7 Wonders app.

7 Wonders has been one of my top 2 all-time boardgames since I first played the tabletop version back in 2011 (here’s my original review), and after a bit of a layoff – which happens given all the new games I need to try for Paste and Vulture – I got back into it this summer and found it hasn’t lost a thing for me. It’s just a brilliantly designed, fast-playing game that rewards long-term thinking, has a lot of interaction among players, and leaves players with very little downtime. All that was missing was an app version of the game, which had been promised at least as far back as early 2015 but seemed stuck in perpetual beta.

Well, I have good news: The 7 Wonders app is here, for iPads at least, with an Android version due next month, and it is great – if you already know the game, at least. The AI players are solid, the app itself is easy and intuitive to use, and there’s a lot of info crammed on the screen. I have some questions about whether this would be so intuitive to someone who’s never played the game, given what isn’t shown on the screen, and feel like there is room for some added features before the developers deliver the promised Leaders and Cities expansions.

7 Wonders is a card-drafting game with set collection elements, working much more quickly than most card collecting games do. There are three rounds, and in each round, players will get to buy (or just take) six cards to place on their tableaux. The unique mechanic of 7 Wonders is that you start each round with a hand of seven cards, choose one to play, and then pass the remainder of your hand to an adjacent player. Once you’ve played a few times, you know what cards are in each age, but you can never know what cards will be available to you in a specific game. In a game with six or seven players, the cards you pass will never come back to you; in a game with fewer, you’ll at least get something back from your original hand, but you can’t predict what it’ll be.

The cards themselves typically cost resources to acquire, but unlike many resource collection games, 7 Wonders doesn’t come with bags upon bags of little wood and stone tokens. Instead, you get resources every round from cards you’ve played that produce those, and you can buy resources from your two neighbors for 2 coins per unit – if the neighbors actually produce them. Many cards also give you the right to play specific cards for free in later ages, which can be a very powerful way to rack up points without producing a ton of resources yourself.

There are multiple avenues for scoring points, and while there’s a lot of debate over an ideal strategy, I find they’re all fairly balanced, and often the best strategy is just the one that no one else is pursuing. You can gain military points if you have more military symbols than each of your neighbors at the end of each age. You can rack up science points by acquiring green cards with three different symbols in sets. Blue cards simply give victory points. You can also discard cards to build stages of your Wonder, usually three different stages, each of which confers some benefit in resources, points, gold, or sometimes extra actions. And the purple guild cards in the third age can lead to huge bonuses.

The app version of 7 Wonders looks fantastic, and the developers have managed to get all the relevant info for you on to one screen, with most of the real estate occupied by your tableau and your hand, and with two smaller sections on the left and right sides to show what your neighbors have. Because card play is simultaneous, when you drag a card from your hand (bottom of the screen) to your tableau, your opponents’ moves happen at the same time, and you’re immediately given your new hand of cards.

Each card in your hand will be outlined in green, yellow, or red, with an indication in the lower left of the cost to play it. Green-outlined cards are either free to play or are already covered by resources you produce or cards you have. A check mark in the lower left says you’ve covered the cost; a chain link symbol means you have a card that gives you this one for free. Yellow outlines indicate you’ll have to pay at least one coin to buy resources from neighbors to play the card. Cards you can’t play are outlined in red, and if you try to play them anyway, you’ll get a Not Enough Resources message. You can click and hold any card to see a text explanation of its effects, including cards your neighbors have played. You can also see your neighbors’ current military strength, money, and wonders (including whether they’re completed) at all times.

The app moves fast – I can rip through a game against AI players in about five minutes – which might be confusing to new players. There isn’t a speed setting, although you can turn on an option to require move validation, which would at least make it feel slower. It would be incredibly useful if you could click and hold a card to play and see what its point or gold value would be at that moment, even though it could change later in the age or the game. The game-end scoring screen shows you how many points each player got from each scoring method, but switching back to the game at that point shows you the cards without further explaining the scoring breakdown, which I think would also be useful for new players.

I found the AI players to be sufficiently challenging, and surprisingly agile – they clearly respond to what you’re doing on the military side, which requires you to react in turn – but after a handful of plays over the last 24 hours, I’m finding my winning percentage approaching 50% already. I have won with military, with blue bonus cards, and with racking up guild points, but have yet to win with science – although once I lost to an AI player with 48 science points, which I think is a good sign I just wasn’t paying attention. (If you’re curious, that’s three cards with one science symbol, three cards with another symbol, the wild-card scientists’ guild, and two cards with the third science symbol.)

The app has online play and what appeared, on day one, to be an active lobby of players, although today on day two I haven’t been able to connect via the app. You need at least 3 players, on or offline; the 2-player variant isn’t included here, although I’ve never loved that rules tweak anyway. It is not available for smaller screens like iPhones, and while I’m sure that’s disappointing to a lot of users, I can understand why given how much information is required and how busy the screen gets by Age III even on the iPad. I’m completely hooked at the moment, and unless/until I start killing the AI players regularly this is going to be one of my go-to boardgame apps. I’ll update this post when the Android version is out, but if you have an iPad, go get this app.

Wise Children.

Angela Carter’s Nights at the Circus won the James Tait Black Memorial Prize for Fiction in 1984, and then won a special Best of the James Tait Black award in 2012 as the best of the 90-odd winners of the annual honor in its history, beating out such widely acknowledged classics as Graham Greene’s The Heart of the Matter (which was shortlisted), Salman Rushdie’s Midnight’s Children, Robert Graves’ Claudius duology, and E.M. Forster’s A Passage to India. I read it in April of 2016 and found it impenetrable, between her recursive prose and her seamless mixture of unreality into the realistic narrative, without any core characters to whom I could relate or with whom I could empathize. It’s been only a year and a half since I read it and I’d have a hard time telling you what it was about.

