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Board Game Review: Artsee

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

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

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

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

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

Rating:

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



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

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

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

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

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

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

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

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

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

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

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

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

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

Rating:

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



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

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

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

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

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

Strategy Tips:

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

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

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

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

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

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

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

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

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

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

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

Rating:

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



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

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Board Game Review: Between Two Castles of Mad King Ludwig

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rating:

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



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

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

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

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

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

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


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

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

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

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

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

Rating:

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



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

ee

Somewhere Between Two and Twenty Four Things, Somewhere Between One and Twenty Three of Which are Elephants.

Alt text: a cake, of sorts. Decorated, in a sense, to look like an elephant. Definitely.




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Far Fewer Than Twenty-Four Things - Thing Three

Alt Text. A blue man with a long neck appears sceptical about something.




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But sure, as it happens number 12 would have been: Put wooden chopping boards in the dishwasher.


 

1) Order the fish in a restaurant on a Monday. It'll be three days old. 

2) Base-jumping. He just doesn't see the appeal.

3) Cheat on his wife. Sandra is his world. 

4) Open a new battlefront without adequately securing supply lines first. This one probably won't come up. But still, he'd never do it. Look at Napoleon. 

5) That. He'll do anything for love. But. 


Edit: For some reason, a lot of people seem to be complaining that none of these have anything to do with dishwashers. Why should they? Our dishwasher expert knows a lot about dishwashers, sure, but they're not his whole life. Get some perspective, people.




  • Small Silly Jokes

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Come see me on book tour!

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




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

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

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

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

Forget Draculas and Cthulhus. This is the real terror.

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


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



  • toronto international film festival

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

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

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


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

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

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

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

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

~Chris Knoll, Cartographer, National Geographic Maps




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Free National Park Weekend

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

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

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

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

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

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

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

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

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

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

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

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

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

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




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New program will see pregnant mothers and babies protected from life-threatening virus - SBS

  1. New program will see pregnant mothers and babies protected from life-threatening virus  SBS
  2. World-leading approach to protect babies from RSV  Department of Health
  3. Government-funded RSV vaccines to protect infants from severe disease  Australian Pharmacist
  4. 'Very scary': Wagga mum's plea for parents to protect babies through RSV jab  The Daily Advertiser
  5. Guild backs free RSV vaccinations  Australian Journal of Pharmacy




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Streaks of fire are about to take over Australian skies during the Leonid meteor shower. Here’s how to see them - nbnnews.com.au

  1. Streaks of fire are about to take over Australian skies during the Leonid meteor shower. Here’s how to see them  nbnnews.com.au
  2. The Northern Taurid meteor shower could produce fireballs. Here’s how to watch  CNN
  3. Northern Taurid meteor shower hits peak activity this week: When and where to watch  USA TODAY
  4. Leonid Meteor Shower May Put on a Surprise Show This Week  ScienceAlert
  5. Starwatch: Leonid meteor shower returns to skies in November  The Guardian







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Outback Queensland residents spend thousands on flights, grapple with Qantas service changes - ABC News

  1. Outback Queensland residents spend thousands on flights, grapple with Qantas service changes  ABC News
  2. Airlines that love competition: Do you see pigs fly?  Sydney Morning Herald
  3. Predictably, domestic airfares surged after the collapse of Rex. There aren’t many good solutions  The Conversation
  4. Report finds just how much airfares spiked since end of Rex. One route doubled  The Canberra Times
  5. Qantas’ single excuse for fare price hike  news.com.au





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Green scream

In a fashion that's thematically appropriate for the project, I'm "taking my time" with this video (e.g. I am still writing new code for it today??). It mostly means that I feel behind a lot. But I think I am truly close now to being done. I got all my new gear working together, 3D-printing rig pieces and so on. This has been generally fun. I'm also enjoying the occasion to experiment with new approaches and video editing techniques. I even cleaned out a significant section of my basement for a temporary studio:


Green scream


I think I have about 120 seconds of finished video here, which is far worse than my usual bad pace of about an hour a minute. Fortunately the rest should be much more straightforward, and I hope to just record the audio and be done with it this weekend. Pro tip, though: Don't install the new version of Adobe Premiere Pro while you're knee-deep in a complicated edit. Why would you press that button?

