Book Review : Two Non-Fiction Books on Destruction

The Wizard of Lies By Diana B. Henriques

A relatively recent book on the Bernie Madoff Ponzi scheme, including information straight from the man himself. I got this hoping for an exciting and twisty crime story about a master criminal, but it turns out the Madoff’s scheme was stupidly simple – he lied about some stuff and keep lying. He wasn’t even very clever about it, but somehow managed to keep the house of cards upright for decades.

Henriques’ book covers a huge amount of ground – going back to Madoff’s childhood upbringing to his peak as a pillar of the New York community. A huge amount of research has been distilled into a very readable story – just about everyone who ever met Madoff seems to have been interviewed, and enough time has passed that the full effects of the scam have been revealed. I just wish that the crime was more ingenious.

Recommended if you like this sort of thing

Death From the Skies! By Philip Plait

Plait runs the popular Bad Astronomy blog which is far more interesting than it has any right to be, this book is even better. There are many books that seek to explain the wonders of the universe in an entertaining way, but Death From the Skies! is the only one that takes the “How could this kill us all” approach. From supernovas to comets, Plait runs down the numbers and details exactly what would happen to the Earth should such misfortune strike (spoiler: it doesn’t look good).

Plait clearly explains the concepts behind familiar astronomical terms and breaks down the magnitude (usually way to large large) and probability (usually not small enough) of each occurrence. It’s all very entertaining, but not something you want to read straight before going to sleep.

Highly recommended

Book Review : Cryptic and Oceanic – Two SciFi Short Story Collections

Cryptic : The Best Short Fiction of Jack McDevitt

Cover of Cryptic by Jack McDevittA mammoth collection of scifi short stories by the prolific Jack McDevitt. McDevitt has an old-fashioned manner and his stories remind me strongly of the tales from the 50s and 60s that I grew up reading – this is not a bad thing.

Not every story is a corker, but most are good and some are downright excellent. My one complaint is that they tend to be rather constant in tone and style, I finished the book yesterday and the stories are all starting to blend together in my head.

Recommended if you like this sort of thing

Oceanic By Greg Egan

Cover of Oceanic by Greg EganAnother collection of Scifi short stories, this time by Greg Egan. Egan is a programmer, and his stories are hard-as-diamond tales of artificial life, strange physical frontiers behind every atom, and clear-eyed researchers heroically hunched over keyboards in darkened rooms. Great stuff, and this collection really shows his ferocious imagination and range as a writer. The title story (full text here) in particular is a very well done piece that packs a lot of depth into a few pages.

Highly recommended

Reading Old Books

I have been going through a phase of reading old, out-of-copyright books – partly because I find it fascinating to see how various literary forms evolved over time, partly because if you go back far enough the books read like science-fiction – alien concepts and strange customs abound, partly because it allows me to affect an air of being well read, but mostly because you can download them for free from Project Gutenberg and I am a cheap bastard.

A Voyage to the South Sea by William Bligh

Cover of A Voyage to the South SeaA while ago I read The Bounty by Caroline Alexander, a modern account of Captain Bligh’s famous-for-all-the-wrong-reasons expedition to Tahiti aboard The Bounty. It focused mainly on what happened after everyone got home again. This book is the tale told by the man himself, compiled by Bligh from his logs kept during the voyage and it is a fascinating read. Even if there wasn’t a (spoiler alert!) mutiny, it would make for a cracking story as Bligh has an eye for both nautical detail during the voyage and a keen interest in how Tahitian society (very different to the English system) worked after The Bounty arrives.

And breadfruit, the dude was obsessed with breadfruit.

Once the mutiny occurs, the story turns into an epic struggle of survival as Bligh and his few remaining crew find that people treat you differently when you turn up on their island without a fully armed three-masted collier anchored just outside their reef.

It is a real pleasure to drop into the world of a competent person doing an interesting job. Since it is taken directly from his meticulous logs there is a charming matter-of-fact style as things unfold without foreshadowing or subplots. The one problem for a modern reader is that it is almost impossible to avoid hearing the text being read in James T. Kirk’s Captain’s Log voice; the style is exactly the same.

