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The new fascism is the woke industrial complex consisting of big US corporations and the big governments of China and the United States

And so that is what I call the birth of this woke industrial complex. It is a new leviathan, a new monster, that is far more powerful than what Thomas Hobbes might have envisioned 400 years ago, and it is the biggest threat to individual liberty today. It is not big government alone. Its conservatives are reciting lines that they memorized in 1980, thinking that big government was the threat to individual liberty. Maybe it was in 1980. It's not today. It is this new hybrid of big government and big business and big government not just in the United States but big government in places like China, co-mingled with big business creating the actual threat to our liberty and our prosperity. Continue reading




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The media participated in a lying campaign to influence a political election

Glenn Greenwald: "So you have huge number of journalists who believe that, they have the right to lie and even when they get caught, they don't care because they know their audience won't hold it against them." Continue reading




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

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




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Новое видео CARBELLION

Spaces, новое видео CARBELLION, доступно для просмотра ниже.
#Carbellion
Видео: https://www.youtube.com/watch?v=s6lQ6sZwH4w




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Новое видео STRANGER VISION

Fly, новое видео группы STRANGER VISION, доступно для просмотра ниже. Эта песня взята из альбома FAUST Act I: Prelude To Darkness, выпущенного восьмого ноября:
#Stranger_Vision #StrangerVision #PowerMetal #Power_Metal
Видео: https://www.youtube.com/watch?v=-lacVqguYOA




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Новый альбом DESTRUCTION выйдет весной

DESTRUCTION сообщили о том, что новая пластинка получила название "Birth Of Malice", и будет выпущена в марте на Napalm Records. За оформление релиза отвечал Gyula Havancsák. А уже в четверг намечена премьера нового клипа.
#Destruction #ThrashMetal #Thrash_Metal




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If you want to reduce ChatGPT mediocrity, do it promptly

My son Cole, pictured here as a goofy kid many years ago, is now six feet six inches tall and in college. Cole needed a letter of recommendation recently so he turned to an old family friend who, in turn, used ChatGPT to generate the letter, which he thought was remarkably good. As a guy who pretends to write for a living, I read it differently. ChatGPT’s letter was facile but empty, the type of letter you would write for someone you’d never met. It said almost nothing about Cole other than that he’s a good kid. Artificial Intelligence is good for certain things, but blind letters of reference aren’t among them. The key problem here has to do with Machine Learning. ChatGPT’s language model […]

The post If you want to reduce ChatGPT mediocrity, do it promptly first appeared on I, Cringely.






Digital Branding
Web Design
Marketing




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Apple’s Vision Pro headset is a hobby. Why won’t Tim Cook say that?

I’ve been following the press and social media coverage of Apple’s pricey new Vision Pro Augmented Reality headset, which now totals hundreds of stories and thousands of comments and I’ve noticed one idea missing from all of them: what would Steve (Jobs) say?  Steve would call the Vision Pro a “hobby,” just as he did with the original Apple TV. You know I’m correct about this. And the fact that Apple hasn’t gone for the H-word and no other writers are suggesting it is the topic of this column, not the Vision Pro, itself. It would appear that nobody at Apple has the balls to call the Vision Pro a hobby, which is to say it is not expected to make a profit for the […]

The post Apple’s Vision Pro headset is a hobby. Why won’t Tim Cook say that? first appeared on I, Cringely.






Digital Branding
Web Design
Marketing




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Unfinished Article: Optimization and Fragility

Have you ever found something you started writing but never finished? Here's something I started in October 2014. I've just rediscovered it in July 2020....






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HPT Treasures: Practical Situational Awareness

I posted about Situational Awareness at HPT Treasures today. What I didn't say in that post was that I've experimented with a few different methods...






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Constrictions in Components Supply Support Higher Prices

Years ago we were doing some work in the roofing business. In one study, we were working on the asphalt shingle roofing manufacturing business. At the time, this was a terrible business. Returns were low, growth rates were modest, at best, and there was a good deal of overcapacity in the industry. Then the industry caught a break. A shortage in asphalt developed. This shortage of asphalt rolled through the asphalt shingle plants and restricted their output. Immediately, prices jumped, returns became attractive and industry participants breathed a sigh of relief. Unfortunately, this asphalt shortage did not last very long. The industry shortly returned to its previous hostile condition. (See the Perspective, “What Ends Hostility?” on StrategyStreet.com.)

A shortage in any component, or labor, will restrict industry capacity and tend to raise prices. A labor shortage is, in part, responsible for some of the high prices in mining today. Miners work in areas that are often hard to reach. They also are skilled employees. The run-up in commodity prices, especially those related to ores such as silver, gold and copper, has increased the demand for these skilled miners. In addition, the mining industry faces competition for skilled workers from the oil and natural gas industries, which are also growing.

Mining companies are now going to great lengths to attract and retain these skilled workers. Some of these miners are now earning 25% more in compensation than they were a year ago. Some companies are flying workers to and from remote mines. For example, BHP Billiton plans to fly 500 workers from Brisbane, about 500 miles away, to a coal mine site that they are opening and then fly them back home after a couple of weeks.

If this commodity boom continues, the industry’s total capacity will be determined more by labor availability than by its more traditional measures of capacity. (See “Audio Tip #117: Capacity Constraints and Pricing” on StrategyStreet.com.)




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Cost Reduction by Redesigning the Product

Over the last several years, we have studied many examples of cost reduction initiatives to improve productivity and create economies of scale. In simplest terms, there are four actions that improve productivity and economies of scale. First, reduce the rate of cost you pay for an input. Second, reduce the inputs that do not produce output. Third, reduce unique activities or components in products and processes by redesigning the products and processes. Fourth, spread fixed cost activities over new product output. The cellular telephone carriers are introducing measures to reduce their costs by redesigning the product.

The wireless carriers use cellular towers to broadcast their signals. The cellular product design offers signals traveling long distances, primarily for voice and for relatively low data speeds. A cellular tower is expensive but capable of sending a signal for several miles.

This cellular technology worked well until the evolution of the smart phone. The growth of the smart phone has put very high demands on the cellular tower infrastructure because of the heavy data usage it brings to the market. Since 2010, data has taken over the majority of network traffic from voice communications. Now the carriers and, in particular, AT&T with its Apple iPhones, is having difficulty keeping up with the growth in demand.

AT&T today and, likely a few others in the future, has found a potential innovative solution, adding Wi Fi access points. These Wi Fi access points are ideal for heavy data traffic sent at high speeds over relatively short distances. Wi Fi access points transmit signals over a few hundred feet. The Wi Fi access points are smaller, easier and cheaper to install than are cellular towers. This low-cost approach appears to make sense in areas with high density of users. AT&T has placed them in New York’s Time Square and Rockefeller Center, in downtown Charlotte, North Carolina, in neighborhoods surrounding Chicago’s Wrigley Field and in San Francisco’s Embarcadero Center.

But there are some drawbacks to Wi Fi access points. Sometimes, a user has to take several steps to connect to a Wi Fi access point. Signals from the Wi Fi access points may interfere with one another, if signals come from multiple networks. Some smart phones do not have Wi Fi capability. These disadvantages have, so far, held back Verizon Wireless’s adoption of this apparently low-cost approach to providing service.

