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Malediction of Nagash
a blog about games and being dead in them
Tag: Actual Play Review
[Actual Play Review] A Study In Emerald; Gormenghast; Dark Deeds
It was tempting to put these out under the 'Exegesis of Terrible Fiction' heading. Two out of three of the games we played last weekend in London (either at Erin and Katy's, or at the inexplicable but pleasing Ludoquist in Croydon) have a bit of a pedigree, y'see…
A Study in Emerald (Treefrog Games)
Based on the award-winning (and cynically award-grubbing) Cthulhu Mythos / Sherlock Holmes crossover fic by Neil Gaiman, A Study In Emerald is another of those literary games by Martin Wallace, aka The Bloke What Did Discworld: Ankh-Morpork – which I've also played, and liked despite not being good at it. Unlike Discworld, this one is a deck builder, with area control being a more abstract 'influence' mechanic that determines where on the board you can pull your cards from. Like Discworld, I like it despite not being good at it. (It's a deck builder, so of course I tunnelled in on deck manipulation mechanics instead of actually paying attention to the scores and the dynamics of play.)
Essentially, there are two teams of players – Loyalists, who serve the Great Old Ones that rule over Europe and beyond, and Restorationists, of whom Sherlock Holmes is one, who want the Great Old Ones banished whence they came. However, you don't actually know who's a Loyalist and who's a Restorationist until the game ends, which means it's one of those "look at what people are doing and try to guess their agenda and hope you're not screwing with someone who's actually on your side" jobbies.
Players assign Influence to places and also dispatch Agents, who can be used to assassinate other players' agents and attempt to blow up the local Great Old One in spectacular self-sacrificing Dynamiter Knight style. Surprisingly few Great Old Ones were blown up on our watch and I think it's because the game ended rather earlier than we'd expected. There are multiple game over conditions, and it seems pretty easy to trigger one before a satisfying 'endgame' state has actually been reached.
For all that I don't like the short story much, it feels like a safer bet for 'gamifying' than the actual Lovecraft, which (as I'm hopefully going to go on about in print before too long) are generally fictions of defeat, where the 'right' outcome for the story is a 'loss' in game terms. The more dynamic faction vs. faction premise of 'A Study in Emerald' makes for something competitive and objective-driven – if the Restorationists drive off the Great Old Ones, they win, and if they don't, the Loyalists win, and that setup creates a nice bit of ludonarrative harmony rather than the "noodle around and try to avoid becoming a Lovecraft protagonist" affairs I've seen elsewhere.
I don't remember enough to say that this was good or bad. I think I'd rather play Rising Sun, if I wanted to take over the world with giant monsters – the openness of the team allegiance in that game is more pleasing to me – but if we had an odd number of players this would do. And it's better than Chaos in the Old World, but then so's colonic irrigation.
Gormenghast: the Board Game (Sophisticated Games)
You might think that a procedurally generated competitive fetch quest game set in the crabb'd, ill-lit and most damnably long corridors of Mervyn Peake's Gormenghast is right up my particular alley, and you would be spot the fuck on there, mate.
Like the previous title in the pile, Gormenghast: the Board Game involves influence and control – specifically, influencing characters from the novel to go a-wandering around the castle, accumulating items and delivering them to specific locations to fulfil Plot Cards. Get the right person to the right place and it's worth one victory point; have the right object in the room with them, by fair means or foul, and it's worth three.
Influencing and moving characters is governed by Action Cards, and those Action Cards will have a "place this much influence" and/or "move a character you control this many rooms" and a "do something else" effect on them.
To complicate matters further, there's Ritual. Of course there is. Some cards cause a Ritual to trigger; fulfilling a Plot Card always does. When that happens, you roll a d30 (a d30! I haven't seen those outside Dungeon Crawl Classics!) and consult the Book of Ritual, at which point something weird happens. A room is blocked. A new room is discovered immediately. Everyone draws or loses cards. Some form of embuggerance occurs.
Gormenghast is not, apparently, very popular among serious board gamers, which just goes to show that serious board gamers don't have the sense of fun the good Lord gave them. Anyone who likes Brass more than they like this needs their soul examined, assuming it can even be found.
Even ruling out my obvious biases, though, this game is heavy enough to demand a mental effort, but light enough that I can play it without fatigue, and I appreciate that.
It's not perfect – the choices of quotations from the book are often eccentric, both quotations and rules needed a staunch proofread.
The mechanics are prone to both sudden death ("aww, I was about to…" came up in both our trial runs) and control wankery ("so I play this, interrupting that, move him here, then pick that up, fulfil a plot card, roll a ritual which I ignore by playing this, then play this to draw three more, then move him back over there," and five minutes later when I'm done playing with myself I'm up four Victory Points but everyone else has lost interest.)
Also, the game is very dependent on flavour to make the simple mechanics really enjoyable. First time around we read from the Book of Ritual and did the voices and took the piss out of the characters and it was great. Second time around we were just describing the mechanics as they came up, and the experience was a lot flatter. I've noticed this with a lot of literary-adaptation games – if they're treated as games first and foremost, by people who don't roleplay or at least chat shit while they're playing, they tend to become slightly tedious.
So. Gormenghast. Better than it has any right to be, better than its reputation suggests, but absolutely not one that you can play with mechanics-first people who aren't going to have a Groan at its expense – and that might be where its reputation comes from.
Dark Deeds (Games and Gears)
Andy Chambers co-wrote it, Mark Gibbons illustrated it, and since I grew up on mid-Nineties Warhammer, Dark Deeds already has an easy way to my heart.
It helps that Dark Deeds is actually pretty good. Players are minions of some dark and sinister power that's trying to take over a vaguely Mitteleuropean Renaissance city in a grim world of perilous adventure. (Sound familiar?) Meeting in the dank corners of the taverns, their dark master has bestowed various and somewhat counter-intuitive instructions on them, and they have to go out into the streets and sneak past (or fight) guards, pick the pockets of ordinary civilians who they've heard might be carrying good loot, and assassinate various prominent members of the citizenry.
All of this is executed through a deck of Street cards, which designate who's out and about tonight, and a deck of Tavern cards, which set the resources and rumours available concerning them. Combat and stealth are both d12 rolls, modified by the loot a player has accumulated, with the key targets – Nemeses – obviously being harder to scrobble, requiring nines or tens or twelves. Successful minion activity accumulates both Victory Points and Suspicion Points, the latter evaporating when the Most Suspicious Minion (the bearer of that large silver coin, which attaches to the largest stack of Suspicion Points on the table) is invariably detained.
Now, it may just be that I seem to be good at Dark Deeds, or that it's refreshingly uncomplicated, but I like it. It works smoothly, barring a couple of "wait, what are my options here?" moments that anyone who's played a Chambers-designed game will recognise. It's not a game you'd get together specifically to play. It's a brilliant warm up or cool down game for a longer session, I'd imagine, and it's a jolly little time filler for a couple of dead hours on a too-damn-hot-to-think Sunday evening. I also really like the way the wooden and metal tokens and the little burlap sack feel in the hand, for what that's worth.
However, it does… play itself, to an extent. As citizens, guards and priority targets move along the Street, what happens to them is governed by the Suspicion points – sure, you can do things to raise or lower Suspicion, or transfer it to other players, but that's very much governed by what cards you have in hand and what objectives are in play. Especially with two players, Dark Deeds seems to generate foregone conclusions, especially if one player's had a good run of objectives and hasn't ended up with a pile of Nemeses sat in front of them, no weaponry worth a damn, and nothing to do but roll a d12 every turn and hopefully get high numbers.
It's fun, but in the way a one-armed bandit or roulette is fun – put your money down, take your chances, and let the dice fall where they may. Deep it ain't, but deep ain't always what I'm looking for.
Jon	Board Games	Leave a comment June 9, 2018 October 5, 2018 6 Minutes
[Actual Play Review] Territory Control Double Feature: Scythe (Stonemaier Games) & Rising Sun (Cool Mini Or Not)
I'm starting to get the hang of this board game business, I think – insofar as I'm starting to get a feel for what I actually like. Co-operative games will always be my preference, but if we absolutely must compete, the pure abstraction of the resource/worker placement game where everything's different coloured cubes or discs and theme is some variant on "yer a capitalist Harry" is not for me.
I feel like I'm into a good hearty territory controller; something with the whiff of a grand strategy vidjagame such as Total War or Civilisation or Crusader Kings about it. Actually engaging in battle is optional – I like a diplomatic solution as much as the next reasonable fellow – but the theme of conquering and claiming an important patch of land speaks to the wargamer in my soul. I also appreciate actual models – they don't have to be super-sophisticated but if you show me a cube and tell me it's a worker I'm never going to be that interested.
Both the games I've tried in the last ten days, at Croydon's Ludoquist on either side of a trip to Venice (it was superb, thanks for asking), have struck the right kind of chord in my heart. Neither is quite on Near and Far's level – i.e. 'practically perfect in every way' – but they're both up there and they've helped me work some things out. They both also strike me as the sort of games it's worth playing a lot – bedding in on and learning in greater depth than my infrequent voyages into these strange waters have afforded so far. Let's have a natter about them.
Scythe is a dieselpunk extravaganza, set in a corner of Eastern Europe that never quite was and involving several factions scrambling to control a huge factory complex and the surrounding resources. You have soldiers, you have mechs, and you have a named character leader with a backstory. Aesthetically, it talks to the Iron Kingdoms fan in me, even before you factor in that one faction (the one I played) is essentially Khador.
I shan't bother with describing the mechanics, as Stonemaier provide an excellent summary on their site. Instead, I'm going to say that Scythe is one of those rare games I wanted to play again straight away, because it feels learnable in a way that's sort of familiar to me, probably because of how wargamey it feels. Once the basic mechanics of collecting and using resources are down there's an immediate sense of "OK so let's try focusing this next".
I do have a little beef with Scythe, though.
Firstly: it does the same "draw your playstyle at random" thing Lords of Waterdeep does. It bothers me less here, because you still get to pick your faction and so you have some control over the mechanics available. Rusviets still gon' Rusviet – they're still going to have their teleporting trickery and their combat bonuses for workers and their ability to bully across rivers early on. It's only the precise economy involved – which resources you'll need to prioritise and which actions you'll need to select – that changes, and I think that's more like playing an unusual scenario in a wargame.
Secondly: if you're not paying very close attention to what everyone's doing, someone can 'play with themselves', ending the game by achieving a bunch of conditions with maximum efficiency and collapsing whatever you've spent the last twenty minutes anticipating. I grasp that that's the point of the game, but it's one thing to lose because your big gambit didn't pay off and another to lose because the game ended before your turn.
Despite this, I could see myself getting into Scythe, almost as a substitute for the wargames I don't have the luxury of playing much these days, and as something that works more smoothly as a scales-to-multiplayer endeavour. I'm going to have a poke through the strategy articles on Start Your Meeples and see how the other factions play (I don't think "I always play Rusviet" quite aligns with board game etiquette), and then I might venture some spending money on a base set. If nothing else, it's more likely to see use than the 40K army I started this time last year and have done next to nothing with.