My procrastination: I fully beat Teardown and all the stakes in Balatro (but I may try to finish the last few challenges). Both good games, recommended. For light procrastination I have been playing Grapple Dog which has cute graphics and writing and is getting better as the levels get more challenging, but I probably wouldn't fully recommend. It's a stage-by-stage linear platformer with three irritations: The controls are a little too "snap-to-nearest" (like you will often initiate an unwelcome wall jump just because you jump near a wall) for me, the music is annoying, and I really want to get all the purple gems, but I can never tell whether I'm going the "right" way or the "wrong" way, and so I will often miss them just because of that. But I do basically like the game. I also started, for procrastination purposes, Humanity, which was recommended to me a while ago. It is good. The Steam videos do not do justice to how slick the game's graphics are (especially the UI has all these fluid little touches and impressive continuity as you transition between levels); I think it needs to run on a big monitor with a high frame rate. At its core it's mostly a puzzle game, with many things you have seen before, but also some new clever stuff (and I am only on the 2nd world, so I presume they have more surprises in store for me).

I believe this is all.




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This halloween I am dressed as a withered husk, who was made this way by: Satisfactory 1.0

OMG. I can't believe October is over already. I blame Satisfactory which, okay, I do get it now, and it did destroy my body and mind. I am inches from being done now; I just want to make sure that I finish it with enough force that I do actually put it away, as I could imagine tinkering with my saddest factory forever.

The game isn't without flaw, but I think most of those flaws are not interesting to talk about. I do have one petty but important criticism, which is mildly spoilerful and anyway will only be interesting if you played the game. There is an object called the Somersloop ("cool S") which allows you to double the output of a machine. Canonically this item is some kind of "loop" and the flavor text talks about how it is able to create more energy than you put into it. So when I'm out hunting for Korok seeds I have this thought that maybe I could create a loop of factories whereby it would create infinite resources by repeatedly doubling. And I'm thinking about it but the crafting tree doesn't have any notable loops in it, but I remember the "packager" which allows you to put a fluid in a container or the converse, and I'm like: Yes, that's great! So I get back to base and I am doing this, just for fun to create an infinite fuel factory or whatever, and I realize that the packager just doesn't have a slot for a Somersloop. They must just hate fun, elegant twists. It would not break the game to allow this (you can always get infinite resources lots of other ways) or cause any other problem I can think of. Hmph!

The thing about constructing a factory and watching it churn is that it's basically the same thing as a programming project that you invented for yourself, and it's probably better to do the programming project. Here's progress on my mysterious rectangle:


Minusweeper 2


It's good progress if I do say so myself! Anything but black here is a Satisfactory result, which is 90.55% of them at this point. I may need heavy machinery for the remaining 9.45%, but that is part of the fun.

I think that's really it for this month! Please vote in the US Elections if you can (but I guess also vote in any important elections. And obviously, vote for the good guys???). And happy Halloween!




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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: 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.




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

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

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


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


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


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







  • pizza a day
  • Pizza a Day Diet

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Austin Ironman 70.3! (Race Weekend!)

Okay, it's been a while, but I thought I'd finally post about the 2017 Austin Ironman 70.3 race weekend. :-). Like I mentioned in my last post, I felt fairly optimistic -- if anything I was a bit burned out on training.

The big kicker, though, was that the weather was forecast to be 38 degrees race morning, which resulted in a bit of last-minute anxiety, mostly due to the mantra, "Don't do anything different on race day." That is, it is unwise in the extreme to test out new equipment or clothing on race day. Unfortunately, faced with the prospect of a 38 degree swim and bike ride (and the fact that it would warm up quickly), we had to make some last minute adjustments.

The week before the race, I picked up a triathlon jersey that had sleeves, and borrowed some arm warmers from one of my training partners.  Saturday morning, I went for a five mile test ride and realized I needed gloves, which necessitated a trip to Austin Tri-Cyclist, where I was not the only one making such a purchase :-). 

I was still a bit concerned about the swim, but I had a wetsuit, so I figured I'd done all I could do. Still, I was coveting one with sleeves...
I next headed over to the Travis County Expo Center to pick up my swag bag, drop off my bicycle and gear, and check out the transition areas.