A Journey of the Plague Year by Daniel Defoe

Cover for Journal of the Plague YearThis early novel in the form of a diary purports to be a day-to-day account of the life of a young London man during the 1665 outbreak of the black plague as people were dying in their thousands. Defoe did actually live through the plague but he was only 5 at the time, so the story is fictionalized but obviously carefully researched. Defoe uses the experiences of the narrator to highlight how various aspects of society (the rich, the poor, etc) reacted to the plague, maintaining a detached tone while horrible things are occurring on all sides. The thing that struck me the most was the general atmosphere of resigned bewilderment that permeates the book – nobody in pre-germ theory London really understands what is going on but society continues on as best as it can while people are dropping dead and whole streets worth of houses are empty or contain only corpses.

After reading lots of disaster fiction (The Day of the Triffids, Dawn of the Dead, etc) I was heartened to see that people do not automatically devolve into angry, paranoid mobs during a real life events that kill a large percentage of the population, although plenty of isolated complete bastardry apparently will occur.

The Battle of the Safes, or, British Invincibles Versus Yankee Ironclads by George Augustus Sala

And now for something completely different. During the Paris Exhibition of 1867 a public relations spat broke out between a British firm of safe makers and an upstart American firm as to who made the safest safes. This was apparently a big deal in an age when people kept large amounts of cash on hand.

The American firm challenged the British to a public demonstration where each firm nominated a crack team to break into the other’s safe in the shortest possible time. Everything should be simple but the Americans (boo-hiss) keep changing the rules in their favour. Eventually the contest comes to an unsatisfying conclusion but everyone can see that the British (yeay!) have scored a great moral victory.

This is a short, enjoyable, one-sided account of an inconsequential event, filled with all kinds of intrigue and skullduggery. Nothing really gets resolved but it doesn’t matter unless you are really into safes (and the illustrations are great.)

Illustration from The Battle of the Safes - the American safe lies open

Book Review : House of Leaves

House of Leaves By Mark Z. Danielewski

A young man named Johnny comes into possession of a large cache of papers written (or dictated) by a elderly, blind and recently deceased man. The papers make up a nearly complete book, and Johnny devotes his live to putting it all in order. The book the old man was writing is an analysis of a film, The Navidson Record, a documentary about the strange goings on in a family home that is much, much bigger on the inside than its exterior walls can possibly encompass.

Most of the text of House of Leaves is from the old man describing the film (which, being blind, he has never seen) and adding his ridiculously footnoted academic criticism over the top. Despite being fascinated, Johnny, as self appointed editor, feels free to add his own rather more sarcastic and down-to-earth commentary on the plot, as well as long passages documenting events in his own life. Compiling the old man’s notes is taking a toil on Johnny’s mental state, and his additions get more disjointed and alarming.

House of Leaves is a hard book to pin down. The story within a story that The Navidson Record supposedly tells is a fairly standard horror tale of a spooky house, but it is filtered through at least 3 unreliable narrators before we find out anything. Johnny points out that many of the old man’s references are completely made up, and the film possibly never existed. But Johnny himself admits to the reader that he is an expert liar and occasionally adjusts the text. The appendix is filled with “supporting documents” that obscure things every further.

The format of the book itself is worked into the story. Like the house, the interior of the book is slightly too large for the cover. During the more weird passages the flow of text breaks up as paragraphs flow at weird angles or jump across pages at speed. Parts of the text are struck out (Johnny explains that the old man deliberately blotted out some pages with ink) leaving us to guess at the contents.

Parts of the book are incredibly funny, excellently parodying dry academic criticism. The plot of The Navidson Record itself is suitably creepy. Johnny’s tale of woe is a very dated I-take-drugs-and-fuck-a-lot-of-strippers-but-I-really-don’t-enjoy-it first-person narrative that just screams 90s fiction, but the fact that he is probably lying to the reader about much of it makes it a little more interesting. If nothing else, House of Leaves adds a little mystery into what can be a very obvious genre.

Recommended, I think

Book Review – Marooned In Realtime

Marooned In Realtime By Vernor Vinge

Sometime in the near future humanity invents the “bobble”, a device that generates a perfect stasis field, time does not pass inside at all. Totally impervious, Bobbies can be used as weapons, shielding, long-term storage, or as a one-way time machine into the future. Far into the future in an unpopulated Earth, a small collection of people who (for various reasons) have bobbled for immense amounts of time decide to collectively bobble again for 50 million years.

