Tangled.

Chat today at 1 pm EST/11 am Arizona time.

We took our daughter to the movies for the first time the other day to see a movie she’d been asking about for weeks: Tangled. It was a big deal for us beyond the movie, since it was a family outing, and the first time my wife and I had been in a theater together since before our daughter was born. The day planned around the child turned out to be a bigger hit for the adults, as we thoroughly loved Tangled but our daughter’s feelings were more mixed.

The story is only loosely based on the Rapunzel myth, but is updated in a way that gives the film’s two central characters (Rapunzel and her accidental savior, the thief Flynn Rider) much more to do while also increasing the opportunities for merchandising. Rapunzel is now a princess, stolen from her royal crib shortly after birth because her hair has healing powers that the film’s villain, Mother Gothel, wants to use to continue to keep herself eternally young. So, of course, she keeps Rapunzel in an inaccessible tower in a hidden part of the forest, convincing her that to leave the tower and enter the cruel, dangerous world would be sheer lunacy. (I imagine a psychologist would have a field day here.) Flynn Rider, himself on the lam after stealing the crown Rapunzel’s grief-stricken parents have set aside for her hoped-for return, stumbles upon the tower and eventually sets off with Rapunzel … at which point the real movie starts.

And it’s some movie – not a princess movie by any stretch, but a Disney adventure flick, with thugs, fights, chases, trickery, and, in the best trick of all, some actual plot tension even though you know more or less how the story is going to end. It took about a third of the movie to get to the point where Rapunzel leaves the tower, but after that, the movie flies, with three different parties chasing Flynn and Rapunzel, leaving (thankfully) less time to dwell on the budding romance between the two characters. I feel like Disney gave the Pixar gang minimal directions – “make a movie about Rapunzel, and put her in a purple dress*” – and Pixar did what they do best: They turned it on its head and wrote a fantastic, fun, energetic story.

*So my daughter is completely caught up in the princess stuff, which means my wallet is caught up in the princess stuff as well. We were last at Disneyworld in November of 2009, right as they introduced the Tiana character from The Princess and the Frog. Her dress was green, which, I noticed as we walked through that massive store at Downtown Disney, left only purple as the likely color for the next dress, since we already have pink, blue, turquoise (twice), yellow, and green, not including the fairies. I’m wondering what color is next – orange? Magenta? Some other blue? This stuff matters when you know it’ll be on the Christmas wish list a year from now.

The animation in Tangled is absolutely absurd, the most impressive I’ve seen so far, even exceeding the normally high expectations I take into any Pixar-made film. You would expect that, in a film about Rapunzel, the main character’s hair would be superbly animated, but it’s not just her hair – Flynn Rider’s rakish hairdo and Mother Gothel’s curls* look rich and textured, more real than real, if that makes sense. But there’s a scene where a torrent of water breaks loose and heads towards the camera (I assume for the 3-D version) where I couldn’t get over how un-animated the water looked – clear, glassy, almost like I could see the drops of water making up the flood. And my wife and I both noticed that the Rapunzel has realistic-looking feet, something you almost never see on an animated character (and important since she’s barefoot through the whole movie).

*Figures that they give the film’s main villain curly hair.

The Wikipedia entry on the film explains that the animation style was inspired by a rococo painting called The Swing, although I can’t say I would have noticed the difference if I hadn’t read that beforehand. I know nothing about art, though, which is probably the reason.

Tangled was scary for my four-year-old, who particularly disliked “the bad woman” (Mother Gothel), I think in part because that character separates Rapunzel from her parents and then is increasingly wicked as the film goes on. I was more disturbed by the extent of comic violence, especially that involving blows to the head. Some of the physical comedy is brilliant, such as Rapunzel’s trouble stuffing the unconscious Flynn into a closet, but one of the best running gags in the movie involves whacking people in the head or face with a cast-iron skillet. I use one of those almost every night I cook, and a blow to the dome from one of those won’t just knock you out – it would probably fracture your skull. And in Tangled it happens over … and over … and over, to the point where I couldn’t sustain my suspension of disbelief. It lost its humor for me, until Flynn’s one great line about it near the end of the film. There’s other violence in the film, including a stabbing and an implied death by defenestration, that probably makes this inappropriate for younger viewers. It is an action flick, Disney-style, and while I’m glad they didn’t just make a dull princess movie, I don’t think we’d have taken our daughter to see it if we knew just how much of a grown-up kids’ movie Tangled was.

Rivals for Catan.

Amazon is still running several $1.99 album download deals, including Roots’ How I Got Over, The Walkmen’s Lisbon, and Spoon’s Transference. I bought the first two but have only listened to each part way so far. Reviews to come at some point in the indefinite future.

Settlers of Catan may be my #1-ranked boardgame, both for the game itself and its importance in board game history, but it has one glaring flaw: It requires 3 players. Since my primary gaming partner is my wife and my daughter is too young for Settlers (and in bed by game time anyway), we use the 2-player games we own much more often. Klaus Teuber, the designer of Settlers, sought to remedy that several years ago with a two-player card game simply called Catan, but it got mixed reviews for longer game play and some frustrating rules that made it harder to develop any sort of strategy.

Mayfair Games just released the update to that two-player game, now called Rivals for Catan, that streamlines the play, making games shorter and reducing the possibility of massively negative in-game events. The artwork is noticeably improved and the cards are (mostly) easier to follow. What has not improved, however, is the luck/strategy ratio, which means that it remains hard to play this game with any sort of plan or design in mind unless you tweak the rules yourself or re-use the “tournament” rules from the original card game.

The basic structure of the game is the same as it was in the original edition. Each player starts with a set of cards representing his principality: Two settlements connected by a road, with six regions, each representing a specific resource (the five from Settlers, plus gold) and bearing a unique number from one to six. On each turn, the player rolls a single die to determine which resource(s) each player receives. Players can expand their principalities by using resources to build roads or more settlements, or to upgrade a settlement to a city. There is a small deck of event cards that are used when either player rolls the event die and gets a question mark (on just one of the six sides, rather than two as before), and forty-odd expansion cards that include buildings to add to your principality, military units that give you strength or skill points, and action cards for single use that allow you to do things like fix the die roll or choose which regions you’ll get when you buy a new settlement. The expansion cards are in several face-down decks, and each player holds three to five cards in his hand, drawing at random from the stacks (unless he pays two resources to look through a stack for a specific card).

