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Exploring the World of Online Gaming: From Classic Games to Emerging Trends

Online gaming has evolved dramatically over the past two decades, shifting from simple web-based games to complex virtual worlds with rich narratives and immersive graphics. This transformation has been driven by technological advancements, changing player preferences, and the growing accessibility... Tagged as:




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A Gaming Blanket You'll Love

I recently got my hands on the coziest blanket ever--and it's not just any regular blanket. It has... well, arm holes, which sounds simple, but it has totally changed my lounging life. I've always loved curling up in a... Tagged as:




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The Evolution of Indie Gaming: A New Era of Creativity

The gaming industry has seen a significant transformation over the past two decades, largely due to the rise of indie games. Once dominated by large studios and massive budgets, the gaming landscape has opened its doors to independent developers who... Tagged as:




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Online Gaming Trends in 2024: Innovation and Accessibility

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The Surprising Benefits of Online Games for Couples

The gaming world is more broad and diverse today than it has ever been before. Games nowadays can be played on all sorts of devices, online and offline, alone or with large groups of people, on a tabletop or... Tagged as:




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The Thrill of the Deal: 5 Memorable Gaming Movie Moments

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How the MGA is Shaping the Future of Game Development

The gaming industry is fast developing, and regulatory bodies are crucial in its trajectory. There are several regulatory bodies; however, only a few are known to stand for fairness and player security. A stamp of approval from these regulators means... Tagged as:




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4 Video Games That Were Unexpected Successes

When it comes to any form of entertainment, you have to always expect the unexpected. From the ever-popular Korean-originated mukbang streaming to soap cutting and kinetic sand videos, there are trends we might initially brush off as strange, only... Tagged as:




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RetroStyle Games Congratulates Space Ape Games on Partnership with Supercell

RetroStyle Games, a company specializing in game development and visual design, congratulates Space Age Games on Supercell's acquisition of the remaining 38% of their shares, making Space Ape Games fully owned by Supercell.... Tagged as:




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Apple Faces Epic Games-Style China Lawsuit Over App Store Practices

A Chinese court has agreed to hear a lawsuit against Apple from Beijing Bodyreader, a developer seeking around $420,000 in damages after their children's posture correction app was removed from the App Store in 2020.


Bloomberg reports that the case – the first of its kind to be heard in Beijing's intellectual property court – bears similarities to Epic Games' 2021 lawsuit against Apple. Bodyreader claims Apple unfairly removed their app citing "dishonest" behavior, while also challenging the company's 30% commission on app purchases and its control over the iOS ecosystem.

According to court documents reviewed by Bloomberg, Bodyreader argues that Apple's enforcement of App Store policies is inconsistent. The developer notes that after their original app was removed, they successfully published an identical app under a different name, "Qilin Century," which remains available on the App Store. Closed-door hearings began Thursday and could conclude this week.

The hearing represents the first time Apple has been forced to defend its standard mobile platform practices against a Chinese developer. Earlier this year, Apple successfully fought off antitrust accusations from a Chinese consumer, but the company still went so far as to appeal to remove references to its market dominance from the ruling.

Bodyreader is seeking monetary damages, an apology, and a court declaration that Apple engages in unfair monopolistic behavior. The developer has also requested that Apple be required to allow third-party app stores and external payment links.


This article, "Apple Faces Epic Games-Style China Lawsuit Over App Store Practices" first appeared on MacRumors.com

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App Store Connect for Developers Gains Refreshed UI, Feature Notifications and More

Apple today overhauled the App Store Connect app designed for developers, introducing version 2.0. Developers use App Store Connect to distribute and manage their apps for the iPhone, iPad, Mac, Apple Watch, Apple TV, and Vision Pro.


‌App Store‌ Connect 2.0 includes a refreshed UI throughout the app, as well as new capabilities. Developers are able to promote their apps by generating marketing assets for app launches, version updates, featured placements in the Today tab, and more.

These marketing assets that are generated for special moments can be shared on various social media channels for app promotion purposes.

‌App Store‌ Connect will also now send developers notifications when their app is featured in select placements on the Today tab, such as App of the Day or Game of the Day.

In addition to allowing for app management, ‌App Store‌ Connect also provides support for creating TestFlight betas, monitoring sales and trends, and responding to customer ratings and reviews.


This article, "App Store Connect for Developers Gains Refreshed UI, Feature Notifications and More" first appeared on MacRumors.com

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  • App Store Connect
  • Apple Developer Program

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Every Furry & Animal Game in Steam's Next Fest - October 2024

We have another GIANT list of games this season for the Fall 2024 Steam Next Fest! We're looking forward to a ton of these, and have compiled as many as we could find with animals and/or anthropomorphic characters featured in them! Be sure to let us know of any others you find by commenting below!

We'll be playing some of these demos this week and next, and hopefully providing some previews and progress updates throughout development! Additionally, we have an actively updated Furry & Animal Games List over at @GamingFurever that you can follow and get updates for lots of indie titles with TONS of lovely furry characters!

If you're a developer of any of these games, feel free to hit us up on email over on our Contact Us page!

We're sure everyone will find at least a couple games that strike their fancy during this Next Fest!

Check out the full October list here!




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Video Game Review: 'Liar's Bar'

WARNING: READ BEFORE PLAYING

Liar's Bar contains intense and graphic depictions of violence and death, themes of suicide, and other mature content that may not be suitable for all audiences. Player discretion is adviced. If you or someone you know is struggling with thoughts of self-harm or suicide, please seek help from a qualified professional or contact a local mental health service. Your well-being is important to us, and we encourage players to prioritize their mental health while engaging with our game.

The game features mature themes, and is intended for adult audiences only. If you are under 16, please step outside.

This warning is one of the first things you see after booting up Liar's Bar. I want to stress, and I don't care what you think of "trigger warnings", this warning is not kidding. This is a messed up, repugnant game; I think I kind of love it. (It also contains depictions of tobacco use.)

Okay, real talk, this is kind of a dark streak of submissions from this contributor (thank goodness for animated movies ... with jokes about infant mortality!), this game might be the most worrisome yet. I retweeted some fan art of the game, then realized, out of context, that might not look like something entirely, well, healthy to be reposting. Because the marquis attraction of Liar's Bar is that it's basically a furry Russian roulette simulator. Just so you know what you're getting into.

Liar's Bar is published by Curve Animation, and is currently available on Steam for $6.99, where it is still an "Early Access" game.

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Tucker Carlson calls Robin DiAngelo’s book, “White Fragility,” “an utterly ridiculous book,” “poisonous garbage,” and “a crackpot race tract”

"In sum, 'White Fragility' is an utterly ridiculous book. ... Everything about 'White Fragility' is poisonous garbage, and it's not an overstatement." Continue reading



  • Accountants CPA Hartford
  • Articles
  • "White Fragility" is a wildly popular book
  • Author makes money telling people they are racist
  • Book props up worst offenders of injustices
  • Book says you're racist no matter who you are
  • Effort to turn schools into woke propaganda mills
  • Elite author oblivious to country's real problems
  • Feeling threatened is proof that you are racist
  • Louis Farrakhan
  • Robin DiAngelo
  • so discomfort is necessary and important
  • The point of the book is to demoralize you
  • Tucker Carlson
  • Tucker Carlson calls Robin DiAngelo's book "White Fragility" "an utterly ridiculous book" "poisonous garbage" and "a crackpot race tract"
  • Tucker Carlson calls Robin DiAngelo's book "White Fragility" "an utterly ridiculous book" and "poisonous garbage"
  • Tucker Carlson Tonight June 24 2020
  • University of Kentucky
  • We are socially penalized for challenging racism
  • White comfort maintains the racial status quo
  • White Fragility
  • White Fragility makes ridiculously false claims

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The mainstream media and the Democratic Party and the intelligence agencies and the tech monopolies are your enemies. Like fascists they are misleading you with propaganda so that you will obey.

