Stick to baseball, 5/26/18.

My ranking of the top 100 prospects for this year’s MLB draft is up for Insiders. I held a Klawchat on Friday.

Over at Vulture, my ranking of the 25 best mobile board game apps went up last week.

Smart Baseball is now out in paperback! I’ll be at Politics & Prose in DC on July 14th and am shooting for an event in the Boston suburbs on July 28th. Throw a comment below if you think you could make the latter event.

And now, the links…

Stick to baseball, 5/20/18.

I was busy this week, including posting another first-round mock for next month’s MLB draft (Insider).

For Vulture, I ranked the 25 best board game apps for mobile devices, considering anything available for iOS or Android. Steam-only titles were not eligible.

For Paste, I reviewed the light deduction/puzzle game Automata Noir, a fun filler title that lets you do a little more than most deduction games where you’re just trying to guess who’s the bad guy.

PennLive asked fifty Pennsylvania librarians for their summer beach read recommendations and one kind soul recommended my own Smart Baseball, now available in paperback.

I’ll be appearing at Washington DC’s Politics & Prose on July 14th along with Jay Jaffe to talk baseball & sign our respective books (or I can sign Jay’s and he can sign mine, whatever you fancy).

And now, the links:

Stick to baseball, 5/5/18.

My first mock draft for 2018 is now up for Insiders, as is a short post on the Ronald Acuña show. I also held a Klawchat on Friday.

I did some podcasts with friends this week. I appeared on the Productive Outs podcast to talk some baseball and music. Then I talked with Seth Heasley on his Hugos There podcast to discuss To Say Nothing of the Dog, one of my all-time favorite comic novels (and a Hugo Award winner). And of course on Thursday I was on the BBTN podcast with Buster Olney.

By the way, if any of you happen to live in/near Stockholm, there’s a pretty good chance I’m going to be there for a conference in the near future. Let me know in the comments what I should try to do or see in the few hours I’ll have free while there.

And now, the links…

Stick to baseball, 4/28/18.

My one Insider post this week looked at four pitchers who could go in the first round of this year’s draft, led by Florida RHP Carter Stewart, who was second on my latest ranking of draft prospects. I also held a Klawchat on Thursday.

Over at Paste, I reviewed the board game Ancestree, a light, filler game from the designer of Blood Rage and Rising Sun, but one that I think borrows too heavily from other titles.

Smart Baseball is now out in paperback, and it’s a bestseller … (checks notes) in Sonoma, California. I’ll be at Washington, DC’s legendary bookstore Politics and Prose at 6 pm on July 14th to discuss & sign the book.

And now, the links…

Stick to baseball, 4/15/18.

Two new posts for Insiders this week, both on draft prospects I went to see: one on Ryan Weathers, Ryan Rolison, and Ethan Hankins; another on Kentucky’s Sean Hjelle and Tristan Pompey. All five are likely first rounders, although Hankins, coming back from a shoulder issue, could end up going to Vanderbilt if teams aren’t willing to pony up.

My latest board game review for Paste covers the dice-drafting game Sagrada, which is easy to learn but has very high replay value. Players choose dice from a common set, rolled each round, to fill out their personal boards resembling stained-glass windows. I’ve also been playing a ‘pre-alpha’ release of the Terraforming Mars app on Steam, and it looks fantastic.

Smart Baseball is now out in paperback! Buy a zillion copies for all your Linkedin contacts. You should also sign up for my free not-quite-weekly email newsletter, which has more personal essays and links to everything I’ve written.

And now, the links…

Stick to baseball, 3/10/18.

I had two posts for Insiders this week, with another one on Shohei Ohtani just posted this morning. One piece looked at potential #1 overall pick Casey Mize, a right-handed pitcher at Auburn who threw a no-hitter last night. I ranked potential impact prospects for the 2018 season, which differs from my top 100 ranking, which looks at prospects’ long-term expected value. I also held a Klawchat on Thursday.

Over at Paste, I reviewed Smile, a new, light card game designed by Michael Schacht, best known for Zooloretto.

The paperback version of Smart Baseball comes out on Tuesday! I’ll be at Twitter HQ that day, and will answer questions from readers via the site’s Q&A app. To submit a question, tweet it with the hashtag #smartbaseball.

And now, the links…

Otys.

