New ESPNU show + Through the Desert app.

As you might have heard on Wednesday’s podcast, I’ll be appearing on a new studio show on ESPNU called College Baseball Live, every Thursday night at 7 pm EDT/4 pm PDT from now until May 12th. (There’s one more show on May 19th but I had a scheduling conflict.) The show will cover college baseball in general, with an emphasis on the SEC, as well as a modicum of draft chatter, and will be followed by an SEC game of the week, beginning this week with South Carolina vs. Tennessee. I’ll appear again on a brief postgame show.

This is probably as good a time as any to mention that I’ve also signed a new contract with ESPN, which has made much of this year’s extra content across all media possible. I have always appreciated the comments from readers who ask me if I’ll join their favorite team’s front office, but this is where I want to be right now, not least because life on the media side has always worked better for my family.

My weekly Tuesday column yesterday was on some rookies who were surprising Opening Day roster additions.

Reiner Knizia has been as aggressive as any game designer in licensing his games for iOS app development, producing a few of my favorites so far (notably Samurai and Battle Line). His two- to four-person boardgame Through the Desert is now available in a beautifully rendered app, but on the iPod Touch there are some implementation issues that have made the game trickier to play.

Knizia’s Through the Desert ($1.99 for the regular game, $2.99 for the iPad/HD version) is played a board of hexes with several oases and watering holes scattered more or less evenly throughout it. During the setup phase, each player places one camel in turn, with players rotating until each player has placed all five of his starting camels. (Players begin with five camels, each a different color.) After the setup, players place additional camels (drawn from a communal pool) adjacent to those they have already placed, building “caravans” that can accumulate points in three ways:

* By abutting an oasis, which is worth five points.
* By crossing a watering hole, which is worth three points for a large hole and one for a small hole.
* By fully enclosing an area within the caravan; between the caravan and the edge of the board; or between the caravan and the small, impassable mountain range within the board. The player receives one point for each enclosed hex, plus any bonuses for surrounded watering holes.

The only restriction on placement is that a player cannot place a camel next to a camel of the same color placed by another player.

There are also game-end bonuses of ten points apiece for the longest caravan (most camels) of each color. The game ends when there are no more camels available in any of the five colors.

The game offers a lot of decision-making with zero randomness involved. I’ve found the bulk of my thinking during the game is spent trying to anticipate each opponent’s next move or two, both to see if I can block anyone and to make sure I’m not going to end up blocked. The problem is ultimately one of resource constraints – you can only place two camels per turn, your number of turns is finite (but not known exactly), and your number of possible moves is restricted by the board and opponent placement – with the board big enough that the game is different every time, especially with three or four players.

The app itself is perfectly stable, but the way the developers implemented the game has proven frustrating. For one thing, there’s no way to tell whose turn it is, and there’s no way to see the current score of any player other than the one whose turn it is. In the four-player game, the bottom row of hexes on the board is obscured by the silly waving carpet at the bottom of the screen, and I couldn’t figure out how to place a camel there. I’ve also found the hard AIs to be a little light – in at least a dozen games, I’ve only once had an AI player make a move to block me, and that came in a four-player game where one of the other AIs was about as challenging an opponent as a sack of hair.

The AI problem isn’t a huge deal since the game allows for network play, and the hard AIs are good enough to make the game a nice diversion. It’s just not as challenging as it could be, and the lack of any kind of scoreboard or indication of who’s up is annoying and completely avoidable. I’m hoping at some point there will be an update to at least fix the bottom-row glitch and provide a score option, although the AIs probably are what they are for the long term. I’d recommend the game if you’ve already grabbed the two I mentioned above as well as Carcassonne and Ingenious and are looking for a change of pace; if I see any improvements come down the line I’ll repost with a stronger recommendation. And if any of you should try the iPad version, let me know if any of these issues are resolved.

Top Chef All-Stars finale.