The real threat is collusion. When journalists strike secret alliances with the very people they're supposed to be holding accountable, we are in deep trouble. Lies go unchallenged.  Democracy cannot function. And that's what we're watching right now. Continue reading




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The CIA NSA FBI are today’s Gestapo. Didn’t they create a phony Russian investigation to overthrow a Presidency?

THE SECURITY STATE HAS EXISTED SINCE THE END OF WORLD WAR II. THEY'VE BEEN OPERATING IN SECRET AND WITH NO DEMOCRATIC ACCOUNTABILITY FOR EIGHT OR NINE DECADES NOW. DWIGHT EISENHOWER WHEN HE LEFT OFFICE WARNED THE COUNTRY ABOUT THE DANGERS THAT THEY POSE. Continue reading




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FBI CIA NSA are not only spying on American citizens but also are illegally unmasking their identities to journalists who support our fascist government

FBI CIA NSA are not only spying on American citizens but also are illegally unmasking their identities to journalists who support our fascist government Continue reading




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A Deep State in the United States rules the country regardless of the outcome of elections

TRUMP TOLD THE AMERICAN PEOPLE THERE ARE THE SECURITY STATE AGENTS WHO THINK THAT THEY RUN THE GOVERNMENT AND HE STOOD UP TO THEM AND CHALLENGED THEIR ORTHODOXIES AND PIETIES AND SHOWED AMERICANS, ESPECIALLY PEOPLE IN THE REPUBLICAN PARTY ON THE RIGHT, THAT THESE INSTITUTIONS ARE NOT NOBLE OR BENEVOLENT BUT ARE HIGHLY PERNICIOUS. THEY WANT TO INTERFERE IN OUR DOMESTIC POLITICS AND THEY OUGHT TO BE DEEPLY DISTRUSTED. Continue reading




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Новое видео NIGHT IN GALES

"Into The Evergrey", новое видео группы NIGHT IN GALES, доступно для просмотра ниже. Эта песня взята из альбома Shadowreaper, выходящего шестого декабря:

"Into The Evergrey"
"The Horrors Of Endlessness"
"Open The Sun"
"The Nihilist Delta"
"Spirals"
"Dead Inside"
"Window To The End"
"Sculptured And Defleshed"
"Walk Of Infinity"

#Night_in_Gales #NightinGales #DeathMetal #Death_Metal
Видео: https://www.youtube.com/watch?v=la9_k0HNo4U




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30 лет первому сайту MEGADETH

В октябре 1994 года MEGADETH и их лейбл рискнули с новым начинанием. В честь выхода альбома "Youthanasia" первопроходцы основали сайт Megadeth, Arizona. Это был первый в истории веб-сайт группы в Интернете.

Сайт, как отметил Billboard (31 октября 2024 года) в статье, посвящённой его годовщине, был «основан на расположении новой студии группы в Фениксе» и «стал концепцией первого в истории веб-сайта артистов». Помимо чата, названного Megadiner, на сайте были представлены хранилище произведений искусства и цифровых открыток, магазин сувениров и Vic's Cactus Hut, газета Horrorscopes, а также ссылки на видео и онлайн-радиотреки.

Основатель MEGADETH Dave Mustaine рассказал:

«Когда интернет вошёл в нашу жизнь, мы, как и все остальные, не понимали его. Но у нас была величайшая возможность, потому что именно мы были выбраны в качестве подопытного кролика. Когда люди из Capitol показали нам, что это такое, основной макет и некоторые иллюстрации, все изображения были классными. Женщина, которая делала картинки, нарисовала кучу отличных изображений и сделала их действительно крутыми, как наклейки для туристов и тому подобное, так что я подумал, что это было действительно здорово и захватывающе. Опять же, если бы мы знали, что это такое, но никто не знал, что это такое, поэтому, как только мы нажали на кнопку запуска, и всё закрутилось, это было замечательно. С тех пор мы не жалеем ни о чём».

Между тем, рокеры, имеющие мультиплатиновые продажи и премию «Грэмми», только что завершили тур по США, который последовал за успешными гастролями в Латинской Америке (Перу, Чили, Аргентина, Бразилия и Мексика) и Европе (Швеция, Италия, Франция, Германия и другие страны) и собрал отличные отзывы. Далее MEGADETH отправятся в студию, чтобы записать новую музыку, и ожидайте объявления дополнительных дат на 2025 год.

Как вы узнали, что сайт понравится фанатам, не имея образца?

Dave: «Знаете, у нас не было модели для этого, поэтому единственным способом, с помощью которого я знал, что это будет привлекательно для фанатов, был мой опыт в качестве торговца кассетами в самом начале карьеры. Когда я был в своей первой группе PANIC, а затем перешел в METALLICA, мы обменивались кассетами с людьми по всему миру, и люди писали письма, если вы можете в это поверить - боже, какая же медленная была почта в те времена, — но у нас также были очень крутые журналы, которые сообщали нам о происходящем. Интернет сократил время получения ответа от одного из ваших друзей с нескольких недель до пары секунд. При создании веб-сайта мы не особо разбирались в его устройстве, потому что, когда вы думаете об обычном чертеже и говорите, что есть комната здесь и комната там, вы думаете о двухмерном чертеже и обзоре, глядя вниз на план этажа. Так что для меня, думающего о том, что такое все эти разные чат-комнаты, это было, не знаю, возможно, неправильное название. Я не мог понять, как устроен этот интернет, этот сайт и этот чат, но я понял, что это неважно, это были просто новые значения для слов. Когда мы перешли к другим материалам, таким как фотографии и mp3, а затем перешли к более продвинутым возможностям - чату и так далее, - это было нечто, что просто взорвало всем мозг».

Есть забавная история о разговоре с Gene Simmons. Можете пересказать ее?

Dave: «Когда Megadeth, Arizona был запущен, многие люди посетили его просто потому что они не могли понять, как и я, что это за комнаты в интернете, чат и так далее. Так что это было действительно захватывающе — один за другим вы слышали отзывы от людей, которые заметили наш сайт, и я был потрясен, когда услышал отклик от одного из моих любимых музыкантов и рок-звезд, Gene'a Simmons'a. Легенда гласит, что он сказал: «Я хочу такой же сайт, как у Mustaine», и вы можете себе представить, как я был взволнован, услышав такое. Я попрросил его менеджера, Doc McGhee, и мне прислали видео, на котором Gene повторяет свои слова. Так что снимаю шляпу перед тобой, Gene. Люблю вас, ребята!»

Медиа и интернет сильно изменились с момента запуска сайта. Что/как вы, как группа, продолжаете делать, чтобы привлечь свою аудиторию?

Dave: «Когда мы только начинали, мы были вынуждены писать нашим фанатам, будь то печатание писем на машинке, если вы можете в это поверить, или отправка писем от руки, и я часто так делал, более того, на днях я получил от одного из своих друзей фотокопию письма, которое я им отправил когда-то давно, и это вызвало ностальгию и было очень круто. Но вы пытаетесь вести бизнес, а когда вы хотите быть группой, известной по всему миру, это отстой. Когда мы начали играть, многие группы, которые мы знали в городе, не смотрели на вещи так, будто они собираются стать известными на международном уровне. Они просто беспокоились о том, чтобы быть популярными в своем родном городе, а мне это и в голову не приходило, я хотел быть самой популярной группой в мире, поэтому мы писали, писали, писали. Мы обменивались кассетами с людьми по всему миру. Время от времени я брал трубку и звонил по межгороду, и мне приходилось переживать шок, когда я потом видел счет за телефон. Но как только сайт Megadeth, Arizona заработал, это было здорово. Мы смогли нажать на кнопку запуска этого сайта и зайти в Megadiner, и, как я уже говорил, все, кто был членом Megadiner в самом начале, определенно айтишники. У них огромный авторитет на улице. Теперь, с чатами и прочим, что происходило с запуском Megadiner, у людей повсюду есть чаты. На днях мы как раз сидели в чате и получали техподдержку. Нужно помнить, что чат — это чат. Было очень здорово иметь возможность разрабатывать все эти вещи вместе с фанатами, с которыми мы подружились. Megadeth.com родился из Megadeth, Аризона, и это привело к очень долгим дружеским отношениям. Я с нетерпением жду сегодняшней вечеринки».

