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.

Hillside Spot & Barrio Cantina.

Busy day today. I’ll be chatting at 1 pm EST, on the Scott Van Pelt Show on ESPN Radio at 2:05 pm EST, and on Outside the Lines on ESPN shortly after 3 pm.

My latest post at mental_floss covers the histories of eight classic board games, with another post on the history of Settlers of Catan coming later today. And my last two posts over on ESPN.com broke down the Joaquin Benoit signing and the Uggla trade and John Buck signing.

I’ve mentioned Hillside Spot before, but let me recommend it again: If you live anywhere near the Ahwatukee region of Phoenix, or pass through it on I-10, you need to try this place, because the food is outstanding.

I’ve been for breakfast and lunch and can vouch for both meals. The “El Gallo” torta with eggs, chorizo, and avocado was tremendous, with the eggs cooked to order (they’re not that quick – that would be my only warning, but I will wait for food like this); bright, fresh avocado; just the right amount of mayo; and a fresh, soft, square roll from La Sonorense Tortilla Factory in downtown Phoenix. It’s a steal at $6. Their pancakes have earned some acclaim around here, for good reason – they’re eggy and buttery, like a thick, soft crepe, with one order more than my wife could finish even with some serious help from me. It looks like they rotate their coffees but try to offer something from a local roaster, such as one from Tempe’s Cartel Coffee Labs the day I was there.

I went back for lunch because I’d seen a pulled pork sandwich on their menu, with the pork first braised then finished over mesquite on their rotisserie grill. The pork was perfect, falling apart but with good browning on the outside, with a good background smoke flavor. It comes with a spicy cole slaw and, oddly enough, sliced fresh pear, which was a new combination for me but worked well, giving the sandwich a little bite and providing a small amount of natural sweetness to balance the acidity in the slaw. It comes on the same bread as the torta (telera bread), and the French fries, one of four side options, were hand-cut and just-fried.

Hillside Spot uses a lot of local vendors (including all of their eggs) and has that great funky cafe vibe I love to find in a local restaurant – like the Mission in San Diego or Blue Moon Cafe in Baltimore. Other than the Angel Sweet gelateria, I haven’t found anything as exciting as this place since we moved. It’s located on Warner and 48th, behind the McDonald’s, in the same strip mall where the Sunday farmer’s market is held.

We found Hillside Spot because it was mentioned in Phoenix magazine as one of the best new restaurants of 2010. We also tried another one, Barrio Cantina, in Scottsdale on Cactus right by the Tatum mall. The food was good, but on the heavy side, not just in fat content (that doesn’t usually bother me) but in the chef’s hand, adding sauces and flavors that end up detracting from the dish. But the core ingredients were all very strong, particularly their meats.

They offer a strong selection of taco plates, all available with corn or flour tortillas or as a torta. I went with the torta – that’s a new dish for me since we moved out here, so I’m indulging – made with machaca short ribs, braised to the point of collapse, with a full, satisfying, beefy flavor. It comes with shredded, slightly wilted cabbage and a crema that was probably unnecessary with the fattiness of the short rib. The dish came with a scoop of a strange, earthy rice and corn mixture that was slightly overcooked but tasted good, a solid neutral note to give me a break from the strong flavors of the machaca.

My wife went with a carnitas enchilada that came in a small cast-iron skillet and was served with the tortillas open, so the sauce and cheese (browned slightly under a salamander) were directly on the meat. She enjoyed it, although the presentation within the skillet was a mess.

We tried one appetizer, the “mini chimis” – small chimichangas where the ratio from dough to meat is way too high. I peeled a few of them open and ate the carnitas and machaca inside, to reduce the doughiness and get away from the tangy crema sticking to the outside like wallpaper paste. Someone there really knows how to slow-cook meat; they just need to work on how they serve it.

Jambo (board game).

My series of articles for mental_floss on the history of board games begins today, with a look back at games from ancient Egypt, Mesopotamia, Greece, and Rome. We’ll end up with some contemporary games at the end of the series, but not before going through the histories of some important games from East Asia, India, and Africa, and medieval Europe.

Note: I revised this article about a week after it was first posted to reflect the fact that we were playing the game wrong at first. The review below reflects the correct rules. I think.

I picked up Jambo in September on the recommendation of dish reader Joe Huber, designer of the game Burger Joint, who declared Jambo his “personal favorite two-player game” in response to my lament (in the Lost Cities post) about great German-style games’ tendency to play best as 3- to 5-player games. Jambo is, indeed, an excellent two-player game, even though there are certain mechanics I don’t love. It’s a higher order of complexity than Lost Cities, but much of what’s added is random chance rather than deeper strategy.

