Home & A Good Man Is Hard to Find.

My latest top 50 ranking for this year’s Rule 4 Draft is up. I’ll also be back on College Baseball Live this Thursday night at 7 pm EDT and on the postgame show as well.

The old man nodded. “Maybe I’m finding out I’m not such a good man as I thought I was. Now that I don’t have the strength – patience takes a lot out of you. Hope, too.”
Jack said, “I think hope is the worst thing in the world. I really do. It makes a fool of you while it lasts. And then when it’s gone, it’s like there’s nothing left of you at all. Except–” he shrugged and laughed “–what you can’t be rid of.”

She’s only written three books, but Marilynne Robinson has to be in any discussion of the best living American novelists, and there is no living writer whose prose I’d rather read. Saying a writer writes “from the heart” can be like saying a player “sees the ball well,” but Robinson produces some of the most moving, heartfelt scenes and passages I’ve ever seen and does so without the excess of sentiment or cloying language that could turn a book with a similar setup into mass-market chick lit.

Home, currently on sale for $10 through that amazon link, is the parallel novel to Robinson’s Pulitzer Prize-winning novel Gilead. (It’s worth mentioning that Robinson’s three novels have each won a major award – Housekeeping won the PEN/Faulkner award for the best debut novel of its year and Home won the Orange Prize for the best English novel written by a female author.) Gilead was a series of notes or journal entries from an older priest named Ames who, nearing his death, wishes to leave a testament for his young son. That journal also showed scenes of his complex relationship with his friend and fellow preacher Robert Boughton and Boughton’s prodigal son Jack, named for Ames, who returns to Gilead after a twenty-year absence. That return is the subject of Home, as Jack, a lifelong alcoholic who didn’t even come back for his mother’s funeral, shows up carrying two decades’ worth of secrets and memories, with arguably four decades’ worth of loneliness and sorry as well. His timing is propitious, with his father’s health declining even more rapidly than Ames’, and Jack’s sister, Glory, living at home again after a disastrous courtship that has left her resigned to spinsterhood.

Despite the presence of just three characters for most of the book, with everyone else accounting for maybe 10% of the dialogue and whatever passes for action in a Robinson novel (she has never in three books resorted to plot twists or other tricks of the trade to spice up the story), Home is Robinson’s most complex work. The developing relationship between Jack and Glory, separated by enough years that they were never close as children, is one side of a highway where the other direction contains the gradual yet accelerating deterioration of the relationship between Jack and the dying father who has confused decades of worry over his wayward son with decades of love; it’s not clear that anyone was or is capable of helping Jack, who has what would today most likely be diagnosed as depression, but Boughton, already starting to lose control of his emotions in the earliest stages of dementia, faces the crushing disappointment of seeing the failure and tragedy of Jack’s life incarnate, in his kitchen or his living room. And yet Jack, first welcomed and then rebuked by his own father, draws closer to the old man and to his sister … but never so close that he can make the place he refers to as “home” his actual home, instead revisiting the childhood feeling that he wished he lived there in spirit rather than simply in body.

That dualism symbolizes one of Robinson’s central themes, the gulf between our spiritual selves (or souls) and our corporeal existence. Robinson writes honestly of religion, or more specifically of religiosity, as her many religious characters are neither caricatured nor placed on pedestals; religion is simply intrinsic to their lives, and Home is suffused with conflicts between religious tenets and human behavior, as well as the doubts that have plagued Jack for his entire life, further isolating him (although it was far from the main reason) from a family of believers.

And part of Robinson’s gift is that she can write about religion without creating an overtly religious novel. Home is very much about life on earth, about the weight of memories, about choices gone awry in the distant past with ramifications in the present day. Glory’s broken engagement has left her back at home, unemployed, and without romantic prospects; one of the most heart-rending scenes comes near the book’s end as she remembers her own daydreams about her own future family, about children that will probably never exist, a warmth and happiness that she feels is now permanently denied to her. (I don’t believe the characters’ ages are mentioned, but Glory is probably in her early 30s, and I suppose in a small Midwestern town in the 1950s this would make her marriage prospects fairly slim.) Jack, meanwhile, slowly exposes layers of his sorrow to Glory, but not to his father, a permanent barrier to the old man understanding his son; the woman who helped Jack get back on his feet and remain at least partially sober for the past ten years is now denied to him, a severance that seems to have driven him back to Gilead and, in his mind, has cut him off from salvation in this life or any other. Unfolding these relationships in a way that gets at the heart of family dynamics, of loneliness, of regret, and of the ultimate comfort of home without ever relying on unrealistic plot twists to force characters into false corners is more evidence of Robinson’s mastery of language and of character. She went 25 years between her first and second novels but just three years between Gilead and Home; I can only hope the gap before her next novel is as short as the last.