Будете ли вы что-то делать на нынешнем сайте в честь юбилея? Стоит ли фанатам искать какие-нибудь «пасхальные яйца»?

Dave: «В честь 30-летия альбома «Youthanasia» и Megadeth, Arizona, я участвовал в чате на сервере MEGADETH в Discord. Фанаты могли задавать вопросы и общаться со мной напрямую, в режиме реального времени, как в те времена. Перед началом чата все посмотрели трансляцию нашего старого документального фильма «Evolver», что было здорово. Мы также добавляем кое-что особенное на Megadeth.com, чтобы отдать дань уважения Megadeth, Arizona и некоторым из чат-комнат прошлого, таким как Megadiner, Vic's Cactus Hut и Digital Drive in, если вы еще не видели их. Там будет несколько пасхальных яиц, которые можно найти, если хорошенько поискать на странице».

Запуск сайта был приурочен к выходу «Youthanasia», а это значит, что альбом также отмечает юбилей. Альбом был записан в Аризоне. Чем процесс записи отличался от работы в студии в Лос-Анджелесе, Нью-Йорке или другом крупном городе?

Dave: «Youthanasia» был записан в Аризоне, но это могла быть и Луна, мне всё равно. Мы построили различные звуковые корпуса для каждого артиста, а также оборудовали помещение для Max Norman, в котором он мог работать, и нам пришлось купить огромный пульт и перевезти его в Аризону. Это было круто, если вы посещали уроки труда в школе или что-то в этом роде, но строить студию, в которой вы должны записывать альбом... Не знаю. Мне это нравилось, но это было лишним».
#Megadeth #AcousticRock #Acoustic_Rock #HeavyMetal #Heavy_Metal #SpeedMetal #Speed_Metal #ThrashMetal #Thrash_Metal #Instrumental #_Instrumental




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GARY HOLT: «В SLAYER, помню, хейтили только двое»

В рамках недавней беседы у GARY HOLT'a спросили, что он помнит о своем первом выступлении в составе SLAYER, и чувствовал ли он какое-либо давление:

«Первым выступлением был фестиваль Soundwave в Австралии, и я не чувствовал никакого давления. Я был невероятно готов. Я просто вышел на сцену, сделал свое дело и устроил отличное шоу. Это было потрясающе. Я имею в виду, что, возможно, в глубине души вы чувствуете небольшое давление из-за того, чье место вы пытаетесь занять. Чье место ты греешь, я бы так сказал. Но я был готов. Я был готов к этому на 100%».

На вопрос о том, действительно ли фанаты SLAYER так безжалостны, как о них говорят некоторые, Gary сказал:

«За все мои бесчисленные концерты со SLAYER у меня было только два ненавистника. Два хейтера из тех, которых я заметил. Большинство зрителей смотрели на мое участие в духе: «Выздоравливай скорее, Джефф», и я сам тоже именно так это и воспринимал. "Но пока есть такой вариант, что ж, круто. Я видел, как SLAYER и Gary Holt играют вместе. Давай заценим это. Будет классно". Так вот, у меня было два настоящих хейтера, первый в Германии, парень с ужасным скаллетом. Он был внизу и тыкал в меня средним пальцем на протяжении всего шоу. Обычно я очень толстокожий — меня такое не беспокоит. Но в этом конкретном случае я уже послал вниз менеджера с рацией, и они уже собирались выгнать парня нахрен, потому что он начал реально портить мне шоу. И тут парень допер что сейчас случится и быстренько слинял. Черт, чувак, ты знаешь, что моё участие не было неожиданной подменой. Ты знал об этом до того, как билеты поступили в продажу, и всё равно купил этот гребаный билет. Так почему ты здесь, если всё действительно так плохо?

А потом мы выступали в Милане (Италия), и там в первом ряду, в самом центре сцены, стоял парень и кричал мне „Fuck you!“ на протяжении всего выступления. А в конце шоу я спрыгнул на сабвуферы, буквально в метре от его лица, и спросил, есть ли у него что сказать мне сейчас. И у него не нашлось никаких слов. Он реально выводил меня из себя. Более молодой я мог бы ему и втащить. [Смеется] Первый ряд, зажат, ему некуда было деться. Знаете, 5000 человек позади него. Но ему всё равно было просто необходимо пробиться в первый ряд, чтобы высказать свои мысли.

Ты заплатил за билет. Ты долбаный идиот, если потратил деньги на то, что ты так ненавидишь. Но это были два человека из совершенно бесчисленного количества концертов. По-моему, неплохой послужной список!»
#Slayer #ThrashMetal #Thrash_Metal #HardCore #Hard_Core




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JASON BONHAM объяснил, почему покинул тур с SAMMY HAGAR

JASON BONHAM опубликовал следующее сообщение:

«Я хотел бы воспользоваться моментом и объясниться по поводу своего отсутствия в последние несколько недель. Как многие из вас знают, моя мама столкнулась с серьезными проблемами со здоровьем, и это было невероятно сложное время для нашей семьи. Я с благодарностью сообщаю, что она идет на поправку и ее выписали из больницы! Сейчас она дома и восстанавливается, что приносит мне огромное облегчение.

Было очень трудно покинуть тур «The Best Of All Worlds», когда осталось всего четыре концерта. Энергия, общение и впечатления были просто невероятными, но я должен был быть рядом с мамой во время ее борьбы за жизнь.

Я рад сообщить, что JBLZE [JASON BONHAM'S LED ZEPPELIN EVENING] снова отправится в турне, которое начнется 19 ноября! Мне не терпится увидеть всех вас и снова разделить это незабываемое странствие.

Спасибо за ваше понимание и любовь. До скорой встречи!

С большой любовью, JB».
#Sammy_Hagar #SammyHagar #HardRock #Hard_Rock #AcousticRock #Acoustic_Rock #Hard 'n' Heavy #_Hard 'n' Heavy




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Paul Graham’s Legacy

Last week there was a press release you might easily have missed. A Distributed Autonomous Organization (DAO) called OrangeDAO is cooperating with a small seed venture fund called Press Start Capital to establish the OrangeDAO X Press Start Cap Fellowship Program for new Web3 entrepreneurs. Successful applicants get $25,000 each plus 10 weeks of structured mentorship plus continued access to the more than 1200-member OrangeDAO network. In exchange, OrangeDAO and Press Start get to invest in the resulting companies, if any, produced by the class.  Big deal, it’s Y Combinator Junior, right? Wrong. It’s Y Combinator on steroids.   This second-generation YC has been released in the wild where it will replicate and grow unconstrained. Expect to see more deals like this one. A Distributed Autonomous Organization […]

The post Paul Graham’s Legacy first appeared on I, Cringely.






Digital Branding
Web Design
Marketing




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

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




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Manga Review: THE SMALL-ANIMALLIKE LADY IS ADORED BY THE ICE PRINCE is on its way to melt hearts

The Small-Animallike Lady is Adored by the Ice Prince is a brand new romance manga from Yen Press. This first volume takes us to a familiar setting where there's a royal arranged marriage involved, and some frozen hearts are melted along the way!




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A Likely End Game to Hostility


The hard disk drive business has been a lousy place to compete for nearly twenty-five years.  It has been the graveyard of many competitors.  Twenty years ago, there were eighty disk drive manufacturers.  By the mid-90s, there were only fifteen.  By 2001, there were eight, and today it appears there are only four.  But the fact that we are at four competitors, especially the size of the leading competitors, means that the industry is likely to come out of its recurring bouts of overcapacity and hostility. 



