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2 more escaped monkeys recaptured and enjoying peanut butter and jelly sandwiches in South Carolina




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




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‘Mystery mollusk’ found in the ocean’s midnight zone is unlike anything researchers have seen before




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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,




en

The Healing Process of Remorse and Self-Forgiveness * Wicca-Spirituality.com

 


Although often confused with guilt and shame, remorse is actually a much higher calibrating "emotion." It's the 21st Century alternative to feeling bad about yourself, and making others around you feel bad too.


It not only feels better and helps you move forward in your life, but it is healing for the Earth... and as we ride the 2012 Transition, Mother Earth needs all the help we can give her!


This article explains how it works, and why you are worthy of forgiveness.

 

Remorse is a method to heal yourself, and others, after making a mistake.


After all, anything that brings a feeling of remorse is a mistake -- just a mistake. Did you know that's the origin of the word "sin"? "Sin" was an archery term; it means missing the mark. That leaves a lot more possibility for positive growth, doesn't it!


So you don't need to berate yourself for eternity. There is nothing to berate yourself for if you didn't know any better, or if you did the best you could.


And I believe we always do the best we can, with what we have in the moment.


We're not perfect. Sometimes we do things we're not proud of. But, in the moment, that was undoubtedly the best that we could do.


Maybe you gave in to your meaner impulses. If you could have held yourself to a higher ideal in that moment, you would have done so. What would you have to gain, by not?


Maybe you didn't know how to do better. You can only work with what you know.


God does not expect you to know what you do not yet know!


For whatever reason -- fatigue, stress, anxiety, confusion, distraction, etc -- maybe you didn't do the best you hoped for. Maybe it wasn't as good as you could have done another day.


But you obviously did the best you could in that moment.


Why would anyone do less than that?


God doesn't need you to burn in hell for it, not even the hell of your own harsh thoughts. She only wants you to learn from the process, and to use it to grow. That's what remorse is all about.

 

There are four parts to the process of remorse.


The first part is a pang in your Heart. There is an energy there, call it an emotion if you like, that signals you are not happy with your actions.


From here, many people get derailed into guilt, instead of continuing the process of remorse.


The second part is the most important, the core of remorse...


You accept that you made a mistake. And you make an unemotional, practical assessment of your actions.


When your actions and choices don't live up to your ideals or ethics... you figure out how you could do better, discover what was moving in you (probably subconsciously) that caused that action, and -- here's the critical bit -- resolve to do better next time.

Remorse is calm and determined. Rather than destroying your self-respect, remorse enhances it. It provides you with the opportunity to grow, to live up to your ideals.


It recognises that within you there is a perfect being, capable of the best.


And that there is always another opportunity to try.


Contrast that with shame, which says that you are worthless and hopeless. There's just nowhere good to go, from there!


Remorse doesn't take the mistake personally. It sees an action as wrong, but not you as a person.


Remorse knows that people can't accurately, honestly be judged in terms of "wrong" and "bad."


The next step is always making amends. You must undo the error, to the best of your ability. And apologise, if it won't make things worse.


We must be clear -- this step has nothing to do with being forgiven by another person. Whether they forgive you or not is about them and their process, and is not about you.


To seek someone's forgiveness when they aren't ready to give it can be a further harm.


You fix the mistake if you can. That is the only purpose of this step.


Inherent in this process is self-forgiveness. You see a mistake, you acknowledge it, you figure out what went wrong, you fix it if you can, and you determine to not make that mistake again.


When you've done all that, forgiveness is a lot easier.


You can forgive yourself, because you know you aren't a bad person who intentionally did wrong... and because you are doing your best not to slip up that way in the future.


No one is perfect. No one is expected, by the Divine, not to make mistakes. On the contrary, that's often how we learn and grow.


That's all the Divine wants of you. Not perfection. But learning and growing from your slip-ups.


So you can accept that you did the best you were able to, at the time. And forgive yourself, for being human and humanly fallible.

 

If you get stuck in guilt, look for the underlying shame. Shame is like Velcro to guilt. It tells you that you deserve to feel terrible guilt, that you are not worthy of forgiveness or compassion or kindness.


But shame LIES.


You are worthy of forgiveness, because you are not a flawed person.You are Divinity tasting life as a mortal individual -- nothing else.


It doesn't matter what your family or coworkers or boss thinks of you. It doesn't matter how you've been treated by others -- that's nothing to do with YOU, that's all about the (human) blindness of others.