AT&T is leading this cost-saving innovation experiment. Their network strains force it to be creative and experimental. AT&T saves costs by redesigning the product itself using a less expensive technology with some shortcomings. If the AT&T experiment proves both cost effective and acceptable to cellular customers, every other wireless carrier will be forced to adopt it. And since a Wi Fi access point is largely a fixed cost, the wireless carriers with the highest density of membership within the Wi Fi area will have the lowest cost per unit. In most areas of the country that is likely to be either Verizon or AT&T. They will end up getting a unit cost advantage over their smaller competitors…if this works.




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The Advent of the F-commerce Evolution

Don’t look now, but we are entering the world of F-commerce. What is that, those of you older than thirty will ask? F-commerce is selling through a Facebook page.

The trend is early yet, but likely to turn into a stampede. JC Penney and 1-800-Flowers.com both have established full E-commerce stores within their Facebook page. The stores include check-out and other features you typically find on an E-commerce web site. Facebook claims that twenty-five of the largest retail sites are already integrated with Facebook, as are seventeen of the twenty-five fastest growing retail sites.

Think of Facebook as a virtual mall. There are all kinds of people wandering around there, talking to one another. Facebook offers a nice opportunity for a company to interact with customers and allow them to bring their friends into the conversation to evaluate styles and colors and so forth. If a company integrates its storefront with the Facebook page, its Facebook “friends” will never have to leave the virtual mall in order to purchase. This is an important product innovation.

Product innovations reduce customers’ effective costs in one of three ways: add information about the product and how it is to be used, reduce the resources the customer must use with the product, or improve the customer’s experience with the product.

This innovation improves the customer’s experience with the product by increasing the customer’s sense of security in using the product. It allows the customer to get her friends’ opinions on what she is purchasing. Secondarily, the Facebook store reduces the customer’s resources used with the product by reducing the time the customer must spend in using the product. The innovation reduces the steps the customer must take to make a purchase and it places the company’s product closer to the customer’s location.

This is going to be a train to the destination of millions of customers. Every mainstream retailer has to get on board.




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Amazon's Blockbuster Innovation

In 2005, Amazon introduced its Prime Free Shipping program. This yearly subscription program promised free two-day shipping on any purchase the subscriber made from Amazon. Five years later, 13% of Amazon’s 130 million active users are Prime members. More significantly, 20% of the subscribers who purchased products from Amazon in the last twelve months are Prime subscribers. These Prime subscribers purchase two to three times as much as non-Prime subscribers over the course of a year. This Performance innovation removes an impediment to purchasing on Amazon. In fact, it increases the odds greatly that online purchases will be made on Amazon rather than on a competitive site. This has been a blockbuster innovation for Amazon. The innovation holds a special appeal to the larger customers in the market. The Prime subscribers may also offer Amazon an entry into a business that it has longed to gain, for several years, subscription video rentals. It appears that Amazon will introduce a streaming video product for its Prime subscribers. This new product will not cost the Prime subscribers any more than their normal subscription. Netflix’s Watch Instantly service cost about $96 a year so Amazon may have a price advantage on Netflix. Of course, Convenience and Price are only important provided Amazon offers equivalent Function, that is, streaming video content. We don’t know about that yet. Still, Amazon has proven to be an innovative company who can find ways to build a business in non-traditional ways. It continues to grab market share in the retail business.




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Cable T.V. and Customer Retention

Recently, I decided to test the waters for a less expensive television experience. I have been a loyal cable subscriber for thirty-five years, but friends have told me that other systems, especially satellite, are cheaper. I went online to DirectTV.com to check their packages. We have been spending about $112 a month. The equivalent package from DirectTV appeared to be about $81 a month. I was shocked at the size of the price difference. DirectTV was more than 25% less expensive than Comcast, my cable supplier.

Given the size of these price differences, I did some investigation in what is happening in the market. Today there are four potential television service suppliers: cable, telephone companies, such as AT&T and Verizon, satellite and internet companies, such as Netflix and Hulu. The cable companies command 60% of the market. Phone companies have less than 15% of the market. The satellite firms, including DirectTV and Dish, control most of the rest. The internet firms are still small, though they may become larger in the future. Over the years, the cable companies have held a high price umbrella over the satellite companies. Now the phone companies are getting under this umbrella as well. The cable companies lost two million subscribers last year. The phone companies picked up most of that loss, while the satellite firms picked up a bit. The combination of the phone and satellite companies took virtually all the growth there was in the market.


Customer retention is a big deal. Even in fast-growing markets, you would like to be able to retain your customers when competitors seek them out. The cable companies have sought to retain customers by emphasizing more services to higher spending customers. These customers tend to be less price-sensitive. It appears that the cable companies are going to have to alter their courses. They simply can not afford to let their competitors take away their market share. Eventually, the competition will be as big and as strong as they are. They will lose the market leverage that a leader enjoys. For examples see GM in autos, IBM in the PC market and U.S. Steel in the steel market.


The T.V. market is speaking in clear tones. The phone and satellite companies offer a better value proposition. The cable companies have to listen soon.




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Cable T.V. and Customer Retention

Recently, I decided to test the waters for a less expensive television experience. I have been a loyal cable subscriber for thirty-five years, but friends have told me that other systems, especially satellite, are cheaper. I went online to DirectTV.com to check their packages. We have been spending about $112 a month. The equivalent package from DirectTV appeared to be about $81 a month. I was shocked at the size of the price difference. DirectTV was more than 25% less expensive than Comcast, my cable supplier.




Given the size of these price differences, I did some investigation in what is happening in the market. Today there are four potential television service suppliers: cable, telephone companies, such as AT&T and Verizon, satellite and internet companies, such as Netflix and Hulu. The cable companies command 60% of the market. Phone companies have less than 15% of the market. The satellite firms, including DirectTV and Dish, control most of the rest. The internet firms are still small, though they may become larger in the future. Over the years, the cable companies have held a high price umbrella over the satellite companies. Now the phone companies are getting under this umbrella as well. The cable companies lost two million subscribers last year. The phone companies picked up most of that loss, while the satellite firms picked up a bit. The combination of the phone and satellite companies took virtually all the growth there was in the market.



Customer retention is a big deal. Even in fast-growing markets, you would like to be able to retain your customers when competitors seek them out. The cable companies have sought to retain customers by emphasizing more services to higher spending customers. These customers tend to be less price-sensitive. It appears that the cable companies are going to have to alter their courses. They simply can not afford to let their competitors take away their market share. Eventually, the competition will be as big and as strong as they are. They will lose the market leverage that a leader enjoys. For examples see GM in autos, IBM in the PC market and U.S. Steel in the steel market.



The T.V. market is speaking in clear tones. The phone and satellite companies offer a better value proposition. The cable companies have to listen soon.






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Nestlé’s Cost Reduction in the Coffee Business

Nestle is the world-wide leader in the coffee business. They offer coffees at virtually all price points. They invented instant coffee in the 1930s. After the buffets of the commodity markets over the last few years, the company has created a global push to reduce its costs and to increase the quantity and quality of the coffee it buys.




We have found four generic approaches to reducing costs.



• First, reduce the rate of cost of a cost input.

• Second, reduce the cost inputs that do not produce output.

• Third, reduce unique activities and components in processes and the product

• Fourth, spread fixed cost activities over additional product output



Nestle is using the first three of these approaches in its world-wide investment in cost management.