There’s a new “basic” game that uses just those cards and features described above and has a victory condition of seven points. It’s a complete waste of time unless you need to play once to learn the game’s mechanics. It’s over extremely quickly and is almost entirely based on luck, since players can’t pay to sift through a stack when choosing a card. The game comes with three “theme” decks that add several simple rules as well as a few new event cards and twenty-four expansion cards (buildings, units, action cards) to allow for a little more strategy, but you’re still dependent on the cards you draw unless you want to pay two resources every turn to exchange one of your hand cards for one of your choice from any deck.

One thing I’ve learned from playing and researching board games and discussing them with all of you is that each player has his or her own ideal luck/strategy balance, and there are games all along the luck/strategy spectrum to suit you no matter your tastes. The current rules structure of Rivals for Catan has too much luck for me, but with one of the theme decks there is certainly some strategy (garnering resources, pursuing certain points bonuses) and I think that underneath this game somewhere is a better strategy/luck balance.

The rules indicate that an expansion pack is coming in 2011, restoring the “Tournament rules” (where you build your own deck, choosing cards from the original set and one theme set) from the expansion pack to the original Catan card game, which gives the game more of a Dominion-like feel and shifts control back to the players. Those rules are still available on the Catan site and are easily adapted to work with this game, but without them, you’re relying too much on dice rolls and card draws for this to approach the degree of strategy involved in the core Settlers game, let alone that in little-or-no-luck games like Puerto Rico.

Top 21 boardgames.

UPDATE: I’ve set up an aStore link on amazon.com where you can find all of these games plus others I’ve since recommended in one place.

This is the third iteration of my own personal boardgame rankings, expanded from the original ten as our own collection has increased over the past year. It’s not intended to be a critic’s list or an analytical take on the games; it’s about 80% based on how much we enjoy the games, with everything else – packaging and design, simplicity of rules, and in one case, the game’s importance within its niche – making up the rest. We are not hardcore gamers; I don’t mind a complex game, but I prefer games that offer more with less – there is an elegance in simple rules or mechanics that lead to a fun, competitive game. Don’t expect this to line up with the rankings at BoardGameGeek.

The list includes 21 titles rather than 20 because I filled out most of the list, realized I never slotted in Power Grid, and didn’t feel like junking Zooloretto once I’d written it up. I own every game on this list except Diplomacy, and with one exception (Agricola) have played every game on here many times. As always, clicking on the game title takes you to amazon.com; if I have a full review posted on the site, the link to that will follow immediately.

21. Zooloretto: Full review. A fun game, but a bit of a trifle compared to the others further up this list. You’re a zookeeper trying to fill his zoo’s three enclosures (expandable to four) with animals that arrive each turn on trucks available to all players, but each enclosure can only hold one type of animal at a time. There’s a cost to switching animals around, and there’s a penalty for picking up animals you can’t house, with points coming for filling an enclosure or filling all spots but one. I’m a little surprised this won the Spiel des Jahres, as it lacks the elegance of most winners of that award, and the two-player variant rules included in the game don’t work at all. I have played a simplified version of the game with my daughter, who loves the animal tokens and the well-drawn zoo boards. It’s a good starter game in the German-style genre, but not the best.

20. Babel. One of the first games we purchased – on a trip to Vienna in 2003 – its star has dimmed over time as we’ve found better games in the genre. It’s a two-person game where each player is trying to build towers with cards representing five different civilizations, but each civilization has a special skill or power, including the power to knock down an opponent’s tower or make one of his groups of cards “wander off.” Those powerful attacks make the game much longer, and you can go a while without making much progress, which ultimately made the game a little frustrating for us.

19. Catan (card game): We had this before we got the board game, and while it’s a lot more complex than the original Settlers, the basic goal is the same: Build up your principality to reach twelve victory points. But there’s a lot more up and down in the game, with disaster cards to supplement the robber by destroying resources or decommissioning your knight cards. We found it would often take longer to play this with two people than it would to play Settlers with three, especially once we picked up the card game’s expansion set. This game has been superseded by the new Rivals for Catan, a copy of which is en route to me as I write. EDIT: Rivals of Catan review is now up.

18. Metro. Almost comically simple, but highly replayable. Players compete to build the longest subway lines on a grid that represents the city of Paris. There are different types of tiles, some of which include straight tracks, while others include all manner of twists. You can extend your own tracks on your turn, or you can use a tile to screw someone else. The game ends when all tiles are played; the player with the longest total track lengths across all of his lines wins. The ability to play on (and prematurely end) someone else’s line is a major criticism of the game, although you can kind of do the same thing in Carcassonne and nobody complains about that. If it’s an issue for you, just play with a house rule that you must play on your own lines unless such a move is impossible.

17. Wise and Otherwise. I thought I should have one party game on the list, and this would beat out Taboo for me. Wise and Otherwise is one of the family of games where one player holds the “right” answer and every other player tries to make up a fake answer good enough to fool someone else; instead of dictionary definitions, Wise and Otherwise gives you the first half of a proverb and asks you to complete the second half. It plays up when you’re with friends and can start working inside jokes into your fake answers.

16. Acquire. Monopoly for grown-ups. Build hotel chains up from scratch, gain a majority of the shares, merge them, and try to outearn all your opponents. The game hinges heavily on its one random element – the draw of tiles from the pool each turn – but the decisions on buying stock in existing chains and how to sell them after a merger give the player far more control over his fate than he’d have in Monopoly. There’s a two-player variant that works OK, but it’s best with at least three people. The game looks a lot nicer now; I have a copy from the mid-1980s that still has the 1960s artwork and color scheme.

15. Jambo. Full review. A two-player card game where the deck is virtually everything, meaning that there’s a high element of chance based on what cards you draw; if you don’t draw enough of the cards that allow you to sell and purchase wares, it’ll be hard for you to win. Each player is an African merchant dealing in six goods and must try to buy and sell them enough times to go from 20 gold at the game’s start to 60 or more at the end. We played this wrong a few times, then played it the right way and found it a little slow, as the deck includes a lot of cards of dubious value.

14. Diplomacy. Risk for grown-ups, with absolutely zero random chance – it’s all about negotiating. I wrote about the history of Diplomacy (and seven other games) for mental_floss last week, concluding with: “One of a handful of games (with Risk) in both the GAMES Magazine and Origin Awards Halls of Fame, Diplomacy is an excellent choice if you enjoy knife fights with your friends and holding grudges that last well beyond the final move.” I think that sums it up perfectly.

