Thursday, March 31, 2011

How In The Heck Did I End Up Here?

I've been working on the history of my ministry life... if you want to read the whole thing (geez, I'm long-winded), here's where to go:

Of course, I need to write down the stuff BEFORE Part One, too. Sigh, a blogger's work is never done.

Friday, March 25, 2011

Vision! Manifesto! Kumquat!

I wish I could say that this is silly - but read enough church vision statements & you'll start to think that these guys (kim mok copywriting) are psychic.

#82: Clash of the Gladiators

Clash of the Gladiators
  • designer: Reiner Knizia
  • publisher: Rio Grande/Hans im Gluck
  • date: 2002
  • BoardGameGeek rank/rating: 2430/5.88
  • position on my top 100 in 2005: did not appear
  • age: 10+
  • # of players: 2-5
  • print status: out of print
  • cost: numerous used copies are for sale/trade on BGG
Others may prefer the more refined Knizia offerings - Euphrat & Tigris or perhaps Amun-Re - but my tastes run towards his, well, lighter work. In this case, a game so delightfully light that it contains almost as many die rolls as your average game of Risk... packed into 45-minute game!

Clash of the Gladiators is just that - a battle royale between groups of gladiators and the occasional rabid animal (btw, bears are more dangerous than lions - important safety tip). To radically paraphrase noted philosopher Bob the Tomato (from Veggietales): "You roll the dice, you move your mice... everybody gets hurt."

The game begins with drafting your various 4-man gladiator teams:
  • Swordsmen (who give you extra dice)
  • Spearmen (who let you attack first)
  • Net throwers (who neutralize enemy gladiators)
  • Shield bearers (who soak up wounds)
  • Trident carriers (who give you the chance to reroll the dice)
Once the teams are ready, you fill in the empty spaces with wild animals & the attacks begin. A turn is simply the option to move followed by an attack & the response of the other player. Unless you're playing with someone with a bad case of analysis paralysis, the game rips along at a delightful pace.

It's easy enough to teach 8 year olds... yet the right crowd of gamers can enjoy this game as well, complete with Steve Reeves' imitations & lots of trash-talking.

BTW, this is another game that begs the question: "How do you tell the difference between a Euro game & an Ameritrash game?"
  • European designer? Check.
  • German publisher? Check.
It's a Euro, right? Well...
  • Copious amounts of dice-rolling? Check.
  • Violent theme? Check.
  • "Target the leader" tendencies? Check.
Oh, it's Ameritrash.

Wait a minute... (he types, grinning!)

Wednesday, March 02, 2011

Westboro, Motown, Sesame Street, & Tiny Tim

I will start by acknowledging that the title of this article is a bunch of obscure pop culture references scattered throughout the post. I will not, however, apologize for it - it makes me smile.

So that we're all on the same page, here's the beginning of the AP wire report regarding Fred Phelps & the Supremes (not on Motown Records, btw):
The Supreme Court ruled Wednesday that a grieving father's pain over mocking protests at his Marine son's funeral must yield to First Amendment protections for free speech. All but one justice sided with a fundamentalist church that has stirred outrage with raucous demonstrations contending God is punishing the military for the nation's tolerance of homosexuality.

The 8-1 decision in favor of the Westboro Baptist Church of Topeka, Kan., was the latest in a line of court rulings that, as Chief Justice John Roberts said in his opinion for the court, protects "even hurtful speech on public issues to ensure that we do not stifle public debate."

The decision ended a lawsuit by Albert Snyder, who sued church members for the emotional pain they caused by showing up at his son Matthew's funeral. As they have at hundreds of other funerals, the Westboro members held signs with provocative messages, including "Thank God for dead soldiers," `'You're Going to Hell," `'God Hates the USA/Thank God for 9/11," and one that combined the U.S. Marine Corps motto, Semper Fi, with a slur against gay men.
More specifically, here's the conclusion of the majority opinion (written by Chief Justice Roberts) in Snyder v Phelps:
Our holding today is narrow. We are required in First Amendment cases to carefully review the record, and the reach of our opinion here is limited by the particular facts before us. Speech is powerful. It can stir people to action, move them to tears of both joy and sorrow, and—as it did here—inflict great pain. On the facts before us, we cannot react to that pain by punishing the speaker.

As a Nation we have chosen a different course—to protect even hurtful speech on public issues to ensure that we do not stifle public debate. That choice requires that we shield Westboro from tort liability for its picketing in this case.
All of which leaves me flopping about emotionally (and otherwise). On one hand, I'm glad that the Supreme Court made such a clear stand for free speech (esp. in dealing with a religious group) . On the other hand, I'm think that the religious group in question (Westboro Baptist Church) is reprehensible in their behavior. I'm also convinced that their theological elevator doesn't go to all the floors.

Noam Chomsky Is Right (about at least one thing)

"If we don't believe in freedom of expression for people we despise, we don't believe in it at all."
Whether it is the neo-Nazis marching through Skokie, IL, (the first "free speech" incident I remember as a kid) or the Phelps family antagonizing people in the name of God, I have to acknowledge that their freedom to be ungodly & bigoted protects my right to be "speak the truth in love" (Ephesians 4:15) without free of government reprisal or legal entanglements.

Please don't misunderstand me - I feel sick at my stomach that this kind of anti-grace, anti-Jesus rhetoric is foisted not just on our country but also on the mourning of those who simply will help get Fred Phelps more attention.

One of These Things Is Not Like the Other

A quote from the Associated Baptist Press report pretty much covers it:
George Bullard, general secretary of the North American Baptist Fellowship, said Westboro Baptist Church is not affiliated with any of the member denominations related to the North American Baptist Fellowship or its parent body the Baptist World Alliance."

"The word 'Baptist' is not owned by anyone,” Bullard said. “It is available to everyone. This means that even churches such as Westboro, which does not represent the positive spirit of freedom and grace that characterizes so many of the church denominations related to the North American Baptist Fellowship, can use the name 'Baptist.'”

Bullard said most Baptists in North America are “appalled at the position and tactics” of the Phelps clan.

"In spite of their use of the word 'Baptist,' the Westboro church does not represent the position of any free and faithful Baptist congregation or denomination we know in North America," Bullard said.
Yes, I know that Fred Phelps was ordained in 1947 by a church in my denomination (the Southern Baptist Convention)... but because SBC churches are autonomous local bodies who voluntarily affiliate with the denomination, only the church who ordained him can revoke his ordination. That doesn't stop me, a Southern Baptist pastor, from declaring loudly that Fred Phelps & his church are hatemongers who radically misinterpret the Gospel.

