Kerala.

The family board game Kerala: The Way of the Elephant first came out in 2016, and I tried it for the first time at Gen Con 2017, jumping into a game of a few friends who needed a fourth player, but I hadn’t scored a copy until just last week. It’s a very light, fast-playing game with a decent amount of luck involved, but the way the turns go, every player is going to have to cope with the randomness in the same way, and ultimately the game plays out as a sort of competitive puzzling match where each player has to build out his/her set of tiles to maximize points and minimize penalties in the same way.

Each Kerala player gets two elephant tokens and a start tile, all in the same color, with five colors total in the game (the game plays two to five, but it’s best with at least three). On each turn, the start player draws one tile from the bag – 100 tiles if there are 5 players, slightly fewer for lower player counts – for each player, and then players select tiles from those drawn to add to their tableaus. You can only add a tile next to one of your two elephant tokens, and then move the token on to the new tile. Then the start player moves around the table, so over the course of the game you should pick first through last a roughly even number of times.

The catch in Kerala is in the scoring, of course. There are five colors of tiles, and you want to try to create one area for each color in your tableau – if you have two separate areas of green tiles, you will have to choose one to discard at game-end, losing two points for each tile you lose. (You can have two areas in your start color.) Most tiles have one to three elephant symbols on them, and you’ll score a point for each symbol on tiles you haven’t discarded in the end-game scoring. You also need to have at least one area of each of the five colors at game-end, or you lose five points for each color you don’t have.

There are three types of special tiles in the bag, and they can be extremely valuable or utterly useless, depending on when in the game they appear and what your board looks like. One allows you to relocate any tile you’ve already played to the table; otherwise a tile you’ve placed can’t be moved for the rest of the game. One allows you to jump either of your elephants to anywhere else on your tableau, which can be very useful if you’ve boxed one of your tokens into an inconvenient spot. And the third type has two colors on it, one covering most of the tile and one touching a single edge; you score five points at game-end if you match the edge color to the tile adjacent to it on that side.

Kerala allows you to stack tiles on top of each other rather than just adding to the edges of your tableau, which can help you connect areas or cover tiles that would lose you points, but can also cost you more points if you have to discard an entire stack – it’s two points per tile you discard, not just for the stack – and potentially traps your elephant somewhere that makes it hard to place more tiles. You can also pass twice per game, choosing not to take any available tiles; when you do so, you lay one of your two elephant tokens on its side. You do get one point at game-end for elephant tokens still standing, although it’s generally worth losing that bonus to pass on tiles that you can’t place without incurring the two-point penalty.

Rounds can easily take under a minute, and you can play a whole game of Kerala in about a half an hour, unless you have a player who hems and haws over every little choice (I know a few of these, but I’m not one). It’s listed for ages 8 and up and I see no reason an 8-year-old or even a child a bit younger couldn’t play this with a little advice from an adult – you’re matching colors and just lightly planning ahead, but there’s only so much strategy you can employ in a game that gives you no warning or way to predict what tiles might be available. Kerala is also a bit unusual in that the designer is a woman, Kirsten Hiese: Board game design is an extremely male-dominated field, and if you see a woman’s name in the credits, it’s usually either as co-designer or as the artist. My #1 game at Gen Con this year, Nyctophobia, was designed by a young woman, Catherine Stippell; Visitor at Blackwood Grove, another game I didn’t get to demo there, earned some positive chatter, and its lead designer is Mary Flanagan (also the lead on Monarch, a game with three listed designers, two of whom are women). But this is rare, and there’s no good reason for it, which to me is all the more reason to try to boost a game like Kerala, one that is fun and easy to bring out for the whole family to play, and that oh-by-the-way happens to be designed by a woman.

Stick to baseball, 8/18/18.

My biggest piece this week was my annual Gen Con wrap-up for Paste, covering the 20 best games I got to play, demo, or just watch at the convention, and discussing pretty much everything else I saw too.

For Insiders, I wrote up what Shane Baz’s inclusion means for the Chris Archer trade, with scouting notes on Adam Haseley, Nolan Jones, and some pitching prospects. I also held a Klawchat on Thursday.

I sent out the latest edition of my free email newsletter on Friday. Feel free to sign up for more of my ramblings, plus links to all of my content.

And now, the links…

Century Spice Road.