13. San Juan: Full review. The card game version of Puerto Rico, but far, far simpler, and very portable. I like this as a light game that lets you play a half-dozen times in an evening, but all it really shares with Puerto Rico is a theme and the concept of players taking different roles in each turn. It plays well with two players but also works with three or four.

12. Agricola: The most complex game we’ve tried, with the steepest learning curve. Very well made aside from the square animal pegs, which we replaced (at the suggestion of one of you) with actual animal-shaped pieces I bought via amazon. You’re a farmer trying to raise enough food to feed your family, but also trying to grow your family so you have more help on the farm. The core game play isn’t that complex, but huge decks of cards offering bonuses, shortcuts, or special skills make the game much more involved. It was out of print this summer but appears to be back. (Credit to my wife for finding one of the few remaining new copies out there for my birthday, ordering it from a site based in England.)

11. Power Grid: Full review. This might be the Acquire for the German-style set, as the best business- or economics-oriented game I’ve found. Each player tries to build a power grid on the board, bidding on plants at auction, placing stations in cities, and buying resources to fire them. Those resources become scarce and the game’s structure puts limits on expansion in the first two “phases.” It’s not a simple game to learn and a few rules are less than intuitive, but I’m not sure I’ve seen a game that does a better job of turning resource constraints into something fun. Disclaimer: My wife doesn’t like this game because she says the board and cards look “depressing.”

10. Puerto Rico: Full review. It’s grown on me, especially since I got to try it out a few times online via Tropic Euro, although I’ve had friends and readers tell me it can become monotonous after a lot of games. You’re attempting to populate and build your own island, bringing in colonists, raising plantations, developing your town, and shipping goods back to the mother country. Very low luck factor, and just the right amount of screw-your-neighbor (while helping yourself, the ultimate defense).

9. Orient Express: An outstanding game that’s long out of print; I’m lucky enough to still have the copy my father bought for me in the 1980s. It takes those logic puzzles where you try to figure out which of five people held which job and lived on which street and had what for breakfast and turns them into a murder mystery board game with a fixed time limit. When the Orient Express reaches its destination, the game ends, so you need to move fast and follow the clues.

8. Stone Age: Full review. Really a tremendous game, with lots of real-time decision-making but simple mechanics and goals that first-time players always seem to pick up quickly. It’s also very hard to hide your strategy, so newbies can learn through mimicry – thus forcing veteran players to change it up on the fly. Each player is trying to build a small stone-age civilization by expanding his population and gathering resources to construct buildings worth varying amounts of points, but must always ensure that he feeds all his people on each turn.

7. Small World: Full review. I think the D&D-style theme does this game a disservice – that’s all just artwork and titles, but the game itself requires some tough real-time decisions. Each player uses his chosen race to take over as many game spaces as possible, but the board is small and your supply of units runs short quickly, forcing you to consider putting your race into “decline” and choosing a new one. But when you choose a new one is affected by what you stand to lose by doing so, how well-defended your current civilization’s position is, and when your opponents are likely to go into decline.

6. Thurn and Taxis: Full review. I admit to a particularly soft spot for this game, as I love games with very simple rules that require quick thinking with a moderate amount of foresight. (I don’t care for chess, which I know is considered the intellectual’s game, because I look three or four moves ahead and see nothing but chaos.) Thurn und Taxis players try to construct routes across a map of Germany, using them to place mail stations and to try to occupy entire regions, earning points for doing so, and for constructing longer and longer routes. Just don’t do what I did and play it against an operations consultant, lest you get your clock cleaned. At $24 this is one of the best values on the list, along with Carcassonne and Lost Cities.

5. Lost Cities: Full review. The best two-person game we’ve found, from the prolific designer Reiner Knizia, and the most portable game as well, since it can be played with nothing but the game cards. The deck comprises 12 cards in each of five colors, including cards numbered 2 through 10 and three “investment” cards to double, triple, or quadruple the profit or loss the player earns in that color. Players take turns drawing from the deck but may only place cards in increasing order, so if you draw a green 5 after you played the 6, tough luck. Games are short but we can play many times in a sitting without a hint of boredom.

4. Dominion: Full review. The definitive deck-building game, with no actual board. Dominion’s base set – there are four major expansions out there, including the potential standalone Dominion: Intrigue game – includes money cards, action cards, and victory points cards. Each player begins with seven money cards and three victory cards and, shuffling and drawing five cards from his own deck each turn, must add cards to his deck to allow him to have the most victory points when the last six-point victory card is purchased. I don’t think we have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game only includes 10 means it offers unparalleled replayability even before you add an expansion set. I did play this with some hardcore boardgamers – the host owned Caylus, which should say it all to those of you familiar with that behemoth – who found it a little lightweight, but they were probably just bitter that I won. (I kid.) (Somewhat.)

3. Ticket to Ride. Full review. Actually a series of games, all working on the same theme: You receive certain routes across the map on the game board – U.S. or Europe, mostly – and have to collect enough train cards in the correct colors to complete those routes. But other players may have overlapping routes and the tracks can only accommodate so many trains. Like Dominion, it’s very simple to pick up, so while it’s not my favorite game to play, it’s my favorite game to bring or bring out when we’re with people who want to try a new game but either haven’t tried anything in the genre or aren’t up for a late night. I do recommend the 1910 expansion to anyone who gets the base Ticket to Ride game, as it has larger, easier-to-shuffle cards and offers more routes for greater replayability.

2. Carcassonne. Full review. This game keeps growing on me, from the ease of learning to the tremendous replayability (I know I use that word a lot here, but it does matter) to the portability (you can put all the tiles and meeples in a small bag and stuff it in a suitcase) to the great iPod app. You build the board as you go: Each player draws a tile at random and must place it adjacent to at least one tile already laid in a way that lines up any roads or cities on the new tile with the edges of the existing ones. You get points for starting cities, completing cities, extending roads, or by claiming farmlands adjacent to completing cities. It’s great with two players, and it’s great with four players. You can play independently, or you can play a little offense and try to stymie an opponent. The theme makes sense. The tiles are well-done in a vaguely amateurish way – appealing for their lack of polish. And there’s a host of expansions if you want to add a twist or two. We own the Traders and Builders expansion, which I like mostly for the Builder, an extra token that allows you to take an extra turn when you add on to whatever the Builder is working on, meaning you never have to waste a turn when you draw a plain road tile if you sit your Builder on a road.