As 2011 began, there were five hard disk drive manufacturers.  Western Digital led the market with a 31% market share, followed closely by Seagate with a 29% market share.  Hitachi enjoyed an 18% market share, while Samsung and Toshiba shared the remaining 22% of the market.  Recently, Western Digital agreed to purchase Hitachi.  This acquisition would bring Western Digital’s potential market share to 49%.  The top two of the remaining four competitors would then have a potential market share of 78%.  The top three would have more than 85% of the market. 



Hitachi was not just any other competitor in the market.  It had a well deserved reputation for being the most aggressive price discounter in the market.  Hitachi was the major reason that pricing stayed under pressure in the hard disk market.  Western Digital’s acquisition removed the major discounter.



In the past, acquisitions among the hard disk drive manufacturers brought somewhat better margins to the remaining players, but not as much market share as the acquisition would suggest.  The reason was customers rotating other strong suppliers into their relationships to maintain low prices.  With only four players left, and a dominant leader in the market, there is little purpose for the three followers to discount against Western Digital.  A discounter might pick up some temporary share in a market saturated with “last look” arrangements, but it might face a very aggressive pricing response by one or both of the remaining leaders in the market.  No, rather than discount, the economics for all the players would argue for firm industry pricing.  That is the most likely outcome of this acquisition.



Over the years, we have studied many industries in overcapacity.  Overcapacity produces a hostile market, where returns are low and price competition remains intense.  These kinds of markets end in one of two ways, either demand picks up and sops up the industry’s overcapacity, or the industry consolidates to the point where the top four competitors control 85% or more of the industry’s volume.  The remaining players then demur from competitive price discounts. The majority of industries see demand growth pull them out of hostile conditions.



There is one potential fly in this hard disk ointment.  Computer tablets and other portable devices don’t use hard disk drives.  Instead, they use NAND flash drives.  These are solid state drives.  They are more expensive than hard disks, have a much smaller form factor and are generally more reliable.  Samsung, Toshiba and SanDisk are the leaders in this market.  It could happen that Samsung and Toshiba, two of the four remaining hard disk drive suppliers, use low prices in the hard disk market to create customers for their more expensive flash drives.  It is more likely, however, that these two companies, who are distant followers in the hard disk market, would prefer to see higher prices for hard disks.  These higher prices on a competitive product would help some customers in the market transfer alliance to flash drives.



This acquisition should be a good deal for the remaining four hard disk players.  While some analysts have argued that the hard disk drive market will slowly die under the pressure of the growth in the applications of flash drives, industry observers still see an 8% per annum unit growth for this market over the next five years.  That unit growth should come with better margins for the remaining players.






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SLC-1L-12: A Garden of Ideas



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

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

Read more »




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SLC-0L-05: Lighting's Gateway Drug

















































Quick, guess the lighting.

If you said two lights, and use of high-speed sync to get the shallow depth of field, that's a pretty good guess.

If you said zero lights and a rigid high-efficiency reflector, that's an even better (and correct) guess.

When working with an inexperienced assistant — or looking to introduce someone to the world of off-camera lighting — a rigid/high-efficiency reflector is a fantastic and inexpensive place to start.

Read more »




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Summer Gardening


Hi Everyone! The garden at my house hasn't been making very many fruits and vegetables lately, so I am trying to help it a little bit.
I hope you are having a great summer.
Grace




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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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Why do I call myself a Pagan?

Don't forget your Supplies!


In this post, I aim to explore why I think I am a Pagan.  This post will not define Paganism or Neo-Paganism more generally.  These terms are very broad, and it is beyond my ability to express what is or is not a Pagan or Neo-Pagan experience.


1.  I am Pagan because I believe that the natural world is ensouled.  I can't define the soul or its capacity or limitations, but I experience it all around me.


2.  I believe that the Abrahamic religions do not have a corner on truth and that their most valuable messages evolved from far more ancient insights which continue to be available to all human beings whose minds and hearts are open.


3.   I believe that all thea/ological discourse about the sacred is just folks talking about something they'll never understand.  I can tell you what I think God/ess is all day and night.  I can be as clever and convincing as hell, but it still doesn't amount to a hill of beans.  The Ineffable will be what it will be regardless of my cheek.  We aren't going to expand or limit Divinity whatever we say, think, or believe.  However, when we limit our conceptualization of the Sacred to that which most closely resembles the powerful, the conventional, and the abusive in our society, then we limit who we are and what we might become, and that's a shame.


4.  So-- I believe that we should be mindful and creative with our theo/alogical language and musings to encourage ourselves to grow toward our potential.  I believe that when we speak of "God/dess" we are reflecting our best hopes for ourselves into the Cosmos.  When we dream of divinity, we can either sanctify all the meanness and injustice humanity has already mastered or we can sing out our human potential for brilliance, warmth, diversity, and love.


5.  Language may only be a construct, but what a construct!  What we build with our language is our choice.  I am Pagan because I am playful with spiritual language.  We need to remember that God is not male.  Nor is God white or European or human for that matter.  God is not even "God".  That word too is merely a construct, a symbol, a signifier. Learning to imagine the Divine in many forms, genders, cultures, species, relationships, and concepts reminds me that the Sacred is not one objective thing or person but is manifest in all life and in all times.  It helps me remember that I can find divinity in unexpected people and unexpected places.  It helps me look for the Sacred everywhere and in everybody.


That's about it, I guess.  My Paganism doesn't define whether I believe in God or Goddess or a singular or plural deity.  It doesn't tell me how I should worship or with whom.  Paganism is not what I believe.  It is what I do.  It is a strategy and a discipline.  It is not an answer to my questions about life and death or the nature of the Divine.  It is a pattern of thought and intent that encourages me to continue asking unanswerable questions.  It encourages me to play and think and wonder and to try as hard as ever I can to understand not the Cosmic Mystery, but maybe just the little bit that resides in me and which is mine to share.




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What makes you a Pagan?

And don't just say "Because I'm not Christian".... I would like to see you fully explore how your beliefs fit with those typical of other Pagans. What is it about you and your life that made you associate with the label of "Pagan"?

I was raised Lutheran. I attended church every Sunday with my family. I also remember attending Sunday school and I even went through Confirmation. Through all this I never really felt the connection to the Christian faith. I have read the bible, not cover to cover but how many actually have? The whole doctrine seemed a bunch of bull, to me at least. Now that was many years ago; I don’t doubt that there is an undeniable energy in the Christian faith. I have experienced it first hand by sitting with my family again at the church I grew up with, but I still am not Christian. Oops, I said it didn’t I?


Why do I call myself Pagan? I have thought about this before but I have never written about it. I think that I was destined to follow this path. That would explain my aversion to Christianity. I always liked the thought of magick even before I knew what it was. I flirted with an eastern religion while I was in high school but never kept with it. I think because I didn’t completely understand it and no one was around to explain it. I know that if I had found the trail head of my current path back then I would have been traveling it a lot longer than I have been.


I didn’t think of myself as Pagan at first. When I started down my path a few years ago I was working with Oberon Zell-Ravenheart and his online school, The Grey School. I labeled myself as a wizard. I worked on my studies and surrounded myself with all the trappings of what I thought it meant to be a wizard. I didn’t realize that some of these items were also associated with being Pagan. I bought the candles, athame, chalice, and other stuff. A conversation with a person at a spiritual retreat had me questioning exactly what path I was on and what it meant to me. After that retreat and experiencing the rituals there and talking to other people I realized that the label I had chosen, wizard, was not correct and that Pagan was more appropriate.


I began to explore what it is to be Pagan. I related to many of the aspects. I believed in the existence in multiple gods. I believed that we are all connected to nature and that we should respect it and honor it. I believe in the power of the Moon on us and her aspects.


