Alhambra.

Somehow the board game Alhambra has slipped through the cracks here on the dish, which I’ll blame on our move into the new house in the middle of last month. I’m hoping that now that we’re in (albeit far from unpacked) I’ll get back to more frequent posting here.

Alhambra won the Spiel des Jahres award in 2003 and looks like it should be a great game – players purchase castle tiles from a central “market” and try to earn points while building their own Alhambra-style castle. But the randomness factor is way too high for my tastes, particularly in the way it can leave one player in the dust from the outset if the cards/tiles don’t line up for him.

That central market has four tiles in it, drawn randomly from a bag as needed. Tiles come in six colors representing different types of rooms or building structures (like Towers or Gardens), each carrying a different potential point value, and with walls on anywhere from zero to four sides. You may place a tile only in a way that would allow a person to “walk” into that tile from your existing castle without having to hop a wall. There are three scoring rounds, coming roughly at the one-third and two-thirds marks as well as at game-end; each time, points are awarded to the player with the most tiles of each particular type, with smaller point gains available in the later scoring rounds for players with the second- or third-most tiles of each type.

The hitch, and it’s a big one, is how players acquire money to buy the tiles. The conceit is very clever: The masons you hire to build your Alhambra come from different countries and insist that you pay them in their own currency. The central market has four squares of different colors, and the currency required to buy a tile from the market is determined by the color on which that tile happens to sit. But you acquire currency from a separate currency market: Four cards, randomly drawn, that sit out for players to take in lieu of buying a tile. A player may take any single card from the currency market, or take any number of cards whose values add up to five or less. So the tiles you’re able to buy over the course of the game will depend on what color and value of currency cards are available to you when your turns come up.

On his turn, a player may buy a tile, take currency, or make a very small modification to his castle. The currency takes on added weight because of the rule that allows a player to take an extra turn if he buys a tile with exact change. (If you overpay, you’re out of luck – you don’t get the difference back.) The result is that there’s very little strategizing possible around tile purchase and placement; it’s all about your currency options, and while there is some turn-to-turn strategy there, in a four-player game the central market changes so much each time around that the value of good currency decision-making is severely curtailed.

My wife disagrees with me on Alhambra; she’s not bothered by a high randomness factor and places more value on visuals and production value. We have played the two-player variant, where you assign some tiles to a hypothetical third player, “Dirk,” and the game actually works a little better than it does with four people because the central market changes less between turns. But on the whole, I can’t see buying this game over other tile-based games like Carcassonne, which folds its randomness more seamlessly into gameplay in a way that actually enhances the value of good decision-making.

Again, I’m hoping that’s the last long layoff on this blog for a while, and I apologize for neglecting it. I’m almost through with An American Tragedy and am planning a long music post for some time in early April, as well as reviews of some of the Dominion expansions we’ve acquired over the last few months. In the meantime, check out my post on UCLA star Gerrit Cole and listen for me on the Baseball Today podcast three times this week starting on Tuesday.

Battle Line game and app.

Battle Line is another two-player card game from the prolific Reiner Knizia, the man behind Lost Cities, Samurai, and Ingenious, one that brings a little more randomness to the table than Lost Cities offers but with plenty of opportunities for strategy – the type of randomness that forces you to rethink your approach to the game, rather than the kind that makes you throw up your hands in frustration. There’s also a very good Battle Line app available for iOS, with good graphics and a solid AI but as yet no online play option.

The main deck in Battle Line includes 60 cards, 10 cards numbered 1 through 10 in each of six different colors. Players begin with seven cards in their hands and on each turn play one card and draw one replacement. In between the two players sits a line of nine flags, and at each flag players place cards to try to create a winning formation, one that ranks higher than the opponent’s formation at the same flag. A completed formation contains three cards. The first player to either win five of the nine flags or to win three adjacent flags wins the game.

A formation’s value is determined by the numbers and colors of the cards it contains. The game has its own lingo, but you’ll notice a correlation to poker hands as well. The top formation is the game’s royal flush – three consecutive cards in one color, with a tie going to the formation with the highest sum on his cards, leaving 10-9-8 as the best possible formation in the game. (If a player completes a 10-9-8 formation at a flag, he wins the flag even if his opponent has yet to finish his own.) Next highest is three of a (numerical) kind, followed by a flush, a straight containing more than one color, and last just any assortment of three cards. When both players have identical formation types at a flag, the above tiebreaker applies. It’s also possible to claim a flag before the other player has completed his formation if it is no longer possible for the second player to create a formation to top the one that’s already on the board.

The twist in the game is the existence of a second deck of ten Tactics cards, each unique, which may be drawn instead of cards from the main deck. These cards run from the lifeline (Hero and Champion, two wild cards that can stand in for any card you want, although each player is limited to playing one of these per game) to the attack card (Traitor, stealing a card your opponent has played and using it yourself; or Deserter, trashing a card your opponent has played). The number of Tactics cards you can play is restricted by how many your opponent has played – the delta must not exceed one, so once you’ve played your first Tactics card you can’t play a second until your opponent has played one.