Our happy faces before we get out of the car into the cold...

 Next morning, three of us drove out together and arrived in the cold dark of the Travis County Expo. Center at around 5:30. Did I mention that it was cold? Eventually, we got on the bus to take us to the staging area at Walter Long (Decker) Lake. There, we put on wetsuits, met up with our other training partners, and shivered a lot.

Eventually, though, as the sun started to peak above the horizon, we lined up according to our projected swim times and prepared for the start of the race. I was still worried about the swim and the cold -- even though I was wearing socks (to be discarded just before start), my feet were starting to go numb and my arms were not happy either.

But then it was time! I ran into the water and dived in as soon as I could. To my surprise, it was actually pleasant -- the water itself was around 68-72 degrees, so compared to the air temperature, it was balmy.  The only real problem was that fog on the water and the glare of the sun were making it hard to see the buoys. About halfway through the swim I began thinking that the temperature really wasn't bad -- if anything, it was a bit too warm. 

Emerging from the water...

But then I finished the swim and stood and was confronted by the reality of confronting an air temp of around 40 while being soaking wet.  I grabbed my glasses from the special needs table and a nice man helped me get the wetsuit off. (This basically involved lying back on the wet ground, sticking my feet in the air and having him pull. Thank you, sir.). My time was a little slower than I would've liked, but I was fairly happy with it.

I made it to transition, took a big swig of water, swallowed the contents of an energy gel pack, and put on my winter cycling garb. Then I was off!

And it was frickin' cold.

Contemplating that wind chill...
 It was this weird Catch-22 where you want to go as fast as possible (for the race, of course, but also so you warm up), but also kind of are thinking that if you slowed down a touch the wind chill wouldn't be quite so bad.  I ended up spending the next hour shivering until the ambient temperature and I warmed up.
Now, I actually kind of like the bike route -- it's mostly country roads with little traffic, and I rode the route about a half-dozen times in training. The problem with it is that a number of the roads are not exactly well=paved. Bumps and potholes and patches proliferate, especially on Monkey Road. In fact, the dip where it crosses a creek is so bumpy that by the time I got there, there were at least a dozen water bottle scattered on the ground.

There were way too many hills, however :-).

Beyond that, the ride felt fine, although my back began to hurt about halfway through -- I wasn't used to spending that much time in the aero position, so most of the second half of my ride was with hands on the brake hoods. I made sure to stick with my hydration and nutrition plan, so I felt pretty good by the end of it.

Again, my time wasn't quite what I wanted it to be, but I was not displeased.

By the time I finished the ride, it was around noon and fairly warm, so I took the time to change from my sleeved singlet to a sleeveless one (Ironman rules require that you wear a shirt). 

Starting to feel the legs...
The run wasn't as bad as I thought it would be, although there were again too many hills :-).  I was pleased at the number and size of the aid stations -- water, electrolyte drink (Gatorade, iirc), Clif energy gels, Coca-Cola, and Red Bull were all available.  

I was definitely feeling my legs, but my quads didn't feel like they were going to seize up like they had when I did triathlons in the 90s -- all that training paid off, I guess :-). I managed to make it through without slowing to a walk (other than at aid stations, because I can't drink and run at the same time) and ended up with a run time that was comparable to my stand-alone half-marathon times.

At the finish line!
My final time was 5:50:36, which I'm pretty happy about. My goal had been 6:00:00, although I did think that 5:45:00 was not out of the question. :-).

Finisher photo! And medal!
The gang...
All in all, it was a great experience. I got out of my comfort zone, made some terrific friends, learned how to most efficiently change a bike tube, and never once thought, "I can't believe I'm paying to do this." (Okay, maybe once...).

After the race!
Celebrating the next day with Coach Peri!























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U.S. Senate advances their FY 2025 budget proposal for NASA amid deep cuts

An analysis of the U.S. Senate's FY 2025 budget request for NASA.




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How EELS could change the future of robotic exploration

The snake-like robot is being designed to autonomously navigate the challenging terrain of Saturn’s moon Enceladus, including descending into fissures in the moon’s icy crust. The skills it needs in order to explore this distant, unfamiliar world may make EELS well equipped to explore even more alien worlds, perhaps including exoplanets.