First, Nestle redesigned part of the process. Its scientists developed a new generation of Robusta and Arabica coffee plants for Mexico. The Robusta beans are relatively inexpensive and make up the bulk of the beans in instant coffee. The Arabica beans are more expensive, harder to grow and go to the higher end coffees. Today, Nestle has planted 100 thousand coffee trees in Mexico using its newly designed coffee trees. Once this experiment is complete, the company plans to distribute 220 million plants to coffee growers world-wide over the next ten years.



The use of these new plants will enable Nestle to reduce its rate of cost for the beans it buys. The new plant design increases yields so it eliminates some inputs that do not produce the output of coffee beans. Many long-term coffee farmers are using older trees, which yield fewer beans and lower quality beans. Many of these farmers are leaving the industry since they cannot compete. This magnifies the commodity price problem Nestle faces. Nestle’s new trees fit the region’s climate. They resist disease and allow for larger and easier harvests. These trees will make coffee beans more consistently and predictably available. Nestle will give these trees to the farmers without asking for a firm long-term contract or ownership of any part of the farm. But it should be obvious that Nestle will engender a great deal of farmer loyalty with this program.



Nestle also expects to reduce the rate of cost it pays for its beans with two other cost reduction initiatives. It will offer farming and investing advice to up to ten thousand farmers world-wide. As these farmers become more efficient, Nestle’s costs will drop. In addition, Nestle will also increase the amount of coffee it buys directly from the nearly 170 thousand growers who produce its coffees.



This kind of foresight and innovation suggests why Nestle commands its market leadership.




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The Mobile Phone Industry and Customer Retention

The mobile phone industry’s growth has slowed.  It is now operating more like a stable, moderate to slow growth market.  This is particularly true in Europe.  To face the challenge of slower growth in the industry, European mobile operators are turning to customer retention, but they are careful of the customers they seek to retain. 

The Europeans have observed that less than 20% of an operator’s customers generate to 80% of the operator’s total revenue.  This pattern repeats itself in many industries.  When we have seen these patterns in other industries, we have also noted that less than 10% of the total customers generate an astounding 50% of total revenues.  These are the really important customers in an industry. 

A company must retain its key customers.  In the mobile phone industry, as in most industries, the largest 20% of the industry’s customers are likely to be what we would call Core customers for the industry’s larger competitors.  A Core customer allows supplier company to earn at least the cost of capital through a business cycle.  The retention of these core customers is of paramount importance to long term company success. It costs a great deal more to find a new customer than to retain and build the relationship with a customer you already have.  In the European mobile phone industry, carriers have found that it costs ten times more to acquire a customer than to retain one. 

The industry has found another important phenomenon associated with customer defection.  Recent research has told it that defection is a social phenomenon.  If defecting customers leave an operator, they usually are not quiet about it.  They tell their friends.  In turn, some of their friends defect as well.  So, the loss of a Core customer to an operator will often bring with it the loss of several other Core customers. 

The mobile phone operators in Europe are working on retention by focusing particularly on those Core customers most likely to defect.  These operators have analyzed the value of their customers and have assigned a rating to each customer.  When a customer calls a call center, the information about the customer, including his rating, is readily displayed on the service representative’s screen.  This customer specific information enables the service representative to respond with different value offers, depending on the importance of the customer.  Most of these offers reflect lower prices for a potential defector.

But the industry is responding to potential defections with more than simple price reductions.  Some companies are developing personal calling rates and plans tailored to individual Core customer habits.  One European company instituted this individual approach and cut its percentage of customers defecting each year in half, from 20% to 10%. 

The industry has found another important phenomenon associated with customer churn.  Recent research has told it that defection is a social phenomenon.  If defecting customers leave an operator, they usually are not quiet about it.  They tell their friends.  In turn, some of their friends defect as well.  So, the loss of a core customer to an operator will often bring with it the loss of several other core customers. 

Customer retention is an important, strategic management imperative, even in fast growing markets




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Benefits of Intense Competition: Lower Prices and Better Products

No segment of our economy has been under more intense pressure than the manufacturing sector.  Lower labor costs in many parts of the international economy have forced manufactured product prices down and shifted manufacturing jobs out of the United States.  Competition has indeed been intense.

Over the years, we have done in depth studies of more than fifty industries who have faced intense competitive markets.  We found both what you might expect and, also, what you wouldn’t expect.  You would expect that costs in a difficult industry would fall as companies work to make a profit despite the falling prices that accompany intense competition.  What you might not expect is that product quality and supporting service levels increase at the same time as costs and prices fall.  Customers simply will not buy a poor product even if its pricing declines. 

The broad measures of the manufacturing sector illustrate these same conclusions.  Manufacturing in the U.S. is finally growing again.  In 2010, manufacturing jobs increased for the first time since 1997.  Today manufacturing is growing at three times the rate of the domestic economy.  Consider, as well, the following facts as noted by Jerry Jasinowski, a former President of the National Association of Manufacturers:

  • American exports of goods rose 21% in 2010.  Conclusion: the quality of our goods is rising.

  • Manufacturing output in the U.S. today is twice that of the rate of the 1970s, in real terms.  Conclusion: we are more cost competitive today than we were in the 1970s.


  • Between 1987 and 2008, manufacturing productivity grew by more than 100%, while the rest of the business sector’s productivity increased by less than 60%.  Conclusion: we get far more out of our workforce today than we did in 1987 and than many businesses do today.

  • Between 1995 and 2008, manufacturing prices decreased by 3%, while the overall price level in the economy increased by 33%.  Conclusion:  while product quality has improved, and costs have fallen, prices have also declined.

The overall picture the manufacturing sector portrays, over the last twenty-five years, is that hostile market conditions produce better products and lower prices for customers, both at the same time.





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My Review and Questions Answered on Vince Delmonte's Stage Shredded Status

Alright, today we're going to cover some common questions you may have
about the Stage Shredded Status DVD's before
they sell out...

==> Click here to learn how this transformation went down...


If you've seen the video but have some questions before ordering:

Question: Is SSS a documentary of Vince Delmonte's transformation or is there an actual program included?

Answer: Yes, SSS includes an entire program (covered on 3 of the 8 disks) and it was filmed with former NFL lineman and NPC level bodybuilder Ryan Watson! They are both pretty jacked up in this workout so it's pretty motivating too!

What Vince is going to do for anyone who orders is send you the printable workout sheets of the Stage Shredded Status workout program! Just email him your receipt to the help desk for proof of purchase!

You'll love this program because it relies on a variance of rep ranges to target, specifically, the Type 11a & Type 1a muscle fibers which create the training effect of
hypertrophy and strength-endurance. The combos generate a lot of lactate to boost growth hormone levels to assist in fat loss. You don't do super heavy loads because heavy lifting does not involve enough mechanical stress to promote fat loss.
Plus, you would not normally lift super heavy when you get leaner because your joints have less fluid and fat to protect them from the bigger forces.

Question: What if I have more than 50 lbs to lose?

Answer: Heck, Vince had 30 lbs to lose so you're programming
is going to be no different than his. The only difference is that you have an extra 8-10 weeks to travel. Let's go!

==>
Get 6-Pack Abs By Summertime!



Question: Is SSS for a complete beginner?

Answer: If Vince only cared about selling his DVD's I would say yes but if you have less than one year experience in his crazy fitness world, you'll probably find his approach a little too hardcore for now. Sit this one up unless you're absolutely intrigued to see how this goes down.

The weight training program is far too advanced and you would be better off learning the nutritional principles in No Nonsense Muscle Building, which focuses on a balanced approach to eating. You need to master a balanced
approach before implementing some of the more advanced things they did.