You are infinitely worthy and loveable!


And when others can't see that it's only because they haven't realised that they are infinitely worthy and loveable. When people get tied down, in their minds, into one little frail animal body and one small human life, all kinds of such misconceptions arise!


But it's not the truth.


The truth is that you are eternal -- learning and growing and polishing yourself on challenge after challenge, life after life.


The soul that is truly you is infinitely worthy and Divine. The body and mind you think of as you are only a costume that put on for a while, and then point aside, to go home for dinner and a bath, a good rest, to get up and come play again.


So how do you as a mere mortal forgive yourself?


The same way you forgive anyone... With compassion for your human frailty: you really are doing our best with what you have. With perspective: understanding that this life is a playground and schoolroom, and not the life-or-death struggle it seems. With determination to not make the same mistake again.


With Bright Blessings,





en

What To Do in Case of Psychic Attack or of Being the Victim of Malevolent Spell

Being a relatively visible public Witch, I get plenty of requests for spells, which I politely decline to do. I tell people two things: One is that it's best to create one's own spells rather than have someone else cast them. The other is a caution against performing any magic that would interfere with the free will of another. The exception to that would be a binding of someone else, making them unable to do further harm.

If you believe someone has put a negative spell on you (usually called a hex), here are a few things you can do to protect yourself, and possibly reverse the spell.


First, purify your person. Take a shower, or better yet, soak for a while in hot water containing sea salt, bath salts, or Epsom salts. Allow the salt and water to neutralize any negativity within yourself; think of this as you soak. Let any contamination be washed away with the water spiraling down the drain, out of your house and out of your life. Drink lots of water to wash out your insides. Wash your hair, brush your teeth, put on clean clothes. You may also wish to drink mint tea or another tea that you find refreshing.


Second, purify your dwelling. Dust, sweep, vacuum, tidy up, polish. Air out the rooms. Wash the windows with a mild solution of vinegar and water. This allows purifying sunlight and moonlight to illuminate the room as well as making the glass more reflective to deflect unwanted energies.[1]


Circulate through the rooms where you live with sage or other purifying incense, making sure to fumigate everywhere -- stairways, closets, underneath stairways, basement, attic, garage if attached. If your dwelling is one that you can circumnavigate, you may wish to walk all around the outside of the building wafting this smoke.


Then mix salt and water and sprinkle it around the house. As with the incense, do this around the outside of the home, too, if you can. Be sure to cense and sprinkle all openings to the outside -- doors and windows, of course, but also skylights, electrical outlets, heating vents, chimneys, ventilator hoods, toilets, and sink, tub and shower drains. Also do this to mirrors.


While you're doing these things, speak the words, "With Earth and Water I purify this space," and "with Fire and Air I consecrate this space," because that's exactly what you're doing.[2]


Third, ward your space. If you're the witchy sort, trace a protective pentacle with the salt water on all doors, windows and mirrors. Rosemary grows in abundance where I live, so I like to use a sprig of it to sprinkle the salt water. Then I like to leave rosemary sprigs on all the window sills.


When you've done all these things, take a step back, be very quiet, look around, listen and note how different your space feels to you now.


You may also wish to perform these acts at other places where you spend a lot of time, such as work, if you can.


One last thing you may want to do, although it's not as easy and practical as the rest. You may wish to hang little mirrors in the windows or on the outside of the building to reflect away negativity. The mirrors aren't really necessary; they're just extra insurance, if you will. You should be fine just doing the other things I've recommended.


Now envision yourself within a bubble. Project this bubble around you and around your home. Nothing can pass through the membrane that has not been invited by you. Anything unwelcome bounces off the bubble. Build a strong image of this bubble in your mind. If you have a small object, maybe a clear quartz crystal or a piece of rosemary, that reminds you of this visualization, carry it in your pocket or keep it someplace handy. You can't be expected to hold this image in your consciousness all the time. But if you have this object, then at times when the image has faded and you feel you need to reinforce your working, take it out and look at it and touch it to reawaken your sense of your protective bubble.


As with all magic spells, you needn't stick with the formula offered here. If other ingredients call to you or other actions spring from you, trust your intuition and go with them.


These are my recommendations. For another approach, here's a Lemon UncrossingSpell (to break a curse). I have never tried this so I can offer no assurance of its efficacy.


