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Tagline: Very clever? Indeed.

Very Clever Pipe Game - Cheapass GamesThe first question which must be addressed here is: Why is The Very Clever Pipe Game so expensive?

Those of you unfamiliar with Cheapass Games are probably doing a double-take. Expensive? But, Justin, you listed a price of $7.50! Did you leave a couple digits out or something?

Nope. Cheapass Games has earned itself a cult following in this little industry by producing highly intriguing game concepts on cheap materials. Instead of packaging their game in cardboard boxes, with glossy cardstock, and customized playing pieces, they present it in a handsomely decorated white envelope, with playable cardstock, and expect you to provide your own playing pieces (haul out that Monopoly or Sorry box from the closet and use the pieces from that). As a result they can charge a fraction of what other companies would for the same games, while still maintaining a level of professional quality (crisp artwork, clear presentation) which many others in this industry should aspire to.

So $7.50 is a little bit out of their normal price range (which seems to average in the $4-5 range). The reason is simple: The Very Clever Pipe Game features some highly detailed, computer-rendered art. They need a glossier cardstock for the images to be effective. Plus there are 120 cards in the deck (more than normal), so that adds to the cost as well.

But what is this game? I’m glad you asked. Let’s take a peek at the caption text: “Yeah, yeah, yeah. You’ve seen pipe games before. But not like this one.”

What’s different? Again, I’m glad you asked. The Very Clever Pipe Game, at its first level, is like every other pipe game you’ve ever played: Each card is marked with white and black pipes. One player is “white” and the other player is “black”. They play cards in an alternating sequence, with each player attempting to “close off” a pipe sequence of their color (while, obviously, preventing the other player from closing off pipes of their color). They do this by connecting the pictures of pipe on each card end-to-end (by matching color) until they can apply an end-cap or loop the pipe around on itself. In other words, if you imagine water flowing through these two-dimensional pipes, and that water has no place to escape, then the pipe is closed off. Closed off pipes are removed from the game, and the player with the most cards at the end of the game is the winner.

That’s Level One: “Basic Pipes”. But then The Very Clever Pipe Game adds three more levels. (Excited yet?)

Level Two is known as “Basic Fields”. In the background of each card (behind the pipes) is a field – think of it kind of like the floor of the factory through which these pipes are installed. There are “light” fields and “dark” fields, and once again the players take one of each. Playing in alternating turns they attempt to form closed sets of fields by surrounding one of their fields (which can, of course, spread across multiple cards), completely with fields of the other color. A closed field is removed, and like with the Level One game, the player with the most cards at the end of the game wins.

Moving on to Level Three: “Pipes & Fields”. Basically you follow all the old rules, but you mix-and-match players between playing pipes and fields (you can now have up to four players in toto).

(At this point there is also a Level 3.5, which is basically a team variant for Level 3.)

Finally, Level Four: “Deck Tuning.” In the first three versions each player was dealt a hand of 20 cards from the 120 card deck. These are shuffled and hands of five cards are dealt off the top of each individual deck (and its from this hand that you play your cards). At this level, you are dealt a much larger deck at the beginning of the game (depending on how many players are playing). You then strip this deck down into the 20 card version you will finally play from.

(And, actually, there’s a Level 4.5 as well: “Playing for Keeps”. Which is exactly what is sounds like. This version has my favorite line in the entire rulebook: “Players have all the time in the world to assemble their decks. They pick from whichever cards they own, even duplicates, and bring their pre-built decks to the game. If they’re particularly clever, they will pick a single extra-powerful card, use 20 copies of it, and win every time. Particularly clever, in our opinion, because it means someone had to buy 20 copies of this game.”)

And that’s the game. How does it play? Addictively… like so many other Cheapass Games. The first weekend I cracked this game open, my family just kept cycling back to the gaming bar in various pair-ups to play it over and over and over again (my deck is looking a little ragged). Honestly, most of us found the basic pipe game to be the most fun (but the mix of fields and pipes made for some absolutely fascinating diplomatic relations in four player games). It was easy to learn the additional levels, because each tends to add only a single layer of complexity (while adhering to all the rules of the levels before it). Even if you don’t like the advanced options at all, this is probably the finest pipe game you’re going to find. The artwork, computer-generated as I mentioned, is simply wonderful.

Even if The Very Clever Pipe Game is a slightly more expensive Cheapass Game, it is still worth every penny and more.

