review

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.

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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
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  • set collection games
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  • tile placement games

review

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.  

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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.




review

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.

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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.




review

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

review

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.




review

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.

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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.




review

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

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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.

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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:




review

Toronto International Film Festival 2020 Capsule Review Round-Up

COVID has put the kibosh on much this year, but it can’t stop the capsule TIFF reviews. From the plague-ready, off-model edition of the Toronto International Film Festival, here’s my annual collection of mini-reviews.

The greatly cut-down slate included only slivers of the festival I’d program for myself in a regular year: four to five from international auteurs and a couple examples of global genre cinema. The missing items either are waiting in limbo as sales agents the world over hope that theatrical exhibition will return, or didn’t even get shot.

This list features more Canadian films and documentaries than I’d see at the fest (as opposed to catching them later.) Festivals tend toward the dour and downbeat but that was doubly true this time out. If we’re still trapped in our homes next year, I’ll likely be more vigilant about sorting through the slim pickings, supplementing our streaming experience with titles already available on other platforms.

That said, the overall hit rate was probably as strong as any other recent year. The average score on my numerical ratings would be higher, actually. It’s just that I saw the same festival everyone else did, starting with the film that garnered nearly universal acclaim, nabbed the People’s Choice Award, and will surely be part of the Oscars race—whatever the heck that will look like.

Films are listed in order of preference. Within categories that doesn’t mean much and entails a lot of apples-to-oranges comparisons. A festival near you, or not so near you but within your territory for geolocking purposes, may be virtually screening some of these soon.

The Pinnacle

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

Recommended

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

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.

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

Fireball: Visitors from Darker Worlds [US, Werner Herzog & Clive Oppenheimer] Documentary explores the science and mythology of meteor, from Chicxulub to ʻOumuamua. The intersection between scientific discovery and religious awe, central to all of Herzog’s beautiful and delightful nature docs, rises from subtext to text through the intercession of traditional elders, joyful researchers, and the Jesuit scholar of the Vatican’s heaven stone collection.

David Byrne’s American Utopia [US, Spike Lee, 4] Filmed version of the Broadway version of David Byrne’s recent tour features joyous choreography, simple but arresting stagecraft, and songs from his Talking Heads and solo eras. When you shoot a concert film featuring David Byrne, you have to bring it, and Lee does that ably, finding countlesss different ways to shoot within a proscenium.

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.

Night of the Kings [Côte d'Ivoire/France , Philippe Lacôte, 4] When the red moon rises over MACA, the Ivory Coast’s toughest prison, its inmate boss appoints the new arrival as storyteller—a post that results in death if the tale ends before sundown. Prison drama with compelling narrative hook widens out to encompass ancient warfare, contemporary politics, and even a wizard duel.

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.

Spring Blossom [France, Suzanne Lindon, 4] Bored with her classmates, an awkward 16 year old (played by the writer-director) pursues her attraction for a ruggedly handsome stage actor (Arnaud Valois.) Character drama sets aside the sexual aspect of this staple French cinema situation to focus on the emotion, periodically breaking from naturalism to have its characters express their feelings through dance.

Get the Hell Out [Taiwan, I-Fan Wang, 4] Taiwan’s notoriously pugilistic parliament tips into arterial spray when the effluent of a controversial chemical plant triggers a zombie epidemic. Zombie comedy features an eye-searing palette and an onslaught of optical overlays, and is paced like a quarter kilo of crushed Adderall.

Preparations to Be Together For an Unknown Period of Time [Hungary, Lili Horvát, 4] Top neurologist questions the accuracy of her recollections when she moves back home from the US to Budapest for a romantic rendezvous, only to find that the object of her affections professes not to remember her. Quietly suspenseful drama of psychological uncertainty.

Shiva Baby [US, Emma Seligman, 4] The ambient social pressures of a post-funeral gathering skyrocket for a directionless college student (Rachel Sennott) when attendees include not only the expected ex-girlfriend (Molly Gordon) but also the sex work client she’s caught feelings for. Knife-edge comedy of emotional suffocation uses a plucky suspense score for that extra frisson of social anxiety.

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

New Order [Mexico, Michel Franco, 4] A wedding thrown by a wealthy family during a growing insurrection suffers a murderous attack by protestors and the kidnapping of the bride. Wildly disturbing vision of political violence and degradation takes its time unreeling its allegorical purpose.

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

Violation [Canada, Madeleine Sims-Fewer & Dusty Mancinelli, 4] Woman (Madeleine Sims-Fewer) exacts meticulous revenge after her brother-in-law rapes her. Although this jarring, meditative drama includes gruesome imagery and horror-exploitation motifs, it’s closer in spirit to Michael Haneke than Dario Argento or Wes Craven.