[1] For a super-duper heavy cleansing of a home, say if you're just moving in after someone else has been living there, and if you have the time, get some dragon's blood incense and burn it on a piece of charcoal in a container left in the bathtub or shower. As soon as you light it, leave and let it fumigate the entire house. You don't want to breathe much of this stuff. Then return a few hours later and open all the windows to let out the dragon's blood fumes.


[2] Some additional things you can do to cleanse a new or dirty home: Walk throughout the rooms with noisemakers, rattles, a drum to frighten off unwanted spirits. Do this before censing and sprinkling. After censing and sprinkling, ring a little bell at the windows and mirrors.




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Creality’s Black Friday event – Save up to 60% with unbeatable discounts!

NEWS – As the holiday season approaches, Creality is thrilled to launch its biggest-ever Black Friday event! From October 21 to December 3 on the Creality Store and November 21 to December 2 on Amazon, enjoy record-low prices on an extensive range of 3D printers and accessories. Whether you’re a 3D printing enthusiast or a […]




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This steampunk-style kerosene lantern will level up next camping trip

NEWS – The Petromax HK500 is a pressure outdoor kerosene lamp invented in 1910. It’s hand-assembled in Germany and features temperature-resistant borosilicate glass and optional accessories that will turn it into a heater and a stove. The one quart tank has a burning time of 8 hours and a light output of 500 CP (candle […]




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ANNKE FCD600 PoE dual lens panoramic outdoor security camera review

REVIEW – When you live in a somewhat secluded wooded area like I do, you want to be able to monitor your property when you’re home and away from home. I’ve had multiple security cameras around my house for years, but only in the past year have I “graduated” to PoE cameras, and I love […]




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Write your magic spells with a LAMY Harry Potter fountain pen

NEWS – If you’re a Harry Potter fan and also love writing, the new LAMY Harry Potter fountain pens will be a magical addition to your pen collection! These special edition fountain pens combine the charm of Hogwarts with high-quality craftsmanship, making them perfect for jotting down your own stories or doodling your favorite characters. […]




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PINKAH Stainless Steel French Press Coffee Maker review – a great daily driver for a caffeine fiend!

REVIEW – Look at my fancy coffee maker! The PINKAH Stainless Steel French Press Coffee Maker is a contemporary take on the French Press design that features an innovative leakproof pouring mechanism and a double-walled design that keeps your beverages hot for hours. We love all the coffee things, so let’s learn more. To the […]




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Cover Reveal for THE ENCHANTED GREENHOUSE

COVER REVEAL!!! So over-the-moon excited to share with you the cover of my next cozy fantasy, THE ENCHANTED GREENHOUSE! Gorgeous art by Lulu Chen and design by Esther S. Kim. With cool mint sprayed edges!! Coming July 2025 from Bramble!

THE ENCHANTED GREENHOUSE is set in the same world as THE SPELLSHOP. It's about Terlu Perna, the librarian who created Caz and was transformed into a wooden statue as punishment. That should have been the end of her story. Yet one day, Terlu wakes up...

I am so absolutely in love with the cover, and I can't wait for this book to be out in the world!

Now available for pre-order!

http://www.sarahbethdurst.com/EnchantedGreenhouse.htm





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Happy Halloween!

 




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

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

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

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

Strategy Tips:

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

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

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

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

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

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

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

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

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

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

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

Rating:

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



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

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Board Game Review: Between Two Castles of Mad King Ludwig

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rating:

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



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

en

Board Game Review–Quests & Cannons: The Risen Islands

I had the opportunity to play a preview edition of Quests & Cannons: The Risen Islands  from Short Hop Games in advance of the game’s upcoming Kickstarter campaign. Designed by Eric and Shannon Geller, the preview edition arrived in a bright and colorful cover box that hinted at the beautiful artwork within.

We got it on the table for a family game straightaway. As we unpacked the contents of the box, I was impressed with the quality of the wooden components. Especially for a preview copy, everything was incredibly well made and sturdy, which speaks to the care and enthusiasm Eric and Shannon have put into the game. The illustrations on the components are just lovely! The artists (Lily Yao Lu, Tony Carter, Regis Torres, Sita Duncan, and Lilia Sitailo) did a really great job integrating the theme into the materials. 