Rising Sun is a CMON game, so it's going to have minis: some quite nice plastic jobs which seem to need a level of assembly. They're one of the things I like. I'm also quite taken with the game's alliance mechanic: each season of play opens with the opportunity to buddy up with another player, sharing bonuses on the actions you declare and allowing you to amicably resolve conflicts over territory without anyone necessarily having to die. It's all represented on the table with some nice little yin and yang pieces that sit together, and I think it could make quite an interesting couples' game (with the ever present option of betrayal on the cards too). Finally, it's refreshing free of logistics; there are concerns about bringing in currency to pay for things and support one's endeavours on the battlefield, but there's no mucking around collected three black cubes and two red cubes before you can get a white cube. If you want to recruit some lads you play the action that lets you recruit some lads and you will get at least some lads for your trouble.
There is some gristle in the gist though. The variable turn sequence is enjoyable – being able to choose from four actions and getting to do something fun on your ally's turn means there's a reasonable chance of getting to do something like the thing you wanted to do. However, it is vaguely frustrating in that IF one has constructed a scheme in one's mind AND one has a fairly inflexible core faction ability AND the right actions refuse to come up THEN you find yourself stalling for a season. With only three seasons to play through, that can spell defeat in a manner quite unsatisfactory.
Games that mutate under my hands and change the structure of the turn don't sit well with me; I have a strong dislike for Race for the Galaxy and its variants because I'm not good at second-guessing people and rules at the same time. More serious board game people tell me this sort of thing is 'more strategic': I disagree. I think it spreads the strategy out differently. I personally appreciate a firm sequence of structure and play so I can concentrate on reading and predicting the opponents' behaviour, or a firm alliance between the actual players so I can concentrate on understanding the shifting situation.
What I'm saying is: I like my strategy distributed for depth rather than breadth. I also suspect that my level of 'spergery means I'm always going to get a bit narky at operations that change every turn unless I'm playing something like Fluxx where there's nothing else to think about; no map placement, no alliances, just focusing on the pure flow of rules.
That said: I'd like to play Rising Sun again. Its potential for fun kingmaking alliances and bizarre gambits outweighs the minor frustration of its inconsistent structure, I think, and it's probably another of those games that rewards a level of mastery. We certainly found that knowing the autumn card decks in advance would have given us an idea of what sort of approaches to build into during the spring and summer. Perhaps people who are more accustomed to board game conventions than I could read ahead and guess that there might be bonuses for going all in on oni or virtues or similar? I wouldn't know. I'm still figuring out all this stuff. Where's the tape measures and why aren't there dice?
Jon	Board Games	4 Comments February 28, 2018 October 5, 2018 5 Minutes
[Actual Play Review] Near & Far (Red Raven Games)
Erin and Katy (former housemates and would-be roleplayers of yore) have spent New Year's Eve at the Castle von Von. As is their custom, they brought with them games, of a variety not often seen in these hallowed halls.
I'm not a big board game person. I like the idea of board gaming a lot more than I like most board games. They tend toward the 'too abstract for me' (most worker-placement/commodity-management Eurogames) or the 'too clunky for me' (the Fantasy Flight style franchise games).
But we persevere, because I do like getting people around a table and playing something that doesn't have the prep requirement of an RPG, and because every so often, I stumble dick-first into actually liking one of these.
So, this week I'm shamelessly ripping off Erin's review format and posting about five board games I've encountered over the New Year. Deal.
Near & Far
Finally! I can talk about a game I almost unequivocally like. I am committed to Near & Far, for several reasons, and I am aching to get on to those reasons, but first I must slide two small but detailed grievances over the table to get them out of my system and indicate that absolutely nothing in this world is perfect.
Firstly, I found it weirdly hard to build and maintain momentum in this game. That is absolutely a problem I have with most games (it's telling, for instance, that my most successful wargaming is done with 'undead' themed forces whose 'attrition and restore' style allows for compensation should the controlling player lose tempo), but it was a minor sticking point, like a puddle of salty caramel 'neath the remorseless boot of progress. If you're the kind of person who gets frustrated when other people charge across the map and you're plodding away taking three turns to reach all the good shit they've hoovered up – that might be a concern for you.
Secondly, the 'bad guy' options – the specific artefacts which demand that you accumulate negative Reputation in order to purchase them – are sometimes weirdly expensive for what they can do. The little utility ones are fine, but big fuckers like the flaming crossbow and the iron crown are punishingly expensive for very little payout, especially when you're taking an overall score hit by being unpopular enough to use them.
I came into this game thinking that there was a way to make crime pay, a viable reason to choose Being Bad. Now I think those artefacts are in there as a sort of consolation prize for people who've had to be Bad and would otherwise be shut out of the game. If you come at this like it's an RPG, think of it firmly in terms of old D&D where being an evil character was an accident you made the best of, rather than a balanced alternative to being a goodie.
Right. That's that done. Let's talk about how fucking great Near & Far is.
Near & Far is a really really good, competitive-but-not story/exploration game. It has a lot of the trappings of the Eurogame – multiple resources which are generally harvested one or two at a time, random asset drawing, token placement, abstract victory points system – but it couples them to a delightfully soft-aesthetic pseudo-RPG.
Players pick a character and set off on either a map-based sandbox campaign or a personal storyline campaign. (Those of us who have played Shadow of Mordor give a thousand thanks that Near & Far doesn't have those concepts squatting cheek by jowl throughout the entire fucking experience.)
In either case the ultimate goal is to locate and explore the Lost Ruin, a sprawling city full of perils and risks and potential (though as we discovered, often hollow) rewards. Play cycles between going on adventures and time spent in town.
The length of adventures is governed by limited rates of movement, bonuses to skills/combat and searching, a renewable modifier resource (hearts) and a non-renewable 'worker placement' resource (tents).
All of these, except the tents, can be extended by hiring henchmen and purchasing items, which demands the accumulation of reputation, gold, gems, food and faction prestige. There are multiple ways to scoop up these resources – mining or farming in the town, settling in the wilderness, or accumulating them as quest rewards – but exchanging them and hiring henchmen has to be done in town, and the almost-exclusive way to replenish hearts is to come back to town and leave again.
As characters complete quests, they acquire simple 'colour this in when you've earned it and black it out when you've spent it' experience, which can be spent on talents – generally simple modifiers to things you already do, or straightforward resource generators, rather than entirely new 'skills' and 'spells', which come into play on the next map.
The net result of all this is a pleasant tempo where sooner or later, even the most fully optimised of characters will have to come home for a breather, and although some people might be able to get further across the map, nobody's mucking around taking three turns on the trot and zooming ahead while you wait for them to stop winning.
Remember what I said about Brass, and not confusing depth with complexity? This has depth. It's not simple or easy by any means, but it's elegant enough in its design and intimate enough in its scale that it teaches itself rather than dumping a huge map and forty possible decisions on you and making you get on with it. There's town. Do you want to leave town? Better not – you can't settle anywhere. You'd best hire a henchman. Hit the saloon. That's what I mean about elegance. No need to come back here and tell people the best way to start playing, no sir.
The glorious strength of Near & Far is that its opportunity costs are generally well balanced. You may be a great duellist but your Reputation's probably sunk through the floor and you'll have spent your quest completions on being good in town instead of good at adventuring. It does seem like Meditation plus something that auto-generates Food plus Gem Trading is a bit too powerful, but this… isn't really a game about winning, as such.
I'm sure you could play Near & Far like a total cockbag and aggressively hunt points, hoover up quest tokens from the map so nobody else gets any, but – in character mode, at least – there's no real incentive to do that.
If you must bully other players, reading out their quest descriptions from the book-o-quests (a sort of choose-your-own-adventure kind of affair, generally presenting two choices – an easy way and a hard way, a way with a hidden cost and a way with a resource drain, that kind of thing) gives a little flicker of Schadenfreude without you actually having to be a cut-throat little shit.
During this week I've talked about the importance of player agency and about multiple rewards, ways to 'win' even if you haven't scored the most points. Near & Far does both of these things really, really well.
The storyline through which your character moves may be pre-defined, but the kind of person you are isn't. I ran through three maps as Vera, the guard captain tangled up in a revolution against a corrupt governor – on my first one I felt honourable but bemused, on my second I'd gone full outlaw, swaggering around town with a duelling pistol and a Reputation score as low as it could go, on my third I'd built a strong team of robot pals and actually felt like my last choice meant something – personal glory and conquest or the humility to aid the revolution before setting off for the Lost Ruin?
While the storylines run off some pretty simple tropes – it all felt quite young adult JRPG, particularly the storyline for the robot character Grear – they all deliver on those archetypes and hit the right resonances.
(I'm not sure the others agree – Katy in particular felt like I was the only person who got a 'good' ending, even if I personally regretted not staying full bastard, but I'd argue that the endings are dramatically and thematically satisfying, even if they all feel like qualified victories. It's all quite mature really.)
I didn't actually win a single round on points, and at least once I screwed myself by eating the penalties for low Reputation and discovering there wasn't much payoff to doing so, but I didn't ever felt like I'd lost – only, perhaps, that I'd lagged behind.
Bottom line: Near & Far is great.
It's like low-prep modular D&D for people who aren't into D&D – like Katy, who I suspect would make a really good DM if she was working off a decent module (and I hadn't thought that about her before, so this game wins out on 'learning things about your mates' too).
It's rewarding to explore in multiple ways with different priorities, and it's brave enough to let you go about things your own way.
Highly recommended. Check it out.
Jon	Board Games	Leave a comment January 5, 2018 October 5, 2018 6 Minutes
[(Not) Actual Play Review] Sushi Go (Adventureland Games) / Brass (Tree Frog Games)
Today I'm taking on the two games I didn't actually play, but either watched played or gave up on. As with Warmachine Mark III, this is less a review of the games and more a description of why they're not for me, so if you came here for semi-objective commentary I advise you to hang on until I do Near & Far tomorrow.
Sushi Go!
I didn't play Sushi Go! because it was late and I was tired and I'm not the sort of person whose idea of a between-games palate cleanser is… another game.
It's a three round card-drafting game. It's lightning fast, it's piss-easy to play, it's basically a competitive simulation of a simple situation (shovelling tasty fish derivatives into your fish derivative hole at a restaurant, only you're fighting over them instead of waiting patiently for your order to come around like a proper gentle creature), and you can still play it while you're wasted enough to unironically anime-squeal "Sashimi!" like you're a fuckin' magical girl calling her attacks.
(Incidentally, Hark squealed "SALMON NAGIRI!" into my mouth at midnight on New Year's Eve. I really, really dislike salmon. The taste makes me urge and I always associate it with a particular kind of bourgie social climbing that pushes me the rest of the way. Reminding of salmon right before kissing me is not on, not at all. I am now accepting auditions for the role of Von's New Wife.)
I don't see the point in it but then I don't see the point in sushi either. However, I can see why the ladies needed it after ninety minutes of trudging through the other game on the table today:
Or, as it's known to its friends, Capitalism Simulator 1832.
