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Surviving The World - classic comics


This comic was originally posted in 2011.

Thoughts from 12/25/2020: If anything, it seems pretty likely that this turned out to be true for 2019. We always wondered what would happen, and the answer is apparently 2020?

Anyway, I wish you all a Merry Christmas and Happy Holidays, as best as they can possibly be.

Donate to Black Lives Matter / Coronavirus help: When STW ended, we made a book of the best 300 comics. You can buy the PDF of the book right now, and all sales are going to go to support Black Lives Matter, and foodbanks in need because of the coronavirus. And there's more. You can also buy all the videos ever made for STW, including many that were not openly shared, and all sales are also going to the same causes.




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Surviving The World - classic comics


This comic was originally posted in 2017.

Thoughts from 12/28/2020: This feels extremely true when the holidays line up with a pandemic as well.

The biggest transition that occurs over the run of STW wasn't the slow ravages of kids and students and time having their way with me, but the switch to near-constant wordplay as opposed to searching the internet for ideas to make comics about.

Donate to Black Lives Matter / Coronavirus help: When STW ended, we made a book of the best 300 comics. You can buy the PDF of the book right now, and all sales are going to go to support Black Lives Matter, and foodbanks in need because of the coronavirus. And there's more. You can also buy all the videos ever made for STW, including many that were not openly shared, and all sales are also going to the same causes.




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Surviving The World - classic comics


This comic was originally posted in 2014.

Thoughts from 12/29/2020: There are a few general comics that would have made for good book collections on their own, and the anatomy ones like this would have been a relatively good option.

Donate to Black Lives Matter / Coronavirus help: When STW ended, we made a book of the best 300 comics. You can buy the PDF of the book right now, and all sales are going to go to support Black Lives Matter, and foodbanks in need because of the coronavirus. And there's more. You can also buy all the videos ever made for STW, including many that were not openly shared, and all sales are also going to the same causes.




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Surviving The World - classic comics


This comic was originally posted in 2016.

Thoughts from 12/30/2020: This one is very weird and I may have had many rumballs by the time I made it. But this has been a weird year so why not run with it.

Donate to Black Lives Matter / Coronavirus help: When STW ended, we made a book of the best 300 comics. You can buy the PDF of the book right now, and all sales are going to go to support Black Lives Matter, and foodbanks in need because of the coronavirus. And there's more. You can also buy all the videos ever made for STW, including many that were not openly shared, and all sales are also going to the same causes.




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Surviving The World - classic comics


This comic was originally posted in 2009.

Thoughts from 12/31/2020: I continue to like Semisonic's "This Will Be My Year" as an ode to hoping the best for the new year, but Mac McCaughan's "Happy New Year (Prince Can't Die Again)" has been pretty appropriate for every year since it came out at the end of 2016.

I wish you and all of yours the best in the 2021. I sincerely hope that it comes to you and all of us. And I will put in the action that I can to help make sure we're not just relying on hope - and I ask you to do the same.

Donate to Black Lives Matter / Coronavirus help: When STW ended, we made a book of the best 300 comics. You can buy the PDF of the book right now, and all sales are going to go to support Black Lives Matter, and foodbanks in need because of the coronavirus. And there's more. You can also buy all the videos ever made for STW, including many that were not openly shared, and all sales are also going to the same causes.




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Surviving The World - classic comics


This comic was originally posted in 2014.

Thoughts from 1/1/2021: I really nailed that pose. Also, 2021 just looks weird.

Donate to Black Lives Matter / Coronavirus help: When STW ended, we made a book of the best 300 comics. You can buy the PDF of the book right now, and all sales are going to go to support Black Lives Matter, and foodbanks in need because of the coronavirus. And there's more. You can also buy all the videos ever made for STW, including many that were not openly shared, and all sales are also going to the same causes.




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Surviving The World - classic comics


This comic was originally posted in 2009.

Thoughts from 1/4/2021: Westley, or as he was called here on the site, German, which is a joke that I'm still very proud of, passed away in 2018 but shows up every now and then on the internet because of this particular comic. The URL was removed from that image because of course it was, but it's weird seeing other people present your old dog off and on. I like this one in particular because it reminds me I snuck Westley into the chemical engineering building at Cornell for about 30 minutes just to make this comic and no one noticed that I'd done it. I'm not sure if I would have gotten in trouble or if the sight would have been so confusing that they wouldn't have known what to make of it.

Donate to Black Lives Matter / Coronavirus help: When STW ended, we made a book of the best 300 comics. You can buy the PDF of the book right now, and all sales are going to go to support Black Lives Matter, and foodbanks in need because of the coronavirus. And there's more. You can also buy all the videos ever made for STW, including many that were not openly shared, and all sales are also going to the same causes.




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‘Mystery mollusk’ found in the ocean’s midnight zone is unlike anything researchers have seen before




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«На рассвете, августовским утром…» Вольные заметки о IV конференции математических центров России

Александр Буфетов, профессор РАН, рассказывает о Четвертой конференции математических центров России, прошедшей с 6 по 11 августа 2024 года в северной столице. Организатор — Санкт-Петербургский международный математический институт имени Леонарда Эйлера.

Сообщение «На рассвете, августовским утром…» Вольные заметки о IV конференции математических центров России появились сначала на Троицкий вариант — Наука.




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THE VOICE OF SEMAR

Remember to get all of your metaphysical supplies here!

I had to share this

Children of Semar :

Emerge out of the cocoon of closed-mindedness,

Be receptive to truths, even if they hurt.

Reform your character before demanding the reformation of

others,

For the perfection of the world begins with thyself.

Beliefs and blind faith are a drawback to spiritual progress,

They bind one to superstition, fear and ignorance.

Acquire the understanding that divine revelation is a continuous

process,

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

education.

Fanaticism is a devilish expression and has to be eradicated,

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

Transcend racial, tribal, and sectarian attitudes,

Nothing causes so much strife and suffering as separatism.

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

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

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

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

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

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

Do not mistreat Nature with your arrogant expressions,

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

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

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

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

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

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

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

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

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

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

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

hypocrite.

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

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

mental limitations.

One of your problems is self-centeredness.

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

Psychics and paranormals may mislead you.

Truth does not dwell in the world of psychicism.

Why do you curse and verbally attack others?

Garbage from your mouth will only darken your light.

Why pay attention to gossip, why attend to celebrities?

More important work awaits your attention.

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

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

Why do you express your sexuality in such animalistic ways?

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

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

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

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

Why then complain of your apparent lack of abundance?

Why feel inferior or superior to others?

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

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

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

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

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

become.

Why be too opinionated when opinions seldom reflect truth?

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

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

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

distinguishes a civilized man from a primitive one.

Where is your love and compassion, children of Semar?

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

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

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

The greatest solution to a problem satisfies all parties involved,

A poor solution only satisfies the person who makes it.