1. The Settlers of Catan: The grand-daddy of German-style games, not so much in age but in impact. I’m not saying it’s my favorite game, but it is among my favorites for its simple, easy-to-grasp rules and a good balance of luck and strategy that keeps it accessible for novice players or players who just don’t want heavy strategy in their gaming. I am saying, however, that the game’s influence means some other game is going to have to blow me away before I take this out of the #1 spot. We own the Seafarers expansion, which solves one problem – wool is by far the least valuable resource in the base game, but it’s needed to build boats in Seafarers – and creates another: the game becomes much, much longer. But the base game was a revelation when it hit the market and when we first played it, one that continues to reshape the game market a few players at a time. If some play it and move past it to more complex games like Puerto Rico or even more elegant ones like Dominion, then Settlers still deserves credit as the ultimate gateway game, one that can still be played and enjoyed even by people who, like me, had to buy a new bookshelf just to accommodate their growing collection.

Hillside Spot & Barrio Cantina.

Busy day today. I’ll be chatting at 1 pm EST, on the Scott Van Pelt Show on ESPN Radio at 2:05 pm EST, and on Outside the Lines on ESPN shortly after 3 pm.

My latest post at mental_floss covers the histories of eight classic board games, with another post on the history of Settlers of Catan coming later today. And my last two posts over on ESPN.com broke down the Joaquin Benoit signing and the Uggla trade and John Buck signing.

I’ve mentioned Hillside Spot before, but let me recommend it again: If you live anywhere near the Ahwatukee region of Phoenix, or pass through it on I-10, you need to try this place, because the food is outstanding.

I’ve been for breakfast and lunch and can vouch for both meals. The “El Gallo” torta with eggs, chorizo, and avocado was tremendous, with the eggs cooked to order (they’re not that quick – that would be my only warning, but I will wait for food like this); bright, fresh avocado; just the right amount of mayo; and a fresh, soft, square roll from La Sonorense Tortilla Factory in downtown Phoenix. It’s a steal at $6. Their pancakes have earned some acclaim around here, for good reason – they’re eggy and buttery, like a thick, soft crepe, with one order more than my wife could finish even with some serious help from me. It looks like they rotate their coffees but try to offer something from a local roaster, such as one from Tempe’s Cartel Coffee Labs the day I was there.

I went back for lunch because I’d seen a pulled pork sandwich on their menu, with the pork first braised then finished over mesquite on their rotisserie grill. The pork was perfect, falling apart but with good browning on the outside, with a good background smoke flavor. It comes with a spicy cole slaw and, oddly enough, sliced fresh pear, which was a new combination for me but worked well, giving the sandwich a little bite and providing a small amount of natural sweetness to balance the acidity in the slaw. It comes on the same bread as the torta (telera bread), and the French fries, one of four side options, were hand-cut and just-fried.

Hillside Spot uses a lot of local vendors (including all of their eggs) and has that great funky cafe vibe I love to find in a local restaurant – like the Mission in San Diego or Blue Moon Cafe in Baltimore. Other than the Angel Sweet gelateria, I haven’t found anything as exciting as this place since we moved. It’s located on Warner and 48th, behind the McDonald’s, in the same strip mall where the Sunday farmer’s market is held.

We found Hillside Spot because it was mentioned in Phoenix magazine as one of the best new restaurants of 2010. We also tried another one, Barrio Cantina, in Scottsdale on Cactus right by the Tatum mall. The food was good, but on the heavy side, not just in fat content (that doesn’t usually bother me) but in the chef’s hand, adding sauces and flavors that end up detracting from the dish. But the core ingredients were all very strong, particularly their meats.

They offer a strong selection of taco plates, all available with corn or flour tortillas or as a torta. I went with the torta – that’s a new dish for me since we moved out here, so I’m indulging – made with machaca short ribs, braised to the point of collapse, with a full, satisfying, beefy flavor. It comes with shredded, slightly wilted cabbage and a crema that was probably unnecessary with the fattiness of the short rib. The dish came with a scoop of a strange, earthy rice and corn mixture that was slightly overcooked but tasted good, a solid neutral note to give me a break from the strong flavors of the machaca.

My wife went with a carnitas enchilada that came in a small cast-iron skillet and was served with the tortillas open, so the sauce and cheese (browned slightly under a salamander) were directly on the meat. She enjoyed it, although the presentation within the skillet was a mess.

We tried one appetizer, the “mini chimis” – small chimichangas where the ratio from dough to meat is way too high. I peeled a few of them open and ate the carnitas and machaca inside, to reduce the doughiness and get away from the tangy crema sticking to the outside like wallpaper paste. Someone there really knows how to slow-cook meat; they just need to work on how they serve it.

Cities of Salt.

Reminder that part one of my history of board games series is up on mentalfloss.com, with part two going up this afternoon. UPDATE: Part two is up, covering go, mancala, and pachisi.

‘Abd al-Rahman Munif’s novel Cities of Salt has, according to a few critical reviews I’ve read, legitimate claim to the title of the great Arab novel, at least of the last century. The first in a five-book novel sequence (where only the first three have been translated into English), Cities of Salt tells the story of the discovery of oil near a small, isolated wadi in an unnamed Persian Gulf kingdom, and follows the migration of that village’s people as their traditional home is destroyed and their way of life is thrown into disarray by the arrival of Americans, modern technology, cultural gaps, and a whole new kind of local economy.

Munif uses an unconventional structure in Cities by forgoing a clear protagonist or even set of them; the central characters in the book’s first dozen chapters are gone by the final third of the book. Instead, the central characters are settings: The wadi that is destroyed in the first movement, and later the town of Harran, which goes from a backwater to a booming oil town, with a walled-off American district and an Arab shantytown, and in which all of the book’s action takes place after the pipeline is laid from the wadi to the Harran coastline.