Brass is… fuck it, I'm going to break with tradition and link to its Board Game Geek page, because I do not understand Brass at all. It has locations, and things you can build in them, and resources, some of which need to be moved in a simulationist manner, some of which don't. It has cards, and you discard or play cards to do things. It has currency, and you spend currency to make currency. It has Victory Points, which for some reason don't co-exist with currency even though it's a capitalism simulator and surely accumulating the highest and steadiest income is the win condition.
I don't know, okay? I tapped out on the first turn, having just about parsed the long-ass explanation of Canal and Rail phases and how the turn sequence worked and all that, but I had no idea how to convert these cards in my hand into actual solid actions on the map. Not just 'no idea how to play well' but 'no idea of what I was playing for or what a viable play might look like'. The others made it to the end of the Canal Phase and then dropped it too.
Brass is one of those high-level micro-manage-one-aspect-of-a-civilisation games that operates on an abstract plane to which I just don't have cognitive access. I felt like one of those poor Peter Principle fools who may be damn good chalkface teachers but then get promoted to headship and adminstration and suddenly their skill set doesn't work any more.
In its defence, the odds were not in its favour. Brass was the last game we tried out, the hardest of the games we tried out, and the only one Katy (who generally teaches the rest of us how to play these things) hadn't played before. It's also the most 'pure game' – it has a theme, something to do with industrialising Lancashire by building mills and works and canals and railways everywhere, but it has that hardcore Eurogame vibe which suggests 'theme' is just 'way of deciding what the icons look like'. Finally, and this is the most damning point against it, the developer felt obliged to include a two page letter clarifying that actually it's not as hard as you seem to be making it, here's how it's supposed to work, the optimal first move is this but some people have had success doing that –
Look, mate, if you have to include something like that I guarantee you have over-developed this game. Some games have complexity and some have depth and some people, including developers, get them mixed up. I can understand issuing developer's notes as errata, or to cover corner cases, but when you have to sit people down and hold their hand through making the very first choice in the game, you've done something wrong. That proverbial pudding isn't over-egged. It's just an egg. You've sprinkled cocoa on it and put it in a glass of brandy, but it's still an egg.
I'm not predisposed towards games like Brass, but I suspect it's not a well designed game even for people who are. What makes it all the more galling is that the same fella designed Discworld: Ankh-Morpork, which is a blinder of a game (and, now that I think about it, is better at being Lords of Waterdeep than Lords of Waterdeep is, probably because it gives you one static-state victory condition and doesn't fuck around randomising everything else). I don't know what he was on with this one.
Jon	Board Games	5 Comments January 4, 2018 October 5, 2018 4 Minutes
[Actual Play Review] Lords of Waterdeep (Wizards of the Coast)
Basically, this is a worker recruitment Eurogame, under the D&D licence, which inverts the usual process of D&D. Now you get to play the quest givers – the movers and shakers of Waterdeep, sending your agents out into the city to a) read the word on the street, finding out what quest-like activities can be done to serve your agenda, b) recruit adventurers to fulfil said quest-like activities and c) screw around with the other Lords through a little thing called Intrigue.
All of this is done by taking meeple and assigning them to buildings. Some buildings let you buy other buildings, drawn at random from a stack. Some let you collect quests, drawn at random from a stack. Some let you draw Intrigue cards. At random. From a stack. There are four different kinds of quest. Your Lord will benefit from pursuing two of them. Your Lord is drawn. At random. From a stack.
I… don't know if I like this game. We played it twice. The first run was fine, although I didn't do well. The second left me feeling a little salty, and I suspect the salt levels would only rise with repeated playthroughs. I wanted to like it, and I didn't hate it, but I'm not sure it deserves the amount of effort that liking it required me to put in.
Quite often, the D&D trappings are just trappings. The Harpers make an appearance, but there's no reward for playing them Neutral Good; they're just a colour of token. I ended up playing the City Guard as a pious den of thieves run by a moneylender Lord because of how the game shook down, and that felt slightly off to me – just arbitrary, I suppose.
As I type it out I nod sagely and start homebrewing an explanation for that, which is fine, but if I think like the kind of person who's super-into the Forgotten Realms, the potentially inappropriate combinations may bother me a lot more, because that's not the lore. Being a homebrew kind of guy whose contact with the Realms came through a bunch of turn-of-the-millennium computer games, I was able to recognise some things and go "oh hey, neat, it's that" but still (mostly) back off and accept that they're just green meeples and victory conditions and it doesn't really matter who's who.
The real problem with all the random drawing isn't faith to the setting, though. It's more a matter of agency.
Firstly, Lords of Waterdeep can straight out disengage players who aren't into the theme of the Lord they drew. This happened in my second run, and while I was able to roll with it, it kind of seasoned all the other ways in which I could feel the game pushing me this way and that.
From the pure Eurogamer perspective it doesn't matter that the quests are called Warfare and the orange cubes are called Warriors (Katy just calls them all 'cubes'), but Lords of Waterdeep is going out of its way to attract roleplayers to Eurogaming by invoking themes and yet not affording the agency that I think most of us want. I'm fine with pre-generated characters but I still want to pick which pre-generated character I get, y'know?
Secondly, some of the quest types really struggle for resources unless particular buildings come out early on. In our second run I found my turns becoming very samey. I'll try to model the reason why.
My Lord wanted to complete Commerce and Piety quests. Hardly any Commerce quests came out, so I had to bed in on Piety. Most Piety quests require at least two Clerics. Clerics were slow to recruit – the base board only provides one per turn, and there weren't many Cleric-friendly buildings coming out, and the Plot quest that converts other adventurers into Clerics didn't show its face until near the end.
What this all meant in practical terms was that every turn I'd have to a) hope I was still going first, because otherwise I could be locked out of a quest completion by not having access to two Clerics every turn, b) recruit two Clerics from the same two buildings and c) make sure I had a Piety quest to complete, which locked me in to visiting the tavern. At least I was generating Warriors and Rogues aplenty from the available buildings, so I generally had the other adventuring resources I needed, but if something needed a lot of gold I was generally taking two turns to ramp up to one quest.
It worked, in so far as I came a solid second, but it was a) demanding in order-of-execution terms and b) too easy to derail if one other player happened to want a Cleric this turn. If there hadn't been a building that let me hijack other buildings I'd have been gimped.
This combination of scarcity and randomness makes the game feel self-solving, in a way that doubles down on the arbitrary assignation of objectives. If particular quests or buildings don't show themselves, and if one player happens to be the only person who needs to pursue a particular kind of quest, it's easy for some players to be stuck in a resource war while someone else can bed in on stuff for which there's no competition.
The game tells me who I am and what my priorities are and, as particular cards and buildings come up (or don't) how I'll have to get there. It's like the difference between solving chess puzzles and actually playing a whole game of chess, and I don't know if there's a way out.
If I'm competing with someone for Commerce and someone else for Piety, and if someone else is establishing a clear lead because they're the only person going for Arcane, then can I win by abandoning the contest (and my victory point bonuses) and bedding in on Warfare instead? I'm not sure.
On top of that… because the game's assigned me a character, a role to play, I found it harder to do what I did with The Castles of Mad King Ludwig and tell it where to get off because screw the win conditions, I'm in this for the aesthetic.
Ultimately I think Lords of Waterdeep imposes a little bit too much – it's able to screw you in three different ways and you're stuck going along with it. I suspect I'd like it a lot more if we could pick or at least draft our Lords rather than just picking one out of the bag. That would restore a measure of control, and make the arbitrary scarcity of objectives and resources during play a lot more bearable: if we end up in a bad place it would at least be one of our own choosing.
The next game I'm going to discuss doesn't have any of this roleplaying baggage -indeed, it's the most 'pure Eurogame' of the titles we played together – but I found it the most alienating and intimidating of the lot. Stay tuned for fun and frolics with Brass.
[Actual Play Review] The Castles of Mad King Ludwig (Bézier Games)
The Castles of Mad King Ludwig
Players compete to build a castle which best satisfies the arbitrary whimsies of the local monarch, expressed through a set of public, shared objectives and private, secret objectives.
Maybe His Majesty likes square rooms, or a really large living room, or the most square feet of corridor. Maybe he's secretly confided in you that what he really likes is kitchens and round gardens. Maybe you've just decided to say 'fuck it' and build nothing but dungeons and theatres because who is King Ludwig II of Bavaria to you anyway?
One of you gets to be the Master Builder every round and set the price of the rooms that everyone else will be buying. The Master Builder gets paid for rooms, and pays their own building costs back into the bank to keep the money moving. The competitive side of the game hovers around this 'setting the price of available rooms' activity, and also around using 'completion' bonuses (for building something on every doorway out of a room) to take extra turns, grab extra resources and otherwise get yourself ahead of the curve.
I enjoyed this one. Not too many moving parts, a theme that I can wrap my head around, a genteel and indirect 'screw your neighbour' mechanic that involves adjusting the cost of various rooms, and a clear reason for abstract 'victory points' being present.
Normally, I have a bit of a problem with 'victory points' in Eurogames, because they generally have something else like currency or territory or material which is the point of the endeavour as far as theme is concerned, but then subsume that into something that exists purely for the game's sake.
Here it feels more viable, because the King's whimsies are so varied and numerous that you're trying to please him in multiple ways (stop that sniggering at the back) and abstracting all those factor together to find the clear winner feels like… an adequate simulation of the monarch's decision-making process. Victory feels like a continuation of the theme rather than an abrupt step outside it for purposes of Winning The Game, and I endorse that.
Tactically, it rewards the 'playing with yourself' system mastery shenanigans of the blue-deck Magic: the Gathering player. (Erin, who is good at finding ways to take multiple turns in succession, barnstormed this one both times we played). However, "choosing to lose" by tunneling into other priorities (like making the dungeon you like the most, or fulfilling both your secret objectives to maximum effect) feels more rewarding than it usually does.
Erin and I had a chat after this about the concept of competitive play and how worthwhile it is to pursue that kind of absolute, gulf-of-separation victory. Neither of us are particularly interested in that kind of win for its own sake, and in my native environment (two-player wargaming) I find that sort of thing really dispiriting, because it generally means you haven't been able to do anything.
What's the difference here? First off: multiplayer. There's a reason to keep on competing even if one person's definitely going to win, because 'best of the rest' is still a possibility. Secondly: agency. Even in the second run, where I totally bottomed out on the score, I was doing something every turn, pursuing something which felt like a victory to me. I think this game works so well because it offers an alternative reward – an aesthetic or narrative or fictive-ethical outcome which offers its own kind of fulfilment.
Another of the games we played over the weekend delivered this in spades, but first I want to talk about the ones that didn't, mostly because I don't want to end this series by cussing out Brass. Stay tuned for that.
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Huarinilla ist eine Ortschaft im Departamento La Paz im südamerikanischen Anden-Staat Bolivien.