Why have you no respect for life?

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

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

Spirit?

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

criticisms of others.

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

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

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

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

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

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

Why are your devotional prayers so mechanical, so robotic?

Have you no real love and yearning for the Almighty?

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

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

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

Enchanted with carnal matters have drugged you into spiritual slumber.

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

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

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

Know ye that separative thoughts are spawned by the devil.

God gives freely, Nature gives abundantly;

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

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

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

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

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

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

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

How long will you remain in darkness?

No one can pull you out of it except yourselves.

Why do you hesitate to forgive your brother?

Are you so perfect that you are without sin?

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

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

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

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

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

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

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

You are unique and yet you suppress your uniqueness.

Why do you carry your ego with you?

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

There is not much time left for you;

A world-cycle is coming to a close.

Will you continue to accumulate possessions and lose your soul?

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

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

Stay where you are and help others to ascend likewise.

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

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

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

The transformation of an organism begins at the cellular level.

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

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

Why do you blame others and God for your troubles?

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

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

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

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

They are the source of your pain and suffering.

Why are you arrogant, are you omniscient?

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




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

 


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


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


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

 

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


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


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


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


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


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


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


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


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


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


Why would anyone do less than that?


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

 

There are four parts to the process of remorse.


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


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


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


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


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

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


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


And that there is always another opportunity to try.


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


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


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


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


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


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


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


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


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


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


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


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


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

 

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


But shame LIES.


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


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


You are infinitely worthy and loveable!


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


But it's not the truth.


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


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


So how do you as a mere mortal forgive yourself?


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


With Bright Blessings,




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Surviving 2012 -- The Manual

Surviving 2012 -- There's definitely a trick to it! Part of the trick is simple knowledge. You need to understand what's going on.


When you know what's really going on, it can't hurt you (as much). When you know you've got stairs ahead of you, you're not going to trip on them and fall!


This also helps you develop the mindset that will sail you safely through these troubled times.


The other part of the trick is taking appropriate action. What is appropriate action during the 2012 Transition? That's what the rest of the 2012 articles are about.


In these articles, we'll start with the broad strokes, and then progress to the day-to-day details.


So here are the secrets and strategies for surviving 2012.


Surviving 2012 has become a very hot topic, but wrapped up in that one little phrase is actually 3 questions ... Can we physically survive "the end of the world," and if so, how? How can we influence the outcome of 2012, to avoid an apocalypse? How do we cope with these rapid fire, incredible changes and traumas?

The first question is covered in this article on What Will Happen in 2012.


The second is answered in the article on the Hopi Prophecies -- It describes the two options we have, and how we get to choose which path our future will take.


This article on Surviving 2012, and the rest of the 2012 section, deals with the third question. It will help you understand and deal with the effects of this time of transition -- the emotional and psychological challenges.


Because an unbalanced emotional or mental state, at this stage of the game, can be fatal.


In particular, the following articles explain not only how to get through this in one piece, but how to be part of healing the world, because at this point they are both the same thing.


Don't you feel, these days, like... you're being swept down a rapid river of life, and don't even have a paddle? everything is happening too fast, and you can't keep up? changes and surprises and challenges and catastrophes are coming at you (and the world) non-stop?

This is how everyone feels, these days. And that's because it's precisely what's happening.


Surviving 2012 is just a matter of knowing where to put your energy and what to let go.


The next several articles deal with this specifically...

As for surviving the 2012 Transition as a species, the Mayan Calendar also gives us clues.



With Bright Blessings,




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

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


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


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

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


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


 


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


Only our intuition.


Luckily, that's more than enough.


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


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


Intuition accesses the Source of all knowledge.


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


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


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


That is the Voice of the Divine.


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


That's what we'll look at next.

 

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


Really, you can only learn by doing.


Follow your intuition!


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


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


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


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


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


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


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


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


Nothing is as tricky as the ego!


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


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


Clear your thoughts and quiet your mind.


Clear your emotions.


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


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


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


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


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


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


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


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



With Bright Blessings,




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Surviving 2012 (5) -- Dancing Lightly On The Edge

Surviving the 2012 Transition involves dealing with loads of uncertainty and requires continuous adaptation.


There is no avoiding it. The only constant anymore is constant change.


This is something our forebears didn't have to worry about. For hundreds of generations, nothing much changed. They could mosey along with their noses to the agricultural grindstone, doing the same thing their parents and grandparents and greatgrandparents did. We have it in our genes to like things this way (mostly).


But that's not the reality any longer.


Surviving 2012 calls for a different approach, because life is different... even from 10 years ago!


Changes that took millennia in the beginning of time, half a millennium around the time of Christ, and decades in the 1900's are now occurring at 20 day intervals! We can't see anymore where we're going or what's coming next -- the only certainty is that it's coming fast.


And we have to change the way we live, to live with the change.


 


The more you hang on to what you already know, what you're comfortable with, the harder these times will feel and the more difficulty you'll have surviving the 2012 Transition. We are all being called to immense rapid change. It's natural to want things to slow down... but they won't.


And the more you resist it, the more suffering you create for yourself.


So let go of resistance.


Accept that this is the new reality.


Practice letting go easily and flowing with the tide of change.


I call this Dancing Lightly On The Edge. If you're standing on ground that keeps shifting underfoot, you just have to stay light on your feet.


It's kind of like levitation. 


I read one guidebook on levitation said it's a matter of switching your gravitational "pole" -- instead of being held by the gravity of Earth, you are held by the gravity of the Sun or Moon or stars. Then you naturally "fall" upward.


If you can shift your "polarity" from worldly-existence to Divine-process, you will be upheld by that energy.


What I mean is by worldly existence is holding onto ideas like... "I have to look out for myself first" "It's work work work that makes the world go 'round" "I must stay in control in order to survive" "I want things to go back to the way they were" "I already know who I am, and all I need is better stuff and a more obliging lover to make me happy" "All that spiritual mumbo-jumbo is pure fantasy; the world is made of dead rock, man is at the pinnacle of evolution, and the physical world is real enough for me!"

This is a recipe for not surviving the 2012 Transition! It's a recipe for a very hard, unpleasant life!


The more you can switch to Divine process, the more easily, successfully, and beautifully your life will flow.


That means working from ideas like... "The more I help others, the more I ultimately help myself." "It's love that will save me, and compassionate kindness that will save the Earth." "I rest my life in the hands of the Divine, and so I am perfectly safe." "I am part of the most wondrous evolution ever experienced, and I am thrilled to allow it to flow through me." "I am Divine Light; I am Divine Love; I need nothing else: I am One with everything." "The only real reality is Consciousness."

Surviving 2012 is do-able. It may even be easy, depending on how well you master this skill.


