text:
What is the best alternative to Food Chain Magnate?
Unlimited replayability
While there is little variation game-to-game (for example, there will always be two spies when five or six people play the game, and the mission sizes are always based on group size), it's the circumstances, such as which missions are chosen and who participates in them, that change each time. This allows it to be played over and over and over again without losing any excitement. See More
Requires at least five people to play
Due to its design, a bare minimum of five players is required to play. This is especially unfortunate in situations where you have three or four people together who really want to play this. See More
Great social experience
Even though logic is very useful when determining whose a spy, The Resistance is more about being able to bluff, trick, and sway others. As such, players are always actively engaged in discussions and trying to outplay and outsmart each other. This creates a very social environment which allows the game to thrive. See More
Not great for shy or quiet gamers
The very nature of The Resistance often sparks loud debates with accusations and bluffs at every turn. If you are the quiet type, you may feel uncomfortable or overwhelmed in this kind of environment. See More
Creates a boisterous and entertaining atmosphere
Players are often very loud and active during gameplay. When everyone gets into the game and starts trying to figure out who the spies are, things can get really fun with theories and accusations flying everywhere. Overall, The Resistance creates a very exciting and entertaining atmosphere full of suspense and bluffing. See More
Short game sessions
It's designed to be played in three to five rounds, with the entire session lasting about 30 minutes. See More
Rules are incredibly easy to understand
There are zero complex rules or systems weighing this game down. It's incredibly easy to pick up and play, and new players will understand it immediately. This makes it an excellent game for everyone. See More
No one excluded until the end
All players remain active and get to participate until the game ends. This is great since there's no way to mess up or have to sit out and watch your friends play. See More
Perfect for large parties
While The Resistance is flexible and able to be played with as little as five people, the best results are achieved when played with six or more players. Each and every player is engaged and working together to determine who the spies are, which means all members of the group will be able to participate from start to finish. This makes it an excellent game for parties when you want to include everyone. See More
# Players:5 to 10
Play Time:30 Minutes
Age Range:13+
Spyfall 2
Can be mixed with Spyfall 1
It will add more locations and make the game harder for experienced spies. See More
Heavily dependant on the team's playfullness
Not talkative or extremely serious people will definitely make the game an ordinary mafia challenge. See More
Allows for really big parties (12 players max)
Highly trivial if played in 3 or 4
It is very easy to reveal the spy in small teams. See More
An interesting twist on a Mafia-style game
The spy doesn't try to kill everyone, but to find out where he or she is and to blend with others. This unleashes the player's creativity in asking and answering in that way that only villains will understand it See More
# Players:3-12
Playing time:5-12 mins for a round
Setup time:3 mins
Tactically rich
Apart from the initial setup, luck plays little to no role in the outcome of this game. You have to try to predict the moves of your opponents while simultaneously thinking about your own moves, in order to win. For example, if you're trying to collect the full set of same-color tiles, you need to be aware if other players are doing the same. There are 20 tiles of each color, and if all players are trying to collect the yellow ones, there might not be enough in rotation for all to succeed. You get points from placing tiles, and various combinations give you more points. You can lose points if you don't think ahead, and you can also take risks where you lose a few points to gain many more. See More
Scoring system can be confusing
Scores are counted at the end of each round (when there are no more tiles left in the factory). It's confusing for the following rounds, because you have to count each single tile only once. The scoring system is also confusing in the way that it counts tile combinations. For each adjacent tile, you get an extra point for the row and for the column. It takes a little practice to get use to it. See More
The game itself is very beautiful. Azul was inspired by the tiles at Alhambra. The design is bright, upbeat and colorful. See More
Minor design flaw may cause you to lose a piece right out of the box
When you first open Azul, you'll have to push out the cardboard pieces from a larger sheet of cardboard (as is often the case with many games nowadays), which is not a problem. However, one of the game pieces- the 1st player token- is not easily noticeable at first. Some users have accidentally thrown out this piece in the trash. See More
Variety of strategy and patterns keep the game from becoming repetitive
There are multiple ways to get points. For example- aiming to get all tiles of the same color or getting the most columns. If the preset pattern has become too familiar, you can use the other side of the board to create your own pattern. It's completely blank, so you can come up with multiple possible patterns. See More
Very unaproachable
Arkham Horror has a lot of moving parts, its rules are difficult to follow, and the gameplay itself is pretty difficult. This all adds up to a game that is very unapproachable and will take the most dedicated of players to really understand the whole concept put forth. See More
Lots of expansion boards available
Currently there are 8 licensed expansions on the manufacturer's site. There are also many fan made expansions available online as well thanks to the games large and friendly community. Both the manufacturer's and community expansions add plenty of new content to the game including cards, investigators, board addons, Heralds (mini-bosses), Ancient Ones, spells, and items. See More
Huge rules
24+ pages of rules. Though they are well-written, highly illustrated, enriched with small data tables, it is easy to forget small details, especially when some critical rule is applied, e.g., for just one type of bosses. See More
Scales well from solo to large groups
The game supports up to 8 players, which is something of a feat for a game of its size and components. Makes for a great party game due to the size of players it allows. However, at the lower end it can also be enjoyed with one or two players, making it great for intimate gaming session. No matter how few players you have available, you'll be able to enjoy the game. See More
The game is very long (several hours). See More
Great challenge for those that enjoy difficult games
The win conditions of the game are quite slim and require one to know the rules ins and outs, so while not a game for casual players it is a game for the hardcore who enjoy a challenge. See More
Playing alone or in small team (2-3) is usually easy and boring
Arkham is best enjoyed when played by teams of 4 and more. See More
Well-crafted
Big map, lots of items and heroes with their own graphics, player figures on plastic stands; lots of tokens and monster cards made of firm cardboard. See More
Long preparation time
Laying out all the things may eat up to 30 minutes (without extensions). See More
Lots of choices
Each location offers you different opportunities to trade for and to explore. The imaginary hero class (like tank, mage, support, stealth) is up to you and usually not well-tied to hero abilities. Even when apocalypse comes, you still (might) have a chance to defeat the planetary evil. See More
It was actually released in 2005 and currently out of stock at official page. See More
Great atmosphere of Lovecraft tales
Your weak heroes have to dive into parallel realities, use magic, defeat unknown guests and apply unique artifacts. Each game's location has its own secrets and 'contacts' with various outcomes — good and bad. See More
Role-oriented
You either choose by yourself or get a random hero, and play with them the whole party (if you were not killed, of course). You and your hero have skills, items, unique qualities and effects, and their story. The game itself encourages role-playing elements to dive into the Lovecraftian environment. See More
Highly cooperative
Though the rules do highlight "best players of the game" via basic calculations, the game itself is aimed towards collaboration. To win, everyone must commit to the victory, and you often forget about the existence of a "best player". The game allows players to exchange items or help other players via skills, special abilities and magic. In practice, players often compete their tasks in pairs and more, e.g. they close gates in pairs, where one has to clean the entrance from monsters, and the other seals the gates. See More
Each game is unique
The game starts by choosing a random boss and/or heroes. Each turn begins with the myth phase, whose effects apply from a random card in the deck. These effects include monster movement, game-wide buffs and de-buffs, quests, monster gate breaches, etc. You will never know if you will be able to win the game. Items and skills are usually taken randomly too. See More
Languages:English, Russian, …
# Players:1-8
Playing time:120-240 mins
Character classes are distinctly unique
Each and every class represented in-game has their own deck of cards. These cards feature skills and abilities that are entirely unique to that specific class. Whether you're attacking, moving, or looting - each class carries out these actions with their own distinct style. Thanks to the sheer amount of variety offered between the classes, no two ever feel alike, and you're guaranteed to get a unique game experience based on the class you select. See More
Takes a long time to set up
Setting up the board between each scenario is very time consuming as pieces have to be carefully arranged according to diagrams, cards have to be shuffled and placed into multiple piles, and character boards have to be configured. This process tends to take much longer than other similar board games. See More
Intense card management
Cards in Gloomhaven represent all of your attacks and movements, as well as determine the order these actions will take place. Furthermore, every class in the game has their own unique deck of cards. Most of the cards have unique and complex mechanics, but they all follow a simple rule when brought into play: you must choose whether to play the top action (attack) or the bottom action (movement). Once a card is played, it goes into a discard pile. However, by "resting" a few turns and sitting out of the action, you can put them back in your hand. Managing your cards each round and trying to get a victory in every scenario can be a very intense experience. Knowing when and how to use an card in your hand results in some really tense play where some tough, on-the-fly decisions have to be made. Do you attack or move? Do you save this attack for a tougher enemy later? Is this card worth playing now? Is it worth resting to retrieve cards?, etc. See More
Cumbersome game box
The game box is huge and all the pieces don't always fit neatly back inside. This could make transporting the game a hassle. It's heavy, large, and has many various parts and pieces. See More
Exciting enemy encounter variations
There are a whopping 45 different enemies and 12 bosses. Each enemy in the game has their own unique stats along with combat modifiers such as additional damage. As such, each enemy acts and performs differently. Additionally, monsters can be set to various difficulty levels and scale based on how many players are in the encounter. All of this combined allows for a huge amount of variation, and keeps each encounter feeling fresh and exciting throughout numerous game sessions. See More
Expensive due to being out of print
This game, while popular, is no longer in print. If you're looking to add it to your collection, you should be able to find it on Amazon or various board game hobby sites, but it normally carries a high price tag. See More
Heavy immersion in the world thanks to events
Outside of the dungeon crawling, there are Road Events and City Events that can occur. Road Events take place when traveling to a new location, whereas City Events happen when you visit the city of Gloomhaven. These events present players with unique and interesting situations and choices, such as meeting a traveler, running into monsters, or finding a new quest. The choices you make during events also influence the course of the story and may provide you with a buff (or debuff) for your upcoming dungeon crawl. These additional story elements help the world-building along, as they take place during what would be otherwise mundane things (such as traveling a road, or visiting town) and make it easy to stay connected and feel like you're a part of the game world at all times. See More
Not good for short gaming sessions