After my first retreat and the revelations that came from it, I returned to the retreat and became involved in guiding young men through the coming of age ritual offered. This allowed me to explore my beliefs even further and realize that while I enjoyed being solitary for a time I needed something more and sought out a local coven. While working with the people in the coven I found my patron deities. Lady Hecate made herself known to me and I continue to honor her. Lord Cernunnos/Herne has made himself known to me but I believe he has always been with me in some sense since I have always loved all out of doors activities. I also have an affinity for herbs and their uses. I have sewn two robes, one white and one black. I have acquired a couple staffs, one given me by the forest the other found me at a local flea market. I have setup my sacred space and consecrated it with ritual. I try to live my life as a Pagan. I even take the title of Witch now and practice the craft of the witch. I celebrate the Sabbats and the Esbats. I welcome the Faeries in to my house and leave them gifts.


I am Pagan, I am Witch, and I am happy.


Blessed Be!





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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.

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

Rating:

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




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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

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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

ga

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

ga

Board Game Review: Wingspan Oceania Expansion

When Wingspan was released in 2019, it caused quite a stir. It's a compelling board game that detours far far away from the usual themes of conquest or agriculture. The game romanced me with its beauty, mechanics, and unique subject matter (see my review here). Later that same year, the first expansion (Wingspan: European Expansion ; review here) was released. It proved to be more of a subtle change to the footprint of the game versus a turn-everything-upside-down-and-wow-you kind of addition. It took me awhile to warm up to it, and I wasn’t sold on it as a must-have item. More recently, Wingspan: Oceania Expansion, was released in 2020.  After several games, I’ve taken to this expansion much more than the previous one. That might be, at least in part, because my expectations have evolved for the series. Taking a lesson from my experience with the previous expansion, I assumed when opening the box that the designer (Elizabeth Hargrave), wasn’t likely to include any major disruptions in the mechanics that would upend the game as we know it. Instead, I expected another subtle shift in the mechanics and a widening of the bird inventory, both of which we did get.

Oceania  introduces:

  • New bird cards from the Oceania range (some with spiffy game end powers)
  • New round goals
  • New bonus cards
  • Eggs in a new color

As in the base game and previous expansion, the artwork is stunning. Here are some of my favorite new birds, based solely on appearance:

The cute and cuddly Little Penguin

 

The exquisitely beautiful Many-Colored Fruit-Dove

Major Mitchell’s Cockatoo (this badass will totally steal your lunch money)

Guild’s Finch (performing at the Copa Cabana nightly)

The punk rocker Crested Pigeon

Beyond my expectations, this expansion also introduced a new type of food - nectar. Nectar is both more useful than then other types of food (it can be spent as a wild food, substituting for other foods in most cases, and putting spenders in line for end game “biggest spender” point awards in the process) and more restrictive (any nectar left in your supply at the end of a round must be discarded). Along with the nectar comes new dice with nectar depicted and new player boards with spaces to hold spent nectar.  Elizabeth also provided a detailed explanation for the reasoning behind including nectar in the expansion rulebook and I thought that was a nice touch. I found that playing with nectar changed the emphasis of my actions to acquiring and spending nectar as much as possible in order to get the bonus points at end game for most nectar spent per action row.

The new player boards provided with Oceania also make it possible to refresh the dice in the feeder, refresh the cards in the face up draw pile, and have changed the resource quantities harvested when completing actions. There’s been an overall shift to more food and more cards while scaling back egg production. This may have been done to address concerns with egg spamming in the base game– a powerful, late game strategy in which players spend their last few turns laying eggs in order to capitalize on the point value of the eggs and the bonus cards that focus on egg production. We didn’t feel any pain in the reorientation away from egg laying because we played our games with only the new round goals and the new bonus cards (none of which focused on egg laying) to get a good feel for the expansion. But I’m not convinced that weakening the egg laying action row was really a good idea. On the surface, it seems to heavily discourage egg laying at all except as minimally needed for playing more birds. And it feels like a heavy disadvantage if you’re saddled with a bonus card oriented toward egg laying and your opponents aren’t. Oceania  also introduces some birds with egg laying powers, so that might balance out the action row weakening somewhat, but it would probably take hundreds of games across varying player counts to properly evaluate the net effect of these changes.

Despite my reservations about how the egg laying engine seems to have been crippled in this expansion, I still highly recommend it based on the twist in play the nectar brings and the replayability gains from the new card and goal inventory (especially for players who’ve played through the base game a ton and are getting a bit bored with the goals). I understand that the automa mode has also been updated quite a bit with this expansion, although I haven’t played that yet and am not covering the solo mode in this review. 

I’m three games into the Wingspan franchise and as a completist, I'm firmly committed to maintaining a complete collection; it’s certain I’ll be picking up the next expansion when it’s released.

 

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

Publisher: Stonemaier Games
Players: 1-5
Actual Playing Time (vs the guideline on the box): About 90 minutes per game
Game type: card drafting, dice rolling, action selection, set collection, solo

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 expansions
  • board game reviews
  • card drafting games
  • dice rolling games
  • hand management games
  • set collection games
  • solo games
  • Stonemaier Games

ga

Board Game Review: Beyond the Sun

Almost a decade after my interest was first sparked in reviewing games for Rio Grande Games, I finally met someone on the inside of the company in a mutual FB industry group and made a connection. Soon after, a review copy of Beyond the Sun by Dennis K. Chan was at my door.

Game Reviewing as a Hobby: A Peak Behind the Scenes

I have always had a soft spot for Rio Grande Games. I spent part of my childhood growing up in New Mexico, and graduated from New Mexico State University, where the actual Rio Grande itself was practically in my backyard. Because of my time in the area, I really enjoy supporting New Mexico businesses. So there's that. And the first "serious" board game I ever played was the Rio Grande distribution of Power Grid, which is still one of my favorites. We own over 30 games from the Rio Grande catalog, including Dominion, Puerto Rico, Carcassonne, Race for the Galaxy (another favorite), Stone Age, Underwater Cities (this game is amazeballs), and more. But I've never done a review for Rio Grande Games before.

A million years ago, before I was ever a board game reviewer, I regularly reviewed books for publishers. When I first fell in love with board games, I thought I'd approach the publisher of my favorite games - Rio Grande Games - and establish a partnership. I was very used to the review procedures at major book publishing houses where the marketing departments are run by MBAs (who may or may not enjoy reading books themselves), the review process is formally structured and well publicized for reviewers, and introductory discussions between reviewers and publishers are focused on marketspeak like "demographic penetration". I remember feeling exasperated at the time that the Rio Grande Games website didn't have a marketing page with straightforward information on requesting review copies, nor contact info specifically for their marketing department. I had to do a bit of digging to reach someone at the company and that's when I found out that it wasn't a cold corporate monolith, but a small company where people wore many hats and everyone involved loved board gaming with all their heart. I didn't know any of those people personally (I hadn't been to a gaming convention yet) and trying to approach them from a traditional marketing relationship perspective (I think I sent a formal email about demographics!) went nowhere so I just gave up. I loved board games so much that I just started writing reviews for new games we purchased and played and didn't make any more attempts to establish connections with publishers after my run in with Rio Grande Games that left me spooked. A few years into the hobby, I started attending Gen Con, where I met a lot of publishing folks face to face and made a lot of great connections based on a shared love of gaming. It was only then that I started receiving review copies and maintaining formal relationships with the various board game publishers. While it's true that the board game industry has become more sophisticated in its marketing and organization as it's matured, a lot of board game publishers are still small time operations and when I connect with these folks, it feels like being part of a family.

My first observation: the cover art, by Franz Vohwinkel, is phenomenal.

In Beyond the Sun, players take on the role of faction leaders on the move, colonizing space and researching new technological breakthroughs in a post apocalyptic universe.  Each turn, players make decisions on what action to take and what resource to produce. However, most of the action spaces on the board are initially blocked off. A blocked action space can only be used by a player once they’ve taken the prerequisite actions on previous turns of researching the technologies associated with the blocked action. These technologies and associated actions are presented in a tree display with the level 1 technologies/actions branching off into level 2, 3, and 4 technologies/actions. 

