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XGODY Gimbal 3 portable projector review

REVIEW – There seems to be a number of different form factors popping up with projectors recently. Very slim projectors, portable cubes, and today’s variation which looks more like a spotlight than a projector at first glance. The XGODY Gimbal 3 projector looked like a fun projector to try out and looked very portable. Read […]






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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.

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

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

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

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

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

Let's dig in a little deeper.

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

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

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

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

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

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

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

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

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

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Publisher: Lucky Duck Games Players: 1-4

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

Game type: cooperative, tower defense, tile placement

Rating:

Rating scale:

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

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

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

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




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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.

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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: 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.




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What Jenni Said About The Art of The Gathering: Fantastic

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




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A Fortunate Trade, an Unexpected Pledge of Support, and a Win for Yin!

What follows is the true and unredacted account of my tour of duty as a command leader for the Yin Brotherhood.

Map: 5p POK Kazadoom’s Notch Map generated on https://ti4-map-generator.derekpeterson.ca/

Factions: Yin, Yssaril, Nekro, Vuil’raith, Hacan.

Round 1 objectives: Engineer a Marvel (R1-1); Push Boundaries (R1-2)

Five experienced leaders gathered this weekend to prove themselves worthy. As the Yin, I found myself wedged between the Hacan (around the corner of a notch in the galaxy) and the Yssaril. Word had come down to the Blessed on Darien through our ambassadors and spies that both nearby factions were set on amassing larger fleets and armies, but to what end we were unsure. The Blessed discussed the matter at great length and decided our best defense was to rebuild our flagship the Van Hauge and to take control of as many planets as we could (more, at least, then our neighbors). That would allow us to stand firm in the face of any aggression.

As a command leader, I had heard the rumors not only of these rising neighbor armies, but also of some truly terrifying events taking place on the other side of the galaxy. The horrific Vuil’raith were actively recruiting with empty promises; telling factions whatever they wanted to hear to forge alliances. Left unchecked, they would surely seize and destroy our entire galaxy planet by planet. The Nekro Virus was also gaining strength on a planet nearby the Vuil’raith and while it was unclear who would come out the victor in the inevitable head-to-head match between them, I shuddered at the idea of either of them heading our way. Because I viewed Nekro and the Vuil’raith both as bigger threats to our Yin than Yssaril or Hacan, I decided to put all my efforts into leading my crew to Mecatol Rex as fast as possible. I knew that if we could successfully land and build up a presence, we could stand as a line in the sand against the wave of Nekro or Vuil’raith forces that would inevitably come crashing down upon us.

As time went on, I congratulated myself on recruiting warfare strategy experts and prioritizing our expansion to Mecatol Rex over building the flagship. It was the right choice. It had allowed me to maneuver our fleet onto the doorstep of Mecatol Rex. I had to explain to my Blessed brothers why we hadn’t built our flagship yet as ordered, but I pointed out that settling the planets along the way between Darien and Mecatol was in line with the orders given to seize control of new planets. Granted, we did not have more planets than our neighbors yet, but we did have more than we started with. I was sternly reminded to prioritize the flagship, especially since our spies had spotted the Hacan flagship (R1-1), but otherwise the matter was dropped.

End of R1 scores: Yin(0), Yssaril(0), Nekro(0), Vuil’raith(0), Hacan(1)

Round 2 objective: Erect a Monument (R2-1)

To provide the assistance I needed, I hired some well respected leadership strategy consultants. Their job was to provide me guidance on getting more out of my command, using the influence I’ve cobbled together. I’d been given a new objective by the Blessed – I was to gather the resources needed to build a monument to the brotherhood on one of our newly settled planets. I thought it absolutely ridiculous at a time like this. Word was that Hacan was also heading to Mecatol with a settlement force and the Blessed wanted me to make time for fundraising? Forget it. In my meetings with my brothers, I nodded and agreed on the importance of the monument, but secretly planned to prioritize what I deemed most urgent instead. Back at command, I forged ahead and reached Mecatol (MR1) before Hacan could do so. Built a space dock on her right away once construction was authorized, and then began amassing troops on the surface. At the same time, I was diligently managing the build of our flagship (R1-1) by our production teams back home on Darien.

Yssaril also finished their flagship (R1-1) and through some swift imperial strategy, settled enough new planets to control more than their neighbors (R1-2). Hacan got word that Vuil’raith had taken over a legendary planet in a distance sector (VS1) and in response intensified their own settlement efforts. In doing so, Hacan also found themselves controlling more planets than their neighbors (R1-2). Our ambassadors’ reports were increasingly worrisome – war was brewing and they were unsure where it would break out. And while the Vuil’raith were clearly planning something, the Nekro had gone completely silent. Our scientists on Darien continued their research, our production teams added more ships to our fleet, and we all waited for whatever was coming next.

Having established a settlement on Mecatol Rex, I called for an inaugural council meeting with the other leading factions. At this first meeting, we took up a couple of interesting proposals and passed a new law implementing technology that allowed all Alpha and Beta wormholes to connect.

End of R2 scores: Yin(2), Yssaril(2), Nekro(0), Vuil’raith(1), Hacan(2)

R3 objective: Discover Lost Outposts (R3-1)

Pleased with the completion of the Van Hauge, the Blessed advised that our intel had intercepted some encrypted communications about an objective the other factions’ were working on – to conduct in-depth explorations of their new settlements and identify any undocumented resources, pockets of political influence, or technology specialties. Any gains discovered during exploration were to be documented and written up in attachments to the planetary profiles faction leaders kept on hand for reference. I was told to keep on the efforts to settle more planets than our neighbors and to emphasis exploration of any new settlements. I was to report back when I’d successfully identified at least two different planets with enhancements worthy of documentation attachments. There was no more mention of the monument, and I was glad to have that off my to-do list. I decided to hire some tech strategy consultants to help develop new tech that could aid our explorations.