Question: I noticed you had an ENTIRE cupboard full of supplements.
Am I supposed to take all of those?!?!

Answer: When it comes to supplementation, that's a personal choice.

In the DVD's Vince explains WHY he takes what he takes and encourages you to just sit back and consider it an educational experience. Then, as you choose, start to add one new supplement a month and measure
the response. There are SO MANY supplements he's interested in trying himself but he likes to add one new thing at a time so he will get there when he gets there.

Question: What if I only have 10 lbs of fat to lose?

Answer: Again, the same principles apply and you'll learn how Vince adjusted his cardio intensity and frequency as he gets closer to the show to ensure he does not lose muscle the last few weeks.

You'll see EXACTLY how he changed his diet from phase to phase (He changed it three times throughout the 16 weeks) and you'll see some creative ways to switch around your macros and food sources
that assist with fat loss, WITHOUT dropping your calories.

==> Get 6-Pack Abs By Summertime!

Question: Is Ben Pakulski in any of the DVD's?

Answer: YES! The first 2 DVDs start off in Toronto when Vince is looking pretty bulky and they get 2 hours of coaching on the gym floor with Ben & Intentions! If you bought MI40 then you already have this footage but it's worth reviewing and owning it on hardcopy. I know that every time I watch this footage, I re learn something new and then BOOM, I have a better workout!

If you don't have this footage, heck, the first 2 hours is worth 3x the price of the DVDs because Ben bills $150 an hour! This is the kind of information that propelled him into the ranks of the top ten bodybuilders in the world this past month!

Question: How long are the DVDs on sale?

Answer: It depends... we have about 550 left in stock now and the $50 off sale ends Sunday night or whenever he sells out... Whatever comes first.

Trust that helps and THANK YOU for your interest in Vince's work. This is, by far, the best fat loss resource he's ever released. Grab it while you can!

Here is the $50 Off Discount link to get your DVDs shipped right now!

Get 6-Pack Abs By Summertime!


P.S. Vince ships all over the world!




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SLC-2L-15: Cross-Pollination



Lighting with flash can give you more than just the ability to control the quality of your light. With the inherent consistency of light from (manual) flash, you can layer in slices of time as well. 


But first, you’ll want to lock down two things: the ambient light portion of your exposure, and your camera’s physical position.

Read more »




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My Precious

After dinner treat
the bouncy red rubber ball
it is mine all mine
I am a lucky dog.
hugs,
Uba




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Amid Earth's heat records, scientists report another bump upward in annual carbon emissions




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Planet-heating pollution to hit all-time high, dashing hopes it would start to drop in 2024




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The Mayan Calendar -- Process of Transition

 

 As we've seen, the Mayan Calendar is a chart of the evolution of consciousness in the universe.


Each Cycle or Age has its own dominant paradigm or point of view. As you move up through the 9 Cycles, new perspectives and new ways of being arise.


This new perspective starts to show up in the world, but it isn't an immediate switch from the old way of doing things to the new way.


It takes time, and a process of transition, for a new understanding to gain prominence.


The quantum physics revolution is a perfect example. We've known since the 1950's that matter isn't solid, and reality is nothing like we've imagined. Yet for the most part, our world continues to go along believing in the old materialistic ways... "Reality" is what can be proven with the senses. Medicine sees the body as a machine with unconnected parts. The Earth is dead, and humans are the pinnacle of evolution. And so on...

Yet, as we progress, the old perspective becomes more and more marginalised. People begin to talk about things in a new way. Then people begin to act in a new way. Finally (we're not there yet), the tipping point is reached -- the old way is as disregarded as the once unshakeable "knowledge" that the Earth was flat.


And that process is what the 13 days and nights of the Mayan Calendar describe.


The "Days" are times when consciousness expands, new perspectives arise -- times of fresh beginnings.


The "Nights" are times when the new consciousness is applied, new procedures initiated, and old ways (usually forcefully) overthrown.


And each of these 13 periods is characterised by specific circumstances.


Here's a breakdown of each of the 13 Days And Nights of the Mayan Calendar, and the specific transformation that occurs in each.

The First Day

A period of illumination -- new perspectives arise. Beginnings. Seeds are planted; energy begins to flow in a new pattern or paradigm.

The First Night

A period of darkness, rest. Integration. The new pattern begins to germinate within the dark subconscious of mind.

The Second Day

The second period of illumination. Dual paradigms, the old and the new, overlap -- both can be seen. In history, a time of turmoil, as the old ways (status quo) try to repress the new.


(This is where we are as of April 20, 2011.)

The Second Night

The second period of darkness. Followers of the two different paradigms battle for supremacy. Historically, very violent eras.

The Third Day

The third period of illumination. The new paradigm begins to spread deep and wide, beginning to show up in the world as new methods of doing things, new ways of perception. The new pattern begins to overtake the old, as fables, falsehoods, and failures expose the weakness of the past system.

The Third Night

The third period of darkness. The fledgling perspective of the new paradigm is refined, and the earlier, simplistic aspects fall away. The old system is thrown over, usually by force.

The Fourth Day

The fourth period of illumination. The new pattern becomes stronger and goes deeper into consciousness. A period of expansion, as the new paradigm takes form in the world. New corollaries emerge, as the new perspective takes precedence.

The Fourth Night

The fourth period of darkness. Healing the pain of the transition and the death of the old ways. Rebuilding after the destruction of the old status quo systems. The new, more healthy paradigm is truly established now.

The Fifth Day

The fifth period of illumination, and point of greatest radiance in the Cycle. The new paradigm flourishes, sending information about wonderful new knowledge out into the world. The highest possibilities for this Cycle are attainable.

The Fifth Night

The fifth period of darkness, and the nadir of darkness. This is a time of major hardships, cultural collapse, horrific violence. However, it is also a little like gestation: within the dark, something new awaits. From the death, new life will arise.

The Sixth Day

The sixth period of illumination, a time of Enlightenment. The flowering of the paradigm into stunning new insights and newer perspectives... in fact, sowing the seeds for the new Cycle of evolution to follow.

The Sixth Night

The sixth period of darkness. The paradigm has reached its peak and begins to dry and wither, like wheat in autumn. Typically a time of war and violent conflict.

The Seventh Day

The seventh period of illumination. There is a sense of openness, of being ready for something new. The best of the paradigm has been harvested, and it's time for a new level of consciousness to arise.


From the Seventh Day of the Mayan Calendar, we proceed directly to the First Day... from Light to Light. This demonstrates that whole process, even though it contains much dismantling and death, is finally and entirely a process of Creation.


The Mayan Calendar is an illustration of this process.


That's what makes it so fascinating... How did the Mayans ascertain such detailed information, that accurately predicts the ancient past (of which they could have known nothing) to the far future (which they are scarcely more likely to know)?


We may never know the answer to this question. But at least we finally know enough to appreciate their wisdom at last.


And just in time!



With Bright Blessings,




io

Surviving 2012 (3) -- Intuition: the Power of the Heart

Accessing the power of the Heart -- Intuition -- is fundamental to surviving the 2012 Transition.


As we've seen, the intellect can't function as the dominant modality any longer. The human brain doesn't have the ability, and even more important, it no longer has the prerogative.


