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Board Game Review: Obsessed with Obsession

I'm completely obsessed with Obsession! I received a review copy of the updated second edition along with all the expansions (Wessex, Useful Man, Upstairs Downstairs) and from the moment I took everything out of the boxes, my excitement was over the top. Actually, that's not even the half of it - I remember I was already quite excited before the game even arrived. I'd wanted to get my hands on a copy as soon as I learned there was a game that brought the lifestyle that we all fell in love with watching Downton Abbey to the gaming table. Back in 2021, I was having a great time at the Dice Tower Summer Retreat and a new friend Bonnie sang the praises of Obsession. She had seen me eyeing the box on the shelf and gave me a summary of the game mechanics as she owned the first edition. She explained that the theme is centered on running an estate in Derbyshire and competing against others to have the best home, reputation, gentry guests, etc. Based on her enthusiasm and description of the game, my husband and I sat down to play it that afternoon. I ruthlessly squashed him 96 to 78 in our first game and I was hooked.

 

Back at home, months later, with the second edition and the expansions in front of me, my first task was organizing everything into one box. The publisher had included all of the expansions to ensure I had the complete experience, but as far as I could tell, some of the materials sent were duplicate cards or tiles. And that was true, even after carefully reviewing and incorporating the items that seemed to be dupes but turned out to be replacements for base game components with subtle changes. I think this happened because the Upstairs Downstairs expansion comes with materials to update the 1st edition of the base game, but those materials are already included in the second edition of the base game that I received, resulting in duplicates. I mention it in case you order the newer edition and all the expansions and find yourself wondering what’s going on with extra items you find. I just set them aside in my spare parts box.

Anyway, let’s start by cataloging the components in the base game, shall we? The 2nd edition comes with:

  • Supply Board
    • Used to hold the Builder’s Market of improvement tiles available for purchase, as well as the guests, servants and objective cards that may be acquired as the game unfolds.
  • Round Track Board
    • Keeps the progress of the game flow through each round and season (a season is 3 rounds plus a special round called a courtship). There are 16 or 20 rounds to a game, depending on whether you play a standard or extended game. The Round Track also holds the theme cards, the victory point cards, and the two very special guests every estate is dying to get an audience with – Mr. Charles Fairchild and his sister Elizabeth Fairchild. 
  • Player components (given to each player)
    • Family board to organize and process their estate’s reputation, servants, improvement tiles, and hosted events
    • Starting estate tiles (improvement tiles)
    • Set of basic servants
    • Small hand of family guest cards + 2 casual guest cards designated as starter guests
    • Reputation wheel counters
    • Reminder tiles
    • Player aids
    • Any addl bonus guests, rooms, money, or servants granted by the family’s unique profile
  • Other components
    • Money (pounds)
    • Scorepad
    • Improvement tile bag
    • Components for solitaire play
    • Rulebook and Glossary

These components are all well made and under normal use should last a long time and wear well. The rulebook is well written and the glossary makes it evident this was a passion project for the designer, as it goes into great detail regarding the historical significance of the various tiles and guests. Absolutely love it! Both the font and the artwork help to carry the theme across the components, which was a great point of detail.

Gameplay is relatively straightforward. Across their turns, players are responsible for managing estate tiles, guests, and servants while seeking to conform to courtship themes, improve their reputations, and complete objectives. At the end of the game, the player with the most victory points is the winner.

Managing Estate Tiles

During the game, each player will be responsible for managing the improvement tiles on their estate. Initially, each player only has a handful of starter tiles, but over time their estate will expand to include additional tiles purchased from the supply board. Each tile confers one or more benefits (called favours) when played, in the form of money, the ability to draw additional guests or dismiss guests one already has, the ability to hire additional servants, increased reputation, and end game victory points. Improvement tiles are flipped over after first use, typically revealing different favours on the backside. Most tiles remain on their backside after initial use, but some improvement tiles are designed to be flipped after each use. Note: each improvement tile has requirements as to which type of guest[s] and servant[s]  are required to host an event with that tile so it’s essential that players approach estate tile management in a coordinated fashion with guest and servant management.

Managing Guests

In addition to their estate tiles, players must also manage a hand of guest cards (which are discarded individually after use to a personal discard pile and recalled en masse when passing). At the beginning of the game, the hand is comprised of family members and casual guests dealt directly to players, but as with the player estates, as the game continues into successive rounds, it will expand. Additional cards added to the hand will be drawn from the casual and prestige guests on the supply board. Just as improvement tiles provide favours, so do guests.  Prestige guests give better favours and are generally worth more end game victory points. Some guests, based on their thematic description, have destructive favours that you have to watch out for. For example, a male guest labeled a cad might lower your reputation should you invite him to an event and offer negative victory points if you find him in your hand at game’s end. Adding a bit of complexity to the puzzle, guests may often have requirements for servants printed on their card; this is in addition to any servant[s] specified on improvement tiles used to host events.

Managing Servants

With improvement tiles to host prestigious events and guests to attend those events, of course servants will be needed to keep things proper in high society. After all, the guests aren’t going to serve themselves! Not to worry; players begin with a few starting servants, and will hire on more help as they wish to during the course of the game.  In this way, staff management becomes the third leg of family affairs.  Servant management can be especially tricky. This is because you typically cannot hire additional servants without having one of your most useful servants available (the butler). Additionally, to be kind to our staff and not overwork them, after a servant has been used during a turn, it’s not available again until two turns later (although a player can spend reputation if they are desperate and force a servant back to work early). It’s very easy for a player to back themselves into a corner with plenty of improvement tiles and guests ready to go and a shortage of servants to make the event happen.

Courtship Themes

At the beginning of each season, an event theme is drawn, revealing the improvement tile category that will be evaluated at the end of that season, during the courtship round. During evaluation, the player with the most victory points showing on the tiles in their estate matching the theme will be awarded a victory point card and their choice of the Fairchild guest cards.  The victory point cards offer a player the choice of a useful one time in-game benefit or a chunk of end game victory points. And while the player must give the Fairchild guest back at the end of the next season, having them in hand during the next season to take advantage of their favours is very beneficial. Hence, tailoring improvement tile purchases and tiles selected for hosting (to flip them and reveal their higher VP side) to the theme each season is an essential tenant of good strategy and game winning players tend to correlate with VP card awardees.

Reputation

You cannot win this game without paying attention to reputation. Every improvement tile and guest card has a minimum prestige rating printed on them (or implied as in the case with family and the Fairchilds) which represent the minimum reputation required to use them for a hosted event. If you don’t improve your reputation as the game plays out, you’ll eventually be shut out of using the tiles and guests that have the greatest impact on final scoring. Additionally, a player’s reputation level at game end directly confers victory points, ranging from 1 point (for having a reputation level of 1) to 45 points (for having the maximum reputation level in an extended game). Finding ways to steadily increase reputation through favours found on improvement tiles and guest cards is very important. In every game I’ve played, the winner was among those with the highest reputations at game’s end.