That lack of a main character combined with Munif’s habit of using multiple honorifics to refer to the same character (often “Ibn,” meaning “son of,” and “Abu,” meaning “father of,” although the latter may also be used symbolically) left me frequently confused about exactly who was involved in any particular scene. Instead, I eventually settled on reading the book as a series of connected stories about the people affected by the arrival of Big Oil – Munif delivered his satire or presented sympathetic locals through winding anecdotes, such as the folk doctor who becomes a target of the foreign medical doctor, who brings science to his practice but also uses his connections to attempt to eliminate the folk doctor’s competition.

No one comes off well in the book, but Munif’s primary targets seem not to be the Americans, whom he largely depicts as aloof, money-minded bumblers, but the Arab powers-that-be who throw away their own heritage, ignore the needs of their people, and become addicted to the needle of American money. Later in the book, the emir who rules over Harran becomes childlike when presented with American toys like a radio or a telescope, making it that much easier for the Americans to do as they wish in creating a segregated Harran and flouting local Islamic laws and mores.

The strength of Cities of Salt was his sharp satirical edge, as nothing Munif depicted in the Americans or the installed Arab kleptocracy seemed remotely unrealistic. This isn’t parody – satire through ridicule or exaggeration – but satire through exposure: Here’s the sort of thing that happened, and viewed from above the situation, it looks awful. I found those portions more compelling than the often sad depictions of the Arab peasants whose lives were uprooted because, whether we like it or not, economic and scientific progress nearly always leaves some victims – the buggy makers who were run over, figuratively, by the automobile, for example. The issue is not how progress treats those victims, but how those in power use progress to enrich or protect their own interests and create more victims or worsen their plight along the way. I thought Munif’s greater contribution, at least in terms of the human element of his story, was shining some light on the migrant workers who move to work in the oil industry but who are treated in this novel as disposable resources by the oil company. Without cultural, linguistic, or social grounding in their community, treating them as such is a recipe for disaster, and in fact leads to the only real open conflict in the entire book.

Munif was born on the day in 1933 when Saudi Arabia signed the first concession agreement of any Gulf state with an American oil exploration company, a neat coincidence given (or perhaps driver of) his eventual choice of subject matter. He was stripped of his Saudi citizenship for his political views; after receiving a law degree from the Sorbonne and a Ph.D. in oil economics from the University of Belgrade, he worked in Iraq’s oil ministry and became a member of the Ba’ath Party, then quit the job and party when he became disenchanted with the government policies. He chose to channel his frustration with the region’s political state into his novels, focusing on the rise of oil-backed autocracies and the way the United States props them up with money and technology. Whether this is the great Arab novel, I can not say, with almost no experience with the region’s literature. Daniel Burt chose it for his Novel 100 at #71, the only Arabic-language novel on the list, although it wasn’t clear to me whether he was including this novel or the entire pentalogy. It had to be there for its cultural import, as it breaks no new ground in literary technique or storycraft, with thematic similarities to Chinua Achebe’s Things Fall Apart and the setting-as-star setup with multiple characters sharing center stage in the narrative seems descended from John Dos Passos’ U.S.A. Trilogy (both also on Burt’s list). Its value to me, however, was its window into a part of the world of which I know little and understood less, and that is enough for me to eventually read the two remaining books of the pentalogy that have been published in English.

Next up: I’m already into Giles Milton’s first novel, Edward Trencom’s Nose: A Novel of History, Dark Intrigue, and Cheese, available new through that link for the bargain price of $1.35. Milton’s bestseller Nathaniel’s Nutmeg is one of my favorite nonfiction books on any subject.

Jambo (board game).

My series of articles for mental_floss on the history of board games begins today, with a look back at games from ancient Egypt, Mesopotamia, Greece, and Rome. We’ll end up with some contemporary games at the end of the series, but not before going through the histories of some important games from East Asia, India, and Africa, and medieval Europe.

Note: I revised this article about a week after it was first posted to reflect the fact that we were playing the game wrong at first. The review below reflects the correct rules. I think.

I picked up Jambo in September on the recommendation of dish reader Joe Huber, designer of the game Burger Joint, who declared Jambo his “personal favorite two-player game” in response to my lament (in the Lost Cities post) about great German-style games’ tendency to play best as 3- to 5-player games. Jambo is, indeed, an excellent two-player game, even though there are certain mechanics I don’t love. It’s a higher order of complexity than Lost Cities, but much of what’s added is random chance rather than deeper strategy.

In Jambo, each player is a trader in precolonial east Africa, with a market capable of storing six “wares,” of which there are six types available (silk, jewelry, salt, hides, fruit, and tea, although the drawing for that last one keeps reminding me of the cover of The Chronic). The goal of the game is to finish with the most money; end game is triggered when either player passes 60 coins, after which he completes his turn and the other player gets one more full turn before the game officially ends. Players earn money by buying and selling wares, most often through ware cards that allow for the purchase or sale of a specific combination of wares – usually three, but a few cards allow the purchase of six – for fixed prices. However, the deck of cards is full of “utility” cards that allow for exchanges of cards and wares, for direct purchases of wares, or for attacks against your opponent such as swiping a single ware from his market or discarding one of his active utility cards, making the game more interactive and opening up some other avenues for strategy.

The core mechanic, however, is buying and selling wares. Each three-ware card has three specific wares on it; they may all be identical, there may be two of one kind and one of a third, or it may contain three different wares. The gap between purchase price and sale price shown on the card is always 7 coins for a three-card combination. That is, if you draw two copies of the same three-ware card, you can buy them and immediately sell them for a profit of seven coins. And since on each turn a player receives five “actions” – the first is usually used to draw a card, so in practical terms we’re talking four actions – it seems to me that the ideal turn is one that starts with a purchase and ends with a sale, where in between you might use utility cards to ensure you have what you need to complete the sale. (You can’t use a ware card to sell unless you have those three or six exact wares in your market.)

The non-ware cards are where the game gets interesting, or at least gets interactive. There are two types of cards – utility cards, which are played once and used repeatedly; and people/animal cards, which are played once and discarded. (I misread the rules, and we played people cards as utility cards for a while, which really wreaked havoc with the game.) Each player may have up to three utility cards face-up in front of him – playing a card counts as one action – and may use them once per turn, with each use counting as an action. Most involve the exchange of something for something – cards, gold, and wares, sometimes allowing you to exchange like for like, sometimes allowing you to use one thing to buy another.