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

Beans [Canada, Tracey Deer, 4] As the 1990 Oka standoff envelops her Mohawk community, a shy tween achiever (Kiawentiio) decides to toughen up by ingratiating herself to the tough kids. Mixing the docudrama and coming-of-age structures offsets the inherent trickiness of both, but it wouldn’t work without an appealing and touching performance from its charismatic young lead.

Akilla’s Escape [Canada, Charles Officer, 4] Weed dealer hoping to leave the business (Saul Wiliiams) tries to recover his boss’ ripped-off cash and product without sacrificing a young gang member who reminds him of his younger self. Moody, laconic crime drama contextualized by the political history of Jamaican gangsterism.

Enemies of the State [US, Sonia Kennebeck] Documentary pulls apart a labyrinth of contradictory evidence around Matthew DeHart, an Indiana man who was framed for child pornography by the FBI as part of a Wikleaks espionage case, or created a story of secret files to shield himself either cooked up a Wikileaks-related espionage smokescreen to mask his sex crimes. Invites the viewer to join a filmmaking team as it goes ever deeper down a rabbit hole.

The Inconvenient Indian [Canada, Michelle Latimer, 4] Essay-format documentary examines the Indigenous struggle for sovereignty and cultural reclamation in North America, as hosted by novelist Thomas King and inspired by his nonfiction book of the same name. Makes its case through cinematic language, pushing the archival footage and talking heads format to the background.

Beginning [Georgia, Dea Kulumbegashvili, 4] Depressed wife of a pastor bears the brunt of a persecution campaign from a local man hostile to their minority Baptist faith. The camera acts as a pitiless eye in this harsh, austere drama of pervasive male oppression.

The Truffle Hunters [Italy, Michael Dweck & Gregory Kershaw, 4] An aging generation of Piedmontese truffle hunters carries on the search for the elusive delicacy, fearing the poison bait left for their beloved dogs by ruthless newcomers to the trade. A documentary balm for lovers of food and canines luxuriates in the presence of sumptuously photographed forest eccentrics and their very, very good dogs.

Lift Like a Girl [Egypt, Mayye Zayed, 4] From ages 13 to 18, under the tutelage of a volcanic, motormouth coach, with a rubble-strewn lot on a busy Alexandria street, weightlifter Zebiba trains to be a champion. Fly-on-the-wall documentary inhabits a hardscrabble community powered by loving verbal abuse.

The New Corporation: The Unfortunately Necessary Sequel [Canada, Joel Bakan & Jennifer Abbott, 4] Polemical documentary deploys narration, stock footage and talking heads (some appearing via lockdown video conference) to survey corporate capitalism and the struggle against it from Reaganomics to COVID and the George Floyd protests. Comprehensive primer for the prospective young progressives includes a call to continued electoral action.

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

Good

Pieces of a Woman [US, Kornél Mundruczó, 3.5] Grief tears a couple (Vanessa KIrby, Shia LaBeouf) apart after the death of their baby in childbirth, abetted by the insistence of her domineering mother (Ellen Burstyn) that they pursue legal action against their midwife (Molly Parker.) Wrenching drama marked by deep performances and key long take scenes. An otherwise masterful script reaches for the conventional when it hits its climax.

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

Fauna [Mexico/Canada, Nicolás Pereda, 3.5] Narratives nest within narratives when an actor visits his girlfriend’s family in a sleepy small town. Comic misunderstandings, naturalistic locations and twisting meta-story may remind seasoned festival-goers of the works of Hong Sang-soo, with Coronas instead of soju.

The Water Man [US, David Oyelowo, 3.5] Imaginative kid (Lonnie Chavis) heads into the Northwestern forest in search of a legendary immortal, thinking he holds the secret to curing his mom (Rosario Dawson) of leukemia. One of the more successful of a recent wave of films that put a somber sin on 80s kids adventure, thanks to a well-constructed script and Oyelowo’s sure control of tone.

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

Okay

Bandar Band [Iran/Germany, Manijeh Hekmat, 3] A pregnant singer, her husband and their guitarist try to get their van through a floodstruck region to attend a contest gig in Tehran. Neorealist drama where the obstacles in the characters’ path are literal.

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

Falling [US, Viggo Mortensen, 3] Pathologically forbearing airline pilot (Mortensen) attempts to find a new situation for his lifelong miserable prick of a father (Lance Henriksen) as his dementia worsens. With one character incapable of change and another not needing to change, almost all of the scenes repeat the same dynamic.