Her last novel, Wise Children, is completely different in everything but prose style – but here the almost Proustian prolixity is far more effective, as it reflects the effusive, vivacious personality of the narrator, Dora Chance. Dora and Nora are twins, the illegitimate offspring of the stage actor Melchior Hazard (I trust you’ve noticed these surnames already), who grow up in and around the theatre and whose lives intersect regularly with those of their biological father, their uncle Peregrine who pretends to be their father when he’s not wandering the globe, and Melchior’s various wives and other children, the latter of whom also come in pairs. The book is a bawdy, boozy, life-affirming comedy, told by Dora as she, her sister, and Melchior’s first wife, the Lady Atalanta, prepare to attend Melchior’s one hundredth birthday party.

Carter employs a ton of wordplay in the book, with double meanings, allusions, and rhyming. Referring to a little closet where a lost cask is found at one point, she has Dora call it “the place where the missus could stow away the master if the master came home plastered.” Her prose is musical, and the puns can be auditory or visual (Peregine calling his nieces “copperknobs,” a deviation from the British slang term for a redhead “coppernob,” and then referring to them getting the “key to the door” when they turn eighteen). I’m sure I only caught a fraction of the references to Shakespeare, English poetry, Greek mythology, and more.

The narrative itself is also unorthodox; it’s written like a memoir, but Dora can’t exactly walk a straight line (unsurprising, given her self-professed alcohol intake) when delving into the past, and her reliability is questionable – or Carter is employing a little magical realism, especially when Peregrine is involved. Much of the comedy is situational, as Carter weaves a web of love/hate relationships among the various half-siblings, parents, uncles, and associates, complete with mistaken identities and the Chances taking advantage of others’ inability to tell them apart. There’s a lot of booze, a lot of sex, and a fair amount of confusion over who is actually the father of each set of twins – much of that fostered by Melchior himself, as his interest in fatherhood is directly tied to its utility in his stage career.

This book appeared on the Guardian‘s list of the top 100 novels of all time, rather than Nights at the Circus, and although that opinion seems contrarian I’d have to agree with it. This is more accessible, funnier, and far more engaging. I’d challenge anyone who reads this to not adore the Chances, who make effrontery their primary coping mechanism in a world that would often rather forget their existence, and who turn the randomness of life into a series of opportunities. It wouldn’t make my top 100 novels list, but it is an incredibly fun, erudite book that regularly had me laughing out loud.

Next up: I’ve got 100 pages to go in Dan Vyleta’s Smoke.

Everybody Lies.

Seth Stephens-Davidowitz made his name by using the enormous trove of data from Google search inquiries – that is, what users all over the world type in the search box – to measure things that researchers would typically measure solely by voluntary responses to surveys. And, as Stephens-Davidowitz says in the title of his first book, Everybody Lies, those surveys are not that reliable. It turns out, to pick one of the most notable results of his work (described in this book), that only 2-3% of men self-report as gay when asked in surveys, but the actual rate is probably twice that, based on the data he mined from online searches.

Stephens-Davidowitz ended up working for a year-plus at Google as a data scientist before leaving to become an editorial writer at the New York Times and author, so the book is bit more than just a collection of anecdotes like later entries in the Freakonomics series. Here, the author is more focused on the potential uses and risks of this enormous new quantity of data that, of course, is being collected on us every time we search on Google, click on Facebook, or look for something on a pornography site. (Yep, he got search data from Pornhub too.)

The core idea here is twofold: there are new data, and these new data allow us to ask questions we couldn’t answer before, or simply couldn’t answer well. People won’t discuss certain topics with researchers, or even answer surveys truthfully, but they will spill everything to Google. Witness the derisive term “Dr. Google” for people who search for their symptoms online, where they may end up with information from fraudsters or junk science sites like Natural News or Mercola, rather than seeing a doctor. What if, however, you looked at people who reveal through their searches that they have something like pancreatic cancer, and then looked at the symptoms those same people were Googling several weeks or months before their diagnosis? Such an approach could allow researchers to identify symptoms that positively correlate with hard-to-detect diseases, and to know the chances of false positives, or even find intermediate variables that alter the probability the patient has the disease. You could even build expert systems that really would work like Dr. Google – if I have these five symptoms, but not these three, should I see a real doctor?

Sex, like medical topics, is another subject people don’t like to discuss with strangers, and it happens to sell books too, so Stephens-Davidowitz spent quite a bit of time looking into what people search for when they’re searching about sex, whether it’s pornography, dating sites, or questions about sex and sexuality. The Pornhub data trove reveals quite a bit about sexual orientations, along with some searches I personally found a bit disturbing. Even more disturbing, however, is just how many Americans secretly harbor racist views, which Stephens-Davidowitz deduces from internet searches for certain racial slurs, and even shows how polls underestimated Donald Trump’s appeal to the racist white masses by demonstrating from search data how many of these people are out there. Few racists reveal themselves as such to surveys or researchers, and such people may even lie about their voting preferences or plans – saying they were undecided when they planned to vote for Trump, for instance. If Democrats had bothered to get and analyze this data, which is freely available, would they have changed their strategies in swing states?

