Straight Man.

I’ll be on Mike & Mike on Wednesday morning at 9:40 am EST, and on ESPN Radio’s Baseball Tonight that evening in the 7 pm hour. Chats are completely up in the air until the end of spring training due to conflicts with games.

I don’t dislike Gracie. At least I don’t dislike her when I think about her. When I’m in one place and she’s in another. It’s when she’s near enough to backhand that backhanding her always seems like a good idea.

Hank Devereaux, the narrator and title character of Richard Russo’s brilliant
Straight Man
, is a serious man wholly incapable of being serious, even when the situation calls for it. A tenured professor at a small public university in west-central Pennsylvania, Devereaux holds the temporary chairmanship of the English department (a job he doesn’t really want), believes that his brightest students “have concluded that what’s most important in all educational settings is to avoid the ridicule of the less gifted,” finds himself at the center of various family crises, and desperately needs to take a good, long piss*.

*Indeed, if talk of urination or male genitalia offends you, this may not be the book for you. I also wouldn’t recommend reading this if you’re drunk and trying not to break the seal.

Russo fills Straight Man with his standard menagerie of irresponsible men, generally responsible if somewhat inscrutable women, and small-town characters, but he aims his satirical instincts squarely at liberal-arts universities and their fatuous faculty members, including a couple of grade-A wackos in Devereaux’s department. The school is under pressure from the legislature to cut costs, an annual event, but this year a persistent rumor of a mass firing in the English department has everyone edge, with even tenured professors concerned they’re about to be let go and all members convinced that Devereaux has acceded to the demands of higher-ups by drawing up a proposed list of instructors to be cut – a fear he does nothing to dispel even though the legend is false. And he manages to escalate the issue by threatening on live (and very local) television to murder a goose if he doesn’t get a budget figure from the state by the following Monday, a spontaneous (if inspired) move that, of course, has unintended consequences.

While not quite as nuanced as his prior two novels, Straight Man is the funniest of the four Russo books I’ve read. Devereaux is sarcastic, but complex, carrying the burdens of an upbringing by two parents incapable of showing much love (one of whom, his father, eventually skipped out for an affair with a graduate student) and a daughter incapable of making responsible decisions (the one truly irresponsible woman in the book) as well as the weight of a career that went neither as far nor as well as he’d hoped. Devereaux published one book twenty years earlier and it turned out to be the only book he had in him. While that doesn’t make him a failure, it hasn’t given him the confidence of a history of success to drive him forward in his academic career or make him recognize the unusual stability of his home life. It probably has, however, prevented him from growing out of his sardonic (dare I say “snarky?”) personality, which is all the better for the reader.

The one hitch in Straight Man, a minor one at that, is the lack of a really strong female character. Hank’s wife, Lily, is a little too perfect, and spends much of the book away on a job interview, giving Hank a chance to really get himself into trouble. Hank’s secretary, Rachel, appears in every Russo book in some form – the sweet, somewhat attractive, meek woman with horrible taste in men – and his mother, an aloof, haughty woman largely devoid of maternal affectins, feels a little recycled as well. None of this detracted from the book’s humor or Russo’s compassion for his central male characters one iota. I enjoyed Straight Man on multiple levels and I’d recommend it to just about everyone.

You can also see my previous reviews of three other Russo novels – Empire Falls, Nobody’s Fool, and The Risk Pool – all of which were excellent.

Next up: Toni Morrison’s Jazz.

Michael Ruhlman’s Ratio + whole wheat pancakes.

Ratios liberate you – when you know the ratio and some basic techniques, then you can really start to cook.

That’s the final line of Michael Ruhlman’s Ratio: The Simple Codes Behind the Craft of Everyday Cooking, a cookbook that’s also part anti-cookbook in the way it attempts to separate you from your 1/8-tsp-this-and-1/2-cup-that recipes by addressing the underlying relationships between ingredients that make the recipes work. It’s worth buying even if you never get out of the Doughs and Batters section that opens the book, including master formulas for bread, pasta, pie crust, biscuits (his are rolled, but unrolled they are as tender as can be), cookies, pâte à choux, pancakes, muffins, fritters, crepes, and more. I’ve adapted his master pancake recipe to use 100% whole wheat flour* below, but if you do decide to buy the book, I suppose you might want to delve into later sections on stocks, roux, brines, vinaigrettes, hollandaise, and custards. I’m just saying the first section is the part I’m wearing out.

*I love white-flour pancakes, but let’s face it – you feel like crap after eating a whole stack of them. Pancakes have a high glycemic load, and good ones contain a fair amount of fat, so to me, they function more like dessert than breakfast. If I’m making pancakes for the family for breakfast, it needs to be a kind that won’t put us all in a food coma for the rest of the day. It reminds me of a line in the very silly too-good-to-be-true travel memoir Pasquale’s Nose, where a crazy old man has just one sentence to say: “Nobody ever feels good after eating pancakes.”