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

Concrete Cowboy [US, Ricky Staub, 3] After yet another expulsion from school, a troubled teen (Caleb McLaughlin) gets dumped for the summer with his father (Idris Elba), who belongs to Philadelphia’s threatened culture of inner city horse owners. A rich social milieu is the star of the show in this affirming drama, which could do with a stronger drive to activate its protagonist.

I Care a Lot [UK, J Blakeson, 3] Corrupt legal guardian (Rosamund Pike) who slaps unsuspecting seniors into care facilities to bleed them dry triggers a cat-and-mouse game when her latest prey (Dianne Wiest) turns out to be the mother of a wealthy gangster (Peter Dinklage.) Engaging thriller— until it betrays the contract it has established with the audience.

Not Recommended

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



  • toronto international film festival

review

Toronto International Film Festival 2021 Capsule Reviews



Another weird year, another weird TIFF. This year the festival brought back more in-person events while also running a version of their at-home streaming track. Valerie and I did the on-line version, which this time was restricted to a maximum of 20 titles.

For years TIFF has been intentionally or otherwise making it incrementally more difficult to do the event diehard style, as we have always done. Often it announces changes that blindside longtime loyalists—sometimes, as this year, after they’ve purchased their expensive memberships and ticket packages. This time around they surprised us by taking a tier of titles that any other year would be available through the package we purchased and moving them into a premium package previously reserved for the most publicized Gala films. For good measure, they threw in a couple of other medium-sized irritants.

To recreate something closer to our usual experience, we programmed another 25 titles already available on streaming platforms. Some actually played TIFF in the past; others were the types of movies that could have played the fest but didn’t.

I’m glad that we did, because the TIFF titles we were allowed to choose from included all of the duds of a normal year and none of the surprise masterpieces. Granted, it was a miracle that any films got made this year, and those that did tended toward the sorts of modest chamber pieces that could be produced under COVID protocol conditions.

This year crystallized a gradually growing realization we’ve been trying to suppress. So much has changed in the world of international cinema, from the festival’s position in their life cycle, to their subsequent availability, and even the style of the movies themselves, has completely changed since we started doing this in the mid 80s.

We have always gone to the fest for great films that we could otherwise never see, and started doing it in the VHS era. We don’t care about seeing things before anyone else does, or seeing the stars wave at us from the stage beforehand, or hearing audience members ask directors rambling questions afterwards. Even the virtues of a big screen experience are blunted by a dirty secret — a packed TIFF venue is not actually an ideal place to see a movie. Talkers and smartphone screens abound in every screening, and the bigger venues they convert into movie theaters for ten days are universally terrible.

You’d think that programming films from existing streaming platforms eliminates the other key part of fest-going, the surprise from out of nowhere. Except we got more of those with our alternate schedule than we did with the official titles this year.

In other words, after 36 years we are retiring from our vacation. Next year we’ll be doing a fully alternate replica of TIFF as we think of it from the past. The old rodeo is dead. Long live the new rodeo.

Here then is my final set of Toronto International Film Festival capsule reviews.

(Capsules for the 2021 Robin and Valerie International Film Festival will drop over time in Ken and Robin Consume Media.)

Recommended

Murina (Croatia, Antoneta Alamat Kusijanović) Teen (Gracija Filipovic) chafes at the agitated authority of her command-barking father (Leon Lucev) as he hosts a rich, glamorous old friend (Cliff Curtis) to try to sell him on a resort proposal. Taut, superbly acted family drama set against the stunning yet slightly sinister beauty of the rocky Croatian coastline.

Saloum (Senegal, Jean Luc Herbulot) Three gunslingers—the mastermind, the hard case, and the magic user—take an unscheduled pit stop at an eccentric communal resort, which harbors horrible secrets of both the man-made and supernatural varieties. Gorgeously shot, tightly edited contemporary horror western with political resonance and cool monster design.

Compartment No. 6 (Finland, Juho Kuosmanen) Traveling alone on a trip she was supposed to take with her Muscovite professor girlfriend, a Finnish archaeology student finds herself sharing a compartment on the train to Murmansk with a loutish miner. Naturalistic light romantic drama of human connection overcoming barriers of class and personality.

OUT OF SYNC (Spain, Juanjo Giménez Peña) Isolated sound mixer (Marta Nieto) is unnerved to suffer a strange delay in her hearing, which becomes all the more inexplicable as it worsens. Realist weird tale makes smart use of cinema’s relationship between sight and sound. 