Quests & Cannons  is very easy to setup and the rules are straightforward,  so you can get started playing pretty quickly; no one is going to be stuck spending an hour reviewing the rules upfront. The only thing you really need to work out is whether you want to play the game solo, cooperatively, free for all, or in teams.  Regardless of the mode you choose, you’ll sit down as a leader of a kingdom, tasked with bringing prosperity (i.e. victory points) to your people as you explore new islands that have suddenly cropped up in the sea. The revelation of the islands has coincided with devastating famine and drought hitting the kingdoms to varying degrees, so you’re also on a quest to find a way to reverse these plagues.

And since prosperity can be gained through attacking other leaders during explorations, you’ll need to be thinking about battle defense and offense.  My kids are teens, so they handled the attacks pretty well, but your mileage may vary with your youngsters, depending on their age and temperament.

The underlying mechanics of the game are pretty simple:

  • Explore to gather resources across the islands and turn those resources in to complete quests (pick up and deliver)
  • Follow explicit instructions on map clue cards to do X action at X location
  • Attack rival ships

Players can do three actions on a turn, choosing freely between move, gather resources, and attack. 

All of the how-to and particulars governing these actions are detailed in the rulebook (and in video play-throughs online). Variability in movement rules, attack/defense power, and resource storage capacity is dictated for each player by the leader card they’ve chosen at the beginning of the game (each one comes with special powers and differing stats) and the upgrades performed on their ship.

I did find a few issues with the mechanics for the Geller team to address before the final version is distributed:

  • Explain in the rulebook what should be done if the map clue drawn cannot possibly be used
  • Add a 0 space to the action point track on each player’s ship to track the exhaustion of the final action point
  • Implement monsters or other descriptive elements with differing effects into the treacherous sea spaces to add more complexity

Outside of these issues, I recommend Quests & Cannons as a family game for gateway gamers (i.e. new to the hobby) or those who gravitate toward light strategy games. It’s kid-friendly and there isn’t any analysis paralysis inherent in the game.  It plays in under 90 minutes, gives kids exposure to different play modes within the same game, tackles conflict resolution, and comes with a variety of board layouts to keep things interesting over multiple plays. Note that this is not a game I’d recommend for players who prefer deeper strategy. Highly experienced gamers drawn to seafaring themes and beautiful artwork can find similar mechanisms with a bit more depth and complexity in other games such as Islebound (designed by Ryan Laukat from Red Raven Games).

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

Publisher: Short Hop Games
Players: 1-6 (We played with 4 and 5)
Actual Playing Time (vs the guideline on the box): about 90 minutes per game
Game type: pick-up and deliver,hand management, action points, kid-friendly, solo

Rating for Gateway Gamers: 

Rating for Advanced Board Gamers:                                          

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.



  • action points games
  • board game reviews
  • hand management games
  • Kickstarter
  • kid friendly games
  • pick-up and deliver games
  • Short Hop Games

en

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

en

What Jenni Said About The Art of The Gathering: Fantastic

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




en

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




en

24 Things, Many of Which Are Still Likely To Be Elephants or Bears, Especially Elephants; But Also It’s Vanishingly Unlikely There’ll Actually Be 24 of Them, or Even Close - Thing One. And Possibly Only.

Alt text: a stylish woman in a coat, who is emphatically neither an elephant nor a bear. Not everyone is.




en

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

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




en

Far Fewer Than Twenty-Four Things - Thing Three

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




en

A Certain Number of Things - Thing Seven

Alt Text. Two elephants, conferring.




en

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


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




en

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


 

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

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

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

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

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


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




  • Small Silly Jokes

en

The Oppenheimer Alternative

Seventy-nine years ago, the era of atomic weapons began with the Trinity test. My novel about J. Robert Oppenheimer and the Manhattan Project is The Oppenheimer Alternatvie, and, in my humble opinion, it’s the best of my 25 novels: “Incredibly realistic: the characters, locations, the era, and even the science. I felt like I was […]




en

Remembering Michael Lennick

Every Canadian of my generation knows the line, “I told him, Julie, don’t go!” It was said by Sylvia Lennick, the mother of my dear friend, the great Canadian filmmaker and special-effects expert Michael Lennick. Michael passed away ten years ago today, on November 7, 2014, at just 61 years of age. He’d been admitted […]




en

Ken and Robin Talk About Stuff: Uninterested in Not Attacking

In the latest episode of their easily spotted podcast, Ken and Robin talk Invisible Men, coarse vs granular ability lists, and Ken's last book raid for the duration.