Battle Line strategy breaks down into two major areas. One is deciding how to fill out formations – if you have the green 9 and the green 8, do you play those together and hope you get the 7 or 10, or do you break up the 9 and 8 to try to build the easier three-of-a-kind formations? But the more interesting part is deciding when to fill out formations. Holding back the second or third cards in a strong formation might entice your opponent to waste a valuable card there – but playing that second card might open the door for him to waste your cards by dropping a stronger formation there. And do you challenge his formations early or try to play at empty flags and create large obstacles in the center of the board? It’s one of those “simple rules but different every time” games, like Lost Cities, that work very well for a quick two-player match.

The game’s card constraints are more confining than those in Lost Cities, which makes it a little more random because of how much you’re at the mercy of the deck. In Lost Cities, you’re just waiting for a larger card in any color you’re using, preferably not too much larger. In Battle Line, you have more formations in play but are often looking for a specific card or one of two in a specific color, and can’t discard a card without using it as you can in Lost Cities. If you want a change from Lost Cities, however, Battle Line is the most comparable two-player game I’ve found.

The Battle Line app (a.k.a. “Reiner Knizia’s Battleline”), from Gourmet Gaming, features two AI opponents, allows you to play two-player against someone sitting next to you, and offers a basic game that involves six cards in your hand and no Tactics cards if you want a tutorial. The strong AI player uses Tactics cards well, doesn’t do anything stupid, and will seize on player mistakes nearly every time. Flags are claimed automatically regardless of the winner, and the graphics involved are very clear. The app had problems with crashing and with incorrect values on two Tactics cards, but both glitches appear to be gone since an update about three weeks ago. It’s been my go-to app of late when I don’t want to get sucked into a long game of Carcassonne since you can knock out a game quickly and there’s enough random variation to keep it fresh.

Texas eats.

I’ll start with the bad experience of the trip since it’s the most interesting – one of the worst and weirdest meals I’ve had on the road over the last five years.

Riva Mediterranean Grill in Arlington (not far from UTA) is a fairly new restaurant in the space formerly occupied by an Italian restaurant in a strip mall on Park Row. I found a few positive reviews and comments about Riva, promising good eastern Mediterranean food, but the food was awful across the board – nothing is fresh and I have reason to believe they’re not handling their food properly. The hummus appetizer had only a harsh lemon flavor and a bland texture, both of which I’d associate with prefab hummus from the supermarket, but when I asked my server if it was made in-house I was told “yes” – possibly true, but doubtful. The chicken shish kebab eliminated any questions I had about the restaurant, however, as the meat had the unmistakeable look and texture of chicken that wasn’t thawed fully before its exposure to heat. Of the nine or ten pieces on the two skewers, I cut into seven and found the same problem in each one. I know that texture because I’ve encountered it before – and because I’ve made that same mistake myself, about ten or eleven years ago when I was first learning to cook. (The rice that came with it was straight from a box, too.)

When the head server (possibly a manager – he never identified himself by his role) came to ask if I wanted a box for the chicken, I told him I didn’t need one because the chicken was inedible. His response was to ask if I’d ever had “shish” before – I half-expected him to follow up by asking if I’d ever had chicken before – and to claim that the meat was never frozen and that this was the first complaint they’d ever had. I’m no Gordon Ramsay but I know badly handled meat when I taste it, and the fact that front of house doesn’t know what’s going on in the back (or lied about it) just made it worse. I may have left skid marks in the parking lot.

I needed a quick meal before the Friday night game at TCU and an Urbanspoon query on nearby Q joints sent me to Red Hot & Blue, which was a 35, terrible chain barbecue masked under kitschy Memphis-blues décor.

As for the one decent meal of the trip, I did try Ethiopian food for the first time, going to A Taste of Ethiopia in Pflugerville just north of Austin. (Google Maps has their location wrong, if you try to go – they’re a mile or so further south on Grand, on the west side of the road.) I knew very little about Ethiopian food before the meal, nothing beyond their berbere spice mix and injera flat bread (made with teff, an ancient grain now making a comeback with the current whole-grains craze), so I can’t judge whether this was good or authentic for the cuisine. The service at Taste of Ethiopia was off the charts, especially once I said I was new to the cuisine, and the server strongly encouraged me to try the lamb tibbs, marinated and slow cooked with berbere, onions, and peppers. I lost my taste for lamb about two years ago, with no explanation; I just can’t stomach the smell of it, so I went with siga tibbs, the same item made with beef.

The dish, like a thin stew, wasn’t spicy but had a bright chili flavor like you’d get from ancho chili powder, but the beef was surprisingly tough for something marinated and slow-cooked. The meal is served without utensils, as you are supposed to tear off some injera and grab some of the meat and vegetables which are spread out on a large plate lined with a single piece of injera – a little awkward, but eventually effective enough, and nobody seemed to care if I made a mess of things. They’ll serve their dishes with rice instead of injera and will bring utensils on request, but I didn’t think it made sense to act like a tourist when trying a new cuisine.

The bread itself was like a mild, spongy crepe, but I was surprised to see zero evidence of browning anywhere on it – that may be traditional but I’m hard-pressed to think of another bread product (other than steamed breads) that is deliberately removed from the pan or oven before it browns, and whole grains benefit from the way browning brings out nutty flavors. It was clearly just made, and one of the servers was on the prowl with fresh injera in case anyone was running low. The meal also came with a spicy cooked green bean and carrot dish and a tart cooked cabbage and potato mixture (not your mum’s bubble and squeak). It’s a ton of food and including their house-brewed spiced iced tea, which includes cardamom, cinnamon, and cloves, ran about $15 before tip.