Objectives

At the beginning of the game, all players are dealt a number of objective cards. These are end game goals, that if accomplished, reward victory points. They may be variable, such as x VP per servant on staff, or fixed amount, such as 16 VP for a player if they have tiles x,y, and z in their estate. While objectives are a great source of victory points and should not be entirely disregarded, I have generally found that the winners in our games are not the players who attain the most VPs from objectives. For example, in our most recent game, my friend Brian won a 5 player game with a total score of 221 (next closest player had only 189) and yet he brought in 28 of those points from objective cards while I had 38 points from objectives and two of the other players also had higher VP totals from their objectives than Brian.

Player Turns

On a player’s turn, they begin by rotating their servants a step toward active service. If they’re currently resting in the servant’s quarters they move to active service and if they were in the expended service area they move toward the servant’s quarters. Next, the player observes any round events (for example, some rounds designated as village fairs provide income and some tiles provide favours at the beginning of each round). After that’s completed, the player decides which tile they’d like to use to host an event, moves it to the active event box on their player board, and decides which guest[s] (of those that meet the requirements) will attend the event. To be eligible, the guest[s] must be in the player’s hand and not their discard pile. This is the point where they most also provide the required servants – placing those required by the tile on the tile and those required by the guest[s] on the guest[s] card. To be eligible, the servant must be in the available service area of the player’s board. Once servants have been placed, it’s time to collect favours from the tile and the guests (gathering or giving up money, reputation, additional guests, and additional servants as indicated). As a final step in the turn, a player may buy an improvement tile from the market. The market is setup with tiles that have been drawn randomly from the tile bag and placed in market slots with prices listed above. When a tile is purchased, tiles in higher priced market slots are shifted over to fill the gap and a new tile is drawn from the bag and placed in the most expensive market slot. Normally, each player is limited to buying only one tile during a round, except during a special round that represents the Builder’s Holiday that allows them to buy as many tiles as they can afford and wish to purchase. Once a player finishes their turn, play passes to the next player. Once every player has had a turn during a round, the round marker is moved to the next round and the process begins again. During the courtship round of each season, no player actions are taken; this round is used exclusively to evaluate player performance against courtship themes.

So that’s the nuts and bolts of the base game. It’s on point and the gameplay is both a challenging puzzle and entertaining adventure at the same time. Highly recommend! I can’t find a single fault in the game. Not a one. I could probably play Obsession dozens and dozens of times as presented in the base game and still be enthusiastic about it, just like my friend Bonnie was. But I was lucky enough to have all the expansions in front of me from the get go, so of course I started incorporating them as well, in the second or third play of the game. Let’s go over those now.

Wessex Expansion

Wessex adds a fifth family to the game, giving players an additional choice when selecting starting families. Dan provides a great deal of narrative backstory for the new family in the expansion insert booklet and I just love that. Again, great attention to detail, and it’s really appreciated by players like myself who care about theme and want to understand the backstory of who we are playing in a game and what our motivations are all about. This expansion also includes two new improvement tiles and an extended mode solitaire option. You’re going to want to pick up this expansion for the variability it provides. I have a personal goal to win the game as each family, so this adds to my challenge.

Upstairs Downstairs Expansion

This is a major expansion that adds complexity, variability, and extra joy to the base game through a lot of new and updated components. There are four new servant types, each of which has a variety of effects when integrated into the game. Very clever and all seamlessly thematically appropriate. There are dozens of new guests (including very unique promotional guests), objectives, and improvement tiles. There’s a new set of cards called milestones that offer in-game shared objectives that award victory points to the players who complete them first. There’s even a new round track board to facilitate a new game variant.  For those who aren’t madly in love with the cute little mini sized VP and Objective cards included in the base game, this expansion provides a duplicate copy of these decks in a larger format. It’s actually a little debate in our group as to which set of decks to use every time we sit down to play as I really like the little cards but some of my friends appreciate the easier-to-read larger cards. As an added bonus, the expansion also allows the game to scale to 5 or 6 players (by providing an additional family/extra improvement tiles/extra basic servants). You’re going to want to pick up this expansion because it’s nothing short of amazing. It's a can’t live without.

Useful Box Expansion

This expansion is mostly a correctional tool, updating tiles from the base game (both the 1st and 2nd printings) that have errors as well as problematic tiles from the Upstairs Downstairs expansion. There are also a few new tiles and some components to expand solitaire variants. While this expansion was necessary for me, I would expect the entirety of the  corrections and new tiles to be folded into the next printings of the respective games (base or U/D expansions) and likely unnecessary for future buyers. Just make sure to check your edition to determine if this expansions provides value for you or not before you spring for it.  

Etsy Stickers

I might be on the dark side of the publisher for recommending these (as they appear to be unlicensed) but I found these adorable meeple stickers on Etsy (https://www.etsy.com/listing/1008836394/obsession-meeples-upgrade-kit-free) that really took the servant components over the top. Highly recommend them.

I just want to add a final note about theme. Obsession is so perfectly themed, that it lends itself to glorious costuming around the game table in historical period appropriate attire. If you’re not willing to take it that far, at least consider hosting a formal tea with gourmet sandwiches and delicate sweets for your friends who come to play the game. It really elevates the whole experience.



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Publisher: Kayenta Games
Players: 1-6 (We played with 2,3,4,and 5)
Actual Playing Time (vs the guideline on the box): About 3 hours per game
Game type: worker placement, hand management, tile placement games
Rating:

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



  • board game expansions
  • board game reviews
  • hand management games
  • Kayenta Games
  • tile placement games
  • worker placement games

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Board Game Review: Anno 1800

Whenever Martin Wallace designs a new game, I am all over it. This is because I absolutely love Brass Birmingham (another MW designed game); in fact Brass Birmingham is my #1 board game of all time. Over the years, his other games I've tried have been pretty good, but not necessarily amazing must-buys. Still, I keep trying each new release of his, searching for that next star performer. That's why I'm excited to report that Anno 1800 is, in fact, a star performer, and an amazing must-buy board game.

Anno 1800 was adapted by the publisher (Kosmos) from a Ubisoft video game of the same name. In the board game, players take on the role of industrialists, charged with developing their island economies and exploring other islands. Each player begins the game with a personal industry board with trade & exploration ships, a shipyard, and industrial goods tiles printed on the board.