So I’m happy with the result, both because I think Blais showed that he was the best chef there over the course of the regular season (not just the playoffs), but because I like a good redemption story, and I didn’t want to see him implode after another last-second loss. I thought the sous-chefs gave him a pretty good advantage – for all the talk about Spike as a Marcel-esque anchor, he seems to be great on a team and more Machiavellian when it’s an individual challenge – and he showed more leadership than Mike, who listened to what his team proposed and then did what he wanted anyway. (It’s the fake-listening that bugs me; either you’re listening, or you’re not. If you want to be a dictator, that’s fine. Dictators who insist they’re not dictators are in the news enough these days without another one on Top Chef.)

Ultimately, though, it seemed like the better food won out. Both chefs slipped slightly on their desserts, but Richard (with big help from Spike) made the adjustment between serving one and serving two. The editing at Judges’ Table seemed to downplay the problems with Mike’s custard, but the shot of Marcel and Stephen eating it (mostly conveying their dislike through facial expressions) spoke volumes to me, since neither one of them is going to hold back. And Richard’s food seemed much more inventive across the board; even the short rib dish that was “conventional” had a purpose, showing he can do more straightforward cuisine but do it better than anyone else there.

* Loved seeing more Restaurant Wars. And I love how all the chefs involved seem to get so into it, even last night when the sous-chefs had nothing riding on it for themselves but pride. It proved an ideal way to end a great season.

* Carla, who won fan favorite, has to get her own show at this point, right? The villainous Marcel may have technical skills, but likability and accessibility matter as well, and Carla has both to spare, while her style of cooking – kicked-up comfort food – is extremely trendy and yet taps into a fundamental aspect of the American food experience. Blais offers the food I’d most want to travel and pay to eat, but Carla’s food is the kind I’d want to eat night-in and night-out.

* I appreciate knowing that the way to Gail Simmons’ heart is via pepperoni sauce … even though I have to say that it doesn’t sound appealing to me at all. I associate the flavor of pepperoni with how I ate when I was younger and didn’t really know food or the vast array of alternatives available; I’d reach for chorizo or andouille or linguica or about a dozen cured Italian meat products before I’d ever ask for a slice of pepperoni. But I’ll take Gail’s word for it that Mike’s “crazy business” was the real deal.

* How about Padma showing so much emotion in these last few episodes? First she tears up when they send Antonia packing. Then she gets choked up when Hubert Keller points out how hard it’s going to be to choose between Blais and Mike. And the hug she gave Blais at the end had a real “thank God you won” look to it. I’m not complaining, but I’m surprised after seeing her seem so much colder in the last two seasons. New Padma is much better to watch – these are real people competing, after all, and it’s perfectly fair to be emotional as long as your decisions remain objective. I’ve seen the fembot act from Heidi Klum on Project Runway, and it’s tired.

* And credit due to Tom for giving props to Mike after the loss – and the editors for including it. But I could have done without the shot of Mike’s wife looking so downcast after Blais won. It seemed mildly exploitative. Show the contestants; the family never asked be in that position.

* I’ve got an upcoming trip to Atlanta, so if anyone there scouts out Blais’ Flip burger place, I’d love an advance report – including whether the line is a mile long after his big win.

Five Equations that Changed the World.

My predictions for 2011 went up yesterday. Podcast and chat on Thursday.

Somehow I forgot to review Michael Guillen’s Five Equations that Changed the World
, a very strong look at five equations and the scientists who developed them that’s explained with very little math at all. Guillen’s target is the lay reader, a term which, since I haven’t taken a physics class since 1990, would include me.

The five equations aren’t hard to guess – they are, in the order in which Guillen presents them, Newton’s Universal Law of Gravity, Daniel Bernoulli’s Law of Hydrodynamic Pressure, Faraday’s Law of Electromagnetic Induction, the Second Law of Thermodynamics (discovered by Rudolf Clausius), and, of course, E = mc2, courtesy of Albert Einstein. But rather than just give the reader the equations and their derivations, Guillen crafts a short story around each, with background on each scientist’s life before the discovery*, the process that led to the development of the equation, and a brief epilogue on some major event or subsequent discovery that hinged on the equation itself. (For example, Newton’s law led to the manned mission to the moon, while Einstein’s led, of course, to the atom bomb.)

* So, does a scientist discover an equation, develop it, or something else? He doesn’t invent it, certainly; these are, as far as we know, immutable laws of our universe. I thought about using “unearth” to describe this process, but it seems to mundane, especially for Clausius’ and Einstein’s contributions. I’m open to suggestions here.