Zalava (Iran, Arsalan Amiri) In pre-Revolutionary Iranian Kurdistan, a pig-headed police sergeant interferes with a djinn exorcism, sparking village hysteria. Tale of communal terror and its hazards generates suspense by skillfully modulating its pace.

Vengeance is Mine, All Others Pay Cash (Indonesia, Edwin) After meeting cute by beating the crap out of each other at a construction site, two lovers navigate the vicissitudes of fidelity, vengeance, and impotence. A martial arts flick that isn’t an action movie, but rather an allegorical romantic drama with elements of satire and magic realism to go with its bruising 70s style fights.

Hold Your Fire (US, Stefan Forbes) Documentary recreates the 1973 robbery-turned-hostage incident in which a group of young black Sunni men hoped to steal guns from a sporting goods shop to protect themselves from the Nation of Islam, in which the beginnings of hostage negotiation techniques were created and implemented on the fly. Archival footage and compelling retrospective interviews illuminate a complicated narrative with resonances into the present day.

A Banquet (UK, Ruth Paxton) After her husband’s death, a brittle woman (Sienna Guillory) struggles with her eldest daughter’s (Jessica Alexander) visionary transformation, which has taken away her need to eat. Slow burn realist cosmic horror filters eating disorders, emotional control and female rage.

Kicking Blood (Canada, Blaine Thurier) Vampire (Alanna Bale) connects with a detoxing alcoholic, prompting her to reconsider preying on humans. Frosty supernatural indie drama extends the vampire-as-addiction metaphor.

Yuni (Indonesia, Kamila Andini) High schooler with a yen for purple chafes at the narrow expectations her religious school, family and village have for her.  Observational social drama enlivened by a vivid color palette.

Good

The Daughter (Spain, Manuel Martín Cuenca) Teacher at a juvenile detention center helps a pregnant 14-year old escape so she can live secretly with him and his wife at their mountain home and give them the baby when it is born. Ultra-restrained domestic thriller could stand a notch or two less restraint.

Dug Dug (India, Ritwik Pareek)  A local saint cult springs up when a motorbike keeps mysteriously returning to the site of its owner’s death. Gentle satire of faith and religious merchandising shows the sort of color and verve that raises hopes for a fresh wave of Indian art cinema.

Tug of War (Tanzania, Amil Shivji) A callow Marxist subversive falls for an Indian girl who has escaped her arranged marriage in British-controlled 1950s Zanzibar. Political romantic drama adopts the language of classic Hollywood glamor, albeit without the magnetic movie star performances the style depends on. Based on a classic Tanzanian novel.

Okay

Earwig (France, Lucile Hadžihalilović) In a creepy manor, an anxious loner (Paul Hilton) looks after a girl with teeth made of ice, at the behest of mysterious masters. The director’s first English language film pushes her dream narratives of childhood transformation into the far fringes of austerity.

Not Recommended

You Are Not My Mother (Ireland, Kate Dolan) A withdrawn teen’s depressed mother briefly disappears, prefiguring the revelation of a supernatural family secret. Contemporary folk horror with stronger direction than script, with extensive foreshadowing genre fans will be well ahead of and an inactive menace that doesn’t do enough to propel the story.

Snakehead (US, Evan Jackson Leong) Smuggled immigrant (Shuya Chang) works off her debt by acting as the right hand to the matriarch (Jade Wu) of an NYC Chinatown crime family. Socially conscious gangland drama features the bane of longtime documentarians turning their hand to fiction:  awkward, exposition-heavy scripting.

Arthur Rambo (France, Laurent Cantet) Rising literary star (Rabah Nait Oufella) plummets when the hate-filled tweets of his old alter ego resurface. Refined, uncinematic debate film presents thesis, antithesis, and credits.

Medusa (Brazil, Anita Rocha da Silveira) Member of AN ultra-right Christian school’s violent, pallid-masked theocratic girl gang  goes undercover at a coma ward in search of a disfigured model. Overlong, unfocused political allegory references the horror genre, chiefly by adopting Dario Argento’s color palette.

After Blue (Dirty Paradise) (France, Bertrand Mandico) On a psychedelic alien world, a young outcast (Paula Luna) frees the statuesque, wish-granting death-dealer Kate Bush and she must accompany her hairdresser mother (Elina Löwensohn) on a quest to hunt her down. Invokes the spirits of Jodorowsky and Barbarella for a sleepwalk trudge through an arbitrary sequence of dream-logic events. Like its influences it is perhaps intended for a chemically altered audience.