A starting collection of workers (wooden cubes) of various types to produce the goods is also provided to each player. A specific type of worker must be placed on a goods tile on a player’s personal industry board to produce the good, and it remains there until an action is taken (the festival action) to move all the workers back to their unused (“residential”) area. Each player is also dealt a hand of population cards and a couple of trade and exploration tokens. The population cards have a requirement that must be met (depicted on the face of the card; typically the production of a good, or the relinquishment of trade or exploration tokens) before they can be played. The trade tokens are a prerequisite for using an opponent’s goods and the exploration tokens are a prerequisite for sailing to other islands.

In the center of the play area, there is a common industries board, with a limited number of each type of goods tile stacked in little piles for the taking, as well as shipyard and ship tiles. If you’re familiar with Brass Birmingham, the layout on the central board in Anno 1800 is somewhat akin to how the industry tiles are stacked on your personal playing board before you remove them to place on the central board in Brass.

To round out the setup, there are stacks of population cards (sorted by the type of worker each card is associated with), new world cards (basically a twist on population cards; given out as a benefit when you explore new world islands), expedition cards (provide opportunities for additional end game scoring; these are given out as a benefit by population or new world cards but can also be purchased with exploration tokens), and a handful of common objective cards (each one provides end game scoring bonuses for players who meet the objective).    

During a player’s turn, a player chooses from among several actions:

  • Expand industry by adding the ability to produce new goods to their island (construct new industry). To do so, a player will take a goods tile from the central board, flip it over, and place it onto a free space (or over top an existing goods tile they are willing to lose the ability to produce going forward). Some goods tiles have prerequisites that must be met in order to construct them on a personal industry board. For example, to gain the ability to produce soap, a player must place the required type of workers on their personal industry board to produce pig fat and coal. Once they’ve done so, they may take the soap tile from the common industries board.
  • Expand industry by adding a new shipyard to their island (construct a new shipyard). To do so, players will take a shipyard tile from the central board, flip it over, and place it onto a free space along the coast of their island (or over top an existing shipyard tile they are willing to lose the ability to produce ships from going forward). There are level 1, 2, and 3 shipyards, corresponding to the type of ship they can produce. Like goods tiles, shipyards have prerequisites that must be met in order to construct them on a personal industry board.
  • Expand industry by adding new ships to their island (construct one or more new ships).  To do so, players will take as many ship tiles  as they’d like to build from the central board, flip them over, and place them onto free spaces in the harbor of their island (or over top an existing ship tiles they are willing to lose). There are level 1, 2, and 3 ships, corresponding to the type of shipyards that produced them. Like goods tiles, ships have prerequisites that must be met in order to construct them on a personal industry board. Additionally, ship production is limited to 1 ship per established shipyard on a player’s personal industry board.
  • Increase the workforce by up to three new workers by meeting the prerequisites for recruiting each worker. When this action is taken, a player takes the worker cubes from the central supply that they have met the recruiting prerequisites for and adds those workers to their home island, placing them in the residential area. Note that each type of worker taken also requires the player to draw a population card corresponding to that worker type from the central card stacks. This card is added to the player’s existing hand of population cards.
  • Upgrade up to three workers by meeting the prerequisites for upgrading each worker. When this action is taken, a player takes the worker cubes from the central supply that they have met the upgrade prerequisites for and adds those workers to their home island, placing them in the same general area that the worker they are replacing was located. This means if a player upgrades a worker from the residential area on their personal industry board, the upgraded worker should be placed in the residential area as well. But if the player upgrades a worker that was already in place on a goods tile, the upgraded worker should likewise be placed back on that same goods tile.
  • Play a population card from their hand and fulfill the card’s requirement to receive a one time benefit (more workers or worker upgrades, gold, trade or exploration tokens, expedition cards, an extra turn,  new world resources,  or the ability to discard cards in hand without otherwise playing them first). Most of these benefits can be redeemed (“activated”) at any time after playing the card – on the current turn or on a future turn – and these activations are bonus actions, so you can do as many of them on a turn as you wish. Once they are activated, they are turned face down and kept in a player’s personal area. Playing a population card also amasses victory points (called influence points in Anno 1800) to be scored at the end of the game; these will make up the bulk of a player’s influence points when the game is concluded. 
  • Swap up to three population cards from their hand with the same number of cards from the communal population decks. This might be done if a player didn’t find the cards in their hand useful and wanted to gamble for better cards from the central decks.
  • Sail and explore an old world or new world island by expending exploration tokens.  Exploring old world islands extends the manufacturing spaces of a player’s personal industry board and provides an immediate one time bonus as depicted on the old world island drawn. Exploring new world islands provides access to three new raw materials (such as cotton, coffee beans, or tobacco) per island that can be obtained using trade tokens. These materials are accessible only by the player who drew the island (a private relationship with the island natives). If a new world island is explored, the player must also draw three new world cards from the central stacks and add them to their hand.
  • Take an expedition and draw up to three expedition cards by expending exploration tokens. Each of these cards show an animal and an artifact discovered on the expedition. At the end of the game, assuming the player holding the expedition cards has the requisite workers in their supply to oversee the animals and artifacts depicted, they will receive influence points for the specimens.

For any of the above actions that require a prerequisite good that the player cannot or does not want to produce, the good can be obtained from an opponent by trading the required number of trade tokens in exchange for the production of the good. Likewise, for actions that require a worker that the player cannot currently supply because it has been exhausted already, the necessary worker can be returned to its residential district before the action by paying the required amount of gold to entice them home. 

  • Celebrate a festival to reset all workers and replenish trade and exploration tokens. When this action is taken, a player moves all of their workers back to the residential area of their personal industry board and refills each of their ships with the type and number of token specified.   

The game continues, turn after turn, action after action, until a player plays or discards their final population card. Once that happens, that player gains the 7 VP fireworks token, and the rest of the players are allowed to complete their turns in the current round and one additional round, prior to final scoring. Scoring is detailed in the rulebook, but to summarize, it consists of points from population cards, expedition cards, gold, the fireworks token, and the objective cards. Note that scorepads are not included in the game, but can be downloaded from the publisher’s website.

It’s suddenly clear to me that when I really really REALLY love a game, I get so excited about it that I take the time to explain in detail all of the rules of gameplay like I’ve done here for Anno 1800. For most games outside my top 10, I stick to my opinions on the game overall and simply comment on the rulebook (which is well written in this case, by the way) and advise you to read it yourself if you want details on all the gameplay.

Let’s talk components. Highlights of the Anno 1800 component artwork include the box cover and the reproduction of the box cover art on the back of the player boards. The rest of the artwork across the components I’d classify as adequate; it does its job to reinforce the theme without being overly distracting. The component construction and durability are adequate also, and should hold up fine over several plays, except for the population cards. We’ve played less than 10 times and the cards are already bending at the edges. They don’t seem to be high quality I know it’s a little unfair to compare the quality of cardstock used in the high end Kickstarter games I’ve gotten used to with that of the cardstock used in a retail edition of a board game like this one, but it’s really an area that Kosmos could have put a little more care into. You might want to sleeve your population cards to prevent damage if you play this game frequently.