Some of Stephens-Davidowitz’s queries here are less earth-shattering and seem more like ways to demonstrate the power of the tool. He looks at whether violent movies actually correlate to an increase in violent crime (spoiler: not really), and what first-date words or phrases might indicate a strong chance for a second date. But he also uses some of these queries to talk about new or revived study techniques, like A/B testing, or to show how such huge quantities of data can lead to spurious correlations, a problem known as “the curse of dimensionality,” such as in studies that claim a specific gene causes a specific disease or physical condition that then aren’t replicated by other researchers.

Stephens-Davidowitz closes with some consideration of the inherent risks of having this much information about us available both to corporations like Google, Facebook, and … um … Pornhub, as well as the risks of having it in the hands of the government, especially with the convenient excuse of “homeland security” always available to the government to explain any sort of overreach. Take the example in the news this week that a neighbor of Adam Lanza, the Sandy Hook mass murderer, warned police that he was threatening to do just such a thing, only to be told that the police couldn’t do anything because his mother owned the guns legally. What if he’d searched for this online? For ways to kill a lot of people in a short period of time, or to build a bomb, or to invade a building? Should the FBI be knocking on the doors of anyone who searches for such things? Some people would say yes, if it might prevent Sandy Hook or Las Vegas or San Bernardino or the Pulse Orlando or Columbine or Virginia Tech or Luby’s or Binghamton or the Navy Yard. Some people will consider this an unreasonable abridgement of our civil liberties. Big Data forces the conversation to move to new places because authorities can learn more about us than ever before – and we’re the ones giving them the information.

Next up: J.M. Coetzee’s Waiting for the Barbarians.

Ticket to Ride First Journey app.

The current explosion in popularity of European-style boardgames has tended towards older players, adults or teenagers, without as much emphasis on the youngest players who, at least historically, were a prime target for boardgame publishers. A few companies have produced stripped-down, introductory versions of their Eurogames for kids aged 8 and under, but until now none of them had appeared in app form. Asmodee Digital changed that with today’s release of their Ticket to Ride: First Journey app for iOS devices, Android, and Steam, and as you’d expect from an Asmodee product, it looks incredible, plays smoothly, and is extremely stable and reliable. At $4.99, it’s a steal for folks who want to introduce their younger kids to the glories of tabletop gaming.

Ticket to Ride: First Journey is a simplified version of the boardgame Ticket To Ride, which is itself among my top five games all time for its own simplicity and universal appeal, with First Journey – sold exclusively at Target – aimed at kids six and up (and probably fine for kids as young as four, as long as they can match colors). The board itself is smaller, with fewer cities on it and fewer trains required to connect cities that remain – there are no five-train connections between cities, for example.

If you’re already familiar with the rules and mechanics of the full versions of Ticket to Ride, here are the main differences between that game and the First Journey version:

  • You draw two train cards from the deck rather than choosing from five visible options.
  • You start the game with two route tickets (and have no choice).
  • When you finish one ticket, you get another ticket.
  • Everyone knows when you’ve finished a route.
  • Each ticket is worth one point; first to six points wins.
  • You get a point for building a continuous route from coast to coast.
  • There is no penalty for failing to complete a route.
  • Even in the two-player game, players can use both routes between two cities, and you can’t occupy both routes to block another player.
  • Each player has 20 train cars; as in the regular game, if a player places all his/her cars, that also triggers game-end.

The board is streamlined, and the cities on your route cards are animated in the app until you complete them. Each city has a unique icon, like a beaver in Montreal, a totem pole in Seattle, or a movie camera in Los Angeles. The pictures are bright and the text is very clean – not quite Comic Sans, but in that vein. You can drag your train cards to a route to place them; it’s a little fussy about your placement, but the app zooms in on the two cities to help you direct the arrow to the correct route. When you have two colors of tracks between cities, the one you can use is evident and the one you can’t use shows up with lock symbols on it. Some of the routes are extremely short – one track of three trains, two tracks of one or two trains each – so it doesn’t take long to complete your tickets.

On a turn, you have just three options: take two train cards, place trains on the map, or trash your two current route tickets and draw two new ones. That keeps turns quicker than in the base game, since no one is hemming and hawing over which train cards to select, and gives you an out when other players have done something to prevent you from completing a route card.

The route-planning aspects of the main game are still here but much simpler. There’s no longest route bonus, just the “coast to coast” bonus, so building a more efficient route that encompasses your two initial tickets is more about hoping you’ve already completed tickets you’ll draw later in the game or will at least be closer to finishing them. That means less need for the long-term planning of the original game, which makes it easier for younger players to keep up with the adults.

For the youngest players, First Journey might still present the frustration that comes from getting boxed out of a route, especially with three or four players. You can use your turn to trash your two current route cards, however, and draw two new ones, which at least gives you a chance to draw something you’ve already completed or at least will be able to complete. It also means that showing other players your route cards isn’t a negative, so if parents want to help their kids it doesn’t hurt the parents’ ability to play their own hands. The game still has a fair amount of luck involved in card draws of both types, and it’s possible to just have an unlucky game, which cuts both ways with younger players since they can be helped by randomness as well as irritated by it. There are three levels of AI difficulty; I only played against the Hard AI, which I think would be hard for a young player new to the game but isn’t challenging for someone who’s played the full Ticket to Ride.

The game appears to end immediately when one player reaches six points, rather than allowing all players a final turn as in the base game, which seems to give the first player an advantage. It’s possible, therefore, to have a player complete his/her fifth route and then draw a ticket for a route s/he has already completed, ending the game on the spot.