La Soga 2 (US, Manny Perez) Dominican hitman (Perez) has gotten out and is living with a devoted new girlfriend, until a corrupt CIA officer pulls him back in. Scrappy microbudget crime flick is Dominican. 











review

NSW nurses strike heaps wage pressure on Minns government - The Australian Financial Review

  1. NSW nurses strike heaps wage pressure on Minns government  The Australian Financial Review
  2. Hundreds of elective surgeries cancelled as 10,000 nurses and midwives walk off job in NSW  ABC News
  3. Nurses took to the streets after ‘insulting’ pay offer. Next stop, court  Sydney Morning Herald
  4. Almost 700 surgeries cancelled as 12,000 NSW nurses strike for better pay  9News




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Elon Musk’s job as Trump’s bureaucracy buster could be just the start - The Australian Financial Review

  1. Elon Musk’s job as Trump’s bureaucracy buster could be just the start  The Australian Financial Review
  2. Elon Musk tapped for ‘government efficiency’ role by Donald Trump  Sydney Morning Herald
  3. Evening News Bulletin 13 November 2024  SBS News
  4. Donald Trump wants Elon Musk to slash regulations as he reveals his role  ABC News




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Card Deck Review: THE LEGEND OF SLEEPY HOLLOW TAROT

The Legend of Sleepy Hollow Tarot: Headless Horseman edition Nick Lawyer REDFeather (October 28, 2023) Reviewed by N. Richards What a wonderful way to honour the Irving Washington classic gothic story of 1822, “The Legend of Sleepy Hollow,” and the season of autumn as well as the art of Tarot all in one hit of […]

The post Card Deck Review: THE LEGEND OF SLEEPY HOLLOW TAROT first appeared on Hellnotes.




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Book Review: THE EERIE BROTHERS AND THE WITCHES OF AUTUMN

The Eerie Brothers and the Witches of Autumn Sheldon Higdon Scary Dairy Press LLC (September 4, 2023) Reviewed by Nora B. Peevy The Eerie Brothers and the Witches of Autumn finds Horace and Edgar, the twin Eerie brothers, battling monsters to stop Hex from collecting one of the four globes to absorb the abilities of […]

The post Book Review: THE EERIE BROTHERS AND THE WITCHES OF AUTUMN first appeared on Hellnotes.




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Book Review: INK VINE

Ink Vine Elizabeth Broadbent Undertaker Books (April 12, 2024) Reviewed by Nora B. Peevy When I heard Elizabeth Broadbent do a reading from Ink Vine, I knew I had to get my paws on that book. Her authenticity and unique voice, plus her sense of humor, shine through in this tale about standing up against […]

The post Book Review: INK VINE first appeared on Hellnotes.




review

Book Review: OF TEETH AND PINE

Of Teeth and Pine Desiree Horton Independently published (October 31, 2024) Reviewed by Nora B. Peevy Desiree Horton’s second novel is filled with blood, a taste of the beautiful outdoors, and a lot of snark. I fell in love with her main character, Vick, the female forest ranger who will not put up with any […]

The post Book Review: OF TEETH AND PINE first appeared on Hellnotes.




review

Book Review: WICKED ABANDONED

Wicked Abandoned A New England Horror Writers Anthology Edited by Rob Smales and Scott T. Goudsward Published by Wicked Creative, LLC  (September 25, 2024) Reviewed by Carson Buckingham All I have to say is that New England sure grows a bunch of great writers! Wicked Abandoned is one of the best anthologies I’ve read in […]

The post Book Review: WICKED ABANDONED first appeared on Hellnotes.




review

Capital of Texas Triathlon Preview

Monday I'm going to be running in the 25th Capital of Texas Triathlon!  It's my first triathlon (Olympic distance) in twenty years and I'm pretty jazzed.

Steely-eyed determination 20 years ago. :-)

One of the great things about triathlons (and running races in general) is that you get to occupy unusual spaces: the last ones I did were Leon's Triathlon in Hammond, Indiana, a couple of Bud Light triathlons and others in Chicago. Leon's had a swim in Wolf Lake (shudder), followed by a cycle leg on an elevated highway that ran past the old U.S. Steel plant, and a run leg through an industrial downtown.  The Chicago ones were on the lakefront, just north of Navy Pier, with a bike on Lake Shore Drive and a run along the lake.

2013 CapTexTri
The CapTexTri also has a great location in downtown Austin, with a 1.5k swim in Lady Bird Lake; a 40k (24.8 mile) bike on a quadruple loop through downtown Austin, including Congress Avenue and Cesar Chavez; and a 10k (6.2 mile) run through Zilker Park.