In fact, it could very well be the best thing ever, as the entire planet is uplifted to this more beautiful state of consciousness!



With Bright Blessings,




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

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


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


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


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


Those who think otherwise are suffering from cognitive dissonance.




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Do I want to live forever?


Do I want to live forever?


When I was a child I desperately wanted to live forever. I think most kids did. It was one of those fantasy things.


Today my thoughts have changed quite a bit. I now believe that once I pass beyond the veil in death that I will eventually come back to live again through reincarnation. This, in a way, is living forever. One of the biggest draw back from actually living forever is that everyone you care about will pass beyond and leave you. Yea you will make new friends and lovers but they too will pass beyond and leave you to move in an endless cycle. Oh sure it would be interesting to experience the advances, turmoil, wars, times of peace, and other things, I don't believe that would make the endless cycle of loss easier.


Today we are infatuated with the concept of eternal life in the form of vampires in such movies as the Twilight Saga and TV shows like True Blood and Vampire Diaries. Yes they live 'forever' but they must also suffer with living forever.


For me I look forward to seeing The Summerland, to enjoy a rest before returning and living again.  That being said I expect to live well into my 90's.  Gods willing.


Blessed Be.






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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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




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#339 Revision #1

 REVISION #1

Question: When comping a series, does the 3-year rule apply to the most recent installment or to the first?  What if the series hasn't been concluded yet? 

You want to use comps that are as close to the specs of your book as you can. That means using the first book of any series because yours is the first book in your series. And you want that first book to have been pubbed recently, no earlier than 2018 and 2019 is better.

If you're banging your head against the wall on a comp search, you're doing it right. 

 


Dear Query Shark,

 

Three years ago, Aman once had an entire barn full of horses he loved.  Unfortunately for them, the Düzen were desperate for food.

 

Three years ago, Düzen soldiers invaded Aman's village, slaughtering the animals he had been entrusted with.   

Let's put this sentence about the Düzen soldiers in the first paragraph, then start the next paragraph where there's a shift in time.

 

Thus:

Three years ago, Aman once had an entire barn full of horses he loved.  Unfortunately for them, the Düzen were desperate for food.  Düzen soldiers invaded Aman's village, slaughtering the animals he had been entrusted with.

 

 

 New paragraph here for shift in time.

Now in his early twenties, Aman serves in the Corthiaks' heavy cavalry, hiding his guilt, grief, and self-loathing from his fellow soldiers.  His only source of hope, the one horse he has left, is old and inexperienced with combat—far from an ideal war horse.   

 

I stumbled over source of hope here because we don't have any sense of what Aman wants. You've described how he is now, but not what he wants.

 

Surrounded by hardened warriors and their younger, better-trained steeds, (some of whom aren't even horses,) Aman can't help but wonder if he or his horse really belong here.

 

I am intrigued by a cavalry that doesn't have horses, that's a nice detail to include. 

 

The Düzen have a new king, named Karib, and he wants peace with the Corthiaks.   

 

And here is where I lose the thread of the plot. 

 

Aman is sent to recount the story of his village to Karib, but he didn't take his last horse into war so that he could forgive the Düzen.  

After all, Karib believes that animal welfare means nothing in times of human suffering.  He and his soldiers would kill this horse in a heartbeat, along with anything else that isn't human.  

 

 Well, the Düzen should all burn in hell of course BUT you've set them up here. In the first paragraph, they slaughtered horses for food. Understandable but yucky. But here they are simply equicidal maniacs and that's a whole different bucket of entrails.

If Karib wants peace, what's standing in his way? What does Aman need to do?


Whether from a negotiator's seat or a war saddle, Aman must show Karib that animals are worth more than their weight on a butcher's scale. 

or what? The or what is what's at stake, and that's what you need here. 

 

 One will have him face difficult questions about the value of animal life and the ethics of eating meat, but the other will pit him against hordes of infantry that outnumber the Corthiaks forty to one, volleys of arrows that darken the skies, and rideable, venomous, twenty-foot carnivorous lizards.   

 

This sentence is 49 words long. That means it's got too much information in it for your reader to absorb easily.  Let's cut it down to two or three shorter sentences for easier understanding. 

 

 One will have him face difficult questions about the value of animal life and the ethics of eating meat.

One what? It's not clear who/what you mean. 

 

 Nothing is more off-putting in an otherwise good query than the idea the book is some message driven polemic. No one reads novels to hear about the ethics of eating meat. They read novels for the story.

 

If you want themes about the ethics of eating meat in the novel, that's up to you, but here in the query focus on the story.

 

but The other will pit him against hordes of infantry that outnumber the Corthiaks forty to one, volleys of arrows that darken the skies, and rideable, venomous, twenty-foot carnivorous lizards.   

 

This is an odd choice in that they don't seem to be alternatives. You can philosophize about eating meat while you battle lizards. There doesn't seem to be an either/or here, and that's what you need. 

 

Either way, he cannot hope to succeed without his fellow cavalrymen, and the horse who has carried him all this way.


CURSORIAL is an 82,000-word work of adult fantasy. You can add here: It explores themes of the ethics of eating plants etc.  

You can mention themes here (rather than above). I know I've said in earlier QS posts that you don't need them, and you don't BUT it can help elevate the query beyond plot points and characters.

 

It will appeal to fans of The Masquerade (by Seth Dickinson) 

When you list comps in a query, the first thing I do is look at the books on Amazon. The Masquerade appears to be the name of the series, not the first book. And the first book, The Traitor Baru Cormorant, was pubbed in 2016.   You need to use titles of books, not series. Sales figures are by book, and that's what we look at.  And of course, the book is too old to be an effective comp.

 But the description of the book is utterly compelling. 

Tomorrow, on the beach, Baru Cormorant will look up and see red sails on the horizon.

The Empire of Masks is coming, armed with coin and ink, doctrine and compass, soap and lies. They will conquer Baru’s island, rewrite her culture, criminalize her customs, and dispose of one of her fathers. But Baru is patient. She'll swallow her hate, join the Masquerade, and claw her way high enough up the rungs of power to set her people free.

To test her loyalty, the Masquerade will send Baru to bring order to distant Aurdwynn, a snakepit of rebels, informants, and seditious dukes. But Baru is a savant in games of power, as ruthless in her tactics as she is fixated on her goals. In the calculus of her schemes, all ledgers must be balanced, and the price of liberation paid in full.

 If I saw that in a query I'd fall all over myself to request the full.

The closer you can come to this vivid writing, the better.

 

and The Unbroken (by C. L. Clark).

 

 Don't put parentheses around the author's names.

I've seen a lot of that recently. There's probably some query advice that says to do so, but don't. 

 

I'm an equestrian, and an absolute geek for natural history, paleontology, medieval warfare, power metal music, and the color green. This is a terrific bio. It's the most vivid thing in the query. That tells me you're holding back in the query, maybe trying to be all serious and business like. Businesslike does not mean flat. Vivify!