When reviewing anything – books, movies, TV shows, and, yes, board games – it’s often too easy to describe something by comparing it to another more familiar title, or to say it’s a combination of this title and that title. Come to think of it, that comes up quite often in baseball too – readers and especially TV/radio hosts often ask me “who does this prospect remind you of?” I generally don’t like to answer those questions, because I find those comparisons too facile and often not very revealing – you lose a lot of nuance, and the comparison becomes an anchor point for whoever is listening or reading. If I tell you such-and-such a pitcher reminds me a lot of Roy Halladay, you’re not going to think of anything but Roy Halladay – and any further elucidation comes in the form of a negative statement, like “he’s Roy Halladay but not X.”

So now I’m going to violate everything I just said earlier – Century Spice Road is really a lot like Splendor, in a good way. It has one significant twist in the mechanics that make it a great game for people who like Splendor (and really, if you don’t like Splendor, I’m not sure if we can be friends) but want something a little different. Splendor is a shade more elegant, and gets points for bringing this general mechanical framework to the table, but Century Spice Road is perfect if you’ve decided you want something similar to Splendor but not exactly the same.

Century Spice Road is the first part of a game trilogy from Emerson Matsuuchi (Reef, Volt), the second part of which, Century Eastern Wonders, was out at Gen Con last week, with part three due out in 2019. The first two games can apparently be combined into a single game called Sand & Sea, which I will try out when I get my copy of Eastern Wonders.

Spice Road’s theme is a familiar one in the tabletop world – I’ve lost count of how many games involve merchants trading spices – while the rules are quite brief and simple. Players will collect spice cubes in four colors (turmeric, safran, cardamom, and cinnamon), and try to trade them in for bonus cards that can be worth 8 to 19 points depending on the cube costs. Players collect those cubes by playing cards that allow them to just take two or three cubes form the supply, and, more frequently, by playing upgrade cards that allow them to trade in some combination of cubes for another combination of cubes that is more valuable. (It’s not a zero-sum game; you’re trading with the market, which apparently is full of merchants who suck at math.) The cubes’ values are ordered, with turmeric the least valuable and cinnamon the most. Those values are reflected on all of the upgrade cards and on the bonus cards, so cards that require more cinnamon and cardamom cubes will be worth more points.

On a turn, a player can play a card from his/her hand, take a card from the supply, claim a bonus card with the appropriate cubes, or ‘rest’ to pick back up all cards s/he has played to the table. The queue of cards to take works with the same mechanic as many other games, notably Small World, where the leftmost (top) card in the stack is free, and you pay one cube of any color for each card you skip over to take another one, placing each cube on the card you’ve skipped. Sometimes that’s still a great play – your cube can only hold ten cubes at the end of your turn – and sometimes it’s smart to take a card from the queue because of the cubes other players have left on it.

The leftmost card in the stack of bonus cards rewards the player who claims it with a gold coin, and the next card to its right is worth a silver coin, although both piles of coins are limited to twice the number of players in that game. Game-end scoring is simple: add up the points on your bonus cards, take three points for each gold coin and one for each silver, and add one point for each non-turmeric (yellow) spice cube left on your caravan. When one player obtains his/her fifth bonus card (4-5 players) or sixth (2-3 players), players finish that round and score. Games take 30-40 minutes, turns are short, and the rules are very quick for new players to learn. It really is Splendor-ish, but with a little more engine-building to it, where instead of acquiring cards that give you permanent jewel/cube values, you play upgrade cards to boost the cubes you have. It’s a great lightweight game that capitalizes on the familiarity of an earlier game without feeling too repetitive.

Stick to baseball, 8/4/18.

For Insiders this week, I had a slew of trade writeups:

I also held a Klawchat on Wednesday before I headed off to Gen Con 2018. You can see some of the photos I took there, the country’s biggest board gaming convention, on my Instagram. The writeup will come later this week.

I’ve been better about sending out my free email newsletter lately after slacking a bit during the spring (in large part because I can’t use the site’s editing function on an iPad), so, you know, do that signup.