While it's possible to play one scenario at a time, the story and encounters are best appreciated and experienced as a full campaign which will play out over several long sessions. Additionally, the board takes quite a while to set up between scenarios, which isn't great when you only have limited time to play. See More
Although the sheer size of the board, tons of cards, and numerous game pieces/tokens make the game appear intimidating, it is quite easy to understand the basics after a short amount of time spent playing. This is due to its clearly defined rules, detailed cards/iconography, and the clean visual presentation of the game board. See More
Players can join and leave at will
A game can still run at maximum efficiency, even with a "revolving door" of players. Monsters can be set to scale based on the number of players, so if your friend suddenly has to leave mid-game, it won't be a huge detriment to the group. Players can also drop in or leave the game at any point, as it's easy to add or subtract players to the party between scenarios. It's all the little details like this that make it a great game to play with a group of friends who all have varying amounts of availability. See More
Can play solo
Even if you can't find anyone to play with, the game is able to be played solo. You can still tackle events and dungeons solo, progress your character, and enjoy the story without the need for a game master or even a group to play with. This makes it a great choice when the the urge to dungeon crawl strikes, but nobody is available for a long play session. See More
# Players:1 to 4
Play Time:60-120 minutes (per scenario)
A Game of Thrones: The Board Game (Second Edition)
Excellent game design
Like Risk, but with more planned strategy in stead of luck by throwing dice. Tactics are planned out ahead of time (instead of turn by turn in Risk) and then they are laid out turn by turn depending on placement. See More
Takes a long time to learn and play
The gameplay is very deep and interesting, but it involves a lot of mechanics and rules. You only have a certain amount of action tokens, and you can't always use the more powerful actions (you need to be a certain rank on the track), and there's a bunch of other things you need to think about constantly. There are tons of little mechanics you need to learn first before you can actually enjoy the game (and that will probably take a playthrough or 2, which is about 5 hours...especially if you're reading the rulebook). See More
Nerve-racking
The game is extremely intense. Shouldn't be played on an empty stomach! See More
Flares can be fustrating
As one of your action tokens, you can use a flare, which interrupts another action token of an opposing player. While useful, they do nothing besides slow down the game (for example, if the Lannisters keep flaring the Greyjoy's ships then they're stuck where they are and the Greyjoys can't do anything about it, essentially rendering them useless). See More
Good replayability
Every time it is different, more or less players matters a lot in the gameplay which effects how the game plays each time. See More
It's been an important mode of entertainment and education for more than a thousand years. See More
Chess serves no real purpose outside itself
Improves decision making ability
Boosts memory
You are constantly forced to come up with new offensive strategies or defencive strategies, based on what your opponent is doing. Since there are practically infinite ways to play any situation, you will have to think several moves ahead and remember various possible scenarios that might play out in any possible strategy. See More
Chess can be an enjoyable obsession
Widely available
And if you can't find a chess board, pieces, and even another player, you can make your own. See More
Dead of Winter Crossroads
Exciting risk-reward system
Sometimes performing an action can be risky. Typically, when moving or attacking you need to roll the 'exposure die' (you could get frostbite, receive a zombie bite, or have nothing happen). This means that it can be risky moving around to different locations. Each location has its own strengths and weaknesses, with some being very rewarding. Deciding whether or not the move is worth the risk makes it a very exciting system where you'll always be weighing the benefits and drawbacks of every single movement. See More
It may be long and slow, with unexperienced players
As with many board games, new players may have trouble comprehending all the rules. Additionally, sometimes tough decisions need to be made. Newer players won't be aware of the nuances behind every choice and may need things explained to them. See More
Lots of tough choices to make on a personal level
All players attempt to survive together, fending off zombies, gathering supplies, and working towards a common goal. However, each player also has their own secret side-objective ranging from saving the most survivors to hoarding certain items and even betraying the group. Playing for the survival of the group while also juggling your own secret goals can result in many tough personal choices. Do you share resources with the group or keep them for yourself? Do you go off and scavenge supplies for personal gains even it means leaving the group weakened? Do you save that survivor or just let them die because it's one more mouth to feed? See More
Limited actions, especially towards end game
Some of the rules and effects completely discourage movement, such as an unlucky exposure roll that could cost you the game. Near the end game, zombies may fill up in an area and make it very difficult to clear them out, effectively reducing the map size and your access to resources. See More
Survivalist theme of the game is very well integrated
The survivalist theme shines through in each and every tough decision, gameplay system, and objective the game throws at you. Most of the world is dead, the environment is extremely hostile, there are zombies everywhere, and one wrong move can be the difference between survival and death for you and/or your group. Do you work towards the goal of the group, or do you sabotage them for personal gains? Do you hoard resources or share? There is an endless list of choices that have to be made. Overall, it really feels like a true survival situation that sucks you in. See More
Predictable enemies
The zombies are very predictable. You know when and where they will spawn, as well as who they will attack. See More
Random scenarios and decisions add replayability
There are a couple of gameplay mechanics that add a very random and deadly element to the game that really affect how the game plays out. Since they are completely random card draws, each game session will be unique its own way. At the start of each player's turn, another player draws a 'crossroads' card for that player. Each crossroads card has a trigger - sometimes it is triggered by an action that they player could take, where they are located, or which players are in the game. These cards typically offer a choice between two options, and can drastically sway the game for better or worse. Also, each turn a 'crisis card' is flipped, showing the current crisis for that turn. If the players can't work together to overcome the crisis (or the betrayer sabotages it) really bad things happen which put the whole group in immediate danger. See More
Unpredictable actions help keep things exciting
Most actions (searching, moving, etc) are based on a random dice roll, making it very difficult to plan ahead. Instead of a set number of actions per turn, you get one dice plus one additional dice for each character you control. Based on what you roll on the dice, you will be able to perform various actions. Since you're working within the constraints of each roll, each turn will present new opportunities or setbacks. This helps things stay exciting throughout. See More
Great for quick games
Each game lasts about one to two hours, making it a great game for when you want to get involved in deep game that doesn't overstay its welcome. See More
Play Time:60 - 120 minutes
Easy to explain, but very difficult to master
The basic premise in Agricola is simple: players take one of their two starting people and, in turn order, use it to select an action. Once an action is selected, it can not be chosen by other players. After everyone has placed their first worker players place their second, again in turn order, followed by 3rd, 4th, and 5th, if applicable. However, the difficulty in Agricola comes from the relatively limited number of action slots available and the sheer number of things players are trying to accomplish over the 14 rounds of the game. See More
Can be a very punishing game for new players
Even players who love Agricola regularly joke that its name should be Misery Farm. This is because everything that you fail to do will cost you points, yet it is very difficult to do some of everything. This means that new players have a very low chance of beating someone experienced since they won't fully now what to expect as the game goes on and how to plan for it. See More
Has expansions that can add more depth and variety to the game
Players can purchase the expansion, Farmers on the Moor, to add more gameplay options and strategic depth or they can purchase additional card packs to add variety to the minor improvement and occupation decks. This helps keep the game from getting stale and encourages multiple plays to try and experience everything this game has to offer. See More
High player interaction for this type of game
The very limited number of actions available to take each round, combined with most resources only being available at 1 or 2 spots means that players are regularly interfering with eachother's plans and constantly being forced to reevaluate their strategy after an opponent blocks them. This leads to high amounts of player interaction and keep you very engaged in the game instead of focusing solely on your player board. See More
Weight:3.63/5
# Players:1-5 (Newer edition -up to 4, All Creatures Big & Small - 2)
Play Time:30-150 minutes
Simple to learn but utilizes much strategy
Stratego's rules are pretty easy to learn but the beauty is there is so much strategy involved that each game can have wildly different outcomes. Being that there is so much choice in how to strategize every game there is truly a limitless amount of fun to be had. See More
Character pictures have to be manually placed
The character pictures have to be manually placed on each individual plastic board piece, which is time consuming and really should have just been done at the factory. See More
Creative thinking and playing the other player take a large role
Players can arrange their troops however they like which begins a game of strategy but also a game of playing your opponent. By trying to trick or manipulate the other player the game becomes more in depth as a match of will. See More
# Players:2
Age:8+
Heroscape
Good design
The game includes all kinds of well-designed figures, a various terrain tiles, and a bunch of different terrain accessories that make up the big 3D landscape. The characters are a blend of fantasy, sci-fi, history, mythology and all kinds of other genres. Terrain tiles can range from grass to swamp, to lava, to snow and other types. What's more, they can be stacked on top of one another to create hills. See More
Takes up a lot of room
The landscapes tend to get quite big and, unfortunately, there is no convenient way to store the tiles and character figures unless you spend some extra cash on boxes or other forms of storage. See More
Play time decided by the players
The play time highly depends on the scenario chosen and the size of the playing surface, but since the game encourages customization, players are free to choose a scenario that's easy and quick to play through and construct a smaller battlefield to accommodate it, for example, "last team standing " on a small surface. See More
Long set up and take down times
Depending on the scenario, the setup might take as long as the scenario itself. A basic setup could take anywhere between 20 and 40 minutes. This is because of how big the playing surface can be and how many pieces and accessories it consists of. See More
Can be built to fit any group
Heroscape can make both a decent 1v1 or 2v2 tournament and a massive party attraction. Although the game is best balanced to be a game for 2-4 players, if you have more sets you can create a map that can potentially scale up to any group. Moreover, all ages are welcome, so it can be a great family game as well. See More
The sets, expansions and accessories tend to cost a lot of money mostly due to the game being out of print since 2010. See More
Simple rules
This is one of the games that fits the description of "Easy to learn, hard to master" quite well. The basic gist is quite simple - in their turn the player chooses an army card, moves the pictured figures and attacks with the figures. Movement is done based on the "Move number" on the card and attacking is done by rolling the attack dice based on the "Attack number" on the card. Players alternate turns until the game is over. The win condition is chosen by the players There are a few more detailed mechanics, but they are very easy to understand, because they link to the physical aspect of the game. For example, an enemy is in line of sight if the figure is "able to see it" from its position - if there's a huge dragon figure behind a mountain and its head is poking out, then the soldier further back on the hill has line of sight. Another example - if a figure physically can't fit somewhere, then it can't move to that tile - a dinosaur figurine won't fit under a small bridge over a river, so it can't go there. The basics of the game are not hard at all, the rules are simple enough even for children, it's suited for ages 8+. See More