Incidentally, thanks to all of you who suggested Ethiopian dishes I might try, as well as those of you who pushed Austin-area recs. I was only in the metro area for about six hours and never south of Pflugerville, so I’ll store those away for another visit.

Catching up on recent eats…

‘Pomo Pizzeria*, located just north of Old Town Scottsdale in the pretentious Borgata shopping center, has been certified by the Neapolitan authority that travels the world and gives its imprimatur to pizzerias serving authentic Naples-style pizza. It lacks the cachet of Pizzeria Bianco, but has the benefit of being easier to patronize, since they’re open for lunch and take reservations, with a product that’s nearly as good as their more famous rival.

*Yes, there’s an apostrophe before the word ‘Pomo, something I have yet to decipher. The Italian word for tomatoes is pomodoro, but if the restaurant’s name derives from that word the apostrophe is on the wrong end. Perhaps the Borgata’s owners insisted on the apostrophe to ratchet up the restaurant’s elitist factor.

‘Pomo’s menu is straightforward – a few antipasti, salads, and many pizza options with an extensive list of ingredients, several of which are imported from Italy, including mozzarella di bufala and proscuitto di Parma. The oven runs up to 950 degrees, on the low end of acceptable for this kind of product, and the crust had the requisite slight char with plenty of lift to it. Neapolitan pizza doughs are very thin in the center and should still be wet when they reach the table, although they’ll tend to firm up as the pizza cools; don’t be alarmed by reviews that call it “soggy,” as that’s an application of an American standard for pizza to a completely different product. The texture is fine, while the dough’s taste is a little quiet compared to the toppings.

I went with two other writers, Nick Piecoro and Molly Knight, and somehow we all ended up with pizzas that boasted at least one pork product. I went with a bianca pizza, one of maybe a half-dozen tomato-less options on the menu, featuring mozzarella, prosciutto, and Parmiggiano-Reggiano, a combination that would be too salty and acidic if you layered any sort of cooked tomatoes underneath them. Nick and Molly both went for tomato-based pizzas featuring more charcuterie, including the diavolo, featuring a spicy salame that ‘Pomo uses in lieu of pepperoni (which is fine by me, as I find most pepperoni to be harsh).

There’s a definite focus here on fresh and authentic ingredients; the mixed greens in the salad were immaculate, the Parmiggiano-Reggiano was the real deal (not some American or Argentine knockoff), and the tomatoes come from San Marzano (although I admit I probably wouldn’t know the difference on that score). They also offer a handful of Moretti beers for about $5 apiece, including La Rossa, a red beer that’s about 8% alcohol that is outstanding but requires that I surrender my keys before ordering. Total damage for three pizzas (which run $11-16 each), a salad, a beer, and four glasses of wine was about $105 with tax but before tip, and we had probably 2/3 of a pizza left over. It wasn’t quite the transformative experience that my one meal at Pizzeria Bianco was, but it is among the best pizza experiences I’ve ever had in the United States, one I strongly recommend.

Speaking of authentic pizza in America, in December my family and I went to Via Napoli, the new restaurant in Walt Disney World at Epcot’s Italy pavilion; we were lucky to get two reservations in our week in Orlando but I understand it’s become a tough ticket as word has spread. Via Napoli’s menu is somewhat limited, with fewer toppings available and not much in the way of salads, but more antipasto options including some expertly fried verdure fritte (fried vegetables) and prosciutto e mela (prosciutto and fresh cantaloupe). The restaurant boasts three giant wood-fired ovens and the dough is superb, with thicker crusts (perhaps to suit American palates?) but less of the trademarked char on the exterior. As with ‘Pomo, Via Napoli imports many of its key ingredients and I felt the mozzarella they used was more flavorful, perhaps because it contained a little more salt. (Cheese without salt is like water without oxygen.) The dessert menu includes real gelato and a new take on zeppole, the Italian version of fried dough; Via Napoli’s includes ricotta cheese in the mix, which you’d expect would make the end product heavier but instead creates these soft, slightly sweet pillows of dough that don’t actually need any accompaniments but oh hey you brought some dark chocolate sauce so I feel obliged to use it. Via Napoli is where I discovered La Rossa and where I discovered that a large serving of it will keep me inebriated for at least six solid hours.

On to Los Angeles from mid-February, where I’ll start with the last meal I had, Bludso’s BBQ in Compton on Long Beach Boulevard, a real hole in the wall that focuses on takeout with an emphasis on brisket and beef ribs. The service was definitely more Texas than downtown LA, and when I asked what the specialty was the woman behind the counter insisted that I sample the brisket before ordering; it was smoky and tender and didn’t need sauce to provide flavor or moisture, although the salty-sweet-earthy sauce they use is a good complement. For takeout they package their meats in foil with a healthy dose of sauce, enough that it started to drown out the meat’s flavors, but that’s easily fixed by asking for less sauce or for the sauce on the side. The ribs were smaller than I expected but had good tooth and pulled away from the bone pretty easily. The collard greens were deep-South style, cooked low and slow with plenty of liquor included; the baked beans had become soft and mushy but had strong flavors from the meat included in them. For about $11 you can get two meats, two sides, a piece of northern-style (that is, very sweet) cornbread, and some of that white bread that people in Texas always serve with Q but that just confuses everyone else. Yes, it’s a bad area, but it’s worth seeking out.