Whole wheat pancakes

Ruhlman’s recipe is identical to this one save an extra half-ounce of flour, since he’s using white all-purpose flour instead of whole wheat. These freeze and reheat well – cool completely on a rack, freeze in a flat layer (if you stack them in a bag before they freeze, you’ll need a jackhammer to separate them), then reheat in the microwave for about 40 seconds, or reheat for 30 seconds, top with cold syrup, and give it another 10 seconds to heat it through.

Wet ingredients:
8 ounces milk (anything but skim)
2 large eggs
2 ounces (1/2 stick) butter, melted
1 tsp vanilla extract

Dry ingredients

7.5 ounces (by weight) whole wheat flour
2 Tbsp sugar
2 tsp baking powder
1 tsp salt

1. Preheat your griddle. It has to be completely hot or the first batch of pancakes won’t brown.
2. Whisk the wet ingredients together in a bowl, making sure the egg is thoroughly broken up.
3. Whisk the dry ingredients together in a second bowl.
4. Pour the wet ingredients into the dry and stir briefly to fully hydrate the flour and eliminate any huge lumps. Small lumps are okay.
5. Lightly grease the griddle and immediately begin pouring the batter on to the griddle once any sizzling (of butter or bacon fat) has stopped.
6. When the bubbling on the top becomes firm and the bottom is nicely browned, flip and cook for roughly half the time it took for the first side to cook.

These pancakes are strong enough to handle anything you’d fold into ordinary pancake batter, but I haven’t found a better partner for the nutty, grainy, slightly cardboardy taste of whole wheat than sweet blueberries.

Thurn and Taxis.

We finally played the boardgame Thurn & Taxis with more than two people last night – we had a Game Night on Game Night with a couple of friends – so I’m confident enough to review and recommend the game. It’s fun, it’s quite simple to pick up, and it moves quickly; it’s probably most comparable to Ticket to Ride among games I’ve reviewed before, but with a little more complexity in scoring, allowing for more ways to win the game without the rigidity of fixed routes.

T&T, which won the Spiel des Jahres in 2006, is played on a map of southern Germany and the borders of a few nearby countries, with 24 cities marked on the map across nine different regions. The object of the game is to amass points by building, turn by turn, postal routes (the House of Thurn und Taxis* ran a postal company in north-central Europe for over two centuries) that connect these cities based on cards drawn from the main deck of 72 cards (3 of each city), with six cards visible at any time. Routes must run at least 3 cities, and you must add to your route each turn or “close” it, placing houses on the cities in the route and collecting any point bonuses; if you can’t add to an open route on your turn, you must discard it and start over, an often fatal error. But your ability to place houses on cities in a route you close is limited by a rule that says you may only place one house per region in a closed route, or place houses in only one region of the route, meaning that a route of seven cities across three regions is inherently inefficient, as is a route that includes many cities in which you’ve already placed houses.

*Yes, I’ve read Pynchon’s The Crying of Lot 49, and no, I neither liked nor fully understood it, two things that are most likely connected.

The bonuses are the key to winning the game, of course, as you earn points by placing houses on all cities in a region (or pair of regions in the case of smaller regions with one or two cities each), by placing at least one house in all nine regions, or by building routes of five or more cities. Each bonus declines by a point when each player achieves it. There’s also a sequential series of bonuses, where you receive a carriage card for building routes of at least 3, 4, 5, 6, and 7 cities, in order, without skipping any of the cards, with the points ranging from two points for the three-city route to ten points for the seven-city route. When a player gets the 7-city carriage card, or places the last of his 22 houses, the game ends, with each player taking one more turn.

Those are almost all of the rules of the game, summarized in under 400 words, but those rules allow enough different strategies to keep the game interesting. You have enough houses for all but two of the cities, so you can try to win by placing all your houses first (there’s a penalty of one point per house left in your pool at game end), but have to sacrifice one or two of the regional bonuses to do so. You can try to race to the seven-carriage card, but may be short in region bonuses, or be late for the long-route bonuses. And you’re always at the mercy of the cards in the pool and the deck.

That proved to be the major wrinkle between two- and four-player games. In the two-player game, I found it easy to look ahead a few turns, because I knew what city cards were likely to be available to me the next time around. In the four-player game, not only is that impossible, but the player who chose cards right before me was executing a similar strategy and going after similar routes, so if a card I needed was in the pool, he’d have a chance to grab it, and I clearly wasn’t fast enough to make the mid-game adjustment. (Also, it is absolutely the wrong game to play with your friend the operations research consultant, even more so if he’s the player going right before you, doing critical-path modeling in his head while he steals the cards you need. But I’m not bitter.) Those adjustments aren’t required in a two-player game, so while the two-player game is fun, there’s a solitaire-ish element to it, while the four-player game has just enough randomness to throw a wrench in your strategy and force you to rethink plans on the fly. Like Stone Age, it seems to me to have a good balance of luck and strategy for this type of game. It’s definitely a good starter game for any of you looking to jump into German-style board games, with enough sophistication to satisfy someone who’s already into the genre.