Soon after I’d turned my attention to new settlements and exploration, the Nekro launched a direct attack on my fleet guarding Mecatol. I’m not the best negotiator and had been unable to secure the contractors needed to implement an imperial strategy, but holding onto Mecatol was still imperative for blocking the advancement of Nekro or the Vuil’raith toward Darien. Additionally, we had built a good rapport with everyone on Mecatol and their influence on the council was powerful. So I dug my heels in and fought. A couple of my destroyer pilots kamikazed their ships into the Nekro fleet, but it was not enough to stop them. They held the airspace above Mecatol while at the same time building their flagship in another production facility they controlled elsewhere (R1-1). Luckily for us, they underestimated the fortitude and persuasiveness of our infantry. We were able to turn at least one of their advancing infantry against them and through the strength of our troops, we held the planet. Still, they did not leave the system, so we had to make peace, at least temporarily, with their looming presence above us.

There was a skirmish between the Nekro and the Vuil’raith as well, and there also, the Nekro had come out ahead. After the battle, Vuil’raith regrouped and turned their efforts toward building their flagship (R1-1). Nekro had also been reported to be gathering relic fragments as they conquered and explored, only instead of holding onto them to reassemble a relic, our spies came back with word they were purging them (NS1). While all of this was going on, Yssaril was quietly continuing to settle and explore planets. Our spies kept a close watch on them and every step of progress they made was immediately relayed to the Blessed. Eventually, my superiors sent me a reprimand via encrypted message wanting to know why I still hadn’t made more progress with the attachments when Yssaril had already done so (R3-1). Worse, the Hacan commander had managed to submit 2 attachments for planetary profiles under their control (R3-1) AND build a monument to their leadership (R2-1). Now the Blessed were jealous and angry and every communication from them I received reflected that. I had faith in my strategy, but I was going to have to have something more to show for myself when I spoke with my brethren. When I got word from my construction team that we’d build a third space dock across our systems in record time (YiS1), I forwarded the progress report directly to the Blessed, hoping it would soothe them.

Another council meeting was called, and even though I wielded the most influence of any leader present, none of the proposed legislation before the council interested me much. Certainly nothing to really shake things up in favor of the Yin. I mostly abstained from voting and mentally prepared for my upcoming status report meetings with the Blessed.

End of R3 scores: Yin(3), Yssaril(3), Nekro(2), Vuil’raith(2), Hacan(4)

R4 objective: Raise a Fleet (R4-1)

I really wanted to implement the famous imperial strategy I’d heard so much about, as when a faction holds Mecatol, it’s especially rewarding for them. But you need the right experts who know how to do it and Hacan always managed to grab that team it each time their contract came up for renewal. One time, even after they’d agreed to go work for another faction, Hacan pulled out some fancy datahub tech and persuaded them to come back over to work with them. So I never got my turn with them. After my research consultants rolled off their contracts, I reached back out to our warfare experts who were on the market again. I wanted to bring them back under contract for guidance in troop redeployments. We had a problem with ship crews’ that fulfilled a deployment order and then wanted to rest on location for an extended amount of time before being redeployed. They’d gotten their union involved and it was a mess and I hoped the warfare strategy team could persuade at least one of our most essential crew teams to head back out sooner than they’d planned.

At my next status meeting, my brothers were frank with me. They were encouraged by my construction feat, but I was not back in their good graces yet. They told me I was to build my fleet up to 5 in at least one system (R4-1), but preferably in as many systems as possible. They were also interested in the spoils from the cultural planets my crews had been settling and asked me to have at least 4 under my control (YiS-2). I was easily able to do both of these things, and so our working relationship was going very well. With the Blessed giving me some breathing room, I took time for planning my own goals and priorities.

Hacan had been making a lot of noise about taking over Mecatol and the Vuil’raith leveraged the general atmosphere of distrust and anxiety to approach me directly about a potential alliance. It might be just what I reported before – that the faction knows how to say whatever you want to hear to get you on their side. But it also might be that the rumors of their all consuming evil were vastly overdramatized. All I know is they gave me some useful tech that allowed my production teams to go above and beyond their production limits. And I agreed to look the other way should they decide they wanted to stomp out Hacan or Nekro. And why shouldn’t I make such a deal? They never did anything to me or our people whereas Nekro had attacked us. There were also confirmed reports that the Nekro had built an impressive monument to themselves on one of the planets they had recently assimilated (R2-1). And Hacan needed to be stopped before they got any more powerful. Recently they had amassed 5 ships in one system (R4-1), won a battle with their flagship (HS1), and come to control enough planets to give them 12 influence votes on the council (HS2). No doubt the Blessed would have been thrilled with the Hacan commander, were he set up to answer to them.

At our third council meeting, Yssaril, Nekro, and Vuil’raith reported they now each had at least one 5 fleet system to serve as deterrents (R4-1) for aggression. Thank God I’d prioritized that myself or the Blessed would have really been up my ass. Nekro passed around pictures of the monument they recently built. It was absolutely hideous. I made no bones about saying so and they deflected with slander that I was just salty about their blockade of Mecatol. As we brought each agenda item up for consideration, Nekro pushed hard to get a seemingly dull law passed. I should have figured out their angle sooner, but I was distracted by the Vuil’raith who were on me to pay back that tech share by voting for them on an upcoming agenda item. At the end of things, the law Nekro was pushing was passed (NS2) and with my influence, the Vuil’raith was selected by the council as the elected beneficiary of a boost to their military operations (VS2).

End of R4 scores: Yin(5), Yssaril(4), Nekro(5), Vuil’raith(4), Hacan(7)

R5 objective: Command an Armada (R5-1)

In my next debrief with the Blessed, I told them all that had happened at the council meeting. I warned them especially of Hacan’s growing power, but they didn’t take me as seriously as I’d hoped. The Hacan had not attacked us in any memorable fashion (perhaps an accidental ship collision here or there) and wouldn’t it be better for them to come out on top versus Nekro or Vuil’raith, the destroyer of worlds? I didn’t have the heart to tell them I’d already made some preliminary deals with the the Vuil’raith. Their minds were made up on the more pressing threat. The Blessed presented me with my latest assignment – build up my fleet to 8 ships in a single system. A show of force to deter Vuil’raith and Nekro. I tried to remind them our great strength was in our infantry and holding the ground (especially with our Yin Spinner tech), not our pilots, but they didn’t care to listen. They sensed my reluctance and offered up double the cash incentive if I could get it done before the next council meeting. I told them I’d work on it, but as usual, I had other plans.

