, черт возьми, она оказалась в моей постели?!




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Легенда о Сан-Микеле (2818K) - Аксель Мунте - Биографии и Мемуары

В феврале 1949 года в Королевском дворце в Стокгольме в возрасте 91 года умер Аксель Мунте. Он умер затворником, но еще при жизни стал легендой. Начало легенды было заложено, когда он, двадцати с небольшим лет, прочитал в «Таймсе» заметку об эпидемии холеры в Италии и, прервав свой медовый месяц, бросился спасать жизни в пораженном холерой Неаполе. Когда-то ему приснилось, что он будет жить в светлой вилле высоко над морем, там, где некогда жил Тиберий. И что он сам, своими руками, построит эту виллу. И он ее построил. И прожил там многие годы, спасая людей, животных и птиц. И при этом он был врачом шведской королевской семьи и многих высокопоставленных особ, приближенных к королевским домам Европы.
В 1929 году, когда вышла книга «Легенда о Сан-Микеле», магнетическое влияние Мунте распространилось на миллионы людей, прочитавших книгу. С тех пор она переиздается на разных языках уже более 90 лет. Но чем притягивает к себе эта книга – загадка. Ведь умения владеть словом и строить сюжет – недостаточно для успеха. Нужно что-то особенное, что дается только избранным. Аксель Мунте написал автобиографическую книгу. Правда эту книгу можно назвать и записками врача, и записками мистика, и записками пересмешника… И записками ребенка, не захотевшего стать взрослым… Прочтите «Легенду о Сан-Микеле», и, быть может, именно вам удастся разгадать ее загадку.




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Попутчики. Астрахань – чёрная икра. С кошёлочкой (2856K) - Фридрих Наумович Горенштейн - Современная проза

Время действия трёх трагикомических текстов книги – 70-е годы ХХ века, а рассказывать, о чём писал Фридрих Горенштейн (1932, Киев – 2002, Берлин), – занятие вполне бессмысленное, и чтобы в этом убедиться, достаточно прочитать первую фразу этой книги. В дневнике Андрея Тарковского, для которого Горенштейн писал монологи Андрея Рублёва и сценарий «Соляриса», есть такая запись: «Вне сомнений: он – гений!»




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Мемуары (1945K) - Феликс Феликсович Юсупов, князь - Биографии и Мемуары

Князь Феликс Феликсович Юсупов, граф Сумароков-Эль-стон младший (1887— 1967) – родовитый аристократ, семейство которого владело колоссальнейшим состоянием. Он учился в Пажеском корпусе и в Оксфорде, был бисексуалом и женился на племяннице Николая II. Одно про него знают все – он убил Распутина. После большевистской революции князь счастливо избежал смерти и почти полвека провел в изгнании.
Впервые полный текст «Мемуаров» выходит на русском языке, да еще в таком дивном переводе, что даже не верится, что князь писал их по-французски. «Мемуары» напрочь лишены авторского тщеславия: князь Юсупов рассказывает о себе и о других с простотой и величием настоящего аристократа, которому не надо ни отчитываться, ни оправдываться. Нив чем… У него цепкая память и живой ум, легкий слог и острый взгляд, причуды и странности, глубина и легковесность, юмор и обаяние, блеск и нищета. А за автопортретом без поблажек и комплексов проглядывает история и является Россия – пышная и порочная, безумная и достойная, парадоксальная и подлинная…
В формате PDF A4 сохранен издательский макет книги.




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Знать слишком много. Организация научной информации до Нового времени (5926K) - Энн М. Блэр - Культурология

Интернет и цифровые технологии порождают необозримый поток текстов, что вызывает опасность информационной перегрузки. Однако это явление не уникально для нашей эпохи. Уже столетия назад – и особенно после изобретения книгопечатания в Европе в середине XV века – ученые жаловались на переизбыток книг. Энн Блэр исследует те средства, которые приходилось придумывать, чтобы справиться с этим шквалом текстов. В своей работе она прослеживает методы управления информацией в Античности и Средневековье, в традиционных исламской и китайской культурах, а также уделяет особое внимание инструментам и практикам, использовавшимся в Европе раннего Нового времени. Сочетая интеллектуальную историю с историей книги, Блэр в очередной раз подчеркивает неизбежную преемственность прошлого и настоящего.