 

Thank you for your time and consideration.

 I don't have a sense of the plot there that would compel me to request a full.

What does Aman want?

What does Karib want?

What's getting in the way of each of them getting it?

What choices do they face?  What sacrifices will be required?

 

Don't get lost in the weeds with lizards and vegans.

Focus on the plot. 

 

 

 ******

Original query


Question: I realize my comp titles are rather old, but I find them to be the best representatives of the emotional tone of this story. I've literally had beta readers tell me that they can't think of comp titles, so I went with my gut on this one. Is it a dealbreaker that the most recent comp title is almost 20 years old now?

Yes.

Comp titles need to be recent, no more than three years old (no earlier than 2018).

It's not up to your beta readers to find them (nice try). This is your job.


Dear Query Shark,

Aman once had an entire barn full of horses he loved. Today, only one of them is still alive.

Aman and his horse, Arty, barely survived when the Sacramouth army invaded their village and slaughtered everything in sight.

I thought Sacramouth was a person. Turns out, later in the query, it's a country. To avoid that misapprehension you might add the army.

Three years have since passed, and Aman and Arty now serve in Aerdoth's heavy cavalry together, seeking vengeance against the people who took everything from them.

You need to tell us what problem Aman faces. You have to get plot on the page here.


To Aman's dismay, the King of Sacramouth agrees to host a series of peace talks with Aerdoth. Aman is sent as an ambassador to recount his story to the King, but refuses to forgive him for what his country did. However, as the peace talks begin, the King proves to be more persuasive than even Aman could have foreseen.

Persuasive about what? The last thing you want to do in a query is be coy!

The threat of war looms throughout the negotiations, and Aman faces difficult questions about the value of animal life, his own capability, and the relationships that he chooses to make. His only hopes of success lie within his own intuition, his fellow cavalrymen, and of course, Arty.

The plot is not clear. Aman faces difficult questions, ok, but what problem does he have? You've said his only hope of success, but success at what? Plot must be on the page.


CURSORIAL is a 55,000-word war story that skirts the line between fantasy and ecofiction.

This is fantasy. The question is which shelf: adult or MG.


You have an adult plot and it sounds like Aman is also an adult (or at least not a child.)

But 55K is way too short for an adult fantasy novel. Fantasy needs world building and world building needs words. And the comps below are kids.



It closely follows the bond between horse and rider,

Really? Cause there's no sense of that here in the query.


inspired greatly by works such as War Horse (by Michael Morpurgo) and Spirit: Stallion of the Cimarron. The story can stand alone, but is also the first of a planned series.

War Horse is for grades 4-7. Spirit is an animated movie (not a book) ie for kids. That and your word count signal make me think this is not an adult book.


I'm an equestrian, and an absolute geek for natural history, paleontology, medieval warfare, and the color green.

Thank you for your time and consideration.


Another thing that leaps off the page to me is the plethora of A-names: Aman, Arty, Aerdoth.

But the biggest problem here is you don't know your shelf. You've got adult themes, and MG comps.

This is confusing, and confusing often leads to an instant pass.

If you can't find suitable comps, you're searching too narrowly OR you haven't read enough in your category.

If you're having trouble finding comps you might try reading reviews in Publishers Weekly (which is NOT the same as Publishers Marketplace). Your library has a subscription to PW, but they don't put it out in the circulation area. You'll have to ask. Read the reviews going back a year or two. It will take you a while, but it's worth it.

Get plot on the page, and get comps that reflect the book.

 



  • fantasy (not YA)

v

#344 Revised 8/1/23

REVISION #1


Dear Query Shark,

 

I am writing to you seeking representation for my 122,000-word adult fantasy novel THE CROSSOVER.

This is better than the 137K you had the first time, but paring down to under 120K is a good idea.

 

The last thing you want is an agent seeing the word count and swiping left without reading another word.

 

When ELENORE and BENAIAH

don't cap character names.

 

 inadvertently stumble across a portal to another world.

 Elenore just wants to gather evidence of their strange discovery to prove it to her university colleagues.

 

None of this matters, not really.

The story starts when they arrive in Swordlandia.

 

Let's refocus to make that clear.

 

Driven by her curiosity, she

 

 

Eleanora and Ben find a portal and of course, they want to see where it leads.

 

She leads Ben, her horse, and her dog through the portal.

Not to pick nits but did you notice the dog is never mentioned again?

Having your dog with you in a strange land would be comforting, no?

And does the dog get superpowers too?

 

 

They pop popping out in an entirely different universe.

 

This is a big moment in the query. Making it a separate short sentence gives it power and drama.

 

You want to stay in Elenore's point of view here, so let's revise this:

 

Two sword-bearing forces arrive with one obvious goal:

They're met by two, separate sword-bearing forces.

 

Let's add separate here so the reader doesn't think these are two platoons of the same company.

 

 

capture the strangers from another world.

We don't really need to know what the SBFs want. They're not the important antagonist.

 

 Elenore is captured by the king's brigade, and Ben is captured by the resistance movement. against the king.

Let your reader do some of the work here. If you say resistance movement, the reader will fill in that they're resisting the King. 

 

 

From their captors inform them that they learn that when they entered the portal, they passed through “the pathways” and  coming through the portal developed gave them abilities  that allow them to wield energy from the space between worlds.

 

Out of desperation to

Desperate to reunite and return home, Elenore and Ben accept separate, yet similar deals.

 

So, you learn you have superpowers. What's the first thing you want to do?

Give them up and go home?

Really?

 

Cause if you told me I had superpowers, I'd want to know what they were, and how I could use them to do fun stuff, like fly (Sharknado!), or eat ice cream without sacrificing my svelte sharkly silhouette, or get the world to quit using the phrase safety deposit box (it's safe deposit box, and yes this is a hill I will die on.)

 

 

But here you have her using her abilities (still unspecified) to do something that she doesn't have a stake in. Why would she do it?

 

When we're puzzled by why a character acts in what seems to be an illogical or unrealistic way, we're NOT engaged.  You want your readers to engage, to care what happens to Elenore (and the dog!!!)

 

Elenore agrees to use her new abilities to help the king recapture the same city where Ben is held, and Ben agrees to use his powers to aid in the movement  resistance and to dethrone the king who captured Elenore.

 

These two characters don't seem to have much depth or personality.

It's ESSENTIAL that your characters be interesting and right now they seem lacking in imagination or sense of adventure.

 

 As part of the deal, Elenore gains a vast understanding of the nature of time, reality, and mortality from the space between worlds.

 

Well, that's nice but what can she DO?

 

 Despite that knowledge, she doesn’t realize the danger they are in.

Of course not. What's the fun of that.