The intellect (logic, rationality, materialism) has been the unchallenged overlord for millennia. But it has a number dire and insurmountable intrinsic flaws... It knows only what it sees/hears/touches/feels -- locked into material reality as the only thing of consequence. It is the slave to the ego's drive for comfort, control, and immediate physical survival at any cost. It is adept at rationalising even the most destructive, evil actions.It is designed to see what it wants and expects to see.It is cut off from Divine Wisdom and the ways of compassion.It is limited to a functional speed that is too slow to deal with the current speed of life.What other modality could have brought the entire planet to the brink of destruction? You can be sure that this is the paradigm that will also take us right over the edge, if we allow it.

We can't afford the intellect's self-delusions anymore.


If we are looking to prevent an apocalypse, we will need something completely different. As Einstein said, "No problem can be solved from the same level of consciousness that created it."


 


If the intellect can no longer guide us, what source of information is left?


Only our intuition.


Luckily, that's more than enough.


Intuitive insights are the new dominant modality of thought. Without them, you won't be surviving the 2012 Transition very well. Because this Transition is all about liberating the Power of the Heart, and intuition is the Heart's Voice.


The intuition speaks through the spiritual Heart. You might perceive it through your body's sensations. It may appear as an idea, a sound, or words. The important thing to know is, it doesn't originate in your own brain.


Intuition accesses the Source of all knowledge.


Everything that can be known, is known by this Source -- past, present, future, alternate dimensions, etc. It is the source of infinite knowledge.


So the question is no longer, "What is the logical choice?"


The fundamental question is, "What does your deepest Heart tell you?"


That is the Voice of the Divine.


Learning to distinguish this Voice from the urges of the ego/mind is the tricky bit.


That's what we'll look at next.

 

Learning to hear and understand the quiet Voice of your intuition takes practice. It's a little like developing an ear for music -- at first, you're not really sure what to listen for, or what a good one is like. With practice, you learn to hear more clearly.


Really, you can only learn by doing.


Follow your intuition!


Start with little things. Don't use your intuition, the very first time, to decide to move across the country or adopt a child or something. Because in the beginning, it's trial-and-error. Sometimes you will hear your intuition precisely. But sometimes you may not.


But begin paying attention to it. Your intuition knows more than you think!


There have been studies on women who've been attacked on the street, and every time, it seems, something inside of them was warning them -- but they ignored the warning because it seemed impolite to just walk away or whatever. And if you've heard stories about people who survive cataclysmic events, they usually say they "just had a feeling" and they followed it.


Your inner Voice knows infinitely more than your logical brain ever could!


As we proceed with the 2012 Transition, it's really time to access this source of infinite knowledge.


The biggest difficulty is that we also have another voice inside of us -- the voice of the personality/ego ... and it definitely has its own agenda.


Learning to differentiate between these is the real key to accessing intuition.


When you first begin trusting your intuitive guidance, you may find that it seems to lead you astray at times. What's really happened, of course, is that your ego has tricked you into thinking it was Divine guidance.


Nothing is as tricky as the ego!


There's also an element of deep trust that is needed, though. Sometimes even the best intuition will lead you into an unpleasant situation. But I can guarantee it's because that unpleasant situation will turn into something you really needed.


The biggest block to accessing intuitive guidance is a cluttered mind. When there are a lot of thoughts, worries, plans, grudges, desires, etc. taking up space, how could you even notice when the Divine quietly offers a bit of advice?


Clear your thoughts and quiet your mind.


Clear your emotions.


Only when your mind is empty of the ego's thoughts and drives, can you clearly hear the Divine's advice -- and be sure of it. Then your intuition will seem much more obvious, and it will not lead you astray.


Meditation is a perfect practice for this. That's why intuitive ideas so often pop up when you are meditating.


A Mind-Watch, or Purging Papers, as well, are wonderful for clearing the mind and emotions. Reflection (spiritual journalling) and working with symbolisms like in dreams and with Animal Spirit Guides are also extremely beneficial. There are some things you can do that are like exercises for developing your intuitive muscles.


Divination helps develop this skill. Tarot or runes or palm-reading, even astrology or numerology? anything that offers you guidelines to follow (like in a book) gives a great starting place for developing intuition.


As you begin to interpret your divination readings, you can rely on what you remember, or what jumps out at you, that you read in the book.


After a while, you will realise that you will remember or notice the precise bit that is most relevant. Your sixth sense is already at work, and without any pressure it can work most effectively.


Gradually, you will start to extrapolate... using what you read as a starting point and making intuitive leaps from there.


Eventually, you may notice that most or all of your reading becomes intuitive.



With Bright Blessings,





io

Astral Projection Q&A part 1

Learn Astral Projection Easily-CLICK HERE!

1. What is Astral Projection?

Astral Projection or Out-of-body experience is a process through which our consciousness leaves our physical body and is free to travel anywhere, unrestricted by  our normal physical boundaries. We all unconsciously travel outside our bodies every night when we are asleep. But with the right guidance and practice, we can train ourselves to achieve this with 100% consciousness and awareness.

2. Is everyone able to do Astral Projection?

As I mentioned, everyone does Astral Traveling at night when they sleep. But since they are asleep, they are doing it unconsciously. And when they wake-up, their astral experiences get distorted and they feel they have just had a dream. But with training and guidance, almost anyone can have a conscious Astral Projection.

3. When one does Astral Traveling, what is it that "projects" out of his body?

We are made up of several bodies. The grossest and the densest body is our physical body. The next one is the etheric body or the astral body. This is much less dense compared to the physical body. So during Astral Traveling, it is the astral body that gets “projected”.   I should also mention that for each these bodies, there is a corresponding “plane”. So there is a physical plane, astral plane and so on. So during Astral Projection, the astral body is projected into the astral plane.

4. Should we be really doing Astral Projection?

When we are born on this physical plane, we all come with a specific purpose. That purpose may be different for different people. But as we grow older, we forget why we are here. So we wander aimlessly and often end up wasting our lives.
Astral Projection is one way to help us know why we are here in the first place. So I sincerely feel we all should learn this amazing art and give a positive direction to our lives.

5. How much does Astral Projection cost?

You would be surprised, but there were actually 4 people who asked me this question!
The answer is - Astral Projection doesn’t cost you anything in terms of money. It is not something that you purchase. It is an art that you learn. The only real cost  involved is your time, effort and dedication.

6. What is the best, easiest, infallible and fastest method that works for  everyone?

Everyone is different, with different personalities and beliefs. So unfortunately, there is no best and easiest method that works for everyone. There are hundreds of Astral Projection techniques available. You need to see which one suits you best.

7. What are the best visualization techniques for reaching the vibration stage quickly?

As I said earlier, there is no best technique that will help everyone to achieve the vibration stage. However, Robert Monroe’s vibration technique is the most popular since many people have reported great success with it.

8. How can I learn to project quickly without having to take herbs such as  Salvia
Divinorum?

I never recommend taking herbs or drugs to achieve Astral Projection. It is safest to practice without any external aids. Also, unfortunately, there is no “quick” way to achieve Astral Projection. You will require patience and dedication. But if you follow the right guidance, you can drastically cut down on your learning curve, and often see success in a few weeks instead of years. Also, I would recommend staying away from anyone who claims to teach you “techniques” that can help you  project “instantly”

9. How to get into a trance easily for intentional OBEs

A good way to get into a trance is to comfortably lie down at night, and watch yourself going to sleep. Try to relax your physical body, but at the same time, try not to  go to sleep. For the first few nights, you might end up sleeping. But with practice, you will learn how to control your mind and stay awake during the entire process.

