The midnight bell is tolling for the Readers Imbibing Peril challenge.

Readers Imbibing Peril

For my final review of this challenge, I present Don’t Open This Book by Marvin Kaye. This anthology collects 39 short stories, each with its own Twilight Zone sort of strangeness. Each concerns itself with forbidden knowledge, dangerous secrets, unholy contracts, or other variations on the theme of Things In Which Man Should Not Meddle. I was pleasantly surprised that the theme of the book was stated so literally in the title. I was rather expecting a volume packed with chilling ghost stories, ghastly crime, and nameless horror, but the reality was far more entertaining.

The stories ranged from good to great, and I’d be hard pressed to select a favorite among them.

Unfortunately, completing this book doesn’t satisfy the requirements for Peril the First, which is to have read four books. After Stories for Nighttime and Some for the Day and First Time Dead 2, this is only my third book in this challenge.

Still, I had a lot of fun participating, and I’d do it again next year.

Ready for more spooky, creepy boardgames? Great! (And I hope you said “yes” right there. It would have been really awkward if you’d said “no” and then I’d just gone ahead and said “Great!” anyway. Wouldn’t you agree? Well, let’s just agree that you said “yes” both times.) Last time, I shared a few ghost themed games, and before that, I shared a few zombie themed games. This time, the theme is the occult. Witches, and worse…

Mansions of Madness

Mansions of Madness
Inspired by the works of H.P. Lovecraft, Mansions of Madness puts players into the roles of investigators of the supernatural. The investigators will enter a mansion and move from room to room, encountering obstacles, clues, useful items, and dangerous opponents.

One of the players must take the role of storyteller, who is called the Keeper. It is the Keeper that places obstacles and clues and controls the monsters. The investigators (who must work together) and the Keeper will each have their own goals throughout the game. These goals depend on certain decisions made by the Keeper during scenario setup.

The rulebook contains several different story scenarios, each of which has several options that the Keeper may choose from. For example, in one scenario, the options are that the cultists may want to recruit new members, or they may wish to summon something from the beyond, or they may merely want to lure investigators in to the mansion to be devoured. These options influence the placement of the clues and items throughout the mansion.

The mansion itself is represented by arranging modular room tiles as directed by the scenario setup. In addition to room tiles, the game comes with figures to represent the investigators, more figures to represent various monsters, several decks of cards, and a huge assortment of chips and tokens to represent things such as fire, darkness, corpses, ladders, and so on.

The greatest drawback of this game is possibly the setup time. Not only must the zillions of tokens be organized and distributed, the mansion must be constructed, the Keeper must search for specified cards and place them in specified rooms, certain other cards must be removed from the game, and the decks must be shuffled.

If it’s not too late at night by the time all this is done, then the Keeper may read the introduction to the adventure. He must read this without paraphrasing, for it may well contain the first clue the players will need if they are to prevail. If he were to leave the clue out, the players may spend the entire game fruitlessly exploring the wrong side of the mansion. They would almost certainly be justifiably upset when the game suddenly ends with a Keeper victory. (I would, ahem, never allow such a thing to happen.)

The combat system is a bit tedious. It relies on drawing cards until one is drawn that matches the investigator’s weapon type. Then a die roll, as instructed by the card, determines the outcome.

Setting these gripes aside, Mansions of Madness is a good game for those who like complicated games with lots of flavor text. If you liked HeroQuest, you might well like Mansions of Madness.

A Touch of Evil

A Touch of Evil

A Touch of Evil is set in a creepy village in the early 1800′s. The village is under assault from a villain, who may be a werewolf, vampire, scarecrow, or headless spectral horseman. As in Mansions of Madness, players are put into the role of investigators. Unlike Mansions of Madness, there is no Keeper. Villians operate according to rules printed on their villain cards. Villains’ actions are sometimes triggered by drawing event cards, and sometimes by the advancing of the shadow track. As the game progresses, the shadow track counts down toward zero. If it reaches zero, the villain wins.

Each investigator’s main goal is to discover the whereabouts of the villain, in order to initiate a showdown. In order to do so, investigators must collect investigation tokens, which are used to purchase Lair cards (and other items.) The Lair card designates a place for a showdown, as well as the cost (in investigation tokens) to begin the showdown.

An investigator may enlist the help of two of the six town elders during a showdown, but beware! Each elder has at least one dark secret, and may even be in league with the villain! Choose poorly, and you must defeat not only the villain, but the rogue elder as well.

The first player to defeat the villain is the winner.

I really enjoyed playing A Touch Of Evil. It’s less complicated than Mansions of Madness. There is one fixed board representing the village and its surroundings. There are fewer tokens to deal with. Although, now that I think about it, there may be just as many, if not more, cards to deal with. Fortunately, setup only requires shuffling those cards and resetting the shadow track.