Newton’s and Einstein’s stories are rather well-known, I think, so I would say the most interesting sections of the book were the three that those two bookended. Clausius’ story was probably the least familiar to me, as I probably couldn’t have named him if asked. And what made his story interesting was how many other discoveries or developments had to happen along the way for him to be able to articulate his equation – including the invention of the thermometer, the creation of the calorie as both a unit and as a theory for the source of energy, and the life’s work of Julius Robert Mayer, a Bavarian doctor who first expostulated that all the energy in the universe had to add up to the energy that existed at the universe’s start (that is, the First Law of Thermodynamics), only to find himself rejected and ostracized by both the scientific and religious establishments of the time.

The final section of the book, on how Einstein’s theory of relativity led to the development of nuclear weapons, is a bit poignant as Einstein lived to see the destruction and regretted his role in encouraging President Roosevelt to order the development of the bomb. (I would imagine Einstein realized, however, that since the Germans would have eventually developed it themselves, the Manhattan Project was as much as a defensive move as an offensive one, even though it became an offensive weapon when we figured it out first.) Slightly less interesting, to me at least, was the extent of the family squabbles in the section on Bernoulli, where a pattern of fathers becoming jealous of talented sons tended to repeat itself in a way that would probably land them on Maury Povich today.

If you like the sound of this book but want something mathier, check out my review of Prime Obsession, a book about the development of the Riemann Hypothesis, perhaps the leading unsolved problem in mathematics today.

Dog Soldiers.

Robert Stone’s Dog Soldiers won the National Book Award in 1974 and made the TIME 100 ranking, although I haven’t seen or heard it mentioned outside of that context. I’m going to guess it’s because the subject matter and setting feel very dated, making its relevance to today’s reader a lot less obvious, but that didn’t make it a less interesting read for me.

The book is populated by hippies, cheats, losers, dropouts, and freaks, set in the waning days of the Vietnam War and the dissolute California society of the age. John Converse is a writer/journalist of dubious credentials based in Vietnam who allows himself to get roped into a transoceanic heroin deal using a friend he calmly describes as “a psychopath” and his own wife as part of the supply chain. When the psychopath, Ray Hicks, and Converse’s wife Marge connect in California it sets off a chase by some bad guys who moonlight as good guys on their days off and an increasingly desperate and irrational attempt to sell the drugs in territory controlled by other suppliers.

Along the way, there’s a healthy dose of unhealthy drug consumption, copious vomiting, and more than a smidgen of violence. Ray and Marge end up in a hippie commune with the dope and more weapons than a Libyan rebel camp, while Converse tries to avoid the dirty cop who wants to bust Ray and Marge but take the drugs for himself. It’s a nihilistic, unsparing look at compromised people descending into a hell of their own making.

Aside from my inability to really place myself in the story – I’ve never tried a drug stronger than alcohol, unless you count chocolate, which I do – I struggled to find a deeper theme below the story. Maybe the heroin isn’t really heroin, but symbolized something deeper, like a search for meaning in something consumable and disposable like money. Maybe the battle over the heroin stands in as a metaphor for the war, a conflict with questionable and short-lived objectives where the cost in lives can never be justified by the results. Maybe it’s about the fickleness of man, how quickly we’ll sell out our friends for a quick fix or financial gain. All of these occurred to me as possibilities while I was reading the book but none were fully developed as themes, leaving Dog Soldiers as a compelling read but one whose plaudits I couldn’t fully explain.

Next up: Dashiell Hammett’s The Dain Curse.

Vegas, Phoenix, and Oklahoma eats.

New draft blog entry is up on Texas RHP Taylor Jungmann. Yesterday’s chat transcript is up. And I was on the Baseball Today podcast (link goes directly to the downloadable mp3) on Friday.

Anyway, time for another omnibus food post, since I haven’t had enough in any one spot for a blog entry.