 

 

 

VICTORIA, Elenore’s mentor,

 

wait, what?
Who the heck is Victoria?

And WHERE is she? As in which side of the portal.

 

Introducing a main character this late in the game is confusing.

 

 

 

 

has no idea that she is fated to inadvertently catalyze the end of the universe, causing it to be wiped from existence layer by layer. 

 

Ho hum.

If a character is fated for something they don't have any choice in the matter.

The essence of a good story is what choices the characters face and what path they choose.

 

 

 

Ben’s captor, the leader of the resistance movement against the king, might be the only one with information on how to prevent the destruction of the universe and has no intentions of sharing it. Unaware of their larger role, Elenore and Ben are sure their hardships will come to an end if they can manage to avoid manipulation and survive long enough to see the deal through, but it is only a matter of time before Victoria finds a way to seize power from the king, setting the unraveling of the universe into motion.

 

Ok, who's the antagonist here?

 

You've got (as you did in the first version) too much going on.

You don't need as much world building as you think.

 

You need to focus on Elenore. She seems to be the main character.

What does she want?

Make sure what she wants makes sense to us the reader.

You're in an alien world with superpowers! What would you want to do?

 

Then give us a sense of the dilemma she faces

There must be some sort of conflict or there's no plot.

 

 

You do need more three-dimensional characters and we must have a better sense of choices and stakes.

 

 

 

The style, tone, and characters of THE CROSSOVER will appeal to readers of are most comparable to A.K. Larkwood’s The Unspoken Name meets and Matt Haig’s The Midnight Library.

 

 

Here's the description of The Unspoken Name

What if you knew how and when you will die?

Csorwe does—she will climb the mountain, enter the Shrine of the Unspoken, and gain the most honored title: sacrifice.

But on the day of her foretold death, a powerful mage offers her a new fate. Leave with him, and live. Turn away from her destiny and her god to become a thief, a spy, an assassin—the wizard's loyal sword. Topple an empire and help him reclaim his seat of power.

But Csorwe will soon learn—gods remember, and if you live long enough, all debts come due.

 

Notice there is almost NO world building.

There's one sentence of set up.

The choices the main character faces are clear, as are the stakes.

All in fewer than 100 words.

This is your goal.

 

You have 380 in the query.

 

It is intended to be the first installment of a series that I hope will span 3-5 books.

It can stand alone but I envision it as the start of a series

 

new paragraph for personalization

(Insert personalization here).

I am querying you because you like kale and I like rabbits (or whatever.)

 

 

Thank you for your consideration,

 

 

Focus.

Pare down the events and increase character development.

 

There are a million portal stories in my inbox.

Show me (don't tell me) how yours is better, faster, more enticing.

 

I'd start with the dog.

That's interesting.

 


Dogs? DOGS??

 


 

 

 

******

Initial query

Question/Concern:

I have been submitting queries to agents since May of 2022 and have only received kind rejections so far. I have decided to blame this on my query letter for now, and so I come to you with my struggle after reading the archives. I have a complex first installment of a fantasy series in progress, and it seems impossible to include the necessary information in a concise manner. I have left many important characters unmentioned, and I have failed to include the aspect of my plot that involves the protagonist's impending trek through the infinite layers of an infinite universe in a war of fate and freewill. In addition to that, I feel that some of the appealing aspects of my book, like the presence of ghosts and alternate timelines, alternating chapter perspectives, intricate arcs, and relatable societal problems can't be included without getting to a 1200 word query letter.



Dear Query Shark,

 

 I am writing to seek representation for THE CROSSOVER, which is a 137,000-word new adult, fantasy fiction novel.

 

For starters, your word count is high. 137K is an auto-pass for many agents.

Your category, new adult, is one that you might see referenced on Goodreads etc., but isn't all that useful for queries. New Adult started as a way to categorize books for readers above the YA age range (that tops out at 18.)

 

All too quickly it morphed into porn light. Think 50 Shades of Grey.

 

Now it's trying to make a comeback but in a query you want to use the most solid description you can. Your book is fantasy. You don't need to say fiction, cause fantasy is not non-fiction. (Current events not withstanding.)

 

And fiction novel is an instant pass for a lot of us.

 

So: The Crossover (137,000 words) is fantasy.

 

Except when you start with this, it just gives agents permission to pass without reading another word.  That's why I suggest you put this at the close of the query, NO MATTER WHAT.

 

 

(Personalize for agent here).

Personalization goes below as well. So many writers botch this up that it's just safer not to lead with it.

 

Comps go at the end too.

And you can NOT use Stephen King as a comp. He is in a category by himself. People read his books just cause he wrote them.  You don't have that advantage yet.

 

 

THE CROSSOVER is most comparable to Stephen King’s newest novel Fairy Tale mixed with Leigh Bardugo’s Shadow and Bone.

 

Shadow and Bone was first pubbed in 2013. It's too old to be an effective comp.

 

 

ELENORE (23), a curiosity-driven student of science,

This is not a police blotter, or a newspaper article. Don't put the ages in parenthesis.

 

and BENAIAH (Ben, 22), her grumbly companion with a heart of gold,

 

heart of gold is a cliche.

Agents are looking for things that are fresh and new.

 

 

inadvertently stumble across a portal to another world on their rental property in Indiana.

 

Elenore’s desire to prove their discovery compels them to enter the undulating void despite a vague, menacing message found graffitied on their wall promising death to Ben should they go.

 

What?

What does prove their discovery mean?

Also, try this without all the modifiers.

 

Elenore’s desire to prove their discovery compels them to enter the undulating void despite a vague, menacing message found graffitied on their wall promising death to Ben should they go.

 

A lot easier to understand without all the descriptors.

 

Over-modifying is a common flaw in early work.

Watch for it, and pluck out everything you don't need.

And you don't need anywhere near as much filigree as you think.

 

 

After entering the portal and becoming separated by the sword-bearing forces in the Kingdom of Corva, Elenore and Ben are informed that when they entered the portal, they passed through “the pathways” and developed abilities.

 

This sentence is 35 words long.

That means you've got too much information for your reader to readily absorb.

Short form work like a query usually means you want short sentences.

 

 

Other people have some abilities, but allegedly, none can wield the pathways like those that walk through time.

 

The construction of this sentence seems to convey that pathways walk through time.

My guess is that's not what you mean.

An easy fix is just to change out that for who.


Other people have some abilities, but allegedly, none can wield the pathways like those who walk through time.


According to the warring rulers, Elenore and Ben are potentially the most powerful in the kingdom. Out of desperation, Elenore and Ben accept similar deals by agreeing to help in the conflict that envelopes the kingdom in exchange for help returning home.

 

At this point I'm utterly befuddled.

