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, 4/7/18.

Three new pieces for Insiders this week – looking at the most prospect-laden rosters in the minors, and draft blog posts on the top prospects at the NHSI tournament and on Kentucky’s 6’11” RHP Sean Hjelle. I also held a Klawchat on Thursday.

Smart Baseball is now out in paperback! You can buy it through HarperCollins directly or at any bookseller.

And now, the links…

  • Longread: Novelist Rana Dasgupta, writing in the Guardian, looks at the ongoing decline of the nation-state system and the lack of a promising structure to replace it.
  • The Useless Department of Agriculture ruled this week that organic food producers can use the bogeyman emulsifier carrageenan, derived from seaweed and blamed (without evidence) for lots of health ills. The real problem here is that the USDA shouldn’t be ruling on what organic means; it’s not clear any more that that term has any use, and one major reason is that the federal government has watered it down.
  • ICE is trying to deport a U.S. Army veteran, contrary to Defense Secretary Jim Mattis’ directive that they should not do that. I feel safer already!
  • The Thai government has had a long-running endeavor to open more Thai restaurants abroad, reasoning that it would help drive tourism to the southeast Asian country (which has a not entirely undeserved reputation for unsavory tourist business). It’s been successful enough, at least, that other countries are mimicking their strategy.
  • This week’s NPR Hidden Brain podcast, a repeat of an episode from about two years ago, covered the scarcity trap, or how a lack of something leads us to focus inordinately on getting it. Among other things, it helps explain why people who live paycheck to paycheck (or with less) have a hard time spreading out the funds they do have until their next deposit.
  • The Outline looks at why Wilmington, Delaware’s ongoing problem with gun violence hasn’t abated even as the national homicide rate has declined. Three major reasons: Urban poverty, the effects of trauma, and bureaucratic infighting.
  • JAMA ran an anti-glyphosate editorial recently without disclosing the authors’ substantial conflict of interest. The authors are running what sounds like a scam site offering to test customers’ urine for the presence of glyphosate for a significant fee.
  • The Athletic has a subscriber-only piece that includes a Q&A with Rob Manfred on MLB’s end run around the courts to suppress minor league salaries, and why Manfred’s answers don’t add up.
  • The Good Phight’s Paul Boyé looks at Nick Pivetta’s new, sharper curveball. Pivetta was a sinker/slider guy in the Nats’ system, and had no real weapon for left-handed batters back when I first saw him in 2015, when he had a wide platoon split. He had virtually no split in 2016, then had a huge reverse split in the majors in 2017. With two effective breaking pitches now, though, I’d absolutely expect him to show substantial improvement against right-handed batters.
  • Tim Grierson discussed the new film You Were Never Really Here with director Lynne Ramsey and star Joaquin Phoenix, who won Best Actor at Cannes for this performance.
  • A pair of stories around my alma mater: I saw folks claiming on Twitter that Harvard had somehow suspended its largest evangelical students’ group; the truth is that the Undergraduate Council suspended funding for an evangelical group that violated the Council’s rules on non-discrimination by expelling an officer who came out as LGBT. The UC is a student-run organization, not the university proper.
  • There’s also a stalking-horse lawsuit against Harvard alleging that the university discriminates against Asian-American applicants; the truth is that the lawsuit is arranged and funded by a white conservative who opposes affirmative action.
  • The headline here is terribly misleading, but there was a flurry of stories this week like this one, about a new study arguing that diet affects mental health, particularly depression. The quick-and-dirty: eat more fiber in your diet from vegetables, fruits, and whole grains. As a whole, the prescription doesn’t sound that different from the so-called Mediterranean diet.
  • James Beard award-winning chef Sean Brock went public with his alcoholism last year, and in a new piece for Bon Appetit he describes his new diet and self-care regime, a combination of good nutrition, mindfulness, and pseudoscience.
  • Serious Eats has a guide to Italian amari, potable bitters that include Campari and Montenegro. The guide includes comments from Sother Teague, owner of tiny Manhattan bar Amor y Amargo, profiled this week on Liquor.com. I’ve been to Amor y Amargo and it’s superb; Teague uses only bitters, no sodas or fruit juices, in his drinks, creating clever flavor combinations with some serious alcohol kick.
  • George Will writes that there’s no good reason to prevent felons from voting; there’s a reason states like Florida do it, of course, but it’s not a good one.
  • Board game news: The Fireball Island Kickstarter was fully funded in an hour and crossed the $1 million funding mark inside of a week.
  • Z-Man Games announced Taj Mahal, the upcoming game from Reiner Knizia, due out later this year.
  • Asmodee Digital announced the imminent release of the Terraforming Mars app, with Steam coming first and iOS/Android soon after.
  • In what appears to be an April Fools’ Day tradition, Berkeley Breathed released a new “Calvin County” crossover comic, bringing Calvin back to the meadow of Bloom County.

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…

Abalone.

Abalone is an abstract two-player game from 1987 that looks a bit like Chinese checkers but plays with much more complexity thanks to a short list of very narrowly defined potential moves. It got a digital release late in 2017 from Asmodee Digital that offers a variety of starting boards and has a mostly superb interface, although they might need a harder AI player for a future update. It’s available on iTunes and Google Play for $2.99.

Abalone is played on the central, shared area of a Chinese checkers board, a hexagon with nine rows ranging from five spaces on the exterior to nine spaces in the center row. Each player begins with 14 marbles, black or white, and must try to push six of the opposing player’s marbles off the board to win. The potential moves are:

1. You can move one marble one space in any direction, as long as the space is empty.
2. You can move two or three marbles in a line forward, as a unit, one space. If the next space has an opposing marble in it, but your group has more marbles than there are opposing marbles in the same row, then you can push them one space backwards. So you can move two marbles, one behind the other, to push a solitary opposing marble into an empty space beyond it, and you can move three marbles in a line to push two opposing marbles.
3. You can move two or three adjacent marbles on the perpendicular, rather than moving them in a line (moving them like you’re sweeping them with your hand), but can’t push any opposing marbles that way.