I made two trips to Vegas this month, but focused on old favorite spots like Firefly and Lotus of Siam (try the tamarind beef – it’s plus). The one new place I tried was Mon Ami Gabi, a French restaurant in Paris Las Vegas (and in Chicago, which I believe is the original) that manages to slide in under the price point of the typical fine-dining experience on the Strip. I can only speak to one dish, the trout grenobloise ($18), which was excellent – a great piece of fish perfectly cooked if a little lightly sauced, with a big pile of sauteed haricots verts on the side. I was quite impressed by their version of the premeal bread basket, a crusty warm baguette brought to the table in a white paper bag. They’re apparently known for their steak frites ($23-ish), but I can’t pass up a good piece of fish, which is my favorite dish.

Back to Phoenix, I finally made it to Barrio Cafe on 16th, a frequent recommendation from readers that’s just located in an area I never hit. It’s upscale Mexican, somewhere between Los Sombreros and real fine dining but with clear ambitions toward the latter. The chips and bread come with a spicy, vinegared tapenade that’s more Mediterranean than Mexican and that I could have eaten all night. The guacamole is made tableside – a pointless, showy exercise that cuts off any flavor development, but salvaged somewhat by extremely high-quality ingredients, including the unusual addition of fresh pomegranate seeds. (Between those and the avocado the bowl could have made a nutritionist smile.)

For my main course, I couldn’t pass up the seared duck breast in a sweet and sour tamarind sauce, featuring two of my favorite ingredients (although I’m more of a leg man than a breast man … still talking about duck, people). The duck breast had to be at least briefly roasted after the sear as it was cooked medium rather than the standard medium-rare, but stopped short of drying out, something no sauce on the planet can save. That sauce, by the way, wouldn’t have been out of place in an Asian restaurant, neither too sweet nor too sour and with a dark, savory note underneath to keep it from becoming cloying. My colleague Matt Meyers went with the cochinita pibil, a slow-roasted pork shoulder that, judging by the empty plate in front of him, was probably something north of adequate.

I’ve been reluctant to try much sushi in Arizona given some mediocre raw-fish experiences around the Valley over the last few years; our distance from actual water and lack of real high-end restaurants downtown to support the kind of fresh-fish business you’d find in most comparably-sized cities leads to a lot of mediocre product sold as sushi to unsuspecting consumers. Otaku in Chandler (on Gilbert Road south of the 202/Santan) is promising, at least by my tempered expectations, with some highs and lows in a recent lunch visit. I placed two orders for nigiri in addition to a bento box, just to expand my sample size. The maguro was nothing special, definitely fresh but on the bland side, but the sea bass with a light ponzu sauce was well-balanced, the fresh flavor of the fish coming through* with the texture of fish that’s not just fresh but handled properly.

* I know I’ve said this before, but it’s worth repeating: If the sushi has a sauce on it, don’t dip it in the soy sauce. The chef has already taken care of seasoning for you.

The bento box option was a mixed bag, although I have to say it’s a lot of food for about $11-12. The server recommended the chicken with curry, more of a southeast Asian dish than Japanese, like a brown Thai curry, featuring a lot of fresh red bell pepper and white meat chicken but a little mild overall. The box comes with eight pieces of California roll featuring shredded crab and a small amount of mayonnaise, two gyoza, and a spring roll; the gyoza were the only positive of that group, as the others were just ordinary, nothing you couldn’t find at a hundred other sushi joints in the area. My main concern was the mesclun salad, with a couple of leaves that had started to go bad, just a sign that someone in the kitchen isn’t paying attention when he grabs them out of a drawer.

Re-reading that I’m probably giving you the sense that Otaku was worse than it actually is; nothing was unpleasant or badly cooked or poorly seasoned, and the fact that the raw fish was fresh is a positive. It’s at least worth another visit, which is more than I can say for most of the other sushi places I’ve tried in Arizona, but it’s not going to live up to most of the California sushi I’ve had. I’d give Otaku a preliminary grade of 50, but more like a 45 on the bento box.