Lage im Nahraum
Huarinilla ist eine Ortschaft im Kanton Pacollo im Landkreis (bolivianisch: Municipio) Coroico in der Provinz Nor Yungas. Die Gemeinde liegt auf einer Höhe von  an der Mündung des Río Elena in den Río Huarinilla, der hier zum Río Coroico wird und flussabwärts in den Río Kaka mündet, einen Nebenfluss des Río Beni.

Geographie
Huarinilla liegt am Ostrand der Cordillera Real in den bolivianischen Yungas, einer Übergangsregion zwischen dem Hochland der Anden (Altiplano) und dem tropischen Tiefland mit dem Amazonas-Regenwald. Das Klima ist ein typisches Tageszeitenklima, bei dem die mittleren Temperaturschwankungen im Tagesverlauf deutlicher ausfallen als im Jahresverlauf.

Die Jahresdurchschnittstemperatur der Ortschaft liegt bei etwa 22 °C (siehe Klimadiagramm Choro), die Monatsdurchschnittswerte schwanken zwischen 19 °C im Juni/Juli und 23 °C von Oktober bis März. Die durchschnittlichen Tageshöchsttemperaturen liegen ganzjährig zwischen 26 °C und 30 °C, die nächtlichen Tiefstwerte betragen im langjährigen Durchschnitt 11–12 °C im Juni/Juli und 18 °C im Dezember und Januar. Der durchschnittliche Jahresniederschlag beträgt 1300 mm, mit einer kurzen  Trockenzeit bei Monatswerten um 20 mm im Juni/Juli und Monatshöchstwerten von etwa 200 mm von Dezember bis Februar.

Verkehrsnetz
Huarinilla liegt in einer Entfernung von 93 Straßenkilometern nordöstlich von La Paz, der Hauptstadt des gleichnamigen Departamentos.

Von La Paz aus führt die asphaltierte Fernstraße Ruta 3 über Cotapata vorbei an Coroico nach Santa Bárbara; von dort verläuft die Ruta 3 weiter in nordöstlicher Richtung über Caranavi, Yucumo und San Ignacio de Moxos nach Trinidad am Río Mamoré. Huarinilla liegt einen Kilometer abseits der ausgebauten Ruta 3, zwei Kilometer bevor die Straße den Río Elena überquert, und drei Kilometer vor der Brücke über den Río Yolosa, wo die Neubaustrecke der Ruta 3 auf die Zufahrt zur alten Ruta 3 (Ruta de la muerte) trifft, die weiter nach Coroico führt.

Huarinilla ist auch Endpunkt des Choro Trek, eines alten Inka-Pfades, der von La Paz aus über die Passhöhe La Cumbre (4727 m) und den Abra Chucura Pass (knapp 5000 m) zu erreichen ist und von Challapampa über die Ansiedlung Korisamaña (Chairo) nach Pacollo am Río Huarinilla führt.

Bevölkerung
Die Einwohnerzahl der Ortschaft ist im vergangenen Jahrzehnt auf mehr als das Doppelte angestiegen:

Einzelnachweise

Weblinks
 Municipio Coroico - Detailkarte und Bevölkerungsdaten (PDF; 571 kB) (spanisch)
 Municipio Coroico - Übersichtskarten Nr. 21401 (spanisch)
 Departamento La Paz - Sozialdaten der  Municipios (PDF 11,63 MB) (spanisch)

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Log In 813-845-8600
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Hazardous Compliance Explained
Environmental Health & SafetyGHSHazardous Compliance Explained
GHS Classifications Explained
In the world of hazardous chemicals and GHS, there's a lot to take in. The first thing to understand about GHS is that classification is the starting point and the heart of the system. The Globally Harmonized System (GHS) of Classification and Labelling of Chemicals defines and classifies the hazards…
Anna Kasson12/14/20
Compliance & Regulatory NewsHazardous Compliance ExplainedProduct StewardshipSDS Authoring
Compounding and Manufacturing Hand Sanitizer During COVID-19
By Veronica Marrero, Regulatory Compliance Specialist If you are like many of our customers, you may be trying to navigate a new world of manufacturing hand sanitizers or other disinfectant products. Many businesses can modify day-to-day operations to produce these in demand products such as breweries, distilleries, coatings manufacturers and…
Alex Milan04/22/20
Compliance & Regulatory NewsEnvironmental Health & SafetyHazardous Compliance ExplainedOSHA
Hazardous Compliance Explained: Hazardous Building Codes
We've taken a look at the responsibilities associated with hazardous chemicals (OSHA), hazardous materials (DOT) and hazardous substances (EPA), however, it is easy to overlook how the presence of hazards can affect aspects of your workplace. Thus far, the compliance we've discussed provides regulation from the perspective of the materials,…
The Role of SDSs in Risk Mitigation
As we've discussed previously, hazard communication violations rank No. 2 on OSHA's list of violations. so clearly, OSHA will continue to take violations in this category seriously – as they should. But an SDS can only mitigate risk if those exposed to and handling the hazardous materials know how to…
Why You Should Pay Attention to Your SDS Database
While all companies should periodically review, revise, and update their safety data sheet database, most don't – that is, until a workplace incident is documented and OSHA takes the time to also review their HazCom paperwork. But by then, it's too late. Changes should, of course, be made to SDS…
Hazardous Compliance Explained: Shippers & Offerors
OSHA places the responsibility for communicating hazards with the entity that is responsible for the product – manufacturer, distributor or importer – essentially, whoever is identified on the SDS. The EPA then states that whoever generates the waste is responsible for its proper disposal. And the Department of Transportation is…
Hazardous Compliance Explained: Environmental vs. Transportation
Hopefully, the previous post in this series gave you a better understanding of responsibility for safety data sheets and chemical labeling. Whenever questions arise about a product's chemistry, instinct tells us to examine its SDS. However, as discussed previously, there is an inherent problem in the reliability of some of…
Hazardous Compliance Explained: Understanding Responsibility
Previously, we discussed what hazardous means, clarifying that each agency involved has its own term. And while the criteria for the classification of such terms – hazardous chemical (OSHA), hazardous material (PHMSA), and hazardous substance (EPA) – may overlap, they do also differ, and these agencies and others reference these…
Hazardous Compliance Explained: Defining Hazardous
Manufacturers and distributors alike are subject to compliance, but attitudes toward compliance from those entities range from blissful ignorance to deliberate defiance. But navigating the laws and agencies can prove challenging at best. The goal of this article series is to provide insight into the communication and handling of what…
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"The TotalSDS software system is a good tool for our company to create compliant SDS and labels for multiple countries and languages. We are able to create customized documents catering to each business needs. The software is user-friendly and new users can start generating SDS with minimal training. The customer support provided by TotalSDS is wonderful. The team listens to customers and developers start working software enhancements to meet customer needs."
Tammy Card, Hazard Communication SpecialistCargill
"The ease with getting everyone up to speed on the system was impressive. It was a smooth transition. The software is very intuitive. What I appreciate most is the excellent support I receive from the TotalSDS team. Any questions or concerns I have are addressed immediately with a simple phone call."
Lenny Francis, EHS SpecialistZircoa, Inc.
"The TotalSDS™ platform does everything it says it can do. There are no surprises. What is advertised is exactly what you get. The customer support is outstanding! TotalSDS has been available to help with any kind of regulatory or software question I have, and they are extremely responsive. And more than that, the software capabilities are consistently getting better as they are adding more and more features."
Greg Switzer, Product/Formulation ChemistJBS Industries
"The level of customer service provided surpasses all of my expectations. TotalSDS is a responsive team of regulatory experts that clearly place their client's needs at the highest priority. The team responds to us with answers in hours rather than weeks with our old service. The software provides a level of customization and control that was not available with our previous GHS software. Additionally, TotalSDS isn't afraid to take our feedback into consideration to continue to improve their product. Our organization appreciates the cloud-based service and the unique levels of access for each user."
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When any WRDSB buses are canceled in any geographic area of the Waterloo Region (Kitchener, Waterloo, Baden, Elmira, Cambridge), the exam schedule in all secondary schools will be postponed.
When a severe weather day occurs during the formal exam schedule, January 25 to 31, 2019, all exams will be shifted forward one day (i.e. the exam schedule for Friday, January 25 would be shifted to Monday, January 28).
The February 1, 2019 PD day will not be moved if a severe weather day occurs leading up to this date.