As always, Hacan lured away the Imperial strategy experts when they came off their contracts so I reached out to our on again off again leadership consultants. I also focused on settling more planets, including a few intrusions into Yssaril territory. They were in the midst of a monument building project (R2-1) and completely distracted so there was no retaliation even though I’d braced for it. The Nekro and Vuil’raith faced off against each other aggressively again. The tension between all of the factions was growing but despite our petty grievances with each other, all of us kept our eyes fixed on Hacan.

Just before the council met again, word came in that Hacan, Yssaril, and Nekro had each managed to build up a fleet of 8 powerful ships (R5-1) within a system they controlled. Dammit! The Blessed were going to be upset with me again. At least I’d settled enough additional planets to outnumber my neighbors as they’d asked me to do eons ago (R1-2). The Vuil’raith had done this also (R1-2), facing the increasing threat of the Nekro at every turn. While I didn’t have the fleet count the Blessed had asked of me, all my planet settling and incursions into Yssaril territory had given me control of planets in the same system as other factions (YiS3), which provided great accessibility for continuing covert operations. The Vuil’raith commander reported to me through back channels that Yssaril was creeping into systems neighboring their home planet in our galaxy (YsS-1). Yssaril had also formed a loose, informal alliance with the Nekro. Under friend of my enemy logic, that made the Yssaril a new enemy of the Yin.

The fourth council meeting was extremely stressful. Hacan was confronted regarding their massive fleet build up and asked of their plans. Instead of answering the question, they reminded us how they’ve always been generous in trading with us all, and how they had rarely shown any aggression. But we weren’t buying it. The continual build up of their fleet and infantry had to point to something big they were planning. Hacan was given a mandatory military reduction directive from the council. They would be sent back out from the council meeting with a limit of 3 command actions, 3 ships max in any fleet, and only permitted to conduct two strategic actions until we met again, unless they could gain more influence through better leadership. It passed by a wide margin, and I have to say Nekro looked especially pleased. As much as I fear and hate Nekro, I do not trust Hacan and the Vuil’raith commander had said that was wise on my part.

End of R5 scores: Yin(7), Yssaril(8), Nekro(7), Vuil’raith(5), Hacan(9)

R6 objective: Manipulate Galactic Law (R6-1)

Nekro announced a bold move – they had instigated a scheme their lawyers had crafted to force their consultants into an automatic follow-on contract. Each other faction was now doing the same, utilizing a fine print clause to make it so. I knew the Blessed would be disappointed if I released our teams, so I let our contractors know I was exercising the fine print as well and they belonged to us for a little while longer, whether they liked it or not. I needed to keep the Blessed content. My ears still stung from the berating comments my brothers had laid into me during our last status meeting following the fourth council. How had I let so many other factions get ahead of us on fleet size? Didn’t I see the danger? Did they need to replace me or could I get my head on straight and get us into a position of power? If Hacan or another faction were to take control of everything, there was a good chance they’d shut down our genetic cloning operations. They were prejudiced against our ways. They didn’t understand the threat of Greyfire.

It was true that Hacan was exceedingly close to seizing control of everything, but I couldn’t see an easy path for me or my fleet to stop them. Perhaps if I had built up the fleet as the brothers had ordered, but it was probably too late for that to make a difference now. What I did do, was send a message out across all channels – even to the Nekro – that I pledged my support in temporary alliance to all who would seek to destabilize Hacan.

Nekro moved first, easily taking control of multiple Hacan systems (although Hacan managed to hold the planets). Vuil’raith charged in next, infiltrating the Hacan home system and taking an entire planet hostage until Vuil'raith agreed to stand down.

Meanwhile, I’d gotten an urgent dispatch from the Blessed. If I couldn’t take Hacan out militarily, the Blessed counseled that I needed to gain enough influence to impose even greater consequences on them during the next council meeting. To do this, according to their calculations, I needed to amass at least 16 votes of influence. So while all of the military operations against Hacan were going on, I moved into more of Yssaril territory to capture more planets so that we’d have a greater voice on the council. I also made a far reaching jaunt into Nekro systems thanks to one of our command heroes. I was bound and determined to collect enough planets under Yin control so that I would have the strength to stop Hacan. I also prioritized building out our fleet to 8 ships (R5-1). Better late than never.

Just before the fifth council meeting, both Vuil’raith and Nekro publicly announced they’d raised enough influence among their settlements to be in a position to heavily influence the next wave of galactic laws (R6-1). Nekro had also beaten up Vuil’raith badly in an anomaly (NS3) equidistant between their areas of control. And Yssaril had brought in a report of some new strategic tech they’d adapted (YsS2). As for Hacan, they came into the council meeting with their head down and shoulders slumped. They hadn’t been able to accomplish much of anything lately with the constant onslaught of attacks from all sides and the Vuil’raith hovering over their home planets. Did I feel sorry for them though? While I considered it, the Vuil’raith commander gave me a wink across the table. No, I did not feel bad for them at all. Yssaril proposed we give an official support of power vote to the faction that most aided the Hacan disruption. We were all in favor of that and passed the measure, but when it came time to decide who should receive the award, there was contention. Nekro made a good case for themselves, but we felt the honor belonged to the Vuil’raith and gave it to them instead (A1).