I’m writing this on the plane back from Tulsa, which was as disappointing for the food as it was rewarding for the prospects. The two best spots were in Bartlesville, about 45 minutes north of Tulsa, where Dylan Bundy pitched in a high school tournament. Dink’s Barbecue on Frank Phillips Rd had good brisket and fried okra but the hot links were just weird, with a hard red casing like you’d find on a wheel of gouda and a rubbery texture inside, while the green beans were stewed into grey mushiness. Jared’s Frozen Custard on Nowata was outstanding, though, comparable to good Wisconsin frozen custard in texture and flavor – I had one of the special flavors of the day, mocha, which tasted like a light and sweet Dunkin Donuts coffee (bad flavor for hot coffee, good for ice cream), in a concrete with Oreos. Duds in Tulsa itself included breakfast at the Wild Fork, where the food was mediocre but better than the service; and Albert G’s, a well-reviewed and popular Q joint on Harvard, where I got a big serving of bone-dry brisket with absolutely zero smoke flavor. I’ll pass along a reader rec for breakfast that I never managed to hit, The Old School Bagel Factory on Peoria, which would be on my list if I ever happen to be back in Tulsa – not that unlikely, since I didn’t get Broken Arrow’s Archie Bradley this time around.

Reiner Knizia’s Medici app.

Chat today at 3 pm EDT. New draft blog post on Dylan Bundy is up. I’m back on the Baseball Today podcast today; we just finished recording slightly before noon Eastern, so I expect it’ll be posted at that link shortly.

The iOS game Medici is just 99 cents until April 4th and since it’s another Reiner Knizia game there was a zero percent chance I would let that sale go by. It’s worth far more than that, a clever auction game that in typical Knizia fashion uses simple game play to create complex results. The scoring is a little trickier than other great Knizia games like Lost Cities or Battle Line, but after botching my first game I was able to grasp the concept.

Each player represents a trader in Renaissance Italy, bidding on lots of goods to fill up the five spots on his ship in each of three rounds of scoring. There are six goods available; on a player’s turn, he selects a box from the right side of the screen, after which it’s opened, revealing one to three goods in any combination, with each good carrying a value of 0 to 5 (or, for gold, a fixed value of 10). Players bid on the set of goods in a single-round auction, with the player who selected the box getting the final bid. Bidding can be fierce early, but as players’ ships fill up, players can score bargains later in a round … or they could be stuck with goods that don’t help as much in the scoring.

That scoring is the one slightly difficult part of the game to understand, at least from the in-game rules (I’ve never played the physical board game), but it’s also what makes the game brilliant. You earn points in three ways:

* The ship with the most value in each round earns 30 points, with declining bonuses after that depending on the number of players; the player with the least valuable ship receives no bonus at all, but all other players receive at least 5 points. A ship’s value is merely the sum of the values of each of its five goods, but those values are only applicable to this type of scoring. They lose all meaning when it comes to shipping goods.

* After ship values are scored, players ship their goods other than gold, which is only counted towards the total ship values. The player who has shipped the most of any specific type of good up to that point in the game receives 10 points; the player who ships the second-most of that good receives 5 points; everyone else gets zero. That is, the scoring for the quantity of, say, dye shipped is cumulative. Players tied in goods shipped split the available points, rounded down.

* Players who have shipped at least five goods of a specific type get a five-point bonus in each scoring round. Six goods shipped yields a ten-point bonus, and seven goods shipped yields twenty points. These bonuses are not split in case of a tie.

The ideal strategy, of course, is to ship lots of goods that no one else is trying to ship, which is harder to do the more players you involve in the game. (Medici requires three players with a maximum of six.) There’s also an inherent strategic conflict between acquiring goods with high values to grab that 30-point ship bonus and acquiring goods to ship to try to rack up points and bonuses for shipping one or two specific types of goods. Balancing those two goals when you can’t control what goods come up for auction while competing against other players who might want the same goods makes the game interesting and highly replayable.

The implementation on iOS looks good and works reasonably well with a few small hitches. The scoring pyramids where numbers of goods shipped are displayed is quite small on an iPod touch, and selecting boxes from the right side of the screen doesn’t always work on the first try. The app comes with nine AI players with different strategies and difficulty levels; I’ve found the top three or four to be challenging but the ones below that are best left behind once you’ve learned the game. There’s no online play option at the moment.

The mechanics make this game well worth the purchase, and it’s a solid implementation that has proven very stable for me across multiple plays and interrupted games. It also plays very quickly given how many players it can have and how much is going on behind the scenes, and I find the more I play the more I’m getting used to the tiny scoreboard for goods shipped.