Flannery O’Conner’s first short story collection, A Good Man Is Hard to Find and Other Stories, is even more theologically-minded than Robinson’s work, combining stories about the meaning of faith, salvation, and what it might mean to be “good.” The stories are largely twisted, even macabre, as in the title story where an escaped convict wipes out an entire family so O’Conner can show us the difference between saying you’re a good person (or, more specifically, a good Christian) and actually being one. O’Conner dreams up killers and con artists, thieves and rascals, putting “good” people in bad situations to see how they might react.

Aside from the notable title story, the most interesting to me was the longest story in the book, “The Displaced Person,” about a rather high-minded Southern widow named Mrs. McIntyre who takes in, under some duress, a family of Jewish refugees from Poland who fled the Nazis. Her ignorance of conditions in Europe at the time is particularly stark to us now, given the passage of time and our deeper understanding of the extent of the genocide and the horrible conditions in and outside of the camps for Jews. But her lack of charity and her unusually defined ideas on race/origin stood out for her post hoc construction of ethnic identities; even as the Jewish husband works harder, without complaint, than anyone else she’s ever had on her farm, she is appalled to find him trying to bring over relatives trapped in German death camps and potentially marry them off to black workers on the farm. The priest who organized the placement of the refugees is no help, as he’s a single-minded, simpering man who sees Mrs. McIntyre only as a shell, as a person to be saved and as a settlement place for the refugee family but not as an individual, an oversight that leads to the story’s ultimate tragedy. That climax is one of the strongest depictions I’ve seen of the banality of evil, a phrase which, not coincidentally, was coined to describe the complicity of German citizens with the Nazi’s plans for extermination of Jews and other minorities.

Anyway, the title of this collection inspired me to create my second Tumblr post.

Next up: Haruki Murakami’s English-language debut novel, A Wild Sheep Chase.

Battle Line game and app.

Battle Line is another two-player card game from the prolific Reiner Knizia, the man behind Lost Cities, Samurai, and Ingenious, one that brings a little more randomness to the table than Lost Cities offers but with plenty of opportunities for strategy – the type of randomness that forces you to rethink your approach to the game, rather than the kind that makes you throw up your hands in frustration. There’s also a very good Battle Line app available for iOS, with good graphics and a solid AI but as yet no online play option.

The main deck in Battle Line includes 60 cards, 10 cards numbered 1 through 10 in each of six different colors. Players begin with seven cards in their hands and on each turn play one card and draw one replacement. In between the two players sits a line of nine flags, and at each flag players place cards to try to create a winning formation, one that ranks higher than the opponent’s formation at the same flag. A completed formation contains three cards. The first player to either win five of the nine flags or to win three adjacent flags wins the game.

A formation’s value is determined by the numbers and colors of the cards it contains. The game has its own lingo, but you’ll notice a correlation to poker hands as well. The top formation is the game’s royal flush – three consecutive cards in one color, with a tie going to the formation with the highest sum on his cards, leaving 10-9-8 as the best possible formation in the game. (If a player completes a 10-9-8 formation at a flag, he wins the flag even if his opponent has yet to finish his own.) Next highest is three of a (numerical) kind, followed by a flush, a straight containing more than one color, and last just any assortment of three cards. When both players have identical formation types at a flag, the above tiebreaker applies. It’s also possible to claim a flag before the other player has completed his formation if it is no longer possible for the second player to create a formation to top the one that’s already on the board.

The twist in the game is the existence of a second deck of ten Tactics cards, each unique, which may be drawn instead of cards from the main deck. These cards run from the lifeline (Hero and Champion, two wild cards that can stand in for any card you want, although each player is limited to playing one of these per game) to the attack card (Traitor, stealing a card your opponent has played and using it yourself; or Deserter, trashing a card your opponent has played). The number of Tactics cards you can play is restricted by how many your opponent has played – the delta must not exceed one, so once you’ve played your first Tactics card you can’t play a second until your opponent has played one.