Some of you have asked me questions, here, on Twitter, and in chat about games by skill or complexity level. Our collection of German-style games has grown to the point where I think I could categorize them roughly for you by my perception of their complexity, both in terms of learning the game for the first time and in terms of repeated play. Links are to reviews on this site or to the top ten rankings for three games (Babel, Metro, Settlers) that I only wrote up there.

Lowest complexity:

Moderately low complexity:

Moderate complexity:

  • San Juan (long, complex rules, but very simple to play after that)
  • Stone Age (moderately complex rules, a few simple strategies)
  • Babel
  • Carcassonne (simple game, complex scoring strategy)

Moderately high complexity

Highest complexity:

  • Puerto Rico (played twice, many rules, long setup, complex strategy)

Power Grid.

The final piece of this week’s package on prospects for 2010, players who might jump on to the 2011 list, is up. If you missed the main list, it starts with numbers 1 through 25. I’ll have one more piece on prospects next week, possibly Tuesday. As for Ulysses, I have four sentences – running twenty-odd pages – to go, so I’m hoping to write it up on Sunday or, at worst, Monday.

I got the board game Power Grid on the recommendations from several of you, and it’s currently the fourth-ranked game on Boardgamegeek. It’s a brilliant game with a few drawbacks that are easily surmounted, fairly simple to learn with some game-to-game modifications, and (as far as I can tell) no easy strategy to win.

The idea of the game is to build a power grid across a map of Germany or the U.S., including power plants and power stations in connected cities. You can have up to 3 power plants that run on coal, oil, garbage, uranium, coal/oil (hybrid plants), or green sources; except for green power, the others require players to purchase resources in each turn to fire the plants and power the cities. The first player to build a network of 17 cities, with the capacity and resources to power them, wins the game, with the magic number varying slightly depending on the number of players.

The great hitch in the game is that the power plants each take different inputs and power anywhere from one to seven cities, and they come up for auction rather than selling for fixed prices, while resource prices vary as well depending on how many players are chasing those inputs, which can change as each player upgrades his plants. It’s a complicated economic question: costs vary, and the marginal revenue from powering another city is positive but declines slightly as the number of cities in a network increases. I imagine that someone could build a model (I’m thinking Monte Carlo simulation) to figure out what these plants should be worth, or roughly what they should be worth depending on when they come up in the game, although I think that might ruin the fun.

With three or more players, two competitive dynamics come into play. One is the map – for the first part of the game, only one player can occupy a city; in “step 2,” it’s two players per city; and it’s never more than three players per city, giving multiple opportunities for a player to block others and prevent them from expanding their networks, deliberately or as part of naturally expanding their own networks. A player could have the money and power plants to expand his network but be slowed dramatically because he has to pay extra – a lot extra on the western side of the map – to go through someone else’s network, and while I’m not sure if it could happen in practice, I think I could see how a player could end up pinned in for several turns while he waits to accumulate the cash to expand out of region. The other is the competition for resources, which are refilled at fixed rates for each step of the game, so they can be depleted if too many players need them to power their plants – in fact, I can’t see how in a five- or six-player game you wouldn’t run into shortages, forcing players to change their plants and perhaps driving up purchase prices. And uranium is refilled so slowly that there’s a severe disincentive for two players to run nuclear plants simultaneously.

I did mention drawbacks. One is that it’s a mediocre two-player game, because the constraints don’t really constrain. You have room on the map, resources won’t be depleted, and the auctions don’t get too crazy – my wife and I engage in de facto collusion, so we buy plants at face value unless it’s a green one. Three works, although I’ve only played two games with three, and I imagine four would be perfect and five-plus would be a little cutthroat. With three players, each game took over an hour, so a five-player game could certainly run two.

Another is that the board is drab. I don’t care that much about artwork, but my wife really dislikes the game because she says it looks depressing – and she’s right about the cards with the power plants on them, which depict varying levels of air pollution. It wouldn’t stop me from playing the game, but it will stop some people, and for what these games cost I think it’s fair to consider the artwork.

And the third is that the mechanics of the game are complex. To keep the game in balance, the game author had to put a number of unnatural rules in place, including artificial constructs like the shift from step one to two (when any player has seven cities in his network) or two to three (when the “Step 3” card comes up in the power plant deck) and a table for how many resources to add back to the resource market at the end of each round … it’s a lot to keep track of over the course of the game, and we usually screw something up, somewhere, like forgetting to put coal back in the market one turn only to wonder three turns later why coal is so expensive. Even the order in which the players go in each round varies – you set a new player order each round, but then for some phases in the round, players go in reverse order. Yeah. I imagine the more you play, the more natural it becomes, but I don’t see it ever become as intuitive as most of the games we enjoy.