The game has been out of print since 2010. See More
Great customization possibilities
The game offers a lot of customizability both in terms of playing surface and the game itself. Since the playing surface is fully customizable, you can either create it from instructions (found in the game guide or online) or arrange the construction pieces however you want. Because of this every game can be different in some way – you can, for example, relocate a hill, place a river and do much more. Though the game offers a scenario booklet with some basic scenarios, that doesn't mean you can't get creative and make up your own objectives, manipulate some of the rules or add house rules. See More
Inconsistent theme
The terrain is customizable enough to create a running theme, but units are more difficult. Some people might enjoy the idea of heroes from all kinds of genres clashing in one big game, others might be thrown off by historical characters like samurai and cowboys battling alongside werewolves, robots or vampires. See More
Well-made materials
The game materials have a relatively high production quality. There's no need to worry about game components not being able to sustain normal wear and tear or an accidental drop here or there - the hexagonal pieces and the painted character figurines are made out of durable plastic. The character figures are also quite flexible - bending swords, legs and hands of figures doesn't leave a lasting problem. The paint job of the pieces is also well done and paint won't wear off even when rigorously scraped. See More
Despite the printing of the game being discontinued in 2010, there's still a very active community at https://www.heroscapers.com/ that are keeping the game alive. There are forums for custom units, local gaming events, online Heroscape games and more. Since sets and accessories tend to cost a lot of money, some dedicated fans even banded together to create https://www.allthingsheroscape.com/, offering a selection of, as the name suggests, all things related to Heroscape – figures, terrain sets, expansions, etc. See More
Can be visually impressive
Some fans of the game have even gone out of their way to design huge and beautiful battlefields, spanning many tables. A lot of great creations can be found on the internet - some examples. See More
Fun to set up
The setting up of the game is another game itself and it makes for a good family / friend activity. It could be compared to LEGO construction – you attach the hexagonal pieces together to create whatever playing surface you want or just follow an instruction. The pieces smoothly link together and don't accidentally come apart, so there's no need to worry about a small accident ruining your hard work. Since the playfield is quite big, everyone can join in creating the landscape. Some people could even get more excited to play while seeing the battlefield grow and imagining how fun the nearing game could be. See More
# Players:2+
Play Time:15min - 1h+ (per scenario)
Setup Time:20-40 min
No matter the player's skill level, 7 Wonders makes for an easy to learn and play game. See More
Most player interaction is limited
Most player interactions can only be conducted with the people directly sitting next to you. This can include passing cards, borrowing resources from your neighbors, etc. These kinds of actions can only be taken with the person to your immediate right or left. As a result, it sometimes feels like some of the players (especially those across the table) have no direct impact on each other, especially in larger games. See More
Player scalable
7 Wonders easily adjusts to support anywhere from 2-7 players, making it great for both small and large groups. See More
Iconography can be tough to learn
There are many different symbols to learn and keep track of, and this is the source of most learning woes for newer players. See More
All players play until the end
Points aren't added up until the end of the game, so even if you are losing badly, you won't be ejected from the game or forced to sit out. Everyone can participate for the full duration. See More
Mistakes compound over time
In 7 Wonders you can really hurt yourself in the early game. Mistakes tend to be overly punishing and may be difficult to fully recover from. A long term strategy is necessary from turn one onward if you want to succeed. See More
Requires planning and strategy
When choosing your card for play that round, you may pick a card that will benefit you directly (such as one that will give you a building upgrade or money), or you can simply pick a card that you know your opponent wants to prevent them from bringing it into play. Additionally, if you want to play a card that requires resources you don't have, you can "borrow" resources from your opponent. In exchange for using their resources to play your card, you give them valuable currency to use later. You'll have to weigh whether it's worth giving them currency to use their resources knowing it could come back to hurt you later. This constant trade off of helping and hindering creates some interesting situations among players where you have to determine what the best possible long term move will be while also considering the moves of those around you. See More
Stays exciting thanks to 3 different card decks
Each of the three ages has its own unique deck of cards. Each time you pass into a new age, a brand new set of cards come into play. These new cards build on the progress you made in the previous age. For example, resources earned in the first age can be used to build new buildings in the other ages. This helps gameplay feel exciting and fresh as the game progresses, with lots of new options becoming available for expanding your city. See More
Highly replayable
There's always an opportunity to try something new every game Each player has their own game board which represents one of the Seven Wonders of the World. These boards clearly lay out the production resource and benefits of each Wonder. You can also choose to play the game using the board's A side or B side. Whichever side you choose drastically changes how that particular Wonder can play certain cards. Additionally, since this a card game with resources and other variables, no two play sessions will ever be alike. Cards will always be dealt and played in a random order, and how you play these cards will vary based on your Wonder and your personal resources/currency situation. See More
Super quick gaming sessions
This is an excellent choice for a quick gaming session, as most games only take around 30 minutes. This remains true even if there are seven players. See More
Every game is unique
The basic rules of the game are background noise. The alien powers, both individually and as they interact with each other, determine the dynamic of each game you play, and each dynamic is radically different. For example, you can try different races and alien powers each time you play, and the way to mix and match them is almost limitless. This makes every game feel different than the one before it. See More
Can cause arguments
Due to the nature of the game, which has you working with others and then turning against them in the same breath, it can create some situations where people are going to feel used or mistreated. This can result in a lot of fighting or arguments, especially when playing with easily offended people. See More
The social component of the game requires you to strategize with other players
It's almost impossible to win on your own. When attacking or defending, you will get the chance to ask for allies on your turn, or assist others when they are engaged. Allies can help you win the attack or defense, but they will also gain benefits if successful. It is a team-based game, although each player is out for themselves in the end. One of the neatest parts of the game are the negotiate cards - instead of laying down an attack card you can try to negotiate. If you both play negotiate cards, you have 1 minute to come to an agreement which can include creating new colonies, trading cards, or virtually anything. If the players don't come to agreeable terms within a minute, they both suffer a hefty penalty (4 of their ships are sent to the warp). See More
In situations where all players gang up on just one single player. See More
Potential for very satisfying, creative plays
With so many unique combinations of alien powers and the fact you can form unstable alliances with other players, there's so many ways to get creative. For example, knowing when and where to pick your battles. Perhaps two other players just had an epic battle and now they're down a few ships - it would be the perfect time to swoop in and try to colonize their planets when they're weakened. Perhaps you have a special power that will give you an edge in a certain fight against another player. By paying attention to what's going on around you at all times, skillful tacticians will find all kinds of extremely clever or amusing plays to be possible. See More
Some alien powers are difficult to parse
Some of the cards have walls of text that look intimidating at first, and may take a slow read and group discussion to really figure out. Thankfully, the alien powers are divided into three sets based on "difficulty" which translates roughly to "difficulty to understand, and how much it disrupts basic gameplay." Green (easy) cards are usually simple enough that a child of 12 or so can understand them. See More
Great illustrations on the cards
Illustrations on Alien Power cards are beautifully rendered and imaginative. Each one features full color, hand drawn creatures that are distinctly unique and look like something out of a sci-fi movie. See More
Might be hard to teach
This is one of those games that has to be played to be fully understood. As such, it can be hard to teach someone. It will take new players a few rounds to start understanding. See More
You have some influence over the theme of each game
At the beginning of each game, players are given 3-4 alien powers to choose from, usually taken at random. However, if you were trying to put together a specific theme - for example, a war between certain aliens races, or a battle using only certain powers - you can manually select the set of powers available to each player. This allows you to generate personalized games that have specific story to them or heavily revolve around a particular strategy or resource. See More
This is an exercise in social dynamics as much as a board game
Working with or against other players, forming unstable alliances, and negotiating with other players creates some situations which will test your real world social skills. See More
Excellent expansions
There are six expansions which not only add a minimum of 20 new alien races with new powers each, but they also brings unique gameplay mechanics to the table. For example, Cosmic Conflict adds space quake hazards, and Cosmic Alliance adds new rules for teams and expands the game to 7 players. See More
Not as complicated as it might sound
After you play one or two games, the basic mechanics become trivial to work with. Additionally, you only have to worry about learning as many alien powers as you have players in the game, so your personal knowledge and experience with the powers can grow slowly over time. Most alien powers take a minute or two to really understand, then the fun begins of finding creative or unique ways to develop strategies around them. See More
Often leads to memorable moments
The game can lead to some awesome moments because of the little penguins. Depending on where you hit the penguin, it will move differently. For example, if you flick the head of it, it will make the penguin jump. This can lead to some crazy trick-shots where someone manages to jump over walls. You can also flick them on the side, which will make the penguin spin. By doing this you could spin through multiple rooms and gather a lot of points or catch several penguins on the same turn. See More
Has a learning curve
Ice Cool is quite skill-based and requires practice on flicking the penguin pawns to get them to go where you want to. The rulebook has some tips, but the techniques can only be learned by playing the game. A new player won't do well against a player who has already played a bit. See More
The gameboard of Ice Cool is big, but it's quite simple to set up. The playing surface consists of five boxes that all fit in the game's box. You connect them in the correct places, all of which are marked with colored dots on the edges of the boxes. After that you take the little beige colored fish tokens and place them in the marked spots to keep the gameboard in place, and you're good to go. See More
Luck-based scoring