Style: 5
Substance: 5

Author: James Ernest
Company/Publisher: Cheapass Games
Cost: $7.50
Page Count: n/a
ISBN: n/a

Originally Posted: 1999/10/23

Fifteen years later, this game still periodically cycles into my rotation as a very pleasant diversion. Its primary limitation is that it’s best with only two players, which somewhat limits its utility for me. (I frequently have difficulty getting as much play out of 2-player games as I would like.) If you can find a copy, though, I still recommend it.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Hoard of the Dragon Queen - Wizards of the CoastMeh.

The primary arc of Hoard of the Dragon Queen is disappointingly linear. Disappointing because the concept is so delightfully ripe for a non-linear approach: The Cult of the Dragon has abandoned its previous plans of turning dragons into dracoliches and has allied itself with a variety of living dragons and their half-breed offspring to free Tiamat from her infernal prison. In order to do this, feuding factions within the cult are seeking out five powerful artifacts which take the form of dragon masks (one for each of Tiamat’s chromatic heads).

Five masks lost in disparate locations? Multiple cult factions simultaneously pursuing semi-compatible goals?! When I first read the background I was absolutely convinced I was about to read the D&D equivalent of Masks of Nyarlathotep and have my brain blown at the prospect of node-based scenario design being used as the introductory campaign for an entire generation of gamers.

Sadly, not to be.

Instead, the campaign is a pretty rigid “go to X, then go to Y, then go to Z” affair. Hoard of the Dragon Queen makes up for this, however, by designing most of the individual scenarios along its path in a delightfully non-linear fashion: Enemy strongholds are set up to reward frontal assaults, physical stealth, and clever infiltration. Fractious factions can be turned against each other using a variety of methods. Alliances can be forged and broken in myriad ways. Enemies surrendering and being questioned (instead of fighting bloodily to the death) is gloriously well-supported. Token guidance is even given for PCs who go wandering off the intended path on wild goose chases. And all of this goes hand-in-hand with a very utilitarian presentation which is starkly at odds with the overwritten-to-useless style which has afflicted a lot of published adventures in the last decade.

Which makes the scenarios where this liberal and refreshing approach is supplanted by a rigid railroad all the more puzzling.

This really only afflicts a couple of the scenarios, but unfortunately one of them is the first scenario and it’s laughably atrocious: There’s a lengthy sequence where the PCs are besieged in a castle (after getting railroaded into it, of course). The PCs are then supposed to go to the local duke (who basically has a yellow exclamation mark over his head) and get a quest to fight their way out of the besieged castle and accomplish some goal in the town. Then they fight their way back through the respawning kobolds on the drawbridge, return to the duke (who the adventure literally says waits for them in the same spot on the castle battlements), get their next quest, and then fight their way out again.

And if they do that two or three times, they’ll unlock a dialogue option where the duke tells them about a secret passage leading out of the castle so that they can bypass the respawning drawbridge encounter going forward.

It’s kind of astonishing that I kept reading the adventure after that.

Can I also take a moment here to point out that the campaign hook for Hoard of the Dragon Queen is absolutely ridiculous? The PCs are approaching a random town, crest a hill, and discover that it is being attacked by a dragon. Okay. That’s fine. But then the campaign assumes that the 1st level PCs are likely, when confronted with that sight, to decide that their best course of action is to walk into the town.

(Did I mention that the dragon is also accompanied by an entire army?)

Maybe I’m just spoiled by having players who aren’t seriously brain damaged, but I literally cannot imagine a scenario in which that hook would work.

But what kills Hoard of the Dragon Queen is not its inconsistent design. Nor its occasional absurdities. Nor the plentiful continuity errors. Nor the horrific editorial shortcomings. Nor the completely inadequate maps (some of which appear to be missing entirely, some of which don’t match the text, and many of which lack keyed entries they’re supposed to have).

No. What kills Hoard of the Dragon Queen is that it’s so incredibly boring.

And I’m not talking about one of those adventures that’s just boring to read on the page. I mean that the contents of this adventure, basically from top to bottom, are generic and dull and trite and uninteresting: There is no kobold that isn’t a generic kobold. There is no bedroom that isn’t a generic bedroom. There is no swamp which isn’t a generic swamp. And there is absolutely nothing fantastical or wonderful or unique or memorable.

(The obvious rejoinder here is that a good GM could still take this material, work miracles upon it, and make it totally awesome during actual play. Of course they could. But a good GM would also know better than to use such a flat and uninspiring foundation in the first place.)