Tiptoe Through The Tulips

According to the Oakland Tribune (Nov. 4, 2002):
Phelps and his followers call themselves "primitive Baptists." They believe in predestination, the idea that God already has selected those who will go to heaven and that everyone else is irreversibly doomed to hell. Their mission, members say, simply is to spread this news.

"We don't strive to change your hearts or minds," Phelps wrote in a letter to the Capital-Journal. "Even if we wanted to, we couldn't make you believe the truth."

"Every person who is predestined for hell will remain in darkness."
It's very important for me to note that Calvinists (no matter how many points of the TULIP they ascribe to) in general would reject this incredibly anti-evangelistic stance. (J.I. Packer's excellent book - Evangelism & the Sovereignty of God - is an excellent resource on this question. There's a great outline of the book on Andy Naselli's blog.)

And when they're described as "Primitive Baptists" it's not like the Westboro folks live in mud huts and/or have just discovered the secret of fire. It's a particular set of theological & methodological beliefs that typify a particular group of churches.

Once again, we turn to the ABP report for insight:
Bill Leonard, a Baptist historian who teaches at Wake Forest Divinity School, said he has not studied the group carefully but they clearly represent a “stem family” church, where everyone is kin and related through only a few intermarried families.

“Because of Baptist polity, anyone can start a church, baptize by immersion, have some kind of congregational polity, require believer’s baptism, and go from there,” Leonard said. “This is clearly the radical, radical right wing Baptist fringe combining fundamentalism, literalism, separatism, anti worldliness and a strong belief that we are sinners in the hands of a very, very angry God.”
So What?

This is how I end most of my sermons - I mean, it's fine that you've listened to me for the last 30 minutes but what difference does this actually make?
  • Pray for these folks. Really - if the Worldwide Church of God can move from the cult-flavored teachings of the Armstrongs to evangelical Christianity, the same could well happen to the folks involved in Westboro Baptist Church.
  • It's OK to say "They're not with us." If Jesus can tell Peter to "get behind me, Satan," (Matthew 16:23), we're "in bounds" to say "the Westboro folks don't speak for me... or for 99.9% of the evangelical church."
  • Live out the grace of Jesus Christ. When dealing with people caught up in sexual sin (whether it's homosexuality, adultery, sex outside of marriage, pornography, or a host of other ways to mess up the wonderful gift of God), we need to show the same love that Jesus shows the woman caught in adultery in John 8.
  • Use your free speech rights for more than putting bumper stickers on your car. Talk about what you believe & why. Ask questions of those who have other belief systems... and LISTEN to them. Build real relationships with people - not simply turn them into evangelism projects.

Tuesday, March 01, 2011

2011 Oscar Birdbath (the Results)

Here, as promised, are the results to my annual Oscar Birdbath ("Pool"). It's a four-way TIE for first place (with 18 correct answers)!
  • Rebecca Becknal (my oldest niece, who is currently racking up a healthy student loan while working on her masters degree at TCU)
  • Jim Christiansen (aka "Jimbo" - a part of NewLife and [though long absent] the Fresno Gamers. Wanna play Bang, Jim?! We promise not to shoot you - much.)
  • David Gullett (aka "Davebo" - a gamer and friend from the L.A. area)
  • Margaret Kellar (1/4 of the much-missed Kellar clan... her husband was our worship/youth pastor here at NewLife)

Congratulations also go to the three 3rd place finishers (with 17 correct)... Bob Trezise, Charles Glaser & Jeff Monaghan.

Here are the final scores...
  • 21 - the "collective mind' (this, btw, is the first time that we as a group scored higher than any one of us as individuals!)
  • 18 - Rebecca Becknal, Jim Christiansen, David Gullett, Margaret Kellar
  • 17 - Bob Trezise, Charles Glaser, Jeff Monaghan.
  • 16 - Chris Newcomb
  • 15 - Alea Fairchild, Scott Firestone, Craig Berg
  • 14 - Mark Jackson
  • 13 - Scott Alden, Elizabeth Arneson
  • 12 - Jonathan Degann
  • 11 - Jeffrey Leegon, Allen Troxler, Eric Arneson
  • 10 - Gigi Johnson
  • 9 - Eric Burgess, Chris Comeaux
  • 7 - Alfred Wallace
  • 5 - RC Martinez, Jennifer Madon, Joe Huber
Our predictions as a "collective mind" were spectacular!... 21 correct - way to go!
  • BEST PICTURE: The King's Speech - correct!
  • BEST DIRECTOR: Tom Hooper for The King's Speech (we picked David Fincher)
  • BEST ACTOR: Colin Firth (The King's Speech) - correct!
  • BEST ACTRESS: Natalie Portman (Black Swan) - correct!
  • BEST SUPPORTING ACTOR: Christian Bale (The Fighter) - correct!
  • BEST SUPPORTING ACTRESS: Melissa Leo (The Fighter) - correct!
  • ORIGINAL SCREENPLAY: The King's Speech - correct!
  • ADAPATED SCREENPLAY: The Social Network - correct!
  • CINEMATOGRAPHY: Inception (we picked True Grit)
  • FILM EDITING: The Social Network - correct!
  • ART DIRECTION: Alice in Wonderland - correct!
  • COSTUME DESIGN: Alice in Wonderland - correct!
  • ACHIEVEMENT IN ORIGINAL MUSIC: The Social Network (tied w/The King's Speech) - correct!
  • BEST ORIGINAL SONG: "We Belong Together" (Toy Story 3) - correct!
  • ACHIEVEMENT IN MAKEUP: The Wolfman - correct!
  • ACHIEVEMENT IN SOUND EDITING: Inception - correct!
  • ACHIEVEMENT IN SOUND MIXING: Inception - correct!
  • ACHIEVEMENT IN VISUAL EFFECTS: Inception - correct!
  • BEST ANIMNATED FEATURE: Toy Story 3 - correct!
  • BEST FOREIGN LANGUAGE FILM: In a Better World - correct!
  • BEST DOCUMENTARY: Inside Job - correct!
  • BEST DOCUMENTARY SHORT SUBJECT: Strangers No More - correct!
  • BEST LIVE-ACTION SHORT: God of Love - correct!
  • BEST ANIMATED SHORT FILM: Lost Thing (we picked Day & Night)... only one person got this one correct - my lovely niece, Rebecca!