 

Unbeknownst to Elenore, Victoria, her mentor and advisor to the misguided King Gael, has a vicious ambition to seize power. Despite the knowledge Elenore gains on her journey, she doesn’t realize the danger they are in. Opal, the scheming, untrustworthy leader of the resistance movement that captured Ben, is the only one who understands the extent of the danger they are in, and she intends to use the knowledge to bargain for her life when Elenore and the king invade the city she holds. Meanwhile, Victoria  has no idea her antagonistic actions will eventually lead to the collapse of the infinite layers in their cyclical universe. Even worse, Elenore, Ben, a dog, and several other friends are the only ones that stand a chance of altering fate enough to prevent it. They must decide between risking their lives for a foreign universe or living with the guilt of doing nothing to prevent its demise.

 

There's so much information here it's impossible to follow.

 

In a query you don't need anywhere near this much detail.

 What you need is:

What does the main character want?

What's blocking them from getting it?

What choices do they face?

What's at stake with those choices?

 

That's all you need.

 

 

I have been writing for as long as I can remember.

This may be true. It's not useful to say so in a query.

 

The ideas that shaped this novel often surfaced in the night, causing me to leap out of bed and take notes on a post-it stuck to a book next to my bed.

Also not useful in the query.

 

Now, as a 25-year-old high school English teacher with a Bachelor of Arts in English Education, I finally had the tools to sit down and finish it.

Also not useful

 

The manuscript is complete and ready for review.

I hope so, cause if you're querying an unfinished book, its an automatic pass.

In other words, no need to  state the obvious.

 

And review means something else. You're submitting your ms for consideration. But you still don't need to say so.

Agents do not generally care about how long you've loved to write or your process.

 

 I truly appreciate you taking the time to read my query,

Don't sound like I'm doing you a favor here.

I'm not.

I'm reading your query with the idea of becoming extremely wealthy by the sweat of your brow.

 

 

and I look forward to the possibility of hearing from you. 

Yea, my colleagues are notorious for no response means no which I find highly objectionable.

But let's not give them leave to do that by acknowledging it. Let them sauté in their own shame.

 

Thank you for your consideration, 

 

Unfortunately you've got a novel that has all the aspects of every other portal fantasy, and nothing that makes it distinctly your own.

 

That's the challenge to all writers. Fresh and new doesn't mean stories we've never seen. It means a different take or a different approach.

 

First Blood is essentially a fresh look at Beowulf.

Clueless is a new way to tell the story in Emma.

 

Every Jack Reacher novel is a Western, really: A stranger comes to town, shakes things up, then leaves.

A Western with no horses, no six-guns, no cattle rustlers. In other words, a fresh take.

 

So the problem here isn't the query. It's the novel.

Time to think about what you can change to put your own distinct spin on a portal fantasy.

 Think about what prompted you to write this. What do you want to say that hasn't been said before. 


As for your question: The problem is not lack of detail. It's too much detail. Agents don't expect to know everything about the book from the query. The query is the introduction, a brief taste of the meal that is the book.


You need to pare down here, but also figure out what makes your book distinctive, and get that on the page.

 

 

 

 

 

 




v

#346 (revised 1x)

Revision #1


 

 

Dear Query Shark:

 

Lily Carter has hid her singing voice away for years for fear of rejection.

Lily Carter has hidden, not hid.

 

These kinds of mistakes can fell your query before you know it.

If grammar and syntax aren't your forte, it's ok. It's not a sign of bad writing, or low character.

 

Just recognize that it's a stumbling block and make friends with Miss Picklepuss, the copy editor from hell. She'll help you remove these gremlins. It might cost some money, but this is something you do want to invest in.

 

Her best friend (now ex-best friend)

you don't need both of these.

Your reader will intuit that they were once best friends if she's now the ex-best friend.

 

Watch for this kind of over-writing.

 

 

made it clear she should never sing in public if she can help it.

Suggest taking this last part out just to give the sentence more drama.

 

So Lily sings only when she's sure no one else can hear her. Imagine her embarrassment when the new kid in town catches her in the act.

 

Imagine her embarrassment takes us out of the narrative.

You're telling, not showing.

 

Avoid that.

 

She's embarrassed.

 

But embarrassed is such a tepid word for the plot point that's driving the narrative.

Here's a good place to get out the Thesaurus and dig around for more vivid words.

 

mortified

humiliated

(and there are others, take your pick)

 

Already at odds with Jack Sutton after an encounter with him at school, Lily expects nothing but scorn from him.

Again, pare out what you don't need.

This is the meat and tater tots of revising. Early drafts are almost always too long. Pare out everything you don't need.

 

But instead of making fun of her, he compliments her, throwing all her preconceived notions about what a terrible singer she is into question. 

It's NOT a preconceived notion, is it? It's what someone told her (someone with some sort of malevolent agenda it sounds like.)

 

Internal conflicts in a query are huge red flag. It tells me you don't have a handle on the plot, and the full manuscript may not hold together very well. Again, here's where Miss Picklepuss can be of great value.

 

 

Suddenly, the aggravating yet undeniably charming Jack keeps is popping up all over the place. At school, at church, and then there’s the real icing on the cake. It turns out that Jack is the brother of her new best friend.

Do we need to know any of this?

 

This next sentence connects to the previous one more directly.

 

With a musical background himself and a dogged belief that Lily has talent, Jack makes it his mission to get Lily back on the horse. Or the stage, so to speak.

 

Consider:

Jack has a musical background himself, and seems to think Lily has talent.

He makes it his mission to get Lily back on stage.

 

There's a LOT to be said for starting your sentences with the subject, not burying it in a clause.

 

 

 

 

 

As Lily spends more time with Jack and his spirited sister Cat, a self-consciousness Lily didn't even realize she had developed begins to mend.

She didn't realize she was self-conscious about her singing?

Are you serious here? That just doesn't make sense unless Lily is blindingly un-self aware.

She's literally stopped singing outside of the shower.

 

She even gets up the courage to enter the high school talent show thanks to a little prodding from Jack and his agreement to help her prepare for the show. When Jack starts giving her singing lessons, Lily slowly begins believing in herself again.  

 

But Lily has a few obstacles to overcome. Like that pesky stage fright thing. Or the ex-best friend who unexpectedly resurfaces and tries to sabotage Lily’s chances. Or the growing feelings she’s developing for her best friend’s brother. Lily must rely on her friends, her family, and her new-found confidence in order to get ready for talent show day.

 

You've got a lot of stuff going on here, but not very much plot.

What's the problem here?

Lily has been told she shouldn't sing in public.

What problem does that create?

Then Jack comes along and tells her she does have a singing voice.

 

What problem does that solve?

 

TAKE A DEEP BREATH is a young adult novel complete at 60,000 words

You don't need to say it's complete.

That's assumed.

 

And this just doesn't feel YA to me. There's no sense of Lily or Jack learning to navigate in the real world. There's no real romantic element.