Getting into the gameplay, there’s lots of strategy to explore, game after game. Reading over strategy forums online, I see a lot of discussion on trying to win the game by hoarding all the red workers, getting architect workers first to build ships, creating a strong feedback loop of acquiring new workers and 8 point population cards, etc, etc. Everyone thinks they’ve devised the very best strategy to ensure victory and there is much debate. And of course, the effectiveness of any given strategy varies across different player counts. What works exceedingly well in a 4 player game may not work at all in a 2 player game.

I didn’t face a lot of analysis paralysis in my plays of Anno 1800, and since I’m prone to AP more than most, that bodes well for the rest of you. There just isn’t the complexity here to induce a brain freeze and because you must consume all resources in the same turn that you produced them, long term resource planning isn’t a possibility.

The one drawback in the mechanics of the game is that a player can hijack the entire spirit of the game by attempting to rush the end conditions by disposing of their cards as soon as possible after the game starts. All they need to do is go out first, and if they can do that before any other player has laid down many of their population cards, they can easily come out ahead if no one else is paying attention, given they’ll also be awarded the 7 point fireworks token. What I want to say about this is that if you pay attention when you spot a player trying to do that, you can switch your strategy to focus on completing the 3 and 5 point population cards before they go out instead of the 8 pointers you might otherwise be prioritizing and you should still be able to come out ahead of them when they bring an early end to the game. Alternatively, you can just stop inviting over the friend who sucks the fun out of the game by rushing the ending.

Just as with Brass Birmingham, what we have here in Anno 1800 is a well themed (love me some industrial action) board game with mechanics that are easy to learn, yet in their interoperability, provide depth to the game, especially when combined with the scarcity of certain resources like the red workers. There’s also  a highly addictive quality to Wallace’s games like this one, wherein you construct a thing that produces things, and then you produce those things, and then you use the things you produced as input to construct another thing or produce more things. I love that resource chaining in Brass and I love it here!

Anno 1800 is a strong buy recommendation from me; pick up the game online or from your FLGS (shout out to mine: https://www.geek-city.com/) and get it on the table. I’d love to know what you think of it also – you can comment here or tag me on IG @thatswhatjennisaid .

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Publisher: Kosmos
Players: 2-4 (We played with 2 and 4)
Actual Playing Time (vs the guideline on the box): About 2 hours per game
Game type: worker placement, hand management, card games
Retail Price: $69.95 direct from the publisher https://store.thamesandkosmos.com/products/anno-1800

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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Gamers Ranch

Last week, I was invited, along with my husband, to join a group of board gamers from our local Iowa City area on their annual gaming retreat. For this event, they gather at the Gamers Ranch, for day after day of board games and fellowship.

If you’re not familiar with the Gamers Ranch, it’s a short term rental/vacation property in the countryside, nestled among farms and open pastures, just outside of Bland, Missouri.  The site can accommodate groups of up to 20 people at a time and offers activities for indoors (frequently updated board game library with thousands of games including the BGG Top 100, arcade, LAN gaming pc area, Lego library, MTG library, miniature painting workshop area, reading nooks, and several large screen tvs for streaming) and outdoors (disc golf course, miles of hiking trails, a lake with boating, geocaching, fire pits, etc). The sleeping areas inside are well appointed with linens, toiletries, and wifi. Bonus for foodies: the kitchen is fantastic, offering a commercial fridge/freezer, large work area, and all the equipment you need to cook just about anything (they even provide a smoker!). Like other properties of this type, you just need to bring your own food, and you pay a base rate per night, plus a flat cleaning fee. Just a phenomenal property in terms of its amenities. The owner (Dave) has a home literally next door, and while he isn’t always around, he often is, so if you need anything (including some company to enjoy all those activities), he’s got your back. During our stay, because the retreat organizers have known Dave for a few years now, he was often gaming with us.

Our group from Iowa City was about 15 people, plus a couple of kids. My husband and I arrived a day after the event began as we were coming directly from a vacation in the Maldives and had 7 and a half hours of driving to get to the retreat from O’Hare once we got off our flight. Within our group, the arrangement was that one of the folks was in charge of all the meal planning and execution, and the rest of us took turns doing  cleanup after. For those of you who know me, you know that I often take on that role, and it’s a lot of work, so I was happy for once to be able to attend a fun event like this and just participate as a guest and not an organizer. The gentleman who handled all the meals (Mike) was an amazing  talent in the kitchen, and I’m pretty sure I actually cried with joy the first evening I was there when a delicious pile of BBQ ribs with all the fixings was placed in front of me. I joked that one of the best things about the retreat for me, as a woman, was getting to play the role of the typical privileged American white male where I can just show up at mealtime and something yummy and made from scratch is handed to me. While not a built-in amenity of the Ranch, it was an absolutely amazing enhancement to the whole experience.

Let’s talk about the games. Dave prides himself on having the latest and greatest new releases in the library and he delivered on that. I got a chance to play Mosaic from Forbidden Games, and to my delight, it was the fru fru version from the Kickstarter with all the upgrades (great game by the way, I hope to get a copy and play a few more times to write a review for you).

   Another recent release – Dog Park – was also on the tables, and this pattern of new games repeated itself many times over the retreat. I spent a good bit of time recovering from jet lag as the Maldives are 12 hours ahead of central time, so I didn’t play continuously as I usually do at game events, but I still got in plenty of games.  They included Mosaic, two games of Twilight Inscription (from Fantasy Flight), Tapestry (from Stonemaier Gamers) with all expansions, Brass Birmingham (from Roxley Games), and numerous games of Werewolf.   We wrapped up our retreat Sunday morning. I had hoped to get in another game or two before the 1pm checkout time, but as I’d stayed up till 4am playing Twilight Inscription, I needed to sleep in so I could be fresh for driving home. Once we were finally up, we said our goodbyes to all our new friends (before arriving, I only knew one person at the retreat) and were off. I’m home now, already two days into my workweek, and all I can think of is how much I can’t wait to go back with the group next year. I’m hoping perhaps even to organize a trip for the board game group we host at our hose each week as well. I highly, HIGHLY recommend you give the Gamers Ranch a visit with your favorite group of people. Go for the games, or the other activities, and have a great time. I think you’re really going to find it to be an amazing experience, just as we did.   

Note: If your drive home from the Gamers Ranch takes you by Hermann, MO as mine did, make sure to stop at the Wurst House for lunch and supplies (bring a cooler and ice packs to take home their award winning brats and summer sausages).




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What Jenni Said About The Art of The Gathering: Fantastic

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




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Board Game Review: Expeditions

Expeditions is my favorite game in the Stonemaier Games portfolio to date. The game is a sequel to Scythe, and continues the narrative years in the future. It has taken everything I loved in Scythe and expanded on it, while chucking out everything I didn’t care for (the combat).