Battle Line strategy breaks down into two major areas. One is deciding how to fill out formations – if you have the green 9 and the green 8, do you play those together and hope you get the 7 or 10, or do you break up the 9 and 8 to try to build the easier three-of-a-kind formations? But the more interesting part is deciding when to fill out formations. Holding back the second or third cards in a strong formation might entice your opponent to waste a valuable card there – but playing that second card might open the door for him to waste your cards by dropping a stronger formation there. And do you challenge his formations early or try to play at empty flags and create large obstacles in the center of the board? It’s one of those “simple rules but different every time” games, like Lost Cities, that work very well for a quick two-player match.

The game’s card constraints are more confining than those in Lost Cities, which makes it a little more random because of how much you’re at the mercy of the deck. In Lost Cities, you’re just waiting for a larger card in any color you’re using, preferably not too much larger. In Battle Line, you have more formations in play but are often looking for a specific card or one of two in a specific color, and can’t discard a card without using it as you can in Lost Cities. If you want a change from Lost Cities, however, Battle Line is the most comparable two-player game I’ve found.

The Battle Line app (a.k.a. “Reiner Knizia’s Battleline”), from Gourmet Gaming, features two AI opponents, allows you to play two-player against someone sitting next to you, and offers a basic game that involves six cards in your hand and no Tactics cards if you want a tutorial. The strong AI player uses Tactics cards well, doesn’t do anything stupid, and will seize on player mistakes nearly every time. Flags are claimed automatically regardless of the winner, and the graphics involved are very clear. The app had problems with crashing and with incorrect values on two Tactics cards, but both glitches appear to be gone since an update about three weeks ago. It’s been my go-to app of late when I don’t want to get sucked into a long game of Carcassonne since you can knock out a game quickly and there’s enough random variation to keep it fresh.

The Gun Seller.

I’m off duty this week, since we close on our house today, but hope to post here a few times. As it turns out, today’s my wife’s birthday, so I tried to convince her that the house was her birthday gift from me, but so far it’s not working.

There are plenty of reasons to be jealous of Hugh Laurie. He plays the title character in one of the best television shows I’ve ever seen, and playing it well. Before that he played one of the leading characters in the definitive adaptation of P.G. Wodehouse’s Jeeves stories (the full series is now $25.75, almost 60% off, on amazon, less than half what I paid for it years ago). And he started with a classic sketch comedy series with the inimitable Stephen Fry, many clips of which can be found online, such as this man on the street bit about wine.

Judging by his one published novel, the madcap spy novel The Gun Seller, he’s a damn good writer, too.

The Gun Seller almost reads like Wodehouse doing John Le Carré, although there’s a more modern feel to the prose than you’ll find in Wodehouse’s cheerfully patrician writing. But the wry observations, absurd analogies, and quick shifts of focus are present, as in the title character’s statement (after he’s been shot under his arm) that “I ordered a tonic water for myself and a large vodka for the pain in my armpit.” The plot is over-the-top, borderline farcical, but holds together surprisingly well and has plenty of tension and narrative greed to keep you turning pages.

The narrator and main character is Thomas Lang, a mercenary with an aversion to doing actual violence, who is approached by a man with a request to kill someone, only to find himself (at the book’s open) nearly killed by the target’s bodyguard, and then by his daughter. That one inquiry opens the door to a giant covert operation involving a next-generation attack helicopter and a disgustingly underhanded scheme to sell them to governments around the world, a scheme in which Lang plays a central role.

The book has two parts, the first of which leans more toward humor, the last (the book’s final third) works on resolving the intricate plot Laurie has assembled. That first part includes plenty of dry English wit to savor, much of it laugh-out-loud funny, some more smirk-inducing:

To follow somebody, without them knowing that you’re doing it, is not the doddle they makei t seem in films. I’ve had some experience of professional following, and a lot more experience of professional going back to the office and saying ‘we lost him.’ Unless your quarry is deaf, tunnel-sighted and lame, you need at least a dozen people and fifteen thousand quids-worth of short-wave radio to make a decent go of it.

The action picks up substantially in the second half as Lang finds himself inserted into a terrorist sleeper cell with plans that unfortunately foreshadowed later events in Lima, Nairobi, and Dar es Salaam. There’s a bit less time for the humor of the first half, but Laurie manages to keep the tone light even when bodies are dropping.