I’m still testing out another Knizia app, Through the Desert, that recently came on the market; my initial impression is that it’s a great game but one best suited to the iPad (and there is indeed an HD version) rather than a smaller device.

Pickin’ Up the Pieces.

I first heard Fitz and the Tantrums’ “Moneygrabber” maybe two months ago on XM, but in the interim it seems to have exploded into the mainstream – in the past week alone I’ve heard it in Whole Foods and in a restaurant in Chandler (neither of which was playing an XM feed). It’s the best song on their debut? album Pickin’ Up The Pieces (iTunes) but also a good indication of the sound you’ll get on the rest of this short, tight, ten-song disc.

“Moneygrabber” is an energetic Motown-tinged three-minute burst of vitriol directed at a gold-digging former lover, driven by a rousing chorus that bookends two brief verses that are subdued in comparison. The contrast works because the verses are short and because the song opens with the chorus, putting that energy into your head and creating a calm-before-the-storm feel to each verse before the singer launches into the angry “this is your payback/moneygrabber” chorus. (It’s a bit lowbrow, but I laughed once I realized the second verse concluded with the singer’s statement that he doesn’t “think twice for the price of a cheap dime whore.” Don’t hold back, man.)

Where “Moneygrabber” is primarily a rock song with Motown fringes, the rest of the album presents more of a balance between the two elements (with hints of New Wave), with a few songs that wouldn’t be out of place on an oldies station. The first half of the album is mostly upbeat even when the lyrics aren’t – the soulful organ-heavy opener features the line “ooh what a lovely day/for breaking the chains of love” – and the songs are punchier, with nothing over 3:10 until track five. The very poppy “L.O.V.” features multiple tempo changes and some outstanding hooks in the vocal lines, particularly the melody of “all these words are the sweetest embrace,” one of many riffs on the album that reminded me not of a specific song from the 1980s but of the general feel of pop music from that era.

The back half of the album includes one outright power ballad, “Tighter,” which I could see crossing over and creating the kind of pop success that ends or derails a band’s career because they become associated with love songs (or, in this case, a lost-love song). But side two* is generally slower without becoming understated or subtle, and the album ends with a down-tempo song, “Rich Girls,” that manages to work in some black humor around whether it’s better to date rich girls (who’ll break your heart) or poor girls (who’ll take your money).

*Raise your glass if you’re old enough to understand what “side two” of an album means.

The weakness here, by far, is the quality of the lyrics on some of the lesser songs. “Dear Mr. President” is embarrassing, the one skippable song more for how dated and inane the words are (I think it’s supposed to be some kind of protest about the lack of funding for social services, but the preachiness over a stereotyped picture of American poverty makes me cringe), and the disc as a whole is full of the kind of empty lines that populate most pop records, with very little you haven’t heard before.

I can get over bad lyrics when the music is both catchy and different, and I can’t think of the last time I heard a group meld rock and old-school soul this well. (Little Caesar doesn’t cut it.) The production is clean and I liked how easily I could pick out individual instruments or the two voices when they’re singing in tandem. “Moneygrabber” is the Fitz song I’ll still be listening to for years, but the rest of the disc is wearing well even after a dozen times through it, a solid first effort that will likely prompt a host of imitators once the public catches on to it.

Incidentally, I see the Roots’ classic Things Fall Apart album is a $5 download this month on amazon. Doesn’t have the standout single but it’s one of the most important hip hop albums of the last twenty years, in my opinion.

An American Tragedy.

Been busy on the draft blog, with updates on Gerrit Cole, Trevor Bauer, Kyle Gaedele.

Clyde Griffiths is dead, and it’s about freaking time already. It took Theodore Dreiser over eight hundred pages to tell a story that could have been told in under half that. An American Tragedy is an acknowledged classic, present on four of the top 100 lists I use as reading guides*, but I found it dull, thin, internally implausible (even though it’s based heavily on a true story), and populated by characters who were lucky to receive a second dimension.

*It’s #16 on the Modern Library 100, #88 on the Radcliffe 100, and on the unranked TIME 100, all of which are limited to English-language novels of the 20th century. It’s also #46 on The Novel 100, which covers all novels and is now back in print.

