A Trove of Richard’s Poor Almanacs

Richard's Poor AlmanacLike a farmer delivering fresh produce to the local market, “Cul de Sac” creator Richard Thompson just announced on his site that he has delivered another signed batch of Richard’s Poor Almanacs—the much-sought-after collected edition of his “Richard’s Poor Almanac” cartoons—to One More Page Books in Arlington, VA.

Given that copies on the second hand market go for $75 and up, the fact that these new, signed copies will run you a twenty, shipped, with change back means you should run, (or type a very fast e-mail) to the store.

Every literate bookshelf needs one!

Doctor Who Project: Galaxy 4

My dear young man, this isn’t a joyride! This is a scientific expedition.

Season breaks in Doctor Who give the writers a chance to step off of the teaser treadmill, as most stories end with a glimpse of the next story to come. So instead of catapulting the Doctor, Vicki, and Steven immediately into yet another perilous setting, the season three opener, “Galaxy 4” (Story Production Code T), by William Emms, starts with a tranquil scene. Vicki is cutting Steven’s hair—in the TARDIS control room, of course—while the Doctor putters around the console, handling what would appear to be another normal materialization. The overarching sense is that this form of time and space travel has become commonplace for the two companions, in an “If it’s Tuesday, it must be Skaro” sort of way.

Once the TARDIS doors open on an apparently lifeless planet, though, the action picks up with a pleasant pace and doesn’t stop for four episodes. No elaborate and detailed exposition here, as our travellers are captured and removed from the TARDIS and then captured again in record speed. After the rather plodding plot presentation in “The Time Meddler,” a bit of immediate action is not unwelcome.

Vicki christens their first captors, squat, apparently vision-less, dome-headed robots, as Chumblies. She’s frankly enamored of them and anthropomorphizes them. Who can blame her? Relative to the Daleks and the Mechanoids, we have soft, rounded robots, albeit with death rays. But then again, Vicki did have a pet Sand Monster before Susan killed it in cold blood, so her cute-meter might need some adjusting.

The Drahvin, emotionless female warriors, quickly replace the Chumblies as the villains in the piece, “rescuing” the Doctor and his companions from the robots. A space conflict between the Drahvin and the Rill, who control the Chumblies, resulted in both parties crashing on this unnamed planet, which will, according to the Rill, explode in “fourteen dawns.” Maaga, the leader of the Drahvin, does not trust the “disgusting” Rill, claiming that they shot her down and killed one of her soldiers, so she holds Vicki as a de facto hostage to force the Doctor to verify the claims. It turns out the Rill were wrong—the planet does not have fourteen dawns left. It has two.

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A Mixed Bag: Peanuts in the Late ’80s

I’ve been collecting Fantagraphics’ sumptuous Complete Peanuts series since the beginning of the run way back in 2004—and reading “Peanuts” strips since the early ’70s—so it is with some trepidation that I approach the most recent volume in the series, covering 1987-1988. Charles Schultz’s unsurpassed accomplishment with “Peanuts,” his seventeen thousand plus strips without a break, brooks no creditable criticism, and yet I find that the strip by this point in the run has become, not stale, but somewhat routinized.

We have Snoopy and the “bird” scout troop trekking about, Charlie Brown and the baseball team, Schroeder and Lucy at the Piano, Snoopy and his incessant hunger for dinner, Spike writing letters from the desert, the kite-eating tree, Sally not wanting to do her homework, Peppermint Patty not doing her homework, Snoopy fighting World War I, and then back again to the beginning with only a few deviations. There’s a comfort in the routine, and each passage through the expected sequence brings pleasant nuances (particularly when Spike appears as a WWI Doughboy). Peppermint Patty, Marcie, and Sally all feature far more frequently than they did in years past, and Schultz is not afraid to indulge himself in a long sequence of strips with these characters from time to time. Charlie Brown goes weeks without an appearance in this compilation.

Lydia and Linus, January 28, 1987, from The Complete Peanuts: 1987 to 1988The one major new addition to the rotation Schultz adds in this time period—a girl with multiple names for whom Linus pines—feels forced rather than fresh, emphasizing that the shopworn is better than the new when it comes to “Peanuts,” indeed, even making us long for a strip with Spike or Rerun, Linus’ kid brother who looks pretty much exactly like Linus, just smaller. The attempt to expand Linus’ role in the strip by giving him a counterpart to Charlie Brown’s Little Red Headed Girl is appreciated here, but Lydia (or whatever her name is) comes across as the one-note joke that she is.

When it comes to cultural references, Schultz seems to have been willing to explore his own interests moreso than in the past. Though no stranger to Biblical references, the “Peanuts” strips in this collection abound with them, and for some reason, Sally (putatively in the second or third grade?) is assigned a book report on Hardy’s Tess of the d’Urbervilles, and a long Hardy quotation serves as a set-up for a punch line. One wonders if Schultz himself weren’t working his way through Hardy’s works at this time.

Hardy Quotation Wide Panel, August 9, 1988, from The Complete Peanuts: 1987 to 1988

That said, the popular culture emphasis is as strong as ever in this collection. We get Joe Garagiola, the Seoul Summer Olympics, Wayne Gretzky, Garfield, Spuds MacKenzie (!?), Kermit the Frog, and plenty of references that a contemporary child would never have understood, like Beau Geste and, for some reason, Norman Manley, a prodigious hole-in-one golfer. There’s even a rather pointed strip on gun control, where Snoopy gets licenses for everything from being a dog to fishing, but doesn’t need one for an assault rifle, which he carries over his shoulder (December 17, 1988).