People cards are a wildly mixed bag, with the best of them allowing you to increase your profits on a sale or buy missing wares cheaply so you can complete another sale, but many of them are close to useless and just clog up the deck. Animal cards are all for attack purposes; the parrot lets you steal one ware from your opponent, while the crocodile (the most abundant animal card) lets you take one of your opponent’s utility cards, use it once yourself, and then discard it. You can fight off an animal attack with a Guard card, although I don’t think the deck has enough of them and acquiring one is a function of luck rather than skill or planning.

And that’s the only thing keeping me from raving unabashedly about Jambo: There’s a lot of luck in this game, more than I tend to like. You have no outright control over which cards you draw, of course, and only a few utility cards give you any improvement over that. The solution is simply to draw more cards, and there are utility cards that allow you to draw an extra card, swap a ware for a card, buy a card for gold, grab a ware card your opponent just used, or even rifle through the discard pile for a specific card you’d like to have.

But, unlike in a game like Dominion where you build your own deck, acquiring good cards in Jambo requires luck, and I didn’t feel like the deck was flush enough with good utility/people cards to allow me to set a couple of strategies up and then just pursue whichever one the cards offered me. We’ve played ten times, and each of us has had at least one game where the cards just killed us, including one where I spent five turns needing just about any ware card to win the game, never got it, and lost.

Bear in mind that I prefer games with lower luck levels than most people do – if you view a game as just a game, you’ll probably love Jambo even more than we do. I enjoy games for the thinking and strategizing as much as I enjoy them for their social aspect, and Jambo fell a little short in that regard for me. It is still an excellent two-player option that I think we will continue to play often even as the collection grows.

Gifts for cooks, part one.

With the holidays approaching, I’m starting to get more of this question from readers and friends: “What should I buy for my [friend/relative/s.o.] who loves to cook?” With that in mind, here’s part one of what I hope will be a series on kitchen gadgets I can recommend based on personal experience. Nothing on here is over $30 – I can do a more expensive list if anyone wants it – and I use all of these items regularly in my kitchen. Where possible, I’m recommending the exact make and model I own. If not, I’ll make that clear right away.

8-Inch Chef’s Knife

This knife is Cooks Illustrated‘s recommendation, and those of you who have bought it on my past recommendations, but you should know that I do not own this particular knife – I own a Henckels chef’s knife that I received as a gift but that runs about $100, and while I love it, there’s no reason for me to recommend it over a $28 knife that does the job just as well. You must own a good chef’s knife if you intend to cook; I tried to cook with a cheap one that we received in a knife set at our wedding and cut myself at least a half-dozen times inside of two years, while I don’t think I’ve cut myself five times in ten years since I received this knife as a gift.

I do own a BladeSafe for my chef’s knife, a simple, safe plastic holder that not only keeps the knife safe in a drawer but makes shipping or transporting it much easier. We’ve often gone to friends’ houses for holidays or other big dinners where I’ll offer to cook something, and there’s no good way to wrap or protect a knife en route other than a BladeSafe or the competing KnifeSafe option.

Your friend/relative already has a chef’s knife? If he or she is a meatatarian, consider this Henckels boning knife, which I do own and use often. It’s the best tool for breaking down a whole chicken, and is good for deboning tough cuts of meat, such as separating a short rib from its bone, two things I’ve done with this knife in the last five days.

Hand-held Mandoline Slicer

I have that model, made by Kyocera and sold in several colors with red, for some reason, about a buck cheaper than the other options. I’d actually lost track of it in our house in Massachusetts as it ended up buried in the back of a cabinet, but rediscovered it when we moved – that has easily been the best part of this process, realizing that I owned things I should have been using for the last, oh, five to nine years – and have found myself reaching for it more and more often. It’s lightweight and the ceramic blade will never require sharpening. Best application so far has been for shallots: Mincing a shallot for a vinaigrette or a beurre blanc is a pain in the neck, and it cracks me up when I see TV chefs (America’s Test Kitchen is the biggest violator) try to mince a shallot like it’s just a miniature onion. I use this slicer to create very thin sheets of the shallot, then stack them roughly on the cutting board and go over them twice with a chef’s knife. No, Tom Colicchio might not approve of the uneven pieces, but this ain’t craftsteak and I’m not cooking anything for 24 hours. For my purposes it creates a perfect mince, saves time, and is safer than trying to execute the classic three-cut technique for an onion on a shallot.

And while you’re at it, you could add a pair of cut-resistant Kevlar gloves, since, as Alton Brown pointed out in the last episode of Good Eats, the hand guards that come with these home slicers are about as useful as a utility infielder who can’t play shortstop.

Box Grater

The model I own is no longer available, and it didn’t come with that handy little tub at the bottom to catch whatever you’re grating, although I’ve found either a flexible cutting board or a large piece of waxed paper does the trick. I use mine at least five times a week, usually for grating hard or semi-soft cheeses. I’ve found nothing faster except maybe the food processor, and that can’t get Parmiggiano-Reggiano as fine as a box grater can. If you don’t want this exact model, make sure you get one with a strong, sturdy handle, and at least three different sizes of holes on the various sides of the grater. (I also own a three-sided grater as a backup in case the first one is in the dishwasher.)

Instant-Read Thermometer

I own lots of thermometers – a fridge thermometer (check your nearest hardware store; Fry’s sells them too), an oven thermometer ($3!), a candy/frying thermometer, a digital probe thermometer for roasting – but this $9 gadget is so simple and handy that I use it every day. It’s ideal for measuring the temperature of the milk I steam for espresso drinks, and small and unobtrusive enough to use when measuring an egg foam in the top of a double boiler for buttercream, genoise, or zabaglione. I bought a second one just to have a spare on hand for when my first one dies, but even though I see a few amazon reviews say the device stopped working right away and even though I’ve dropped it in water and in milk (and probably worse), it still works.

Silpat Baking Sheet

I own two of these and keep them in the half-sheet pans I bought from a now-defunct restaurant supply store in Belmont, Massachusetts. Silpat sheets are made of silicone and make any sheet pan a nonstick pan, meaning you can bake on the sheets without greasing the pan or using parchment paper. (I do love parchment paper, but why use more than you have to when you can buy a Silpat, never have to cut the paper to fit, and maybe save a tree?) It’s great for cookies, biscuits, and meringues, and Alton – I’d like to think we’re on a first name basis, even though he never returns my calls – uses his for candy-making. They sell other sizes but I only have this one.