Catching penguins and gathering fish to get victory points in Ice Cool requires skill, but the values on the fish cards you get range from 1 to 3, which means that even if you're good at the game, you can lose because of pure chance. Someone could potentially score the same amount out of one card as you with three cards. See More
Ice Cool is very straightforward, it all revolves around flicking little penguin pawns. Doorways will have fish pegs attached to them, when you flick a penguin through it, then you'll receive the fish and get to draw a fish card that gives you victory points. Each round one player will be the hall monitor who will try to catch other penguins and gather their student ID's by hitting them instead of gathering fish. The round ends either when the hall monitor has gathered all ID's or when someone has gathered all three fish tokens. The game ends when everyone has been the hall monitor. The player with the most points on their fish cards wins. See More
Only one layout
The gameboard can only be arranged in one way, so the game can get quite repetitive in this aspect. See More
Beautiful design
Aesthetically Ice Cool looks very impressive. The playing surface is a 3D school consisting of five different rooms that feature many little details all over the walls – maps, fish, basketball hoops, etc. Everything has a blue, cold-looking color scheme, which kind of mimics an igloo. The cards also have some great artwork on them. The ID's are two-sided for boys and girls. Each colored penguin has a different look and style. The fish cards depict, you guessed it, fish. The bigger the point value, the bigger the meal. See More
The components of Ice Cool are very interesting and well-made. The game's playing surface is made of five 3D boxes that all fit in the game's box. The player tokens are four penguins made of hard plastic that are weighted in the base so that they keep wobbling when hit. Throughout the game players gather fish tokens, which are nice and small wooden pieces similar to pegs. There are also some cards in the game – ID cards and fish cards, which are all made of durable cardstock. See More
Descent: Journeys in the Dark
Accessible and easy to learn game systems
While the actual rule book may not be the most organized manual in the world, the gameplay systems themselves are very simple to grasp, even for new players. Thanks to being both intuitive and easy to follow, anyone can join in on the fun. Descent uses basic dice rolls for most actions, and how many actions you can take per turn are clearly defined based on your hero class. Movement along the board is handled in a grid like fashion with each tile denoting a certain distance. There is never any second guessing of whether or not you're in range to help a friend or attack an enemy. If you can roll dice, follow a tile based board, and understand a few simple rules, you can easily play this game. See More
One player will always have to be the "bad guy"
Unless using the mobile app, which may very well ruin immersion for some, there is an evil overlord role that needs to be filled by a player. This is the player that makes decisions and takes actions for all the monsters. As such, this can be the source of many arguments. It can get especially bad when someone feels like they are being constantly targeted or singled out by the overlord. See More
Blends competitive and co-operative game play in one game
The premise is pretty unique in that one player takes on the role of an overlord while all other players act as the heroes who attempt to clear the dungeon. The overlord and the heroes play against each other in a turn-based setup. The overlord is the one responsible for controlling the monsters and other pitfalls that the heroes will face. The overlord also has access to many powerful spell cards which can be played during their turn. The heroes work together to clear the dungeon of monsters and work towards the victory condition for their quest. Since the main evil force is player controlled, it creates some really interesting situations not often seen in other boardgames such as monsters being able to play strategically and dealing with spell effects that aren't random. See More
Physical quality isn't the best
The game cards and board are flimsy and wear down rather easily. After only a few games, the wear and tear will be noticeable. See More
Engaging and replayable full campaign mode
Each 60 to 90 minute game consists of a single quest, however there is a campaign mode where heroes can take on a series of story quests while also learning new skills along the way. This is a great mode for that true epic adventure feeling. If you find a hero you enjoy, you can grow and develop this character over time similar to a standard RPG game. Additionally, no two campaigns will ever be the same. There are 8 different classes to select from, and you can pick and choose the quests you do, which adds a lot of replayability. See More
Rules can be confusing
While the game systems themselves are rather easy to pick up and learn, some phrasing on the cards and within the rulebook is a bit cryptic, which may result in confusion when first starting out. See More
Appealing, clean presentation
Everything is laid out cleanly on the board so it's easy to keep track of the action. Each player has their own cards with all usable actions and skills neatly presented. All heroes and monsters have game pieces that can be moved around the board, so it's easy to be aware of your surroundings and plan your next attack. The health system uses special token pieces that are used to keep track of your health. Being able to see your health physically raise and lower to keep track of your damage taken is a nice touch. See More
Disorganized rulebook
It's usually easier to find the information you need with an internet search since the rulebook itself is tough to navigate. It's arranged alphabetically by rule rather than organized in a manner that would align with the game flow. See More
Can play solo with the mobile app
There's a mobile app called "Road to Legend" that lets you play this game solo. The app works by taking over the overlord role. It even has multiple difficulty settings so you can get as much of a challenge as you crave. It's a great way to play when you have no friends available for a gaming session. See More
Bitesized quests for quick fun
Each short gaming session consists of one quest with its own victory condition and two encounters. They are quick to play when you're looking for something fun to do for an hour or so. See More
Lots of expansion packs to keep the fun going
The makers of this board game have added over ten expansion packs which feature new monsters, quests, campaigns, heroes, and re-balanced mechanics. Even after you've extensively played the vanilla game, there's plenty of ways to extend the fun and keep playing a game you enjoy. See More
# Players:2-5 players
Hilarious party interactions due to hidden cylon players
The game is at its core cooperative. However, the fact that there is at least one Cylon in every game, the distrust between players provides interesting party dynamics. See More
Needs a few playhthroughs to learn all the rules
With 3 expansions, which add their own rules and mechanics, fully understanding all the game rules can take some time. See More
Well reflects the series' atmosphere
If you are in atmosphere while playing a board game - this is the one to go with. The heavy use of the Battlestar franchise gives a sense of depth that is missing from other similar types of games. With the extra expansion available there is even more depth and atmosphere added to the game as well. See More
Play Time:120-180 Minutes
Design encourages replayability
You will never play the same game of Eclipse due to randomness of the tiles you and your opponents draw, the various strategies you can use, and the seven possible player races. The map will be different every time. The gameboard is made of multiple hexagonal tiles and it's built out as the game progresses when players choose the "explore" action. There are three decks of hexes, the one you draw from depends on the direction you're exploring in. For example. if you move away from the galaxy center, then you draw from the third-level hex pile, which contains less goodies than the second and first level tiles. The closer you go to the center, the bigger are your chances for loot. If you don't like the tile you draw, you can discard it, but this'll still make you lose an action. See More
Luck-based combat
The combat is based on rolling dice and drawing tiles after the combat is over. While the luck element of rolling dice is sort of taken care of because of the customizable battleships, the tile drawing part can be very unfair. Basically, once the battle is finished both parties draw a number of tiles that depends on the amount of destroyed ships. These tiles all have different victory point values, but you can only claim one. What this means is that you can lose a battle and still claim more victory points than your opponent from the single tile you draw. See More
Amazing blend of Euro and Ameritrash mechanics
Eclipse is a "best of both worlds" mix of two different boardgaming genres. The game has a strong theme, player combat, unique factions, and some elements of luck that define the American style while still having plenty of the European-like resource gathering, individual development, and possibilities of no player conflict. See More
Not very accessible to new players
The game isn't too difficult, but it's a long game that requires a lot of explaining and a lot of setup, which can be a huge turn-off for beginners. Running over the rules and the various situations will take around 20 minutes, and you will still need to explain a lot during the game itself because there's a lot of stuff that requires managing. New players will have a noticeable disadvantage. See More
Allows for many different playstyles
There are many possible ways to get points and win the game. Some players choose to take the militaristic approach and win by defeating the other players in combat, others choose to stray away from trouble and gain points by developing technologies. You can also earn points from exploration, colonization, diplomacy, and more. Players can choose to play a human (Terran) faction or choose one of the six unique alien races. All six Terran factions share traits, but the aliens differ from one another. Race-specific traits give bonuses in specific actions, for example, trading for different rates, more movement flexibility, science or colonization bonuses, etc. See More
Art style won't suit everyone
Eclipse has a sci-fi space theme that features aliens, technologies, spaceships, and everything in between. Since this is a pretty popular theme almost anywhere, be it books, games, or movies, to some people this might appear generic, bland, and kind of uninteresting. See More
Customizable battleships
Unlike other similar games, Eclipse offers players an innovative battleship customization feature. At the start everyone's ships are basically the same, they can move, shoot, and have one health point. After you've amassed some of the "materials" and "science" resources, you can start upgrading them to different types and adding new components either in empty spaces or by overwriting existing ones. There are many types of components – reactors, weapons, shields, hull, targeting computers, and engines. By mixing these you can create any ship you want, be it a well-balanced one or something completely ridiculous. You can make your ships into flying tanks able to sustain tons of damage and slowly chunk away the enemy, or instant death machines able to one-shot anything. See More
The cost of a new copy of Eclipse ranges from $80 to $130 dollars. See More
Surprisingly simple
Eclipse looks a lot harder than it actually is. The structure of the game is quite straightforward, and the combat is easy to understand. The game lasts nine rounds, each round has four phases – action, combat, upkeep, and cleanup. Most of the game is spent in the action phase, where players exchange turns performing one action until they've all passed. At the cost of an influence disc you can explore, influence, research, upgrade, build, or move. You can do as many actions as you want, but you'll have to pay upkeep for every influence disc after the first one in the upkeep phase. The combat phase consists of dice rolling to resolve any battles, be it player vs player or player vs NPC. Combat is initiated if two characters are on the same hex during combat phase. It is done by rolling a six-sided dice. Every 6 is a guaranteed hit, ever 1 is a miss. Whether the rest of the numbers deal damage is influenced by characteristics and equipment of battleships, which can also decide which ship attacks first, how many dice are rolled per ship, and how much victory-point tiles will the participants be able to draw after combat. See More
Can easily make a mess
Even the tiniest shuffle of the gameboard will displace the tiny cubes and influence discs used to keep track of resources and actions. This is not only annoying but can also mess up the game because someone might place the cubes back incorrectly and give themselves an advantage. See More
Satisfying to see progression