Otys is a new-ish midweight strategy board game from Asmodee’s Libellud imprint, released here right around the holidays, and the first title from designer Claude Lucchini. It’s a sort of futuristic deep sea-diving themed game, where players try to gather resources to complete contracts, and must manipulate two sets of tiles to be able to make moves. There might be a better game in here somewhere, but I found it rather overdesigned, and the mechanics aren’t well-connected to the theme.

In Otys, two to four players each work with a player board that has six tokens, numbered one through five plus a neutral “X” token, and eight diver tiles, each of which has a different ability. The board has slots for the numbered tokens, and then a column where you randomly stack the diver tiles in a way that has five of them adjacent to the five numbered slots. On a turn, you will pick one of the numbered tiles, slide it to the right, use one of the five “sponsor” tiles from the central board to get something (a credit, a battery, the right to use your diver’s skill twice, etc.), and then use the ability of the adjacent diver. Four of the divers get you specific resources. The others let you add abilities like gaining a new contract card only you can complete or trading credits for resources.

The contracts come in two forms. The game has four resources – white, green, blue, and black, which I think mean actual things like plants and water, but it really doesn’t matter to the mechanics – and some contracts simply require you gather two to four specific resources to fulfill them, gaining points and sometimes a credit or battery token. The other contracts tell you to acquire specific combinations of any resources – so, two of one type, two of another, and one of a third – where you get to pick the colors, and then have similar rewards.


The Otys board; diver tiles are in the center column.

The big catch in Otys, and the only mechanic here that I thought was novel, is that each token/diver row on your player board has a storage space for resources, and to fill a contract, you must have all the right resources in one specific storage space. The spaces can hold three to six resources, but in practical terms, you’re going to use maybe two of them heavily, because gaining resources in all of your storage areas will leave you unable to ever fill contracts. You can also add tokens via one diver (the ‘explorer’) that let you pay two credits, take one resource or victory point or battery now, and then place that token on its other face next to a storage area, providing you with a permanent bonus whenever you fill a contract from that area. The divers are also double-sided, with each bringing an ‘upgraded’ side that lets you invoke its power for one fewer credit or that gives you something else in addition to the single resource.

The numbered ‘key’ tokens must be placed in the ‘hacker’ track below your board after they’re used; you can only bring them back up when the track is filled, which at the start of the game would mean using all of your tokens at least once before using them again. You get one X token to place in any row where you’ve already used the key, and there’s a way – very poorly described in the English rules – to acquire more X tokens from the central supply. This mechanic felt trite, reminiscent of games from Puerto Rico and San Juan to last year’s Entropy, where you have to use all or most of your roles and then ‘reset’ your hand, and the combination of this mechanic and the diver one – when you use a diver, s/he has to ‘resurface’ by going to the top of the queue, with everyone above him/her moving down a spot – just made the game overly complex.

The game ends when anyone gets to 18 points, after which you finish the round so everyone can try to complete one more contract. In practice, that means 3-4 contracts plus the random point or two you’ll add along the way, and it does play in about an hour. The theme has almost nothing to do with the game, and there are way too many restrictions and twists here for me to enjoy the experience. I wish more effort had gone into streamlining the rules, even if it came at the cost of some of the artwork or component design.

Stick to baseball, 2/17/18.

My one new piece for Insiders this week covered the top 30 prospects for this year’s MLB Draft, in advance of yesterday’s opening night in Division 1. And I held a Klawchat on Thursday. Unfortunately I did not recover enough from whatever ailment I had this week to make the trip to Myrtle Beach, but hope to be on the road next weekend.

I reviewed the board game Seikatsu, one of my daughter’s new favorites, here this week, with another review hitting Paste‘s site next week. Also, I never tweeted this link at all, but reviewed the Romanian-language film Graduation, from Oscar-nominated director Cristian Mungiu, on Wednesday.

Smart Baseball comes out in paperback on March 13th! Some readers have reported difficulty finding the hardcover version in stores, but it is still available on amazon at the moment.

And now, the links…

Stick to baseball, 1/13/18.

No new Insider content this week, as MLB appears to still be asleep and I was working on the top 100 prospects package, which is scheduled to start running on January 22nd. I did hold a Klawchat on Thursday.

My latest board game review for Paste covers Pandemic: Rising Tide, a standalone spinoff of the original Pandemic, this time pitting players against rising waters threatening to flood the Netherlands, so players must build dikes and pumps while trying to complete four hydraulic stations to win the game. We liked it, as it gives a new twist to the now-familiar cooperative mechanics of Matt Leacock’s various games.