I met my friend Jay Berger at his local favorite sushi place, Yoshi’s Sushi on Santa Monica in West Hollywood. We had nothing but nigiri, which has become my style anyway after reading The Story of Sushi last summer. About half came with a ponzu sauce, including the yellowtail and the halibut; everything was fresh and only the salmon was disappointing, although I should know by now that salmon nigiri is not very authentic – I just love salmon in any preparation. The albacore, which I usually find kind of boring, and red snapper were both among the best I’ve had of each kind of fish. However, I tried octopus for the first time and am still chewing it three weeks later. Next time I’ll stick with the raw stuff.

And I should throw another mention at Square One Dining in Hollywood, which is becoming my breakfast ritual when I’m in town for the Compton workout. Square One focuses on natural, local ingredients, and their breakfasts include some real throwback elements, like bacon rashers cut about three times as thick as you’d get at a typical diner or fresh eggs cooked to order. My only criticism is that despite using good tea, somehow it’s already overbrewed and bitter when it reaches the table, which makes me think they have pots of tea ready to go for breakfast service – thoughtful, but counterproductive.

Scorecasting.

I apologize for the long delay between posts; we moved into our house last week and are finally settled, although far from unpacked.

I tweeted earlier today that I’ll be joining ESPN’s Baseball Today podcast as a co-host three days a week starting in mid-March. And, if you missed it, my preseason ranking of the top 50 prospects for this year’s Rule 4 draft went up last Thursday.

Tobias J. Moskowitz and L. Jon Wertheim’s Scorecasting: The Hidden Influences Behind How Sports Are Played and Games Are Won aims to be the Freakonomics of sports, a marketing angle made quite clear from the cover quote from Steven Levitt that calls Scorecasting the best book of its kind since Freakonomics, which is funny, since Levitt co-wrote that book. (And one wonders if the authors share an agent or an editor or something else.) My cynicism over the quotes aside, Scorecasting is a fun read, one that does a better job of challenging conventional wisdom than providing hard answers to hard questions, the sort of book that could make an old-school sports fan rethink some of his positions without requiring a background in behavioral economics. If you’re here, however, the odds are good that your mind is already open, in which case Scorecasting is more of an enjoyable lark but might leave you looking for more serious analysis than what the authors offer in a book aimed at the mainstream audience.

Wertheim and Moskowitz attack a number of questions over the course of the book, with the only unifying theme that these are questions that can be examined (if not actually answered) through some very rudimentary statistical analysis. For example, they examine the potential causes of home-field advantage, which is fairly persistent within sports but doesn’t seem to tie to attendance; whether icing the kicker is an effective strategy (I won’t reveal their answer, but have always found the practice unsportsmanlike); or whether momentum exists. The template for each essay – some just two or three pages, others thirty or forty – is standard: Explain the question and the conventional wisdom on the subject, discuss how they operationalized the variables, then present the results in text and graphical format, usually just showing some evidence telling us whether there’s a correlation between the independent and dependent variable. For example, in the momentum chapter (“The Myth of the Hot Hand”), they look at basketball, defining what a “hot” period of time constitutes (one, two, five, and ten-minute samples), then look at point differentials over the one, two, five, and ten minute periods immediately following a “hot” period. It’s not rigorous, but it will likely sway some of your opinions even if it doesn’t convince you.

The best essays in the book combine the Freakonomics-style analysis with interesting stories, like the chapter on the history of trades in the NFL draft (“Off the Chart”), which discusses the famous Mike McCoy chart on how to value draft picks in trade talks. The authors describe the chart’s genesis, early successes, propagation, and loss of usefulness once everyone had it, along with some potential explanations for the psychology behind incorrect valuations of draft picks. (Yet another reason why I’d like to see MLB allow teams to trade draft picks: It’s another way for smart front offices to create value.) Another essay (“Rounding First”) asks why we see more round numbers in seasonal statistics than you’d expect if the results were normally distributed, pointing to psychological and perhaps financial incentives that drive behavior in situations where the leverage (to the player, not the team) is increased.

Scorecasting is a text for the mass market, which means fewer numbers and more broad brush strokes in the book. I’m not the first to raise this objection, but the way the authors treat results that are merely indicative as if they’re conclusive is offputting if you realize what they’re doing and misleading if you don’t. For one thing, their analytical methods, while valid, are on the superficial side. For another, they often confuse correlation with causation, and even though I often agreed with their arguments on the causes of the effects they discovered, they meld those opinions with statements of statistical facts in a way that just isn’t warranted. It’s a marketing issue – the book wouldn’t sell if they just presented data paired with a lot of “draw your own conclusions” quotes – but it takes what could have been a serious work and makes it a popular one.