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Seeing the unseeable

From X-ray imaging to slithering beneath Enceladus’ crust, space technology is always expanding what we can see for ourselves.




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Mars may host oceans’ worth of water deep underground

The tentative discovery hints at an habitat where life could potentially thrive.




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Spacecraft, what do your robot eyes see?

Cameras on spacecraft are our eyes into the Cosmos. Sometimes they teach us things, sometimes they reveal gaps in our knowledge.




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Sneak peek

Sneak peek — tray, citrus chess board, serving board.




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Patrick Stein: Ray Tracing In One Weekend (in Lisp, and n-dimenions)

Earlier this year, I started working through the online book Ray Tracing In One Weekend (Book 1). I have been following along with it in Common Lisp, and I have been extending it all from 3-dimensional to n-dimensional.

I reproduced 4-dimensional versions of all of the book images which you can see on my weekend-raytracer github page.

Here is the final image. This is a 250-samples-per-pixel, 640x360x10 image plane of three large hyperspheres (one mirrored, one diffuse, one glass) atop a very large, diffuse hypersphere. Also atop this very large hypersphere are a bunch of smaller hyperspheres of varying colors and materials. The image is rendered with some defocus-blur.

Final image of 4-dimensional scene

Caveat: This depends on a patched version of the policy-cond library that is not in the current Quicklisp distribution but should be in the next.




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One Week E-Book Sale of Vacuum Flowers!!! One Full Week!!!

.

 


Open Road Media, which publishes several of my e-books, has announced a one-week reduction in price of Vacuum Flowers. Starting this October 18 and running through October 25, 2024, it will be available for $1.99. That's in the US only.

So if you're an e-book reader and have been curious about my novel... well, there you are.


And if you don't already know . . .

Vacuum Flowers is what used to be called a Grand Tour of the Solar System. Rebel Elizabeth Mudlark is operating off of stolen wetware and on the run from very dangerous people. She arrives in the inner system on a cometary orbit, which takes her through a great variety of human and post-human societies, including the most dangerous one of all--Earth.

That bit about the cometary orbit is not incidental. Comets enter the Inner System on either a hyperbolic or a parabolic orbit. The one is open, the other closed. I knew that the book would end with Rebel Elizabeth Mudlark standing in the stardocks with a coffin at her feet. But I didn't know if the person within the coffin would be alive or dead or if REM would someday return to the Inner System or was leaving it forever. I only decided that when I came to write the last page.


*




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My Halloween Season Story, "Unquiet Graves," in CLARKESWORLD

 .


 

I am always happiest when a story of mine comes into print. Today, I have the joy of introducing you to "Unquiet Graves," a seasonal tale of graveyard misbehavior and betrayal. Oh, and there's nothing supernatural about it at all.

You can read the story here. But if you're like me, you'll just go to Clarkesworld, look over the table of contents, and decide which story you want to read first. Mine by preference, but follow your whim.

 

And for those who like trivia . . .

I came up with the handheld's app many long years ago and it took forever to come up with a story for it. You'll notice that it is left unnamed in the story. That's because its secret name was "The Graveyard Reader." Which is the title of a well-known story by Theodore Sturgeon.  While I was writing the story, I thought of it as "The New Graveyard Reader." But Sturgeon's story and mine go off in totally different directions, and giving mine (or even the app) a title suggesting there was some implicit connection between the two would only cause confusion.

The title I finally came up with was derived from "The Unquiet Grave" by that most prolific of all poets, Anonymous. If you look it up, I suggest you do so after reading my story. It gives away some of the plot.


*

 




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Who owns Greenland rsquo s island

Who owns Greenland rsquo s island



View Comic!











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what happened to my sleepy pants

Today on Married To The Sea: what happened to my sleepy pants


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




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wheed smoke

Today on Married To The Sea: wheed smoke


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real name screen name

Today on Married To The Sea: real name screen name


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




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blue check meetup

Today on Married To The Sea: blue check meetup


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




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nazi free speech

Today on Married To The Sea: nazi free speech


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yee haw pecking order

Today on Married To The Sea: yee haw pecking order


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sleepy cigs

Today on Married To The Sea: sleepy cigs


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