Feel free to sign up for my email newsletter, which costs you nothing and totters somewhere between occasional and infrequent. And, of course, thanks to everyone who bought Smart Baseball for themselves or as a Christmas gift, or as a Christmas gift for themselves.

And now, the links…

Tobago.

I’ll be updating the annual boardgame rankings (that links to the 2011 list) in about two weeks, so as a prelude to that I’ll post reviews of the half-dozen or so new games I’ve gotten this year, some as far back as Christmas. First up is Bruce Allen’s Tobago, ranked #226 on Boardgamegeek’s master rankings and #27 on its “family game” rankings, which sounds about right – it’s a fun game, not that complex at heart, with two twists that make it a little more interesting to play, yet simple enough for younger players to learn without having to pore over the rules.

Tobago is set on an island containing several different terrain types across its hexed map, as well as three kinds of objects on certain hexes (palm trees, native huts, and statues). Players attempt to look for buried treasures on the island by narrowing down the treasures’ locations using clue cards tied to the terrain types. Clue cards may say a treasure is on a specific type of terrain, or next to a hex with a statue on it, or on the largest lake or mountain range – or they may say the treasure is not on a certain kind of hex. Once a treasure has been limited to no more than fifteen possible hexes, players place colored cubes on all possible locations for that treasure to know when its location has been identified.

There are four active treasures at any time, and each card added to the column under one treasure type narrows the number of hexes that might contain that treasure. Once enough cards are in a treasure’s column to guarantee that the treasure is on a specific hex, any player can move his vehicle to that spot to raise the treasure, after which coin cards are distributed to players depending on how many clue cards they added to that column. Coin cards show between two and six coins; the player with the most total coins at game’s end is the winner.

The distribution of the coin cards represents the game’s first significant twist. The deck of coin cards contains two curse cards, which, if revealed, can cost any player who was involved in that specific treasure hunt his/her highest remaining coin card. Coin cards for a raised treasure are distributed via a sort of draft format: The player who raised the treasure gets first crack at a coin card, followed, in order, by the players who placed each of the clue cards in that column, from the most recent card to the first one. One additional coin card is added to the stack to be distributed for a treasure.

For example, in a two-player game, if Player A placed the first clue card under a treasure, Player B placed the next two clue cards, narrowing the treasure to a specific hex, and Player A raised the treasure, Player A would get the first option to take a coin card (or pass), Player B would choose (technically with two chances), and Player A would get the final one. Once a player takes a coin card, he’s removed from the queue for that treasure, so if Player A took the first coin card to appear, then for the next coin card, Player B would choose first, followed by Player A. If a Curse card appears, that treasure hunt is terminated.

The second significant twist to the game involves the statues, which produce tokens called amulets every time a new treasure is raised. These amulets appear on the edges of the game board, depending on where the statues are located, and may be picked up by player vehicles in the course of their turns. A player may use an amulet to ward off a Curse card, or may use an amulet for any of these additional moves:

• Playing an extra clue card beyond the one allotted per turn;
• Moving his/her vehicle up to three hexes or terrain areas;
• Removing a single treasure cube from the hexes that might contain that treasure, possibly reducing a treasure’s possible locations to a single hex;
• Exchanging all of his/her clue cards for a new batch.

These amulets can be hugely valuable as the game goes on, especially due to their power to circumvent the clue-card process. For example, a player can put his/her vehicle on a location holding a treasure cube, then use amulet tokens to remove other cubes so that he’s occupying the hex that must hold the treasure, allowing him to raise it and get one more token in the coin-card queue.

The lone obstacle I could see to family play here would be the logic required for placement of clue cards. Some plays are illegal because they would eliminate all possible locations for a treasure; others are illegal because they don’t add any information and thus don’t reduce the possible locations at all. (One such move: adding an “on a lake” clue card to a column already containing the “on the largest lake” card.) The actual mechanics of Tobago are really straightforward – on each turn, you play a card or move your vehicle, perhaps supplementing your turn with an amulet – and the game involves no text on the board or cards, so even younger players can follow along with just the images. The game also plays well with two players; the BGG forums show some complaints from players who found they couldn’t make a legal card play in two-player games, but we’ve never run into that issue. Gameplay takes about 45 minutes for two players, an hour or a little over that for three; we haven’t tried it with four, which is the maximum. Tobago also offers added replay value because the board itself comprises three reversible pieces that may be connected in different fashions, allowing for 32 distinct game boards. It’s a good chance of pace if you’re a fan of Stone Age or Small World but want something with simpler mechanics and less strategizing.