The game requires players to consider offense and defense; setting traps is a huge part of Abalone, and avoiding them by setting up lines of three marbles when you can is just as important, but with 14 marbles (a number that will decline as the game progresses), that’s not easy to do. You have to watch the edges to make sure you don’t lose sight of a marble that’s in danger of being pushed off the board on the next turn.

The easy AI player is really just a tutorial/newbie opponent, while the hard player is good but I think a bit too beatable. The hardest AI will take advantage of pieces on the edge, but its trap-setting capabilities are a little weak, and I have seen it fail to take the occasional risk-free ejection. (Sometimes you can eject an opponent’s marble, but doing so always puts your marble in the vacated space, and thus you might be giving your opponent an easy push.) I’ve lost to the hard AI player, but I beat it more often than I lose, needing as few as 63 moves to win and as many as 199.


The nicest starting arrangement in Abalone.

The app comes with more than 30 starting boards; some players think the official, classic board is “solved,” or at least confers too much of an advantage to the start player, although given the sheer number of moves required, the game being “solved” would still require you to memorize a ridiculous number of steps. There’s also a chance of a stalemate, especially with the AI players, where both players end up repeating a loop of steps indefinitely, until one player chooses to make a more aggressive move instead. I do think the various “Daisy” boards – the app includes four – present a better challenge, reducing the chances of a temporary stalemate, and as I quickly learned, they also give the start player a great opportunity to do something very stupid at the beginning.

I’ve never been a huge fan of chess, because the game requires more study and more forward planning than I like in a game – it’s a serious intellectual challenge, but begins to feel more like work, and mapping out the potential scenarios creates a fairly large decision tree in my head. (I’m also not great at discarding moves – I think the best chess players can prune those trees because they know their opponents will make a specific move in response to each of their own moves.) Abalone has that chess-lite feel that I love in games – yes, there are lots of potential moves, but the tree is limited because you only have one piece type, and it’s definitely easier to figure out your opponent’s likely next move.


I won this game rather nicely.

The app is very easy to play even on the small screen, and lets you undo any move before confirming it. You can also see the last move with a rewind feature that’s very useful, and at game end it tells you how many moves the game took and replays the entire thing from the beginning. One minor quibble is that when you leave the app for a while, resuming a game requires you to enter the menu to start a new game and then hit the Pause button in the upper right, the only thing in the app that felt non-intuitive. The tutorial is also excellent.

Abalone was briefly on sale for 99 cents, and I imagine it will be again at some point; I’ve found it quite addictive even as I’ve gotten to be good enough to beat the AI more than half the time (which I interpret as a weak AI, not that I’m some skilled player). It offers a pass and play mode as well as networked play, which might be the better option if you’re looking for a more serious challenge instead of a minor brain teaser. I’ve gotten more than my money’s worth from it already.

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…

Seikatsu.

Seikatsu was one of my honorable mentions on my list of the top ten games of 2017, maybe the best-looking game I played last year with gorgeous artwork and solid, heavy tokens. It’s listed as a game for 1 to 4 players, but really works best with 3 and fairly well with 2, not with the other counts.

Seikatsu calls itself “a game of perspective,” which is true for the final scoring, which accounts for the bulk of the points in the game. You score two ways in Seikatsu: once when you place a token on each turn, and then once for each row on the hexagonal board at the end of the game – but the rows you score depend on where you sit, so each player scores those rows (or columns, if you want to get all pedantic about it) differently. The result is a fast-moving game that asks you to balance two different scoring methods with every turn, but that keeps those turns short because your options are finite and it’s not that hard to figure out an optimal move.

The tokens in Seikatsu each show a bird and a ring of flowers, which correspond to the two scoring methods. You can place a token anywhere adjacent to another token or the neutral center space, and you score 1 point for that token plus another point for each adjacent token with the same bird image on it. In theory, you could score a maximum of 7 points, but in practice you’ll get 1 to 3 each turn and maybe luck into a 4 once every other game or so. There are four koi pond tokens that function as wild cards; you can place one and name any bird type to score it, after which the tile no longer scores as any bird type for tokens placed adjacent to it.

The flowers come into play at the end of the game. There are pagodas on three vertices of the board, each of which corresponds to one player’s perspective for scoring, splitting the board into seven columns unique to that player. In each column (or row … I’ll stop that now), the player identifies the flower type that appears on the most tokens, and scores points based on that number – 1 point for a single token, then 3, 6, 10, 15, and 21 points for the maximum possible number of six tokens with the same flower type. Koi pond tiles are wild again in this stage, and each player can assign whatever flower type s/he wants to those tiles.

Seikatsu is ideal with three players; with two, it’s a little easier to work the board independently until the last few moves, whereas with three you can’t plan ahead as easily. You only get two tokens in your hand each turn, so long-range planning is just not part of the game, but with two players you can set up your rows of flowers with less interference from other players. We’ve found that with two players, the scores are extremely close – we’ve tied once and never had a margin of victory over 5 points. That makes it a great game for a parent to play with a child, because it’s hard for the parent to run away with the game and thus doesn’t require playing ‘down’ to the younger player’s level. With four players, it’s “team” play, which I don’t think works very well; there’s a solitaire mode I haven’t tried. Seikatsu lists for $40, which I think reflects the high quality of the components but is a bit dear for this type of game; now that it’s been on the market for six months, though, I’m seeing it for under $30 (e.g., $28 on amazon) which is just right.