In Jambo, each player is a trader in precolonial east Africa, with a market capable of storing six “wares,” of which there are six types available (silk, jewelry, salt, hides, fruit, and tea, although the drawing for that last one keeps reminding me of the cover of The Chronic). The goal of the game is to finish with the most money; end game is triggered when either player passes 60 coins, after which he completes his turn and the other player gets one more full turn before the game officially ends. Players earn money by buying and selling wares, most often through ware cards that allow for the purchase or sale of a specific combination of wares – usually three, but a few cards allow the purchase of six – for fixed prices. However, the deck of cards is full of “utility” cards that allow for exchanges of cards and wares, for direct purchases of wares, or for attacks against your opponent such as swiping a single ware from his market or discarding one of his active utility cards, making the game more interactive and opening up some other avenues for strategy.

The core mechanic, however, is buying and selling wares. Each three-ware card has three specific wares on it; they may all be identical, there may be two of one kind and one of a third, or it may contain three different wares. The gap between purchase price and sale price shown on the card is always 7 coins for a three-card combination. That is, if you draw two copies of the same three-ware card, you can buy them and immediately sell them for a profit of seven coins. And since on each turn a player receives five “actions” – the first is usually used to draw a card, so in practical terms we’re talking four actions – it seems to me that the ideal turn is one that starts with a purchase and ends with a sale, where in between you might use utility cards to ensure you have what you need to complete the sale. (You can’t use a ware card to sell unless you have those three or six exact wares in your market.)

The non-ware cards are where the game gets interesting, or at least gets interactive. There are two types of cards – utility cards, which are played once and used repeatedly; and people/animal cards, which are played once and discarded. (I misread the rules, and we played people cards as utility cards for a while, which really wreaked havoc with the game.) Each player may have up to three utility cards face-up in front of him – playing a card counts as one action – and may use them once per turn, with each use counting as an action. Most involve the exchange of something for something – cards, gold, and wares, sometimes allowing you to exchange like for like, sometimes allowing you to use one thing to buy another.

People cards are a wildly mixed bag, with the best of them allowing you to increase your profits on a sale or buy missing wares cheaply so you can complete another sale, but many of them are close to useless and just clog up the deck. Animal cards are all for attack purposes; the parrot lets you steal one ware from your opponent, while the crocodile (the most abundant animal card) lets you take one of your opponent’s utility cards, use it once yourself, and then discard it. You can fight off an animal attack with a Guard card, although I don’t think the deck has enough of them and acquiring one is a function of luck rather than skill or planning.

And that’s the only thing keeping me from raving unabashedly about Jambo: There’s a lot of luck in this game, more than I tend to like. You have no outright control over which cards you draw, of course, and only a few utility cards give you any improvement over that. The solution is simply to draw more cards, and there are utility cards that allow you to draw an extra card, swap a ware for a card, buy a card for gold, grab a ware card your opponent just used, or even rifle through the discard pile for a specific card you’d like to have.

But, unlike in a game like Dominion where you build your own deck, acquiring good cards in Jambo requires luck, and I didn’t feel like the deck was flush enough with good utility/people cards to allow me to set a couple of strategies up and then just pursue whichever one the cards offered me. We’ve played ten times, and each of us has had at least one game where the cards just killed us, including one where I spent five turns needing just about any ware card to win the game, never got it, and lost.

Bear in mind that I prefer games with lower luck levels than most people do – if you view a game as just a game, you’ll probably love Jambo even more than we do. I enjoy games for the thinking and strategizing as much as I enjoy them for their social aspect, and Jambo fell a little short in that regard for me. It is still an excellent two-player option that I think we will continue to play often even as the collection grows.

Bridge of Sighs.

I started Richard Russo’s Bridge of Sighs ready to joke in my writeup that, in book reviews, “ambitious” is merely a euphemism for “long.” I’ve read the five novels that precede this one on Russo’s bibliography, including the amazing, Pulitzer Prize-winning Empire Falls, and while I think his books are smart, funny, and deep, I did not consider them “ambitious.” Bridge of Sighs, as you have probably guessed by now, is a work of great ambition, a sprawling modern epic with multiple foci, exploring themes of love, betrayal, mortality, meaning, and hate across more than fifty years in a small, dying town in upstate New York.