But one person is left behind, forcibly unable to bobble, effectively murdered as she lives out her natural life while every other living human is in stasis. 50 million years later, the others immediately realise that they have a murderer in their midst. Can old-school detective Wil Brierson crack the case?

Marooned in Realtime attempts that most tricky of feats – the hard science fiction murder mystery, and it comes pretty close to succeeding. The rules of the game (how the bobbles work, the various motivations and personal histories of the suspects, etc) are well laid out and the book never feels dull, almost an action thriller rather than a detective story.

I completely missed the clues that pointed to the murder, the solution hinges on a rather subtle point. But by that stage it didn’t matter because the story has widened in unexpected ways as the full implications of what the characters have discovered about the world and each other becomes clearer. Mystery, action, spaceships, aquatic monkeys, evolved dogs, what more do you people want?

Highly recommended if you like this sort of thing.

Game Review – GoatUp

Jeff Minter, with his alter-ego/software company, Llamasoft, has been creating ungulate related games for as long as I can remember. On the Amiga games like Llamatron and Attack of the Mutant Camels were ridiculously over the top arcade perfection, with retro (even then) graphics, lofi sound, and pixel perfect controls. GoatUp is a fine addition to Minter’s metaphorical stable (as opposed to the real stable he probably owns.)

20110927-002135.jpg

In GoatUp, you control an incredibly nimble and fertile nanny goat who must jump from platform to platform to climb an impossibly tall tower into the sky, picking up bonus items and powerups along the way. Every so often you will meet a billy goat, kissing billy goats gives you more points and also causes you to get pregnant. After a while you instantaneously give birth to a kid that follows you around, if you survive long enough you can get a long chain of offspring trailing behind you. This is useful for defeating enemies, but disturbing if you stop to think about it. Luckily, there is no time to think – you must always be climbing and the game is hard, hard, hard.

The old games lived by their control schemes and GoatUp provides several. The only one that really works well is moving via tilting left or right, and jumping with a touch. You can tell that some thought has been put into the controls, and they work much better than the tilt controls in other games. Speaking of old games, GoatUp’s graphics are deliberately designed to look like various games from the 80′s, some pretty obscure. Part of the fun is trying to remember the particular game that is being invoked.

Recommended if you like this sort of thing.

Book Review : I am Jackie Chan

I Am Jackie Chan CoverJackie Chan was one of the biggest film stars in the 80′s and 90′s, famous for his face-paced and deliberately silly action films filled with incredible stunts. This autobiography was released in 1998 and covers his life up until his Hollywood breakthrough (Rush Hour).

His story starts in the poorer parts of Hong Kong, where his parents ended up after fleeing the Chinese civil war. His father managed to get a job at an embassy, eventually leading to a job in Australia. Always a rambunctious child, Jackie was left behind at a Chinese Drama Academy where, under the very struct tutelage of an aged master, he spent the next decade learning the skills of Chinese opera (including acrobatics and martial arts.) There was a lot of overlap between stage performance and the Hong Kong film industry, so the move to film was natural. The book chronicles his rise (with many setbacks) through the world of stuntmen as a callow youth, eventually maturing enough to star in and produce his own brand of infectious comedies that eventually earned him fame and fortune. Roll Credits.

Jackie Chan with Stephen Seagal
The book is fill with amusing photographs like this one. Who would win in fight?

It sounds suspiciously like one of his movies (pretty much all of his early films, at least.) Chan tells his story with broad brush strokes and much wit, and the result is certainly an entertaining read, but I never really got the feeling that it revealed much about the man. As a young man he admits to drinking and gambling to excess, and then all of a sudden he doesn’t. He finds first love, which her parents forbid. She dies years later, unmarried, and Jackie admits to secretly helping her out without her knowledge in a quick paragraph. His wife and child are briefly mentioned in a single chapter and then disappear. Part of this may be that Chan is a workaholic that is always on set, but people expecting a warts-and-all tome of introspection will be disappointed.

Nevertheless, I am Jackie Chan is an enjoyable and informative look into the Hong Kong film industry and the disappearing world of Chinese opera schools. And just like his films, the book ends with a blow-by-blow account of his worst stunt injuries – how is he still alive?