Witch Trial

Witch Trial

By far the least complicated game of the three, Witch Trial puts players into the roles of lawyers. Certain townsfolk will have the misfortune to be accused of various misdeeds, such as displaying atrocious manners, wearing a hat in the theater, or smuggling. Players will prosecute or defend each character. This is done by playing cards which represent evidence, witnesses, or motions. This influences the jury in finding the accused to be guilty or innocent.

At the end of each trial (or before, if a plea deal is reached) the victorious lawyer collects his court fees. You see, the object of the game is to collect the most money before the cards run out.

Witch Trial is one of my favorite games to bring to parties. The rules are easy to learn, and much entertainment is had in inventing explanations for how certain pieces of evidence fit into each case. (“Eugenia the Lewd wasn’t just wearing a hat in the theater— she was smuggling in that hat!”)

Best of all, it is now available for free. You’ll have to print and cut out the cards, of course, but it may be worth it.

A few weeks ago, I bought a graphics pad. Encouraged by favorable reviews, stories of folks abandoning pen and paper entirely, and even the gushing of the Best Buy cashier, I believed that this device would be a miracle. It would be a revolution in computer input and that I’d be drawing and painting constantly. That, as you may have noticed, has failed to happen.

The few times that I’ve plugged in the device, I have found myself frustrated beyond belief. A lot of the frustration comes from a hand-eye disconnect that the tablet creates. It is much like that infamous touch-typing teaching technique in which the keyboard is hidden from the sight of the typist, who must learn to type by feel. Perhaps I could learn to deal with this issue in time, but there is another problem.

Because the tablet obviously isn’t the same size or shape as the screen, there seems to be a weird scaling effect happening. I draw what should be a circle, but get an oval. I draw a line at what should be one angle, and I get it at another.

Even when selecting, I spend a lot of time with the stylus hovering just above the surface, trying to zero in on the exactly the right location on the screen. But, let it get too close, and the surface interprets that as a click! Or sometimes not, because sometimes I can tap the stylus tip as much as I want and nothing happens.

I was about to go onto Amazon and rate this device as low as possible (I’ve never even gotten the touch gestures to work.) But, before I could do that, I stumbled across one last piece of advice: try using the tablet to play Solitare for a couple of hours to practice clicking and dragging. I tried that and was bored to near-death after my third game or so. The cards were so big that I didn’t think that I was really learning anything, either. Somehow, I got the idea that I should try playing SimCity instead.

Well, I built a few sewers to nowhere and accidentally demolished all my buildings from time to time, but eventually I reached the point where I was more focused on what I was doing than how I was doing it. (Except for scrolling, which remains unbelievably touchy.)

Time Suck

Of course, clicking on and selecting a few tiles here and there is a completely different experience than trying to draw a particular shape. I haven’t quite gotten around to trying it again.

You see, I have this great idea for a commercial district…

A little while ago, I posted my thoughts on a few zombie boardgames. This time, I’d like to share a few ghost-themed board games that are haunting my gaming closet.

The Haunting House

Game Night: Haunting House

The Haunting House is a game in which the goal is to be the first to successfully navigate a haunted house. Sounds simple, right? Of course, the interior of the house is a random maze. Still no problem, right? I forgot to mention that the maze is constantly revising itself.

The tiles making up the maze are manipulated by card play. Card play happens in two phases. There is a normal phase, in which players strategically choose cards and play them in a particular order. Then there is a random phase in which cards are played at random, to make it feel as though the house really were haunted and malevolent.

It is easy to learn and entertaining. Those wishing a strategic game may be disappointed, as the chaos of the random phase will often foil any attempts to plan ahead and outmaneuver opponents.

Ghost Stories

Ghost Stories

Ghost Stories could be thought of as Ghostbusters with an Asian theme. Players must work together to save a village from an invasion of ghosts (or, more accurately, evil spirits) and defeat their leader, Wu-Feng. Unlike The Haunting House, in Ghost Stories, having a proper strategy is a necessity to win.

The board consists of nine village tiles. Each tile is occupied by a villager, which can provide help to the players, such as by dispensing supplies, transporting ghosts and players to new locations, performing exorcisms, or delaying hauntings.

The board also consists of four player boards, each of which has three ghost slots. When a ghost comes into play, it will occupy one of these slots. Most of these ghosts will also attempt to haunt adjacent village tiles. When this happens, the players lose the help of its associated villager. If any three village tiles become haunted, the game is over.