When he got there, he sat down very slowly. Either because he was haemorrhoidal, or because there was a chance that I might do something dangerous. I smiled, to show him that he was haemorrhoidal.

Laurie also manages to strike just the right note of cynicism in the book, avoiding the out-and-out misanthropy that can infect any book that looks into the dark recesses of the human soul and finds a cash register there. There is a point, one that resonates more strongly today than it might have when the book was published in 1996, that seemingly “democratic” governments fall under the sway of money, particularly corporate money, and will do things that we would consider abominable if we knew they were up to them in the first place. Rather than beating you over the head with rhetoric, however, Laurie just incorporates it into the book and channels Lang’s anger into action rather than tedious monologues on the nature of republican government or the need for transparency or whatnot. Those would sink a book that, at heart, was written to be fun to read. And fun to read it is, a spy novel for people who like to laugh, or a comic novel for people who like a spot of bother in their books.

Next up: Truman Capote’s In Cold Blood.

The Billionaire’s Vinegar.

Benjamin Wallace’s The Billionaire’s Vinegar: The Mystery of the World’s Most Expensive Bottle of Wine is the best nonfiction book I’ve read in almost two years, since reading The Ballad of the Whiskey Robber in February of 2009. Vinegar is a bit of literary pinot noir, starting with the auction of a bottle of wine allegedly owned by Thomas Jefferson and left in Paris when he fled the Revolution, a sale that smashed the previous record for a single bottle and helped accelerate the trend of high sale prices for ultra-rare wines. Of course, we wouldn’t have a book about it if there wasn’t an underlying controversy. Was the wine legitimate, or was Hardy Rodenstock, the German who purportedly discovered the cache of wines, a fraud and a forger of the highest order?

The ability to make money through doctored wines wouldn’t exist with a market willing to pay top dollar for what those wines purported to be, and Wallace documents the role of auction houses, particularly Christie’s, in marketing and selling rare wines and troves to a changing market, one that saw collectors bidding up bottles as investments or trophies rather than as libations. The man who built Christie’s wine-selling business over a period of four decades, Michael Broadbent, is a central character in the book for his role in selling the Rodenstock/Jefferson wines and impact on the rare-wine industry. (Michael’s son, Bartholomew, makes a few cameos, and has become a successful importer of fine wines.) The rich men who chase these wines also become significant characters in the book, including millionaire scion and America’s Cup winner Bill Koch, fellow scion Kip Forbes, and wine merchant Bill Sokolin, who bought one of the Jefferson bottles only to damage it and have most of the wine leak out on a restauarant floor as he carried the bottle to show off during a tasting.

The is-it-real storyline is paramount in Billionaire’s Vinegar, but, as an oeneophyte, I found the lay descriptions of wine chemistry fascinating, particularly explanations of how wine’s character changes over time, which also ties into how someone might alter a wine to make it seem older than it is – and how difficult it was until very recently to test a wine to determine, even within a narrow range, its age. The book also dabbles in the politics of wine manufacturing, culture, marketing, and the culture of wine connoisseurs, including massive tastings like “verticals” (many different vintages of a single wine) or “horizontals” (many wines, one year).

But at heart, the book is a mystery, starring Rodenstock and Broadbent, both eccentrics given to showmanship and bravado, one a dealer, the other an auctioneer, one a German of unknown background, the other a Brit of impeccable credentials. (Other eminent authorities on wine also gave their imprimatur to Rodenstock’s Jefferson wines, including Robert Parker, the most influential American wine critic of the past three decades and creator of the now-ubiquitous 100-point scale for rating wines.) The answer to the question of the wines’ provenance isn’t that hard to figure out, but Wallace plays it straight, only gradually revealing more information as the people involved the story themselves would have learned it, giving the book that mystery/detective feel – not to mention a surfeit of narrative greed – that sets it apart from most nonfiction books I read. I needed to put this book down so I could do other things, but found myself picking it back up repeatedly, finishing it inside of 72 hours.

Of note: the book is actually not available for sale in the U.K. because Michael Broadbent sued and wrangled a settlement from Random House, although he didn’t name Wallace in the suit and, having read the book, I’m hard-pressed to understand Broadbent’s complaint from a my non-lawyerly perspective. Wallace himself stated that U.K. libel laws are “notoriously plaintiff-friendly,” and I have to say that Broadbent might only have brought more bad publicity for himself by drawing attention to the book. He hardly comes off worst of the many shady characters populating the book’s pages.