I first met Virginia in October of 2017 at White Oak Pastures in Bluffton, GA. I was there with the National Peanut Board, experiencing harvest first-hand, learning about the latest irrigation technology, and cruising up and down the Flint River learning about the local ecosystems. Virginia, on the other hand, was creating a peanut-centric banquet for 30+ peanut fans on a hot, humid, post-hurricane, gnat-intensive day without AC, and slinging some serious joy and positive attitude. I loved her immediately before I even tasted the delicious courses of food placed before us.
Fast forward to an event at Melissa's Organic Produce headquarters (the largest organic produce dealers in the US), and there she was, again, cooking for the masses (this time with AC and no flies), slinging tips and tricks, exuding joy, knowledge, and friendship. I was honored when Virginia agreed to be this edition's interview subject, and I am proud to share some of her recipes and help promote her endeavors. One of the opening quotes of her book says it all: "Welcome to the global Southern kitchen - pull up a chair. EVERYONE is welcome at my table."
Without further ado, CLICK HERE to enjoy Virginia's interview.
A great friend, with a huge heart, and very big aspirations! Meet Tanya Memme!
My bestie, Shirley Bovshow, at work in the garden - her home away from home!
IT'S SWEET TO BE DIANA SPROVERI!
Meet the original creator of Lollibakes cake pops by clicking the button below.
That's CRISTINA on the left, and yours truly on the right.
Cristina was one of my idols as a kid - a supermodel larger than life, later at the center of the news spotlight with a controversial first husband, and since then, a she's been at the helm of a long and successful career as a TV host, passionate cook, and even more passionate advocate and spokesperson on behalf of those with dementia and Alzheimer's Disease. She's about to publish a new book, Food For Thought, featuring dishes based on eating for health and memory. She is a survivor, a fighter, and most importantly, a source of inspiration, and a great friend. Read my interview with Cristina here.
i am so proud to be a member of the medical advisory board of this amazing organization. The founder, navyn salem, was in uganda 2 weeks ago and put together this little film. for more information about edesia, and what this company does, click here.
Talk about a wild and crazy show, this year's LA Art Show attracted a very diverse group of talent - with mixed media pieces as superstars. From Living Art (in the form of a sound bath emitting from crystal bowls held by dozens) to realistic crime scenes, from emojis to exquisite paper pieces, the show was very INSPIRing!
Check out this recent podcast I recorded with Linda Grasso, editor of Ventura Boulevard Magazine. Her podcast series, SheSez, focuses on the inspiration and aspiration we can all share with the women in our lives.


"As you know, Lebanon is currently engaged in the fight against international terrorism. Our Army almost as a whole is involved in military actions, and we are looking for equipment that might help our army in counter-terrorism operations," Sarraf said on the sidelines of the Army-2017 International Military-Technical Forum which took place in Russia on 22-27 August 2017.
"During the show I liked two models that we might purchase, these are armored personnel carriers and paramilitary buggies. We need these types of equipment most of all now," he added.
"The Forum is a clear demonstration of Russia's considerable progress in the defense industry. The dynamic show was particularly impressive," Sarraf stated.
The Army-2017 International Military-Technical Forum was held at the Alabino Military Training Grounds, the Kubinka Airfield and the Patriot Congress and Exhibition Center in the Moscow region.


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Justia › US Law › Case Law › Federal Courts › District Courts › Virginia › Western District of Virginia › 1972 › Greene v. the First National Exchange Bank of Virginia
Greene v. the First National Exchange Bank of Virginia, 348 F. Supp. 672 (W.D. Va. 1972)
U.S. District Court for the Western District of Virginia - 348 F. Supp. 672 (W.D. Va. 1972)
Larry L. GREENE, Plaintiff,
THE FIRST NATIONAL EXCHANGE BANK OF VIRGINIA, Defendant.
Civ. A. No. 72-C-102-R.
United States District Court, W. D. Virginia, Roanoke Division.
*673 Roger A. Stetter, Legal Aid Society of Roanoke Valley, Roanoke, Va., for plaintiff.
David C. Hjortsberg, Eggleston, Butler & Glenn, Roanoke, Va., for defendant.
OPINION AND JUDGMENT
DALTON, District Judge.
The issue in the present case involves the constitutionality of a Virginia statute which authorizes the use of self-help to repossess property sold under installment sales contracts.
The statute in question is § 9-503 of the Uniform Commercial Code as adopted in Virginia, § 8.9-503 of the Virginia Code, which allows the secured party to take possession of the collateral without judicial intervention if it can be done without a breach of the peace.
The plaintiff purchased a car using an installment sales contract. On default, agents of the defendant bank, to whom the note and contract had been assigned, repossessed his car without any apparent breach of the peace.
Plaintiff contends that the authorization given by this statute to non-state agents has deprived him of his property without due process of law. In effect, the attack is against the common law method of self-help used to obtain possession of property, which in Virginia has been codified.
The plaintiff relies upon the recent case of Fuentes v. Shevin, 407 U.S. 67, 92 S. Ct. 1983, 32 L. Ed. 2d 556 (1972). Hereinafter referred to as Fuentes.
The defendant has moved to dismiss this action for failure to state a cause of action upon which relief may be granted. It also relies upon Fuentes. Jurisdiction is based on 42 U.S.C. § 1983 and 28 U.S. C. § 1343.
The sole question before this court is the constitutionality of the Uniform Commercial Code's self-help provisions in § 9-503. The Fourteenth Amendment § 1 states in part ". . . nor shall any State deprive any person of . . . property, without due process of law . . ." (Emphasis supplied.) Thus, the Constitution speaks in terms of a state rather than a private individual depriving a person of his property.
The question in the Fuentes case was the constitutionality of Pennsylvania and Florida laws which authorized the summary seizure of an individual's personal property by a writ of replevin. In both cases private companies filed suit against the respective plaintiffs after a default in installment payments. In addition, each defendant sought to obtain possession of the property through replevin and signed the standard forms which were submitted to the proper officials. The writs of replevin were thereupon *674 issued and the sheriff or his agent in each case seized the goods. No notice or hearing concerning the replevin action was afforded to any of the plaintiffs. The issue then was whether the state had deprived the plaintiffs of their property without due process of law.
The Supreme Court held that state laws which did not provide for a hearing prior to the seizure of an individual's property by state agents violated due process and were unconstitutional. In the Fuentes case it was the state's agents who seized the goods not a private individual. The plaintiff in the present case contends that Fuentes should not be limited to its facts; that it should extend to all state laws which provide for seizure of one's personal property without a hearing. Thus, since § 9-503 provides for self-help methods of repossession without the requirement of a hearing, the state has deprived the plaintiff of his property without due process of law.
This court does not feel that Fuentes goes as far as the plaintiff contends. Indeed, the Court itself stated that its holding was narrow other than sweeping. Fuentes, 407 U.S. at 96, 92 S. Ct. at 2002, 32 L. Ed. 2d at 579.
The Fourteenth Amendment states that no "State" shall deprive a citizen of his property without due process of law. The problem then is what is meant by state deprivation? Does the Fourteenth Amendment apply only to direct state action as in Fuentes, where state officials themselves seized the property, or does it also apply to indirect state action as in the present case where private persons acted under authority of a state law which required no positive state action?
The court in Fuentes stated "for more than a century the central meaning of procedural due process has been clear: `Parties whose rights are to be affected are entitled to be heard; and in order that they may enjoy that right they must be notified.'" Fuentes, 407 U.S. at 80, 92 S. Ct. at 1994, 32 L. Ed. 2d at 569. But the power which will affect one's rights is the direct power of the state through the exercise of one of its branches.
The cases appear clear in this area that under the Fourteenth Amendment due process is denied only when an arm of the state acts directly against an individual's property and deprives him of it without notice or a hearing. Bell v. Burson, 402 U.S. 535, 91 S. Ct. 1586, 29 L. Ed. 2d 90 (1972), state suspension of plaintiff's driver's license without a hearing; Boddie v. Connecticut, 401 U.S. 371, 91 S. Ct. 780, 28 L. Ed. 2d 113 (1971), denial to indigents of access to courts; Wisconsin v. Constantineau, 400 U.S. 433, 91 S. Ct. 507, 27 L. Ed. 2d 515 (1971), state statute authorizing police chief to prevent sales or gifts of liquor to plaintiff without a hearing; Goldberg v. Kelly, 397 U.S. 254, 90 S. Ct. 1011, 25 L. Ed. 2d 287 (1970), state's right to terminate public assistance to people receiving it without a hearing struck down; Armstrong v. Manzo, 380 U.S. 545, 85 S. Ct. 1187, 14 L. Ed. 2d 62 (1965), state adoption proceeding which did not notify true father unconstitutional; Mullane v. Central Hanover Bank & Trust Co., 339 U.S. 306, 70 S. Ct. 652, 94 L. Ed. 865 (1950), state court decision on trust funds without proper notice to affected beneficiaries held unconstitutional. In all these cases some state official, agency, or branch took some direct action concerning an individual's rights or property without adequate notice or hearing.
In Fuentes the court again refers to state action as opposed to private action authorized by state law:
The issue is whether procedural due process in the context of these cases requires an opportunity for a hearing before (emphasis in original) the State authorizes its agents to seize property in the possession of a person upon the application of another.
The constitutional right to be heard is a basic aspect of the duty of government to follow a fair process of decisionmaking when it acts to deprive a person of his possessions. (Emphasis otherwise supplied). Fuentes, 407 U.S. at 80, 92 S. Ct. at 1994, 32 L. Ed. 2d at 570.
*675 Any significant taking of property by the State is within the purview of the Due Process Clause. (Emphasis supplied). Fuentes, 407 U.S. at 86, 92 S. Ct. at 1997, 32 L. Ed. 2d at 573.
The [Florida and Pennsylvania] statutes, moreover, abdicate effective state control over state power. Private parties serving their own private advantages may unilaterally invoke state power to replevy goods from another. (Emphasis supplied.) Fuentes, 407 U.S. at 93, 92 S. Ct. at 2001, 32 L. Ed. 2d at 577.
It is this court's opinion, based on Fuentes and the prior cited cases, that passive state action such as is present in the instant case is not violative of due process. There must be active and direct state action.
The Fourteenth Amendment can control only the actions of states, not private individuals. Therefore, because the operation of the statute involved does not require the aid, assistance, or interaction of any state agent, body, organization, or function, the state has not deprived the plaintiff of his property.
It is also important to this decision that § 9-503 provides for self-help only if it can be attained peacefully. Thus, an aggrieved party has access to the courts if self-help is not used properly.
The court in Fuentes stated that self-help has always been part of the common law which does not require the intervention of the state's power. Fuentes, 407 U.S. at 79, 92 S. Ct. at 1993, 32 L. Ed. 2d at 569, n. 12. § 9-503 is merely a codification of the common law.
Plaintiff was not required to turn over his car to the defendant's agents, although he may not have been aware of this fact. It was his privilege to retain possession of his car and force the defendant to use judicial methods of repossession. If he feels wrongful pressure was used to obtain possession, his remedy would be against the defendant in the state courts. Defendant's motion to dismiss must be sustained.