At the start all players are spread out on their own tiles one tile away from the galaxy center. As the game progresses they take actions and discover new tiles around them with planets to colonize that get filled up with the respective player's colors. Moments later the players are overlooking a big, colorful gameboard filled with colonies and battleships of all sizes. See More
Long setup and takedown times
Eclipse is already a relatively long game, but a lot of extra time is required just to prepare the game and to tidy everything up after you're done. This is mostly since there is no official way to store the huge number of components. Setting up for the first time can easily take around 30 minutes, and if you don't have some sort of convenient storage then it can still take 20-30 minutes for the next matches. After you've set up and played your game, you still must calculate in approximately 10 minutes just to put everything back in its place. See More
Games can feel very long and drawn out
The sheer amount of things that need to be tracked is fairly high, and continually grows in complexity as the game goes on. Keeping track of cards in play, actions, awards, milestones, map, resources, money, etc. can lead to some intense calculations. Most players will want to carefully ponder their strategy each turn, and the end result is a game that often seems like it comes to a grinding halt. See More
Exciting feeling of progression
The constant anticipation and sense that you're working towards a goal is very pronounced. At the start of the game, you'll have limited money and resources, but as the game progresses and these resources accumulate, you can start to do more and more things each turn. Seeing your strategy slowly start to pay off as your corporation grows, and knowing you'll soon have the resources to unleash your big play helps to keep you excited for the next round. See More
Not suited for large groups
Regardless of how many players you have, getting the oxygen, temperature, and ocean levels to their goal level to satisfy the win condition is the exact same. The more players you add to this equation, the longer the game will take as each person has to contemplate and think their strategy each turn. As such, this game is best played in only very small groups and doesn't lend itself well to larger parties. See More
Theme and gameplay gel well
The board is flimsy
The game board itself is very thin cardboard with no linen finish, and tends to dent easily. After enough wear and tear, the game tokens/pieces won't stay in place due to the lumps and pockets that form in the cardboard. The board must be handled carefully at all times due to its low quality or you risk damaging it. See More
Huge amount of strategy
Juggling your resources, money, and production against your opponent's actions as you try to satisfy the win conditions (getting the oxygen, temperature, and ocean coverage to their desired levels) can be pretty intense. Always having to think several turns ahead will definitely appeal to people who like a game that makes them strategize and prioritize. Choosing which cards to buy each round, what to spend your resources on, and how to terraform the planet without giving too much leeway to your opponents creates plenty of situations to outplay others. See More
Game pieces are cheap and wear down easily
The little game cubes (the tokens/pieces that represent resources) are coated with a metallic finish that chips and wears away easily. This leaves you with some rather ugly game pieces with flaking and peeling paint, especially in the corners. See More
Loads of replayability
There are over 200 unique project cards in the game that represent all of the terraforming projects available such as introducing plant or animal life, greenhouses, new buildings, and more. Since you'll be drawing random cards in a random order each time you play, each and every game session turns into a unique experience. Even if you've seen a card in a previous session, the conditions on the board (oxygen levels, temperature, and ocean coverage) will most likely be different than the last time you saw that particular card, meaning you'll be calculating the cost vs. benefit of playing that card in a brand new way. Additionally, each player-controlled corporation has its own specialties. Some examples are being able to substitute certain resources for money, or perhaps having an increase in production for specific resource. Each one plays dramatically different from the others, so something as simple as choosing a new corporation on your next playthrough will change your strategies. See More
Great balance in the game systems
The win condition states the oxygen, ocean levels, and temperature must reach a certain level. However, all three of these parameters are interconnected with one another, meaning you'll have to focus on all of them rather than just trying to brute force one. For example, if you want to build a water production facility, you will need at least 2 ocean tiles in play. But in order for those ocean tiles to come into play, the oxygen and temp will first have to be satisfactory. Overall, the game systems are very deep and complex, but the takeaway is that everything has a condition that needs to be met that is reliant upon all three parameters. This results in a very balanced experience where you need to pay heed to everything equally if you want to succeed. See More
Lots of great expansions
There are several expansion packs which add new moons and planets for you to terraform. The rules and game flow is the same as the vanilla game, but they add new cards and corporations. The most interesting twist is that the board layouts are completely different for each expansion - with heat sources, oceans, etc in vastly different spots. They are an excellent addition that take the fun and excitement of the base game while giving you an all new playing field full of new possibilties. See More
Play Time:120 minutes
Arimaa is a game suitable for both young and old, it was made to be intuitively simple but with a lot of depth. Even the setup follows this premise - you set up the figures in two rows like in chess, but you can place them in any way you like. The rules are simple – in your turn you have four actions. You can either move a figure four times, move four figures one time, or do any combination in between. All figures can move forwards, backwards, and sideways apart from rabbits who can't go backwards. You can use two actions on a stronger piece to push or pull your opponents' weaker figures. These stronger figures also "freeze" adjacent weaker pieces, preventing them from moving unless there's a friendly piece next to them. If a figure happens to walk into one of the four trap squares or get pushed/pulled into one without a friendly piece next to it, then it is removed from the game. The first player to get a rabbit to reach the opposing side wins. The game can also be won by removing or immobilizing all your opponent's rabbits. See More
Requires constant engagement
Arimaa can get out of hand quickly because there's pretty much no way of predicting how future turns will play out. This is because it's significantly harder to pinpoint four actions that your opponent might do as opposed to one action in similar games to Arimaa. Due to this the game requires the players to continually pay close attention to what they're doing, which isn't inherently bad, but can be a bit problematic for people with shorter attention spans or for people who don't want to take the game too seriously and just play it for fun and socialize meanwhile. See More
Active online community
The official site of Arimaa is quite lively and features reviews, downloads, the latest news, an active public forum, and much more. There's even an online gameroom, so you can play Arimaa against computers or other people in either turn-based or real-time games. There are many people online, so it shouldn't be a problem to find a game. See More
Quite long to play
A game of Arimaa is very unpredictable and can often lead to a very long session. The time can vary between 15 minutes and 2 hours, so it's not great if you're looking for something that you can quickly grab and play through. See More
Can be played with a chess set
In case you don't want to purchase the gameboard made by Z-Man Games, you can use the components of a regular chess set. It also helps if you have four coins to mark the trap squares. You probably already have the equipment you need. See More
Fluid gameplay
The 4 moves per turn gives Arimaa's tree of possible moves a very high branching factor. (It was invented for AI programmers as a game more difficult to program for than chess, but easier than Go). You can't think several turns ahead like chess (the space of possibilities is too big), instead you have to think in terms of distances and capabilities, giving Arimaa a very fluid feel. See More
Had a movie made out of it
There is a Hollywood movie licensed from the game Clue called Clue. It stars Tim Curry and is frankly fantastic. Go and watch it if you have not already. See More
2013 edition has new rules and is too easy
Stay away from the 2013 edition as the board has been changed to where all rooms can be reached in a single dice roll (way too easy) as well as rules have been tweaked so more of the cards are known from the beginning (again, making the game too easy). Last but not least the character names have been changed to make them more "hip". See More
Worthwhile lessons for kids to learn
Through the playing of the game Clue children can potentially learn that criminals always get caught for cimes commited as well as learn the process of elimination. See More
Different editions
There are three different editions to choose from, CLUE THE CLASSIC MYSTERY GAME, CLUE GAME 2013 EDITION and CLUE GAME. See More


INDIANAPOLIS, Ind. --Temperatures have responded to the dry soils, dry atmosphere and southeast winds today. We saw thermometers go from the mid-50s this morning to the upper 70s and low 80s this afternoon. If you have any plans to head out to the pumpkin patches or apple orchards tonight, it will be nice weather.
Lows will go down to 60 degrees tonight with highs in the low to mid-80s expected Tuesday. Winds will be southerly through Wednesday. There will be slight rain chances across western and northwestern Indiana Tuesday afternoon with better chances Wednesday. A cold front is slated to move into the state leading to these rain chances.


A quick fit range of hose couplers used extensively by the professional horticultural trades. Made from brass this completely interchangeable range covers a wide range of situations. The hosetail fittings fit directly inside the hose and the male and female fittings have BSP threads (suitable for most garden taps, etc.). A simple twist joins the hose securely to it's other coupling. (widely known as Geka or Quick Fit Fittings). Simple twist coupling for 1/2" and 3/4" hose. Especially effective for use with long lengths of hose and high pressure situations.


text:
Home/Litbug/Study Guides/Lit Guides/My Father's Kites | Summary and Analysis
My Father's Kites | Summary and Analysis
Analysis of My Father's Kites by Joseph Alison
My Father's Kites is a part of Joseph's poetry collection My Father's Kites, Steel Toe Books which was published in 2010. All poems in the collection are a eulogy to her father. Alison writes about her strained relationship with him, his untimely death and the emotional consequences she faced afterwards. The poems are intimate sonnets written in free verse, which talk about her perspective as a daughter.
Joseph's poem weaves a story of family love and the story of a father-daughter relationship. She writes about his untimely death and the emotional consequences she faced afterwards. We can say the poem explores her relationship with her father, the emotions, feelings and thoughts that followed his death. The poet is mostly nostalgic about her memories with her father. She reminisces about her favourite childhood feelings. The kites signify an intimate and touching memory of the poet. Growing up in a dull and gloomy environment the flight of the kites provided some interesting and inspiring feelings to the poet. She wishes she could fly like a kite and establish herself in their family's yard.
The poet's mother passed away when she was young and afterwards she had a bittersweet relationship with her father. Her father was a black man from the Caribbean and had to struggle to settle in a foreign country. The lines seem as if she's trying to call her dead father back to her. The poem which seems partly a homage and partly about her days with her father is a quiet poem with heavy words related to death and mourning. The poem flows smoothly without breaking into stanzas and explores the themes of longing, nostalgia, death and liberation.
My Father's Kites | Analysis, Lines 1-6
"were crude assemblages of paper sacks and twine,
amalgams of pilfered string and whittled sticks,
twigs pulled straight from his garden, dry patch"
"of stony land before our house only he
could tend into beauty, thorny roses goaded
into color. How did he make those makeshift"
The poem follows right from the title as the poet describes her father's kites as "crude assemblages" of paper and twines. The kite has been arranged by stolen strings and crafted wooden sticks. The sticks used are taken straight from their garden. Her father had to arrange a kite from scraps perhaps because they couldn't buy the proper ones.