End of R6 scores: Yin(9), Yssaril(9), Nekro(10), Vuil’raith(7), Hacan(9)

R7: Subdue the Galaxy (R7-1)

I took news of all these developments (leaving out the wink from the Vuil’raith commander) back to the Blessed. They were extremely happy to hear the Hacan had stalled, even if it was temporary. We discussed the new problem – Nekro was gaining power and now they were on the verge of becoming unstoppable. In fact, they had assimilated not only our faction tech but Hacan’s! They were now able to seize control of any strategic contract team when needed during strategy contract negotiation windows. We could be faced with Hacan peeling away imperial strategy experts away from us and then Nekro peeling them away from Hacan. I told the Blessed that we had one last hope. The latest round of contract negotiations was approaching, and I was slotted last to recruit. My plan was to grab some strategic contractors who weren’t of any value to Hacan, but whose priority rank meant that I’d be given audience in my bid for total control before the other council members. If we could prove ourselves worthy, we could take control of the new empire before any of the other factions even got up to speak. I explained this would be possible because Yssaril always preferred to hire research contractors, Nekro would hire imperial strategy experts as it was the only way for him to win ultimate control, Vuil’raith would hire whomever they chose (they weren’t a threat to us), and then Hacan would take something they didn’t care too much about that was a higher number and then force Nekro to switch. The Blessed approved of my plan and suggested I continue to settle new planets – at least 11 outside of Darien – to give me firm footing on seizing total control. They didn’t have any new secret objectives to hand down to increase my power, but they said intel reports advised some of the relics could increase my power if I happened upon the best ones.

When strategy consultant negotiations began, I found I was wrong about Yssaril – their commander hired warfare experts instead of tech. But I was right about Nekro. And Hacan chose to hire tech experts instead of stealing away the imperial experts from Nekro. This was probably because they realized Nekro would just lure them back. So I hired some trade experts, knowing Hacan would not want to steal them from me. It was hard to leave the leadership consultants on the table, but I couldn’t risk losing them to Hacan if I hired them.

Based on my hiring choices, I held a better initiative than anyone else in the council except Vuil’raith. If everyone could just keep Nekro held back until the council was ready to meet again, and if I managed to find a powerful relic, I could seize control for the Yin.

With limited command actions due to a lack of leadership strategy consultants, everyone was careful with their actions. Except for the Yssaril of course, who kept stalling, as is their way. The faction commanders plotted in the open how to stop Nekro. It wasn’t going to be that hard. They didn’t have a massive fleet yet (they had the capacity but not the build out), nor did they have 11 planets outside their home system. They’d have to work for either. And work for them they did, but they were stymied at every turn by the Vuil’raith and perhaps once even by myself. The Nekro commander boasted about finally having more planets than their neighbors (R1-2), but that was truly too little, too late. Having neutralized the Nekro, and seeing the Hacan was still too weak to assume power, everyone’s attention turned toward Yssaril and our people, the Yin. It looked hopeless for me, so the focus remained on Yssaril who still held secret objectives that could bring them a measure of power.

I spent my time shoring up troops and ships on Mecatol and Primor, and as I turned in a handful of relic fragments, I prayed for a power granting relic. Nope. I pulled a relic that allowed me to destroy a planet. I would have to eventually face my Blessed brothers and explain to them why I had failed. My hopes dashed, I sent out my trade consultants. At least I could gather some trade goods to bring back to Darien. To my surprise, Hacan offered to give me 6 commodities in exchange for 2 trade goods and 2 commodities. It seemed to be for no particular good reason, but I suppose they needed the trade goods to continue rebuilding their fleet. They were not giving up yet on themselves. I accepted the trade as they truly seemed repentant and in no position to harm me.

To finish things up what I assumed would be my last tour of duty, I looked for a high value target to destroy. Something with a lot of infantry or some structures. Then, at least I could tell the Blessed I went out with a bang and the event would be listed in my biography. I found it in a Vuil’raith system adjacent to their home. I called a 1:1 meeting with the Vuil’raith commander. While he watched, I unrolled a map of our galaxy and pointed to one of the planets bordering his home system. “I choose this planet”, I announced, as I showed him mercy with an advanced warning to evacuate. With a horrified look in his eyes, the Vuil’raith commander said, “Please don’t”, and pledged the support of the Vuil’raith for a Yin Brotherhood throne (SFTT1). Adrenaline surging, I agreed in earnest. I had not seen this coming and it was going to make all the difference.

Suddenly the factions were buzzing again. We picked up the chatter on every channel we interception. Now *I* would have the first audience in a bid for the thorne. I had 12 planets outside my home system, proving the Yin brotherhood worthy of ruling. Could they stop me? Only Nekro and Yssaril were still under normal operations at the time; the Vuil’raith and Hacan leaders had gone on holiday until our next council meeting. Vacation or not, they were still in communication with Nekro and Yssaril. Scheming together, the entire council plotted against me. They tried to work out the easiest planets to take from our people to bring our planet count below 11. Nekro made an incursion into one my systems and took a planet. Then came wave after wave of Yssaril attacks. After reducing our territory to just 9 planets outside our home system, there was a pause. The pause and the realization I had been calmly waiting for. The Yssaril commander called for a 1:1 with me, and when I arrived she wanted me to answer a burning question. Had I already submitted proof to the Blessed that I had completed the objective I’d been given to produce 16 votes of influence? “I have not”, I replied with a smile. “And how much influence does the Yin hold at this moment?” “TWENTY-SIX votes of influence”, I replied, with an even bigger smile. There wasn’t enough attacking and stalling in the world for Yssaril to knock us down below 16. I could buy 9 votes in trade goods alone, 4 from my heavily guarded home system patrolled by our suicide leaning flagship, and much more spread across the 6 or seven systems I controlled.

The Yssaril commander studied the situation from every angle. It was impossible. She had overlooked the key information – that I had finished my last tour of duty meeting both public objectives and she’d only stripped one of them from me. There was nothing she could do. She ended her tour of duty, dejected. Just before our next scheduled council meeting, Vuil’raith called a press conference on the steps of the council building to announce that they had won a measure of power by completing a secret objective they’d been given. (VS3). He also announced he had two planets with attachments under his control (R3-1). The crowd cheered for him. Everyone was really warming to these alleged monsters of the galaxy. And then I took to the steps and announced that our faction - the Yin brotherhood - who had peacefully resettled Mecatol and reinitiated the galactic council, were leaning on our 16 votes of influence to seize complete and total control of the galaxy. A gasp was heard from the crowd. And then cheering. Immense cheering from all sections of the crowd.