en

Ken and Robin Talk About Stuff: Submarine for Sea Ghouls

In the latest episode of their intrepid podcast, Ken and Robin talk Sense Trouble, fatbergs, William Stephenson, and doomsday predictor Albert Porta.




en

Ken and Robin Talk About Stuff: Dragons Love Merch

In the latest episode of their awesomely helmeted podcast, Ken and Robin talk automatic successes, imperiled Czech mayors, the secrets of Valhalla Cat, and Nicolas Roerich.




en

Ken and Robin Talk About Stuff: Chorus Cubed

In the latest episode of their not-distracted-by-the-woman-in-red podcast, Ken and Robin talk meme-filled meta-kibitzing, Montreal Open City, present tense in fantasy fiction, and the RFK-Scooby Doo time ripple.




en

Ken and Robin Talk About Stuff: Toss In Your Werecows

In the latest episode of their ennui-destroying podcast, Ken and Robin talk interesting boredom, Lair of the White Worm, John Carpenter's Aliens, and the occult battle of Kursk.




en

Ken and Robin Talk About Stuff: It Would Totally Match Her Raven

In the latest episode of their inescapable podcast, Ken and Robin talk forecasting player behavior, cats, the creative importance of napping, Loie Fuller, and saving Houdini.




en

Ken and Robin Talk About Stuff: The Mystical Land of Hat

In the latest episode of their tantalizing podcast, Ken and Robin talk GMing war for ex-military players, Toronto tow truck gang wars, world-breaking words, and ‘Oumuamua.




en

Ken and Robin Talk About Stuff: You May Be Competent

In the latest episode of their tightly-wrapped podcast, Ken and Robin talk vampire firewalling, the espionage of Jan van Eyck, weird war mummies, and the Quasi War.




en

Ken and Robin Talk About Stuff: Not That My Players Would Do Anything Like That

In the latest episode of their quartz-festooned podcast, Ken and Robin talk TPKs, RCMP misconduct, crystals, and The Mandalorian.




en

Ken and Robin Talk About Stuff: Chief Plant Health Officer

In the latest episode of their planchette-moving podcast, Ken and Robin talk historical isms, a man in a barrel, unsolicited seeds, and Ouija board inventor Elijah Bond.




en

TIFF Day 2: Tales About Wizards from an African Prison & Zombies in the Taiwanese Parliament

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

If you've been missing family events during the pandemic, this film is the cure for that. Polly Draper and Fred Melamed appear as the loving but insufferably intrusive parents.

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

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

This year’s Q&As are Zoom interviews between the programmers and filmmakers, which drop on YouTube when the films become available for online viewing. In the Q&A for this one we discover that the director wrote it when she was 15, a year younger than her character. She’s 20 now. Lindon is the daughter of well-known French actors Vincent Lindon and Sandrine Kiberlain.

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

It’s quite an achievement to find the worst hue of every color on the visible spectrum. Fortunately the underlying message, that government officials would respond to a pandemic by idiotically making it worse, has no bearing on anything that comes to mind.


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




en

TIFF Day 4: Masterful Performances from Frances McDormand and Mads Mikkelsen

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

This is from Searchlight, formerly Fox Searchlight, now part of the Disney empire, so you’ll get a chance to see it. Likely as part of awards season, whatever the heck that’s gonna look like this year. Normally I don’t spend festival slots on titles with distribution but that’s out the window in the COVID-verse.

(At the moment cinemas are open, with distancing, here in Ontario but if you look at the numbers we’re in the early denial phase of a reimposition of lockdown measures. Whatever the deal is I don’t plan to be inside a theater in any foreseeable time frame.)

Her next project is a huge pivot from poetic verite dramas like this and The Rider— Marvel’s The Eternals. 

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

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

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


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



  • toronto international film festival

en

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

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

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

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

Forget Draculas and Cthulhus. This is the real terror.

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


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



  • toronto international film festival

en

Ken and Robin Talk About Stuff: That’s How You Get Your Grants Approved

In the latest episode of their dark and stormy podcast, Ken and Robin talk Gothic F20, Elon Musk's pig brain implants, and a contactless edition of Ken's Bookshelf.



  • Ken and Robin Talk About Stuff

en

College Students Win National Geographic Map Awards

As college campuses across the country close for summer recess, we know of a few students heading home that are perhaps a little happier because their maps earned awards. National Geographic sponsors several map awards
(see http://natgeomaps.com/mapawards) to reward student innovation—so far six students have won this year:

Ben Coakley, University of Wisconsin-Madison, Scheduled Service on Small Airlines in Canada, Summer 2008.
Daniel Huffman, University of Wisconsin-Madison,
Rising Skyline: The Tallest Buildings in Europe, 1875-2007.