10. Can Astral Projection actually be done?

Yes, Astral Projection is definitely possible, and can actually be done consciously. There are thousands and thousands of people who can do it at will.                  




io

Astral Projection Q&A part 2

Learn Astral Projection Easily-CLICK HERE!
11. How often should you project?
Once you learn how to Astral Project at will, you can project as often as you want to. But don’t forget that you have a life on the physical plane too. You need to  maintain a balance.
12. What is the real trigger to leave the body? Where it is located?
No one really knows where the real trigger to leave the body is located. But I believe that out of the seven major Energy Chakras in our spiritual body, the trigger lies in
the most active Chakra for that person. Most people report leaving through the Third-eye Charka, the Solar Plexus Chakra or the Heart Chakra
13. What can I do about my belief that I can only perceive through my physical senses?
Since our birth we have perceived everything through our physical senses. So it is very difficult to imagine that we can have other senses as well. The only way to shed that belief is to experience Astral Projection yourself. Once you are out of your body, you will realize that you can actually perceive your surrounding without the physical senses that we are so used to. Moreover, you will realize that your new set
of senses is much more enhanced and powerful.
14. While Astral Projecting are we able to use our senses? See in color, hear, feel cold or heat etc?
As mentioned in the answer to the previous question, in the astral plane, we do not use our physical senses. We can see, hear, and feel using our astral senses. I should also mention that we do not feel cold or hot in our astral body. If we do feel them, it is because our physical body is feeling hot or cold, and that feeling is  transferred to the astral body via the Silver Cord.
15. Can Astral Projection be done without being taught by some one specialized who knows what is going to happen?
Yes, Astral Projection can be done without being taught by someone. It might take you longer or you might do it the wrong way. But it can be done. There are many people who have done it alone consciously or unconsciously. But it always helps to have the right guidance.
16. What is the best time to practice Astral Projection? Day, night, or early in the
morning?

There is no best time to practice. But because of our busy lives, most people prefer to practice early in the morning or at night, before going to sleep. But if you have time, you can very well practice during the day.
17. Should I practice lying down or sitting cross-legged?
Astral Projection can be done in any position you are comfortable with. But I recommend the lying down posture, because this is the way we sleep, and it is very
natural. This position also distributes our weight throughout the body, and makes it easier for us to relax. But as I said, you can choose any position you want to. As long as you are comfortable                                   
18. I have heard of people who can Astral Project at will, like a normal daily activity. Can I do the same, whenever I command? If yes, when will I succeed?
Yes, there are many who can Astral Project at will. You can do it too. But to get to that stage, you have to project several times, get rid of your fears, get used to the astral environment, and you should have also learnt to control your thoughts.
19. Do I need to meditate first, enter a supportive state of mind to successfully Astral Project? If yes, for how long should I meditate?
For a proper, conscious out of body experience, you should be in a meditative state where your physical body is completely relaxed and your mind is completely clear of unwanted chattering. This will give you good control over your thoughts, and help you focus on Astral Projection.
20. What triggers Astral Projection? And when does it actually happen?
Your goal is to reach a stage where your physical body is completely  relaxed and your mind is completely awake. And then deepen that stage using visualization exercises. This is the magic moment where the separation of the Astral body from the physical body takes place.
21. How can I avoid being anchored to my body when I go into trance?
If you go into a deep trance, where your body is asleep and mind awake, your astral body WILL separate – either partially or fully. If it is a partial separation, you need to exercise a strong will power and visualization exercises so that you can achieve a full  separation.                                   




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#339 Revision #1

 REVISION #1

Question: When comping a series, does the 3-year rule apply to the most recent installment or to the first?  What if the series hasn't been concluded yet? 

You want to use comps that are as close to the specs of your book as you can. That means using the first book of any series because yours is the first book in your series. And you want that first book to have been pubbed recently, no earlier than 2018 and 2019 is better.

If you're banging your head against the wall on a comp search, you're doing it right. 

 


Dear Query Shark,

 

Three years ago, Aman once had an entire barn full of horses he loved.  Unfortunately for them, the Düzen were desperate for food.

 

Three years ago, Düzen soldiers invaded Aman's village, slaughtering the animals he had been entrusted with.   

Let's put this sentence about the Düzen soldiers in the first paragraph, then start the next paragraph where there's a shift in time.

 

Thus:

Three years ago, Aman once had an entire barn full of horses he loved.  Unfortunately for them, the Düzen were desperate for food.  Düzen soldiers invaded Aman's village, slaughtering the animals he had been entrusted with.

 

 

 New paragraph here for shift in time.

Now in his early twenties, Aman serves in the Corthiaks' heavy cavalry, hiding his guilt, grief, and self-loathing from his fellow soldiers.  His only source of hope, the one horse he has left, is old and inexperienced with combat—far from an ideal war horse.   

 

I stumbled over source of hope here because we don't have any sense of what Aman wants. You've described how he is now, but not what he wants.

 

Surrounded by hardened warriors and their younger, better-trained steeds, (some of whom aren't even horses,) Aman can't help but wonder if he or his horse really belong here.

 

I am intrigued by a cavalry that doesn't have horses, that's a nice detail to include. 

 

The Düzen have a new king, named Karib, and he wants peace with the Corthiaks.   

 

And here is where I lose the thread of the plot. 

 

Aman is sent to recount the story of his village to Karib, but he didn't take his last horse into war so that he could forgive the Düzen.  

After all, Karib believes that animal welfare means nothing in times of human suffering.  He and his soldiers would kill this horse in a heartbeat, along with anything else that isn't human.  

 

 Well, the Düzen should all burn in hell of course BUT you've set them up here. In the first paragraph, they slaughtered horses for food. Understandable but yucky. But here they are simply equicidal maniacs and that's a whole different bucket of entrails.

If Karib wants peace, what's standing in his way? What does Aman need to do?


Whether from a negotiator's seat or a war saddle, Aman must show Karib that animals are worth more than their weight on a butcher's scale. 

or what? The or what is what's at stake, and that's what you need here. 

 

 One will have him face difficult questions about the value of animal life and the ethics of eating meat, but the other will pit him against hordes of infantry that outnumber the Corthiaks forty to one, volleys of arrows that darken the skies, and rideable, venomous, twenty-foot carnivorous lizards.   

 

This sentence is 49 words long. That means it's got too much information in it for your reader to absorb easily.  Let's cut it down to two or three shorter sentences for easier understanding. 

 

 One will have him face difficult questions about the value of animal life and the ethics of eating meat.

One what? It's not clear who/what you mean. 

 

 Nothing is more off-putting in an otherwise good query than the idea the book is some message driven polemic. No one reads novels to hear about the ethics of eating meat. They read novels for the story.

 

If you want themes about the ethics of eating meat in the novel, that's up to you, but here in the query focus on the story.

 

but The other will pit him against hordes of infantry that outnumber the Corthiaks forty to one, volleys of arrows that darken the skies, and rideable, venomous, twenty-foot carnivorous lizards.   

 

This is an odd choice in that they don't seem to be alternatives. You can philosophize about eating meat while you battle lizards. There doesn't seem to be an either/or here, and that's what you need. 

 

Either way, he cannot hope to succeed without his fellow cavalrymen, and the horse who has carried him all this way.