And that is how Yin took the unexpected Win.

End of R7 scores: Yin(12), Yssaril(9), Nekro(11), Vuil’raith(10), Hacan(9)




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A Certain Number of Things - Thing Seven

Alt Text. Two elephants, conferring.




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As Someone Quite Rightly Points Out, Actually an Entirely Uncertain Number of Things - Things Eight and Nine


Alt Text: Two dog walkers, walking two dogs. (It looks as if I've whimsically made it look like one of the dogs is interested in a butcher's signboard advertising sausages, but actually it wasn't me who did that. It was the dog.)




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TIFF Day 7: Concert Films are the New Concerts

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.

Williams, a recording artist, also supplies the score. The kinds of films that play at the festival often economize by favoring black credit  screens over full title sequences, so it’s always a bracing change of pace to see a well-done one. The title sequence for this not only delivers a welcome jolt of mood and energy but does a lot of the storytelling work that would otherwise have to be done with expository dialogue.

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.

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.

David Byrne has always been a hugely important artist to me, but I was surprised how moved I was to get to feel that I was at a live concert.


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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TIFF Day 8: Cottage Country Art-Horror

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.

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.

The doc starts by tackling apparently public-minded initiatives as Trojan Horses for privatization. It is a Crave Original. Crave, Canada’s premium cable/streaming service, is a division of Bell, one half of our reigning telecom duopoly and the lead sponsor of the Toronto International Film Festival

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.

Many years the power of coincidence throws up an unintended motif running through many of the movies we pick. Past examples have included cats, stress vomiting, animal slaughter, and teddy bears. This year’s motif: plastic bags as a suffocation weapon.

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.


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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To Earth with Love :: Take 20% off all World Maps!

Show your love for Mother Earth this Earth Day! For the month of April, take 20% off our entire line of World maps. All proceeds from the sale will go to support the Society’s many worldly causes. Use code EARTHLOVE09.

Take 20% off All World Maps!
1. Visit natgeomaps.com/vip
2. Register with your email address and the code above in the "New Member Registration" area.
3. Enter the required information and create an account.
BUY NOW ›




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Our National Parks, Part I

In honor of Ken Burn's documentary, "The National Parks, America's Best Idea," coming this fall, we're highlighting a few of our nation's topographic treasures.













This week: Yosemite National Park (Courtesy of National Geographic Traveler)
Location:Located in the Sierra Nevada range of California, the park is 195 miles east of San Francisco and 276 miles north of Los Angeles.

Vital Stats
Nearest airports: Fresno-Yosemite International, located 2.5 hours north on Highway 41. The San Francisco International airport is four hours east of Yosemite.

Established: Yosemite National Park was established in October 1890. Prior to the National Park Service (NPS), Yosemite was managed by the state and local congress. After the formation of the NPS, Yosemite Valley and the Mariposa Grove were reinstated in 1906 back to the federal government to be included in the management of the NPS.

Size: 761,266 acres
Park website: http://www.nps.gov/yose/
Snapshot: Recognized as a World Heritage site in 1984, Yosemite National Park covers over 745,000 acres of pristine wilderness filled with staggering cliffs, lakes, rivers, meadows, and a wealth of biological diversity. A haven to nature enthusiasts, artists, and families alike, the park is home to 800 miles of hiking trails, the tallest waterfall in the United States and the renowned giant sequoia groves.

Did You Know?
Towering more than 350 stories above Yosemite Valley, El Capitan is the largest exposed granite monolith in the world. By late August, Yosemite Falls are usually dry because the natural wonder relies solely on snowmelt. The peak flow is in late May and the falls return around October when the snow reappears. The park’s giant sequoia trees can live to be over 3,000 years old.

Scenic Drive
Approximately 48 miles in length, the Tioga Road is the most popular drive in Yosemite National Park. The road is the highest in the region, peaking at 9,945 feet at the Tioga Pass. The route winds through high peeks, meadows and creeks, allowing travelers to get a special view of the abundant wildlife in the park. Detour off of the main road to paths less traveled, including White Wolf, Siesta Lake, and the Red Fir Forest.
Read more...


You can explore, navigate, and create custom maps of 25 of America's National Parks with our digital mapping software, on sale for a limited time here: http://tinyurl.com/owy2x8




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Our National Parks, Part II

With the kickoff of Ken Burn's documentary series, "The National Parks, America's Best Idea," we continue our highlight of a few of our nation's topographic treasures.


This week: Grand Canyon National Park (Courtesy of nationalgeographic.com)
The road to the Grand Canyon from the south crosses a gently rising plateau that gives no hint at what is about to unfold. You wonder if you have made a wrong turn. All at once an immense gorge a mile deep and up to 18 miles wide opens up. The scale is so vast that even from the best vantage point only a fraction of the canyon's 277 miles can be seen.

Nearly five million people travel here each year; 90 percent first see the canyon from the South Rim with its dramatic views into the deep inner gorge of the Colorado River. So many feet have stepped cautiously to the edge of major overlooks that in places the rock has been polished smooth. But most of the park's 1,904 square miles are maintained as wilderness. You can avoid crowds by hiking the park's many trails or driving to the cool evergreen forests of the North Rim where people are fewer and viewing is more leisurely.

The Grand Canyon boasts some of the nation's cleanest air, with visibility averaging 90 to 110 miles. Increasingly, though, air pollution blurs vistas that once were sharp and rich hued. Hazy days have become more common, with visibility dropping as low as 40 miles. Haze from forest fires and pollen has always been present, but the recent increase is traced to sources outside the park, like copper smelters and urban areas in Arizona, southern California, and even Mexico.

read more ...