Highly recommended.

Game Review : Fury of Dracula

Some time after the events of the eponymous novel Dracula returns, and he is furious! No longer content to lurk in London, the count spreads his evil throughout Europe, pursued by 4 hunters hot on his trail.

Fury of Dracula figures

Fury of Dracula is an odd board game that reminds me a lot of the old Scotland Yard game familiar to anybody that grew up the the 80s. One player takes the role of Dracula – their goal is to stay alive for long enough to see their nefarious plans come to fruition. All the remaining players take the roles of one or more hunters determined to bring Dracula down for good (there are always 4 hunters so a given player may be playing more than one – we only had 2 players so one person played all 4 hunters.) Each turn the players move around a stylised map of 19th century Europe, the hunters move openly on the board but Dracula’s position is hidden from the other players.

Feed Card from Fury of Dracula

Dracula moves by placing location cards face down on a track, leaving a trail of old locations behind, each one possibly containing a surprise that the count has prepared to harry his pursuers. If one of the hunters stumbles across the trail, the surprise is revealed – usually some sort of combat ensues (Dracula has allies) or something else bad. On the bright side, at least the hunter knows they are on the right track.

If Dracula manages to leave a long enough trail, the oldest card drops off and the encounter “matures”, often helping Dracula come closer to his goal. It is in the hunter’s interests to keep on Dracula’s coat tails once they see any sign of him.

Once the hunters have found Dracula, they can engage him in combat to weaken or hopefully kill him using any of the items they may have picked up on their journey. However Dracula has terrifying powers and combat is dangerous, 3 out of every 6 turns occur at night when Dracula is especially powerful! Timing is everything when trying to kill a vampire.

Fury of Dracula is an enjoyable romp with excellent atmosphere – Dracula is outnumbered and constantly on the run during daylight hours, but may brave a frontal assault during the nighttimes. Combat is done with dice and cards, and works very well once you figure it out. Dracula starts off with a large advantage, but this slowly wears away as the hunters gather items to use against him. The game seems fairly well balanced overall, although in our game Dracula went down early under the weight of a series of terrible dice rolls (or that is my excuse anyway.)

The main flaw of the game is it’s complexity. There are 5 different decks to take care of, and a plethora of counters and tokens. I can’t say I didn’t get my money’s worth, but there is an awful lot of stuff to keep track of. Many of the rules have odd exceptions that apply only at certain times or to certain characters, exceptions that are only found scattered around the rule book not on the cards themselves. The rule book is pretty good, but the rules do not lend themselves to easy explanation – this is not the kind of game you just pull out and play.

Having said that, Fury of Dracula is a fun game assuming that you want to put the effort to learn something new.

Film Review : Tron Legacy

Hollywood often takes flak for needlessly rushing out sequels and remakes of perfectly good films, which is why I applaud the recent trend of producing bewilderingly belated remakes (Clash of the Titans) and sequels (this) to frankly terrible films.

Tron certainly didn’t need a sequel. But what it lacked in plot and characterisation (and pacing, and coherence) it made up for with a strong visual and audio aesthetic. Nothing looked and sounded like Tron, it struck out in its own direction and its subsequent lack of commercial success ensured that nobody bothered to follow it. It stood proud and alone, an all-but forgotten time capsule of early CGI and 80′s computer slang.

Tron Flying Ship Thing

Tron Legacy is not a great film, but is does have some of the same styling has the original, perhaps wisely watered down for more popular appeal. It certainly looks fantastic, with sleek lines and imaginative action sequences. The characters are weak and the plot is simplistic, with an ending that is not so much telegraphed from the first act as teleconferenced with a detailed powerpoint presentation. But plot is not why people go to a Hollywood blockbuster, and Tron Legacy’s 2 hours feel like the drumsticks in KFC Quarter Packs – tasty and they pass quickly.

The credits say that the producers commissioned Daft Punk to write the soundtrack for Tron Legacy, but honestly it could have been other way around – Daft Punk’s whole career was basically an audition tape for this job. The traditional Daft Punk sound is augmented with an orchestra and it sounds great. Or maybe GREAT!, it sure is LOUD but a film this visual needs a strong soundtrack to go with it.