And now, the links…

  • Longreads first: The hard-to-believe true story of how an ex-cop led a conspiracy to rig the McDonald’s Monopoly game.
  • The Guardian rank a lengthy excerpt from a new book on denial and denialism, Keith Kahn-Harris’ Denial: The Unspeakable Truth. The excerpt covers a lot of ground, describing why denialism is more than just the denial of truth, why facts tend not to stop or change denialists’ minds, and the dangerous new phase of denialism before us.
  • The Verge has a longread on the gaming of Amazon’s listings and sales system by self-published romance authors. It’s just a bizarre subculture, and has led to a lawsuit over two authors’ use of the word “cocky” in their books titles. The journalist who wrote this piece, Sarah Jeong, just joined the New York Times editorial board; Vox, which owns the Verge, has a great piece on the non-troversy that alt-right trolls used to try to get her fired.
  • The Rumpus’ editor Lyz Lenz writes that writing still matters in the age of despair. Write like a motherfucker, as Cheryl Strayed (Wild) once wrote.
  • Why would the University of Michigan allow the presentation of “research” on homeopathy? Homeopathy is woo. After you dilute the substance in question that many times, all that remains is bullshit.
  • The Minneapolis Star-Tribune editorial board called on the state to crack down on doctors who spread anti-vaccine lies, as California is trying to do.
  • There’s a huge Dunning-Kruger epidemic in the anti-vaccine community, which has also managed to diverted time and funds away from more important vaccine research towards needless studies debunking claims like the nonexistent vaccine/autism link.
  • Spike Lee accused the President of giving the green light to the KKK and other hate groups during a wide-ranging interview with the Guardian about his upcoming film Black Klansman.
  • Gizmodo details how two strangers tried to wreck an Alabama realtor’s life by spreading a false story about the realtor sleeping with someone else’s husband.
  • The Washington Post looks at the board game Twilight Struggle’s new relevance in this political environment. I happen to find the game wildly overrated; it’s long, hard to set up, and requires intimate knowledge of the two player decks to play it well.
  • This Psychology Today essay assailing the ‘lack of resiliency’ of today’s college students seems to me to paint with an excessively broad brush, and contradicts the message we give our kids today to reach out when they need help. I’m also a little skeptical of the veracity of some of the stories – they sound like they were crafted for viral tweets – but even if they’re true, I’d rather too many kids ask for help than too few.
  • The anti-LGBT group Alliance Defending Freedom has been working to undermine basic protections for LGBT citizens, especially trans youth, using disingenuous and even dangerous language.
  • Former big leaguer Adam Greenberg, whose MLB career consisted of two PA, one in 2005 and one in 2012, is now running for Congress in Connecticut as a Republican. The fact that he’s turning to politics is interesting in itself, but the NY Times author here, John Altavilla, spends almost no time on Greenberg’s policy positions.
  • Would-be populist – and clear Islamophobe and race troll – Ben Shapiro is backed by a wide network of billionaire conservatives, many of whom also support more reviled figures like Ann Coulter and the Breitbart site.
  • Turning Point USA, the hard-right conservative group founding by diaper-clad college students, has been courting and praising anti-Semitic troll Bryan Sharpe, who has denied the Holocaust occurred and uses the triple-parentheses notation favored by white supremacists to identify or out Jewish people.
  • These QAnon people are batshit insane.
  • The Pennsylvania gun rights lobby watered down a bill aimed at keeping domestic abusers from obtaining guns.
  • The Washington Post profiled New York Times publisher Arthur Sulzberger, although the piece doesn’t question him enough about their opinion pages.
  • An Astros fan wrote an open letter to the team’s GM, criticizing the decision to acquire Roberto Osuna.
  • There’s a new shape in town – really, totally new to mathematicians and physicists, but something that appears in nature: the scutoid.
  • An “Instagram star” – seriously, how the fuck is this a thing – is in hot water after her cookbook included ‘recipes’ likely to sicken or kill people who try to eat those dishes. One example that would be obvious to anyone who knows food is the advice to forage for and eat raw morels. A good editor is important; a bad one can lead to a PR disaster. Also, maybe don’t give someone who just takes nice pictures a cookbook deal.
  • Jack White (ex-White Stripes) is now the co-owner of a baseball bat manufacturer.
  • And finally, a video, as comedian Aamer Rahman explains why there isn’t any such thing as “reverse racism:”
  • Stick to baseball, 7/21/21.

    For Insiders this week, I updated my ranking of the top 50 prospects in the minors and posted analyses of the Manny Machado trade and the Brad Hand/Francisco Mejia trade. I also held a Klawchat on Thursday.

    My next game review for Paste will go up next week; this week I reviewed the app version of Istanbul, a great strategic game of pathfinding and set collection, here on the dish.