And some of their conclusions just aren’t supported by the analysis, at least when it comes to baseball. They offer throwaway comments on how a salary cap would increase parity in baseball without an ounce of evidence to justify the statements. They claim that PEDs improve baseball performance by showing that players who had been suspended for PED usage were more likely to be promoted to the next level, a lousy proxy for multiple reasons and one that makes their conclusion, “In addition to the science, the data support the claim that steroids work,” ignorant on both sides of its comma. I imagine that the authors glossed over similar controversies in other sports, enough that no matter your game of choice you’ll find something in the book to annoy you.

You should read Scorecasting, though, in spite of its shortcomings. Moneyball was equally flawed, perhaps more so, and yet it launched a quiet revolution not just within the industry but within the fan base, an inflection point that I believe saw a major increase in the number of students of the game who began pursuing and publishing their own analyses, with some even finding themselves entering the industry as a result. I could see Scorecasting as a similar spur to innovation in the analysis of sports, and in the way sports are covered. One thing that Scorecasting does confront, without ever explicitly saying so, is ignorance. If you say “X causes Y,” others will look for a way to verify it, so don’t make the statement without trying to verify it yourself.

Vikings & Ascension board games.

I purchased Vikings on a whim, since I had a Barnes & Noble gift card and wanted to add one board game to the pile of books I ordered through their site: Vikings was one of the only German-style games they offered that I didn’t already own. It turned out to be a great purchase and a new favorite for us, and a rare game that plays well with two players and with more than two.

Vikings’ concept is that each player represents a tribe of Vikings sailing west to settle new islands, but rather than a game of exploration it’s a game of placement and resource management. Players must construct islands using left, middle, and right island tiles; place boats worth points or coins; and gather and place six kinds of viking meeples, each serving a different purpose in the game. Some viking types earn you points, some prevent you from losing points, and one kind (boatmen) allow you to ferry meeples from your main island to your tiles.

The game comprises six rounds, and on each rounds, eleven random tiles are placed around the game board’s wheel on spaces numbered 0 through 10, each tile paired with a viking drawn at random from the supply. Ship tiles go to the highest numbered spaces, while island tiles start at 0. The vikings are also placed in a specific order – first fisherman (used to feed your people at game end), then goldsmiths, scouts (score points for goldsmiths and fishermen in the same column), nobles (two points apiece), and warriors. Goldsmiths are worth 3 gold coins at the end of every round. Warriors allow you to score points for ships placed directly above them, and an “unprotected” ship prevents you from scoring for some tiles in its column. Unprotected ships will also cost you points or gold at game end. Warriors are important, if you didn’t catch on.

The number of the space a tile/viking pair occupies represents its cost, but the 0-cost tile is unavailable unless its viking is the only one left of its color, or the player whose turn it is to choose has no coins remaining. When a player takes the 0-cost tile, the wheel turns until the 0 is next to the lowest remaining tile/viking combination, so tiles become cheaper as each round goes on. But players can always choose to spend big to acquire a choice tile or a needed viking (e.g., a warrior to protect a five-point ship), so there’s no guarantee the tile will still be there when the wheel turns.

I generally don’t like games with a lot of random elements, but Vikings’ randomness is much more controlled: All 72 island tiles are used, and with only a few types, you rarely have to wait long or spend too much for a tile type you might need. There are 78 meeples, so only a few are left out of any single game, and again you’re rarely left up a creek. It’s variation without huge swings in luck, and you can build a coherent strategy around it once you have a sense of how the game flows.

We’ve played Vikings with two players and with three (it plays up to four) and found no significant difference in game play. Your strategy shifts slightly with three players from two to consider where you’ll make a sacrifice; the competition for warriors, boatsmen, and fishermen becomes more intense, and you’ll probably have to accept a point loss somewhere. Minimizing those and/or maximizing point gains elsewhere is key.

It’s the wheel that sets Vikings apart in my mind; it’s an elegant compromise between the egalitarian but time-consuming auction method (think Power Grid) and the straight assignment method where players can be helped or hurt by fortunate tile draws. Since the start player rotates from round to round, every player will have his or her chance to get the tile or Viking s/he needs, given the willingness to pay for it.

Typical game time was under an hour for us once we got the hang of it, and the rules are well-written. There’s a more complex variation/expansion included that we haven’t tried yet, in part because we like the simplicity of the core game so much. I’m certainly puzzled to see it ranked outside the top 100 on Boardgamegeek; it’s worth checking out, especially if you’re a fan of not-too-complex strategy games as I am.

I received a review copy of a new deck-building game called Ascension: Chronicle of the Godslayer, which seems like a cross between Dominion and the collectible card game Magic: The Gathering, based on what I know of the latter game (I’ve never played it). Ascension takes the core Dominion mechanic – shuffle your deck, deal yourself five cards, acquire new cards, place them all in the discard pile, shuffle again when your deck runs out – and marries it to the fantasy elements of Magic, with one substantial twist: You can use your cards to defeat monster cards and earn “honor” points. You also earn points for certain cards in your deck, and when the game ends, the player with the most such points wins.

The mechanics do vary from Dominion’s in a few ways. The most significant is that you can only purchase cards or fight monsters currently in the center row of five cards, as opposed to Dominion, where all ten Kingdom cards in use in the game are available until their supplies run out. Ascension also adds three cards – a basic money card, a basic warrior card, and a weak monster – that you can purchase/fight when you can’t do anything with the five cards in the center, thus largely eliminating the chance of a turn where you can’t do anything at all.