I’d recommend Power Grid because I enjoy playing it, especially the economic twist from the power plant-resource interaction, but I know from your feedback that you guys are split between folks who like the quicker-to-learn games like Ticket to Ride or Dominion and those who think I should be playing more Agricola and Puerto Rico. Power Grid, to me, is more for the second camp than the first.

Gilead.

Marilynne Robinson’s debut novel, Housekeeping, came out in 1980, won several major awards (including the PEN/Hemingway Award for the best debut novel of the year), eventually landed on TIME‘s list of the 100 best novels from 1923 to 2005, and represented Robinson’s only published work of fiction for 25 years until she finally brought out her second novel, Gilead. And all that that novel ever did was win the Pulitzer Prize for Fiction. It is as if the literary world was saying:

Dear Ms. Robinson:

It is the opinion of our community that you should write more books.

Sincerely,

All of us

Robinson’s strength, at least based on these two novels, isn’t so much her storycraft as her prose, which is just remarkable, unlike any contemporary author I’ve ever read, word-perfect and genuine and lyrical and any other florid term used to describe brilliant writing. She nails every task laid before the writer of a novel of emotions, as both of her books are, from descriptive passages to the idiom of language and even internal monologues, like this one, where the narrator, Reverend John Ames, stops to reflect on the way he’s writing this book, which is a letter to his young son in the form of a memoir:

In writing this, I notice the care it costs me not to use certain words more than I ought to. I am thinking about the word “just.” I almost wish I could have written that the sun just shone and the tree just glistened, and the water just poured out of it and the girl just laughed – when it’s used that way it does indicate a stress on the word that follows it, and also a particular pitch of the voice. … There is something real signified by that word “just” that proper language won’t acknowledge. It’s a little like the German ge-. I regret that I must deprive myself of it. It takes half the point out of telling the story.

Reverend Ames is 76 years old at the book’s outset and is dying, slowly, of a heart condition, but at the same time is the father of a seven-year-old boy thanks to a second chance at love and marriage that found him marrying a woman many years his junior who happened to wander into his church one day, an event that turned out to be love at first sight. He knows that he’s dying and wants to leave a long letter to that son so that when the child is older he has something more to remember his father by than vague memories from childhood of a feeble old man who struggled to go up the stairs to his study. Reverend Ames walks back through the stories of his father and grandfather, both preachers but of wildly different sorts and temperaments, only to have to shift gears slightly when the son of his best friend, John Ames Boughton, drifts back into town after a long absence. The younger John Ames, named for the Reverend, has been a lifelong disappointment to his own father, another preacher, and to Reverend Ames, and to many others in the small (fictional) town of Gilead, Iowa. (Gilead is, itself, a place mentioned in Genesis, and the name apparently translates to “hill of testimony,” so I presume Robinson chose it as this novel is entirely the Reverend Ames’ testimony, not just of his faith but of his life.) Boughton’s purpose in the town isn’t clear, and he makes repeated attempts to talk to Reverend Ames – generally antagonizing him – before his purpose becomes clear shortly before the end of the book. Along the way, Reverend Ames presents his thoughts on all sorts of matters theological and mundane, interspersed with personal recollections from his own life and heartfelt passages about his wife and son:

I’d never have believed I’d see a wife of mine doting on a child of mine. It still amazes me every time I think of it. I’m writing this in part to tell you that if you ever wonder what you’ve done in your life, and everyone does wonder sooner or later, you have been God’s grace to me, a miracle, something more than a miracle. You may not remember me very well at all, and it may seem to you to be no great thing to have been the good child of an old man in a shabby little town you will no doubt leave behind. If only I had the words to tell you.

I tell my daughter every day, multiple times a day, how much I love her, how much it has meant to me to have her in my life, how she is the center of my universe. Anything I have ever said to her in that vein has seemed wholly inadequate. I know exactly how Reverend Ames felt when he said those words.

Robinson didn’t wait 25 years for a follow-up, publishing Home, the story of John Ames Boughton, in 2008.

Next up: I must be out of my mind, but I’m going to try to tackle James Joyce’s Ulysses. I just can’t stand seeing it on five of my “greatest” booklists without a check mark next to it, or at least the knowledge that I gave it a legitimate effort.

Dominion (board game).

Dominion, the most recent winner of the prestigious Spiel des Jahres (Game of the Year) award, is a card game for two to four players in which players build a deck of cards through which they’ll cycle repeatedly, using money cards to buy new cards that grant the player more actions, more buying power, or the victory points used to win the game. It’s one of the hottest games going right now among fans of German-style games and ranks sixth on boardgamegeek’s master ranking of games, determined by user ratings.

A turn in Dominion comprises three basic steps: play one or more action card from your hand, buy one or more cards from the supply, and clean up the mess you just made in front of you. You end each turn by drawing the top five cards from your deck, and those cards constitute your hand for your next turn; when your deck runs out, you shuffle your discard pile and begin drawing again, so except for a few special cases when you acquire a card it’s yours to keep.

