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…

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…