One of the things I am most enjoying about the recent crop of 3D movies is that directors are finally being forced to hold shots steady for more than 3 seconds. Action movies were becoming almost impossible to watch due to the incredibly fast cutting that seemed to be mandatory for any fight scene, it was bad enough in 2D but positively nauseating in three dimensions as audiences’ eyes struggled to keep up. Despite the excellent special effects, Tron Legacy looks very old fashioned in terms of shot length and placement, with all the action happening safely mid-field, something that my middle-aged eyes find refreshing.

According the the IMDB, the same director is readying a remake of another terrible film with a strong visual flare, The Black Hole, for deployment in 2012. I am almost looking forward to it… (hopefully they manage to recreate the insane original ending.)

Tron Legacy : Recommended if you can see it in 3D

Game Review : Light Speed

A lone asteroid tumbles slowly through the inky vastness of darkness of deep space, as it has for millions of years. Suddenly a ship winks into existence just a couple of hundred metres away – emerging from hyperspace in a purple flash. Milliseconds later it is joined by another, and another, completely surrounding the lonely rock. The Empire has sent a fleet to liberate the rare ores that are urgently need for the war effort. But the purple bursts have been interspersed with bright blue flares – the Federation has also sent a fleet. Lasers flare, this will all be over in seconds…

Light Speed describes itself as a real-time space combat table top game – sounds impossible but this simple little game manages to fit a lot into a very small package. Each player (up to 4) starts with a deck of cards, each representing a particular class of ship. Each ship has a number of lasers, a hull rating (life points), a speed rating and possibly some shielding to protect it. The battle begins by all players drawing a ship from their deck and placing it on the table in a hopefully advantageous position where its lasers will do the most damage to either the asteroid or to an opposing ship. Once a ship has been played it cannot be moved. Once a player has placed a ship they can draw and place another one as quickly as they like without waiting – the game ends when the first player has warped in his entire fleet so everyone needs to be paying attention. If a player still has cards in hand the un-played ships do not take part in the battle.

Once the ships have popped out of hyperspace (this takes about 30 seconds), a huge battle commences. This constitutes the scoring and takes a lot longer than actually playing the game. The smaller, speedier ships fire their lasers first but tend to have less powerful weapons and little shielding. The more powerful ships have massive armament and are well protected, but only get to shoot at the end of the battle meaning that they might already be fatally damaged before firing a shot. Space battles are not for the careless, friendly fire is a distinct possibility. Players get points for destroying enemy ships and mining ore from the asteroid (with the multipurpose lasers).

Light Speed is well named, being both light and speedy. The rules are simple and the play fast-paced. Even the scoring, a purely mechanical process, is quite fun as the battle turns on a few well placed (or misplaced) cards. There is certainly an element of luck, but quick thinking and cunning rules the day with plenty of opportunity for table talk.

Highly recommended, especially since it only costs US$5.00!

Book Review : The City and The City

By China Miéville

There has been a brutal murder, and it is up to the suitably jaded but dogged Inspector Tyador Borlú of the Extreme Crime Squad to investigate. But this case is different than most in the city of Besźel, as the crime was possibly somewhere else both close by and impossibly far away – Ul Qoma.

Besźel and Ul Qoma are two cities that occupy the same geographical location, literally intermingled in all senses except by the behaviour of their citizens. Some blocks and streets are totally in Besźel, some totally in Ul Quma, but many are "crosshatched" – belonging to both cities although under different names.

The inhabitants of each city are conditioned from birth to never interact with anything in the other city, carefully averting their gaze and ignoring ("unseeing") as much as possible the sights and sounds coming from the foreigners around them. Driving on crosshatched roads is a pretty hairy experience. Strict rules penalise anyone breaching the imaginary boundary between the two locations. In fact the crime of “breaching” is much worse than the murder Borlú is trying to solve – transgressors are quickly dragged off by mysterious figures, never to be seen again.

Solving this crime will take Borlú into the seedy underbelly of Besźel, where gangs nationalists opposed to even the slight contact between the cities struggle violently with unificationists who want to end the separation. But could the answer lie in Ul Qoma, a city with an underbelly of its own?