Designed by Jamey Stegmaier, Expeditions brings us into an age when a meteorite has crash landed into Siberia and things begin to go sideways for all who encounter it. One team after another sets out to investigate the crash site and they are never heard from again. No one knows what happened to them. Now it’s our turn to find out what’s really going on, each of us leading a competing expedition team into Siberia to bring back desperately needed answers.

During a game of Expeditions, all players are seated around the game board, which is made up of individually placed hex tiles laid out as shown above. At the bottom of the game board is an insert affectionately known as the base camp. The base camp holds the glory scoring track, some reminders for end game scoring, and serves as the physical start point for player mechs. Each player also has a small board – their faction board – in front of them, featuring both a guile (turquoise) and power (orange) marker as well as a track for these markers to move up and down during the game. A player keeps their hand of cards face up to the left of their faction board and plays cards from their hand to their tableau on the right side of their faction board.

All players perform their expedition work using mechs and meeples. The mechs are used to venture out from the basecamp, traveling from hex to hex (the move action) to gain access to the benefits printed on the tiles (the gather action). Mechs also provide asymmetrical powers for each player.  The meeples are used in conjunction with laying down cards in your tableau (the play action); most cards have a special ability that can be activated by placing a meeple of the matching color on the card when it is played. As with Scythe, players must select a different group of actions (choosing from move, gather, play, and refresh) to complete each turn. For example, if you moved and gathered last turn you cannot do so again this turn, but you could move and play, or gather and play, or refresh (this is where you pull all your cards from your tableau back into your hand and all your meeples back onto your player mat). A nice bonus is that on the turn after each refresh turn, you may do three actions instead of two.

The play action is the most complex action in Expeditions as it involves so many different abilities. You play a card from your hand to your tableau, gain the card’s core value (bump up your power and/or guile by moving your token up the track), and then optionally activate the card’s ability using a corresponding meeple from your available pool. Both the core value and the ability of a card may be enhanced if you meet certain conditions as specified on the card. As detailed in the rulebook, the card abilities can be instant or ongoing and include:

Rescue: take a card from your tableau and put it back into your hand and return any meeple to your available pool.

Gain: take a card from the indicated location (either one of the faceup cards between the hexes or the draw pile) and place it in your tableau; do not gain the core value or activate its abilities.

Discard: discard a card from your hand to your tableau; do not gain the core value or activate its abilities.

Trash: return the indicated component (card or token) from your player area to the box; it is out of the game.

Activate: activate another card’s ability without placing a worker on it.

Solve: pay the indicated solve cost on the card, gain the benefit shown below the solve cost on the card, and tuck the card under the top of your mat in the solved quests area; you must be on the indicated numbered hex to do this action and you can only solve 4 quests during the game unless otherwise indicated. The number of quests you complete is a factor in your end game scoring.

Vanquish: spend your power or guile (moving your token down the track on your faction board) to take the topmost corruption tile on the hex your mech is on; spend power to vanquish power corruption tiles (orange) and guile to to vanquish guile corruption tiles (turquoise). These corruption tiles are drawn blind from a bag and placed when the hex tile is first flipped.

The move action is pretty straightforward and most of the spicy adventure here is moving onto unexplored hex tiles to flip them over and see what benefits they offer and how much corruption someone will need to vanquish in order for everyone to gain access to all the benefits on the hex tile.   Because most of the game tiles are shuffled randomly and placed facedown, there is always variability in the layout and you never know what is going to be on the other side of an unflipped tile you’ve moved onto. Maybe the hex tile has the benefits you’ve been searching for, or maybe it’s no help to you at all right now.

The gather action is also pretty straightforward. You simply collect the benefits visible on the hex tile where your mech is located. These benefits are varied and include options like gaining more cards into your hand, gaining new meeples, and playing cards from your hand.  There are three special benefits that can be gathered: upgrade, meld, and boast, but these benefits only become available once all corruption on the tile is vanquished. Upgrading a card lets you pull an item card from your hand or tableau and tuck it under your player mat so that only the ongoing ability is visible. Now the item’s ability is permanently activated for you and at the end of the game each upgraded card is also worth victory points (coins). Melding a card is almost the same as upgrading one except you meld meteorites instead of items and when you tuck them under your mat you get a meld bonus as specified on the card, plus you receive all your previous meld bonuses again. Boasting is the action of putting one of your scoring stars on the basecamp boasting track, selecting one of the glory categories for which you have met or exceeded the goal. Once a player puts down their 4th scoring star, the end game is triggered and each player gets just one more turn. If you’ve played Scythe, or other Stegmaier designed games, this end game triggering mechanism and scoring is very familiar to you.

It’s easy to outline and teach the basics of how to play Expeditions, as I’ve done above, but solving the puzzle aspect of the game more efficiently than your opponents is hard to master and the answer to winning the game. It’s also what makes the game so enjoyable. The artwork is pleasant, the components are well made (as with all Stonemaier games), but the reason to buy this game is for the logic puzzle at the heart of it. You’ve got to take into consideration your mech special ability and how to leverage that to improve the efficiency of your process flow. You’ve got to time your refreshes just right in order to extract maximum value from your play, move, and gather activities. You’ve got to balance your work toward solving quests, upgrading items, and melding meteorites so that you’re in a position to place glory tokens for meeting the goals in these areas. And the unique aspect of this game wherein your hand is always laid down in front of you on the left of your player board means your possible play action choices are laid out for all to see, so you’ve got to keep a close eye on what your opponents are doing and how close they are to meeting the glory token goals and ending the game before you can complete everything you want to. And unlike in Scythe, nobody is coming to steal your resources, so it’s all thinking and no fighting.

I’ve a half dozen or more games of Expeditions under my belt, and some very close to winning scores, but I’ve yet to win a game. Still, I keep coming back for more, and I know that someday I might finally crack the puzzle wide open and figure out how to make every step of the process work together for my win.

Please note, for all you solo players out there, Expeditions comes with a robust automa mode.

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

Publisher: Stonemaier
Designer: Jamey Stegmaier
Artist: Jakub Rozalski
Players: 1-5 (We played with 3, 4, and 5)
Actual Playing Time (vs the guideline on the box): About 90 minutes per game
Game type: worker placement, hand management
Retail Price: varies; direct from the publisher https://stonemaiergames.com/games/expeditions/

Rating:

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




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Board Game Review: Expeditions Gears of Corruption

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

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

 

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

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

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

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

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

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

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

Rating:




ga

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

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

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

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

Forget Draculas and Cthulhus. This is the real terror.