There are three major card types: money, actions, and point cards. You can use money cards to buy any type of card on the table, including more money cards (copper cards have buying power of 1 and cost 0; silver have buying power of 2 and cost 3; gold have buying power of 3 and cost 6). Your total buying power on any turn is determined by which money cards are in your hand, so you can have plenty of money cards yet be unable to buy on a turn because you didn’t draw them, leading to two strategic considerations – the ratio of money cards to other cards in your deck, and whether it’s better to have lots of copper cards or to concentrate your buying power in silver and gold. You need point cards to win the game, but they have no active function during the game and thus drawing one is a wasted spot in your hand.

The action cards, shockingly, are where the action lies in the game, although more action cards is not necessarily better. Dominion comes with 25 different action card types, but in any particular game you only use 10 of these, which may come from a predetermined set or be chosen at random, leaving you – assuming I did the math right – 3.2 million different combinations, meaning that the game need never be the same twice if you so desire. That in turn means that you can’t approach Dominion with a single strategy, because some games will be more skewed toward action cards that provide you with additional buying power when played, while others may be heavy on cards that grant you extra actions (fun, but not always practical unless you have a deck full of action cards), and so on. Some cards’ value is fairly straightforward; for example, the Village card grants you two more actions and the right to draw a card, but since you have the right to play one action card every turn, the net result is just that you get to take an extra action, which might be useless if you’ve got four money cards in your hand. Choosing the right action cards, including the right mix of action cards and then the right mix of action versus non-action cards, is the key to the game, but the variety of setups mean that there’s no single right answer, and even within one specific setup there will usually be multiple ways to win.

The artwork is nice enough, but the names of cards typically have no connection to the benefits each card provides (why would a village allow you to draw a replacement card and take two more actions?), so you’re not building a “dominion” as the game’s description implies – just a deck. There’s less imagination involved in playing this game than there is in Stone Age or The Settlers of Catan, although I’m sure that’s only a drawback for a limited number of players. Setup is simple if you use the tray and guide to put the cards away after each game, but that in itself is a process so you’re going to lose some time in either setup or cleanup whenever you play. Two-player games take us under an hour; having the third player added a little complexity with the small number of “attack” cards in the deck by increasing the incentive to buy and use such cards, but we can also now say with some certainty that it’s a quick game to pick up, since all three of us grasped it quickly.

The lone negative I can see in the game is that there is one very simple attack that works most of the time if you’re the only person executing it – spend the vast majority of your turns buying silver/gold cards and, when you’re able, buying the Province cards (which cost 8 units) that give you 6 Victory Points apiece. When the pile of Province cards is exhausted, the game is over, so if you buy more than half of those, it’s extremely difficult for anyone to beat you through the lower-value point cards. The strategy won’t work if multiple players chase it, and the Gardens action cards throw a wrench in it, as can the Thief action cards, but it’s simple and straightforward enough that it almost felt like a hack. Against experienced players, it would be worthless, but it could really mess up a casual game night. Beyond that objection, I strongly recommend Dominion, especially if you find games like Settlers of Catan or Stone Age intimidating.

Speaking of Settlers of Catan, I came across an article from Wired, written in April of 2009, on the game’s rise in popularity so long after its initial release, unusual in any business but even more so in one as seemingly dormant as boardgames, with notes on the history of the game and why German-style games are becoming more popular. (It also includes a great phrase for deriding older, “classic” board games: “roll the dice, move your mice.”)

Stone Age.

Santa was pretty good to me in the board games department this year, and our favorite so far is Rio Grande’s Stone Age, a 2-4 person game with some shades of Settlers of Catan but without the initial-placement phase that plays such a huge role in determining who wins in Settlers.

In Stone Age, each player has a small civilization and has to use his five “meeples” to gather resources (food, wood, brick, stone, or gold), build tools to improve resource production, develop agriculture so he gets additional food “free” on each turn, or make more people (but you have to deploy two of your people to that space to make another person – dedicated Stone Age players call it the “love shack”). The goal in Stone Age is to accumulate as many “victory points” as possible through constructing buildings, which you buy through the four non-food resources, and through game-end bonuses for the number of people in your civilization (you start with five and can end up with ten), your food production rate, the number of tools you have, or additional bonuses for your buildings. Of course, you have various constraints at work, including the need to feed your people each turn, the limited number of people you have, and other players competing for the same resources. On each turn, only one player can occupy each of the spaces that add to free food production, make a new person, or build a new tool, and later in the game there’s competition for buildings with high point values or “civilization cards” that increase game-end bonuses while also offering immediate benefits like free resources. There are also only seven spaces on each of the four non-food resources, and since each player has five meeples at the start of the game, it’s possible that you’ll end up boxed out of a resource you want to produce on a specific turn.