In this week's news: Scientists give us the skinny on apples; olive oil earns another hearty endorsement; and local farms and organic research get some green.
They say an apple a day keeps the doctor away. That may be true – and some varieties may be better at it than others. A study conducted at Washington State University concluded that nondigestible compounds in Granny Smith apples, which are high in dietary fiber and polyphenols and low in carbohydrates, aid the growth of friendly bacteria in the colon and help reduce chronic inflammation and other disorders associated with obesity and diabetes. Granny Smith apples were found to contain more of these potentially beneficial nondigestible compounds than Braeburn, Fuji, Gala, Golden Delicious, McIntosh or Red Delicious apples.
In case you need another reason to embrace a Mediterranean diet, a new study published in the Journal Circulation suggests that olive oil can help repair falling hearts. Or, well, rat hearts, anyway. Researchers compared the effects of oleate (the kind of fat found in olive and canola oil) and palmitate (found in dairy products, animal fat and palm oil) on beating rat hearts with heart failure similar to a condition that, in humans, can result from chronic high blood pressure. The hearts treated directly with palmitate showed no improvement, but those treated with oleate improved dramatically. The human implications are not yet clear, but study author E. Douglas Lewandowski said the results support "the idea that consuming healthy fats like oleate can have a significantly positive effect on cardiac health."
It may soon get easier to get your hands on farm-fresh organic food. The USDA has announced plans put $52 million to bolster research on organic farming and local and regional food distribution systems, including farmers' markets and food hubs, which help small farmers market and distribute their products and offer them other services. "These types of local food systems are the cornerstones of our plans to revitalize the rural economy," Agriculture Secretary Tom Vilsack told The New York Times. The money is being distributed as part of the farm bill signed into law in February, which has targeted $291 million toward the local and organic food sector, including support for organic growers, conservation and research.
In this week's news: The organic set has a told-you-so moment; the calories-in-calories-out theory loses cachet; and the veggie burger seizes the gourmet spotlight.
In this week's nutrition news, berries benefit everything from your heart to your memory — and trans fats do the opposite.