The limited choice in cards to buy or monsters to fight means that the game has a much higher randomness element and less strategic planning than Dominion; it’s hard to build a cohesive deck when you’re at the mercy of the cards in the market when your turn arrives. But we also found that the game ended so quickly that there was barely time for strategic deck-building. (By that, I mean acquiring cards that work well together, so that when you draw two or more into your hand you can increase your buying or fighting power.) We tested Ascension with three players and I was the only player who managed to pull off this trick (once!) before the game ended.

Other concerns not affecting gameplay are a very badly written rulebook, spawning several threads on Boardgamegeek that address these questions, such as whether the Cultist is available throughout the game for players to defeat (it is); and some horrible artwork on cards that looks like what you might find in the social studies notebook of a teenaged boy obsessed with Dungeons & Dragons.

I’ve never been a huge fan of fantasy literature or a player of Magic or D&D and can see why this might appeal more to those audiences. However, my wife and I agreed that we preferred Dominion and I can’t see us reaching for Ascension over that game.

The Gun Seller.

I’m off duty this week, since we close on our house today, but hope to post here a few times. As it turns out, today’s my wife’s birthday, so I tried to convince her that the house was her birthday gift from me, but so far it’s not working.

There are plenty of reasons to be jealous of Hugh Laurie. He plays the title character in one of the best television shows I’ve ever seen, and playing it well. Before that he played one of the leading characters in the definitive adaptation of P.G. Wodehouse’s Jeeves stories (the full series is now $25.75, almost 60% off, on amazon, less than half what I paid for it years ago). And he started with a classic sketch comedy series with the inimitable Stephen Fry, many clips of which can be found online, such as this man on the street bit about wine.

Judging by his one published novel, the madcap spy novel The Gun Seller, he’s a damn good writer, too.

The Gun Seller almost reads like Wodehouse doing John Le Carré, although there’s a more modern feel to the prose than you’ll find in Wodehouse’s cheerfully patrician writing. But the wry observations, absurd analogies, and quick shifts of focus are present, as in the title character’s statement (after he’s been shot under his arm) that “I ordered a tonic water for myself and a large vodka for the pain in my armpit.” The plot is over-the-top, borderline farcical, but holds together surprisingly well and has plenty of tension and narrative greed to keep you turning pages.

The narrator and main character is Thomas Lang, a mercenary with an aversion to doing actual violence, who is approached by a man with a request to kill someone, only to find himself (at the book’s open) nearly killed by the target’s bodyguard, and then by his daughter. That one inquiry opens the door to a giant covert operation involving a next-generation attack helicopter and a disgustingly underhanded scheme to sell them to governments around the world, a scheme in which Lang plays a central role.

The book has two parts, the first of which leans more toward humor, the last (the book’s final third) works on resolving the intricate plot Laurie has assembled. That first part includes plenty of dry English wit to savor, much of it laugh-out-loud funny, some more smirk-inducing:

To follow somebody, without them knowing that you’re doing it, is not the doddle they makei t seem in films. I’ve had some experience of professional following, and a lot more experience of professional going back to the office and saying ‘we lost him.’ Unless your quarry is deaf, tunnel-sighted and lame, you need at least a dozen people and fifteen thousand quids-worth of short-wave radio to make a decent go of it.

The action picks up substantially in the second half as Lang finds himself inserted into a terrorist sleeper cell with plans that unfortunately foreshadowed later events in Lima, Nairobi, and Dar es Salaam. There’s a bit less time for the humor of the first half, but Laurie manages to keep the tone light even when bodies are dropping.

When he got there, he sat down very slowly. Either because he was haemorrhoidal, or because there was a chance that I might do something dangerous. I smiled, to show him that he was haemorrhoidal.

Laurie also manages to strike just the right note of cynicism in the book, avoiding the out-and-out misanthropy that can infect any book that looks into the dark recesses of the human soul and finds a cash register there. There is a point, one that resonates more strongly today than it might have when the book was published in 1996, that seemingly “democratic” governments fall under the sway of money, particularly corporate money, and will do things that we would consider abominable if we knew they were up to them in the first place. Rather than beating you over the head with rhetoric, however, Laurie just incorporates it into the book and channels Lang’s anger into action rather than tedious monologues on the nature of republican government or the need for transparency or whatnot. Those would sink a book that, at heart, was written to be fun to read. And fun to read it is, a spy novel for people who like to laugh, or a comic novel for people who like a spot of bother in their books.

Next up: Truman Capote’s In Cold Blood.

Breakfast at Tiffany’s & Fludd.

My list of sleeper prospects for all 30 teams went up this morning for Insiders.

Truman Capote’s Breakfast at Tiffany’s is a novella-length character study of the iconic Holly Golightly, the chameleonic protagonist whose ability to reinvent herself and manipulate people to her own benefit charms the milquetoast narrator.