It is therefore up to the players to banish the ghosts as quickly as possible. This is done by rolling dice and using tokens to match a combination shown on the ghost’s card. Because multiple ghosts can come into play each turn, and players are penalized when their boards are full, teamwork is vital.

My main complaint with this game is that the rulebook is somewhat cryptic, as much information is conveyed as icons.

Monsters 4

Monsters

Monsters 4 is a board game produced by LEGO. The game comes as a box of plastic bricks to be assembled, along with a book of simple rules. The scenario is that gangs of werewolves, goblins, devils, and pumpkins are trying to take control of a haunted graveyard.

The reality is that the game is basically tic-tac-toe on a 4×4 grid, with the addition of skeletons that serve as wildcards, a spider that can clear a quadrant of the board, and a big rubberized LEGO die to roll.

This isn’t a subtle and nuanced game of misdirection and countermoves. It is, after all, meant to be enjoyed by little children. I didn’t buy it to play it, though, I bought it to collect the adorable monster heads.

Readers Imbibing Peril VI

One fine Saturday, not too long ago, I found myself near a little bookshop in an ordinary strip mall. So I went in. I thought perhaps I could find a nice creepy Lovecraft anthology to read next. Unfortunately, they seemed to have sold out of that. But I did find another book that I thought might be a good choice: Stories for Nighttime and Some for the Day by Ben Loory.

It even had a tentacle on the cover, so it should have been sort of similar. Right?

Well, there was only one way to find out. So, one day, I sat down with the book and tore right through it.

I wasn’t sure what to expect. Something creepy and thought provoking, perhaps. Something like Grimm’s Fairy Tales meets The Twilight Zone. In fact, it was a lot like that. The book contains dozens of stories, most no more than a few pages long. There are stories about walking trees, talking televisions, and an octopus in the city. Most, though, are about anonymous people doing strange and unusual things.

The stories are dreamlike and fantastic, each with its own internal sort of logic. I am reminded of the fantasy sequences from movies like The Imagniarium of Dr. Parnassus, Mirror Mask, and Pan’s Labyrinth. Don’t get the wrong idea, though. While the stories in this book are odd and sometimes bizarre, the sense of creepy alienness that might come to mind at the mention of Pan’s Labyrinth isn’t a theme in this book.

This was a fun little book, and I enjoyed reading it.

Time is running out on the RIP challenge, and I’m just now finishing one of the easiest challenges. At this rate, I’ll be lucky to finish even one more book by the end of the year, let alone October 31. But I’ll try.

Readers Imbibing Peril

I’ve just finished First Time Dead 2. This is an anthology of zombie stories. One of the things that makes this book unique is that all of the stories are from unpublished or unknown writers.

As with any anthology, it’s something of a mixed bag. There was a wide range of writing styles, and there was a wide range of perspectives. There were even a couple of stories that painted zombies in a sympathetic light. Most did stick to the classic Type FP portrayal: Flesh-eating Plague-bearers.

Some of the stories I liked a lot, some less so. The best of these, in my opinion, were those about people just trying to adjust to a world full of zombies. How would you really react if a loved one was bitten by a zombified house cat? Could you really pull the trigger on him? How does a colony of survivors deal with its trash? If you’re on an island, isolated from the zombie hordes, are you really that lucky? If the zombie apocalypse came, would you fight the zombies or would you simply hide in the sewers and waste away?

I wasn’t sure if I’d like this book; I was expecting a non-stop gore-fest, but I ended up pleasantly surprised. I’d recommend this, especially to any die-hard zombie fan.

Cloud Computing

Others have said more and better on the passing of Steve Jobs, and I was planning to leave all the words to them, as I often do.

But I do feel as though I owe him something. You see, the first personal computer that I ever used was an Apple ][. I was in second or third grade. I quickly mastered the "Apple presents Apple" program. Later on, I dazzled my classmates with elaborate Logo programs and breezed through BASIC classes.

The first computer I used with a true GUI was a Mac Plus. It made the nuclear green screen of my Tandy CoCo look as primitive and tawdry as Pac-Man on the Atari 2600. I tried not to be too jealous. Though I wouldn't own one for many years, I would use Macs many more times throughout high school and college, learning writing, desktop publishing, and computer graphics.

To be honest, without Apple Computer, the home computer revolution probably wouldn't have happened as it did. If not for the wild success of the Apple ][, then IBM, Timex-Sinclair, Commodore, Texas Instruments, Atari, and Tandy-Radio Shack might not have been compelled to introduce the machines they did to the market. Some of them would have introduced something regardless, but as to the form that would have taken, who could say? I'd guess more expensive, less user-friendly, and less accessible.

So, Mr. Jobs, thanks for everything.

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