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Missoni Baia Miami
Home/Uncategorized/Missoni Baia Miami
Announcing Miami's newest project Missoni Baia located in Miami's Edgewater district. Developed by Vladislav Doronin's OKO Group, this is the first residential project for Italian Fashion House Missoni. Angela Missoni together with with Hani Rashid of Asymptote Architecture, Interior Designer Paris Forino and Landscape Architect Enzo Enea have all joined forces to create this exclusive collection of 146 luxury residences on 200 feet of water frontage on Biscayne Bay.
56 Story Tower
146 Residences
3 units per floor
Two Penthouse Units
10 foot ceilings standard
10 foot deep East terraces
Square foot range from 2400 – 3670
Corner units are flow thru
2 parking spaces per residence
Separate lock up garages available
2 regular pools, plus 1 olympic size lap pool &1 infinity edge
Flow-thru deck with cabanas
Gym, sauna, spa and treatment rooms
Hot and cold plunge pools
Developed by the OKO Group,Vladislav Dronin;
Architecture by Asymptote, NYC: Hani Rashid, Owner and leading architect;
Landscaping by Swiss Architect Enzo Enea;
Interior Design by Paris Fiorino Design, NYC
Furnishings by Missoni CASA in common areas
Prices starting at $1,870,000
Boasting an unrivaled 200 feet of frontage on Biscayne Bay in East Edgewater, Missoni Baia is a one-of-a-kind work of high-performance architecture, designed by internationally acclaimed Hani Rashid of Asymptote Architecture. South Florida's first development by OKO Group, led by one of Europe's most successful developers, this visionary architectural landmark is influenced by Minimalist art and driven by forward-thinking design. It offers a residential experience of unparalleled quality, as distinctive as the Missoni aesthetic and inspired by the same pioneering spirit of technical innovation and design excellence. The building offers expansive amenities that are unrivaled in Miami, including an Olympic-sized pool and one of the city's largest and most elegantly appointed spas. The tower's 146 two- to four-bedroom residences—with elegantly crafted interiors by rising New York design star Paris Forino, and richly layered landscape by Enzo Enea—set a new standard for quality and sophistication in East Edgewater.
THE MISSONI LIFESTYLE
One of the most recognizable and well-respected fashion labels in the world, Missoni embodies a passion for visionary design, quality, and innovation. Missoni Baia perfectly captures the Missoni family's joyful spirit and infuses the entire experience of the building with their relaxed sense of luxury.
EAST EDGEWATER
A residential enclave nestled between Biscayne Bay and the Design District and Wynwood Art District, East Edgewater is Miami's most desirable neighborhood, close to beaches, luxury shopping, and fine dining. The Arsht Center for the Performing Arts, the Frost Museum of Science, and the Pérez Art Museum Miami are all nearby, as are the Downtown and Brickell banking districts, the high-speed rail hub at Miami Worldcenter, AmericanAirlines Arena, and Marlins Park baseball stadium. Miami International Airport is approximately a 12-minute drive away.
All 146 residences, ranging in size from 2,320 to 3,723 square feet, feature expansive terraces overlooking Biscayne Bay. Many offer flow-through layouts and 270-degree views of the city, the bay, Miami Beach, and the ocean. Three dramatic duplexes boast private bayfront terraces, while two full-floor duplex penthouses feature zero-edge plunge pools overlooking the bay and sculptural glass-enclosed staircases. Integrated into the extensive landscaping are water features that reflect the sea and sky. Amenities include a flow-through deck with cabanas, an Olympic-sized lap pool, plunge pools, children's water features, and elevated tennis courts; a minimum of two parking spaces for each residence, and private garages; a bayfront lounge with an infinity-edge pool overlooking the water; a media room; a salon; a children's playroom; a dog spa; an expansive gym overlooking the bay; and one of Miami's largest spas.
200 linear feet of bayfront frontage
Minimalist modern design and architecture to maximize natural light
Exterior sculptural, structural columns wrapped in aluminum, framing the building
Glass curtain-wall construction on north and south façade
Minimum relief balcony railings with support from interior of balcony. Balcony glass treated with frit and extending 10″ lower than typical balconies to conceal slab with frosted glass
Lobby-level
27′ ceiling height in lobby reception
Personal concierge and 24-hour front desk attendant
Package room for deliveries of online orders
Valet parking service
Lobby-level indoor bayside residential lounge
Adjacent pantry for event catering
Outdoor bayside terrace for use by residents and their guests only
Extensive landscaping of outdoor terraces for privacy
Access to Baywalk along the water
Fourth Floor Building Level Amenities
Enclosed and climatized sky bridge connecting tower to parking garage
Private screening room
Hair and nail salon
Pet-grooming salon
On-site building manager's office
Expansive Fifth Pool Deck Amenities
Outdoor bridge connecting the 5th-floor building amenities to pool deck
Olympic-length lap pool
Lounge pool
Outdoor whirlpool spa
Pool-side daybeds
Splash-pad water play area for kids
Children's play lawn
Outdoor barbeque and bar cabana for alfresco dining
Two poolside resident lounges
Men's & women's private locker rooms
Elevated tennis and basketball courts
Fifth Floor Building Amenities
Wraparound outdoor deck with multiple lounge seating areas
Bayside terrace with cantilevered pool overlooking the bay
Indoor bay-terrace lounge with double ceiling height
Resident game room with billiard table, bar, large video screen and lounge seating
Resident private dining / party room
Pantry to serve both game and dining rooms
Sixth Floor Building Amenities
1,700 SF gym with 180° views of the bay
Private yoga studio
Private training room
Men's and women's locker room
Expansive spa with men's and women's sauna and steam rooms, and private massage treatment rooms with showers.
Residence Features
Direct bay views from every unit
Flow-through north and south units with 270° views
East-facing units with 180° views
10′-deep balconies facing the bay
8′-deep balconies facing the city
Floor-to-ceiling glazing throughout the units
Walk-in closets in dressing areas
2- 3- and 4-bedroom residences, each with staff area
Automated unit climate control
Centralized hot water
Two parking spaces per residence
Italian cabinetry
Gaggenau appliances featuring:
Cooktop (5 or 6 burners)
Side-by-side large fridge and freezer
Zone dishwasher
Pull-out pantry
Hood above cooktop
Garbage disposal in sink
His and hers vanities and bathrooms
Master-bathroom fixtures by Hansgrohe
Floor-to-ceiling marble, including marble baseboard
Double showerheads
DEVELOPER OKO GROUP LLC in partnership with OB GROUP & CAIN HOY
Established by chairman and CEO Vladislav Doronin, the real estate development firm OKO Group builds on the expertise of Mr. Doronin, one of Europe's most successful developers, having built more than 75 million square feet of world-class commercial, retail, and luxury residential space. As chairman of the property and development firm Capital Group, Mr. Doronin has overseen 71 projects. OKO Group brings considerable financial strength to the U.S. market, as well as a passion for working with renowned architects and designers, including Jacques Grange; Skidmore, Owings & Merrill; and Zaha Hadid. okogroup.com
DESIGN ARCHITECT ASYMPTOTE ARCHITECTURE
Founded in 1989 by Hani Rashid and Lise Anne Couture, New York–based Asymptote Architecture is an international practice distinguished by intelligent, visionary designs, informed by cutting-edge technologies. The firm's recent projects include the Yas Viceroy Hotel in Abu Dhabi, the ARC Multimedia Museum in Daegu, South Korea, and the luxury residences of 166 Perry Street in New York City. Asymptote is presently designing the State Hermitage Modern Contemporary Museum in Moscow. Asymptote's work is included in the collections of the Museum of Modern Art, the Centre Pompidou, and the Solomon R. Guggenheim Museum, among others. asymptote.net
EXECUTIVE ARCHITECT REVUELTA ARCHITECTURE INTERNATIONAL
Established by principal Luis Revuelta, Miami-based Revuelta Architecture International has designed some of the tallest and most complex residential buildings in the southeastern United States. Among them are several of the area's most prestigious luxury condominiums, including the Santa Maria, EPIC Residences & Hotel, Bristol Tower, The Bath Club, Azure, Jade Residences, and Grovenor House. Over the years the firm has partnered with respected local and national development teams on successful high-end residential, commercial, and hospitality projects throughout South Florida. revuelta.com
PARIS FORINO INTERIOR DESIGN New York–based Paris Forino Interior Design, launched in 2012 by Australian-born Paris Forino, is a full-service international design firm specializing in luxury residential real estate, hotel, and restaurant projects. Forino brings 15 years of experience, including tenures with Tihany Design and CetraRuddy Architecture, to complex, high-end commissions, which currently include more than 40 projects in the United States, Canada, and Europe. Forino has been published in Elle Décor and the New York Post, which ranked hers as one of the top four firms "designing New York City" in 2015. parisforinodesign.com
LANDSCAPE ARCHITECT ENEA GARDEN DESIGN
Since establishing his firm in 1993, renowned Swiss landscape architect Enzo Enea has completed more than 1,000 gardens for private residences, hotels, resorts, residential buildings, and parks around the world, including projects in Russia, Greece, France, Italy, Spain, Germany, Austria, China, Brazil, Colombia, the Bahamas, and the United States. Based near Zürich, the firm opened a second office in Miami in 2005 and is adding a New York office in 2016. Enea's work has received numerous international awards, including honors from the American Society of Landscape Architects and the RHS Chelsea Flower Show in London.
MISSONI BAIA FLOOR PLANS
By mlre|2018-02-09T21:56:51+00:00July 24th, 2016|Uncategorized|Comments Off on Missoni Baia Miami
About the Author: mlre
Porsche Design Tower Penthouse
Faena House Penthouse
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Gangs Of New York Movie Analysis
The movie Gangs of New York takes place in New York City (1862-63) and illustrates the life of an immigrant named Amsterdam Vallon. The theme of the movie is that it is difficult to survive in an area of immense poverty without engaging in illicit activity. The movie starts in lower Manhattan in 1846 with an Irish Catholic Immigrant group facing off in a bloody battle natives (traditional Americans) who despise the newcomer. The leaders of each group, Bill Cutting of the Natives and Priest Vallon of the Irish Catholics are each taking down many of their adversaries until Bill Cutting stabs Priest Vallon in the back. Vallon's son, Amsterdam watches this go down and comes to grieve over his father in the midst of the battle. Bill Cutting sees…
Gangs Of New York Movie Essay
The movie Gangs of New York, takes place in a neighborhood in lower Manhattan. The movie deals with the immigration of many Irish to New York as a result; gangs are created which are in favor and against the Irish. At the same time this takes place, Lincoln has made the first draft of the country in order to fight in the civil war and free slaves. The movie opening scene begins with a battle in 1846 between a Native gang lead by Bill "The Butcher" and a Irish gang who's leader is Vallon (main…
The movie Gangs of New York takes place in mid-19th century in the Five Points district located inside of New York City. The Five Points area was built on what was known as the Collect Pond; the Five Points was a very important part of the movie because this is where everyone got their fresh water. Eventually, overtime due to the amount of people immigrating here the water started to become contaminated in a short period of time. In other words, it stunk, and the place was filled with disease.…
Gangs Of New York Analysis
Movie Essay Anger, hostility, and control are the main elements in the movie I watched "Gangs of New York". Even though the film was very complex to understand there were some connections from what was learned in class from lecture 19 mostly, that the film represents. The setting of the movie takes place in the 1860's of New York. This film connects with lecture 19 "The Antebellum North" because what is being discussed in that chapter is how the Irish migrate to America due to the potato…
12 Years A Slave And Gangs Of New York
Watching 12 Years a Slave and Gangs of New York is not an easy thing to do. The scenes are brutal and detailed. 12 Years a Slave is a movie that presents the hardships of slavery—separation of families, rape, and physical punishment. While the Gangs of New York depicts New York City in the mid eighteen-century, a time in where Irish immigrants were unwelcomed, politicians were corrupt, and the streets were unsafe. Some may argue that the film-makers of these movies focus on violence and other…
Organized Crime In The Film Gangs Of New York
beginnings of organized crime. Later on, the Italians were the most commonly associated group that took part in organized crime, followed by the Asians and Latinos. When the Italians first came to America they were treated as slaves and were put to work doing strenuous labor, as more and more came they started to inhabit Manhattan and started taking payments for protection, then the Irish came, and they were stuck with the undesirable jobs. The Irish and the Italians hated each other, this is…
Gangs Of New York Film Analysis
Gangs of New York and My Left Foot are two contrasting journeys that are set apart in almost every aspect. Daniel Day-Lewis immerses himself in both Bill Cuttings from Gangs of New York and Christy Brown from My Left Foot in a way that grips the audience. The use of lighting techniques, camera angles and costume design all combine to create an authentic setting in both films. Martin Scorsese's Gangs of New York is an epic drama that captures the essence of the Five Points lower Manhattan…
Gangs of New York is a movie in the entertainment industry. However, as a historical tool, it is exaggerated. The reconstruction of the Paradise Square and the wooden neighborhood that was overcrowded and the cave like basements enables us to view and experience how living in the past felt. The film also has a performance by Daniel Day-Lewis, who maintains a New York accent throughout the movie. The accent does not exist anymore, and it is anachronistic. New York reached its full development…
The Wolf Of Wall Street Film Analysis
Drugs, greed, hookers, and a giant scam. This would be an accurate way to summarize the "professional" life of Jordan Belfort also known as the "Wolf of Wall Street". Mr. Belfort, played by Leonardo DiCaprio, is the main character in the film The Wolf of Wall Street, a film by Martin Scorsese based on the real life memoir of Jordan Belfort. He is a man consumed in himself and Scorsese makes his viewers want to embody his lifestyle. So how was he able to present and glamorize a life filled with…
Bill Cunningham New York Movie Analysis
Bill Cunningham New York Bill Cunningham New York directed by Richard Press is a tribute to a legendary New York streets photographer who devoted his whole life to street fashion photography without thinking of it as a door to fame or wealth. The movie drives us through Bill Cunningham love story with fashion especially women fashion and how he devoted his life to what he loves the most which is fashion photography. Cunningham captures the lives of others and has been a very important…
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Dermaplaning is a non-invasive form of manual exfoliation that resurfaces dehydrated, dull, and aging skin. Our trained Estheticians use a specialized blade to gently remove dead skin cells and vellus hair ("peach fuzz"). This exfoliation encourages cellular regeneration, resulting in a smoother texture including the softening of fine lines, scars and sun damage. The treatment may be performed every 3-4 weeks. Your skin will immediately feel smoother and appear more vibrant as the dull dead skin cells have been removed. Your makeup will go on smoother and other skin products will penetrate better, making them more effective.
There is no pain associated with dermaplaning. It is a non-invasive treatment removing only the outermost layers of the epidermis. Since products will penetrate more easily, we recommend following a gentle skincare regimen post treatment. There is no downtime after dermaplaning, in fact we recommend that you schedule a treatment prior to a big event due to the refreshed appearance of your skin and smooth application of makeup.
The vellus hair that is removed is the fine, translucent hair that you find on your cheeks, jaw and neck. When vellus hair is cut, the structure of the hair does not become damaged, therefore it is impossible for it to grow back thicker (a common misconception). Coarse, terminal hairs must be removed with tweezers, wax or laser hair removal.
The ideal candidate is one with relatively clear skin, fine lines, or moderate acne scarring. If you have severe or cystic acne, extremely sensitive skin, a bleeding disorder or are taking blood thinners we do not recommend dermaplaning.