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


Capsule review boilerplate: Ratings are out of 5. I’ll be collecting these reviews in order of preference in a master post the Monday after the fest. Films shown on the festival circuit will appear in theaters, disc and/or streaming over the next year plus.



  • toronto international film festival


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Whimsical surnames, part 2 (again mostly German)

[This is a guest post by Michael Witzel] A few months ago you published a discussion of whimsical surnames. Since then I have paid attention and have found new ones in  almost every news broadcast. It is said that there are 1 million (!) surnames in the German speaking area of some 95 million people […]




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Autumn 2022 issue of Agapé available

The Autumn 2022 issue of Agapé, the official journal of U.S. Grand Lodge O.T.O., is now available. This and all previous issues can be found here.




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Winter 2022 issue of Agapé available

The Winter 2022 issue of Agapé, the official journal of U.S. Grand Lodge O.T.O., is now available. This and all previous issues can be found here.




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Spring 2023 issue of Agapé available

The Spring 2023 issue of Agapé, the official journal of U.S. Grand Lodge O.T.O., is now available. This and all previous issues can be found here.




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Summer 2023 issue of Agapé available

The Summer 2023 issue of Agapé, the official journal of U.S. Grand Lodge O.T.O., is now available. This and all previous issues can be found here.




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Pizza a Day Diet: Austin Beer Garden Brewing Co. (The ABGB)

Today's pizza a day diet pizza came from the Austin Beer Garden Brewing Co. at 1305 W. Oltorf (right next to the train tracks).

I hit the place in mid-afternoon, so it was pretty empty (Happy hour is from 3 pm to 7 pm, though, so it filled quickly :-)).  You order food and beer at the bar and they bring it to your table.  Inside are long wooden tables with benches, for social/communal beer-gardening in the Bavarian tradition.  Outside are round tables under the live oaks for beer gardening in the Austin tradition. :-).


I ordered a sausage pizza (boring, I know :-), but I like to try new places out on the basics).  It was delivered hot and fresh; the crust was somewhat soft but firmed up after I let it cool a little.  It had a nice chew and stood up to the ingredients.  The sausage had a more subtle flavor than I was expecting, but I really liked it and its freshness.  The cheese and sauce were also quite good.


One of their "by the slice" choices had also caught my eye, so I ordered it as well.  This was venison, spinach, pesto, white bean, roasted tomato, roasted garlic, and ricotta.  This one was amazing (not that the sausage was bad).  The crust had just the right amount of crispness and chew, but the combination of toppings really made it.  It had a richness from the venison without being gamy or overwhelming, and the remaining ingredients provided a terrifically contrasting texture in every bite.


Oh, and the beer was darn good, too. :-).







  • pizza a day
  • Pizza a Day Diet

ga

Tri and Tri Again

This summer I was finally able to complete my first triathlon of the century! I've actually managed two: The Capital of Texas Triathlon, which takes place in downtown Austin over Memorial Day, and Jack's Generic Triathlon, which is in Pflugerville in August.

Unlike last year, the CapTexTri went off without a hitch and with nearly perfect weather. I was fairly happy with my swim -- my time was actually comprable if not better than my times from back in the day. My only problem was that I kept drifting off course since I couldn't see -- my glasses kept fogging up and I couldn't see the marker buoys...

The bike went well, too: again, my time was comparable to the last time I did an Olympic distance event, undoubtedly due to my brilliant training regimen. (Either that, or the new bike that's half the weight of my old one).

My only problem was that I didn't hydrate enough on the bike, which affected my run. I got really hot and crashed a bit on mile 4, so my run time was less than optimal. Also, I probably should've indulged in some on-course solid or semi-solid nutrition. Oh, well, live and learn... 

Here are a few pics:

Packet pickup at the back of the exhibit hall

The Cutco cutlery booth. I think this is for the "Game of Thrones" division
Everything you always wanted to know about how to mark your body for a triathlon
Alas, fixed-gear bikes are not legal in USAT sanctioned events
Setting up the swim venue
Shiny bikes all in a row (race morning)

On the bike!
And the run!
At the finish line!
I'd originally planned to run the TriRock triathlon over Labor Day, but that one was canceled this year, so I decided to run Jack's Generic Triathlon, in early August.

Again, I was fairly pleased with my swim, although I may have cut the course a bit. My goggles were fogged and I have no memory of rounding one of the triangular marker buoys. But my time was in the right ballpark, so it's enitrely possible I did it correctly :-).

The bike portion was two loops through rolling corn fields, which reminded me a lot of central Illinois where I would ride back when I was an undergrad at U. of I. It was rather windy, and I was very happy to have my new aero handlebars...It felt pretty good, too, and I made an effort to hydrate more than during the CapTexTri.  Apparently not enough, though, because I again crashed and overheated during the run.  But there were ice sponges on course and plenty of water and Nuun and there was an ice bath at the end...Also, I now understand why some teams provide their riders with Coca-Cola during the Tour de France...

All in all, a fun race that I will probably do again next year.

Because it's out in Pflugerville, I decided to check out the course beforehand:

Lake Pflugerville!
The Hydrilla-eating Monster
Panorama of the bike route. Lots of corn
Yes, I had my Bat Shark Repellent. Because you never know what the hydrilla monster is going to dredge up.
As usual, the race started way too early in the morning, but I managed to get a few pics:

Bicycles at dawn


Prepping for the afterparty
The swim exit is prepared
Posing before the swim just before warmups
The squint of the near-sighted swimmer racing to the transition area
Made it to the bike. I'm now a fan of aero handlebars
The transition area post-race
  
Post-race ice bath, yay!
Coca-Cola is our friend







ga

Texas Ironman 70.3 (Galveston)!


I just completed my second Ironman 70.3 ("half-Ironman") in Galveston, Texas!

It was different, but not too different than the first. In some ways it was more challenging than Austin, although I did manage to eke out a personal best, so I count myself pleased, although I've identified several areas where I can improve :-).


The Galveston site presented a couple more difficulties than the Austin one, viz., transportation of people and bicycles, as well as housing therefor.  The race site was at Moody Gardens, which has its own resort hotel, which we might have done if we had planned on going on Friday and staying until Monday.  Ultimately, we decided to drive down the morning before the race with our bikes, rent a house via Airbnb, and drive back the evening of the race.

Leaving Austin at 7 AM...
With two bikes on the back, three people (and one bike) in the car, and all our gear, we were pretty packed, but the drive only took about three and a half hours, even accounting for coffee breaks.

We drove directly to Moody Gardens to pick up our race packets and drop off our bikes.  The first thing we discovered when we arrived was that it was cold and rainy and the swim venue (Offats Bayou) was a bit choppy...

Under the triumphal arch the day before the race...
Registration/packet pickup was in a big white tent overlooking the bayou (the same big white tent Moody Gardens had used for a cool dinosaur thing a couple years back).