The only thing I'm not too keen on is the bike route, since it requires you to do the same loop four times with a bunch of corresponding hairpin turns.  I don't like loop routes because I always think of how many more times I have to do the thing...Still, going up and down Congress Avenue without any cars is going to be pretty cool. As long as there are no poles in the middle of the road, I should be okay. :-).

Don't ask.

I feel fairly good about my training.  I've maintained good running mileage after the Austin Marathon and Austin Distance Festival and got some good workouts in even while traveling doing school visits.
On Stone Arch Bridge in Minneapolis
The swim is probably my weakest event -- I could stand to do more work on technique and probably do more open water swimming, but the distance won't be an issue.  Also, Lady Bird Lake isn't going to have waves (I seem to recall a couple of triathlons in Chicago with 3-4 foot waves on Lake Michigan (and this was on the near side of the breakwater).  Also, I won't have to deal with a wet suit.  My biggest concern is to not get kicked in the face. :-).
Lady Bird Lake during 2013 CapTexTri
The bike I'm feeling good about as well.  I'll be using the bike I used for my triathlons back in the day - a Trek 1000 I bought when I was in grad school for $450 (a guy at one bicycle shop here tried to sell me a new one, asking if I had a "nostalgic attachment" to it.). I do, but I also don't think a new bike is going to drastically transform my performance.  At least not $2000 worth :-). (A guy at another bike shop told me the Trek 1000 was his first road bike and he wished he still had it.  It's possible he was being kind :-)).

Tomorrow is packet pick-up, bike drop-off, and a chance to scope out the transition area, which I'll need because I can't see without my glasses...:-)

Oh, well.  Qapla!















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Government to order review of rail fare prosecutions

Government to order review of rail fare prosecutions The government is set to order an independent review of rail fare prosecutions and enforcement by train companies following reports of disproportionate action against passengers by revenue protection teams. The BBC understands that Transport…




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Posting Fake Reviews For Companies on Services or Products

Driving more reviews to your profile for a local listing has always been a great way and still is a great way to increase your local listing visibility. The problem with this is when people started trying to game the system by posting fake reviews. Some companies were posting so many reviews that Google had […]




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Our SEO Blog in Review for 2013 – WordPress

The WordPress.com stats helper monkeys prepared a 2013 annual report for this blog. Here’s an excerpt: A New York City subway train holds 1,200 people. This blog was viewed about 6,600 times in 2013. If it were a NYC subway train, it would take about 6 trips to carry that many people. Click here to […]




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SabersPro Vader lightsaber review: "An elegant replica that doesn't come cheap"

Is this ode to the Dark Lord of the Sith most impressive or does it choke on its own aspirations?




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ASUS ProArt LC 360 Liquid CPU Cooler Review

In this review we are taking a look at the ProArt LC 360, a 360mm all-in-one cooler for your CPU that brings in some outside help from Alphacool for the fan solution. Taking design queues from the existing LC 420, the LC 360's smaller radiator footprint allows for use in many more case options, while still promoting good performance.

The post ASUS ProArt LC 360 Liquid CPU Cooler Review appeared first on ThinkComputers.org.




review

Corsair iCUE LINK 3500X RGB Case Review

This new pillarless case is the iCUE LINK 3500X RGB which comes in as a mid-tower with three pre-installed iCUE LINK RX120 fans and the iCUE LINK System Hub. Of course you have glass front and side panels to show off your system, support for 360mm radiators, and this case is compatible with back-connect motherboards like ASUS’s BTF and MSI’s Project Zero. Let’s take a look and see what this case is all about!

The post Corsair iCUE LINK 3500X RGB Case Review appeared first on ThinkComputers.org.





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Impact of antiretroviral therapy on liver disease progression and mortality in patients co-infected with HIV and hepatitis C: systematic review and meta-analysis

Systematic review produced by the EPPI-Centre in 2015.This systematic review aimed to evaluate the effect of HAART and ARV monotherapy on liver disease progression and liver-related mortality in individuals co-infected with HIV and hepatitis C, including in patients with haemophilia.




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A review of respite / short break provision for adult carers of adults in the Highland Partnership area

As part of the implementation of the Equal Partners in Care (EPiC) Highland Carer’s Strategy 2014-2017 it was agreed to undertake a review of respite for Adult Carers of Adults (aged 16+). Independent consultants were commissioned by NHS Highland through Connecting Carers to undertake this work. There are four groups of people – totalling an estimated 200 people - with whom conversations have taken place during the review: Carers and staff from carer support organisations – more than 75 carers have given their views Health and social care workforce – we have met with just over 50 people who have given their views and shared our initial findings with more than 60 others Respite providers – we have met with staff from 15 organisations that are providers of respite Those staff responsible for overseeing the commissioning, planning and administration of respite.