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plaintextnotes
I believe we're all human becomings. I write to celebrate life, living, and being-with.
The AP
By AP	Music
My Favorite Music, 2008.
Growing up I always thought that music from the 50's sounded so foreign. Some of it was good–meaning I liked it–but what stood out most was it's "ancient" quality. Today, the musical period it parallels is the mid-80's, somewhere around the time of the birth of music videos. That was a time when I'd willingly watch the same video every two hours as it repeated because the limited number of available videos required it.
A friend I grew up with holds a daily lyric quiz on her facebook page. She chooses a lot of songs from the mid-seventies to late-eighties. It's the music I grew up with. The facility with which I recognize some of the songs dates me. I wonder, does this music have that same ancient quality to youth today?
I used to pride myself on being an early adopter of new music that pushed boundaries or had a fresh sound. Sometimes I wonder if passing on a seeing a new band in concert in 1980 spurred that desire to explore and discover. It was the first concert in the U.S. by a band named after a spy plane. Why would anyone name a band after a spy plane?
In the early 90's hosting a segment of a new music show on npr affiliate WYSO kept me abreast of everything new in multiple genres. Since then, it's become harder to keep track of new bands, artists, etc. Time was when the local record shop was my first stop on payday. Now listening to 30 second snippets on iTunes and at Amazon is often as far as I get. Subscriptions to CMJ magazine and Paste carried me through to the new century, but I am aware that those publications were a lifeline as much as a filter.
At npr's website, there's a listener's poll of the best records of 2008. http://www.npr.org/templates/story/story.php?storyId=98092448 Visiting the site, I am reminded, that while I am out of touch, I'm not dead (yet). Then again, I fit in with their demographic.
That said, in no particular order, here are 10 of my favorite albums from 2008 (including one I picked up as the year began from 2007).
1. Fleet Foxes: Fleet Foxes
2. Bon Iver: For Emma, Forever ago
3. Adele: 19
4. Los Aterciopelados: Rio
5. Carrie Newcomer: Geography of Light
6. The Hold Steady: Stay Positive
7. Jenny Lewis: Acid Tongue
8. Tim O'Brien: Chameleon
9. Sia: Some People Have Real Problems
10. Missy Higgins: On a Clear Night (2007)
Copyright © 2007-2015 Plaintextnotes.


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Report: Cyanogen Inc could shift from operating system to apps
Comments Off on Report: Cyanogen Inc could shift from operating system to apps
It's been nearly three years since a group of CyanogenMod developers announced they were forming a company to take what they'd learned about developing custom ROMs for Android and create a commercial Android-based operating system that phone makers could license.
Now it looks like Cyanogen Inc may be making some major changes.
Android Police reports the company is laying off about 20 percent of its workforce and considering a shift in strategy that could have the company producing Android apps rather than operating systems.
Update: Cyanogen CEO Kirt McMaster says reports that the company would pivot to apps are false, and that the plan is to continue developing a custom operating system based on Android.
The news is said to come from "multiple sources," and according to Android Police about 30 of Cyanogen Inc's 136 employees may have been let go, although that number may just be the start.
Over the past few years Cyanogen Inc has partnered with a handful of companies including OnePlus, Alcatel, WileyFox, and MicroMax, and Qualcomm.
But only a handful of devices have shipped with Cyanogen OS, and some were canceled before they even launched.
One of the best known Cyanogen OS phones was probably the OnePlus One smartphone… but OnePlus later launched its own version of Android for that phone and hired its own developers to work on software for later phones including the OnePlus 2, OnePlus X, and OnePlus 3.
All told, it's not entirely clear that phone makers share Cyanogen's purpoted vision of a version of Android that's been stripped free of Google's influence.
Tagged: android, cyanogen, cyanogen inc, cyanogen os, cyanogenmod, cyanogenos
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Dwang steht für
 ein Volk in Ghana, siehe Dwang (Volk)
 eine Sprache in Ghana, siehe Dwang (Sprache)


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Cane Creek Middle » Staff » Campbell, Kevin - 8th Social Studies
Mr. Kevin D. Campbell
B.A., History - University North Carolina Asheville
M.A.T., Social Sciences - Western Carolina University
Mr. Campbell came to Cane Creek Middle from T.C. Roberson High, and is one of two 8th grade social studies teachers. Originally from Indiana, he spent a number of years traveling, writing and performing music, before being drawn to the scenic mountains and forests of Western North Carolina. His interest and passion for history has been life-long and was originally inspired by the historical narratives associated with Tecumseh, Prophet's Town, Fort Ouiatenon, and the Battle of Tippecanoe. Much like fatherhood, teaching has come to mean more than he could have ever imagined when this chapter of his life began. Mr. Campbell strives to make his classroom welcoming and engaging for every student while sharing the wisdom and perspectives that can come from truly understanding the past. He has a son with whom he shares much time and many interests including all things Star Wars and Marvel, reading, games, and most recently, practicing Tae Kwon Do.
Mr. Campbell can be reached via phone or email.
Email: kevin.campbell@bcsemail.org
Phone: Cane Creek Middle: (828) 628-0824


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Big Week Ahead for Boise State Beach Volleyball
Bronco Exhibition Pairs Tournament
Tuesday, April 16 at 1 p.m. to Finish
Boise, Idaho (Boise State Sand Volleyball Courts)
Sacramento State (2-14) vs. No. 12 Arizona (21-4) at 11 a.m.
Sacramento State (2-14) at Boise State (12-5) at 2 p.m. (MT)
No. 12 Arizona (21-4) at Boise State (12-5) at 5 p.m. (MT)
Boise State beach volleyball closes the season this week with a busy schedule starting on Tuesday at 1 p.m. (MT) with the traditional Bronco Exhibition Pairs Tournament featuring: Boise State, College of Idaho,
Northwest Nazarene, Southern Idaho and Treasure Valley CC.
The Broncos will then host the final two matches of the 2019 campaign when No. 12 Arizona and Sacramento State come to town on Friday.
The first match of the day will pit the No. 12 Arizona Wildcats and the Sacramento State Hornets against each other at 11 a.m., followed by Boise State and Sacramento State at 2 p.m., then the 12th-ranked Wildcats versus the Broncos at 5 p.m.
This will be the second meeting of the year for Boise State versus both opponents in which the Broncos are 1-1 against.
The Broncos defeated the Hornets 4-1 on April 5 at Sacramento and lead the all-time series
Boise State opened the season Feb. 22-23 at Arizona where they went 2-1 at the Cactus Classic, the lone loss was a tight 3-2 defeat at the hands of the then-14th-ranked Wildcats. The Broncos are now 0-4 all-time versus Arizona.
LOOKING AT THE OPPONENTS
Please call 866.948.6397 to upgrade your subscription.
Sacramento State is 2-14 overall and has not played since April 6th when the Hornets defeated the Pacific Tigers 4-1 at home.
Arizona has won 11
-straight dating back
to March 23 and enters the week at 21-
4 and ranked 12th nationally in the AVCA coaches poll. The Wildcats are coming off a 4-0 weekend at home where they defeated Ottawa (Ariz.) 5-0, New Mexico 4-1 and beat Santa Clara twice by 5-0 scores.
BRONCOS ADD EXHIBITION PAIRS TOURNAMENT TO 2019 SCHEDULE
Boise State added the Bronco Exhibition Pairs Tournament consisting of 22 pairs representing five schools from the region including: Boise Stat
e University, College of Idaho, Northwest Nazarene University, College of Southern Idaho and Treasure Valley Community College.
It will start at 1 p.m. and run until it is done or it gets dark.
RECORD SETTING SEASON
The Blue and Orange has won seven-straight and are 12-5 overall, a school record for wins.
The Broncos have clinched the program's first regular-season winning season in its six-year history.
The 53 pairs' victories this season dwarf the previous school record of 28 set in 2016 and Boise State still has two matches left.
Boise State is fresh off the Utah Beach Classic Championship last weekend in Salt Lake City, Utah.
The Broncos stormed past Colorado Mesa and Utah losing only one of the 10 pairs played on the day.
Boise State opened the tournament with an impressive 5-0 sweep over the CMU Mavericks, then raced out to a 4-0 lead over Utah before claiming a dominant 4-1 victory over the Pacific-12 Conference
On the day the pair of Janell Walley and Kendra Bodine extended their school record for wins in a season out to 12 with a victory versus CMU. Unfortunately, they saw their six-match win streak end when they fell against Utah to make them 12-5 overall.
In addition, senior Sabryn Roberts and partner Morgan Hughes collected a pair of wins to push Roberts' program record for career wins out to 26, two ahead of Walley with 24.
COACH BUCK
This is head coach Allison Buck's inaugural season at the helm of the beach volleyball team after two seasons as the assistant.
Buck is a
ssisted by Hayley Peterson, a 2017 graduate from Idaho State.
What kind of craft beer are you?
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To evaluate the effect of broiler growth rate and feed intake on development of the inflammatory response' commercial broiler diets were fed to 275 day–old chicks of the modern 2000 strain and 1957 random-bred strain. Half of the chicks had free access to feed while others were restricted. Twelve birds from each strain and group pens were removed' weighed, and housed in individual cages by their original feeding programs on 0' 7' 14, and 28 days. Three feed-restricted and three ad libitum birds from each strain were injected with 1-3 ml of 100 μg/ml solution of Salmonella typhimurium lipopolysaccharide on days 6' 13' 27' and 41, and 3 birds of each group were not injected' serving as controls. All birds were weighed and the liver' breast muscle' thymus gastro intestinal tract and bursa were removed on the day after injection. The thymocytes of the control birds were subjected to an interleukin–1 responsiveness assay. The 1957 strain birds were more severely affected by an inflammatory challenge going almost completely off feed' but the 2000 strain birds experienced a more drastic decline in growth rate after injection. Thymocytes of ad libitum birds were more sensitive to IL-1 than the restricted birds in week 4 (P=0.056). Interleukin-1 stimulated thymocytes of 2000 birds more effectively than the 1957 strain ones. In conclusion' the broiler inflammatory response was affected by growth rate and feed intake.
Keywords: Inflammatory response, Growth rate, Feed intake, Broiler.


The AFR Invasion dinner has been scheduled for Sunday April 13th at 7pm at Tir Na Nog.
Safe travels and we will see you at Invasion!!!
North Carolina Renaissance Faire ~ 14th Season!
Joy that is shared is joy that is multiplied. Pain that is shared is for my own amusement!
mm.. that place is great.
That it is!! They have a new chef that is changing the menu. I just hope they don't do anything screwy with it!!


text:
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A: use this dependencies
implementation 'com.google.firebase:firebase-auth:21.0.7'

redpajama_set_name: RedPajamaStackExchange