CURSORIAL is an 82,000-word work of adult fantasy. You can add here: It explores themes of the ethics of eating plants etc.  

You can mention themes here (rather than above). I know I've said in earlier QS posts that you don't need them, and you don't BUT it can help elevate the query beyond plot points and characters.

 

It will appeal to fans of The Masquerade (by Seth Dickinson) 

When you list comps in a query, the first thing I do is look at the books on Amazon. The Masquerade appears to be the name of the series, not the first book. And the first book, The Traitor Baru Cormorant, was pubbed in 2016.   You need to use titles of books, not series. Sales figures are by book, and that's what we look at.  And of course, the book is too old to be an effective comp.

 But the description of the book is utterly compelling. 

Tomorrow, on the beach, Baru Cormorant will look up and see red sails on the horizon.

The Empire of Masks is coming, armed with coin and ink, doctrine and compass, soap and lies. They will conquer Baru’s island, rewrite her culture, criminalize her customs, and dispose of one of her fathers. But Baru is patient. She'll swallow her hate, join the Masquerade, and claw her way high enough up the rungs of power to set her people free.

To test her loyalty, the Masquerade will send Baru to bring order to distant Aurdwynn, a snakepit of rebels, informants, and seditious dukes. But Baru is a savant in games of power, as ruthless in her tactics as she is fixated on her goals. In the calculus of her schemes, all ledgers must be balanced, and the price of liberation paid in full.

 If I saw that in a query I'd fall all over myself to request the full.

The closer you can come to this vivid writing, the better.

 

and The Unbroken (by C. L. Clark).

 

 Don't put parentheses around the author's names.

I've seen a lot of that recently. There's probably some query advice that says to do so, but don't. 

 

I'm an equestrian, and an absolute geek for natural history, paleontology, medieval warfare, power metal music, and the color green. This is a terrific bio. It's the most vivid thing in the query. That tells me you're holding back in the query, maybe trying to be all serious and business like. Businesslike does not mean flat. Vivify!

 

Thank you for your time and consideration.

 I don't have a sense of the plot there that would compel me to request a full.

What does Aman want?

What does Karib want?

What's getting in the way of each of them getting it?

What choices do they face?  What sacrifices will be required?

 

Don't get lost in the weeds with lizards and vegans.

Focus on the plot. 

 

 

 ******

Original query


Question: I realize my comp titles are rather old, but I find them to be the best representatives of the emotional tone of this story. I've literally had beta readers tell me that they can't think of comp titles, so I went with my gut on this one. Is it a dealbreaker that the most recent comp title is almost 20 years old now?

Yes.

Comp titles need to be recent, no more than three years old (no earlier than 2018).

It's not up to your beta readers to find them (nice try). This is your job.


Dear Query Shark,

Aman once had an entire barn full of horses he loved. Today, only one of them is still alive.

Aman and his horse, Arty, barely survived when the Sacramouth army invaded their village and slaughtered everything in sight.

I thought Sacramouth was a person. Turns out, later in the query, it's a country. To avoid that misapprehension you might add the army.

Three years have since passed, and Aman and Arty now serve in Aerdoth's heavy cavalry together, seeking vengeance against the people who took everything from them.

You need to tell us what problem Aman faces. You have to get plot on the page here.


To Aman's dismay, the King of Sacramouth agrees to host a series of peace talks with Aerdoth. Aman is sent as an ambassador to recount his story to the King, but refuses to forgive him for what his country did. However, as the peace talks begin, the King proves to be more persuasive than even Aman could have foreseen.

Persuasive about what? The last thing you want to do in a query is be coy!

The threat of war looms throughout the negotiations, and Aman faces difficult questions about the value of animal life, his own capability, and the relationships that he chooses to make. His only hopes of success lie within his own intuition, his fellow cavalrymen, and of course, Arty.

The plot is not clear. Aman faces difficult questions, ok, but what problem does he have? You've said his only hope of success, but success at what? Plot must be on the page.


CURSORIAL is a 55,000-word war story that skirts the line between fantasy and ecofiction.

This is fantasy. The question is which shelf: adult or MG.


You have an adult plot and it sounds like Aman is also an adult (or at least not a child.)

But 55K is way too short for an adult fantasy novel. Fantasy needs world building and world building needs words. And the comps below are kids.



It closely follows the bond between horse and rider,

Really? Cause there's no sense of that here in the query.


inspired greatly by works such as War Horse (by Michael Morpurgo) and Spirit: Stallion of the Cimarron. The story can stand alone, but is also the first of a planned series.

War Horse is for grades 4-7. Spirit is an animated movie (not a book) ie for kids. That and your word count signal make me think this is not an adult book.


I'm an equestrian, and an absolute geek for natural history, paleontology, medieval warfare, and the color green.

Thank you for your time and consideration.


Another thing that leaps off the page to me is the plethora of A-names: Aman, Arty, Aerdoth.

But the biggest problem here is you don't know your shelf. You've got adult themes, and MG comps.

This is confusing, and confusing often leads to an instant pass.

If you can't find suitable comps, you're searching too narrowly OR you haven't read enough in your category.

If you're having trouble finding comps you might try reading reviews in Publishers Weekly (which is NOT the same as Publishers Marketplace). Your library has a subscription to PW, but they don't put it out in the circulation area. You'll have to ask. Read the reviews going back a year or two. It will take you a while, but it's worth it.

Get plot on the page, and get comps that reflect the book.

 



  • fantasy (not YA)

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Newsletter subscription update

 I have to change platforms for the newsletter.

Mailchimp cuts off free use at 2000 subscribers and there were (a lot!) more of you than that.


I've switched to TinyLetter, but they ask that instead of just importing names, people subscribe.

It prevents a lot of bounce backs from stale addresses.


So, if you want to get the newsletter (and of course the reason this is happening is there's one in the works) just click here to resubscribe.


If you don't, no worries.




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ThermoMate Electric Outdoor/Indoor Patio Heater review

REVIEW – Staying comfortable outdoors has certainly evolved in the last dozen years. Gone are the days of having to start a fire to stay warm. (Fires are still wonderfully inviting and fun, just not efficient.) Ceramic heaters and radiant heaters have been used for a long time, but they are usually large and do […]




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Matter is now at version 1.4

NEWS – Matter, the connectivity standard for smart devices for the home, has recently been upgraded to version 1.4.  Every six months or so the Connectivity Standards Alliance releases a new version with support for more IoT devices.  Version 1.3 brought support for a variety of home appliances, things like dishwashers, washing machines, refrigerators, and […]




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Board Game Review: Tapestry Plans and Ploys Expansion

I was so excited when Jamey Stegmaier’s Plans and Ploys  expansion for Tapestry  (published by Stonemaier Games) showed up in the mail. I’d  played a lot of Tapestry games with my social isolation pod (see my review for Tapestry  here) over the summer and I was eager to explore the new Tapestry cards and civilizations promised in the expansion. Beyond these updates, the Plans and Ploys expansion also includes a new game element (Landmark cards), new space tiles, a handy bag for drawing exploration tiles, and landmark place marker tokens which offer an easy way to identify which landmarks have already been claimed just by looking at the central board.

