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Name: Andrew
Country: United States
State: Utah
Gender: Male


Interests: Writing (computer programs, music, personal essays, fiction, poetry), reading (academic, religious, SF/F, Les Miserables), hiking...


Member Since: 3/4/2006

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Monday, February 16, 2009

Minion Wars

Before I left for my sabbatical, the grey ninja and I bounced ideas back and forth and came up with a new game that can be played with a standard deck of cards.  This post will initiate its beta testing; try it out and leave feedback.

 

2 Players

 

Materials:  a standard deck of cards with two jokers

 

Objective

Leave the enemy army leaderless.  Without a leader, the enemy army will flee in disorder, leaving you victorious.

 

Card Names and Valuations

 

All cards not bearing your emblem (suit) are “observers.”  Note that Assassins can fight under any emblem, or they may be considered observers.

 

A

Diplomat

1

2-10

Minions

face value

J

Leaders

1

Q

 

2

K

 

3

Joker

Assassin

0

  

 

Setup

1.       Each player takes 1 card (the catalyst) from the deck and places it to the side, face up.  The player with the lowest card valuation is player 1.  If card valuations tie, discard these cards and repeat.

2.       Deal 12 cards to each player’s hand.  The remaining cards become the draw deck.

3.       Player 1 chooses an emblem (suit) and deploys (treat it as a regroup phase, described below).  Then player 2 chooses a different emblem and deploys.  At the start of a players first deployment, that player must field a leader (as described below) either from hand or using the catalyst from step 1*.  If a player fields a leader from hand, that player may take his catalyst into his hand.

*     Before fielding his first general, a player may first discard his hand and draw 2 cards less than were discarded.  This may be repeated until a player has only two cards in hand, though it is not recommended.

 

4.       Play then proceeds in turns starting with player 1 until the objective is met.

 

Important Notes

1.       Whenever the draw deck runs out, shuffle the discard pile and make it the new draw deck.  Unless both players agree, the shuffle should only take place after the current draw deck is completely depleted.  (See optional rules for an additional recommendation.)

2.       At any time, you may look at your own face-down cards covertly.

3.       Once a card is turned face up, it remains face up until it is discarded.

 

The Basic Turn

1.       Fate Phase:  draw two cards

2.       Attack Phase:  attack once, if desired

3.       Regroup Phase:  recruit, reinforce, or reorganize as many times as desired

 

The Basic Attack

Choose one of your minions in play to attack.  The enemy chooses one of his minions in play to defend.  If the enemy has no minions in play, the enemy’s leaders are exposed, and one of them must defend.  Flip both cards face-up.  The higher valuation wins; discard the lower card.  If the minions tie, both are discarded.  Remember, once a card is turned face up, it remains face up until it is discarded.

 

Note:  Because of Diplomat rules below, it is helpful if the defender reveals first.

 

Recruit

Discard two observers to draw a card.

 

Reinforce

To field a minion, diplomat, or assassin, place it face down in a row with your other deployed minions.  There is no cost to do so.

 

To field a leader, place it face up behind your minion row.  To do so, you must discard observers equal in number to the valuation of the leader (eg: to play a King, you must discard three observers).

 

Reorganize

You can assign a minion to a leader’s horde (see Leaders below).  To do so, discard one observer for each minion so assigned.

 

You can also remove a minion from a leader’s horde, or dissolve a leader’s horde entirely.  There is no cost to do so.

 

Leaders and their Hordes

Field diplomats face up in your second row.  To do so, you must discard observers equal in number to the valuation of the leader (eg: to play a King, you must discard three observers).

 

Leaders are exempt to the “ties die” rule.  If a leader is part of a skirmish involving a tie, other discards happen as normal, but the leader remains.

 

Besides being central to the objective of the game by keeping your army motivated, leaders can amass a horde of minions.   When a leader forms a horde, he joins the front row.  The leader and his entire horde should be arranged so that they are clearly together and so that each card can be seen (cards that are still face down should remain face down).  There can only be one leader per horde.

 

When attacking, a leader or a leader-lead horde may choose the defender.  The defender must be on the front row unless the enemy’s front row is decimated, exposing the leaders.

 

A horde attacks and defends en masse.  Use the horde’s total card valuation for comparing winners and losers.  HOWEVER, a horde incurs losses up to the total valuation of the opposing force, starting with the hordes lowest valued, non-leader card.