Coming Soon! Explore the wondrous Grand Canyon National Park with our new Trails Illustrated trail maps.




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Map Resources for Earthquake in Japan

As a result of the devastating earthquake in Japan early this morning, National Geographic has received requests for maps that show the impacted region. Below is a complete list of titles that are currently available:

1. Japan and Korea Wall Map

2. World Ocean Floor Wall Map

3. Hawaii State Wall Map

4. Alaska State Wall Map

4. World Classic Pacific Centered

5. Oregon State Wall Map

6. California State Wall Map

7. Washington State Wall Map

As this event further unfolds, we shall update the map resources list accordingly.




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Cuba on My Mind - Part II : Hitting the Geographic Jackpot








I have been assigned the task of researching and compiling our forthcoming map of Cuba. During the early stages of my research, I hit the cartographic jackpot—the possibility of two new provinces forming in 2011. Not only were we going to be publishing a map of Cuba for the first time since 1906, we were also going to be among the first to showcase its new administrative structure. This is considered an exciting event for cartographers here at the National Geographic. Why? Because before any element is mapped, we need to assure that it portrays the most up-to-date information.

My first stop was Cuba’s official government website. Unfortunately, it was a bit difficult to navigate, especially since the English version of the site was “under construction.” My next stop was the Cuban Embassy—well, not exactly since Cuba and the U.S. have not had formal diplomatic relations since 1961. But there is the Cuban Interests Section embedded within the Embassy of Switzerland here in Washington. It was there that I was able to obtain the official document (Gaceta Oficial de la Republica de Cuba, No. 023) spelling out the upcoming changes to Cuba’s new administrative divisions—Artemisa and Mayabeque provinces.

As Cuba is organized administratively by province and municipality, we were able to delineate the new provincial boundaries pretty easily by using a map of municipalities contained in the most recent Nuevo Atlas Nacional de Cuba. In the latter stages of my research I was able to reconfirm the delineation of these boundaries with the Cuban statistics office, La Oficina Nacional de Estadísticas, as they were now providing statistics for these two new provinces.

Now I have to keep abreast of the deepwater oil exploration off the northern coast of Cuba. If possible, we would like our map to also showcase the location of such prospective oil fields.

—Julie A. Ibinson
Map Researcher & Editor
National Geographic Maps








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All-time reaction to coaching ‘disaster’; Steph’s stunning clutch moment: NBA Wrap - Fox Sports

  1. All-time reaction to coaching ‘disaster’; Steph’s stunning clutch moment: NBA Wrap  Fox Sports
  2. Bike rides and Balkan music: Klay Thompson is embracing a fresh start with the Mavericks  ESPN Australia
  3. 10 unforgettable Klay Thompson moments with Warriors ahead of return  NBA.com
  4. Dub Hub: Warriors players share ‘welcome back’ messages for Klay Thompson’s return  Golden State of Mind





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Cop 29: Leaders to address summit after report finds climate pledges not kept – live updates - The Guardian

  1. Cop 29: Leaders to address summit after report finds climate pledges not kept – live updates  The Guardian
  2. Live Briefing: Greta Thunberg calls site of COP29 climate summit ‘beyond absurd’  The Washington Post
  3. COP29 gets underway in Azerbaijan  ABC News
  4. Oil and gas are ‘a gift of God’: COP29 leader  The Australian Financial Review






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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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Rapport.

Now and then I hit a wall with my calling. That's when its time to hit the bookstore. Two of my recent purchases are: "The 7 Seven Triggers To Yes" (The New Science Behind Influencing People's Decisions),by Russell H. Granger, and Perfect Phrases For The Sales Call" by William T. Brooks.

I'll write a short review of each in another post; its enough to say now that each of these books affirmed my experience as a fundraiser. phone donors give to people who can quickly establish rapport and credibility with them and, if time is short, then by all means choose rapport only.

So how does a Fundraiser build rapport in the first ten seconds of a call and secure a donation by the third minute? Here are my thoughts.


10) Speak with people, not at them. Telling strangers what they should do hardly ever works.

9) Allow the donor to speak. Don't interrupt or override, especially if a person is initially hostile. become a sounding board and allow the donor to vent long enough for you to understand their mindset. understanding and confirming a persons concerns is the quickest way to alleiviate those concerns.

In the case of repeat donors, you're allowing a person who has committed themself to a cause having little to no input over how their chosen organization carries out its work. A Fundraiser is often the only point of contact with an organization that a donor will ever have.


8) Know your cause. inside and out. study the issues and be prepared to be questioned on them. Memorizing a script isn't enough. internalizing key points won't allow you to speak with the authenticity of someone who knows a cause. In the first minute of a call many donors can tell the difference between a fundraiser who has memorized talking points and one who is a kindred spirit.

More to come...




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Asking High; the art of the proper fundraising ask.

When asking for a pledge, the fundraiser has many informational advantages over the donor. Simply asking for the proper amount ensures that a donor will consider giving at the level you request. Starting out with a sufficiently high donation request amount allows you to find your donors preferred level of giving as rather than targeting the amount which is the lowest possible amount that a donor can possibly give to your campaign.


If a donor could give more to their charity, they probably would. When donors who maintain a strict charitable budget and give a fixed amount annually hear requests for support that are above the amount which they are willing to give, they let fundraisers know just how much they are willing to give and when they intend to give it. In the rare event that a donor is offended by large or additional requests, a skilled fundraiser can apologize for the offense and leave the donor feeling good about the level of support which they do give.


There is no downside to “asking high”.




Becoming a better fundraiser is a continuing process. There is always more to learn and more skills to master.

The conclusion to this article will be posted here in the coming days.




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Quick Rapport Technique.

As most fundraisers know, building rapport with donors keeps them on the phone and listening to your request. Rapport isn't a clever trick; it is a means of showing donors that you are interested in them and that you have at least some small things in common. We build rapport in almost every conversation we have whether on or off of the phone. Building rapport with someone you've just called for the first time can be a little harder, but it is certainly possible.