The game comes with a U.S. map and players can unlock a Europe map with a free Asmodee online account. The Europe map will be a standalone game in physical form (due out to U.S. retail in January) and includes a coast-to-coast style bonus, which is more of a west-to-east bonus with players connecting Dublin, Brest, or Madrid to Moscow, Rostov, or Ankara (represented by a samovar rather than an iron fist). There are also collectible stamps within the app for players to earn with each victory.

The First Journey app is ideal for players too young for the full game, with the inflection point probably somewhere around age 7 or 8 depending on your kids’ experiences with better boardgames. For older kids and adults, I recommend the Ticket to Ride app itself, which is among the best boardgame apps available and allows you to buy different maps as in-app purchases to give you different experiences and new rules tweaks.

Dunkirk.

Dunkirk, directed by Christopher Nolan (Inception, Memento) and starring every good-looking British man under the age of 40, tells a fictionalized story of the evacuation of British troops from Dunkirk, France, in 1940, after German forces routed the combined allied troops and pinned them in on a small section of France’s northwest coast. Ordinary British citizens sailed their small vessels, including fishing boats and other pleasure craft, across the English channel and rescued an entire army – over 800 such boats evacuating over 330,000 troops. It would seem an impossible tale had it not actually happened.

Nolan’s script contains very little dialogue – I’m hard-pressed to recall a live-action film with less – and lets the tripartite story drive the film, with intertwined narratives focused on land (the evacuating soldiers, especially one who’s late to the beach and trying any which way to get out), sea (a father and son plus the son’s friend, sailing across the Channel to try to aid the rescue), and air (three Spitfire pilots battling the Germans). The connections seem tenuous at first, but the narratives all collide as the film progresses and their separate timelines begin to converge with the arrival of the small boats at the mole (causeway) at Dunkirk beach.

The script thus gives us little about most of the characters, and many are left unnamed within the film itself. One pilot is only seen with his mask on until his final scene near the end of the film. Kenneth Branagh, a favorite actor of mine who isn’t afraid to chew a little scenery when given the chance, is marvelously understated throughout as Commander Bolton. Oscar winner and Shakespearean actor Mark Rylance plays the civilian sailor Mr. Dawson with similar restraint, the embodiment of British stiff-upper-lip-ness in repeated crises as they sail toward France. Harry Styles – yes, Harry Freaking Styles – is one of the few young soldiers to stand out in spite of the paucity of dialogue, even overshadowing Fionn Whitehead, another acting neophyte who plays the fleeing soldier in the “land” narrative.

The script may be subtle, but the film isn’t; watching this in a theater was an extremely loud and incredibly close experience, with perspective shifts and wobbly camera shots that immerse the viewer in the action, often to an uncomfortable extent. (If you’re claustrophobic and/or have a fear of drowning, you might give this film a miss.) War movies often break the tension by shifting to planning scenes, away from the action, where old men in brass buttons plan the deaths of thousands by moving miniatures on a tabletop map, but Dunkirk never leaves the corridor from England, which we only see from Mr. Dawson’s boat, across to France, moving us from sky to sea to land and back but never pulling us far from soldiers in peril.

Nolan skirts some dangerous lines in the script, giving us Chekhov’s gun in the form of airplane fuel tanks, but writing his way out of obvious endings in two of the three main strands. He doesn’t shy away from the brutality of the conflict, with German aircraft bombing beach and ships even though these are retreating forces with little to no ability to defend themselves, yet there’s a clear effort here to keep the blood offscreen – one assumes because that would detract from the story Nolan is trying to tell and appeal to the baser instincts of those in the audience who mistakenly wandered into the theater while looking for the next Saw installment. The body count is high, even if they’re mostly redshirts, but the horror here has to come from the actors’ expressions and the constant sense of confinement, in ships’ holds, in a tiny airplane cockpit, or even on a wide-open beach that is a perfect shooting gallery for German dive-bombers. The one slight misstep, the thread that leads the ending’s one real nod to sentiment, essentially sacrifices a side character for the plot value of his death, but it’s the only time Nolan submits to that impulse and it at least has the good grace to stay out of the way of the remainder of the plot.

There’s an organic nature to the script that ultimately takes Dunkirk from good movie to great, as Nolan thinks more like a novelist than a screenwriter here. Knowing the history of the evacuation, Nolan creates sets of circumstances for each character or group, and then sees how they react to the stresses under which he places them. We get three pilots who have three differing reactions to disasters in the air. We see a wide variety of soldiers reduced to scrapping for places on ships, refusing to rescue others, or threatening to turn a soldier over to the enemy to make room on a boat. Mr. Dawson and his crew are tested repeatedly, and he becomes the stoic heart of the film, standing in for the hundreds upon hundreds of British men of all ages who risked their own lives to bring the boys home.

It’s early to forecast honors for any film, but I will throw out there right now that I think Dunkirk has to be the favorite for that SAG “best ensemble cast” award, or whatever it’s called, given in lieu of a proper “best picture” honor. Also, I was sure I saw an uncredited Una Stubbs – that’s Mrs. Hudson from Sherlock – on one of the boats, but IMDB tells me it’s an actress named Kim Hartman. But there is an uncredited appearance via voice only that I won’t spoil beyond saying every film is better for having this actor say a few words in it.

Broadchurch, season 3.

I’ve mentioned my love of the British TV series Broadchurch a few times – writing about season one and season two – particularly my admiration for the dialogue, which is some of the best I’ve ever seen on any show, incorporating enough realism to set the show well apart from the police procedurals that have poisoned the airwaves for the last few decades while still giving viewers enough insight into the characters to build emotional attachments. The show was originally written to be a one-and-done, eight-episode story, but returned for two more seasons, the third of which just aired this summer (and which everyone involved says is definitely the end of the show). If this is truly it, the writers and actors gave us more than a mere victory lap, but managed to incorporate an entirely new story and set of characters into the tapestry they created in a small seaside town already reeling from the child murder that started off the series. It’s on amazon as well as iTunes.