As soon as we unboxed Plans and Ploys, we invited a few of our friends over to give it a go. Our previous social isolation pod had disbanded with the spike in new COVID cases in our state (Iowa: ground zero for the pandemic once the fall semester of school started) and none of the members of our newly formed pod had ever played the base game before. So we weren’t sure whether we should play the base game without the expansion first or if the expansion was straightforward enough to merge into the base game in a way that didn’t prove too complicated for new players to understand. We spent a bit of time going over the base game rules with our friends and then read the rules addendum for the expansion together and decided to jump straight into playing with the expansion. It was a good decision. Everyone got into the flow of the game without any difficulty.

I played the Advisors civilization. This is a new civ from the expansion and I wasn’t sure if I was in love with its special abilities as compared to the other new civs I’d peeked at before we shuffled all the civs and randomly drew for each player.  One point per Tapestry card didn’t seem to amount to much, and at first I didn’t see the power in forcing others to take my Tapestry cards instead of drawing from the deck. But as the game unfolded, I quickly realized that I could use the giveaway power to purge less helpful Tapestry cards from my hand and churn through the Tapestry deck much quicker in search of the really powerful cards. Plus, I could influence my opponents’ behavior by giving them Tapestry cards that would encourage them to favor certain actions over others and then use the knowledge of what they were likely going to do for my benefit. For example, I might give someone a Tapestry card that strongly encouraged military track advancement and then play a Tapestry card myself that allowed me to pick an opponent and a track and copy the opponents movement on that track. Knowing that a specific opponent would likely play heavy on the military track for their next several turns allowed me to be more confident in my bet on that player and that track in conjunction with the track+opponent copy power of my Tapestry card.  Overall, the Advisors are well balanced and constructed civilization, as are all the others from the expansion that I’ve studied closely.

At the beginning of the game, each player was given a Landmark card and building. These are personal goals that allow a player to place a building on their Capital city map once the goal is met. All of the goals are fairly straightforward, but as with other games that feature personal player goals, players have to be careful not to become overly focused on their goal at the expense of general game strategy.

 

All of the new components packaged with the Plans and Ploys  expansion feature the same artwork style and the same quality of construction as those of the base game. The additions integrate very well in terms of gameplay and strategy too. I wouldn’t be surprised at all if Stonemaier revealed Jamey had done a Peter Jackson: Lord of the Rings  move with this game, designing everything all at once and just releasing it in separate parts as the base game and an expansion. I especially appreciated the new landmark tokens that saved me from that grumpy feeling that wells up inside of me when I realize someone else has already taken a track landmark I was eyeing. Now as soon as they claim a landmark from one of the tracks, the landmark token is removed, signaling its unavailability. Nice. 

Our game was really close in score as far as everyone could tell for most of its duration. I wasn’t sure I was going to win, but I was having a hell of good time playing the six, count them, SIX, civilizations I’d managed to acquire in the game due to some crafty manipulation of my technology cards in conjunction with track actions. I felt powerful. Very powerful. 

In the end, my husband Christopher won (but not by much) and I came in second. Our newbie players did pretty well at final scoring, especially considering they’d never played before and were playing against veterans.

I loved everything about this expansion. If you haven’t picked up the base game yet, call/email your local game store to reserve a copy (or order online from Stonemaier) and add Tapestry Plans and Ploys  to your order at the same time. You’ll want them both. And if you already own Tapestry, this expansion is calling your name. There’s still time for you to add it to your Christmas wishlist and if no one gifts it to you, you can give yourself a copy (you deserve it after surviving 2020!) when the new year rolls around.

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

Publisher: Stonemaier Games
Players: 1-5 (We played with 4)
Actual Playing Time (vs the guideline on the box): About 3 hours per game
Game type: tile placement, hand management, dice rolling, area control
Retail Price: $27 direct from the publisher https://store.stonemaiergames.com/collections/tapestry/products/tapestry-plans-ploys

Rating:

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



  • area control games
  • board game expansions
  • board game reviews
  • dice rolling games
  • hand management games
  • Stonemaier Games
  • tile placement games

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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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Board Game Review: Wingspan Oceania Expansion

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

Oceania  introduces:

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

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

The cute and cuddly Little Penguin

 

The exquisitely beautiful Many-Colored Fruit-Dove

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

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

The punk rocker Crested Pigeon

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

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

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

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

 

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

Rating:

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



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

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

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

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

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

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

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

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

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

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

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

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

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

Rating:

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




io

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

io

Board Game Review: Tapestry Arts & Architecture Expansion

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

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

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

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

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

 

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

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

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

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

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

Rating:

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




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Board Game Review: Obsessed with Obsession

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

 

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

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

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

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

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

Managing Estate Tiles

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

Managing Guests

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

Managing Servants

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

Courtship Themes

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

Reputation

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

Objectives

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

Player Turns

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

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

Wessex Expansion

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

Upstairs Downstairs Expansion

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

Useful Box Expansion

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

Etsy Stickers

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

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



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

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



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

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What Jenni Said About “The Body”: Glorious Detail

With "The Body", Bryson has done for our flesh houses within which we reside what he previously did for our brick and mortar ones in his book "At Home".  We have been treated to a full walk-through of the entire human body and all its functionality, in glorious detail. Bryson's language is beautiful and at times also mystical in its descriptiveness:

"You have a meter of it [DNA] packed into every cell, and so many cells that if you formed all the DNA in your body into a single strand, it would stretch ten billion miles, to beyond Pluto. Think of it: there is enough of you to leave the solar system. You are in the most literal sense cosmic."

Perhaps what I love most about "The Body" is the detailed narrative Bryson provides on so many key people in the history of medicine, infectious diseases, anatomy, etc. Many of these people I'd never heard of before and it was enlightening to read their fascinating (and often sad) stories. It seems there is a lot of drama and intrigue in the world of medicine.

As with all books on science and medicine, some portions of the text are outdated. For example, Bryson writes that we have no idea what the full mechanism causing labor to begin for a pregnant woman involves. Only, the thing is,  now we do. Per some of the medical research of late, it seems to be induced by chemicals the fetus releases after their lungs are fully developed. So, as you read, should you come across one of his statements that science still hasn't figured out X yet, go ahead and google it because it's entirely possible that science has actually figured it out by the time you've sat down to read the book. 

This is probably my favorite book by Bryson, outside of Notes from a Small Island. I recommend it highly as an addition to your library. A good read for young adults as well.

Buy This Book




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Board Game Review: Expeditions

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rating:

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




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Board Game Review: Expeditions Gears of Corruption

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

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

 

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

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

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

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

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

Rating:




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Four expressions I didn't know until today came from rhyming slang


- Scarper; British slang for 'run away'. From Scapa Flow - Go. 

- Grass; as in informant. From Grasshopper - copper (and from there to copper's nark) 

- Dukes; slang for fists, as in 'duking it out'. From Duke of York - Fork. ('Forks' being now-forgotten slang for hands.) 

- Donkey's years; a long time. From Donkey's Ears, rhyming slang for Years... but then the Y crept back in. 


Alt Text: Donkey's ears. And between them, a donkey. Well, I suppose there's always a donkey between a donkey's ears. I mean: another one, framed in the photo between the ears of the first donkey. Glad we've got that clear. It doesn't matter in the least. 




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New ebook editions of Hominids and its sequels

I’m thrilled to announce new ebook editions of my Hugo Award-winning novel Hominids, its Hugo Award-nominated sequel Humans, and the bestselling final volume Hybrids. Together, they are the Neanderthal Parallax trilogy, which won the Canadian Science Fiction and Fantasy Award (“the Aurora”) for best work of the entire decade. The trilogy tells of a parallel […]