One simple technique for rapport building is knowing the state nicknames or motto's of the states that you're dialing into. Asking a donor how things are going in the Equality State rather than simply how things are going, makes your question more intimate. Donors really do open up when you take a personal interest in them. Listed below are the state nicknames.

StateNickname(s)
 Alabama
(No official nickname)[1]
 Alaska
 Arizona
 Arkansas
 California
  • El Dorado State
  • The Golden State[12][13] (previously used on license plates)
  • The Land of Sunshine and Opportunity
  • Golden West
  • Grape State
  • Land of Milk and Honey
  • Land of Fruits and Nuts
  • Where Stars Are Buried
  • The Cereal Bowl of the Nation
  • The Eureka State [14]
  • The Bear State (or Republic)
  • The Sunshine State (in disuse) (c.f. FL)
 Colorado
 Connecticut
  • Constitution State
  • Nutmeg State
  • Charter Oak State
 Delaware
 District of Columbia
 Florida
  • Alligator State[25]
  • Citrus State[citation needed]
  • Everglade State[25]
  • Flower State[25]
  • God's Waiting Room
  • Gulf State[25]
  • Hurricane State[citation needed]
  • La Florida
  • Manatee State[citation needed]
  • Orange State[25]
  • Peninsula State or Peninsular State[23]
  • Sunshine State (currently used on license plates)
  • Tropical State[Full Article

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    Whimsical surnames, part 2 (again mostly German)

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




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    USGL annual report for fiscal year 2022 published

    The U.S. Grand Lodge O.T.O. annual report for fiscal year 2022 has been published. This and all previous annual reports can be found here.




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    Happy birthday to me! (44)

    Hello and howdy. I usually describe myself as turning the "ripe old age of so-and-so" on my birthday posts, but I may need a new adjective as I'm solidly in my mid-40s, now (44). Perhaps "fermented." The birthday's come and gone without incident, although there were minor contemporaneous incidents:

    Still in the math hole. It might be an infinite hole. Trying to get out. But I have improved my console fonts and ANSI color libraries and GPU programming skills, at least. I was very pleased that a recent release of NVIDIA drivers came with a brand new updated OpenCL, which I previously assumed had been abandoned like so many computer things that I become fond of. Kudos to whoever at NVIDIA pushed on this. I am making myself laugh privately to myself (well, no longer private now) by imagining someone who spells it out like an acronym, N-V-I D-I-A.

    Also, like usual, I ran the Pittsburgh Great Race, a mostly-downhill 10k. No encumbrances this time. I've been in good shape this summer, but I got sick last month and it set me back a bit, so this wasn't a star performance. Still 43m22s is not too bad and I didn't push myself all that hard. Fewer minutes than years old.

    The new GPU is mostly for math, but I wanted to try it out for its Intended Purpose, (N)Video Games. So I played through Far Cry 6, which was okay. I liked it better than 5, which among other things had a bunch of technical problems (this one was much smoother and more stable), but I probably should have read my review of that game before downloading, as I say something like "I should probably stop playing this series." Still slowly savoring Tears of The Kingdom, which remains great. I also started Return To Monkey Island. I loved the first two in this series, but couldn't get into the later sequels; of course I'm interested in giving this one a shot since it's made by the original designers (and I did like Thimbleweed Park). Too early to render a verdict, but I did like how they deftly handled the canonicity of the end of 2.

    Then there's this: I think this is Taylor Swift wearing a homemade t-shirt of her "Pegicorn" (sometimes "Pegacorn"), a Unicorn-Pegasus hybrid. The text is in my font Action Jackson:


    Taylor Swift Pegicorn (Action Jackson font)


    You can also see this drawing/font at the beginning of the "Making of" video for You Belong With Me". I think she posted this to twitter in May 2009, but somehow I'm unable to find an archive of her tweets from this time (inconceivable??).




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    Winter sports on the BBC

    Ski Sunday will be back for the 2011/12 season




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    Winter sports awarded investment

    UK Sport announces a large investment in British Ski and Snowboarding to be spent in the run-up to the Sochi 2014 Winter Olympics.




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    BORROWED TIME release and launch photo report!

    As of November 10, 2015, BORROWED TIME (the sequel to CHRONAL ENGINE) is now available in bookstores everywhere as well as online (in hardcover and ebook)!  Signed copies are available from BookPeople.

    In an article titled, 'Borrowed Time' mixes paleontology and fantasy, Saturday's Austin American-Statesman had a great review of BORROWED TIME, stating it's "a slam-dunk for dinosaur aficionados and will appeal as well to those who are fans of literary time travel and outdoorsy adventure."

    Sunday was the launch party at BookPeople! I had great fun doing a presentation discussing the connections between the book, Charles Umlauf, dinosaurs, Johnny Weissmuller, and me (really).

    The dinosaur standees for the photo booth were a hit, as were the refreshments including water, soft drinks, wine and cheese, and crackers. (The wine, from the Languedoc region of France, is made from grapes grown in Cretaceous clays where dinosaur fossils have have been found).

    But the real eye-opener was the mosasaur cake by author/cakelustrator Akiko White. About two feet high, it featured a mosasaur sculpted from modeler's chocolate on a chocolate cake base with buttercream frosting! She'll be doing a youtube video on the making of it soon (and I'll link when it's available).  Suffice to say that still pictures don't do it justice -- it was mounted on a motorized turntable and illuminated with a blue strobe that made it look like it was underwater!

    Here are the pics:

    Me and cake

    Carmen Oliver and T.rex
    Akiko assembles! (photo courtesy Akiko White)
    Presenting (photo courtesy Akiko White)
    Cake!
    Refreshments
    Signing
    Frances Hill and Lindsey Lane (photo courtesy of Shelley Ann Jackson)
    Shelley Ann Jackson and Lindsey Lane (photo courtesy Shelley Ann Jackson)
     Many thanks to BookPeople for hosting the event, to everyone who came for the event, and to everyone who helped out: Akiko, for making the awesome cake; Cynthia Leitich Smith; Carmen Oliver; Lindsey Lane; Shelley Ann Jackson; and Cory Putnam Oakes!