After the action and resource phases of a player’s turn, they may claim an achievement, if they’re eligible. There are multiple achievements laid out for each game and players compete for the limited spots on each achievement card. When 4 achievement discs have been placed, the final round is triggered, followed by scoring.

 

After a thorough read through the rulebook, I got the game on the table pretty quickly. It’s a well written rulebook by the way, with humor to boot. I especially love the rule for determining first player (see #13 under setup).  

With the pandemic in full swing and social isolation in effect, I’ve focused on 2 player games of Beyond the Sun between my husband Chris and myself. During our first game, we spent the first few rounds aggressively fighting over one system we both wanted to colonize. Back and forth, back and forth, the control shifted. At some point this power struggle became more about a matter of stubborn will between the two of us and less about strategic play and I have to admit, I got a kick out of the ability to passive aggressively annoy and rattle my husband in this way. Eventually I gave in on that and moved on to focus on claiming the easier achievements while Chris focused more on building his engine through research and got caught up in trying to get to level 4 on the technology tree. That proved to be his downfall. Focusing on colonizing and the low hanging fruit of completing more level 2 research in lieu of making it to level 4 won that first game for me, 59 to 49.

I occasionally ran into a bit of analysis paralysis in during my plays of Beyond the Sun, but nothing too severe. And the components (dice, plastic coated cards, wooden tokens, ore crystals, player boards, player aids, and the central board) have held up well. They’re not as beautifully designed as the cover art, but the illustrations on them fit the theme and carry the story as intended.

We really enjoy this game at 2 players. It’s a solid engine builder that’s quick to learn but variable in play to keep the boredom at bay, and quite thinky. Our only complaint is that the game doesn’t come with a score pad to do the math at the end to determine the winner (the publisher would like to you know that you can download scoresheets on their website). A great addition to any well curated board game collection, I highly recommend Beyond  the Sun.

 

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

Publisher: Rio Grande Games
Players: 2-4
Actual Playing Time (vs the guideline on the box): About 90 minutes per game
Game type: worker placement, point to point movement

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
  • point to point movement games
  • Rio Grande Games
  • worker placement games

ga

Board Game Review: Between Two Castles of Mad King Ludwig

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rating:

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



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

ga

Board Game Review: Red Rising (Collector’s Edition)

I had a board game first this summer: I read an entire series of novels in preparation for playing a board game. When Jamey Stegmaier announced he was designing a new game with Alex Schmidt based on the award winning Red Rising  series by Pierce Brown, his excitement was so palpable that I wanted to understand the draw of the saga held for him. I checked my local library and the first book was already reserved, with a long waiting list in line before me. So I took the plunge and purchased the whole series from Amazon, hoping it would captivate me as it seemed to have done for Jamey.

Start with a narrative universe politically ordered by a tightly controlled color coded caste system;  pull in the concept of a boarding school with quirky teachers (like Hogwarts from Harry Potter) but introduce some structural changes to the school so that only the most socioeconomic elite in the caste system are permitted to attend; have the students compete in fight to the death brutal competitions (evocative of The Hunger Games but more violent and rape-y); explore the dynamic of class struggles and the penchant for revolution the lower castes foment; and you’ve got a good understanding of the Red Rising series that details the life and times of our protagonist, Darrow O’Lykos. To be honest, it’s an intense and difficult read due to the graphic nature of the violence (definitely not a story I want to see acted out on the big screen). But it’s well written literature and it makes you think.

Once I finished the book series, I was emotionally charged and ready to play Red Rising. I unboxed my review copy, invited over a few friends, and sat down for my first game. Jacqui Davis, Miles Bensky, and Justin Wong designed the artwork for the game and I’d describe it overall as futuristic, with a cartoonish bent when it comes to the character cards.

Before we get into the mechanics of the game, the components for Red Rising  Collector’s Edition warrant a discussion. I loved the weight of the metal influence cubes and fleet tokens handed out to each player. Likewise, the start player token, sovereign token, central board, and house cards are well constructed. And I appreciated the gold foil on the character cards. However, our first group of players gathered around our game table (and subsequent groups I played with) identified nuisance problems with some of the components. Each player’s set of metal influence cubes is  a different color and the yellow and gold sets are difficult to distinguish from across the table. The card holders included exclusively in the Collector’s edition are a disaster.

Every single person I played with managed to accidentally knock over their holder several times during a game, spilling out their hand for all to see repeatedly. Finally, the character cards reveal some questionable graphic design and font choices. For example, it was very difficult for all of us in the middle age cohort to read “obsidian” printed on the black cards.  None of these issues are significant enough to downvote the game, but I hope to see them corrected in future print runs.    

Onto the mechanics… Red Rising  is a mid-weight board game with a primary focus on cards and hand management. At the start of the game, each player is dealt 5 character cards and a house card (which grants a special ability). One of the primary goals is to build a hand of highly valued character cards (tabulated at the end of the game using the interaction formulas printed on the bottom of each card). To build this hand, players will use most of their turns to discard a character card from their hand to the board (called deploying) and then pick up a character card from a different column of the board. 

To spice things up, each card has a deploy ability that is triggered when the card is deployed (for example, a card might let you banish another card, move a card from one column to another on the board, immediately choose another card on the board to redeploy, etc). And each time you pick up a character card, you get a bonus immediately that edges you closer to victory along the path of one of the other strategic goals established in the game – either the receipt of helium tokens (worth 3 VPs each), forward movement along the fleet track (increasing VPs for each step forward), the possession of the sovereign token (10VPs if held at end of game), or influence cube placement on the influence area of the board (worth 4/2/1 VPs each, depending on your player’s rank in the influence cube area population). Instead of discarding+picking up on your turn,  there’s also an option, called scouting, to simply draw from the deck, place the drawn card on a column on the board, and then gain the bonus for that column. This option might be used when you are completely satisfied with your hand and can’t bear to part with any of it, or when you’re trying to pad the columns with cards of certain colors (some cards give you end game points per card of X color on the board) and crossing your fingers you can draw them.  It should be used sparingly since you miss out on the deploy ability when scouting.

I didn’t encounter a lot of analysis paralysis when playing this game, and it plays in under an hour (maybe 90 minutes for your very first time at higher player counts).  There’s plenty of replayability in the box given the large assortment of cards, but I do wonder if they’re going to eventually release an expansion for Red Rising  to keep things fresh for experienced players with different character card abilities or new point tallying interaction rules.

Jamey and Alex have hit on an accessible and winning combination by supporting a large spectrum of player counts (1-6), providing mid-weight complexity, keeping the gameplay tight enough to finish in under an hour, and selling it for under $60 at launch. And perhaps most importantly for players who worship theme and backstory, playing the game feels incredibly personal after you’ve read the books. I felt connected to the characters as they were revealed from the deck because of my experience reading the series. I was delighted to have the Sevro card in my hand, giddy to be given the House of Mars player role, and I flushed with anger when the Jackal card appeared on the board. I spent a lot of the game explaining the highlights of each character to my friends as new cards were laid down. Pretty sure I had to fight back tears when Eo’s card came up. In one of our games, my friend Malinda played Apollo and probably didn’t understand why I worked so tirelessly to thwart her efforts. Red Rising  is a solid OUI! OUI! OUI! from me for those who have read the series (and a OUI! OUI! for those who haven’t). Get the Red Rising  book series and read it and then get the game and play it. In that order. And consider pairing  the series with the game as a generous present for someone you love who loves board games and great dystopian novels.

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Publisher: Stonemaier Games
Players: 1-6
Actual Playing Time (vs the guideline on the box): About 45 minutes per game
Game type: 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.




ga

Board Game Review–Quests & Cannons: The Risen Islands

I had the opportunity to play a preview edition of Quests & Cannons: The Risen Islands  from Short Hop Games in advance of the game’s upcoming Kickstarter campaign. Designed by Eric and Shannon Geller, the preview edition arrived in a bright and colorful cover box that hinted at the beautiful artwork within.