The white tent with dinosaurs five years ago...
The pickup and registration and dropoff were strangely inefficient: You wait in line at a first table to show your ID and USA Triathlon membership; then you go to a second table to pick up your waiver and other forms. Next, you go to a third table to fill in and sign your waiver and forms, and go to a fourth table to drop off your signed waiver and forms. Thereafter, you go to a fifth table to pick up your wristband and swim cap and bike and helmet stickers; go to a sixth table to pick up your backpack/goodie bag and T-shirt; and finally, go to a seventh table to pick up your timing chip.

Then you exit via the Ironman store and vendor village where you can wait in line to buy stuff.


Inside the big white tent
The course talk was outside and the rain had died down enough so that it wasn't all that unpleasant. Behind us was the paddlewheeler Colonel and a whole lot of choppy water with whitecaps. We were assured that the weather could be better the next day, however. No rain and significantly less wind, although there would be a headwind on the return portion of the bike route.

The paddlewheeler Colonel.
The swim course, with the finish right by the paddlehweeler
The Airbnb was a nice little three-bedroom cottage about five miles from the event site and across from a large cemetery.  It had a complete kitchen that would come in useful later that night when we couldn't get into any of the nearby Italian restaurants without reservations.


The house we rented
Cemetery across street.

Making spaghetti dinner
That evening, we gathered all of our gear and made dinner and looked forward to the race. I went for a three mile run around the nieghborhood to loosen up a bit, and then we made dinner.

I managed to get around five or six hours of sleep and only hit the snooze button once when the alarm went off at 4:30 in the morning. After a couple cups of coffee, a banana, and a bagel, we were off!

The temperature felt good: low fifties, not too much of a breeze. I decided I didn't need gloves, but would take along my arm warmers for the bike just in case. We arrived at Moody Gardens a little after six and discovered we had had to park about a fifteen minute walk from the actual transition area.  A remarkably long line greeted us to enter transition (for body marking), but since we had already done so, we were able to get in with only a brief wait and some judicious weaving through the crowd.

Testing out the wetsuit when I first got it.
There was then the ritual of putting on the wetsuit and pumping the bike tires and then transition closed! (We might have cut the timing a little close).

We then made our way separately to the swim start: they did a wave start by age group. You jump off the pier (see above map), hang around in the water for a couple minutes, and then swim like the wind when you hear the starter's horn.

The water was a nice 72 degrees, about twenty degrees warmer than the outside temperature. The water felt good, although it took a few minutes to get used to the waves and occasional mouthful of salt water. I felt pretty good, though, and noticed myself passing a lot of people.  More importantly, I managed to beat my swim time from last fall's Austin Ironman 70.3.


 Once I was out of the water, the wetsuit strippers were efficient and I had no problem getting to my bike (even without my glasses), stowing my wetsuit and taking off. Because it was relatively warm, I decided not to bother with my sleeves, and I wouldn't have worn gloves even if I had brought them.

The first half of the bike portion was glorious. The temperature was perfect and I had no problems staying in aero position almost the whole way.  Unfortunately, at the turnaround, I was made to realize just how much of a tailwind I had been benefitting from. The rest of the ride felt like I was pulling a mobile home...

Grimacing with miles to go...

Also about that time, the temperature dropped by about ten degrees, and it started to rain. And then my back started to hurt from being in aero position for so long.  In short, the ride back was completely miserable...But I managed to break three hours, which had been my goal.

In addition to the lower back pain, I got a pain between my shoulders, and every time I tried to stand up in the pedals to stretch, my legs felt like they wanted to cramp up.  And my hands were so cold I could barely move them to squeeze my water bottles.

Trying to squeeze out the last drop from my water bottle.

By the time I got back to transition, my hands were so numb that I couldn't operate the clip on my helmet. Putting on my shoes and tying my laces was equally an ordeal. It didn't help that my legs and abs kept cramping up when I bent to tie the laces.  After a ridiculously long transition, I made it onto the run course and my watch died.


But my legs felt good and I enjoyed the run a lot more than I thought I was going to on the return bike. :-). My pacing was a bit off and I came in somewhat slower than I would've liked, but it still felt pretty good.

Victory!
Overall, I came in a couple minutes better than the Austin Ironman 70.3, which I'm pleased with (although I think my run could've gone better).

Mugging with the finisher's medal

Using the R8 recovery roller thing...
All in all, it was a great experience and I'd definitely do the race again. A big thanks to all the organizers, volunteers, sponsors, and first responders who made the event a success!










ga

Operation Beorn Again.

The great bear himself finally turns up... bloody late as usual.
After waiting a while for the second bear to arrive...the cutting and hacking could begin.
The plastic was very tough to get through with my craft saw. After what seems an age, the great heavy head fell off and the Orcs cheered. They soon stopped when they saw the angry head being wired into place.




I had to try a couple of different fur techniques, for this chunky, thick fur, I went for the classic GW wolf pelt look. This is the one where you cut lots of little triangles into the putty and push them up.
Beorn laughs at his new coat... Hopefully that's a good sign he likes it.
I did take the opportunity to bulk up his hump while applying the putty. I will also add some to his forelegs and make them a bit more shaggy.
 It's all about patience with greenstuff, don't rush it and give the first stuff time to harden.

By the time he realized it was too late.

The funniest thing I've seen in weeks, this bought a tear to my eye.


Sorry, this never gets old.

The model I selected for Beorn looked great, he was big and furry, but didn't look fierce enough. I soon came up with a cunning plan to buy another toy I had seen and splice them together. Luckily the toys were the same scale and operation Beorn again was on.
 
Battle of the beasts.

Update: Beorn is now has thick fur to stop any orc blade. Hopefully when painted, he should look a bit more ragged and crazy.






He is now looking a look more the part...






  • lord Of The Rings
  • lord Of The Rings.

ga

War for Cybertron game






The new Deception medic 'Wrench' gets his first taste of combat.

 I love this little cassette bot, he's so cute. I must make some more.


Skyfire brings the rain.



  • War for Cybertron
  • War for Cybertron.

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The Mighty Megatron


 



  • War for Cybertron
  • War for Cybertron.

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shiny gengar

Today on Married To The Sea: shiny gengar


This RSS feed is brought to you by Drew and Natalie's podcast Garbage Brain University. Our new series Everything Is Real explores the world of cryptids, aliens, quantum physics, the occult, and more. If you use this RSS feed, please consider supporting us by becoming a patron. Patronage includes membership to our private Discord server and other bonus material non-patrons never see!




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crystal ball gazin

Today on Married To The Sea: crystal ball gazin


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Mad Science Monday: Never Visit The Dentist Again

I think the next logical step is a pulled-tooth via skydiving.