Mathieu Noble, Centre of Geographic Sciences (COGS), Nova Scotia Community College (NSCC), King of Coal.




Wes Jones, Centre of Geographic Sciences (COGS), Nova Scotia Community College (NSCC), Annapolis Royal Historic Gardens.
Cindy Prostak, Centre of Geographic Sciences (COGS), Nova Scotia Community College (NSCC), St. John’s, Newfoundland and Labrador.

Gregg Verutes, San Diego State University, Health, Poverty and Place in Accra, Ghana.

Check out http://natgeomaps.com/mapawards for more information and updates.




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President Obama Receives National Geographic Map Cabinet












This is "one gift I will definitely keep," President Obama said when he was presented with a National Geographic Society map cabinet at the White House.

Visit the NATGEO NEWS WATCH Blog by News Editor David Braun for the full story: http://tinyurl.com/ncmdqy












Photos courtesy of The White House




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

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

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


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

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

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

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

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

~Chris Knoll, Cartographer, National Geographic Maps




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Free National Park Weekend

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

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

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

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

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

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

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

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

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

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

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

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

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

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




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Pre-Adventure Planning 101 :: with guest blogger Justin Lichter

Hi everybody! I was honored when I was asked to write a blog entry for National Geographic Maps so hopefully this is informative and entertaining.

For the first blog entry we thought it would be a good intro for me to talk about the planning stages, training, and of course map work that takes place prior to an expedition or adventure. If you want to find out more on my personal adventures you can check out my website at http://www.justinlichter.com/. A quick recap of a few of the main adventures would entail hiking unsupported 1800 miles through Africa, hiking across Iceland, hiking south to north across the South Island of New Zealand, swimming unsupported around Lake Tahoe, and hiking over 10,000 miles in one year.

All of these trips start with a dream and a desire to see these landscapes. I feel that you see and get to know the terrain, scenery, and culture on a personal level when you undertake a trip under your own power with no support and no aid from motorized equipment. Many of these trips followed my own route that I devised and made up trying to connect existing hiking trails, little used dirt roads and jeep roads, and cross country travel in order to stay off of paved roads and highly traveled roads as much as possible. Initially I research what areas I would like to see and what hiking trails are in the area. Then I try to get an overview atlas map or road map and a slightly more in depth overview map (like something in the range of 1:250,000 to 1:500,000). The overview maps help me locate potential places to connect and areas with few roads that I would want to go through. After I have a good idea of the route on those maps, I then put a number of potential routes down onto smaller scale maps (1:24000 to 1:100,000). I then tweak it from there, but in a few places I usually keep a number of route choices on the map in case I think certain areas need alternates in case of high water fords, technical spots, potential cliff areas, or anything else tricky the landscape may throw my way.

I’ll then go through the maps and figure out what roads I cross and towns that I come near. I’ll figure out distances between these points and use these towns to resupply from and get more food.

During these planning stages I am also training for the hike so that when I set out I am ready to do 25-30 miles per day from the start. Usually for training I end up doing a lot of cross training since it is usually the winter when I am training to set out on a hike starting in the spring. As a result I normally do a lot of skate skiing, classic skiing, backcountry touring, telemark skiing, snowshoeing, and some short walks on the road. After so many hikes I think that my body is pretty used to that type of work so if I can maintain my fitness level then that helps in the break in period on the hike. However, I usually try to carry a loaded backpack a little bit so that my shoulders and hips get used to the weight on them prior to the hike.

I think that is a little recap of the initial stages of the pre-adventure planning. Hope that helps and was interesting. I’ll be blogging more on the site about some adventures, tricks and tips, and many other things, so come back and check it out!