Next up: Humorist and erstwhile sportswriter Roy Blount Jr.’s Alphabet Juice, a compendium of mini-essays on various words and their etymologies.

A Pale View of Hills.

Kazuo Ishiguro is best-known today for Remains of the Day, which really means he’s best known for making the book that they turned into that movie, although another one of his novels, the dystopian heartbreaker Never Let Me Go, was recently made into a movie starring the human dimple. (Both books are on the Klaw 100.) His debut novel, A Pale View of Hills, was critically acclaimed at the time of its release but has been obscured by those two later works, although it showcases both Ishiguro’s strong yet beautiful prose and his ability to create dreamlike settings that keep the reader off balance through shifts in time or realistic unrealism.

The narrator of A Pale View of Hills is Etsuko, a Japanese widow living in England after the suicide of her older daughter, Keiko, her only child from her first marriage, to Jiro, a traditional Japanese man. Her younger daughter, Niki, from her second marriage, comes to visit from London, triggering a series of flashbacks for Etsuko to when she was pregnant and struck up a relationship with the peculiar widow Sachiko and her daughter Mariko shortly after the end of World War II. Sachiko and Mariko have an odd relationship; Sachiko leaves the ten-year-old Mariko home alone for long periods and doesn’t require her to go to school, while Sachiko herself pursues a lopsided relationship with the American serviceman known as “Frank.” Mariko appears to be bright, but is scarred by horrors she witnessed during the end of the war, and her mother appears unable to help or even cope, escaping instead into her alternate reality with her paramour.

Those flashbacks are intertwined with another series of reminiscences to a time when Jiro was alive and his father, Ogata-san, came to visit Jiro and Etsuko for several days. Jiro himself was fairly cold and distant with his father, who seemed at that stage to have a stronger relationship with his daughter-in-law than he did with his son, as the latter is poisoned by the gap between Ogata-san’s views on the loss of Japanese culture with their defeat in war. (Ishiguro explored that topic, of coming to terms with Japan’s imperialistic, jingoistic past after World War II, in An Artist of the Floating World, a book I found less successful and less enjoyable than Hills.)

Ishiguro enjoys creating layers of mystery, then revealing only some of the answers as the book nears its end, a habit that covers this book from start to finish as well. One of those mysteries is left up to the interpretation of the reader, and I’m going to discuss my own belief, so consider this your spoiler warning.

Near the end of the book, Etsuko shifts without warning when relaying a conversation between herself and Mariko from referring to Sachiko in the third person to speaking in the first person – that is, she is suddenly Sachiko. Their two stories have substantial, if slightly imperfect, parallels, but Mariko could easily be Keiko, sharing her alienation and depression, since Keiko is depicted through memories as withdrawing herself gradually from her family and life, eventually doing so completely to the point where her body isn’t discovered for several days because she lived alone with no contact with family and apparently little or none with friends. Sachiko-Etsuko is convincing herself that she’s acting in her daughter’s best interests when she is attempting to smother her grief through this chase of a foreign man whose interest in her is mainly sexual; if you believe the two women are one, the strongest interpretation is that the American, Frank, is not the man Etsuko eventually marries, not just because of the different nationalities but because of Frank’s irresponsibility.

In this interpretation, Ishiguro’s overriding theme is that of guilt and regret, something he covered again in Remains and Floating World – our difficulty or even inability to come to terms with the past, with our own actions and those of others that affected us, with the hurt we dealt to others (with or without intent) and with how our choices crippled our own chances for happiness. Etsuko’s dissociation from her memory of Mariko-Keiko is her way of coping with her own guilt: As she grieved the loss of Jiro, her quest for her own happiness (or simply a facade of normalcy) forced her daughter’s best interests into the background just when she needed more of her mother’s love and attention. Etsuko acknowledges at one point that she knew the move from Japan to England would exacerbate her daughter’s problems, but clearly she made the move anyway, for what must have been purely selfish motives. Neither Japanese society of that time nor English or American societies since then accept selfishness on the part of the mother relative to the needs of the child, and Etsuko has to whitewash her own memories to live with them.

A Pale View of Hills includes Ishiguro’s usual digressions about music and art, and Etsuko and Ogata-san have an exchange on the art of cooking that spoke to me:

”Are you really planning on becoming a cook, Father?”
“It’s nothing to laugh at. I’ve come to appreciate cooking over the years. It’s an art, I’m convinced of it, just as noble as painting or poetry. It’s not appreciated simply because the product disappears so quickly.”