Because of the game-end bonuses for tools, farming, and meeples – in a 4-person game where 200-250 is a typical winning score, you can earn 96 extra points if you max out on tools and bonus points, 70 points on people, and 70 points on food production – as well as the potential bonus of 9 bonus points per building (we’ve never had a player reach 10 buildings, although it is theoretically possible to do so), there are a few basic strategies for winning at Stone Age, although competition in 3- and 4-player games will usually require each player to adopt a hybrid approach. All strategies require players to collect civilization cards, which can be purchased for 1-4 resources but must be claimed with meeples that can’t be used to produce any resources on that turn, creating an additional arena for competition on the board. Some cards represent civilization “skills” like art, weaving, or transportation that have no function within the game but add bonus points at the game end, with each player receiving points equal to the square of the number of unique skills he has, with a max of 64 points. There is a so-called “starvation” strategy that involves avoiding food and taking point penalties for doing so – you don’t lose any meeple for failing to produce enough food – although it seems to be a the consensus among fans that this is a flaw in the rules rather than a legitimate strategy.

Although the number of main strategies is finite, each turn presents the player with myriad decisions. The first is where to place the meeples – on production spaces, on any of the three “special” spaces to produce tools/farms/meeples, on buildings, or on cards. The second is the order in which to resolve each of the meeples’ spots – do you roll for gold or wood first, or buy a card that might earn you an extra resource? The third is when to use your tools to round up die rolls on resources, although this becomes easier as the game goes on if you’re accumulating lots of tools as your core strategy. You also have the option to play a limited amount of defense by blocking opponents from resources they might need or buildings/cards they might want, and since one condition for ending the game is the exhaustion of any of the piles of buildings for purchase, you might place a meeple on a building but pass on buying it simply to keep the game going another turn or two.

There’s a modest amount of luck in the game, but it’s still a strategy game at its core. Players roll dice to determine resource production, so it’s possible to place several meeples on a resource (especially stone or gold) and walk away with little to no output, although a player can use more meeples on a resource and/or deploy his tools to smooth that out a little and largely eliminate the risk of a zero-output roll. The order of civilization cards and buildings that appear for purchase is also random, and there are certain cards (especially those that permanently add one farm or one tool) that are more attractive than others. It’s enough randomness to keep the game different each time out, like Settlers of Catan, but the fundamental strategies are always the same and you’re not completely at the mercy of the dice. The main benefit of the random element is preventing a player from having a fixed strategy before the game starts – seeing the first set of cards and what spaces you can occupy in the first few turns helps determine which strategies will be most effective in that particular game.

Stone Age is more family-strategy than hardcore-strategy; what you’re producing is generic, with no purpose to buildings or skills beyond the points they provide at the end of the game. A typical game takes just over an hour once every player knows the rules, and we found that after one game everyone was up to speed on the rules and concepts to play competitively. My wife insists that I mention that the artwork is excellent, with vivid colors and great detail – this will be more relevant after I post one of the upcoming reviews. And outside of Settlers and Ticket to Ride I don’t think we’ve been as into any game right out of the box as we have been with Stone Age.

A Time to Be Born.

Dawn Powell was a commercial failure as a novelist during her lifetime, despite accolades from her peers, including Ernest Hemingway, who called her his favorite living novelist. In fact, according to the Library of America,

At Dawn Powell’s death in 1965, nearly all of her books were out of print. Surveys of American literature failed to mention her. Among well-known critics, only Powell’s friend Edmund Wilson had ever published a lengthy and serious review of her work.

Powell died a pauper and was buried in an unmarked grave in New York’s Potter’s Field after a life riddled with depression, disappointment, and alcoholism. Yet her books have been on a modest thirty-year winning streak, one that the LOA credits Gore Vidal with starting in 1981.

I first heard of Dawn Powell in the introduction to Elaine Dundy’s The Dud Avocado, a book that was successful at its printing but fell out of print more than once after the author’s death. Terry Teachout compared Dundy’s legacy of mild obscurity to Powell’s, citing Powell as similar in style as well. Powell has no acknowledged magnum opus but A Time to Be Born seems to be among the critics’ favorites from her bibliography, and it did not disappoint, as it is a funny, bitter, snarky farce.

Powell chose to build the novel around a real-life power couple of the late 1930s, the Luces, Henry (founder of TIME magazine) and his wife Clare Boothe, who receives an unflattering portrayal in the scheming, selfish Amanda Keeler, who uses her feminine wiles and ability to manipulate others to overcome her humble, unhappy childhood and tear the publisher Julian Evans away from his happy marriage, launching her social career and, simultaneously, her career as a writer and pundit. Amanda’s carefully scripted life is upset, just slightly, when a childhood friend, Vicky Haven, comes to New York and receives a token job in the Evans’ publishing empire, only to find herself used by Amanda to cover up an affair while she unwittingly falls in love with her patron’s paramour.