To be fair, there are a couple of exceptions to this general dullness. (Flying stolen wyverns to intercept the flying castle of a giant is the most notable one.) But for a campaign which I’m assuming will take at least 40-60 hours of table time to complete, those slim exceptions are wholly inadequate.

Which, ultimately, brings me back to the reaction I had most consistently and finally to Hoard of the Dragon Queen:

Meh.

Outside of a few truly awful sequences in the first scenario, there’s nothing here that’s really terrible. But there’s also nothing to be found between these covers to justify spending $30 on it (let alone another $30 on the essentially mandatory second volume). Most damning, however, is that Hoard of the Dragon Queen also lacks anything which will reward the countless hours of ponderous and forgettable playing time that you would languish upon it.

Grade: D

A guide to grades here at the Alexandrian.

Go to Remixing the Hoard of the Dragon Queen

Go to Part 1

2. Max Gladstone – Three Parts Dead / Two Serpents Rise

Three Parts Dead - Max GladstoneAs I type this, I am once again second-guessing the order of my top two picks for the John W. Campbell Award. But I’m just going to stick with what I put on my ballot while simultaneously encouraging you to check out both of these authors.

The central conceit of Max Gladstone’s Three Parts Dead is that (a) the performance of magic is a matter of manipulating certain laws; (b) it often involves a contract (or pact) between two parties of power; and (c) therefore the first thing any respectable sorceress is going to learn is contract law.

That feels like half a gimmick, but then Gladstone rapidly develops that simple idea into an infinitely clever universe.

An idea that I’ve heard ascribed to John Campbell, Frederick Pohl, and Connie Willis is that, given the idea of an automobile, pretty much anybody can imagine a highway. But the good science fiction writers will imagine the traffic jam. And that’s what Gladstone does here: Not in the sense of “magic is technology”, but rather building an entire society and culture and all the complex modes of life around the derivative consequences of a single, clever conceit.

And then Gladstone doubles down by hooking a literally epic murder mystery onto the glorious edifice he’s constructed: A god has been murdered.

Gladstone’s herorine — Tara Abernathy — is one part of insurance investigator, one part district attorney, and one part Merlin. She’s also a brilliantly realized and well-rounded character, joining a wide panoply of similar characters who populate the steampunk-infused metropolis of Alt Coulumb.

Frankly, this book is just fabulous. And while it mixes a lot of your favorite things, it also manages to infuse everything with a fresh breath of innovation that’s really exciting to see in a new author. I didn’t hesitate to add Gladstone to my “automatically buy his next book” list and I don’t hesitate to recommend him thoroughly and completely to you.

1. Ramez Naam – Nexus

Nexus - Ramez NaamI had very similar reactions to Nexus, but what pushed it to the top of my ballot is how deeply intrigued I was by Naam’s unique vision of the transhuman cusp: A drug (the titular Nexus) has appeared seemingly out of nowhere. It has a nanotech component that, basically, wires up the brain to receive and send wi-fi signals. The early iterations of the drug just produce a weird and unique high, but then computer scientists (i.e., our main characters) realize that they can hack the thing and basically perform a bootstrap installation of a custom-built OS.

And that’s when all hell breaks loose.

(Where did this drug originally come from? Good question. The mystery behind that question is one of the things that really intrigued me about the book.)

This particular instantiation of the transhuman and Naam’s exploration of the different ways in which the technology could be used is definitely interesting and basically worth the price of admission here all by itself. But what elevates Nexus to the next level is Naam’s ability to portray characters with radical different opinions about the implications of both transhumanity in general and this technology specifically: Most authors would just give us “good guy transhumanists vs. evil luddites” or (vice versa) “dangerous transhumanists vs. good guy liberators of humanity”. Naam not only dodges that bullet by making both sides of the argument legitimate, he goes one step further and shows us how each side of the argument is actually a panoply of different opinions that are held for different reasons and pursued in different ways.

(This falls apart somewhat in the last twenty pages or so of the book as a couple of the characters kind of dip their toes into the moustache-twirling-villain pool, but this slight stumble at the finish line isn’t enough to detract from the rest of the accomplishment.)

I know quite a few people who follow this blog are fans of Eclipse Phase: This is going to be right up your alley. Check it out.