Alec Hardy (David Tennant) and Ellie Miller (Olivia Colman) are back, now working together as partners instead of the adversarial relationship that drove the first season (mostly Alec’s doing, as he had some Greg House-like qualities), investigating a new crime: the rape of Trish, a woman in her late 40s, recently separated from her husband, who was attacked at a friend’s 50th birthday party. Trish was drunk and then knocked unconscious, so she couldn’t identify the rapist, and the list of suspects is long, including her former husband, her friend’s husband, a taxi driver with a criminal past, and Trish’s boss. The case is immediately complicated by other factors that also drive wedges between friends and motivate different witnesses to come forward – and, as you might expect, other women emerge with similar stories of rape in the same area over previous years.

The writers spent months working with rape counselors and investigators, learning about such cases and how they’re handled by authorities, giving the writing of season 3 an intense, often uncomfortable (by design) realism throughout the eight episodes. Trish’s reactions, unwillingness to discuss details, guilt and self-loathing, and the varied reactions of other victims all give Broadchurch a level of pathos absent from the SVU style of storytelling – 44 minutes to rush through a story, requiring every victim to be reduced to two dimensions so we can get back to the chase – and depict the complexities of investigating cases like this.

The big surprise of the season is Beth Latimer (Jodie Whittaker, also known as the next Dr. Who), who spent the first two seasons as a mousy, thin character paralyzed by grief and shock, appearing as a rape counselor who is assigned to Trish. Beth’s strength only appeared in flashes in the previous season, but she takes on a much more central role in season 3, both for her work advising and counseling Trish and also as a now-divorced other of two, still grieving her son’s death, and trying to cope with an ex-husband who can’t move on with his own life. I might have had doubts about Whittaker as the lead character on the long-running sci-fi series had I not seen the breadth of her abilities in the final season of this show, as the writing this year and her involvement in two major storylines allowed her to show off a range of emotions, notably the harder edge on display in scenes with her ex-husband or her resolve in dealing with the police when she’s asked to violate the ethical rules of her new job.

The central mystery of season 3 is somewhat less compelling than that of season 1, primarily because the identity of the rapist becomes subordinate to the web of relationships and deceptions uncovered during the investigation. Watching Hardy and Miller work, and now to truly work together as partners with complementary skills who have developed strong respect for each other, is easily the season’s biggest highlight – the very unromantic chemistry between these two, and Miller’s unflagging attempts to draw Hardy’s emotional core out, allow two tremendous actors to show their stuff while also giving the viewer an atypical male/female partnership. Hardy is less House-like this year, as his relationship with his daughter becomes more central and less afterthought, and the writing makes him more socially inept than absent. If season 1 Hardy was just misanthropic, season 3 Hardy is more clueless. He can’t pick up some simple social cues and doesn’t take compliments well or give them any more easily, but now it leads to amusement rather than Ellie wanting to throttle him – often justifiably, given how badly he treated her when they first worked together.

If there’s a hiccup anywhere in this final season of Broadchurch, it’s that they worked a little too hard to make all of the suspects in the rape case a little too creepy. Toxic masculinity plays a role here, and the writers did well to separate out its various aspects and spread them across multiple characters, but there are also at least three men who are called into the station who look or act too … well, too suspect. It’s as if the writers and actors were trying to throw viewers off the scent by making everybody seem guilty. And if you remember the twist in season one, you might see the twist in season three coming too.

If you haven’t started from the beginning, I don’t think you’ll appreciate the full impact of season 3 given how much screen time is devoted to the aftershocks from the first murder, so I would recommend starting with season 1 and watching all 24 episodes in order. It’s some of the finest TV writing I have ever seen, never sacrificing story for dialogue but instead using realistic, thorough dialogue to help give the story more depth than you’ll find in most other television series.

Evicted.

I have two new Insider posts on the Verlander trade and the Justin Upton trade.

Princeton sociology professor and ethnographer Matthew Desmond won the 2017 Pulitzer Prize for General Non-Fiction for his book Evicted: Poverty and Profit in the American City, a stunning work of first-person research that examines a major socioeconomic problem from the ground level, rather than the top-down, data-driven approach I expected from a book in his genre. Desmond spent several months living among the inner-city underclass in several neighborhoods in Milwaukee in 2008 and 2009, shadowing tenants and landlords, witnessing evictions and forced moves, accompanying residents to rehab, AA meetings, even to court, recording what amounted to over 5000 pages of transcribed notes and conversations, to produce this devastating and utterly human portrait of people who simply do not exist to the house-secure classes.

Desmond’s aim here is clear: eviction is more than just a temporary loss of shelter, but a massive disruption to the economic and psychological well-being of entire families, a process that can lead to job loss, substance abuse, and crime, and a scarlet letter on a person’s record that can make it harder to obtain future housing and employment. The vulnerable class of the working or semi-working poor are victimized repeatedly by a system that takes the majority of their income, often over 75% of it, to cover rent for substandard housing, then punishes them if they fall behind and are evicted in a process that overwhelmingly favors the landlords. Tenants are often afraid to assert their rights, if they have any, or to report building code or maintenance violations for fear of retaliation. Once evicted, families may end up having to pay exorbitant fees to place their limited possessions in storage, with no access to their things, until the almost inevitable time when they can’t afford the monthly cost and lose what little they had.