    Cake topper in its natural habitat






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    For parts: Lunar rover, never used

    NASA has canceled VIPER, a rover designed to seek out water ice and other resources in the lunar south pole.




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    Does Jupiter protect Earth from asteroids and comets?

    Jupiter has often been thought to protect the inner Solar System from asteroids and comets, but new research has shown that the giant planet may actually increase the risk of an impact.




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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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    A billion dollars short: A progress report on the Planetary Decadal Survey

    NASA is underfunding planetary exploration relative to recommendations made by the National Academies Decadal Survey report, resulting in mission delays and cancelations.




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    Extraterrestrial artifacts

    Could the Solar System host traces of other intelligent life?




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    Earthlings as aliens

    Looking at life on Earth from another perspective.




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    New insights into asteroid properties: A STEP Grant update

    A Planetary Society-funded project to understand asteroids achieved its main goals and scientific objectives this year.




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    Journeys worth making

    Perseverance faces a hard climb, but New Horizons proves it’s worth going the distance.




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    Uncharted Supply First Aid Kit




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    War for Cybertron game






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

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


    Skyfire brings the rain.



    • War for Cybertron
    • War for Cybertron.

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    The Armies march to Partizan

    The last Dwarf base done just in time for the big weekend. It's the Other Partizan show this weekend and I'll be there with my armies. So if you fancy seeing a massive Hobbit battle...pop along.

    The battle will be fought using the new Midguard rules by James Morris. It proves to be a great Sunday especially if you're a Tolkien fan.

    Today I have collect everything together and pack it as best I can to stop any travel casualties. I have always painted my figures to play at home so have never magnetised them onto metal sheets.

     I'm going to rely on nonslip matting and bubble wrap to get them there...I'm planned for a few accidents by hopefully, touch wood, all will be okay. It's been a lot of last minute painting but I'm looking forward to it.

    Most of these Dwarves are old sculpts from Nick Lund.
    That Reaper figure jumped the painting que and made the last company to leave the Iron Hills.

    A couple of last minute Bolg bodyguard bases. I had planned to do more but time caught up with me. At least all the important stuff is done, like Beorn and the Eagles.
    A coat of gloss on weapon edges and armour helps to catch the eye on the metal work. Dwarves are master smiths after all, their armour and weapons would be of high quality.

     Come along on Sunday it would be nice to see you.



    Finally the two meet, Bolg and bigger Beorn.
    My old Beorn figure is dwarfed by the new addition. The new bear has a lot more presence to him and should look the part on Sunday.



    • lord Of The Rings
    • lord Of The Rings.

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    Partizan set up

    well, we made it safe and sound. James Morris has done a fantastic job on the Lonely mountain.
    My figures are on the board and will be joined by many others tomorrow from other collections.

     The 'really useful boxes' certainly earned their name today.



    • lord Of The Rings
    • lord Of The Rings.

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    The Battle of the Five Armies at Partizan.

    well...what a bloody marvellous couple of days I've just had. Taking all my figures to a show for the first time was a little nerve racking, but the effort really paid off. I had an excellent time and met some great new friends too in the process.
    The board and mountain were excellent too, crafted by the talented James Morris. I had never deployed my whole army in one go before, so what better time to do it than on a set up like this. Everything seemed to come together perfectly.
    I started my battle with the orcs at the bottom of the hill advancing across the mountain river. However, due to my terrible dice rolling and the luck of the Elves, I was cut and shot to pieces. It wasn't long before my tattered ranks were tumbling back through the freezing water. The Elves just had time to redress their lines before another dark wave of Goblin folk arrived.
    I love the walled up gate that James made, the little gaps in the stonework were perfect. It really reminded me of one of Alan Lees illustrations. Also a very clever use of silver fabric for the river...very effective!

    The Eagles arrived later in the game and swept the Goblins from the mountain sides. The game was masterfully run by David Hunter, who made sure the flo was just right.
    My Eagles looked very realistic on the slopes of the mountain too, better than I had hoped for. The extra poses were well worth collecting over the last ten years. The flying ones on stands were a very recent purchase and they really stood out.
    The game in full flo, it drew a big crowd and it was great to talk figures with people. A lot of people wanted to know where I got my Orcs from and of course the answer was...everywhere. Also the amount of plastic model kits used was very hard to calculate. Just about every Dark age and Fantasy box set all mashed up and mixed together.



    I love my Wood elves after lovingly creating each one individually and got a huge buzz from seeing them in action. I didn't really care they were cutting my forces to ribbons, just seeing them used in anger was enough for me.
    Hordes of Goblins still plagued the mountainside, their numbers were too much even for the Eagles.
    Thorin was cut down by Bolg's bodyguard as he tried to cut through their great shields. Bard of Laketown too, fell to the hacking Goblin blades. Dain of the Iron hills was holding his own but was badly wounded. At last it seemed like the Free people's luck had run out. 
    Then with a roar like a thunderclap Beorn burst onto the scene. He tore through the Goblin ranks and made his way to Bolg. Approaching the rear of Bolg's bodyguard he shattered their formation.

    It was at this point the Orc's morale was lost and the game was called. The rules were James' new Midguard ones and were perfect for this Dark age epic clash of men and monsters.

    I had a great couple of days and it was a real treat to get out and do something exciting like this. To my amazement I didn't suffer any spear snaps of breakages and everything survived intacted. I was expecting a few casualties and had even taken a little repair kit but didn't need it.

    Dain's Iron hills Dwarves push the Goblins from the ridge, supported by a group of Lake men.
    An earlier shot of the swirl of battle.
    The nine Black riders with their Dark lord 
    My beloved Silvan elves holding their own against ravaging wolf packs.

    I said it once, I'll say it again, what a bloody marvellous couple of days!

     I'm sure I'll have some more pictures soon to post on here of the day...
     




    • lord Of The Rings
    • lord Of The Rings.
    • War games