 

 

 

that portrays the sarcastic, yet vulnerable Lily along with her lovable family and kindhearted friends.

Sarcastic?

Not in these pages she isn't.

 

 

 

A story of personal growth with a touch of romance, this novel is similar to Maybe This Time by Kasie West or Eyes on Me by Rachel Harris.

 

I am a small town Minnesota gal, where a person can go from wearing a sweatshirt and wool socks one day to a tank top and sandals the next. This is my first novel.

 

Thank you for your time and consideration.

 

 

you've got a lot of concept but not enough story.

You need more plot on the page. The problem Lily faces, and the choices to solve, and what's at stake.

 

It will help if we see those things for Jack too.

 

You've only got 60K here so you've a got a LOT of room to add more depth.

 

 

 

******

Original query

This query is a completely revised one from the one I started with as that one got me a couple of partial requests, but nothing serious. Now, since I've started using this query, I haven't even gotten a nibble. 

In the first  53 words you have two problems that could lead to an immediate pass.

While agents aren't actively looking for reasons to pass if you give them two in short order, that's what's going to happen.

 

My first query was succinct but a bit commercial in my opinion. So I tried to offer a quirkier approach with this one.

 

 


 A bit commercial isn't a bad thing. Agents are looking for things they can sell (ie commercial).


 I did beef up my bio after reading your archives. 

141 words is about 100 too many. See notes below. An extensive bio doesn't make up for problems in the query so lets focus on that.

You also stated in the archives that queries should have at least 2 comps. Is it okay to comp an author instead like I did?  

 No, see notes below

 

 

Dear Query Shark:

People are creatures of habit. They take the same route to school every day, they buy the same brand of soap they always do, and they listen to the same radio station, day in and day out. And they also sit at the same school desk every morning in first period English class.

 

When I read this, I have no idea if you're querying for fiction or non-fiction.

That's a big problem when agents are getting dozens of queries a week.

Big problem = pass.

It's more effective to start with the character's name and what problem she faces

 

At least, that’s what Lily Carter used to do.

 

Consider instead:

People are creatures of habit.

Lily Carter is a creature of habit.

 

They take the same route to school every day, they buy the same brand of soap they always do, and they listen to the same radio station, day in and day out.

 

She takes the same route to school every day, buys the same brand of soap, listens to the same radio station, day in and day you.

 

 

 And they also sit at the same school desk every morning in first period English class.

And sit at the same desk every morning in first period English.

 

 

But when you revise like this the real problem becomes very clear.

You're describing someone who doesn't sound very interesting. In fact, she sounds dull as dishwater.

That's DEATH in a query, particularly in YA.

Death = pass.

 

Now, if there's a reason Lily is so methodical in her daily life, that would give her some depth.

Is this how she feels safe?

Did she read Gustave Flaubert and take his advice to heart: "Be regular and orderly in your life, so that you may be violent and original in your work."

Let's give Lily some context here.

 

 

 Until Jack Sutton just waltzed in and stole it right out from under her. The gentlemanly thing to do would have been to give it back. Instead, he refused to acknowledge her rightful claim of dibs and in the process managed to ruffle her feathers, push her buttons, flip her lid, and get her goat. If you know what I mean.

 

Because he sat in her chair?

Does this seem like a very intense reaction to something that's essentially not important?  It's not like he said her mum wears army boots.

 

So, Jack is the last person on earth that Lily wants witnessing her humiliating attempt at singing.

 

There's no connection here between Jack stealing her seat in English class and witnessing her humiliating attempt at singing.

 

How is it that Jack is in her life at all?

 

 

Lily has been very careful to keep her voice under wraps after receiving rejection at the hands of a close friend.

What was Lily trying to do that a close friend rejected her?

Specifics are much more compelling than generalities.

You don't want to be awash in too much detail, but you need more than you have here.

 

Surprisingly though, Jack challenges her belief of mediocrity. 

What he actually does is challenge her belief that her singing is mediocre.

You need razor sharp, precise sentences in a query.

 

He actually begins to make her question a lot of things. Like the idea that the talent show is out of her league. Maybe, it's not. Maybe, she could even win it.

 

Although there is the small matter of that pesky stage fright thing…

So far, there's nothing interesting about Lily, and she sounds rather like a basket case. This is a HUGE problem in YA that is character driven.

 

As Lily gets closer to Jack and his spirited sister Cat, a self-consciousness Lily didn't even realize she had developed begins to mend. Thanks to a little prodding from her new friends, Lily signs up for the talent show. 

 What does Jack see in Lily that he's investing time and emotional support in her?


But someone from Lily's past is determined to see her fail. 

This is absolutely out of left field. With no context it's like a big ink blot on the page.

Let's give the antagonist some more page time.

 

Lily must rely on her friends, her family, and her new-found confidence in order to overcome the obstacles in her way. 

What obstacles? I thought there was an antagonist trying to thwart her.

 

 

Take a Deep Breath is a young adult novel complete at 60,000 words that portrays the sarcastic, yet vulnerable Lily along with her lovable family and kindhearted friends. A story of personal growth with a touch of romance, this novel will appeal to fans of Kasie West.

You need to use titles, not authors. Those titles need to be recent, no earlier than 2019.

 

Your bio is 141 words. Given a query should be 250-300 you've spent a larger percentage of your word count on your bio and not your book.

 

I am a small town Minnesota gal, where a person can go from wearing a sweatshirt and wool socks one day to a t-shirt and sandals the next. With a penchant for staying in every night with my two cats and a DVD collection to rival a Blockbuster store (are there any of those in existence anymore?) one might be tempted to call me an introvert. If it weren't for my extroverted husband, I just might be. Kudos to him for getting me out of my comfort zone and making friends with the outside world. Who knew I would enjoy things like pickleball and Korean BBQ? (not at the same time, for heaven's sake). This is my first novel and

 

 

 I'm looking to team up with an agent who can help an eager, wide-eyed newcomer navigate the ropes of the literary world.

 

This kind of statement is counter-productive.

Agents see this as code for needy and naive.  Even if you are these things, they're not something you'd put in your bio.  Remember a query is also about the agent assessing if you're someone they want to work with. Someone who clearly will need a lot of hand holding is less likely to get a nod. Just leave this kind of statement out.

 

Thank you for your time and consideration.

 

 

 

This does not have enough edge to be YA.

It sounds middle grade to me.

 

There's no sense of Lily coming to terms with the larger world, or figuring out her place in it.

It's all character development and very light on plot.

 

There's not enough story on the page.

 

 

 

 

 




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Board Game Review: Hues and Cues

Last week we received Hues and Cues from The Op Games. We recently finished playing through Scooby-Doo Escape from the Haunted Mansion (a fantastic game in The Op Games catalogue designed by Jay Cormier, Sen-Foong Lim, and Kami Mandell that you should absolutely pick up to play with your family) and wanted to give another game from the same publisher a go. I picked Hues and Cues because I’ve been pleasantly surprised by other “test whether our minds think the same way” games such as The Mind  and Wavelength.