Potato Ricer

Bit of a unitasker, but you can’t make great mashed potatoes without it. I’ve tried. A wire potato masher is great for making guacamole, where uneven texture is desirable, but leaves potatoes too chunky. Grid mashers are even less effective. Anything electric, like a stick blender, will make the potatoes gummy. My only complaint about using a ricer is that you have to work fast with the hot material, but I haven’t found a better way.

(I do own a stick blender and use it often, but I don’t love my model, and it’s no longer available. I’m not sure which one to recommend.)

Microplane Grater/Zester

If amazon is to be believed, I’ve had mine for at least seven years, and it’s still as sharp as it was the day I got it. It’s ideal for zesting a lemon (those tiny “zester” tools are horrid), grating fresh nutmeg (because you would never buy it ground, right?), or grating small amounts of hard cheeses like Parmiggiano-Reggiano or Pecorino Romano. Of all the items on this list, this is the one I’ve given most often as a gift.

Mint Condition.

UPDATE: Folks, the line about Old Hoss Radbourn being my alter ego is a joke. I’m not Hoss, but he and I have had some fun with the rumor that I am. He’s incredibly clever and I’m flattered to be thought the source, but it’s not me.

I received a comp copy of Dave Jamieson’s Mint Condition: How Baseball Cards Became an American Obsession back in the spring through my connection with the guys at mental floss, but got backed up in my reading between the move and writing playoff previews that I just got around to the book now. If you’ve got any history of collecting baseball cards (I do) or an interest in that tangential part of baseball history, I highly recommend the book, a quick, fun, occasionally funny run through the history of the baseball card, one that disabused me of a handful of card myths I thought were true.

Jamieson, who must be roughly my age as he too collected a hoard of cards that are no longer worth the cardboard they’re printed on, goes back to the origins of the baseball card as a way to sell tobacco, allegedly to adults but, hey, if a few kids caught the leaf habit, so much the better. Many of those tobacco cards are, of course, major collectors’ items today, but what I didn’t realize is that they’re rare not just because they weren’t kept but because they varied so widely – manufacturers would issue many different cards per player, with different brands advertised on the backs or different portraits on the fronts, for example. Jamieson discusses the history and myth behind the T206 Honus Wagner card, but also points out that it’s not the rarest card in history (another card in the same set, the T206 “Slow” Joe Doyle error card, is definitely rarer). Instead, Jamieson posits, the Wagner card became more valuable because it was deemed valuable in the first place: The media attention paid to the card when it sold for record-breaking sums made it more desirable to other, status-seeking collectors down the road.

He jumps forward a bit to the period after World War II when the card industry really boomed with the introduction of Bowman and Topps cards, as well as the latter’s monopolization of the industry that lasted until Fleer won an antitrust lawsuit in 1981. Topps’ actions to create and defend a monopoly occurred at the same time that the MLB Players’ Association was getting started, and while at first the MLBPA was willing to let Topps have its run of the joint, Marvin Miller’s first order of business was to end Topps’ free ride and begin returning that lost value to the players – making the union, which was battling one monopoly in MLB management, a willing partner to another monopoly in the baseball card realm. From there, Jamieson chronicles the rise and fall of the collectors’ boom in baseball cards, drawing much of his material from Pete Williams’ 1995 book Card Sharks, on the formation of Upper Deck and the creative destruction it brought to the baseball card industry, a very good story in its own right.

Jamieson keeps the book from turning into dry history by, naturally, finding and discussing a few notable eccentrics along the way. I particularly enjoyed the section on Woody Gelman, longtime head of Topps’ Product Development team and the creator of, among other icons, Bazooka Joe and the Mars Attacks! series. (I remember seeing Topps’ Wacky Packages as a kid, possibly the first time I ever ran into (or understood) parody in any form, but I don’t think I realized until I read this book that they were a Topps product.) Jamieson also takes us inside the collection of a former owner of that T206 Wagner, and looks at the rise of both card auction outfits, card authentication services, and the “ethical” card doctor who doctors worthless cards to better understand how fraudsters do it to create valuable ones. And I’d be remiss if I omitted the part my alter ego friend Old Hoss Radbourn played in the book, with a quietly extended middle finger in a few early cards of himself. That’s right: Old Hoss may have invented photobombing.

The book ends with a lament on the slow death of baseball cards, a phenomenon for which Jamieson explores various causes but can’t pinpoint a single reason for boys’ lack of interest in something so innate to his (and my) childhood. (I will offer that steroids have jack squat to do with it, since interest in MLB and minor league baseball grew substantially during the “steroid era.”) I do agree with his point that cheapening the core product by adding “chase cards” – prizes, limited edition cards, or other package inserts that weren’t just plain old cards of everyday players – didn’t help, but I think the fact that the cards themselves lack any interactivity is a huge part of why they’ve fallen so far out of favor. If you’re a kid today, what are you going to do with a pack of baseball cards? There’s no game or challenge involved, and I’d be hard-pressed to explain to an 8-year-old boy why I thought baseball cards were fun. They just were. The cards haven’t really changed, but maybe the definition of fun has.

At about 240 pages, Mint Condition is a very quick read, well under four hours for me, but in that short space it managed to fill a gap in my knowledge of baseball history, one I doubt I would have explored on my own since I left my baseball card affinity back the 1980s. Aside from the unsatisfying conclusion and some need for a better copyeditor, it’s well worth your time.

Next up: I’m crawling through the desert of Abdelrahman Munif’s Cities of Salt.

Bridge of Sighs.

I started Richard Russo’s Bridge of Sighs ready to joke in my writeup that, in book reviews, “ambitious” is merely a euphemism for “long.” I’ve read the five novels that precede this one on Russo’s bibliography, including the amazing, Pulitzer Prize-winning Empire Falls, and while I think his books are smart, funny, and deep, I did not consider them “ambitious.” Bridge of Sighs, as you have probably guessed by now, is a work of great ambition, a sprawling modern epic with multiple foci, exploring themes of love, betrayal, mortality, meaning, and hate across more than fifty years in a small, dying town in upstate New York.