Vicky is the sympathetic protagonist and is well-rounded, maturing as the book goes on from meek, self-effacing wallflower to determined if clumsy adult, but Amanda is the star of the show, a Becky Sharp of interwar America, batting eyelashes and working rooms, looking down on those who, if they knew her origins, would look down on her, and dominating a husband who is just as dominant on his own turf – the workplace. Amanda’s singleminded pursuit of power and the proxy for happiness it represents is understandable given her upbringing, and Powell shows us enough of this to evoke empathy in the reader until Amanda and Vicky come into inevitable conflict.

Powell’s wit is sharp, with descriptions built on backhanded compliments or outright putdowns, but even her descriptions of ordinary events show a facility with words that amuses for the length of the book:

…Ethel said, attacking her dainty squab with a savagery that might indicate the bird had pulled a knife on her first.

Where Powell shines beyond just raw wit and vitriol is her ability to see through characters and personalities right to the bone, as in her portrayal of the man who broke Vicky’s heart and sent her from her small Ohio town to New York, the shiftless Tom turner, who tries to compensate for his lack of worldliness at a dinner party with Vicky by arguing with everyone in sight:

“You’re quite wrong there, old man,” he stated disagreeably at every remark made by the other two men. He was one of those men who betray their secret frustration in this way: taken into a handsmoe mansion they fall silent, coming slowly to an indignant mental boiling point of “This should be mine!” until out of a clear sky they start to shower insults on the innocent host. Married to a plain wife they take it as a personal grievance when they meet a single beauty, and cannot forbear pecking at the beauty with criticisms of her left thumb, her necklace, her accent, as if destruction by bits will ease the outrage of not being able to have her. Unemployed, they jeer at the stupidity of an envied friend working so hard for so little pay. In the unexpected presence of an admited or celebrated person they are reminded gallingly of their own inferior qualities and humiliate themselves by inadequate sarcasm, showing clearly how impressed they are and how irrevocably inferior they know themselves to be.

A Time to Be Born is driven forward by the question of whether Amanda will get away with her schemes or whether she’ll get what’s coming to her, as well as whether the ingenue Vicky can find at least romantic happiness if not something more in the cold city. Powell’s male characters aren’t as strong or as well-built as her women outside of Amanda’s side dish Ken Saunders, and Julian Evans could have used more depth even if he was to remain an often spineless husband beneath his manipulative wife’s thumb, although his simmering revolt provides another subplot for the increasingly complex second half of the book.

Apropos of nothing, I did get a reward for slogging through Alice Adams a few weeks ago when I came across this allusion to one of the most enduring scenes in that drab book, where Alice, at a dance sans gentleman, sits in a pair of chairs on the veranda and pretends that her beau will be back at any moment:

Her agonized Alice Adams efforts to act as if she were reserving the other seat for a most distinguished but delayed escort, spoiled that evening too for her.

Next up: Ann Patchett’s long-delayed follow-up to her amazing Bel Canto, 2007’s Run.

The BFG.

I read Roald Dahl’s The BFG because it’s on the Guardian‘s list of the 100 greatest novels of the last 300 years. It’s a peculiar choice, as it’s a young adult book and quite short for a novel of any genre, although some of the macabre material makes it unsuitable for the younger part of the YA audience. It’s clever and very funny with a silly plot, and the title character is, for an ugly giant, totally endearing.

The novel begins with the abduction of Sophie, a resident of a London orphanage, by a 24-foot-tall giant who turns out to be one of nine living in a faraway place, and the only one who doesn’t run off every night to snatch people from their beds and eat them. This giant, the Big Friendly Giant of the book’s title, quickly becomes fond of Sophie, but their fast friendship faces a challenge when the BFG learns that the other Giants – including the Fleshlumpeater, the Bloodbottler, and the Childchewer – are planning a run to London to feast on English children during the “witching hour” when all humans are asleep and giants can run amok undetected. Sophie hatches a plan that involves the BFG and the Queen of England, some trickery, and six dozen eggs.

Putting The BFG on their top 100 novels of all time makes the Guardian‘s list look deliberately different or contrarian, but it is still an enjoyable book, mostly for its magical prose. Dahl was an extremely gifted wordplay artist, as the gibberish that comes out of the BFG’s mouth is often inspired, and the book overflows with puns, such as descriptions of how the “human beans” in each country taste (giants like Swedes for the “Sweden sour” taste; people in Panama taste “hatty” while those in Wellington taste of boots; and no one likes Greeks because they taste “greasy”). The explanation of why the giants’ home isn’t in the atlas and the description of the fizzy drink frobscottle are both priceless. It’s maybe a two-hour read and certainly worth the time investment, although I have a feeling I won’t be reading this to my daughter at any time in the next decade.

Next up: Back to friend of the dish Lev Grossman with his novel Codex.

Top 10 boardgames, revised, with lost comments.

It seems to be list-updating time for me, and mental_floss’s rundown of Games magazine’s category winners for new games in 2009 prompted me to finally write this up and post it. Here’s my updated top ten, after which you’ll find the user comments from the original top ten that were lost in the database corruption that happened last December.