~NSHA





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Donegal captain on comeback trail

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GAA votes to adjust training ban

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Joey Logano 1-on-1: Winning Cup Series championship is 'electric'

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baggage and luggage

results of a Google search for "luggage"


I'm reading Ingrid Paulsen's The emergence of American English as a discursive variety (it's open-access, so you can read it in PDF. But note: it is definitely an academic book). The book is essentially about when American English became "American English". If you subscribe to my newsletter (plug, plug), you'll probably read more about the book at some point in future. Today, I'm just mentioning it because it's inspired me to think more about baggage and luggage. Paulsen searched for this pair of words (among other things!) in 19th-century newspapers in order to find cases of people writing about American versus British English. I wondered if people still perceive a transatlantic difference here. 

These words got a boost in the 1800s thanks to the invention of rail travel and the need for a place to put one's stuff on them. Hence the invention, and the naming, of the (AmE) baggage car or (BrE) luggage van, which is one of the contexts Paulsen discusses. It's also been one of my Twitter Differences of the Day:

I can't remember the last time I checked my bags on a train journey, so I haven't run into people calling anything a baggage car or luggage van lately. I have to believe that they were more common in the US (where one could go greater distances by rail/train), since baggage car shows up whole a lot more in American books than either term shows up in British books:

click to embiggen

But what about the words baggage and luggage themselves? How did they get to be a "difference" and are they still a "difference"? 

Let's start with the history. This appears to be one of those differences that came about because English had two words that drifted in different ways in the two places—with more drifting in the UK. The Oxford English Dictionary hasn't fully updated its entries for these words since the dictionary was first published, but we can assume that they got the past fairly correct. Here are the first senses the OED gives for each word:

baggage The collection of property in packages that one takes along with him on a journey; portable property; luggage. (Now rarely used in Great Britain for ordinary ‘luggage’ carried in the hand or taken with one by public conveyance; but the regular term in U.S.)  [1885]

luggage In early use: What has to be lugged about; inconveniently heavy baggage (obsolete). Also, the baggage of an army. Now, in Great Britain, the ordinary word for: The baggage belonging to a traveller or passenger, esp. by a public conveyance.  [1903]

I'd say that the original senses feel "right" for me as an AmE speaker—that luggage is big/heavy enough to be "lugged", but baggage can be more varied. But I am even more likely to use luggage for empty suitcases. I buy new luggage for a trip. A 1997 draft addition to the OED luggage entry says this 'suitcases' meaning dates to the early 20th century.

It only becomes baggage when I fill it up with stuff and give it to someone else to put onto a train or plane. If I handle it myself, I wouldn't call it baggage. I'd call it 'my bags' or 'my suitcases' or 'my stuff'.

I've just asked my English spouse how he'd differentiate the two words:

Him: Baggage sounds old-fashioned, I probably wouldn't use it.
Me:  But there's [BrE] baggage reclaim [=AmE baggage claim] at the airport.
Him: That's true...A backpack or a box can be baggage, but it can't be luggage. Luggage has to be cases. 

Other than his claim about old-fashionedness, we're pretty much on the same page. And when I look for these things in the GloWbE corpus, they don't show a clear British-versus-American profile: There is more British usage of both terms in that corpus. Maybe this can be attributed to the fact that British people get a lot more (BrE) holiday / (AmE) vacation time than Americans get, so their websites have more discussion of buying/packing/losing luggage or baggage?

In books, it looks like AmE & BrE are getting to be more similar in how they use luggage:

So, it doesn't look like the words themselves are good markers of Americanness/Britishness these days. But expressions containing these words can be. We've already seen baggage car/luggage van and baggage (re)claimThere are others.

In BrE, hand luggage is essentially the same as AmE carry-on (bag).  Or at least it was. I think the import of carry-on might be influencing its meaning. Spouse says he makes a distinction: you put hand luggage under the seat in front of you, carry-ons in the overhead bin. But, his intuition notwithstanding, shop for hand luggage and you'll be shown carry-ons. 

Baggage carousel is marked by the OED (2003) as 'originally and chiefly North American', but it's well used in BrE, as is luggage carousel. 

Luggage locker is BrE for the kinds of lockers that one might find in a train station (or also BrE rail[way] station) or (AmE) bus/(BrE) coach station. I think in AmE, we'd just call them lockers.

Left luggage is BrE for the kind of place where you pay someone to keep your bags for you for a while. AmE would call that luggage storage, and you find that expression in BrE too. 

Hold luggage (or hold baggage) is BrE for AmE checked bags on a plane. (But checked baggage is found in both.)

Plenty of other luggage/baggage collocations are the same. We all use luggage racks and baggage handlers, and baggage allowance, among other things.


As for metaphorical baggage—emotional baggage and the like, this usage is common to both countries. The OED added a draft definition for it in 2007:  

figurative. Beliefs, knowledge, experiences, or habits conceived of as something one carries around; (in later use) esp. characteristics of this type which are considered undesirable or inappropriate in a new situation. Frequently with modifying word, as cultural baggageemotional baggageintellectual baggage, etc. 

Their first citation for it comes from 1886 in the (London) Times in the phrase intellectual baggage (followed by a US citation in 1922). Cultural baggage shows up in 1967 in Canada, and emotional baggage in 1997 from a UK author. Their first citation for just plain (metaphorical) baggage is from an American author in 1986 (though the OED notes their source as the UK edition of the book). 


P.S. If this post interested you, you might also like the post on purses and bags

P.P.S. [22 Sept 2023]  Greg [no relation] Murphy sent me this photo, showing Amtrak [AmE] covering all the bases.






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You Could See Whole Other Galaxies




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Bengal - Game of Gods

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Race, Gender, and LGBTQ+ wage gaps are real – and they end up costing us all

White males make up the largest sector of the U.S. workforce and have, on average, always made the highest salaries. If we compare their salaries to those of women, ethnic minorities, the differently-abled, and LGBTQ+ persons, we see a large disparity between the wages of similarly-qualified candidates in the same fields. The gap is glaring, […]

The post Race, Gender, and LGBTQ+ wage gaps are real – and they end up costing us all appeared first on DiversityJobs.com.




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Megan Staffel’s Book Notes music playlist for her novel The Causative Factor

"...while I’m writing I need total silence, but even so, the music shares such a similar landscape with the text it’s hard to believe it wasn’t present from the beginning."




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CC Legal Tools Recognized as Digital Public Goods

“Power Grid” by Ram Joshi is licensed via CC BY-NC-ND 2.0. We’re proud to announce Creative Commons’ Legal Tools have been reviewed and accepted into the Digital Public Goods Alliance (DPGA) DPG Registry. The DPGA is a multi-stakeholder initiative, endorsed by the United Nations Secretary-General, that is working to accelerate the attainment of the UN…

The post CC Legal Tools Recognized as Digital Public Goods appeared first on Creative Commons.



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