That town, Thomaston, is the birthplace of the two men at the center of the book, narrator Lou C. (“Lucy,” a nickname he never wanted or liked) Lynch and his on-and-off childhood friend Bobby Marconi. Shifting among three narratives, Russo tells their stories, weaving them together and tearing them apart, using Lucy’s own memoir-in-progress for the history of Lucy, Bobby, and their incredibly different families; jumping to the third person for the present-day perspective on Lucy’s strained marriage to his high school sweetheart, the almost too-perfect Sara; and Bobby, now a world-renowned painter living in Europe and contemplating the nearing end of his career and his life while he fights an undetermined health issue.

Russo eschews the easy plot device of having everything look perfect on the surface, only to shock the reader by showing how imperfect everything is; he makes it clear from the start that Lucy and Bobby are both damaged people, and lets the gradual revelations of major events from their childhoods provide the surprises, tossing in a little narrative greed as he goes. You don’t actually find out what happened between Bobby and his father until roughly 90% of the way through the book, but you can start to create and fill in an outline just by watching the evolution of their relationship. Lucy presents himself at the start as a married father and successful local businessman, but how successful and how happy are questions that open up as the story develops. Complicating his history and tying the two estranged friends together is Sara, who came from a broken home of her own, adopted the Lynches as a surrogate family as she dated Lucy, but found herself drawn to the raw, emotional Bobby when he reappears for their senior year of high school.

The contrast between the safe, steady affection between Sara and Lucy and the seething rage that emanates from Bobby is a central theme for Russo, who never seems to favor the measured (or bottled up) Lynch style over the open, dangerous emotions of Bobby:

It was amazing, when you thought about it, how effortlessly hate slipped into the space reserved for love and vice versa, as if these two things, identical in size and shape, had been made compatible by design. How satisfying a substitute each was for the other.

But rather than mire the story in a love triangle, or a tragic romance, Russo folds that into the comfortable ground of the yearnings of kids in a small, failing industrial town – Thomaston’s main industry, a tannery, slowly heads for extinction all while polluting the river and raising the town’s cancer rates – for something more than the hamlet can offer them. In Bridge, however, Russo moves those sentiments around; sometimes it’s the kids racing to get out of Dodge, but as often it’s their parents hoping their children leave for something better, all while they try to figure out a way to survive financially in a local economy that keeps shrinking. Lucy’s father, a hopeless optimist, loses his milkman job to modernization, only to buy a corner market as A&P locates the town’s first supermarket out by the highway. That corner market becomes the central hub of action as the kids go through junior high and high school – taking the place of the diner that lies at the heart of most Russo novels – but the work the Lynches put into it, and the role it ends up playing in their lives, symbolizes the work required to keep a marriage of two seemingly incompatible people together, even in unfavorable circumstances.

Another theme, perhaps coming from Russo’s own advancing age, is one of regret even for a life lived well – a “road not taken” question that Bobby and Sara in particular end up facing, although Lucy has his own questions about what might have been and even his mother and uncle (the roguish Dec, a classic Russo character) end up in the act. Sara’s parents seemed very two-dimensional, but I thought they might represent Russo’s unflattering takes on two extreme life paths – her angry, faithless, emotionally distant father on one side, and her unsatisfiable, self-serving, emotionally stunted mother on the other – that, I suppose, help explain why Sara is so grounded, so clear, and so able (mostly) to be happy with where she is and what she has.

If I have a criticism of Bridge of Sighs, it’s that Russo’s trademark humor is so much less in evidence. If Straight Man is his funniest work, this is probably his most serious. The gags are often little verbal jabs, rather than the slapstick and broad farce that characterizes his earlier novels:

After all, it wasn’t just people in big cities who had big dreams. Wasn’t her father himself a perfect example? Though he considered himself an urbanite, he’d grown up, as her mother had delighted in reminding him back when they were still living as husband and wife, on Staten Fucking Island.

I laughed, but hey, if you haven’t been caught in traffic on the Staten Island Expressway, that might not be quite so funny.

I’m barely doing the serious side of this book justice, however; it’s deeper and more literary than even Empire Falls, even if it’s not quite as exhilarating a read. The prose is classic Russo, as are the many full-fleshed characters, the setting, and the very realistic dramas that drive the book. If it’s a little less witty than normal, he has at least made up for it through his ambition.

Next up: I finished Dave Jamieson’s Mint Condition: How Baseball Cards Became an American Obsession, which I would certainly recommend to those of you who collected cards in your youths or are simply interested in baseball history; and have just barely begun Abdelrahman (or Abdul Rahman or Abd el-Rahman) Munif’s Cities of Salt­, which appears on the Novel 100 list at #71.

Friday links and bullets.

• Yesterday’s chat transcript.
• I won’t say the name of the Project Runway winner, for those of you who DVR’d it but haven’t watched it, but it looked to me like the judges chose probability over upside – and I’m a firm believer in going for upside. You have a chance to get an all-world talent, whether it’s a #1 starter or a fashion genius or a revolutionary chef, that’s who you go for. This wasn’t an example of the upside designer flopping in the finals; my wife, the real PR fan in the house, was mad because she thought the upside designer did exactly what the judges praised the designer for all season.
• Had breakfast this morning at the Hillside Spot in Ahwautukee, at Warner and 48th just west of I-10. To borrow a term from a certain AFL super-fan, it was “out-STAN-ding.” I’ve been hoping to find a funky, progressive kind of breakfast/lunch spot like that since we moved here, and I’m glad Phoenix magazine highlighted them last month. The food took a little while to get to us, even though the place wasn’t busy, but everything was made to order and that is the best reason in the world to wait for food.
• This NPR story on how the private prison industry pushed through Arizona’s immigration law is a model for modern journalism, a type of investigative reporting I don’t see as often as I did ten or fifteen years ago. I wish NPR did more of it, and given how many candidates campaigning here are using their position on the law as a major part of their platforms, it should be mailed to every voter in Arizona before Tuesday. (I’m not advocating a vote either way on any candidate or ballot question – merely that voters should be informed before making any voting decisions.)

• One of my favorite restaurants in Vegas, Lotus of Siam, is opening a second location Greenwich Village.
• I’m still under the weather, so I didn’t head to any AFL games and won’t today, but the forced rest meant that I finished Richard Russo’s tremendous novel Bridge of Sighs and am already halfway through Dave Jamieson’s Mint Condition: How Baseball Cards Became an American Obsession, a quirky history of the baseball card industry – or a history of the quirky baseball card industry, and the quirky people at the heart of it. (I received a review copy of Mint Condition from the publisher.) I hope to post a review of Bridge of Sighs over the weekend.