And some final thoughts on the Oscar ceremony:

  • Anne Hathaway is a delightful, vibrant young woman. James Franco is a sad product of the "everything must be ironic" way of treating life.
  • I still think Toy Story 3 should have won Best Picture.
  • Didn't miss Ben Stiller.
  • The show seemed to flow smoother - but there wasn't much surprise to it.
  • Second year with Tivo - still not missing the acceptance speeches.
  • Stop picking on Hugh Jackman.

Thursday, February 24, 2011

Tri-perspectivalism? Really?

Admission of guilt: I'd never heard of "tri-perspectivalism" before today. I guess that means I'm either (a) an uneducated dolt with the IQ of a badger, or (b) I have to figure out to work this word into my everyday conversation.

It's hard not to love Tim Keller if you're an evangelical follower of Christ - he's smart, thoughtful, engaging & solidly Biblical. And gracious in a for-real "they'll know we are Christians by our love" kind of way.

And nowhere is that more obvious than in this blog post from September 2009 (which I just read today):
John Frame's 'tri-perspectivalism' helps me understand Willow. The Willow Creek style churches have a 'kingly' emphasis on leadership, strategic thinking, and wise administration. The danger there is that the mechanical obscures how organic and spontaneous church life can be. The Reformed churches have a 'prophetic' emphasis on preaching, teaching, and doctrine. The danger there is that we can have a naïve and unBiblical view that, if we just expound the Word faithfully, everything else in the church -- leader development, community building, stewardship of resources, unified vision -- will just happen by themselves. The emerging churches have a 'priestly' emphasis on community, liturgy and sacraments, service and justice. The danger there is to view 'community' as the magic bullet in the same way Reformed people view preaching.
Read the whole thing at The 'Kingly' Willow Creek Conference.

Wednesday, February 23, 2011

Big Boss: An Expansion for Zooloretto Boss

The following is my machine-aided translation/paraphrase of a variant for the newest Zooloretto expansion, Zooloretto Boss. It has been checked & approved by Michael Schacht, the designer of Zooloretto. (The graphics & original German rules for the variant can be found in the 4th issue of the Zooloretto newsletter.)

Big Boss

Big Boss is a variant for the new expansion, Zooloretto Boss.

Instructions:

First, glue the 6 office tiles to cardboard (approx. the thickness of the original game materials, then cut them using a ruler and craft knife.

The usual rules for Zooloretto Boss with the following additions:

Preparation:

The 6 office tiles face down on the supply table.

Play:

Oops! In the first round, the 6 office tiles lie face down on the market boardcan not be bought. At the beginning of the second round they are turned face up and can be purchased from now on.

II. Purchase or discard a tile - The active player can buy any office tile from the market board and places it on any empty office in his zoo, building over the office already printed there. The office tile works like a regular office & remains there for the remainder of the game.

The player may only cover one office... and only one without a worker on it. He may not cover an office tile with another office tile. The player may not buy a second office tile of a type he already owns.

Bonus for coworkers:

A. Business Consultant (2):

  • If a player has a coworker on the office tile illustrated with the hand full of money, he receives an extra coin from the bank each time he receives coins for occupying the last space of an enclosure.
  • A player can have only one business consultant.
  • Example: Anne filled the five-space enclosure. She will receive the usual two coins and an additional coin for her consultant.
  • Note: If a player has the business consultant and the fundraiser (from Zooloretto Boss), he receives both a coin and a donation from the bank when he receives one or more coins as a bonus for a full enclosure.
  • Note: The business consultant does NOT give an extra coin for coins taken from the trucks or received from another player to purchase an animal.

B. Controller (2):

  • If a player has a coworker on the office tile illustrated with the donation symbol (and "+4"), he receives 4 points for each donation he has at the end of the game.
  • A player can have only one controller.
  • Example: Dirk has a controller and 4 donations. He receives 4 x 4 = 16 points.

C. Human Resources Manager (2):

  • If a player has a coworker on the office tile illustrated with a coworker (and "+3"), he receives 3 points for each coworker he has at the end of the game.
  • A player can have only one HR manager.
  • Example: Claus has one HR manager and 2 coworkers in his zoo. He gets 2 x 3 = 6 points at the end of the game.
  • Note: if you play Zooloretto & Aquaretto together, the HR manager does NOT get points for the Aquaretto staff.

Tuesday, February 22, 2011

Renovating Your Zoo(loretto)

Now that Zooloretto has spawned enough expansions to make my box roughly the weight of an anvil, it's time for me to chime in again about the quality/usefulness of the various expansions that are available. (The original post like this was written in 2009 - and I've played a good bit of Zooloretto since then.)

I've divided my impressions into three categories: expansions I've played, expansions I own (but haven't played) & expansions I don't own. (When I've played with the expansions, I've noted how many times following the name.)

PLAYED (SMALL EXPANSIONS)
  • The Petting Zoo(12 plays) - This is probably the best simple expansion out there. The trade-off between cash & victory points is really nice.
  • The Savings Book(7 plays) - an exercise in delayed gratification... makes money less tight later in the game, which is a good thing when using some of the other expansions. (BTW, you should NEVER use this expansion when playing the combined game w/Aquaretto.)
  • Three Extra Enclosures(4 plays) - These are 3 two-space pens specific to the zebra, flamingo & elephant. They are available for purchase from the center of the board for $2. I'd combine 'em w/the Savings Book and/or the Petting Zoo so you have some extra cash to make them easier to buy. We've liked these - though you do need to make sure that the appropriate animals are in play.
  • * Polar Bear/Gorilla/King K(6/5/2 plays)- I like these better now that I have 3 of them and it's not simply a crapshoot to see who gets the special power first. All of these are single tiles which add a special power to your zoo - they are claimed by finishing your 6 space pen. My gut response is to put 3 of them out for five player games, 2 out for three or four player games.
  • Three Additional Buildings(2 plays) - we used these a couple & I wasn't overwhelmed by what they did or didn't do. Had to look up the rules on them a number of times... which meant they slowed the game down without adding anything deeply meaningful to the game.
  • Mission Cards(1 play) - Because of the makeup of the cards, these only work in 4-5 player games... but the one time we used them, they did some interesting things to what people would & wouldn't take from the trucks. I really want to try it again.
PLAYED (LARGE EXPANSIONS)
  • Zooloretto Exotic(10 plays) - If you're just going to buy one expansion box/set for Zooloretto, it should be this one. It makes the end game dynamics very different as players have more tiles to avoid and scoring considerations to worry about.
  • Zooloretto XXL(4 plays)- The addition of more animals of each type along with the ability to "clear" 2 of your complete pens for lower points (ship them off to another zoo) and refill them. I'm not sure the extra time is worth the trade-off... however, the Aquaretto XXL expansion is very cool (included in the same box).
  • Zooloretto Boss(1 play... so far!)- I think this is going to be a very successful addition to the game... the combination of the Market (buy a single tile for 2 bucks), the sponsors & the workers (similar to the workers in Aquaretto) make for some much more gamer-y decisions.
HAVE NOT PLAYED
  • Building Sites - introduces an element of "take that" to the game that I don't like... I probably won't ever use them.
DON'T OWN