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Short break support is failing family carers: reviewing progress 10 years on from Mencap’s first Breaking Point report

In 2006 Mencap produced a comprehensive review of short break provision. Now, 10 years on, they are revisiting the support available for family carers to see whether recent policy initiatives and investment have delivered the much-needed change. A total of 264 family carers responded to their survey on short breaks provision and experiences of caring. They also sent Freedom of Information requests to all 152 local authorities in England that provide social care services. This report looks at short breaks provision in a climate of cuts to central and local government budgets. It examines the extent to which these cuts have impacted on the lives of people with a learning disability and their family carers. It also looks at the state of affairs for family carers of children and young people across the full spectrum of learning disability; from people with mild and moderate learning disabilities, to people with severe and profound disabilities.




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Arsenal Women Arsecast Episode 78: Man Utd preview

For this episode of the Arsenal Women Arsecast, Tim chats to Conner Roberts from the All for United Women FC YouTube channel. Tim chats to Conner about United’s season so far, speculation around the future of manager Marc Skinner and why United have not repeated the heights of last season. Then Tim and Conner look ahead to Saturday’s crunch game and how the teams might line up and strengths and weaknesses each team might look to exploit.


You can follow Conner on Twitter @connerroberts_ and find the All for United WFC YouTube channel here


You can follow Tim on Twitter @Stillmanator


Get extra bonus content and help support Arseblog by becoming an Arseblog Member on Patreon: https://www.patreon.com/arseblog




Hosted on Acast. See acast.com/privacy for more information.




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Arsenal Women Arsecast Episode 79: Chelsea preview

On this episode of the Arsenal Women Arsecast, Tim and Counterpressed’s Jessy Parker Humphreys look ahead to Friday night’s massive game at Stamford Bridge. They discuss Chelsea’s injury issues and January transfers and how they have adapted, there is some goalkeeper discourse around both clubs as well as potential title race implications and what the line ups will look like.


You can follow Jessy on Twitter @Jessyjph : You can follow Tim on Twitter @Stillmanator


Get extra bonus content and help support Arseblog by becoming an Arseblog Member on Patreon: https://www.patreon.com/arseblog




Hosted on Acast. See acast.com/privacy for more information.




review

Episode 778 - The Preview

In this episode I'm joined by Andrew Allen and Lewis Ambrose to look ahead to Sunday's gargantuan clash with Man City. We discuss the importance of the fixture in the context of the title race, how Mikel Arteta might approach this game based on our past record away at the Etihad, the potential team changes and tweaks we might see after the Interlull, as well how this particular Arsenal side is equipped for this kind of challenge. There's also some chat about Declan Rice, Martin Odegaard and lots more besides.


Follow Andrew @AAllenSport : Follow Lewis @LGAmbrose


Get extra bonus content and help support Arseblog by becoming an Arseblog Member on Patreon: https://www.patreon.com/arseblog



Hosted on Acast. See acast.com/privacy for more information.




review

Arsenal Women Arsecast Episode 80: Conti Cup Final Preview

On this episode of the Arsenal Women Arsecast, Tim is joined by Art de Roche from The Athletic to look ahead to Sunday’s Conti Cup Final against Chelsea. They discuss what the team might look like- could we see a back three? Russo on the wing? Tim and Art also discuss why it’s been such an inconsistent season for Arsenal and how make or break this final is for Arsenal’s season.


You can follow Art on Twitter @artderoche : You can follow Tim on Twitter @Stillmanator


Get extra bonus content and help support Arseblog by becoming an Arseblog Member on Patreon: https://www.patreon.com/arseblog




Hosted on Acast. See acast.com/privacy for more information.




review

Episode 793: Season preview 24-25

With the new season ahead I'm joined by four guests to look forward to the 2024-25 campaign. I chat separately to Amy Lawrence, Nick Wright (Sky Sports), Adrian Clarke and Dara O Briain about the things they're excited for, what they'd like to see happen in the transfer market, the players they're keen to see pull on the red and white, proactive goalkeeping, some of the young players who impressed on the US tour, Riccardo Calafiori, Snoop Dogg (sort of), and lots more.