When Ishiguro was writing the book, in the very early 1980s, he probably couldn’t imagine our modern culture of celebrity chefs, who earn far more than painters or poets, although I think his point about the lack of respect for a product that is consumed rather than observed or read is a sound one.

Jaipur (game).

If you missed it yesterday, I chatted right after the Hall of Fame announcement.

Back in July when I complained in my review of Lost Cities about the shortage of good German-style two-player games, two of you recommended the card game Jaipur, an Indian-themed trading game with a solid mix of luck and strategy. The recommendation was spot on, as it’s one of the better pure two-player games we’ve tried, not quite as good as Lost Cities but perhaps our second-favorite in that category.

In Jaipur, each player is a trader looking to collect and sell cards of six different types of goods, ranging from jewels to leather. Each good sold brings in a token worth 1 to 7 bonus points, with the first goods of a type sold within a round worth more than the same goods sold later. But there are also bonuses for selling 3, 4, or 5 goods of one kind in a single transaction, so there’s a tradeoff between selling early to get the best goods tokens or waiting to collect more cards and receive a bonus for a larger trade. There’s also a 5-point bonus for having the largest herd of camels (also cards), although camels have some strategic value beyond their points.

Each player begins the game with five cards showing goods or camels, and the market opens with five cards as well, three camels and two randomly drawn from the deck. Players place their camels in a pile in front of them, so they don’t count against the hand-card limit of seven. On his turn, a player may take one card from the market; exchange as many of his own cards (hand or camel) with the same number of cards from the market; take all of the camels from the market at once; or choose to sell goods to the Maharaja (what you’d call “the bank” in other games). The round ends when the deck is exhausted or when three of the six piles of bonus tokens for goods are exhausted.

Because cards are drawn from the shuffled deck, there’s a relatively high degree of randomness involved in Jaipur, and you may go through a round where you just can’t get cards of a certain good – but the fact that there are more cards of each good in the deck than there are tokens of that good on the table mitigates that and allows you some flexibility. We found that there is a strong strategic element to Jaipur, including deciding when to sell and how many to sell, when to go for a bonus and when to try to steal the highest tokens out from your opponent who might be collecting the same good, and when to exchange several cards even though doing so may restock the market for your opponent. It’s light strategy, but enough that there are clearly better and worse ways to play the game, and on every turn you’re thinking about your options or watching what your opponent is taking so you know what she’s collecting and what cards are left in the deck.

Jaipur, like Lost Cities, is also extremely compact, with just the single deck of about 60 cards and a handful of tokens that you could just throw in a zip-top bag, so I imagine it would travel well. Even in the box, it’s one of the smallest game packages I own. If you care about graphics and art, everything’s done in bright colors and the images are appealing in a cartoonish way, although I would gladly play this game with bad art and dim colors.

I interviewed Reiner Knizia recently for an upcoming mental_floss article, and brought up my affection for his game Lost Cities. He said many people call it “the spouse game,” because in many couples you find one game-player more serious about gaming than the other, but Lost Cities seems to sit perfectly in between those two poles. That’s not the case in our house, as my wife likes about 90% of the games I like, but I love the “spouse game” description because it gives such a concise description of where Lost Cities and Jaipur are on the strategy scale. I’d still recommend Lost Cities first, but if you liked that and are looking for another game in the same general area of strategy, ease of learning, and fun, I’d recommend Jaipur for your next two-player purchase.

Pandemic.

After receiving a number of recommendations from readers and questions about it from others, I asked for and received the cooperative board game Pandemic as a Christmas gift from my sister and brother-in-law. (One benefit to this new interest in board games: Family members who complained that they never knew what to get me for Christmas or my birthday now have something to get me.) I can’t compare Pandemic to other cooperative games, as it’s the first one I’ve played, but it is a fun and very challenging game that had the four of us playing till 1 am the last few nights while dropping our share of F-bombs along the way.

In Pandemic, two to four players form a team fighting four simultaneous regional pandemics of diseases denoted by different colors – blue in the U.S./Canada/Europe, yellow in Latin America/Africa, black in the Middle East and south Asia, and red in east Asia. When the game begins, you draw Infection cards for nine cities that will contain cubes representing infected populations, with those cities containing one to three cubes apiece. More cities gain cubes as the game goes on, and there will be four to six new epidemics that create three-cube infection cells in new cities while adding cubes to cities that already have infections.