Blogger Bio
Meet our guest blogger, Justin Lichter

I grew up about an hour north of NewYork City and have since lived in Santa Barbara, CA, southern VT, Dillon, CO, and I am currently living in Truckee, CA. When not hiking, I am a ski patroller and enjoy backcountry skiing, nordic skiing, snowshoeing, mountain biking, and pretty much anything else relaxing. Since 2002, I have hiked over 20,000 miles. In 2002 doing a cross-country map and compass trip through the canyon country of southern utah, in 2003 hiking from Georgia to Cap Gaspe, Quebec following the Appalachian Trail and International AT, 2004 hiking the Pacific Crest Trail from Mexico to Canada and then the Pacific Northwest Trail to the Washington coast, 2005 the Continental Divide Trail from Mexico to Canada then continuing on the Great Divide Trail from the Canadian border up into northern Alberta, 11/1/05 to 10/23/06 completing the Eastern Continental Trail (cap gaspe, qc to key west, florida, incorporating the AT), Pacific Crest Trail, and Continental Divide Trail in under a year, a total of over 10,000 miles, and in 2007 a traverse of the Southern Alps and the south island of New Zealand. As well as amazing trips each year after. You can check out my website at http://www.justinlichter.com/ for more info.




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Adventure Planning :: with globe trekker, Justin Lichter

With summer starting to wind down, the mosquitoes and black flies are fading. Winter will come soon. It is a great time of year to get outside and also start dreaming of trips that you want to do for next summer. I mentioned in a previous blog post how I go about looking into the routes that I am going to embark on, so naturally I want to transition to how you all can set out on a long hike.

Here would be a few pointers that I would recommend.

1. Plan, Plan, Plan.
You haven’t planned enough if you haven’t thought about a lot of things for your trip. The route is one thing and the most obvious. However you should also be looking into how frequent and reliable the water sources are, how often you might be able to get more food or purchase food at a store, the weather for the area during that time of year, and fine tuning your gear. No doubt you will have some nerves at the start of a trip, but if you plan well and are comfortable with your gear going into the trip then that should ease the nerves a little.

2. Train
As your trip begins top take shape you will ideally start to train for the experience beforehand. This will help make your trip as enjoyable as possible as well as getting you used to your equipment. This will help your feet get ready, and if need be callused, for you shoes and to break in your shoes and help your hips and shoulders get used to wearing a backpack. If you prepare beforehand then you’ll be ready to hit the trail when the time comes and the mileage that you planned for the trip won’t be daunting. The training will also help in your planning because it will let you know what distances and terrain are obtainable for the trip in the time that you have.

3. Gear Up, But Not Too Much
Research the gear that you would like to use on the trip. Do as much research as possible looking online and asking questions of shop employees, but definitely do NOT just ask shop employees. Some store employees are great, but each has their own personal opinion and they might not even have done the activity or been to the terrain you are looking at doing. My typical gear list has many recurring pieces of gear, but there are also many things that change depending on location and time of year. This helps to keep your pack light by taking only what you will need. For example, there is no reason to carry a 3lb. -20 degree sleeping bag if you are heading out to the High Sierras in the summer. Chances are you can probably get away with a sub 2lb. 30 degree sleeping bag, especially if you plan on sleeping in a tent because that will add about 10 degrees to your sleep system. Get your system streamlined and dialed beforehand and then only take what you think you’ll need. If you don’t use it every day then generally you don’t need it. Also, try to make things have multiple uses. For example I use a half length sleeping pad and then use my backpack for the lower half of my sleeping pad. This saves about 8oz on my sleeping pad and makes it more packable since my backpack won’t be needed for anything else while I am sleeping.

4. GO!!!! And Have Fun!
Set off on the trip and have a blast. Remember that if you are setting out on a longer trip and you think you might need a piece of gear, want to swap out a piece of gear, or find out shortly into the hike that you aren’t using something that you are carrying then you can always mail something that you are carrying back home when you get to a town to resupply. On the other hand you could also mail something to yourself by General Delivery to the post office in a town. If you mail it priority and decide you don’t need the gear, then don’t open it and you can usually forward it elsewhere for no charge! This is also a great trick so that you only need to carry the maps that you need for each section and not add weight by carrying maps for the entire trip. Use these tools to keep your pack light.

For more info about Justin Lichter, follow him @ http://www.justinlichter.com/.




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STUDENTS ACROSS THE COUNTRY TO ‘DIVE’ INTO FRESHWATER

WASHINGTON (Nov. 10, 2010)—With one of every six people on Earth lacking access to safe drinking water, freshwater is one of the defining issues of the 21st century. Although water is essential for life, less than 1 percent of water on our planet is available for drinking. “Freshwater!” is the theme of Geography Awareness Week 2010, Nov. 14-20, supported by National Geographic and other partner organizations and sponsored by CH2M HILL, an international engineering consulting firm. Founded as a water firm in the 1940s, CH2M HILL has been working for decades to help people around the world find the right solutions to their water challenges.