Get extra bonus content and help support Arseblog by becoming an Arseblog Member on Patreon: https://www.patreon.com/arseblog



Hosted on Acast. See acast.com/privacy for more information.




review

Typo in Trump’s Name on Ballot Review Screen Is Not ‘Election Fraud’

A misspelling of former President Donald Trump's name occurred on an optional ballot review screen in Virginia, prompting an unfounded claim on social media of "election fraud." The error was a typo that appeared only on the ballot review screen, not on actual ballots, and would not affect any votes, election officials said.

The post Typo in Trump’s Name on Ballot Review Screen Is Not ‘Election Fraud’ appeared first on FactCheck.org.




review

Lost World reviews video

Reviews of The Cure's Songs of a Lost World. Video sent out by The Cure via Whatsapp.




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Lovesick Season 4 – Review and Release Date 2024

The release of a third season, although not confirmed, is highly anticipated by the fans. To know everything about the upcoming season, make sure you read till the end. A Peek Into The Story The plot of the story is centered on three friends, Dylan, Luke, and Evie inhabiting a common house in Glasgow. The ... Read more

The post Lovesick Season 4 – Review and Release Date 2024 appeared first on Star Two.




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Preview RSS Ground Feeds In Any Browser

It’s been a while after our last major update. However, we were busy as always working on exciting updates. You might have noticed some visual changes on our website, including a new navigation menu and a new “My Account” page.  It was long time overdue to lighten up the design and to simplify our head […]

The post Preview RSS Ground Feeds In Any Browser appeared first on RSSground.com.



  • RSS Ground News

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Corruption review finds 'red flags' in more than 130 Covid contracts

An anti-corruption charity finds significant concerns in £15.3bn worth of contracts awarded during the pandemic.




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£30,000 limit on disabled adaptions grants reviewed

A court challenge means the government will look again at the cap on the Disabled Facilities Grant.




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NHS to review prostate cancer testing after Chris Hoy call for change

The Olympic cycling champion, who has terminal cancer, wants more younger men to get checked.




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Sao Paulo Grand Prix review

Harry and the team look back at a dramatic race from Interlagos.




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velocityconf: New #velocityconf CA program preview is up: http://t.co/rKjf91RXdD @ariyahidayat on End-to-End JS Quality Analysis.

velocityconf: New #velocityconf CA program preview is up: http://t.co/rKjf91RXdD @ariyahidayat on End-to-End JS Quality Analysis.




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News24 | REVIEW | Showmax's The Station Strangler: A thoughtful exploration of a haunting true-crime mystery

It was inevitable that a big streamer like Showmax would use the story of the Station Strangler for a 99-minute standalone documentary.





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Sport | BIG PREVIEW | SA v India: Jansen wary of India's blazing batters as Centurion run fest awaits

Wednesday's third T20 between South Africa and India at SuperSport Park in Centurion is shaping up to be a run-drenched one, especially if the weather holds and SA's bowling centre doesn't.




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Farahat’s Arabic Book Review in Mekka Newspaper

Mekka Newspaper, Mecca, Saudi Arabia: Oct. 28, 2022 It was my distinct honor to Arabic receive a wonderful review by Mecca Newspaper, one of the oldest newspapers in the Middle East. I am deeply grateful and humbled to be part of the historic reformation and renaissance taking place in the Middle East. When Mecca newspaper […]




review

The Secret Apparatus Book Review: Conspiracy? Yes, A Century of Muslim Brotherhood Jihad

By Walter Donway, Savvy Street originally published on Dec. 4, 2022 Book Review: The Secret Apparatus: The Muslim Brotherhood’s Industry of Death by Cynthia Farahat, Post Hill Press, Bombardier Books (2022) A grim irony of twentieth-century history (but, of course, also predating it) is that the most horrendous threats to humanity have simply been too monstrously evil […]




review

Book preview: Guide to Chinese Climate Policy 2022

Book preview: Guide to Chinese Climate Policy 2022 20 October 2022 — 10:00AM TO 11:15AM Anonymous (not verified) 28 September 2022 Chatham House and Online

Join authors David Sandalow and Michal Meidan to discuss their upcoming book.

China is the world’s largest emitter of greenhouse gases and a key player in tackling the global climate crisis. Its stated climate policies, namely its high-level targets to peak emissions by 2030 and to achieve carbon neutrality by 2060, are significant.

But while national-level ministries, local governments and businesses are setting climate roadmaps, implementation is challenging at times. In the current context of the global energy market and geopolitical turmoil, China’s need to maintain energy security can seem at odds with its climate pledges.

The authors will present the book, which examines Chinese emissions, the impacts of climate change in China, as well as China’s domestic and international climate change policies and the main implementation challenges these policies face.