Holly is a very young, independent-minded woman who takes a flat in a Manhattan brownstone where the unnamed narrator, dubbed “Fred” by Holly, also lives. She fascinates him through her force of will, her expectation that people will jump to meet her every whim (they often do), and through how men just fall hopelessly for her like dominoes in a line. (Fred’s affection for Holly always seems to be of the arm’s-length variety, and I thought the character, like Capote, was gay.) Her anchorless life hits a snag when a piece of her old life shows up out of the blue to try to drag her out of her high-society ways to a backwoods existence she never wanted in the first place.

Capote was a prose master, with Norman Mailer issuing the oft-repeated statement that he “would not have changed two words in” this story, but the line that caught my eye was because it reminded me of a television program:

…I noticed a taxi stop across the street to let out a girl who ran up the steps of the Forty-second Street Public Library. She was through the doors before I recognized her, which was pardonable, for Holly and libraries were not an easy association to make. I let curiosity guide me between the lions…

I’ve tried to find out of the makers of the children’s show Between the Lions took their name from the book, but have had no success. Naming a show about literacy after a phrase from an American literary giant seems fitting, though.

Breakfast at Tiffany’s is usually sold along with three Capote short stories: “House of Flowers,” “A Diamond Guitar,” and “A Christmas Memory.” The first two are ordinary, the first about a prostitute in Haiti who finds an escape to what might be a better life, the latter about two unlikely friends at a southern prison camp (one of whom is named Tico Feo, which means “ugly Costa Rican.”) The third story is a marvel, a peer to F. Scott Fitzgerald’s canon of short stories, a sweet but wholly unsentimental tale about the friendship between a young boy and an cousin in her 60s, and how the two would make and sell fruitcakes every Christmas season. We often praise players who recognize their skill sets and their limitations by saying that they “don’t try to do too much.” In “A Christmas Story,” Capote didn’t try to do too much. He lets the story do it for him.

Hilary Mantel’s Fludd is a strange piece of fiction, a short novel about a curate assigned to a small, backwards English town where Catholicism is practiced by means of superstition rather than faith and the priest has lost his own belief and probably his marbles as well. The curate, however, isn’t what he at first seems to be, and as the novel goes along one of the nuns emerges as the real central character despite being little more than a stock extra for the first half of the book. That character, Philomena, turns out to be the only character with any depth of anyone who populates these pages – even Fludd, the possibly-supernatural being named after a long-dead alchemist and mystic, is barely revealed, with nothing on his motives or actual thoughts – and her decision between life in the convent (which was chosen for her by her deranged mother) and the fearful world outside of it is the only major event in the entire book. There’s an anti-Catholic undertone to the book, which may bother some readers, and a subplot around idolatry and statues that went right over my head.

Next up: Hugh Laurie – yes, that one, House, Wooster, Jools, and so on – wrote a comic novel in 1996 called The Gun Seller. I have incredibly high expectations for this one.

Alphabet Juice.

The 2011 organizational rankings are up on ESPN.com for Insiders. The two most upset fan bases are Cleveland, because I ranked them 17th; and the Yankees, because I didn’t rank the Red Sox 30th.

> special
“It’s good that they don’t make many players like Albert Pujols, because if there were more, he wouldn’t be so special, and Albert Pujols is very special.” – Murray Chass, The New York Times. See special.

Roy Blount, Jr., humorist, former sportswriter, Wait, Wait, Don’t Tell Me… panelist, and word-lover, takes aim at etymology and bad writing alike in Alphabet Juice, a book organized like a dictionary and aiming both high and low with its targets. If you like words and get equal joy from a malapropism and an explanation of how livid (which means furious, with a connotation of red-faced) comes from the Latin word meaning “to be bluish,” this is a book for you.

In Alphabet Juice, Blount chooses words with interesting stories or for which he can offer a brief quote (like the one above) or quip or (regrettably) some light verse. The anecdote that constitutes the entry for “TV, on being on” runs from William Ginsburg to Saul Bellow to Designing Women to Kathleen Sullivan to Claude Monet, all inside of four pages. Blount sneaks in some memoir-ish material as well, such as an entry for “Wilt: A Tall Tale,” that starts out with musings on whether Wilt Chamberlain could really have slept with 20,000 women (Wilt: “Well, there was this one birthday party…”) but ends with Blount mediating between an angry Wilt and Blount’s drunken editor.

Some of the entries reveal Blount as a Lynne Truss-ian grammar stickler, a bent of which I approve:

> unique
I have to be firm on this: unique is not to be modified. Adding very or absolutely is like putting a propeller on a rabbit to make him hop better. It won’t work, and he won’t be a rabbit any more.

I’ve always been partial to the analogy that something can be “almost unique” in the way that you can be “almost pregnant.” There is a word for the idea expressed by “almost unique” – unusual. Use it. Please.

Blount’s love of words (aside from a love of language – these are two different afflictions) even brings this fun entry that should appeal to the anagrammists and Scrabblers in the audience:

> transposition game
Rearranging the letters in one word of an existing title or well-known phrase. Aldous Huxley’s The Doors of Perception becomes The Odors of Perception. The Continental Army becomes the continental Mary. I’m told that Burt Bernstein, then a writer at The New Yorker, learned of this game and found himself to be good at it. He hastened to his brother Leonard, who had always been better at everything than Burt, but now, finally, maybe … Burt explained the game. Leonard looked up from whatever major thing he was doing and said: “Icy fingers up and down my penis.”