    I’ll be at the Silver Unicorn Bookstore in Acton, Massachusetts, on July 28th at 1 pm to talk Smart Baseball and sign copies.

    And now, the links…

    Istanbul app.

    Istanbul won the Kennerspiel des Jahres in 2014 and was one of my favorite new games of that year, ranking only behind Splendor on my personal list. Although the basic mechanics of individual turns revolve mostly around set collection, gathering items you can trade for rubies (required to win the game) or for money you can use to buy rubies, the real heart of Istanbul strategy is critical path modeling: figuring out the best way to move around the variable board to ensure you’re being as efficient as possible with your turns. Because the board itself is built each game, with a basic ‘short paths’ setup but millions of potential arrangements of the 16 tiles, you can master the concept but can’t go into a game with a set plan.

    Acram Digital has now introduced a port of Istanbul for iOS and Android, and it’s excellent right out of the chute, with just minor flaws even at its first release. The app particularly helps the novice player by making it hard to forget options you might have to enhance your turns; if you have earned a special ability or have the right to play a card that might help, the app reminds you of this, sometimes with a dialog asking if you’re sure you don’t want to use that ability, sometimes just with an icon right on the screen that puts the option in front of you. That makes game play much easier against the AI and more fair if you’re playing online against more advanced players.

    In Istanbul, each player is trying to be the first to collect five rubies, anywhere on the board. You can buy them with combinations of goods, with gold coins, by upgrading your ‘wheelbarrow’ three times (a total cost of 21 coins), or by buying both upgrades at the small mosque or the great mosque. The catch with all of those tiles, other than the wheelbarrow upgrade, is that the cost increases each time someone uses the tile, so getting there early can be beneficial … but it costs you the change to acquire upgrades that might make it easier to collect rubies later in the game. You move around the 4×4 board of tiles with your merchant and a stack of ‘assistant’ tokens; when you land on a tile and want to use it, you must leave one assistant there, or, if you’ve been there before and left an assistant already, pick that one back up. Once your stack is out of assistants, you can move but can’t take an action unless you pick an assistant back up or return to the Fountain tile and bring ’em all home. I reviewed the game in full for Paste back in 2015.

    The app is pretty much spot on; I had just one little glitch, found some spelling errors in the tutorial, and would like harder AI opponents, but that’s a modest list of criticisms for a brand new release – and it has yet to crash on me through dozens of plays. The app offers four board setups, including the semi-random setup described in the physical game’s rulebook, and lets you play one to four human or AI opponents, with three difficulty settings for the latter. The game’s icons are simple, but sometimes the function of a card or a mosque upgrade isn’t immediately clear; you can click on any of those and hit the (i) in the upper left corner to get a full description of what it does. There’s a tiny lag sometimes when you complete an action before the app gives you the icons to move to the next screen, not a serious problem but something that threw me off the first few times I played.

    The app also includes the ‘neutral assistants’ variant, where each player starts the game with one assistant in his/her stack that doesn’t belong to any single player, so if you go to a tile with a neutral assistant on it, you can pick it up and take the action even if you didn’t leave the token there in the first place. It’s definitely worth the $7 as is, although again, I think the hard AI players need to be stronger; I’m no expert at the game but can beat them more than half the time even on the harder boards.

    Compounded.

    The board game Compounded takes its theme from the world of chemistry, asking players to gather five elements to assemble any of the sixteen compounds available at any given time on the table, while boosting players’ abilities to form and fill compounds as the game progresses. The core game play is pretty simple, although the rules are more detailed than they probably need to be, and there’s one rule I could probably have done completely without.

    The elements that players will use to form their compounds are drawn at random from a bag, and no two elements appear with the same frequency – hydrogen is the most common, sulfur is the rarest. Compounds can be as simple as three elements, and can require up to eight. You can ‘claim’ one compound at a time, before you finish it, and can then place two elements anywhere on the tableau on a turn. Once you do finish a compound, you take the card, return the elements to the bag, earn three to seven points, and get to move up one of your four tracking tokens that affect how many elements you draw at the start of each turn (default is two), how many compounds you can claim at any given time, how many elements you can place on a turn, and how many elements you can store on your board (default is four). Some compounds also give you a bonus token or ongoing ability; for example, if you have three elements of any color, you can return them to the bag to take one element of your choice, but with the Pipette that ratio becomes 2:1 instead.