In Hues and Cues, players gather around a large central board comprised of 480 graduating colors of the rainbow surrounded by an x-y axis and scoring table. White and black (which are technically not colors) are conspicuously absent as are shades (mixtures of color + black; e.g., grey) and tints (mixtures of color + white; e.g., cream).  On each player’s turn, they draw a card with four colors and the x-y axis codes of those colors depicted and they select one.

They are in the role of the clue giver. They attempt to convey which one they selected using a one word clue without directly pointing to it, naming its x-y axis, or using basic color references such as “yellow” or “green”. After they’ve provided their clue to everyone, each of the other players gets to select and mark a color on the board with their token that they think is the one to which the clue giver was referring. Then the clue giver gets a second shot at leading everyone to the correct color and this time they follow the same rules except that they can use a two word clue if they wish. Once again, all of the other players select and mark a color. After everyone has finished marking colors, the clue giver lays a 3x3 square cutout over top the board so that the color they were giving clues against lies directly in the middle. Any player who has a marker in that spot gets 3 points, any player who has a marker in one of the surrounding 8 spots gets 2 points for each marker of theirs in that area, and finally, any player who has a marker in one of the 16 spots surrounding the cutout gets 1 point for each marker of theirs in that area. Meanwhile, the clue giver scores 1 point for every marker (of any player)
inside the cutout.

Just as with Wavelength, Hues and Cues reinforced the absolute truth that we all think a bit differently. When I say lilac and imagine the corresponding color, it’s likely that it’s at least a few steps away on the board from the color you imagine. Ditto for emerald and periwinkle. And don’t get me started on apricot, as we had a big debate among 4 players on exactly which color square corresponds to that. Then there are misunderstandings in the clues themselves. In our group this happened when a clue giver said robin and I assumed they meant the dominant color of the bird (orange) but they were thinking of the iconic eggs of the bird instead (a shade of blue). It also happened that time a clue giver said bazooka and I assumed they meant the rocket launcher (brown) and they were thinking of the bubble gum (pink). 

Overall, I think Hues and Cues is a fine party game. My core gaming circle enjoys heavier strategy games, but we often look to a party game to start off our evening and get everyone comfortable before breaking into smaller groups to play the brain busters. Hues and Cues  works well for us in that role. I prefer Wavelength ever so slightly over Hues and Cues so if you’ve only got the budget to add one more party game to your collection I’d lean in that direction, but if you’re open to a couple of games or if you already have Wavelength and want something a little different, pick up Hues and Cues. One thing I really appreciate about Hues and Cues is that its language independent. As long as all players speak a common language, it doesn’t matter what that language is. You could even easily use sign language to give the clues. In this way, it’s especially a great game to bring into your collection if you host international board gamers (I’m looking at you, game cafe owners and Air B&B hosts!). Please note: while it should be obvious, this is not a game for the colorblind.

You can pick up Hues and Cues  at Amazon for under $25.

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

Publisher: The Op Games
Players: 3-10
Actual Playing Time (vs the guideline on the box): ~25 minutes
Game type: party games

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: 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.

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

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.




v

Board Game Review: Artsee

Before the pandemic trapped us all in our homes, I spent many an hour at our local United Action for Youth center in Iowa City volunteering as a board game coordinator. Every month, I’d bring a few games with me and introduce them to the teens who hung out at the center after school. One of the games that got rave reviews from the group is Artsee.  Designed by J. Alex Kevern, and published by Renegade Game Studios, it’s an easy to learn, quick playing card game with a small table footprint for up to five players. Each player takes on the role of an art gallery curator, attempting to build the most prestigious gallery in order to win the game. Galleries are built from individual exhibits (cards) that depict two or three paintings from different categories (abstract, landscape, portrait, or still life). In addition to the paintings, each exhibit also indicates a featured category. Each time an exhibit is played to one of the four columns in a gallerist’s tableau, all opponents of the active player may deposit a meeple, representing a gallery visitor, on each exhibit in their gallery that has the same featured category as the exhibit the active player just laid down. Next, the active player scores points (prestige) for any visitor meeples that were previously located on the top most exhibit of the column they just added their exhibit to. The meeples are removed and returned to the active player’s general supply when this occurs. The active player also scores prestige for the number of  paintings in the column to the left or right (as indicated by the direction of the arrow on their exhibit card) of their just-placed exhibit that match the featured category of the exhibit card. If the player earns enough prestige during their turn (5-9), they may also claim a masterpiece painting token. These tokens are worth prestige at the end of the game during final scoring and also count as another painting of the chosen category when added to a column in the  gallerist’s tableau. Once a player has played an exhibit, earned prestige, and claimed a masterpiece token (if eligible), they draw a card and play passes to their left.

The gameplay continues until there are no more cards left to draw and all player hands are empty.  We found that turns progressed pretty quickly, with little to no analysis paralysis. Prestige bonuses are calculated at game end based on the number of masterpiece tokens accumulated. Each player adds their bonus to the prestige tokens they earned during the game. Don’t forget to also count the prestige on each masterpiece token. The player with the most prestige is the winner. 

While the components for Artsee  are nothing special, the artwork is well done (it’s comprised of reproductions of famous artwork with humorous twists). And it’s true that the art gallery theme seems to be just pasted on.  But at core,  Artsee  is a relaxing and fun little logic puzzle that doesn’t get boring, even after repeated plays. It’s especially fun to play with tween and teens and at under $25, makes an affordable holiday gift.

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

Publisher: Renegade Game Studios
Players: 2-5
Actual Playing Time (vs the guideline on the box): about 30 minutes per game
Game type: card game, set collection

Rating:

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



  • board game reviews
  • card games
  • family
  • Renegade Game Studios
  • set collection games

v

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

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

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

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

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

Let's dig in a little deeper.

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

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

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

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

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

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

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

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

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

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

Publisher: Lucky Duck Games Players: 1-4

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

Game type: cooperative, tower defense, tile placement

Rating:

Rating scale:

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

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

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

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




v

Board Game Review: Tapestry Plans and Ploys Expansion

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

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

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

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

 

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

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

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

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

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

Publisher: Stonemaier Games
Players: 1-5 (We played with 4)
Actual Playing Time (vs the guideline on the box): About 3 hours per game
Game type: tile placement, hand management, dice rolling, area control
Retail Price: $27 direct from the publisher https://store.stonemaiergames.com/collections/tapestry/products/tapestry-plans-ploys

Rating:

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



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

v

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

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

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

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

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

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

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

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

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

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

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

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

Rating:

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



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

v

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.

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

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