A FEW CONCLUDING THOUGHTS

I really couldn’t be happier about participating in the Hugo Awards this year. Combing through the nominees introduced me to some truly wonderful authors who I will be making a point of paying very close attention to in the future, particularly:

  • Alietta de Bodard
  • Mary Robinette Kowal
  • Benjanun Sriduangkaew
  • Max Gladstone
  • Ramez Naam

And a number of other delightful and wonderful works (like “Wakulla Springs”, “The Butcher of Khardov”, “The Truth of Fact, the Truth of Feeling”, “The Water That Falls on Your From Nowhere”, and “Selkie Stories Are for Losers”) that I would not otherwise have had the pleasure of encountering. I can only hope these reviews will serve to point some of you to exciting and invigorating discoveries of your own.

The 2014 Hugo Awards have been awarded at Loncon, but I wanted to share one last round of reviews for the John W. Campbell Award nominees because there’s some really awesome works among them that I want to share with you.

For those unfamiliar with it, the John W. Campbell Award is given to the Best New Writer whose first work appeared within the last two years. (This means that some of the nominees are in the second year of eligibility, whereas other nominees could be nominated again next year.)

Due to time constraints, I mostly limited myself to the works provided by these authors for the Hugo Voters Packet.

5. Wesley Chu – The Lives of Tao

The Lives of Tao is a perfectly nice piece of pulp fiction.

The central conceit is that an alien spacecraft crash landed on Earth several million years ago. These immortal aliens are wraith-like and find the harsh conditions of Earth’s environment debilitating and deadly. Fortunately, they’re able to merge themselves with higher lifeforms, like humans. While merged they can’t necessarily control their host (without great difficulty), but they can communicate with the host, providing them with superhuman insight, knowledge, and experience.

What makes the book effective pulp fiction is the emotionally satisfying life-transformation experienced by the geek-insert protagonist when he’s possessed by one of these aliens: From an unmotivated blob of nerd fat, he ends up becoming a fairly competent secret agent. Feel-good moments of engaging character development are intermixed effectively with a sequence of well-paced action sequences which slowly reveal more and more of the mythos which Chu has created.

The Lives of Tao - Wesley ChuWhat makes the book fairly forgettable, however, is the general lack of craft displayed in its execution. (As seen, for example, in the sloppy and repetitive prose.) What hurts the book particularly is the lack of real thought given to the world being built: I’m generally skeptical of “every important person in history was actually an alien/vampire/telepath” SF stories, but Chu actually carries off the broad strokes of that conceit better than most. Where he falls down is failing to really appreciate scale and impact: You’ve got a bunch of aliens who can’t talk to each other for millions of years until humans evolve because only humans have vocal cords. (Apparently the aliens forgot how writing works.) Then they all sit around not creating technological societies for several million years because… Umm… Well, actually, I don’t know. Historically that didn’t happen because it took human culture a long time to figure out that sort of thing was possible. But when you’ve got super-intelligent aliens guiding our actions who already know how technological societies work, it feels like it should have happened a lot sooner. It also feels like the holy books in this universe (all written by alien-possessed humans) should be filled with useful advice like “boil your water” and “wash your hands”, instead of random bullshit like “the flesh of a woman during her menstrual cycle is unclean”.

If the aliens had crash-landed in, say, 1453 AD (or even 157 BC) it would have all made a lot more sense. But it feels like Chu really liked the idea of his aliens remembering the time that they inhabited dinosaurs and he just kind of latched onto that image without really thinking through any of the consequences.

In any case, I don’t want to be too hard on The Lives of Tao. I’m actually being very sincere when I say that it’s enjoyable pulp fiction. In fact, I enjoyed it enough that I’ve got the sequel (The Deaths of Tao) tucked away on my reading list. If you’re looking for some entertaining fiction, this is definitely something you should consider. It’s just that Chu is so clearly outclassed by every other nominee for this award that his placement at the bottom of the list is fairly self-evident.

Grade: D

4. Sofia Samatar – A Stranger in Olondria

I’ll be honest in saying that Samatar’s A Stranger in Olondria faced an uphill slog for me because the particular type of fiction she’s aiming to create is not one that I generally find palatable. (It’s not really a specific sub-genre; it’s just the quasi-literary feel of the story.) If your mileage varies, I suspect you could easily love this book. (And clearly the mileage varied for a lot of people because Samatar won the award this year.)

I suspect this book also fared poorly with me because I had so recently read Gene Wolfe’s Book of the New Sun: A Strange in Olondria is trying to accomplish a lot of the same things that Wolfe did (albeit in a classic fantasy setting instead of a science fantasy setting), but Wolfe just clearly does it better in every single possible way, whether you’re talking about quality of prose; depth of character; pacing; creativity; impact; etc.