 

EXAMPLE:  if a Queen-led horde of an 8, a 5, and an Ace, denoted Q(8, 5, A) attacks the enemy’s 9, the horde is victorious.  The 9 is discarded.  However, the horde discards its Ace first, and then its 5.  The 8 is not discarded because it would put the casualties above the enemy’s valuation.  The Queen remains; she would only be discarded last, if necessary, because she is a leader.  Remember that leaders survive a tie, so if two equally valued hordes, all the minions and diplomats would be discarded, but the leaders would survive.

 

Diplomats

Field diplomats face down, as though they were normal minions.

 

Diplomats can fight and join hordes just like any minion.  In addition, a diplomat may sacrifice himself to cancel a skirmish.  If you were attacking, diplomats can only cancel the skirmish if the diplomat was part of the attack.  If defending, the diplomat may cancel the skirmish from anywhere in play (ie: it must already be deployed).  The skirmish may be canceled either before any cards in the skirmish are revealed or after all cards in the skirmish are revealed.  (Cards turned face up stay face up.)

 

When a skirmish is canceled, discard the diplomat AND ANY ASSASSIN that was revealed.  If a diplomat cancels a battle, he also defeats any associated assassination attempts.  No other cards are discarded.

 

Assassins

Assassins may fight under any emblem, or they may be relegated to observer status.

 

Field assassins face down, as though they were normal minions.

 

Assassins MAY NOT JOIN HORDES.  This rule may seem to flag assassins for easy identification.  However, as you play the game, you will find that it is almost always useful to have minions that are not attached to a horde, and so assassins can blend into a well-organized army.

 

When an attacking or defending assassin is revealed, the assassin is always discarded (even if the attack is canceled by a diplomat).  If the attack is not canceled, the assassin may strike down any leader involved in the skirmish (discard that leader and disperse the horde into individual minions).

 

 

Optional Rules

 

Note:  The first (rotating observers) is recommended.

 

Rotating Observers (they might get bored, after all)

It is often helpful to avoid discarding observers bearing the enemy’s emblem, especial those with high face values.  However, with both players doing this, the game can stagnate.  Therefore, AFTER each reshuffling of the deck is reshuffled, I recommend each player discards his entire hand and draws a cards equal in number to those discarded.

 

Hostages

If one of your observers is a leader bearing the enemy’s emblem, you may play it to your hostage area (behind your leader row).  You may cancel any one attack by releasing ALL current hostages to the enemy’s hand.  (See the Diplomat section for rules on canceled attacks.)

 

One-track minions

You don’t need leaders at all; your minions are motivated, dedicated, coordinated, bloodthirsty, or perhaps receiving orders from off the battlefield.  The objective becomes to destroy the entire enemy army.  (The biggest part of the game affected is army selection at the beginning of the game).

 

Be Creative

Feel free to play using other rules you feel would add to the play or style of the game.  Please let me know of any particularly helpful or interesting rules.

 

 

Questions (please give feedback)

The name of the game is tentative.  We needed some name, though, because my family had taken to calling it "Andrew's War."

 

We originally called observers “resources.”  Is that more intuitive?  What else would you call the extra cards?

 

When the game was first conceived, the leaders could engage in duels.  I don’t remember the rules for that.  If you know, or if you have a new suggestion for dueling rules, please let me know.

 

Any ideas for including more players?

 

Any other feedback?

 

 

Currently
Paradise Lost (Norton Critical Editions)
By John Milton
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Sunday, February 08, 2009

The Still Small Voice: an educator's perspective

Background:  I believe that while God can speak to us in dreams, visions, and angels, the most common form of personal communication from God to his children comes through the Holy Ghost.  When I feel the Holy Ghost, it often communicates by giving me silent impressions that make sense and feel right.  Sometimes I must act on what I hear; at other times, the Holy Ghost gives me a better understanding of God and his plan.  The impressions can come in the form of an idea, a feeling, or a memory (of an event, a scripture, etc), or the impression can come as a confirmation of the same.  In my experience, the Holy Ghost usually works from the foundation of my current knowledge, drawing on ideas, memories, scripture, and thought processes to which I have already been exposed.  There are other ways the Holy Ghost communicates, but this aspect is what led to this post.

As skilled students and teachers understand, people learn and retain concepts best if the student is part of the learning experience.  The idea can be memorized or acted upon, but a student has truly learned when students understand and relate with an idea so well that they think of it as their own.