The poet describes their front garden as dry and stony land. That uninteresting piece of land was turned into a beautiful rose garden which was only possible because of her father. The "thorny" roses were tuned into colour by her father. The poet describes her father's nurturing character. Her father took care of her after her mother passed away thus in a way he helped ease her pain and bring some colour into her life. She then expresses her awe at how her father managed to make the kites rise in the sky.
My Father's Kites | Analysis, Lines 7-12
"diamonds rise, grab ahold of the wind to sail
into sky like nothing in our neighborhood
of dented cars and stolid brick houses could?"
"It wasn't through faith or belief in otherworldly
grace, but rather a metaphor from moving
on a street where cars rusted up on blocks,"
The kites are referred to as "diamonds" due to their diamond-like shape. By calling them diamonds it also expresses their significance to the poet, these memories are precious to her. The poet wonders how nothing else in the neighbourhood could get "hold of the wind sail" as the kites did. The neighbourhood is described as having dented cars and dull brick houses. It's a dull and depressing atmosphere where she lives.
She says that her father could make the kites fly not due to some godly power or faith but because of the wind's strength in that quiet environment.
My Father's Kites | Analysis, Lines 13-18
"monstrously immobile, and planes, bound
for that world we could not see, roared
above our heads, our houses pawns"
"in a bigger flight path. How tricky the launch
into air, the wait for the right eddy to lift
our homemade contraption into the sullen"
The cars in the streets do not move, they stay in one place and slowly get rusted. This gives them a "monstrous" feel. The planes invisible to the poet fly towards different parts of the world. The houses on the ground just appear as "pawns" in the flight's path.
The poet talks about how launching the kites were very tricky. There was a lot of waiting for the kite to get a lift up with a good flow of breeze. The sky is described as moody or depressing.
"blue sky above us, our eyes stinging
with the glut of the sun. And the sad tangle
after flight, collapse of grocery bags"
"and broken branches, snaggle of string
I still cannot unfurl. Father, you left me
with this unsated need to find the most"
The poet lifts her head to watch the flight of the kites in the sky. However afterwards when the kites fall down they collapse like "grocery bags" it makes her sad. The kites can't take long flights, they are bound to come down to earth. They turn into the trash, their preciousness is lost and this makes her upset.
As the kites fall on the ground there are only broken branches and knotted strings left behind, as the kites fall apart. The kites turn into a messed up mass of objects. Then the poet directly addresses her Father, stating that he left her with an insatiable desire. She can't open herself up or understand whatever she's feeling.
"delicately useful of breezes, to send
myself into the untenable, balance my weight
as if on paper wings, a flutter then fall,"
"a stutter back to earth, an elastic sense
of being and becoming forged in our front
yard, your hand over mine over balled string."
What she feels is a desire to find usefulness in delicate breezes. The poet wants to fly like the kites in the wind, to become "untenable". She wishes to balance her weight with paper wings and fly for a moment then land back on the ground.
She wants to come back to the front yard as if she's "forged" in that ground with some "elastic sense". She remembers her father's hands over hers when he used to teach her how to fly kites. She's nostalgic about her memories with her father and wishes to go back to their house and feel that childhood joy again. She misses the sense of home, safety and security that came with her father being around her.
My Father's Kites | About the poet
Allison Joseph (1967-) is an American contemporary poet. She teaches in Carbondale, Illinois, where she is part of the creative writing faculty at Southern Illinois University. She also serves as editor and poetry editor of Crab Orchard Review. She uses small independent presses to publish her works; her well-known works include Confessions of a Barefaced Woman (Red Hen Press, 2018) and Corporal Muse (Sibling Rivalry Press, 2018). She has many awards and honours including fellowships from the Bread Loaf and Sewanee Writers' Conferences and from the Illinois Arts Council.
The Judge's Wife | Summary and Analysis
Eve's Diary Summary
The Open Window Summary
You Are the Electric Boogaloo | Summary and Analysis
The Ice Palace Summary and Analysis
Just Be Yourself | Summary and Analysis
In the Cemetery Where Al Jolson is Buried | Summary and Analysis
The Setting Sun and the Rolling World Summary
An Artist of the Floating World | Summary and Analysis
The Winter Hibiscus Summary
Prayer for the Children of Longing | Summary and Analysis
The White Wolf of the Hartz Mountains | Summary and Analysis
Two Words | Summary and Analysis
The New Tribe | Summary and Analysis
Burning Rice | Summary and Analysis
The Man Who Could Work Miracles | Summary and Analysis
Bayonet Charge | Summary and Analysis

redpajama_set_name: RedPajamaCommonCrawl


ICS General Secretary Elect Sherif Mourad introduces you to Vesicovaginal Fistula, discusses who suffers from it and its effects and how it can be treated.
Sherif Mourad talks through this large Vesicovaginal Fistula surgical repair case.
Presented by Gill Brook, Yvonne Saruchera and Sohier Elneil.
Discussion of obstetric fistula in underresourced settings. Prevalence, geographic location, pathophysiology, and risk factors will be discussed.


text:
Poland's Muslim Ban
http://www.danielpipes.org/18402/poland-muslim-ban
WARSAW – On being designated prime minister of Poland last December, Mateusz Morawiecki made the extraordinary statement that he and his government want to "transform [the European Union], to re-Christianize it."
Struck by this grand vision of Poland's destiny, and particularly interested in the near-total ban on Muslim migrants (Morawiecki again: "we will not accept migrants from the Middle East and North Africa in Poland"), I just spent a week in Warsaw to understand why that country differs so sharply from Western Europe and what this implies.
I found a raging debate over the country's civilizationist (usually and inaccurately known as "far-right") party, called Law and Justice (PiS, pronounced peace). More precisely, Poles disagree on: Did PiS foment or respond to anti-Muslim feelings?
The leading Polish nobleman Stanislaw Szczuka (1654-1710), in a Sarmatian outfit.
PiS critics portray it (like other civilizationist parties) as riding imaginary fears and specious emotions to political power. Other than the 1683 siege of Vienna, they point to Poles' historic good relations with Muslims, including seven centuries of exemplary ties with the tiny Turkic-speaking body of Muslims living in Poland, the Lipka Tatars; the Polish nobility's romantic notions of their Iranian ("Sarmatian") origin; the Ottoman Empire refusing to recognize the partition of Poland; and PiS itself warmly welcoming Chechen immigrants to Poland in the early 2000s.
In this interpretation, PiS and compliant media raised the specter of violence and other tensions concerning Muslims in Western Europe, scaring sufficient numbers of Poles that it could form the first single-party government of the post-Communist era. Critics argue that PiS demagoguery debases and endangers Polish democracy while undermining the European Union.
PiS supporters reverse this account. In their telling, a steady diet of news from Western Europe of jihadi violence, taharrush, "grooming" gangs, honor killings, female genital mutilation, criminal activity, welfare fraud, and cultural aggression prompted a demand from below for the party to adopt an anti-immigration and -Islamization platform. The Merkel Tsunami of 2015-16, with its million-plus Muslims walking through Europe, frightened Poles. Accordingly, some 75 percent of them reject Muslim immigration. So, even if PiS' main rival reaches power, they note, the Muslim ban will stay.
Of these two interpretations, I find the second far more convincing. PiS is no more responsible for the fears of immigration and Islamization than Europe's other civilizationist parties, such as Austria's Freedom Party or Italy's League. They all respond to a growing unease, mainly from the bottom of the socio-economic spectrum. They represent Europeans who fear for their civilization.
That said, there is much to criticize about PiS. It lavishes money on welfare payments the government cannot afford and has adopted the idea of "dependent market economies" from the anti-capitalist economic theorist Thomas Piketty. In a surprising nod to the Communist past, PiS wants to make the state more powerful, for example, by taking control of the judiciary. It engages in conspiracy theories (especially about the airplane disaster in Smolensk in April 2010). It sponsored the idiotic law that would land someone in jail for referring to "Polish death camps" then made things worse by talking about "Jewish perpetrators" of the Holocaust. (Though, under international pressure, it did back track last week on the threat of prison.)
Noting these problems, I maintain that the party should be educated and monitored, not demonized, so it can learn from its errors while protecting the country from the potentially existential threat of Islam's intrinsic drive for power.
Why have Poles responded so differently from Western Europeans to Muslim migration? The homogeneity of the country and its precarious history (it disappeared from the map for over a century) are both factors but what I found decisive was Poles coming late to the game, seeing the massive errors of their western neighbors, and resolving not to repeat those.
No Sarmatians here: Pictures, such as this one from 2015, are what most changed Polish opinion. Note the near-absence of women and children.
What are the long-term implications of excluding Muslim migrants? That Poland avoids Western Europe's looming crisis. As countries, starting with Italy, try to control their borders and expel illegal migrants, tension, insurrection, and violence will follow. In contrast, Poland (and its former Soviet-bloc neighbors) will sit out that crisis and may take in expatriates from Western Europe.
Though those expatriates head primarily to Australia, Canada, and the United States, Poland might soon – given its proximity, personal security, and inexpensive cost-of-living – become an attractive destination, especially for pensioners and for Jews, singled out as targets in Europe's West but increasingly safe in Poland.
So, while the EU won't be re-Christianized anytime soon, neither will Poland be Islamized.
Mr. Pipes (DanielPipes.org, @DanielPipes) is president of the Middle East Forum. © 2018 by Daniel Pipes. All rights reserved.
Washington Times illustration for this article.
July 10, 2018 update: I wrote above that Poland's PiS party "should be educated and monitored, not demonized." Ivan Krastev makes this point in greater detail today:
in the same way European liberal democracies in 1970s and 1980s succeed at deradicalizing the far-left and integrating some of its legitimate demands in the mainstream, it should do the same with the far-right. People who today are scared by some of the radical ideas coming from the far-right should remember that many centrists of the 1970s regarded Germany's anti-establishment leftists such as Joschka Fischer — later to become Germany's foreign minister — as a threat to the capitalist, democratic West.