China Miéville showed a Dickens-esque ear for language in his excellent fantasy novels, and here he puts it to great use writing what is a great whodunit police procedural set in a slightly strange place. The City and The City is a genre piece, but the genre is gritty crime novel rather than fantasy and the book follows all the usual rules and doesn't cheat by introducing new rules at the last minute although, of course, misleading clues abound. There is very few good whodunit/fantasy crossovers and this is by far the best I have come across.

Reading around the Internet, I see that people have taken the split (or joined, depending on how you look at it) city as a metaphor for all sorts of things. Does unseeing represent class distinctions, racial separation, a method or Orwellian control, or something totally different? Miéville isn’t going to provide the answers in the book – the best allegories are those where no one has any idea what you are getting at, or even if you are getting at anything at all.

Highly recommended

Book Review : The Player of Games

A book by Iain M. Banks set in his nigh-utopian “culture” society that features a strangely named misfit with a unique skill who gets manipulated into performing a mission of great danger and importance. Who could have guessed?

In this case, the weirdo is Jernau Morat Gurgeh, who is very,very good at games. So good that he the perfect choice to travel outside of the Culture to the Empire of Azad to play the greatest game he has encountered. The game is simply called Azad, and is based on (or forms the basis for) the tenets of the Empire’s society. Those that play the game well gain power, prestige, and government posts, even the emperor is selected this way. Those that play and lose fare badly. Azad (the game) is fantastically complex, so much so that actions that take place on the room-sized boards are supposed to represent the core philosophies of the players, making it a fantastically useful HR tool. Anyone who wants to get anywhere in Azad society devotes their lives to the study and practice of the game.

Although Jernau is only supposed to be the token Culture participant, he finds that his alien playing style confounds the natives and he does better than anyone predicted, although at a cost to his somewhat fragile psyche. Eventually, as he learns more about the game and Azad society in general (linked as they are), Jernau comes to believe he could go all the way to the final and play for the empire itself.

The Player of Games is one of Bank’s more approachable books, not having any of the stylistic or structural gimmicks of some of the other Culture novels. The story is pretty straight forward (there is a twist, but it is fairly transparent) but told in the usual imaginative style. The Azad are vividly described, seeing them through the eyes of somebody both living amongst them and playing against them is an interesting literary device. The book’s main point that games are a window into the soul of a society is well realized, if maybe a little heavy handed. But you know what you are getting yourself into when you pick up an Iain M Bank’s book, I suspect he types with concrete gloves.

Recommended if you like this sort of thing.
        

Book Review : I, Claudius

Born into the leading family of Rome in 10 BC, Claudius seemed ill-favoured right from the start. Afflicted by disabilities and a bad stutter, he was an embarrassment to most of his family and kept out of the public eye for most of his life, weathering several personal tragedies and busying himself with his writings. Being discounted as an idiot by his relatives in power allowed him to survive several deadly purges and eventually rise to the position of emperor by default, everyone else being dead.

I, Claudius cover illistrationI, Claudius by Robert Graves is an historical novel that proports to be the secret autobiography of Claudius from his childhood up until his surprising assumption of power. Grave’s Claudius states up front that he is writing a true history for the ages that will not be found for hundreds of years so he can include information that is damaging to either his family or the political body of the empire. Claudius was apparently a keen student of history, and this is reflected in the clear, dispassionate narrative that Claudius/Grave weaves around what must have been stressful times for the protagonist.

This book is a treat for fans of irony. Claudius himself harbours republican sentiments, but ends up being made emperor and dictator-for-life pretty much against his will when all he really wanted was a quiet life away from the limelight with his writings. As a fan of history, Claudius recounts a conversation as a young man with two famous historians about the merits of writing entertaining histories that contain inaccuracies, or dull and/or unpleasant histories that contain only the truth. Claudius states he sides with the truth but the whole passage is an invention of Graves, who was of course writing an entertaining novel.

Grave’s matter-of-fact style makes for a slightly dry read, but the story is well-told and the characters that swirl around Claudius are so larger-than-life that it is hard to put the book down. Highly recommended.

Game Review : Citadels

Citadels is an easy but fun card game where the players compete to construct the most impressive city by amassing wealth to spend building various districts (docks, university, cathedrals, etc). The game ends when a player plays an eighth district then everyone’s city is scored (and certain bonuses added) to determine the winner. Simple.