If there’s a flaw in Alphabet Juice, it’s that it’s a book to be perused rather than read. There’s no narrative, and the themes and jokes to which Blount returns again and again are scattered throughout the book. You could follow his suggestions to see other entries, but would risk never reading everything in the book, a risk I was unwilling to take. I could also have done without the meditations on each individual letter – Blount is supporting an argument he makes that the relation between a word (its sound, that is) and its meaning is not, as some scholars would have it, arbitrary. That’s an interesting debate, but not one Blount is going to solve in 300-word essays on each of the 26 letters of our alphabet.

At heart, though, Alphabet Juice is a vehicle for Blount’s ruminations not just on language but on culture and cultural literacy, on politics (he was apparently not a fan of the most recent President Bush), on music, on food, and so on. If you like his smart-folksy style, you’ll love the book.

P.S. Tender is the Thing.

Next up: Hilary Mantel’s Fludd, which I’m reading at the rate of roughly 15 pages a day because of all the writing.

Race for the Galaxy.

Race for the Galaxy is a card game for two to four players that uses the same basic engine as San Juan while borrowing more heavily from San Juan’s parent game, Puerto Rico. Race junks the colonization theme in favor of a space-exploration one, where players settle worlds and build developments to create the top-scoring civilization. It’s a rich game, different every time, but ultimately has two drawbacks that prevent me from giving it a full recommendation.

Each player starts with a home world that has one or two powers, and then lays other cards representing worlds or developments along side it. Players acquire points for the cards they lay and for producing and consuming any of the four types of goods, represented by cards laid face-down on production worlds, then removed during the consumption phase in exchange for more cards or for points. The game ends when the supply of victory point chips is exhausted or when any player lays his 12th card.

In a turn, each player simultaneously chooses a role from the seven options: Two “explore” roles that allow for card draws; a “develop” role that allows a player to place a development card by discarding a certain number of cards from his hand; a “settle” role for placing a world card in the same way; “consume-trade,” where the player trades in one good in exchange for more cards, then consumes the rest (if he has cards with consume powers on the table) for victory points; “consume-x2,” where the player consumes goods for double points; and “produce,” where each empty card with a production ability produces exactly one good. All players use all selected roles in that round, but receive some extra ability or bonus for the roles they chose themselves – for example, the developer can develop at a cost of one fewer card than the regular price.

Nearly all cards bring some special ability to the table. Some cards allow the player to consume a good for a specific gain – usually a victory point, a new card, or one of each, with a handful of cards offering higher bonuses. Others take a point off the cost of developing or settling a world, or give the player a card draw when he does so. There are “windfall” worlds that only produce goods when the player chooses to be the producer or if the player has another settled world or development that has a windfall production power. So when players have 10-12 cards down, there’s a lot to track, and I’ve found it’s easy to overlook a bonus you might have on one of your cards.

If all players have some experience with the game, it’s going to move fairly quickly. But the first drawback to the game is that it takes many plays to learn the game’s strategy, because you can’t map out a strategy if you don’t know the cards well, and you have to play several times to get to know the deck. I downloaded a free version with strong AIs and played at least 20 games (they take a few minutes), after which I knew the key cards for the two main strategies I use. That’s a lot to ask a newbie to do, especially one who’s playing for fun rather than with the goal of reviewing it. And without those games on the computer, I doubt I would have grasped some of the badly-written rules as quickly as I did. (It’s also extremely helpful to have the computer handle the scoring and keep track of Consume powers for that phase.) The cards also express their abilities in icons unique to this game, which seems to be a frequent criticism in online reviews, although I thought they were pretty straightforward once I learned them (and it’s fair to say that learning them is a time commitment not everyone will want to make).

The second is that there’s one strategy that will win the majority of the time, pointed out to me by Tim K. – the produce/consume-x2 strategy. Beating it requires a fair amount of luck in card draws; I’ve won with a military strategy twice, but needed to nail a couple of key cards to pull it off. There are many more production and consumption cards in the deck, meaning a produce/consume-x2 strategy is more flexible and more likely to work, especially if no other player tries it. (Your strategy choice is somewhat set by your start world; if you get the military world New Sparta up front, you’re at a disadvantage if you want to try the produce/consume-x2 strategy.) I’ve read descriptions of Trade and Develop strategies, but I think the extent of luck in card draws required to pull those off must be very high. And if another player shoots for produce/consume-x2 using low-cost blue good cards, he’ll probably finish before the Develop strategy can lay its first big-bonus development.

With some of your recommendations for Race for the Galaxy and its very high rating on Boardgamegeek (#13 as I write this), I was predisposed to like the game, but the combination of high randomness in card draws and high complexity in resolving consume phases doesn’t validate the high ranking. San Juan is simple when compared to this, and I understand that it’s too simple for some people, but the simplicity means that the randomness of card draws has a much lesser effect. Everyone has the same fundamental strategy because San Juan doesn’t allow for as much variation. Race for the Galaxy gives you the variation and thus the multiple strategies, but one strategy can rule them all, and keeping track of all those abilities and bonuses starts to feel a little like work. It’s good, better than most games out there, but I have high standards and Race doesn’t quite meet them.