Quick notes: I hate Scrabble. I’ve never played Agricola. I dropped Risk, Acquire, and Monopoly from the list.

10. Babel. We bought this game on a trip to Austria in 2003, which meant getting the German rules, which meant I had to translate them … so who knows if we really played it correctly. But it was fun. It’s a fairly simple two-person game where each player is trying to build temples using five “tribes” at his disposal, but at the same time that you’re building, you’re using those tribes to try to slow down your opponent’s building or knock down his temples entirely. Our favorite move was the “Wanderung,” where you can make one of your opponent’s tribes wander off.

9. Taboo. Different type of game entirely from the others here – this is a “party game,” and maybe the only one I really liked. For those of you old enough to remember the TV game show Password, Taboo takes that general format (one person gives clues, the rest of his team has to guess the keyword), but adds the twist that there are five words the clue-giver can’t say. The challenge of trying to describe something without saying the five most obvious words is what makes Taboo fun. Our friend Pete was a whiz at giving clues because he had an endless supply of bad pop songs and commercial jingles on which to rely.

8. Diplomacy. Described by one friend of mine as “Risk for grownups,” Diplomacy requires seven players, but removes the luck element entirely after the initial setup. Players represent the seven “great powers” of Europe, set in 1900 (although there are endless variations), and must scheme, ally, attack, and backstab their way towards control of at least half of the map. The rules are incredibly simple, and there are a few thriving online communities of “Diplo” players, although playing online means that the normal etiquette of live play (such as “don’t stab the guy you just allied with thirty seconds ago”) goes out the window.

7. Wise and Otherwise Board Game. I guess this is part party game, but it’s more clever than most games in that genre. On each turn, one player becomes the “reader” and reads the first half of an incredibly obscure (but real) proverb. The other players have to fabricate plausible or funny second halves, while the reader writes down the real conclusion to the proverb, after which, all players must guess which conclusion is the correct one. You get points for getting it right, and for fooling other players, while the biggest bonus goes to the reader who reads all the completions so convincingly that no one gets the right answer. It’s like Balderdash, but the opportunities for silly answers are greater, and the problem with Balderdash is that you can often guess the definitions by looking at word roots.

6. San Juan. Full review. The card game/two-person adjunct to the board game Puerto Rico (which I haven’t played), San Juan is a hard game to explain but easy and quick to play. Using only cards, each player builds a small settlement of various types of buildings, producing goods using them to build faster and better structures. There’s some luck involved, as in all card games, but the deck is big enough and diverse enough that you’re unlikely to be buried by bad luck; you’re just forced to consider different strategies.

5. Metro. Another German board game – Germany seems to be where all the good games are designed these days – Metro is almost comically simple. Players compete to build the longest subway lines on a grid that represents the city of Paris. There are different types of tiles, some of which include straight tracks, while others include all manner of twists. You can extend your own tracks on your turn, or you can use a tile to screw someone else. The game ends when all tiles are played; the player with the longest total track lengths across all of his lines wins.

4. Carcassonne. Full review. A boardgame without a board, Carcassonne is very easy to play (although learning how to maximize your score takes time) and emphasizes on-the-fly thinking over long-term planning. You draw one land tile each turn and build roads, cities, and farms by adding each tile to the table, creating a different map every time. You can play a solitary style or use an aggressive approach to grab some points from your opponents.

3. Orient Express. This is the only game on this list that is out of print, although the designers have told me they’re considering a reissue. Orient Express takes those logic puzzles you saw on the LSAT or in GAMES magazine and turns it into a murder mystery: You have to walk around the two train cars, interviewing suspects and crew members, searching cabins, and – when possible – sending telegrams for background info on the suspects. You must come up with a suspect and a motive to solve the crime, although you may also glean clues about the weapon or other factors. The original game itself comes with 10 cases., and there are at least 30 expansion cases available through the publisher’s website.

2. Ticket to Ride. Full review. An outstanding marriage between two styles – the German strategy board game and the American family game. You start Ticket to Ride with 45 train cars and several routes each connecting two U.S. cities; you get points for completing these routes and for connecting any two cities on the map, but other players are also trying to cross the map and you can end up blocked out of a specific city pair or unable to complete a route entirely. We play the U.S. version with the 1910 expansion; the Europe version is also excellent but I wouldn’t recommend the Swiss expansion.

1. Settlers of Catan. It’s not the simplest game on the list, but it’s the smartest, and it’s simple and quick enough to teach someone by playing a game with them, after which they’ll probably be hooked. Three or four players compete to settle the island of Catan, which involves tough decisions about placing settlements, trading for resources, developing units or towns, and overall strategy. There’s not much confrontation, and players are never eliminated. The first player to reach 10 “victory points” – achieved through a combination of building towns or cities, building the longest road, raising the largest army, or special one-point cards – wins. The game was such a success that there are multiple add-ons, including 5-6 player expansion, as well as a very good two-person card game (since the board game requires three players).


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