July 20, 2018 update: Filip Mazurczak elaborates in "Poland's Christian Migrants" on a point I made in passing above:
In 2016, according to Eurostat, Poland issued 586,000 first residence permits to nationals of non–European Union countries. Poland issued more such permits that year than did any other EU member-state except Britain—and more than Germany (505,000), which has more than double Poland's population. The vast majority of these non-EU migrants have come from the former Soviet Union, especially from Ukraine.
Indeed, with its low birthrate, Poland is looking to Ukraine to bolster its population. Of course, Ukrainians are linguistically, culturally, and racially similar to Poles, so that's an easy fit. More interesting is that the Polish government is also
negotiating with the Philippine government a bilateral agreement that would bring to Poland thousands of immigrants, who would work above all as caretakers for elderly persons. Like migrants from the former Soviet Union, Filipinos hold many of the same cultural values as Poles. Eighty percent of Filipinos are Catholic, and, like the Poles, Filipinos have a long history of fighting against subjugation by foreign powers. Filipino migrants have assimilated rapidly in countries as diverse as the United States, Italy, Israel, and the United Arab Emirates. Stateside, they are often referred to as an "invisible minority."
Those last two words – "invisible minority" – are the key. If there is any migrant population that is visible, that would be the Muslim one.
Related Topics: Civilizationism, Immigration, Muslims in Europe
Hungary: Not "Submitting to Islam"
The Rise of Western Civilizationism
Europeans Fleeing Eurabia
Filipino [76 words] AlbertE. Oct 4, 2018 16:55 245208
Well Founded Fear. [186 words]
w/response from Daniel Pipes Reynald de Chatillon Aug 6, 2018 00:08 244107
2 Do we concur with Brigitte Gabriel's figure [195 words] Prashant Aug 6, 2018 22:01 244107
Islam and Poles. [80 words] AlbertE. Oct 4, 2018 17:00 244107
1 Leading the Way. [21 words]
1 Temprarily living and working in another country does not actually make one an immigrant. [97 words] Anon. Jul 23, 2018 17:32 243846
Tell me - why? [50 words] Michael Kerjman Jul 17, 2018 13:41 243769
1 Correct stance [154 words] Anon Jul 15, 2018 15:05 243744
Anti-semitism and Holocaust minimisation are inherent to all European anti-immigration parties [56 words] BorisG Jul 8, 2018 11:01 243639
1 That is not the case. [539 words] Anon. Jul 16, 2018 15:44 243639
1 Hard [78 words] AlbertE. Jul 6, 2018 21:43 243632
I would urge caution regarding having many people move to Poland [291 words]
w/response from Daniel Pipes Anon Jul 2, 2018 16:51 243570
I was thinking specifically of ethnicities who look very different [45 words] Anon Jul 3, 2018 18:24 243570
Move. [28 words]
w/response from Daniel Pipes AlbertE. Oct 4, 2018 17:05 243570
Poland and Islam [138 words] dhimmi no more Jul 2, 2018 15:08 243568
2 To be or not to be -Shakespeare is alive! [43 words] CMDR USn Paul Jan Jul 2, 2018 13:40 243567
2 Funny how the tables have turned. Poles once the butt of Polack jokes, now show more sanity than the rest of EU [65 words] kman Jul 1, 2018 23:30 243562
Poles' historic good relations with Muslims ? [1 words]
w/response from Daniel Pipes Damjan Bojadziev Jul 1, 2018 22:16 243559
10 On needing to justify a ban on Muslim immigration [585 words] Prashant Jul 1, 2018 20:15 243557
....immigrants are easy targets....who really decides their fates.... [462 words] M Tovey Jul 5, 2018 12:48 243557
1 Just imagine if the U.K hadn't taken in countless Muslims, how differently it would have felt about Syria [169 words] Anon Jul 1, 2018 18:36 243556


text:
Mad Bibliophile
Mad Bibliophile: Blogging about books and bookish things.
Reading Projects
1% Well-Read Challenge – 1001 Books
Completist Reading
Review: "Things We Didn't See Coming" by Steven Amsterdam [2009]
I rarely read novels set in a dystopian future with the only other I can remember being George Orwell's Nineteen Eighty-Four. I find many inaccessible and, quite frankly, I'm not all too interested in reading about bleak futures. We'll get there eventually. There's no need to rush it forward. 🙂
Things We Didn't See Coming is a series of vignettes set in the not too distant future. We follow an anonymous male from childhood where the world as we know it is on the brink of some catastrophic collapse on New Year's Eve/New Year's Day. This is not dissimilar from all the hype that surrounded the Y2K bug when everybody thought that everything would collapse due to computers being unable to recognise the year 2000. The narrator's father packs up the family and heads to the relative safety of the country at the boy's grandparent's property. The boy's father warns and apologises for the bleak future the boy is facing.
We are arrogant, stupid – we lack humility in the face of centuries and centuries of time before us. What we call knowledge, what you learn in school about fossils and dinosaurs, it's all hunches. What we know now is that we didn't think enough. We didn't worry about the right things.
The future is a hospital, packed with sick people, packed with hurt people, people on stretchers in the halls, and suddenly the lights go out, the water shuts off, and you know in your heart that they're never coming back on. That's the future. – p. 22
We follow the boy through to the future as he grows up. As a teenager, it is clear the boy has lost his innocence, being a small time thief, and living in a fractured world. There is deep division between the city and country communities, both with advantages and disadvantages such as medicine and food. The boy's parents have disappeared and he is being looked after, or rather looks after, his grandparents and attempts to escape back out into the country.
In another flash, the boy is grown up and working as a government official. The weather is a constant downpour of unrelenting rain and food is extremely scarce. Bark, rats and cushion stuffing make up some meals. Struggle for survival and struggles against the government officials is on-going for those who are still independent. Strange diseases are rife and part of the boy's bargain for working as a government official is that he gets medicine.
In further flashes, the environment stabilises somewhat although disease is still prevalent. The boy experiences love but loses her somewhere along the line. At one stage, he works as a speech writer while embroiled in a menage-a-trois with his girlfriend and the politician he works for. Children and medication are particular scarce although medical treatment is readily available for those who have the right amount of money. Sound familiar?
Things We Didn't See Coming is a very accessible and rather sad read. It shows the possible, and not so unrecognisable, future and leads us from our current environment into what might be. While the novel appears in a series of vignettes, this works especially well as we follow the boy from an innocent and recognisable childhood to a future filled with sickness and corruption. The ideas of our heavy reliance on industrialisation and unsustainable mass consumption, health care, heavy medication of the human body and climate and environmental change are some of the issues that underlies the stories.
You'll have a clean slate, a world of opportunity, you'll never look back. But nothing heals because, if you lose everything once, running becomes part of you and you're always looking back. – p. 91
Posted in Amsterdam, Steven, Australian Writer, Reviews: A, Reviews: Fiction and tagged book review, Steven Amsterdam, Things we didn't see coming on February 7, 2010 by Mae. 3 Comments
Review: "The White Tiger" by Aravind Adiga [2009]
' "You were looking for the key for years/But the door was always open!"' – p.253.
In a long letter to the Premiere of China, Wen Jiabao, a self-proclaimed entrepreneur from Bangalore, Balram Halwai, begins his letter upon hearing that the Premiere would like to meet some 'real' people in India during his visit. The letter/autobiography details Balram's childhood in the backwater village of Laxmangarh where its residents lived in poverty and where their future seemed bleak at the very best. Balram's father instills hope in him that things may change because he was the special son, the son that will finally break the cycle of poverty. Taken out of school soon after his father dies of Tuberculosis (five years of education was more than enough, according to his grandmother) and forced to work in a teashop, Balram finally gets his break when he takes driving lessons. He successfully gains employment as a driver/servant to one of Laxmangarh's ruling family's younger son who had just returned from New York and later moves to the bright lights of Delhi with them.
Adiga paints a stark picture of a modern day India filled with corruption, unbreakable cycles of poverty and the dissolvement of the hard won democracy that Gandhi and Nehru stood for. The police, public servants and politicians are all involved in bribery. Poor villages, such as Laxmangarh, and slums have their right to vote sold to politicians by the ruling landlords. Adiga also points his finger, curiously, at Indians like Ashok, the son who had returned from New York, who fly in and criticise the way of things, the corruption and poverty and yet who also cannot bear to give up their luxury lifestyle bought by bribes. The letter is written in the wee hours of the morning over seven nights, no doubt referring to the days it took for the Christian God to create the new world. In this case, it refers to how Balram eventually created his new world.
The writing is wonderful and lively and the story engrossing and stimulating. It's an amazing achievement for a first time novelist but I cannot say if it is deserving as the winner of the Booker prize.
Posted in Adiga, Aravind, Reviews: A, Reviews: Fiction and tagged book review, The White Tiger on April 24, 2009 by Mae. 6 Comments
Review: "The Rachel Papers" by Martin Amis
My name is Charles Highway, though you wouldn't think it to look at me. It's such a rangy, well-travelled, big-cocked name and, to look at, I am none of these. – p.7
This is our first impression of the novel's protagonist and he is an egotistical, full-headed and precocious nineteen year old. The novel is set on the eve of Charles' twentieth birthday as he goes through his numerous files that he keeps on family and friends. The Rachel papers recounts his mission to sleep with an older woman, Rachel, before his twentieth birthday, before he leaves the turmoils of adolescence behind and is pulled over the arbitrary line into adulthood. There are family issues, particularly unresolved tensions between himself and his father, and Charles deals with this by writing long letters of accusations to his father entitled, 'Letters to my Father'. The old halls of Oxford also beckons as he prepares to sit its entrance exam. Then there is the sex. Paragraphs and paragraphs devoted to sex, urges and bodily functions are recalled in far greater details than I care to know. One section goes for over three pages.