Desmond accompanies several single residents and entire families on their journey through multiple evictions and the Lodge, a homeless shelter readers will know all too well before the book is complete. The access these people gave him is remarkable, as he captures their words at some of their most vulnerable and depressed moments, often witnessing their stuff being carted out to the curb in trash bags by Eagle Movers, who apparently maintain a truck (or two?) just for the purpose of serving landlords who are evicting residents. He also relates a firsthand account of housing discrimination – and explains in an afterword how the Fair Housing Authority did nothing with his formal complaint. (And that was under a Democratic administration; I doubt it’s any better today.) He also spends significant time with two slumlords – although he refuses to refer to either as such – to give their perspective, usually in their own words, even explaining how one, Sherrena, was “proud” of her landlord status and her collection of properties, even though Desmond makes it very clear that she is a nightmare landlord whose failure to maintain safe conditions in her buildings should probably have landed her in court.

By spending so much time with poor residents, Desmond also makes it clear what critical needs are not addressed when most of someone’s income – often income from disability payments – goes to cover the rent. Going without food, or without enough food, is an obvious outcome. But such tenants often have no heat or hot water, or sometimes can’t cover the gas or electric bills. Medical care is often entirely out of the question. Buying a new pair of shoes for a child, a mundane event for even middle-class families, is an enormous achievement. One of the few success stories in the book, Scott, a former nurse who lost everything when he became addicted to painkillers, has to borrow from his parents to cover the cost to get into a rehab program and begin taking methadone. Many other people Desmond follows don’t have even that bare safety net of a parent or relative to help cover a payment – or, in the case of one single mother, her safety net repeatedly refuses to help.

Desmond saves his prescriptions and recommendations for the epilogue, choosing instead to let the individual narratives tell the reader the overarching story of a system that traps these American untouchables in a cycle of poverty from which it is very difficult to escape. It’s easy to say, as so many politicians like to do, that the solution to poverty is to make poor adults go to work. That facile, elitist answer ignores the realities of work for the underclass: Available jobs barely pay enough to cover the rent, evictions and other related actions (police are often involved, with Milwaukee employing sheriffs specifically for this purpose) can count against someone on a job application, and missing time to try to find new living space can cost such a person his/her job. Affordable – or “affordable” – housing is often located far from work, with poor public transit options in many or most cities. We get repeated examples of people evicted because of the actions of someone else. One woman is evicted because the police were called to her apartment by a neighbor because her partner was beating her. Another loses what sounds like a perfect apartment because her young son got in a fight and her babysitter asked neighbors if they had any weed. And landlords get away with this because tenants don’t fight back, enforcement of what few rights they have is scarce, and there’s a line of people waiting to get into every apartment the evicted vacate.

In that epilogue, Desmond offers ideas and potential solutions, including universal housing vouchers that can be used anywhere, without discrimination, the way that recipients use food stamps. He speaks of reasonable housing as a fundamental human right, which is how western European governments and societies view it, arguing that “the pursuit of happiness” is impossible without adequate shelter. Desmond also pushes solutions that are, at best, antithetical to the capitalist underpinnings of our society, including broader rent control, without sufficient consideration of the economic consequences of such policies (rent control programs can stifle construction and push landlords to convert rental properties to non-rental ones). He seems to advocate for more public housing, but doesn’t discuss how we can expand the housing stock without repeating the problems of previous housing projects, many of which became unsafe and were razed within 20 years of their construction. His proposed solutions should spark discussion of how to solve the American housing crisis – or, at least, a discussion that there is a housing crisis at all – but seem like they will trade current problems for new ones rather than creating comprehensive solutions that at least consider how the market will react to major policy shifts. That’s a minor issue in a remarkable work that is dedicated more to exposing these problems to the wider audience, to bringing people in distress out of the shadows and into the public consciousness, because without that there won’t even be a conversation about how best to help them in an economy that still places a high value on the rights of private property owners.

I listened to the audio version of Evicted, which is narrated by actor Dion Graham, whose voice will be familiar to fans of The Wire. Graham does a masterful job of bringing the various characters to life with just subtle changes in tone – and treats these people, who are largely less educated and less articulate than, say, Graham himself is, with respect. It would be easy to caricature these underprivileged tenants, but Graham’s renditions infuse them with the quiet dignity they deserve, so that the listener may feel sorrow or pity for them, but not scorn.

Next up: Thomas Stribling’s Pulitzer-winning novel The Store. I’m about 60 pages in, and while the story is moving along, the casual racism in the writing – Stribling was from Alabama, set the novel in Florence, and has it taking place shortly after the Civil War – is appalling.

Kingdomino.

Bruno Cathala’s Kingdomino won the Spiel des Jahres (Game of the Year) award this year, beating out Reiner Knizia’s Quest for El Dorado and the cooperative game Magic Maze, a result that I thought was a bit of a surprise given how little publicity Kingdomino had received prior to the win. It’s about as light a game as I can think of among winners of the prize, but incredibly fun and quick to play, striking a nice balance between crafting a game where kids can still compete and one where adults won’t be bored.

Each player starts with a single square tile and a castle on it, and will build out his/her “kingdom” from two-square rectangular tiles drawn over the course of the game. Like dominoes, these pieces have two separate images on each half, representing six different terrain types, some with crowns and some without. You must place each tile so that at least one of the terrains matches one tile it’s touching. (The start tile is “wild” and matches all six types.) Players will draw 12 tiles during the game and must not allow their kingdom to grow beyond a 5×5 grid; the castle doesn’t have to be in the center, but the kingdom can’t exceed five tiles in any direction. If you can’t place a tile legally, then you discard it and won’t get points for it.