The story, in brief: Clyde Griffiths is raised in poverty by a pair of non-denominational missionary parents, and rejects their lifestyle and religion to strike out on his own. At every turn, his attempts to move himself forward socially and economically are stymied by his attraction to and obsession with the fairer sex. Eventually, he’s taken in by his wealthy uncle and given work in that man’s collar factory, where he meets and seduces a simple country girl, Roberta Allen. When Clyde finds that society girl Sondra Finchley is interested in him, he ditches Roberta to pursue Sondra, only to find out that Roberta is pregnant with his child and (after failed attempts to abort the baby) insists that he marry her. So he hatches a plan to kill Roberta, and Roberta ends up dead even though Clyde may have had a change of heart at the last second. He’s quickly caught, tried at great literary length, and executed. Fin.

It could easily have been a story of great drama, but it’s not. For one thing, most readers of the book know the ending, which was true when it came out because the case on which Dreiser based the novel was a national sensation, the O.J. Simpson trial of its day (except that the defendant was found guilty and executed).

It could also have been a brilliant character study, but poor Clyde is as narrow as Doug Fieger’s tie and has so little nderstanding of his own actions that it’s hard for me to make any convincing case as to his motives. The closest I could come is to label him a narcissist, since he tends to think of everything bad as happening “to him,” notably Roberta’s pregnancy which was most certainly not happening to Clyde in any physical sense.

It doesn’t even work as a polemic. At first it looks like an indictment of religion, or of Puritanism, but that falls by the wayside when Clyde leaves his parents. It could be a criticism of misspent youth, of alcohol, or of venal behavior by “loose” women, but none of those themes sticks around long either. The longest single theme is that of the caste system found in the upstate New York town where Clyde’s uncle and family live, a system that finds Clyde caught in between as the part-owner of a surname associated with success, status, and wealth but himself poor, uneducated, and socially awkward. But then Clyde kills Roberta, gets arrested, and the rich/poor issue is mostly forgotten.

If there’s anything worth pondering in An American Tragedy, it’s whether Clyde was legally guilty of the murder. Clyde sets up the entire crime, then at the last second has some sort of mental apoplexy and doesn’t quite go through with it … but Roberta falls out of the boat, Clyde probably knocks her in the head, and he definitely doesn’t bother to save her as she drowns. Is it murder if he meant it but he didn’t mean it but he meant it anyway? I sure as hell thought so, which made the trial – on which Dreiser spends the better part of 300 pages – as dull as pitcher fielding practice.

And as for the prose, well, Dryser might have been a more appropriate moniker, for the author was no magician with our language, a view to which my friends at TIME also subscribe. The prose wasn’t leaden; it was eka-leaden. To wit:

But in the interim, in connection with his relations with Roberta no least reference to Sondra, although, even when near her in the factory or her room, he could not keep his thoughts from wandering away to where Sondra in her imaginary high social world might be. The while Roberta, at moments only sensing a drift and remoteness in his thought and attitude which had nothing to do with her, was wondering what it was that of late was beginning to occupy him so completely. And he, in his turn, when she was not looking was thinking – supposing? – supposing – (since she had troubled to recall herself to him), that he could interest a girl like Sondra in him?

The whole book is like this, all 353,014 words of it. Another typical Dreiser move is the extended double negative:

Nevertheless she was not at all convinced that a girl of Roberta’s looks and practicality would not be able to negotiate an association of the sort without harm to herself.

You parse that sucker, and get back to me in a week when you’re done.

So … why did I stick it out? For one thing, because it’s on four of those book lists, and while I may not reach 100 on any of them, it pushed me one closer. But it also stood as the last unread novel from my years in school: It was originally assigned to me in my senior year of high school, in the fall of 1989. I got to page 25, hated it, bought the Cliffs Notes, and wrote the paper off that. That’s the same class for which I didn’t read Tess of the d’Urbervilles, a book I went back and read in 2005 and loved. I simply can’t say the same for this paperweight.

Next up: Dr. Michael Guillen’s Five Equations That Changed the World: The Power and Poetry of Mathematics.

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.