The following are all "completion of the 6 square enclosure" reward tiles with various powers (like the Polar Bear or the Gorilla). Some of them have been printed on postcards and all of them are available at http://www.zooloretto.com. (Yes, I need to print them myself - but I keep hoping that there will be another "official" collection of expansions printed.) The Reindeer, Christmas Tree & Christmas Gift, BTW, all say that they are only to be used while playing the game on Christmas. :-)

There is another print-n-play expansion available that I must find the time to produce:
  • Five Extra Enclosures - this adds the missing two space enclosures for the rest of the Zooloretto animals.
And, yes, I know about the Chameleon (an expansion for Zooloretto Exotic)... but I have real doubts about how well it will work to paste up two blank tiles in a game where drawing from the bag is a central mechanic.

FYI

Zooloretto Mini is a smaller portable version of the game and is NOT an expansion to the original Zooloretto... though the pieces are the same size & will allow you to put different types of animals into play.

Also, there is an iPhone app to play Zooloretto - it's not a bad implementation but the AI is VERY weak.

RANK 'EM

If I was going to rank the expansions in "need to own" order, here's how I'd go:
  1. Zooloretto Exotic
  2. Zooloretto Boss
  3. Zooloretto - Rio Grande Games Expansion Pack #1 (includes the Polar Bear, Petting Zoos, Building Sites, 3 Extra Enclosures & 3 Additional Buildings)
  4. Zooloretto - Rio Grande Games Expansion Pack #2 (includes the Gorilla, Savings Books, Mission Cards & 2 expansions for Aquaretto)
  5. Zooloretto XXL
In fact, you can print-n-play most of the small expansions in the Rio Grande sets from Michael Schlacht's website, zooloretto.com. I just like having the nice professionally printed pieces for my set.

Monday, February 21, 2011

Game Review: The Rivals For Catan

  • Designer: Klaus Teuber
  • Publisher: Mayfair Games, Kosmos
  • Players: 2
  • Ages: 11+
  • Time: 25-90 minutes
  • Times Played: 5x (Rivals for Catan) 25x + (Settlers of Catan Card Game)
  • MSRP: $20 U.S.

I’ve been playing the Settlers of Catan Card Game since the original German release – I bought my copy in the summer of 1997. (Yep – my first 10-15 plays were with a German deck & cheat sheets to translate the cards into English.) I switched over to the English version when it was finally published in late 1998… and then went through the whole “upgrade” mess in 2003 so that the expansions and older edition would work together. We have a long history, Die Siedler von Catan – Das Kartenspiel & I.

Yet, for a game I claim to enjoy (I recently put it at #90 in my personal list of top 100 games over on my blog), I don’t play it very much. My wife enjoyed our first few games of it… until I figured out how to use the various action cards to decimate her cities & her resources. The game has always tended towards being overly long – rarely clocking in at less than two hours and sometimes reaching the three hour mark. The card interactions, especially if you add any of the expansions, require either a devil-may-care approach to making up rules on the fly and/or access to a pretty extensive FAQ.

So, when I read that Klaus Teuber was rebooting the card game to both streamline the game play & the playing time, I was pretty excited. The big question was, of course, could he do it successfully? In other words, could he keep the sprawling “build your kingdom” feel of the original game while smoothing out the rough edges of the design?

Short answer: Yes.

Long answer: Well, that’s why you’re reading this review, aren’t you? Just shuffle your eyes onto the next paragraph.

Rather than attempt to explain the game play in detail, I’m going to try to do a comparative review for those of you who’ve played the original game & wonder if the new game is worth plopping down a double sawbuck. (If you’d like a good overview on how to play the game, catan.com has the oddly whimsical Prof. Easy Interactive Game Introduction available for you.)

There are a number of smaller changes in the names of cards & various events (I like that the region cards now have their names on them in tiny print to remind you of which way they are oriented when they enter the game)… but those incremental variations are not the keys to getting this game to the table 5+ times in 5 weeks.

65-in-1 Electronic Kit

When I was a kid, my dad got me a Radio Shack Electronic Project Kit… and what with all those diodes & transistors & springy things to attach the wires to, I could pretty much create what I wanted to create using the “toolkit” provided by the nice folks at Tandy Company. (My favorite project was a light-sensitive alarm that could detect unwanted intruders into my room.)

The same is true of The Rivals for Catan – the game has a basic deck which is used in the Introductory Game along with three “theme” decks (the Age of Gold, the Age of Turmoil & the Age of Progress) which can be played individually or together (as “The Duel of the Princes”). There are rules in the box, then, for five different ways to play the game. (It does not, however, keep your little sister out of your bedroom.)

Positive Hand Management vs. Negative Hand Management

Most card games contain some element of hand management… in Race for the Galaxy, for example, you decide which cards are expendable in order to purchase other cards. In Lost Cities, you attempt to build runs through the judicious discarding & hoarding of various cards, sometimes holding a card in your hand just to keep it away from your opponent.

The Rivals for Catan (and the Catan Card Game) are no exception to this – but one of the major differences between the two games is how the the structure of the card decks & some rules changes help Rivals focus on positive hand management rather than the more common negative hand management in the Catan Card Game.

There are no City (red) cards in the Basic deck – those are found only in the Theme decks. Since the Theme deck draw piles are stacked separately from the Basic draw piles, players can choose whether or not they want to potentially begin adding city cards to their hands. This wasn’t possible in the original card game unless you were willing to spend resources to search through a deck.