Or not so simple. There are 8 role cards, each player will get one of these each turn which will enable certain actions. For instance, the Magician role can swap hands with another player, the Architect can build more in a turn, the King gets first choice of roles for next turn, etc. Because there are more roles than players and the roles are chosen secretly in turn, the way to win lies in choosing the correct role at the correct time. Some of the more expensive districts also confer additional bonuses apart for score such as more money or protection from certain attacks so thinking several turns ahead is required.

Citadels can be quite a sneaky game – many of the roles allow you to ruin your opponents plans by stealing cards or money, or even destroying their hard won districts from under them. But it is hard to get an unassailable lead and the way the roles work means that no player can really feel ganged-up on. It is also one of the few games I have played that actually works better as a 4 or 5 player game (haven’t tried 6 or more) without leaving some players in an unwinnable position.

The game itself is attractive and the cards are well designed. The one flaw is that the role cards get constantly handled and can get bent or scuffed up, which is a problem since they are supposed to remain identical to maintain the secrecy required. The basic game is flexible, the official website has a whole bunch of alternate rules to turn it into a children’s party game or a drinking game (although hopefully not at the same time). With 4 or 5 players the game takes about an hour to play.

Highly recommended.

Card Game Review : The Spoils

I think it is best to say two things right up front : firstly, The Spoils is a collectable card game just like Magic the Gathering. If you are not familiar with this form of gaming the rest of this review is going to be impenetrable, but in short each player builds a deck of cards from a much larger pool and then plays this against the opponent’s deck. Different cards have different effects, the skill in deck building lies in picking cards that compliment each other. The collectable part comes from the method of acquiring these cards, instead of just buying a full set you typically purchase small packs containing a random selection of cards, so each player is building decks from a different subset. Vast secondary markets exist for players wanting to trade surplus cards with others, sometimes for surprising sums of money since some card are deliberately printed in small numbers.

Secondly, The Spoils is a collectable card game just like Magic the Gathering. Seriously, it is basically Magic with a quick paint job and the VIN ground off. This is not necessarily a bad thing – I like Magic the Gathering, but the similarities are pretty blatant. I can almost imagine playing a Spoils deck against a Magic deck in the same game, most of the rules work in exactly the same way, only with different keywords (cards don’t get tapped, they become “depleted”, etc.)

Having said that, Spoils does differ in a few interesting ways which seem to be designed to make the decks play more consistently. A common problem with Magic is that sometimes you just don’t draw enough land cards of the correct type to play your hand full of spells. In The Spoils, you start the game with two staple resources (basic land) cards of your choice already in play – this hugely helps if you are running a 2 colour deck since you can ensure that you have both colours available.

Additionally, the costs for all cards are colourless – you can tap (sorry, deplete) any colour to pay for them. However, most cards have a “threshold”. A certain character (creature) might have a threshold of 3 rage (red) with a cost of 4 – to put this creature into play you must deplete 4 resources (of any colour) but you can only do so if you have at least 3 red resources out (depleted or not). Along with the staple resources there are special resource cards that still produce a single mana but count for double when calculating threshold, as a special bonus the card art for these special resources features scantily clad ladies for no particular reason.

You can play any card in your hand as a resource by playing it face down. These work just like regular resources but do not count towards threshold at all. Although you can usually only play a single resource a turn, you can deplete 3 resources to put another resource into play at any time.

Combat works much the same as it does in Magic, the big difference is that characters have an extra Speed statistic. This works much the same as first strike but with multiple levels, the faster character hits first and suffers no damage if it kills the other character outright.

These changes do make for a smooth game – it is almost impossible to imagine getting screwed by a bad starting hand in Spoils (especially since the mulligan rule is very forgiving.) On the other hand, one of the things I like about Magic is the unpredictability that forces you to have backup options in your deck if you don’t get what you want, Spoils is more forgiving but I think less flavourful. You could get much the same effect in Magic with a couple of house rules.

The card design is good without being brilliant, the art is perfectly OK if sometimes a little tacky. It may seem like I am damning The Spoils with faint praise, but there is actually a lot to like. It is just that The Spoils has little reason to exist in a world that already contains Magic the Gathering.