A Stranger in Olondria - Sofia SamatarMore generally, I knew that A Stranger in Olondria had problems when I saw that I was 20% of the way through the book and nothing had happened: The author had guided us through a paint-by-numbers coming-of-age story of a young boy who really loves books (yawn!), but nothing had actually happened in the course of that story.  It was just generic events being reported generically. I decided that I would give the book until 25% completion to actually do something (a luxury I almost certainly would not have given it if not for the award nomination), and it just barely managed to accomplish that by launching the actual plot of the book just before hitting that mark: The character is possessed by a ghost and has to figure out how to get rid of it.

At this point there’s a short flurry of activity and then… nothing happens again. For a very long time. There’s another lengthy gap (this time to the 50% mark) and then there’s another flurry of activity and then… Yeah. The gaps between points of interest shorten and eventually the last tenth or so of the book manages to get some momentum going. But up until that point reading the book felt like watching a drunk lurch somewhat haphazardly down the street.

Grade: C+

3. Benjanun Sriduangkaew – Stories of the Hegemony

Ranking the top 3 positions on my ballot for the John W. Campbell Award was actually quite difficult for me. Sriduangkaew dropped to the third position primarily because she’s in her first year of eligibility, whereas the other two authors were in their final year of eligibility. I suspect she’s likely to get nominated again next year with a more robust body of work.

Benjanan Sriduangkaew in Clarkesworld MagazineSriduangkaew’s work to date has primarily orbited a sequence of stories set in or around the Hegemony, a future society in which humanity’s mind has become so wired up and interconnected that the government is able to retroactively edit not only the records of society but also the memories of society. (If that sounds dystopic to you, that’s because it is.) What makes these stories particularly compelling is that Sriduangkaew uses the wide canopy of the Hegemony to tell a vast variety of stories: A souped up secret agent who can edit memories to insert herself into deep cover situations. A common person struggling to survive. A scientist enmeshed in the maintenance of the system. A resistance fighter trying to turn the empire’s system against itself. Interesting characters and fascinating ideas mix freely with beautiful imagery to create captivating stories.

As some small indication of her quality, I will note that Sriduangkaew was the only Hugo-nominated author I read whose other work I immediately sought out and read. I heartily suggest you do the same. Conveniently, many of her stories can be found on (or linked from) her website. For her Hegemony stories specifically, you can check out (in the order I recommend reading them):

Also available are:

Go to Part 2

Sertorius: Beneath the Banshee Tree - Bedrock GamesBrendan Davis sent me review copies of the Sertorius roleplaying game and the Beneath the Banshee Tree scenario for the game because my Three Clue Rule was name-dropped and used in the latter.

To be perfectly honest, when Brendan sent me the PDF for Sertorius I gave it a quick glance, saw it was yet another 500 page fantasy roleplaying game, and threw the PDF metaphorically onto the stack of Things I Will Probably Never Get the Time to Look At(TM). But I’m always interested in good mystery scenarios and when I cracked open Beneath the Banshee Tree, it did exactly what good adventure scenarios are supposed to do: It got me really intrigued about this setting and this game.

I still haven’t really delved into Sertorius, but I have taken a slightly closer look: It’s a game where everyone plays a powerful sorcerer in a land where sorcerers are god-kings and potentates. As your power grows, you attract followers and slowly shift from a mortal to a divine existence. So, basically, Ars Magica if your characters were powerful Sumerian demigods instead of scholars hiding in the dark woods of the Europe.

Whether Sertorius sounds interesting to you or not, I recommend checking out Beneath the Banshee Tree: First, it’s free. Second, it could easily be adapted to a lot of different fantasy settings (while likely bringing with it a few unique stamps that will only serve to enhance the experience). Third, it’s really good.

Davis uses a very clever, randomized structure to drive a serial killer-esque investigative scenario in which even the PCs can become targets. Structurally, the adventure is clever because each additional crime scene brings additional clues that, generally, point towards the villain’s accomplices (providing a second layer of redundant investigation that makes sure the scenario remains robust and interesting no matter how it plays out).

Conceptually, however, Beneath the Banshee Tree is captivating: The “serial killer” isn’t actually a killer. (Most of the time, anyways.) Instead, Davis has created a fiendishly clever crime that’s uniquely fantastical and only possible in a land of wonder and magic. I’d say more, but I don’t want to spoil it: Check it out.

(Remember, it’s free. It also contains an entire fantasy city that you can easily grab and use in any number of nifty ways. Seriously, why are you still reading this when you should be reading that?)


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