In addition, the end of turn rules have been changed. Now players draw their hand back up to the limit (or discard down, but that rarely happens) then are given the option to trade one card with the draw piles. In the Catan Card Game, you were only able to exchange if you had a full hand at the end of your turn.

These two changes make it much easier to find the cards you need while keeping cards that are not currently useful from plugging up your very limited hand space. That in turn makes the game progress more quickly.

So, rather than juggling a series of cards of questionable worth to you – often choosing not to play cards in order to exchange them (in the original game) – or spending large amounts of resources to specifically target the cards you need to build your kingdom, you can focus more readily on the elements that best support the development of Marklandia (or whatever you choose to call your settlement on the isle of Catan.)

Honey, I Shrunk the Card Game

“There’s old Trader Sam, head salesman of the jungle. Business has been shrinking lately as you can tell. So today he’s having a two for one special, two of his heads… for just one of yours.” (Jungle Cruise spiel from Disneyland)

While there are 180 cards in The Rivals for Catan box, compared to only 120 cards in the Settlers of Catan Card Game (before you add the expansions), Herr Teuber managed to shrink the game through the Theme deck concept.

When you set aside the Event cards, the road/settlement/city/region cards & the initial tableau, there are 62 cards in the draw decks for the original game. The Rivals of Catan only has 36 cards in the Basic deck. Combining it with one of the Theme decks brings it up to 60-62 cards (depending on the deck) – though, as I pointed out earlier, divided into sections where it is easier to find the type of card you’re looking for. Even playing the “Duel of the Princes” version of the game (which uses all three Theme decks) only takes the card count up to 74 cards (since you remove 12 cards from each Theme deck).

Don’t Harsh My Mellow Vibe, Dude

There are a bunch of changes to the card composition of the game, most of which aid in speeding up the development of the various kingdoms or in lessening the direct conflict:

  • what used to be called Knights are now Heroes… and their strength points & skill points (formerly Tournament points) have been slightly downgraded. With that, their costs have dropped, making it much easier to field an army & claim the Strength Advantage (Knight token).
  • the addition of the Large Trade Ship (allowing you to trade 2:1 with goods on adjacent regions) gives yet another way to convert resources in something you can use… and add another Trade point to your kingdom.
  • there are two new types of cards with trade points in the Basic deck: the Toll Bridge & the Marketplace, both of which help you produce more resources. (The Marketplace also makes the “who can build settlements first?” race less powerful, as the player with a smaller kingdom can “leech” off the rolls of the other player.)
  • in the original game, the Town Hall is a City (red) building – and its “search a deck for 1 resource” power was more difficult to bring into play. In The Rivals of Catan, that power has been placed in a Settlement (green) building, the Parish Hall, with a cheaper cost – thus accelerating the opportunity to begin searching the decks without burning lots of extra resources.
  • ALL of the offensive & defensive Action cards (Black Knight, Arsonist, Spy, Merchant, Herb Woman & Bishop) are gone from the Basic deck. (Although forms of them appear in the Theme decks, they tend to be slightly less effective and/or have prerequisites before you can play them.)
  • there are two new Action cards that both speed up the game: Goldsmith (which allows a player to trade 3 gold for any 2 resources) and Relocation (which allows a player to rearrange – within limits! – the regions in his kingdom for maximum benefit). There is also an additional Caravan (now called Merchant Caravan) in the Basic deck.
  • each of the Theme decks borrow a mechanism from the original expansions – there are pairs of cards that are set out beside the decks so that either player can build them. These cards are key to each deck (they are often prerequisites for building/playing other cards). By placing them “in the open,” it gives both players more options that don’t take up precious hand space and also keeps them from searching the decks for such an important card.

All these card changes add up to a mellower, faster take on the original game. There are less turns spent simply waiting for enough resources to build an important card – instead, you have a variety of choices in how to manipulate what you have.

Of course, if you like direct conflict, the Age of Turmoil Theme deck has a lot of ways for you to mess with other players… but you have to be developing the rest of your kingdom to finance your “attacks.” (As mentioned, many of the interactive action cards have been moved to the Theme decks.)

The Part Many of You Simply Scrolled Down To Read, Figuring I’d Eventually Get To The Point

Dan: Can I spread it out for you in a nutshell?

Casey: No.

Dan: I can’t?

Casey: No.

Dan: Why not?

Casey: ‘Cause I’m tired of you mixing your metaphors. Spread it out for you in a nutshell? “How ya doin’? I’m a professional writer”. (from the television show, Sports Night)

Simply put, I think The Rivals for Catan is a splendid re-design of a game I liked a lot but seldom got to play. By reducing the playing time & streamlining the rules, the game is not only more playable for those of us who enjoy it but also easier to teach to new players. (My main playtester for this review was my 9 year old son, who did a very nice job keeping his old man humble.)

My one complaint is the uselessness of the box insert… but that’s becoming SOP for lots of games. I just threw it away & bagged all the cards & components, leaving plenty of room for the expansion decks.

Maybe you’d like me to be more specific about how much playing time reduction we’re seeing so far… maybe not. Either way, here it is:

  • the Basic game (no city cards to 7 points) really is a 30 minute game… and while it’s not a particularly fulfilling way to play The Rivals for Catan, it does a great job of teaching people how the game engine works.
  • the Theme deck games have varied between 40-75 minutes, dependent on (a) the speed of the players and (b) the use of the Age of Turmoil deck, which has the most aggressive card mix and therefore makes for a slightly longer game.
  • the Duel of the Princes game we played (only one so far – must remedy that!) clocked in at just over an hour – my son focused on the Age of Turmoil deck, building an engine to attack me, while I used the Age of Progress advances to out-produce him for the win.

For those of you who are interested in seeing how Herr Teuber designed the original card game then progressed forward to what we have now, there is an excellent series of blog posts (8 of them!) over on the Catanism Blog entitled The Reform of the Card Game in 2010. (Start with post number 1 and just move forward, skipping the occasional posts that aren’t about the card game.)