We got it on the table for a family game straightaway. As we unpacked the contents of the box, I was impressed with the quality of the wooden components. Especially for a preview copy, everything was incredibly well made and sturdy, which speaks to the care and enthusiasm Eric and Shannon have put into the game. The illustrations on the components are just lovely! The artists (Lily Yao Lu, Tony Carter, Regis Torres, Sita Duncan, and Lilia Sitailo) did a really great job integrating the theme into the materials. 

Quests & Cannons  is very easy to setup and the rules are straightforward,  so you can get started playing pretty quickly; no one is going to be stuck spending an hour reviewing the rules upfront. The only thing you really need to work out is whether you want to play the game solo, cooperatively, free for all, or in teams.  Regardless of the mode you choose, you’ll sit down as a leader of a kingdom, tasked with bringing prosperity (i.e. victory points) to your people as you explore new islands that have suddenly cropped up in the sea. The revelation of the islands has coincided with devastating famine and drought hitting the kingdoms to varying degrees, so you’re also on a quest to find a way to reverse these plagues.

And since prosperity can be gained through attacking other leaders during explorations, you’ll need to be thinking about battle defense and offense.  My kids are teens, so they handled the attacks pretty well, but your mileage may vary with your youngsters, depending on their age and temperament.

The underlying mechanics of the game are pretty simple:

  • Explore to gather resources across the islands and turn those resources in to complete quests (pick up and deliver)
  • Follow explicit instructions on map clue cards to do X action at X location
  • Attack rival ships

Players can do three actions on a turn, choosing freely between move, gather resources, and attack. 

All of the how-to and particulars governing these actions are detailed in the rulebook (and in video play-throughs online). Variability in movement rules, attack/defense power, and resource storage capacity is dictated for each player by the leader card they’ve chosen at the beginning of the game (each one comes with special powers and differing stats) and the upgrades performed on their ship.

I did find a few issues with the mechanics for the Geller team to address before the final version is distributed:

  • Explain in the rulebook what should be done if the map clue drawn cannot possibly be used
  • Add a 0 space to the action point track on each player’s ship to track the exhaustion of the final action point
  • Implement monsters or other descriptive elements with differing effects into the treacherous sea spaces to add more complexity

Outside of these issues, I recommend Quests & Cannons as a family game for gateway gamers (i.e. new to the hobby) or those who gravitate toward light strategy games. It’s kid-friendly and there isn’t any analysis paralysis inherent in the game.  It plays in under 90 minutes, gives kids exposure to different play modes within the same game, tackles conflict resolution, and comes with a variety of board layouts to keep things interesting over multiple plays. Note that this is not a game I’d recommend for players who prefer deeper strategy. Highly experienced gamers drawn to seafaring themes and beautiful artwork can find similar mechanisms with a bit more depth and complexity in other games such as Islebound (designed by Ryan Laukat from Red Raven Games).

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Publisher: Short Hop Games
Players: 1-6 (We played with 4 and 5)
Actual Playing Time (vs the guideline on the box): about 90 minutes per game
Game type: pick-up and deliver,hand management, action points, kid-friendly, solo

Rating for Gateway Gamers: 

Rating for Advanced Board Gamers:                                          

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



  • action points games
  • board game reviews
  • hand management games
  • Kickstarter
  • kid friendly games
  • pick-up and deliver games
  • Short Hop Games

ga

Board Game Review: Lost Cities Roll & Write (A Comparison to the Original Lost Cities)

I really love the card game Lost Cities, designed by Reiner Knizia. When my husband Christopher and I were first getting to know each other, we used to meet up at Starbucks sometimes and play games. Lost Cities was one of our frequent picks. It’s a head to head, two player game in which both players are trying to outscore each other by laying down ascending runs of card suits on a small board between the two of them. There’s a theme laid over the mechanism (completing expeditions in the lost world) but it’s basically pasted on and so that is the last we will speak of it. So there we were, newly in love, eyeing each other across the table, smiling and flirting, and doing our best to beat one another at Lost Cities. It was awesome. And now, with the roll & write genre having made an impressive rebound a few years ago (let’s not forget the mechanism has actually been around since the 50s with Yatzee), Knizia has ported his award winning game Lost Cities  into this format, releasing Lost Cities Roll & Write  in 2021. 

You can play the new Lost Cities  with up to 5 players, but in an ode to our romantic beginnings, Christopher and I played it exclusively with one another in successive matches.  The components are compact, lacking the pretty illustrations of the original game, and few in number – the rule book, a scorepad, three pentagonal trapezohedron dice (that’s 10 sided dice for the uninitiated), and three 6 sided custom dice with color suit symbols. Oh, and some pencils. That’s it. We could have played on an even smaller Starbucks table if we had this back in our dating days.

The cards from the original game (wager cards and numbered cards 2 to 10, in five different suits) have been translated into dice roll results. On each turn, one player rolls all the dice and chooses one of the six sided dice to represent the suit and one of the ten sided dice to represent the number. A zero on the number die can represent either zero (mimicking the wager card from the original game which serves as a multiplier for the total score in the selected suit) or ten (mimicking the highest card in each suit).

In place of the tableau built up on a central board, each player tracks the progress of wager and number cards they’ve collected for each suit in color coded columns on their individual score sheet. Wager cards have been transformed into little circular boxes to be marked off from a suit column when rolled, while the numbered cards from the original game have expanded to include the number 1 and are recorded as numbers written manually in the square boxes running up each column. Whereas in the original game, only cards higher than the last card played in a suit were permitted to be played on subsequent turns by the same player, in Lost Cities Roll & Write, numbers that are higher than or equal to the last number recorded for a suit may be written into the column after future dice rolls. Expanding beyond the concepts from the original game, Knizia has included artifact icons on select spaces in each column and when those spaces are filled by a player, they may fill in one of the jars in the artifact column. Likewise, he’s included arrow icons on select spaces and when those spaces are filled by a player, they may fill in the next box in one of their suit columns with the number from the previous box in the column – note that it does not have to be the same column in which the arrow was filled.  There’s also a column for filling in dice shapes to represent rolls where a player could not or did not want to use any of the dice results. The latter column is particularly tricky to manage effectively, as it provides a similar point progression as the rest of the columns (negative scores for the first 3 boxes filled and then positive score for the rest) up until the last box in the column. If you color in that box, your score for the dice shapes column drops from 70 to 0. The bonus points awarded in the original game (20 points for laying down at least 8 cards in a suit) have been implemented in Lost Cities Roll & Write  for each column (including the artifact and dice shape columns) as a 20 point bonus to the player who is the first to fill in 7 boxes in the column on the scorepad. The roll & write game ends when either both players have filled in the dice shapes column completely or all eight columns have passed the bonus point marker. In our experience, the completed dice shapes column is a much more common trigger.

I’ve played a ton of roll & write games over the past few years. Some are instant objects of adoration, while others are infuriating piles of poo (I’m looking at you Imperial Settlers R&W). Lost Cities Roll & Write is fantastic; a great addition to the genre. Knizia did an excellent job of translating the feel of the original game into the new mechanism. The iconography is clean and easy to read and the game can be taught and played in less than a half hour. And of course, it takes up very little table real estate, making it perfect for travel or tight spaces (when traveling as a passenger, simply roll the dice into the box cover). If you twisted my arm and forced me to choose between Lost Cities or Lost Cities Roll & Write, I’d be forced to pick the original, but only because of the lovely artwork on the cards and the sentimental value I have attached to the game after my love and I played it in our early days. But who would go around doing such arm twisting? Nobody. Therefore, with a retail price point under $15 for each of these, unless you’re down to your last $15, I recommend you pick up both. Play the card game with someone you love when you have a little more table space. Play the roll & write anywhere, with up to four additional friends. 