    The game progresses until one player has scored at least 50 points – the scoring track is a separate board showing the periodic table, so you have to at least get to tin – or one player has reached the top of three of his four tracks, or the deck of compounds is exhausted. That can take anywhere from 45 minutes to an hour and a half in our experience, playing with three to five players. (It plays two with some rules variations.)

    The one rule that I would gladly ditch is the lab fire, which doesn’t do much but add some randomness and a little ability to screw your opponents to the game. Some compounds have one or two tiny fire icons at the bottom of their cards, indicating that the compounds are flammable. The deck of compound cards has five Lab Fire cards in it, and when one appears, players must add one very tiny fire token to every compound on the table that has the icon on it. Once all flame icons on a compound have been filled, the compound explodes and is removed from the board, and all elements on it are scattered to adjacent compounds (at the discretion of the player who had claimed but not finished it). There are also a few volatile compounds in the deck that explode when they’re completed and have a similar effect on the tableau. Players can complete their fire extinguishers – two oxygen, one carbon and use them to remove one flame token from any compound, although I think it’s better to save it until the end of the game for 4 extra points. And you may earn a one-time use Bunsen burner token that you can use to light someone else’s compound on fire, which is just mean.

    There’s more strategy required in Compounded that just figuring out which compounds you can easily finish; gaining the abilities to draw or place more elements each round is huge, and whichever player moves up the fastest on those tracks is going to have an advantage that will be hard for other players to catch. Getting those abilities does require some luck, however, as you have to draw the right elements to be able to complete the right compounds; we had one five-player game where one player never managed to finish a compound that would have allowed her to draw more than two elements at a time. There is a slight workaround – if you finish a compound with a graduated cylinder on it, you can then bump one track down a peg and another track up a peg, once per turn for the rest of the game – but it can lead to a serious imbalance if one player just gets the wrong draws from the bag.

    I’m all for more science-themed games, and chemistry games seem to be especially scarce, so Compounded is a welcome entry to the field. I did find some of the rules a little fiddly, and the Lab Fire mechanic didn’t really work for me other than to add more maintenance and move through the compound deck a little faster. The core game play itself, trying to figure out how best to deploy the elements you’ve drawn, is the best part of Compounded, and you can certainly tweak the other rules to work with just that basic mechanic for a cleaner experience.

    Stick to baseball, 6/9/18.

    The 2018 MLB Rule 4 draft has come and gone and I have recaps up for all National League teams and all American League teams. I also wrote my reactions to day one on Monday night, and held a Klawchat on Tuesday after the fourth round, while teams continued drafting.

    You can find more details on my top 100 prospects for the draft on my Big Board, and can see my final first-round mock from Monday afternoon, which had 9 picks on the dot and flipped Arizona’s first two picks.

    Over at Paste, I recapped what I saw at Paradox Interactive’s PDXCON in Stockholm last month, where they announced tabletop versions of four of their popular video game titles: Crusader Kings, Cities Skylines, Europa Universalis, and Hearts of Iron.

    My free email newsletter is back and I hope it’ll be more or less weekly again now that the draft is over; I’m planning to send the next issue this afternoon or tomorrow morning.

    Smart Baseball is now out in paperback! I will be at Politics and Prose in Washington, DC, on July 14th, joined by my friend Jay Jaffe (The Cooperstown Casebook), and hope to announce a signing in the Boston area for the weekend of July 28th shortly.

    And now, the links…

    Stick to baseball, 6/2/18.

    My third first-round projection for Monday night’s MLB Draft went up on Thursday for Insiders; I’ll do one more on Monday morning. I also held a Klawchat on Thursday, and will do another on Monday afternoon. I wrote a piece earlier in the week for Insiders on why players withdrawing from the draft is a terrible idea for them, benefiting no one but the college coaches encouraging them to do so.

    Longtime Marlins scout Orrin Freeman and his wife Penny are both facing awful health problems and mounting medical bills, so Penny’s daughter has set up a GoFundMe to help offset some of these costs. You can expect MLB to try to help one of its own as well. Of course, universal health care would make a difference in cases like this – and it could happen to any of us in time.

    My book Smart Baseball is now out in paperback! I’ll be at Washington DC’s famed bookstore Politics & Prose on July 14th, along with fellow author Jay Jaffe, to talk baseball, sabermetrics, and whatever else you kind readers ask about. I should be able to announce another event in the Boston suburbs for July 28th very soon.

    And now, the links…

    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…