The players begin at the CDC Research Center in Atlanta and must work to cure all four diseases while preventing them from spreading to the point where they trigger one of the end game conditions – running out of cubes in any color, or experiencing an eighth “outbreak,” where a city with three cubes already is hit with another one. A player can cure a disease by collecting five cards in that disease’s color (there’s one card for every city on the board, with the corresponding color) and turning them in while standing at any Research Center. Players can build other Research Centers besides the one in Atlanta for easier mobility.

On each turn, a player can take four actions. An action can include moving from one city to an adjacent one; playing a city card to move to that city; playing the card of the city he’s on to move to any city; moving from one Research Center to any other one; treating (removing) one cube in the current city; passing a card to or taking a card from another player as long as both players are in the city on that card; or building a research center if he’s in a city and plays the card of that city. But each player has a role that makes one of those actions simpler; the Medic, for example, can treat all cubes in the city he’s in with a single action.

The complication, of course, is that diseases spread. The deck of cards contains four to six Epidemic cards that speed the spread of the four diseases, and reshuffle all the Infection cards you’ve already used to place cubes on cities. Thus cities that have already come up in the deck and received cubes will come up again, so players must split their time between collecting cards for cures and putting out fires to avoid outbreaks – especially since outbreaks can cause chain reactions that can advance you to endgame very quickly.

We played the Normal game with five epidemic cards and still found it extremely difficult. Even with four players working together, we won just twice in a more than a half-dozen plays, and both wins came just as we were about to exhaust the deck of city cards (the third possible endgame condition). It’s a massive operations research problem, where all four players jointly coordinate the movement and actions of four players to try to most efficiently balance the short-term needs to avoid outbreaks or a cube shortage and the long-term need to cure the disease. You can even choose to eradicate a disease you’ve cured – if you treat all cubes of a cured disease (any player can remove all cubes of a cured disease in the city where his pawn sits with one action), the disease is eradicated and all future infection cards in that color have no effect. But eradication costs actions you may need to use to treat uncured diseases or coordinate with other players to collect cards.

There is some luck involved – you can have a bad combination of epidemic cards appearing close together with a concentration of cubes in cities of one color and see a game spiral out of control unless you’re sitting in that region – but there are enough disparate chance-based elements that it tended to balance out in our plays, so that we generally felt like we had a shot to win every game. The real challenges are coordinating that many players and choosing when you can avoid a short-term problem and go cure a disease, but those were what made the game fun and intense. It’s also a fairly quick play for that many people, about an hour if we didn’t lose early, and very replayable even within an evening because the mix of diseases, locations, cards, and roles differs each time.

There’s also a well-regarded expansion called Pandemic: On the Brink that adds five new roles, a fifth “mutant” disease, and even a way for someone to play the spoiler as the Bio-Terrorist. I haven’t played it, but expect I’ll pick it up in time, since we’ll probably be playing Pandemic quite often.

Reiner Knizia’s Samurai app.

It’s up about $20 from yesterday, but The Wire: The Complete Series is still over half off at $96.49 on amazon.com.

I mentioned the other day that I’ve become extremely addicted to another iOS app, Reiner Knizia’s Samurai, by the prolific designer behind my favorite two-player game, Lost Cities. Samurai is based on a board game ranked in BoardGameGeek’s top 100, but I’ve never played it (I’ll be buying it after the holidays) so my impressions of the app won’t include any comparisons to the original.

The board Samurai includes an island or set of islands representing Japan and broken up into hexes, some of which have one or more icons representing peasants, soldiers (helmets), or buddhas. The object of the game is to capture as many of those icons as possible, but the victory condition is more based on capturing a plurality of each icon type than on the overall total of icons captured – you can, in fact, capture more icons than your opponent in a two-player game and still lose if he captured more in two of the three categories.

You capture an icon by surrounding it with tokens that influence it in your direction, placing one regular (“slow”) token per turn. Your slow tokens include peasant, soldier, and buddha tokens of varying strengths (1 to 4 points) and samurai tokens that influence all icons. You also receive “fast” tokens, of which you can place several each turn in addition to your one slow token; the ronin token is worth one influence point and goes on land, ship tokens are worth one or two points and go on sea hexes adjacent to land, and special tokens allow you to replay a slow token you’ve previously played or to switch two icons on the board to snatch one out from under your opponent’s thumb. When a hex bearing an icon is surrounded on the land side, it is captured by the player whose adjacent tokens exert the most influence. The game ends when all tokens of any single type are captured, or when four tokens are surrounded but uncaptured because of a tie in influence.