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Publisher: Kosmos
Players: 2-5 (We played with 2)
Actual Playing Time (vs the guideline on the box): about 20 minutes per game
Game type: roll & write, dice rolling

Rating:

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



  • board game reviews
  • dice rolling games
  • Kosmos
  • roll and write

ga

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

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

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

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

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


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

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

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

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

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

Rating:

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



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

ga

Board Game Review: Rolling Realms

At every company, there’s some guy trying desperately to figure out a way to harness a current wave of consumer demand and somehow direct it right onto the doorstep of the company. “Even better…”, that guy explains to rest of management, “If we can deliver something on *that* demand that our customers will gobble up and that will drive their demand up for our *other* established products, we’ve gone above and beyond! A cross-promotional windfall!”  Well, it looks like someone at Stonemaier put that guy in charge of roll and write game development and Rolling Realms was the result. It’s meta game of sorts that mostly serves as an advertisement for the rest of the Stonemaier product line, as each card in this roll and write game is named after a different Stonemaier game title. 

 

On the plus side, Rolling Realms is a pandemic friendly, easy to learn, and quick to play roll and write that plays as easily over zoom with 20 people as it plays in person with a few people around a table. Every card presents a different way to earn victory points as it’s filled in, and in a standard game, 9 cards from the supply of 11 varieties are chosen and used (3 cards per round x 3 rounds).

Environment sparing bonus: the cards are all laminated and dry erase markers are provided, so you can play unlimited games without killing endless trees. The Tapestry card gives me a headache with its Tetris like spatial relations exercise, but otherwise I enjoyed all the cards and their creative use of point collection.

   Despite its positives, Rolling Realms does not make the cut for my recommendations list. I played many, many games of Rolling Realms to give it a fair shake, and here’s the thing – it’s a perfectly adequate roll and write game. But in this modern era of board gaming, there are a ton of roll and write games on the market or in development and adequate just doesn’t cut it. Add on the creepiness factor of the cross-promotional marketing gimmick (BTW, can anyone tell me why the card for Red Rising is named “The Society” instead of RR?) and yeah…just no. Keep the game if someone gives it to you I suppose (I’m probably keeping mine), but don’t go out and spend your own money on Rolling Realms when there are so many other better roll and write games out there you could buy instead. I’m talking Cartographers. I’m talking Hex Roller. I’m talking Qwixx and Quinto. I’m talking Railroad Ink. I’m talking Noch Mal. And for the ultimate challenge, I’m talking Fleet or Hadrian’s Wall.    

As a final note, I want to let you know that I’m very sad I finally met a Stonemaier game that didn’t bring me joy. I mean, it was inevitable that it would happen someday, but it’s still sad. I've been reviewing games from Stonemaier for a few years now. I got drawn in by Scythe initially (amazing area control game) and then, with each new game the company released, I crossed my fingers and hoped that it would be awesome. I really respect Jamey Stegmaier as a designer and a business owner and I'm rooting for his continued success. And so far, it's all worked out, because I've fallen in love with each Stonemaier game that's come my way, outside of Rolling Realms. For example, Tapestry and Between Two Castles are amazing, as are their expansions, and I urge you to give them a try. Also, I hope Jamey doesn’t listen to any more bad ideas originating from the guy with the marketing gimmick idea that was behind Rolling Realms, whether he was one of the voices in Jamey’s creative imagination or an actual employee at the company.  

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

Publisher: Stonemaier Games
Players: 1 - many
Actual Playing Time (vs the guideline on the box): about 20 minutes per game
Game type: roll & write, dice rolling

Rating:

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




ga

Board Game Review: Tapestry Arts & Architecture Expansion

The good folks at Stonemaier Games sent us a review copy of the newest expansion for Tapestry recently. We have the base game and the previous expansion, Plans and Ploys, in our game library. Arts & Architecture is designed by Jamey Stegmaier and Mike Young, with artwork by Andrew Bosley and landmark sculptures by Rom Brown. The expansion adds more of the familiar components: five new civilizations, six new capital city mats, 5 new landmark cards with landmarks, twenty new tapestry cards, and eleven new tech cards. Arts & Architecture also adds completely new features to the game, including an arts track with accompanying landmarks, twenty masterpiece cards, twenty inspiration tiles, and an upgraded science die to include iconography referencing the arts track.

The new arts development track is quite useful and thematically blends well with the overall concept of the game.

It gives you the opportunity to place more of your income buildings, score victory points for tech cards and exploration tiles, acquire masterpiece cards which provide benefits during income turns, and place inspiration tiles on your income mat over existing income tracks to improve the rewards gained during income turns. In the first few games I played (2 player), I concentrated heavily on the arts track, progressing to the end of it easily before game end, all the while also making steady progress on two of the base development tracks.

In the most recent game (4 player), I didn’t use the arts track much at all, which was a huge mistake, landing me in third place while the frontrunners leaned on the arts track significantly. I’ve previously noted in my review of Tapestry (https://www.thatswhatjennisaid.com/2020/07/board-game-review-tapestry.html) and Tapestry Plans and Ploys (https://www.thatswhatjennisaid.com/2020/12/board-game-review-tapestry-plans-and.html) that to win the game, you must diversify and progress on at least two tracks simultaneously, but to be careful trying to do much more than that or you’ll spread yourself too thin. With this expansion, I’ll amend that to note you’re unlikely to win the game unless you focus on the arts track as well as two of the base development tracks, as the arts track is really an enhancer for all the other tracks. It will be interesting to see how development track focus will need to be adapted when Stonemaier releases additional expansions for the game (anticipating a religion track at minimum; every civilization has its religious scholars).

The additions to the tapestry deck include a new ability type - continuous. These abilities begin when played and continue for the duration of the game instead of just the current era. There are also new tapestry cards that allow you to place landmarks on them for scoring as an alternative to placing the landmarks on the capital city (or on the map as some civ powers allow you to do). I did not have a chance to play any of the continuous tapestry cards during my recent games (although they look useful), and I passed over playing any of the landmark tapestry cards I acquired as they did not seem as beneficial as the other tapestry cards I had in my hand.  I don’t think I’m a big fan of any of the cards that let you place landmarks on the for points (including the new tech cards with this feature); I prefer to prioritize my city map for landmark placement first. Maybe I’m just doing it wrong, but I haven’t made use of my landmark cards at all, even in the games where I won by a large margin. They seem to be an entirely optional aspect of the game and not necessary for a win.

 

One more change with the Arts & Architecture expansion is another refinement of the civilization adjustments first introduced in the Plans and Ploys expansion. This fine tuning of civilization powers comes as a result of extensive real-world player testing and aims to rebalance the game for greater fairness. I think it might need further refinements because my husband Chris played the Architects civilization in our last game and the adjustment afforded him 30 VPs at the start of the game as some sort of handicap to balance out perceived weakness, but his city mat was so perfectly attuned to his civilization (the mesa) that he won in a landslide (80 points above the second place player).

Overall, I think that the Arts & Architecture expansion is a great addition to the Tapestry portfolio. It adds more variety, layers in additional ways to strategize and score, and provides some new opportunities for player interaction on the map, without causing any additional complexity. While it’s not a must have for the base game, it’s certainly a nice-to-have addition that I’m happy to recommend.

Beyond the details of the new expansion, I did want to take this opportunity to mention that with repeated plays of the base game as well as across the expansions, I’ve noticed that 4 player games are much more competitive than two player games (at least in our household). There isn’t a single time Chris and I have played the game by ourselves that I haven’t walloped him by 100+ points, yet when we play at 4 players, he has won twice or been neck in neck with the winner, whereas my scores are significantly lower. That’s got to be tied to the dynamics of how this game plays at higher player counts because it doesn’t make any sense that all on my own I could go from being a genius at 2 player to just average at 4 player.

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

Publisher: Stonemaier Games
Players: 1-5 (We played with 2 and 4)
Actual Playing Time (vs the guideline on the box): About 3 hours per game
Game type: tile placement, hand management, dice rolling, area control
Retail Price: $45 direct from the publisher https://store.stonemaiergames.com/products/tapestry-arts-architecture

Rating:

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