I believe one the Holy Ghost speaks softly because it understands how people learn.  By talking quietly to the mind and heart, and by linking ideas, memories, and scripture that are already there, the Holy Ghost makes us a part of the learning process.

Humanity often fails to recognize the Holy Ghost as the source of our growth, but it truly is the greatest and humblest of teachers.

Currently
Fahrenheit 451
By Ray Bradbury
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Thursday, January 15, 2009

Musick has Charms to soothe a savage Breast

I've taken to practicing my violin several days each week.  I even excitedly went to try out for the St. Louis Civic Orchestra.  I figured the civic orchestra would not be as high strung or talented as the Philharmonic, and so I might be able to get in and have even more fun and motivation to practice.  I was right, but I still left rather quitely when they started laughing at the univerity orchestra's bow control and ability.  (They were mostly 45 - 85 year olds who were sight-reading material at a level that would have taken me hours of practice.)  Oh well, it's still fun to play on my own.  I'm starting to regain some of my old skill, but I still have lots of practicing to do.

Internet time is a scarce resource at my house, but I make do with what I can get.

(the title is from work attributed to William Congreve)


Saturday, December 27, 2008

Perspective

"We are perishing for want of wonder, not for want of wonders." -- G. K. Chesterton

I was standing in line for the toilet on the Southwest flight to St. Louis.  This gave me time that wasn't being used for my usual line of thought, so I looked out the window.  The land drifted, unhurried, like a lazy canal below a barge.  It was as if our progress was caused, not by our great speed, but by the mystical ability of our captain to shrink the reality around us.

Then a jet passed a few hundred yards away, braking the sound barrier and my unscientific speculations.

It's also fun to, with a thought, turn the plane casing transparent and imagine a narrow walkway, lined with seats, hanging above the ground.  The people sit and talk, or sleep, as if their unusual transport and unnatural location were the most unremarkable of events.

Currently
Whatever Happened to Justice? (An Uncle Eric Book)
By Richard J. Maybury
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Monday, June 23, 2008

The Adventuring Duo Has Married Destinies

As he told me the night before the ceremony, he's been married to her for months.  The clerks simply had to be informed, and the Lord's seal stamped.  That happened Friday at roughly 9:30 am in the Salt Lake City Temple.

When the two walked out of the temple and stood on the steps together, I said aloud, "They look good together."  Despite it being totally cliche and stupid, it may have been the truest statement I've said in my life.  The two were so full of light, their faces open and glowing with naked joy.  No feeling was hidden at that moment; it was not possible.  Both shared this look, almost as if they had transcended the people surrounding them and had become something other in each others' presence and in each other's love.

This is what I meant when I said, "They look good together."  I got a few nods of pure "duh."  I'm not sure if it was because they missed the depth in what I wanted to say, or if it was because it was so obvious that it didn't need to be spoken.  I decided it didn't matter.  I was too busy smiling at my magnificent friends.

I got to meet their families.  I was mildly surprised when all of the groom's family knew the grey ninja as a quiet sort of person.  I guess I can see that, but I always knew the leader, the excited warrior.  A dreamer, yes, but enthusiastic in sharing his dreams.  The story of how he and I met became quite popular among the two families.

I connected with a few of the family members, but for most of them I was the groom's friend, and that was enough.  I understand and didn't expect anything different; actually, they were more welcoming than I expected.  Still, I was a little disappointed that the famed Interrogating Uncle payed me little mind (though it was in character for him, based on the stories I've heard).

The bridesmaids looked stunning, including the Amazon, who we rarely get to see in such glamorous attire.  It was humorously frustrating to finally work up the courage to ask one to dance, only to have her announce to the only other available bridesmaid that the song makes her think of a prostitute.  Blast.  Um... suffice it to say I waited until a more benign Disney song.

The Adventuring Duo chose "Walking on Air" performed by Nightwish as their song.  Their choice is glorious, especially since it is in a minor key.

Huzzah!  Huzzah for the newly-weds!

P.S. - On a side note, I like the idea of artistically sprucing up a newly-married couple's vehicle, but what crazy, drunk, jealous tomatoes decided that trashing it?

Currently Watching
Camp Rock
By Julie Brown, Maria Canals, Daniel Fathers, Alyson Stoner, Jordan Francis
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Whisper in the Wind