Samurai plays very differently as a two-player game versus a three- or four-player game. In the two-player game, it’s much easier to set up your next move or try to force your opponent to make a specific move, as well as to deduce some of your opponent’s strategy. With three or four players, your degree of control is so much less that your moves are more turn by turn rather than part of a larger game-long strategy, since it’s harder to predict what two or three opponents will do before your next move, leading to shorter setups for captures and more thought required in how your one move will push your opponents to do (or not do) something specific. It’s a simple mechanic that plays out in complex ways, yet with short turns still moves very quickly.

The iOS implementation has outstanding graphics and a very clear tutorial to get you started. I’ve found the AI to be very strong, especially in two-player games; in three-player games I’ve run into the occasional less-than-best move (unless I just didn’t understand what the AI was doing) but would never say I’ve had an easy win. Knizia is a mathematician by training, so his games are highly mathematical in nature, and I think that lends itself to stronger AIs because the programmer can model the game more easily. In Samurai, not only does that lead to more optimal moves by the AI, it also means the AI won’t miss a complex opportunity to end the game early by capturing the final icon in one category.

How addictive is Samurai? I had to leave my iPod Touch uncharged at one point to stop myself from playing the game when I should have been packing for our trip. I can’t seem to put it down unless I’ve won at least one game, because often I know I lost because of just one wrong move. I’ll have to pick up the board game, but I have a feeling this will be a top ten board game for me, maybe top five, given how phenomenal the app is. And I’m not the only ESPNer to think so – Jorge Arangure tweeted that he’s a fan too.

I may post again this weekend, but if I don’t get back before Saturday, Merry Christmas to all of you who celebrate it, and please be careful if (like me) you’re out on the roads.

The Little Sister.

I’m back at mental_floss today with an article about the designing of the game Dominion, based on an email exchange I had with designer Donald X. Vaccarino.

“Do you drink, Mr. Marlowe?”
“Well, now that you mention it–”
“I don’t think I’d care to employ a detective that uses liquor in any form. I don’t even approve of tobacco.”
“Would it be all right if I peeled an orange?”

Raymond Chandler’s Philip Marlowe isn’t just hard-boiled – he’s dry, sarcastic, self-effacing, and mercurial, making him one of the most compelling protagonists I’ve found in any novel in any genre. Consigning Chander’s novels to the detective-fiction bin does him a great disservice, as his greatness is in his mastery of the language; not only is the prose itself readable and rich with metaphor, but it becomes the tool by which Chandler creates well-rounded characters through a handful of seemingly effortless lines.

I understand that The Big Sleep is considered Chandler’s best work, and it is phenomenal … but there’s little to no difference between that and Farewell, My Lovely, or the work I just finished over the weekend, The Little Sister. They’re all superb, all following the basic Chandler template of putting Marlowe in a situation where the line between solving the case and saving his life is blurry.

In The Little Sister the titular character – quoted above – shows up in Marlowe’s office, asking the gumshoe to help find her older brother, who has disappeared in Bay City not long after leaving his family in Manhattan, Kansas. Marlowe takes the case against his better judgment (S.O.P. for him), even though he believes the girl is holding back information. With a modest amount of investigating, Marlowe ends up in the middle of a blackmail scheme, a dope ring, and a lot of questionable identities – something Chandler creates in his usual economical way, with just a handful of new characters outside of a few corpses.

I picked the wrong time to read The Little Sister by starting it on day one of the winter meetings, which left me very little time to actually read the book until the meetings ended on Thursday – frustrating when it’s a book you never want to put down in the first place. I found it moved more quickly than The Big Sleep, but the plot was a little less complex – it was relatively easy to figure out what most of the characters were up to, and I say that as someone who almost never figures things out in books – so the question of which is the better book is one of personal taste. (It’s possible that The Big Sleep enjoys its status at the top of Chandler’s canon because of its film adaptation, directed by Howard Hawks with Humphrey Bogart as Marlowe.) No matter where you start, though, if you haven’t given Chandler at least one shot, I can’t recommend his work highly enough.

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.