Geography Awareness Week is an annual celebration enacted by Congress in 1987 that encourages families and schools to engage in fun, educational experiences that draw attention to geo-literacy and the importance of geography education. During Geography Awareness Week 2010, National Geographic invites students, teachers and parents to learn more about freshwater and how it connects to geography.

“Freshwater is one of the most critical issues of the 21st century,” said Terry Garcia, National Geographic’s executive vice president of Mission Programs. “National Geographic is committed to increasing awareness about this vital natural resource through our Freshwater Initiative. Our Geography Awareness Week website (http://www.geographyawarenessweek.org/) gives students and teachers the necessary tools to understand the complexity of the global freshwater crisis and its extraordinary role in shaping the geography of our world.”

During Geography Awareness Week, grassroots organizers around the country will host events, workshops and contests at local schools and community centers. Engineers from CH2M HILL will visit classrooms in many states to share hands-on freshwater activities with students and discuss connections between geography and real-world engineering projects.

“Our world needs sustainable water management solutions that support society and nature,” says Bob Bailey, president of CH2M HILL’s Water Business Group. “The decisions we make today about water will affect generations to come. We are proud to partner with National Geographic — a leader in scientific and cultural research and education — to help bring public awareness to this vital issue. Our firm is committed to sustainability; to protecting and preserving our planet’s natural resources; and to inspiring and educating a future workforce that will help solve the environmental and engineering challenges of tomorrow.”

In celebration of Geography Awareness Week, Zinio, the digital magazine and book distributor, will offer free access to and a free download of the digital edition of the April 2010 issue of National Geographic magazine, “Water: Our Thirsty World,” during November. This single-topic special issue highlights the challenges facing our most essential natural resource. The digital edition presents complete content from the print edition, plus extra photo galleries, rollover graphics that animate features like maps and timelines, video profiles of photographers who contributed to the issue and other interactive features.

The Geography Awareness Week website offers access to activities, lessons and games about freshwater. The site features contributions from National Geographic and partner organizations such as ESRI, 4-H, Newspapers in Education, Zinio and GeoEye. Visitors can use a water footprint calculator to determine how much water their family uses — from watering the lawn to the “hidden” water in household items like blue jeans — and find ways their family can conserve. Teachers can access a wealth of lesson plans about freshwater, including featured activities for use with new National Geographic Mapmaker Kits. Educators and parents alike will find valuable lists of recommended books and films, as well as crossword puzzles and other family-friendly games.

The website also features opportunities to join nearly 100,000 geography supporters in promoting the cause of freshwater. Resources are provided on how to host a local Geography Awareness Week event, including a guide to hosting a 3.7-mile Walk for Water or a Freshwater Trivia Night. A link to the new Global Action Atlas offers connections to people and organizations involved in innovative water projects around the world.

Site visitors also can read and contribute to a Geography Awareness Week Blog-a-Thon, which is updated multiple times daily with commentary and multimedia. The Blog-a-Thon also features a “What’s That Water?” quiz, challenging visitors to identify freshwater bodies in satellite imagery, provided by GeoEye, for chances to win prizes.

The National Geographic Society is one of the world's largest nonprofit scientific and educational organizations. Founded in 1888 to “increase and diffuse geographic knowledge,” the Society works to inspire people to care about the planet. It reaches more than 375 million people worldwide each month through its official journal, National Geographic, and other magazines; National Geographic Channel; television documentaries; music; radio; films; books; DVDs; maps; exhibitions; live events; school publishing programs; interactive media; and merchandise. National Geographic has funded more than 9,400 scientific research, conservation and exploration projects and supports an education program promoting geographic literacy. For more information, visit http://www.nationalgeographic.com/.

Headquartered in Denver, Colo., employee-owned CH2M HILL is a global leader in consulting, design, design-build, operations and program management for government, civil, industrial and energy clients. With $6.3 billion in revenue and 23,500 employees, CH2M HILL is an industry-leading program management, construction management and design firm, as ranked by Engineering News-Record (2010). The firm’s work is concentrated in the areas of water, transportation, environmental, energy and power, and facilities and infrastructure. The firm has long been recognized as a most-admired company and leading employer. Visit http://www.ch2mhill.com/.

For more information and resources for Geography Awareness Week, visit http://www.geographyawarenessweek.org/.