Reading this, I had the feeling that this contained an autobiographical aspect as Amis is the prodigal son of Kingsley Amis with big shoes to fill. The writing is passionate and intense but it was somewhat difficult to get involved in the story. Charles is not very likeable and nor is he meant to be. Readers are supposed to scoff and laugh at him but I found that many of his 'funny' comments were not at all funny. Many were misogynistic or sexist remarks, and although I understand that they were done in the context of the day, book and within character, I did not find them witty or satirical. Charles has no real redeeming features about him.
However, I did find Charles' comment on the female bodily functions once they shacked up amusing and spot on. Neither of us defecated, spat, had bogeys or arses (p.176). There is so much pressure to pretend that the human body does none of these actions, to be clean and pure, that is becomes absurd.
Reading notes.
Posted in Amis, Martin, Reviews: A, Reviews: Fiction and tagged Martin Amis, review, The Rachel Papers on April 13, 2009 by Mae. 5 Comments
1. 'Bring Up the Bodies' - Hilary Mantel
'Greenbanks' by Dorothy Whipple
Wooley on An Award and Bookish Tees
Avan on Review: "East Lynne…
Susanna on Review: 'She Came to Sta…
E.C. on Review: "Tropic of Cance…
Elisa on Review: "Crazy Rich Asia…
Archives Select Month January 2014 November 2013 October 2013 August 2013 February 2012 December 2011 November 2011 October 2011 September 2011 August 2011 July 2011 June 2011 May 2011 April 2011 March 2011 February 2011 January 2011 December 2010 November 2010 October 2010 September 2010 August 2010 July 2010 June 2010 May 2010 April 2010 March 2010 February 2010 January 2010 December 2009 November 2009 October 2009 September 2009 August 2009 July 2009 June 2009 May 2009 April 2009 March 2009 February 2009 January 2009 December 2008 November 2008 October 2008 September 2008
Adaptations (3)
Australian Writer (14)
Adiga, Aravind (1)
Amis, Martin (1)
Amsterdam, Steven (1)
Baum, L. Frank (1)
Beaton, M. C (1)
Bennett, Alan (1)
Bronte, Charlotte (1)
Bronte, Emily (1)
Burnett, Frances Hodgson (1)
Camus, Albert (1)
Capote, Truman (1)
Christie, Agatha (1)
Coelho, Paulo (2)
Collins, Wilkie (1)
De Beauvoir, Simone (2)
Dostoyevsky, Fyodor (1)
Du Maurier, Daphne (2)
Eliot, George (1)
Ellis, Brett Easton (1)
Fforde, Jasper (3)
Fitzgerald, F. Scott (1)
Gaita, Raimond (1)
Galgut, Damon (1)
Goldsworthy, Anna (1)
Hardy, Thomas (1)
Harris, Charlaine (1)
Harwood, John (1)
Heller, Zoe (1)
Holden, Kate (1)
Hooper, Chloe (1)
Hustvedt, Siri (1)
Ishiguro, Kazuo (1)
Jackson, Shirley (1)
James, Henry (1)
Jolley, Elizabeth (2)
Jones, Shane (1)
Joosten, Melanie (1)
Kundera, Milan (1)
Larsson, Stieg (1)
Levy, Ariel (1)
Lindqvist, John Ajvide (2)
Maguire, Emily (1)
Mansfield, Katherine (1)
McEwan, Ian (1)
Miller, Henry (1)
Plath, Sylvia (1)
Rappaport, Helen (1)
Rowling, J. K. (1)
Salinger, J. D. (1)
Sartre, Jean-Paul (2)
Schlink, Bernard (1)
Sebold, Alice (3)
Shute, Nevil (1)
Simenon, Georges (1)
Stevenson, D. E. (1)
Tsiolkas, Christos (1)
Verne, Jules (1)
Vonnegurt Jr, Kurt (1)
Waters, Sarah (1)
Watson, S. J. (1)
Whipple, Dorothy (1)
Wilde, Oscar (1)
Winspear, Jacqueline (1)
Wood, Ellen (1)
Wyndham, John (1)
Wyse, Pascal (1)
Zafon, Carlos Ruiz (2)
Zola, Emile (1)
Book News (24)
Book Shopping (9)
Book stuff (34)
Booking Through Thursday (28)
Existentialism (3)
Library Loot (1)
M.J. Hyland (2)
Musing Mondays (23)
National Year of Reading (1)
New books! (18)
Private libraries (2)
Read-a-holic (4)
Reading on Mondays (8)
Reviews: A (3)
Reviews: Auto/biography (2)
Reviews: B (8)
Reviews: C (6)
Reviews: Classics (5)
Reviews: D (3)
Reviews: E (2)
Reviews: F (4)
Reviews: Fiction (71)
Reviews: G (2)
Reviews: H (8)
Reviews: Humour (1)
Reviews: I (1)
Reviews: J (6)
Reviews: K (2)
Reviews: L (4)
Reviews: M (4)
Reviews: Memoir (1)
Reviews: Modern Classics (1)
Reviews: Mystery/Thriller (4)
Reviews: Non-Fiction (6)
Reviews: P (1)
Reviews: R (2)
Reviews: S (10)
Reviews: T (1)
Reviews: Unfinished (1)
Reviews: V (2)
Reviews: W (8)
Reviews: Z (3)
T.V (5)
Teaser Tuesdays (2)
A Book Sanctuary
A Guy's Moleskine Notebook
Another Cookie Crumbles
Blook Blog
If You Can Read This
My Porch
Novel Insights
Paperback Reader
Reading, Fueled by Tea
Shelf Love
Start Narrative Here
Still Life with Books
Susan Hated Literature
The Evening Reader
The Perpetual Writer
Vintage Reads
Whispering Gums
With Extra Pulp
Bookish plus
Caustic Cover Critic
Contrariwise
IDeary
Mirage Bookmarks
People Reading
Reader's Niche
1. 'Big Fat Lies: How the diet industry make you sick, fat and poor' - David Gillespie
2. 'The Reluctant Fundamentalist' - Mohsin Hamid
1. 'Kitchen Princess' Vol. 1 - Miyukia Kobayashi
3. 'Getting Real: Challenging the Sexualisation of Girls' - Ed. by Melidna Tankard Reist
4. 'Started Early, Took My Dog' - Kate Atkinson
5. 'Behind the Scenes at the Museum' - Kate Atkinson
6. '1Q84' - Haruki Murakami
7. 'Who Killed Dr. Bogle and Mrs Chandler' - Peter Butt
8. 'Inferno' - Dan Brown
9. 'Absolute Boyfriend' Vol. 1 - Yuu Watase
10. 'The Boleyn Girl' - Philippa Gregory
11. 'Night games : sex, power and sport' - Anna Krien
12. 'The 9 lives. Vol. 1' - Rachel Manija
13. 'Absolute Boyfriend' Vol. 2 - Yuu Watase
14. 'South of the border, west of the sun' - Haruki Murakami
15. 'The other Tudors : Henry VIII's mistresses and bastards' - Philippa Jones
16. 'Rupert's adventures in China : how Murdoch lost a fortune and found a wife' - Bruce Dover
17. 'The Misogyny Factor' - Anne Summers
18. 'Go ask Alice' - Anonymous
19. 'The Rosie project' - Graeme Simsion
20. 'Burial rites' - Hannah Kent
21. 'Absolute Boyfriend' Vol. 2' - Yuu Watase
22. 'Thirteen reasons why' - Jay Asher
23. 'Unfinished Business: Sex, Freedom and Misogyny (Quarterly Essay) - Anna Goldsworthy
24. 'Life After Life' - Kate Atkinson
1. 'In Your Face' - David Perrett
2. 'Cuckoo' - Julia Crouch
3. 'Stoner' - John Williams
4. 'High Wages' - Dorothy Whipple
5. 'Joe Cinque's Consolation' - Helen Garner
6. 'The Mayor of Casterbridge' - Thomas Hardy
7. 'One Good Turn' - Kate Atkinson
8. 'Keep the Aspidistra Flying' - George Orwell
9. 'Agatha Raisin and the Perfect Paragon' - M. C. Beaton
10. 'Five Bells' - Gail Jones
11. 'When Will There Be Good News?' - Kate Atkinson
12. 'Norwegian Wood' - Haruki Murakami
13. 'Hipstermattic' - Matt Granfield
14. 'The Remains of the Day' - Kazuo Ishiguro


With this skill you spread fear into the ranks of the undead and evil, making them less likely to hit you. The effect itself is automatically on at all times once you turn it on. You can check how much you can train this skill with target 'check'. There is also an option to ask a ghost to add some injury to those who dare to attack you anyway. Use the skill with the ghost's name as target, or current for selected ghost to activate this mode, and use the skill with target release or release at target's name to punish them.
While most consider undead as fearless warriors, the Order of Ghost Liberator Paladins knows better. Even the fiercest undead has its weaknesses, and this skill manipulates those flaws. Normally a paragon of goodness is the favourite target of all evil, but this skill creates an aura of power so great that this hate turns to fear and avoidance. Not only does this aura spread fear to the hearts and empty places where normally there is a heart of evildoers, it can actually deliver a mighty punishing blow to those who dare to attack anyway. This rare skill is only available to train in the spiritworld.


text:
A szikrakamra elektromosan töltött részecskék kimutatására szolgáló részecskedetektor. Leginkább 1930 és 1960 között használták.A szikrakamra egy hélium vagy neon gázzal (vagy ezek keverékével) töltött üvegbúra alatti fémlemezekből áll. Ha egy töltött részecske áthalad a dobozon, akkor ionizálja a gázt, és a fémlapok között elektromos kisülés keletkezik, ha megfelelő feszültséget kapcsolnak rájuk. Az elektromos impulzus helyét meghatározva megállapítható a részecske elhaladási helye. Több ilyen fémlapot egymás mögé helyezve a részecske térbeli pályája is meghatározható.

Jegyzetek

Részecskedetektorok

redpajama_set_name: RedPajamaWikipedia