The scoring is simple: You count up the number of contiguous squares of each terrain type and multiply that number by the number of crowns in that contiguous area. So a five-square water area with two crowns on it would score ten points. You can potentially have a huge area without crowns and score nothing – especially with the yellow wheat fields, the terrain type least likely to have a crown: there are 26 wheat squares in the game, but only five of them have crowns. Seven squares have two crowns and one mine square has three crowns, so those become highly coveted.

The tiles go to players in a draft where the order changes in each round. At the start of the game, you shuffle enough tiles so that you have 12 per player (there are 48 total, so a four-player game uses all of them) and then divide them into stacks, three for three players and four for two or four players. In each round, you reveal new tiles and order them on the board based on the numbers on their backs – one tile per player for three or four player games, two per player in a two-player game. The order for the first round is random, but after that, it’s determined by the previous round’s choices: If you took the lowest-numbered (top) tile of the ones available in that round, you get to choose first among the next set of three or four tiles. (In a two-player game, each player chooses two tiles per round.) That means the person who chose or ended up with the highest-numbered tile – probably the most valuable one for points – ends up with the last “choice” in the next round, which isn’t a choice at all because you’re stuck with whatever’s left. That internal balancing mechanism tends to keep anyone from running away with the game by racking up too many crowns.

I played the game for the first time at GenCon, when I happened upon the mini-tournament (which only had about a half-dozen players) Blue Orange was holding for the game, and two players who’d lost their round invited me to play and offered to teach me as we went. Once you know what you’re doing, an entire game takes about 15-20 minutes. We played a three-player variant, although I didn’t realize it at the time, where instead of removing 12 tiles for a 3-player game, we played with all 48, and in each round revealed four tiles; each of us chose one, and the fourth was discarded. The rules also describe a two-player variant using all 48 tiles, expanding the kingdom size to 7×7. There’s also a variant rule for any number of players where you get 5 bonus points if you never discard a tile – in other words, if you fill every square of your 5×5 grid.

The game lists the age range as 8+, but I don’t see any reason a child of 6 or 7 couldn’t play along – it’s color matching at heart, with some spatial relations stuff and a little strategy around the crowns (just tell your kid “crowns are good” and s/he’ll probably be fine). It’s also quick enough to play any time or to reel off a few games in a row, unlike most of the best family-level strategy games I recommend. There’s a standalone sequel, Queendomino, coming this fall, adding more features to the game to make it a little more challenging, but I recommend Kingdomino because it’s so elegantly simple. You can teach it to anyone in a few minutes, and it brings replay value because the order of the tiles determines the flow of the game. It’ll be a regular in our game rotation for weeknight plays for a long time.

The Handmaiden.

A psychological and erotic thriller built around a classic con story, the South Korean film The Handmaiden made a number of critics’ top ten lists for 2016, but wasn’t even submitted by the Korean Film Council for consideration for the 2016 Academy Award for Best Foreign Language film even after the film was generally praised on release at Cannes that year. Directed by Park Chan-wook (Oldboy, Thirst), The Handmaiden manages to combine a double-cross story worthy of Hitchcock, a drawing-room mystery worthy of Charlotte Heyer, and erotica worthy of Cinemax into a single, stunningly shot film that still manages to compel even as Park’s train wobbles off the tracks in its final third. It’s free on amazon prime and can be rented via iTunes.

Adapted from the novel Fingersmith by Sarah Waters, The Handmaiden is told in three parts, beginning with the story of Sook-hee, a peasant thief who is recruited by the con artist “Count” Fujiwara to become handmaiden to a wealthy heiress and convince the ingenue to marry the fake count so he can then dump her in an insane asylum and make off with her money. Sook-hee agrees after negotiating a better cut of the proceeds for herself, only to fall in love with her mark, Hideko, and lose her commitment to the con. No one’s motives are truly clear here, and Lady Hideko’s uncle isn’t merely the reclusive rare book collector he appears to be; once the first part of the con is revealed, the narrative shifts back to the beginning and shows much of the same material with missing details restored. Everything you see in part one has a purpose, even if it takes most of the film to discover it.

The con drives the plot, but the power of The Handmaiden resides in the scenery and the lead performances. The film is gorgeously shot, from the uncle’s mansion to the Japanese gardens even to the night scenes among the trees, with Park manipulating light and dark or introducing bursts of color to enact quick shifts in tone. There are very obvious parallels to Hitchcock’s Rebecca, and there are scenes in the gardens on the estate where you’d expect to see the girl from Fragonard’s The Swing swaying to and fro.

Kim Tae-ri, making her feature film debut as Sook-hee, nails the urchin’s mixture of overconfidence and naivete, while Ha Jung-woo is perfect as the suave, unctuously charming con man Fujiwara. (The two are both in the upcoming South Korean drama 1987, about the student protests that year that brought down South Korea’s military regime.) Kim Min-hee won several awards for her portrayal of Hideko, perhaps the most thankless role of the three because so much of the script requires her to act numb, although the character gains complexity once the depravity of her uncle becomes apparent in part two; her role just seems less demanding, other than the makeup and hair she’s required to wear while Hideko delivers readings of the books in her uncle’s collection.