As far as I can see, the only loss suffered from the original game is the plethora of expansions – with the note that the expansions introduced some FAQ-induced headaches to the game. The designer (Klaus Teuber) has already promised an expansion box for The Rivals of Catan later this year (probably around Essen) and has leaked few details over on the Catanism blog:

  • The expansion doesn’t have an official name (yet) but the working title is “Dark Times.”
  • The expansion will bring back the Tournament mode (a deck-building version that was released in Germany as Siedler von Catan: Das Turnier-Set zum Kartenspiel and required that each player have a basic game & a Turnier-Set)… though there is no indication if it will work the same way with the new game.
  • The first Theme deck will be called “The Era of Intrigue.”
ADDITIONAL INFORMATION NOT FOUND IN THE ORIGINAL VERSION OF THIS REVIEW (courtesy of W. Eric Martin & BGN on BGG):
  • Dark Times are looming for the Rivals of Catan. In three new theme sets, you will get to know the dark sides of Catan. In "Time for Intrigue" you will be witness to the confrontation of followers of new and old beliefs. Ostensibly more peaceful will be the theme set "Time of the Trade Lords" – but don't be mistaken as trade in Catan also has its risks. More straightforward is "Time of the Barbarians" as not only will you have to deal with your opponent but also with invading barbarian hordes.

  • Aside from the three theme sets, Dark Times will contain a handy victory point marker and rules for tournament play.

BTW, Mayfair’s May 2011 release, The Struggle For Catan, is NOT an expansion for The Rivals of Catan – it’s a short (30-45 min.) card game for 2-4 players. The box is extremely similar, however, which makes it easy to confuse. (I think this may be the same game as Kosmos’ February 2011 release, Die Siedler von Catan – Das schnelle Kartenspiel.)

So, after spending $50 on the original game & expansion sets (some of which I haven’t even played!), do I feel cheated by this new version? Not a bit. Instead, I feel like an old friend is back and more likely to hit the table! (In fact, the process of writing this review – particularly doing the intensive analysis of the deck composition – has made me like the game even more!)

I think The Rivals For Catan is a definite “buy” for those who:

  • enjoy Catan (esp. if they enjoy Settlers of Catan: Cities & Knights and/or Anno 1701: Das Brettspiel)
  • enjoy 2 player games
  • those who liked the original card game
This review originally appeared on the Opinionated Gamers website.

Thursday, February 17, 2011

I Am So Tired of Film Editors With ADD

Just watched Prince of Persia: The Sands of Time last night - and while there are some lovely set pieces and some nice homage moments referring to the computer game, many of the actual fight sequences are edited (seemingly) by a hyperactive 8 year old who O.D.'d on music videos & a couple of boxes of sugar-y breakfast cereal before he came into work.

The antidote: two brilliant movie sword fights that prove you can actually hold a shot long enough to prove that the actors can actually use their weapons and/or their sense of humor. (I would have added The Adventures of Robin Hood [Errol Flynn] and The Princess Bride... but embedding has been disabled.)

The Mark of Zorro (1940)

The Three Musketeers (1948)

And, finally, a really nice tribute of swashbuckling moments from the Golden Age of swashbucklers...

Sunday, February 13, 2011

What Is Love Anyway?

What is love anyway? Not the tripe you've been force-fed! No, love gives people space & time; it does people good. It's not jealous, loud-mouthed or big-headed. It's not vulgar; it doesn't look after #1. It's not got a short fuse - it forgives & forgets. Love doesn't smile when dark stuff goes on, but throws a party when the truth gets out. It protects more than a blockbuster hero; it trusts more than a toddler. It's always positive; it always hangs in there. Love doesn't let you down.

1 Corinthians 13:4-8 from Rob Lacey's the word on the street

Friday, February 04, 2011

Five & Dime: The Q & A

I’ve been doing this Five & Dime thing for a long time… and over the years, I’ve been asked a number of questions. Here are the answers…

…yes, of course, they are the right answers! Would I waste your time by posting the wrong ones?

Don’t answer that.

What are the Five & Dime lists?

Way back when, there was a paper game magazine called Sumo… and, from a whopping five minutes of research on The Game Cabinet (where the Sumo archives are kept), I think Charles Vasey is one who originally proposed listing games that the readers had played five plus or ten plus times circa 1990. (One of the heroes of Sumo & the Game Cabinet, Mike Siggins, is a contributor here on The Opinionated Gamers… and he confirmed my completely inadequate research.)

That tradition has continued… and I compile those lists into a (hopefully) easy-to-read format for folks to get a picture of what games are getting played and what games have “staying power” when it comes to table time.

A few years ago, I began publishing the results to my personal blog:

The previous years can be found on my old gaming website, Game Central Station.

Why don’t you factor in game length when calculating the Five & Dime lists?

I did… once. And then only for the top 350 games that year, because it seemed pointless to do it for the entire spreadsheet of games (which around 2500+ games now). Here’s the introduction I wrote for Five & Dime 2007: Time After Time:

There’s always been a bit of discussion (in my less charitable moods, I’d call it “whining”) about the emphasis that the Five & Dime lists put on shorter games, particularly fillers. (Of course, one person’s filler game is another person’s “main dish” game – filler is in the eye of the beholder.) But there’s been a lot more of it this year.

So I finally caved…

All that number-crunching didn’t really turn up any major surprises (people spent more minutes playing Caylus than Ticket to Ride – shocker!) so I chose not to put the work into it again.

Doesn’t this process unfairly emphasize filler games?

OK, copper, you got me. I admit it. By asking people what they played 5+ & 10+ times, I’m actually working for a secret cabal of game designers & publishers who want to fool people into playing shorter games. We operate out of a secret island base staffed by robotic meeples.

Well, not really… but this is one of the valid criticisms of the Five & Dime stats. I would suggest, however, that when a game like Power Grid (that clocks in at 90-120 min.) appears near the top of the list year after year, that tells you something about the staying power of that particular game, especially when it does so against games that take much less time to play.

BTW, I’d love to see a game with robot meeples.

Doesn’t this unfairly emphasize online games?

This is going to sound like I’m talking/typing out of both sides of my mouth (interesting word picture, eh?) but I think the answer is “yes… and no.”

Yes, certain games receive bumps on the Five & Dime lists due to their availability in some kind of online format.

But… no, I don’t think those bumps affect the numbers as much as you would expect. Let me give you two reasons for my “no”:

  1. A number of respondents choose not to report their online gaming.
  2. Due to the nature of how I compile the data, the mouse potato who played 400+ online games of Dominion last year counts exactly the same as the guy who managed to just squeak in 10 plays at his local gaming group. (I simply track whether a game was played 5-9 times or 10+ times… no extra credit for anything beyond that.)

So, how do you deal with online plays personally?