Of note, the daily strip changes from four panels to three starting with the February 29, 1988, strip. I’m not sure whether or not this was a personal choice or a change requested by the syndicate. Though I have not made an exhaustive search of all the prior strips, seemingly once this change in size happens, he begins to play with panel sizes, putting together two extra-wide panels or one full width panel or some combination of widths for daily strips. In some instances, like May 16, July 1, and August 9, 1988 (see above), the full width panels are quite detailed, giving a scope to the world of the characters that the usually sparse backgrounds seldom convey.

The Complete Peanuts: 1987 to 1988 feels comfortable if not awe inspiring. Schultz still delivers some memorable strips and story arcs, and the change in panel sizes feels refreshing, but on the whole, the reader gets what she or he expects: familiar (mostly) characters in familiar situations providing that uniquely Schultz-ian outlook on life. If only because the strips represented in this collection are (almost) never re-printed in the daily paper, it’s a worthwhile purchase.

(Images from The Complete Peanuts: 1987 to 1988)

The Complete Cul de Sac Announced

Detail from Cul de Sac, 2013-03-27, via gocomics.comI’m a bit late with this news, but news this good never gets old: Richard Thompson announced on his site that this November brings with it the publication of The Complete Cul de Sac, collecting all of the “Cul de Sac” strips, including from pre-syndication in the Washington Post and, per a comment he made, tantalizing “other stuff.”

While I’m saddened that “Cul de Sac” is at a point where it can be considered complete, I trust that this collection will do justice to the best comic strip of the past decade (and more). It’s conveniently coming out for the holidays, so buy bigger stockings if you must, but stuff this book in there for all your friends and family.

(Image via gocomics.com)

Rolling the Dice on Kickstarter

I’ve backed enough Kickstarter projects by now to fully understand that it’s not really a “pre-order” site. You’re supporting a concept, a product, or an idea, and hopefully said concept, product, or idea comes to fruition. As a wiser person than I once said, “You pays your money and you takes your chances.”

Indeed, of all the Kickstarter projects I’ve backed, only two have, thus far, delivered, though I’m not worried quite yet. I knew the lead times would be long, and my investment is hardly large. I received my most recent Kickstarter backer rewards just last week, a set of four Precision Machined Dice, and the results are quite stunning.

Precision Machined Dice

These anodized aluminum dice were machined from solid blocks of aluminum and have significant heft (and sharp corners). They’re not really practical for actually rolling, but they make lovely display pieces. I consider them propitiations to whatever forces control the flow of luck in the universe.

Thankfully, though, the creator of these dice, Amber Rix, has launched another Kickstarter project for Precision Machined Metal Gaming Dice, a little smaller (at either 16mm or ½”) than the casino sized dice from the original project and with rounded edges. As with the original project, they will be available in a variety of metals and, for the aluminum, a variety of colors. Plus, looks like you could roll them without damaging a table, though you’d still likely put your glass dice cup at risk. The creator of these projects has also mooted the possibility of metal polyhedrons as a future Kickstarter project. Yes, please!

Because at a certain point in every gamer’s life, you have to ask: Why roll plastic?

A Taste of 1989 at Labyrinth

This past weekend, I had the pleasure of participating in a demo session of GMT‘s recently released 1989: The Dawn of Freedom, hosted by one of the co-designers, Jason Matthews. Held at the finest game store in Washington, DC (and indeed, the entire metro region), Labyrinth Games and Puzzles, as part of their “A Taste of…” series of game demos, the event filled the store’s back gaming space with players eager to recreate the struggle for democratic change in the countries of Eastern Europe during the tumultuous late ’80s.

Jason Matthews provided a nice overview of card driven games in general, spoke to his design process and the challenges of creating (and publishing) innovative designs in an increasingly crowdfunded market, and also worked through the rules for the game. It’s always a pleasure to be able to ask rules questions of the person who designed them.

Using a similar card-driven armature as Twilight Struggle, which Jason Matthews also co-designed, 1989 pits two players in the roles of Communists—attempting to keep control of the social and political structures of Poland, East Germany, Romania, Hungary, Bulgaria, and Czechoslovakia—and Democrats, striving to gain control of the same. Players familiar with Twilight Struggle can jump right in, as the basic dilemma of using cards for either operations (to take actions on the map representing efforts to gain or wrest control) or events (representing significant moments from history) remains in place.

1989 The Dawn of Freedom via of Labyrinth Games and Puzzles

New to the system, the Power Struggle sub-game comes into play when overall control of a country must be assessed due to play of a Scoring Card. The Power Struggle—essentially a suit matching contest using cards apportioned via relative control of the country—adds quite a bit of uncertainty into what was, in Twilight Struggle, a very cut-and-dry calculation. You can go into the Power Struggle with an edge in country control and leave with no control at all. Some might find that variability unsettling, but I like what it adds to the game. There are no guaranteed victory points in this game.

As with most event-based card driven games, once you know the events and their placement in the game’s “storyboard,” much of the sense of wonder and discovery vanishes; I’ve played Twilight Struggle enough times to know which cards open me up to late game traps if I play them and which cards are mandatory plays as soon as they appear in my hand, certainly a strategic benefit, but I’ve also lost the thrill of watching the history unfold via the cards. While I don’t think 1989 will ultimately escape that fate (and it’s not a terrible one, for the basic game play is still quite satisfying), it’s nice to have another game in this vein where the gameplay is somewhat seat-of-the-pants, not knowing how one action will reverberate into another, as ultimately I game for wonder as much as winning.

My thanks to Jason Matthews and the always awesome crew at Labyrinth for hosting this demo session. It prompted me to pick up a copy of 1989, which I’m sure will see a fair bit of play.

(Picture via Labyrinth Games and Puzzles)