The film would almost certainly have received an NC-17 rating here for the two sex scenes between Sook-hee and Hideko, which some critics have tabbed “soft porn” but which would probably escape remark if they involved a hetero pairing. If there’s something objectionable here, it’s the scenes’ length, or some of the dialogue, perhaps badly translated, from Sook-hee that I think was supposed to show that she’s just as naive as Hideko. (Waters herself defended the scenes, saying the women are appropriating a very male pornographic tradition and that queer audiences welcomed them.) Establishing the attraction between the two women as genuine is critical for the credibility of the overall story, and while the second scene is probably too long by half, skipping them entirely would have left the film worse off. The movie’s conclusion, however, brings the off-screen violence from implication to reality with a needlessly grisly torture scene that would have survived just as well without showing us any severed fingers; I haven’t read the novel but I believe that scene was Park’s invention.

I doubt any film would have topped The Salesman for the Best Foreign Language Oscar, given the political circumstances around the latter’s nomination, but I would rank The Handmaiden above the four other nominees. You can argue it’s pornographic, but I think those scenes are both transgressive and true to the original author’s intent; the violence is far more disturbing and less essential to the plot. And the plot is reason enough to watch the film – it’s an old con done up in a new way, with double dealing and secret schemes, by actors who fully inhabit the devious characters they’re portraying. It’s easily among my top ten movies of last year.

Blackout and All Clear.

Connie Willis’ time-travel novels are a marvel; she’s created an alternate universe where time travel isn’t just possible, but plausible, because it’s intrinsic to her plots but not to the characters or the setting. The first full-length novel, The Doomsday Book, sent a character back to the period of the Black Death at the same time that a pandemic hit Oxford in 2060, where the time-traveling historians reside. The second, To Say Nothing of the Dog, was a comedy of manners that parodied a Brit Lit classic. Her 2010 diptych Blackout/All Clear is a magnum opus in scope and length, a single novel published in two parts because the combination runs over 1100 pages, sending three historians back into World War II only to have everything go awry for them. The duo swept the major sci-fi novel awards (Hugo, Nebula, and Locus) despite some reviews that criticized the books’ length. I adore Willis’ writing and character development, so while the books are long – it took me just over two weeks to finish the pair – my only regret at their length was that I was dying to get to the resolution.

Willis’ time-travel universe keeps that physical impossibility to something of a minimum. Historians travel backwards in time for research purposes, and of course are charged with staying out of the way of history lest they find they alter it. Spacetime itself has a defense mechanism, however; it won’t allow time travelers to land at a point in history where their mere presence may change its course – so, no, you can’t go back and kill baby Hitler, even in fiction. Those who try end up displaced in time or location from their target, and the gap is called “slippage.” Meanwhile, returning through a portal, called a drop, to 2060 is also complicated – the drops must not be seen by “contemps” from that time period, and if the location isn’t secure, the drop won’t open and the historian can’t return home until the next rendezvous. It’s an elegant, concise way to introduce time travel and all of its attendant problems into serious literature that would otherwise collapse under the weight of the details.

Unlike Willis’ previous two novels in this setting, nearly all of Blackout/All Clear takes place in the past. Once the historians start to step through the portal into World War II at the start of the first book, we don’t get back to Oxford until well into All Clear; this is a novel of three historians stuck in World War II, simultaneously trying to find a way back to their present and to avoid doing anything that might alter history … which could in turn mean that time travel is never invented, creating a paradox with unforeseeable consequences (none of them good, though). Michael Davies wants to research heroes, but ends up in the evacuation at Dunkirk. Polly Churchill wants to research the conditions and behavior of people who sheltered in Tube (subway) stations during the Blitz, but ends up in a shelter below a church and falls into an amateur theatrical troupe. Merope Ward wants to research the lives of evacuated children in the English countryside, only to find herself saving one of her ward’s lives and bringing some of the children back to London to an uncertain fate during the bombings. The three all realize soon enough that something’s amiss, between the slippage and the failure of their drops to reopen, and start to look for each other in London to seek a way out before the paradoxes of time travel overtake them.

Willis’ prose captures the cadence and flow of great British authors of the 19th and early 20th centuries, even though she’s an American author writing today, with the clarity and wit of a Wodehouse and a bit of the descriptiveness of Dickens (but not too much). She also creates wonderful characters, a few of whom, like department head Mr. Dunworthy or young Colin Templer, we’ve seen before. Merope, who goes by Eileen in the past, and Polly are a little bit too similar to each other, although some slight personality distinctions emerge in the second book, but the characters around the core trio are wonderfully diverse and well filled-out, from the actor Sir Godfrey to the aging fisherman Commander Harold to the imps Alf and Binnie who plague Merope’s existence. Willis has given her world depth and texture by populating it with believable, three-dimensional characters, even unlikable ones, so that reading her novels, especially this two-part tome, becomes an immersive experience. I was very much reminded of watching the Foyle’s War TV series, which is set almost entirely in World War II and even has one episode that occurs in part in a bomb shelter; Willis recreated that setting in words to the point where I could lose myself in the story.

Blackout itself isn’t much of a standalone novel because it ends mid-story; there is absolutely zero resolution at its end, not even so much as an answer to the question of why these historians have gotten stuck when their colleagues had gone to other points in history and returned without major incident. If you’re going to read one, you’re committing to read both, and that does mean that you’ll be in the past with the trio of trapped heroes for a long time. I’m completely comfortable with that – I will happily spend all day in Connie Willis’ words if my schedule permits.

Next up: I’ve read a few books since this pairing, but just started another Hugo winner, Paolo Bacigalupi’s The Windup Girl, which definitely sounds like something other than a critically acclaimed sci-fi novel.