I report my online plays when they’re against another person (whether by e-mail or on a “live” site like BSW) but do not report any plays against an AI.

I do, however, report solo plays of board games against the system included in the rules. Over the years, this has included games like Chainsaw Warrior, Race for the Galaxy (using the solitaire system in the expansions) & the new solo Tannhauser scenario.

Why don’t you tabulate the results for non-proprietary games (card games, chess, go, etc.)?

Short & simple: personal bias.

I was working on this really long & convoluted answer as to why I didn’t have them in there, but nothing I was coming up with was logically consistent. As long as I’m the guy crunching the numbers, you’re going to have to live with my rather arbitrary decisions.

Factor in the hassle of compiling the various card games, my personal lack of interest in most of them, and my intense dislike for chess, and there you have it.

Isn’t this extremely unscientific?

Well, yes, yes it is. I’m impressed with your deductive skills.

This data comes from a self-selected group of respondents who already come from a subset of gamers who track their gaming with the precision of a Swiss watchmaker… compiled by one guy with a couple of hand-me-down computers.

The fact that anyone at all pays attention to the results is nothing short of amazing.

Who died & put you in charge?

Nobody, actually. I volunteered for the job way back in the spring of 1999. I saw a series of posts of 5 & 10 lists go by on the rec.games.board Usenet group (back when I had to boot up my computer using a hand crank) after Steve Zanini suggested that we keep up the old tradition from Sumo Magazine. I crunched the numbers (all sixteen responses!) & published the results. Then I did it again the next year… and the year after that…

…and now it’s 2011 and I’m compiling data for the 13th year of the Five & Dime lists.

A Trio of Announcements

  • If you’d like to participate in the 2010 edition of the Five & Dime lists, please add your submission to the Five & Dime 2010 thread over on BGG.
  • If you want to follow my progress as I wade through the 350+ submissions, you can do so on my “Official” Five & Dime Progress Geeklist.
  • If you want to know the results, The Opinionated Gamers will be the first place to look! (I’ll be publishing highlights on the Geek as usual, but the longer posts will appear here first… and then later on my blog.)
This post originally appeared on the Opinionated Gamers website on January 26, 2011.

Wednesday, February 02, 2011

Book Review: Cracking Your Church's Culture Code

The starting point for this whole book is a quote from Dick Clark - no, not the "it has a good beat, you can dance to it" Dick Clark but instead the head of Merck Pharmaceutical:
"The fact is, culture eats strategy for lunch. You can have a good strategy in place, but if you don't have the culture & the enabling systems, the [negative] culture of the organization will defeat the strategy."
Dr. Chand takes that conceptual idea and expands it into a multifaceted examination of how churches work (and how they don't) in his new book, Cracking Your Church's Culture Code. A great vision for ministry is worthless if the current culture of the church won't support that vision - the author compares it to trying to drive a car from Chicago to London, England... it doesn't matter how much you want to get there, you don't have a vehicle that can make the trip.

One of the strengths of the book is this wide-angle glimpse of how a myriad of factors shape the culture of a church - and Dr. Chand offers wise counsel from years of consulting on how to deal specifically with a number of these issues, from improving communication skills to planning ahead of the stagnation curve.

However, that strength is also a weakness - there is so much information here, presented in 2+ page "nuggets" & loosely organized by theme, that it's difficult to wrap your brain around all that the author is trying to instill in you & in your church.

With that said, I still found the book incredibly useful - esp. in dealing with questions about the nature of the culture of the church I pastor and what actions I can take to continue shaping that culture in order to build an authentic Biblical community. The chapter on "Changing Vehicles" (and Dr. Chand's admonition not to change the vision to suit the messed-up culture) is very convicting.

One note for small church pastors: unlike some church leadership books, the ideas presented here are applicable in our non-mega-church situations. While Dr. Chand uses examples from larger ministries, the principles he suggests are not restricted to big organizations.

Friday, January 21, 2011

Doug Asked a Great Question

On his wonderful (and long-running) podcast, Doug Garrett asked a great question as a part of a contest: "What are the three best new-to-you games from 2010?"

Well, here's my answer.

THE TOP THREE

Tannhauser: Revised Rulebook

When I played the original U.S. release of Tannhauser back in early 2008, I enjoyed the alternate history theme & the Pathfinding board mechanism that makes checking LOS easy... but the rules were kind of a mess, with some real problem areas that begged for serious development. So, even though I knew this was "my kind of game", I was scared away by "good luck, you'll need to house rule ad infinitum to fix this" nature of Tannhauser circa 2008.

So, earlier this year when Fantasy Flight finally announced that they had revised the rules so completely that they were publishing a new rulebook, I sat up & took notice. One math trade later, I had a copy of the game in my hands to go with the aforementioned rules... and Fantasy Flight had a serious customer on their hands. (It's no surprise that the guy who owns every expansion set for Heroscape & Memoir '44 would do the same with Tannhauser.)

Here's what I like about the game: it combines a compelling thematic world (an alternate history universe where the First World War never ended & the armies utilize alien technology harvested from the Roswell crash and occult items harvested a la Raiders of the Lost Ark), a simple combat & line of sight system that makes game play fast-moving, and a wide variety of characters & weapon packs that make each game a different experience. It plays well as a 2 player game... or with multiple players (up to 10) with each person controlling a single character. And it doesn't hurt that it has pre-painted minis - that stuff is like catnip for me.

This is Hellboy (theme) meets Halo (game play)... and it works like a charm.

A Brief History of the World

Much like Tannhauser, I first played the Ragnor Brothers' History of the World in the mid-90s. The experience was a disaster - six new players coupled with the overly wargamer-tinged rules of the original Avalon Hill publication of the game meant it took us nearly four hours to complete two of the seven epochs... and then we abandoned the game.

It was nearly six years later when I received an early prize table pick at a gaming convention and thanks evidently to a whiff of the massive amounts of plastic figures in the box decided to pick up the Hasbro/Avalon Hill edition as my first pick. The game was substantially better than I had remembered - esp. with the revisions that had been made to streamline the design. It became one of those "once a year" games (because of the length... 4-6 hours) though I wanted to play more often.

Fast forward to late 2009 as the Ragnor Brothers announced that they had - nearly 20 years after the first edition was published - once again made some major revisions to their signature game. The early press was positive enough for me to plunk down some hard-earned cash on it - seeing as how I hadn't played my beloved H/AH copy of HOTW in nearly 3 years.