That town, Thomaston, is the birthplace of the two men at the center of the book, narrator Lou C. (“Lucy,” a nickname he never wanted or liked) Lynch and his on-and-off childhood friend Bobby Marconi. Shifting among three narratives, Russo tells their stories, weaving them together and tearing them apart, using Lucy’s own memoir-in-progress for the history of Lucy, Bobby, and their incredibly different families; jumping to the third person for the present-day perspective on Lucy’s strained marriage to his high school sweetheart, the almost too-perfect Sara; and Bobby, now a world-renowned painter living in Europe and contemplating the nearing end of his career and his life while he fights an undetermined health issue.

Russo eschews the easy plot device of having everything look perfect on the surface, only to shock the reader by showing how imperfect everything is; he makes it clear from the start that Lucy and Bobby are both damaged people, and lets the gradual revelations of major events from their childhoods provide the surprises, tossing in a little narrative greed as he goes. You don’t actually find out what happened between Bobby and his father until roughly 90% of the way through the book, but you can start to create and fill in an outline just by watching the evolution of their relationship. Lucy presents himself at the start as a married father and successful local businessman, but how successful and how happy are questions that open up as the story develops. Complicating his history and tying the two estranged friends together is Sara, who came from a broken home of her own, adopted the Lynches as a surrogate family as she dated Lucy, but found herself drawn to the raw, emotional Bobby when he reappears for their senior year of high school.

The contrast between the safe, steady affection between Sara and Lucy and the seething rage that emanates from Bobby is a central theme for Russo, who never seems to favor the measured (or bottled up) Lynch style over the open, dangerous emotions of Bobby:

It was amazing, when you thought about it, how effortlessly hate slipped into the space reserved for love and vice versa, as if these two things, identical in size and shape, had been made compatible by design. How satisfying a substitute each was for the other.

But rather than mire the story in a love triangle, or a tragic romance, Russo folds that into the comfortable ground of the yearnings of kids in a small, failing industrial town – Thomaston’s main industry, a tannery, slowly heads for extinction all while polluting the river and raising the town’s cancer rates – for something more than the hamlet can offer them. In Bridge, however, Russo moves those sentiments around; sometimes it’s the kids racing to get out of Dodge, but as often it’s their parents hoping their children leave for something better, all while they try to figure out a way to survive financially in a local economy that keeps shrinking. Lucy’s father, a hopeless optimist, loses his milkman job to modernization, only to buy a corner market as A&P locates the town’s first supermarket out by the highway. That corner market becomes the central hub of action as the kids go through junior high and high school – taking the place of the diner that lies at the heart of most Russo novels – but the work the Lynches put into it, and the role it ends up playing in their lives, symbolizes the work required to keep a marriage of two seemingly incompatible people together, even in unfavorable circumstances.

Another theme, perhaps coming from Russo’s own advancing age, is one of regret even for a life lived well – a “road not taken” question that Bobby and Sara in particular end up facing, although Lucy has his own questions about what might have been and even his mother and uncle (the roguish Dec, a classic Russo character) end up in the act. Sara’s parents seemed very two-dimensional, but I thought they might represent Russo’s unflattering takes on two extreme life paths – her angry, faithless, emotionally distant father on one side, and her unsatisfiable, self-serving, emotionally stunted mother on the other – that, I suppose, help explain why Sara is so grounded, so clear, and so able (mostly) to be happy with where she is and what she has.

If I have a criticism of Bridge of Sighs, it’s that Russo’s trademark humor is so much less in evidence. If Straight Man is his funniest work, this is probably his most serious. The gags are often little verbal jabs, rather than the slapstick and broad farce that characterizes his earlier novels:

After all, it wasn’t just people in big cities who had big dreams. Wasn’t her father himself a perfect example? Though he considered himself an urbanite, he’d grown up, as her mother had delighted in reminding him back when they were still living as husband and wife, on Staten Fucking Island.

I laughed, but hey, if you haven’t been caught in traffic on the Staten Island Expressway, that might not be quite so funny.

I’m barely doing the serious side of this book justice, however; it’s deeper and more literary than even Empire Falls, even if it’s not quite as exhilarating a read. The prose is classic Russo, as are the many full-fleshed characters, the setting, and the very realistic dramas that drive the book. If it’s a little less witty than normal, he has at least made up for it through his ambition.

Next up: I finished Dave Jamieson’s Mint Condition: How Baseball Cards Became an American Obsession, which I would certainly recommend to those of you who collected cards in your youths or are simply interested in baseball history; and have just barely begun Abdelrahman (or Abdul Rahman or Abd el-Rahman) Munif’s Cities of Salt­, which appears on the Novel 100 list at #71.