I didn't waste a penny... though I miss the 7 different plastic minis (one type for each epoch) and the shiny capitol/city markers, everything else I love about the game system is still there - and less. It's shorter, leaner & tighter (our six player game this year took 3 1/2 hours with 2 new players)... and there's actually more room in the game for tactical & strategic decision-making while reducing the number of armies on the board. The refining of the empire deck (giving more thematically specific powers to some of the empires) and the costing of the event deck (many events now come with some kind of VP cost to activate) make for an even better game.

I managed to play it 4 times in 2010... and expect to get at least that many plays in 2011.

Gelini Nightlife

A common theme on my list of "best new to me games in 2010" is "games that have been retooled" and Gelini Nightlife is no exception. Tutankhamen was a very early Knizia design (1993) and my one play left me with a headache & a vow never to play again - the BGG description humorously understates that it is "an exercise in numbers that plays quickly, probably 30 minutes tops, and is suitable for youngsters yet susceptible to analysis."

So when Joe Huber poked me via email following Essen 2009 and told me to pick up a copy of Gelini Nightlife, it's a good thing he didn't mention the resemblance to Tutankhamen. But Dr. K. made a really brilliant change to the game that made it one of my favorite games from last year.

He added a die.

Yep, a die. Randomness. In this case, it replaces the tendency towards AP with a need to properly assess probabilities and then go for it. The press-your-luck element in the game (do I use this roll or let the next guy in line take it?) ups the tension and tendency towards lighthearted mid-game banter.

It doesn't hurt that you're collecting gummi bears (Gelini is a German brand) rather than the standard Euro theme of ancient Egyptian symbols. Even better - the gummi bears are headed for a variety of clubs to go dancing... so your objective is to fill your dance floor first. (Note: this is a simplified scoring system compared to the original game.)

There are some "advanced" variant tokens which add some twists to the game - but it works just fine without them. I've played with kids as young as 5 and adult gamers - it's been a success in every setting.

JUST MISSED THE TOP THREE

Yes, I know it's supposed to be three. So sue me.

Fresco

Possibly the best marriage of theme & game mechanisms since Thebes... a worker placement game that doesn't make me want to run screaming from the room. I also like the way the included expansions can vary the complexity without damaging the purity of the base game.

I'm looking forward to the new expansion box - though it's pretty spend-y.

Dungeon Lords

Almost as good as Fresco at mating theme & game mechanisms... and using worker placement in some very creative ways. The game is much more enjoyable if you (a) have a background in fantasy roleplaying and (b) get to read the very, very funny rulebook.

Burger Joint

Joe Huber (he who recommended Gelini Nightlife) also managed to publish a splendid two-player game of restaurant building that uses wooden cubes as a resource in some tricky ways. Burger Joint plays in 30 minutes and keeps showing us new ways to pursue a win.

BTW, I played an earlier prototype of this game some years back - I like the released version MUCH better.

Catacombs

Take the dungeon crawling of Descent: Journeys in the Dark and add the flicking of Carabande... then subtract 3+ hours & voila! you have Catacombs. It's a one hour romp through the catacombs with combat resolved via wooden discs.

I can NOT wait for the expansion.

Monday, January 17, 2011

Would We Hear Dr. King Today?

From Dr. Martin Luther King, Jr.'s "Letter from a Birmingham Jail":
“...there are two types of law: just and unjust...A just law is a man-made code that squares with the moral law or the law of God. An unjust law is a code that is out harmony with the moral law...Any law that uplifts human personality is just. Any law that degrades human personality is unjust. All segregation statutes are unjust because segregation distorts the soul and damages the personality.”
And with that quote, James Emery White
poses an important question - would Dr. King be heard today based upon the worldview that underlies his argument?

And there lies the irony; as a culture, we celebrate a man’s Christian convictions that were used to change our culture in the past, while simultaneously rejecting those values as a part of shaping our culture for the future.

Still turning this one over in my mind...

Tuesday, January 11, 2011

Sticky Teams: Selected Quotes (Chapter Eight)

This chapter was esp. challenging to apply to our small church situation... "Making Room at the Top."
  • Like most leaders, I love the idea of servant leadership & putting others first, as long as no one actually cuts in front of me or starts treating me like I'm a servant.
  • Empowerment without a platform is like responsibility without authority. It's frustrating for everyone involved.
  • Titles are powerful platforms that cost nothing to give away except a willingness to share some of your own organizational prestige & power with others.
  • Weddings, funerals, baptisms, preaching, & up-front leadership at special events provide significant platforming opportunities.
  • When tenure is the primary deteminer of who sits where on the leadership bus, a church is headed for trouble.
  • If your leadership team chooses to shut them out, please don't complain when they fly down the street & plant a church that sucks away all the kids, young families, and energetic folks who used to join you for Sunday services.

#83: Jungle Speed

Jungle Speed
  • designer: Thomas Vuarchex & Pierrick Yakovenko
  • publisher: Asmodee
  • date: 1997
  • BoardGameGeek rank/rating: 444/6.80
  • position on my top 100 in 2005: #27
  • age: 7+
  • # of players: 3-8
  • print status: in print
  • cost: $13.50 (Game Surplus)
Here's what I wrote back in 2005... which still holds true.

In America, "Land of Litigation", no one in their right mind would make a speed game with a HARD plastic stick that can be batted around the room by over-zealous players. Evidently, Germans aren't nearly as worried about "legal entanglements."

Hence, the Arribabaton... thing of beauty & fear. It's the centerpiece of Arriba, a cross between Set (the pattern recognition game, not the ancient Egyptian game) and Spoons. For a game with 80 cards & a stick, there's certainly a lot of injuries. We've had to "time out" the game more than once to bandage players... and I'm not the only person wearing glasses who has stopped the baton with my face. Still, there's nothing quite like snatching the stick cleanly away... or watching 3 people wrestle for control of it. (When we play on the floor, we play that the stick is "in play" no matter what... even if it leaves the circle. Much fun!)

I'm no longer unbeatable at this (there's a dude in our Bible study group who has cat-like reflexes who gives me a run for my money) but it doesn't change how much I enjoy playing it with 4-8 players. (It will, btw, work with 9 or 10 if you're willing to get REAL close to each other in a circle on the floor.)

Arriba is better known in the U.S. as Jungle Speed - and for those who love the game, Asmodee has finally published the expansion (more cards, more craziness!) stateside.