Man vs Wife: Uno

Man vs WifeUno was developed in 1971 in Reading, Ohio by Merle Robbins to settle an argument with his son about the rules of Crazy Eights. They made the original decks on their dinning room table before selling the game to International Games in 1981. Since 1992 it has been produced by Mattel.

The game consists of a deck of 108 cards. 0 through 9 and six special cards appear in each of 4 colors. The special cards in each color are two Draw Twos, two Reverses and two Skips. There are also 4 Wild cards and 4 Wild Draw Four cards. Play is pretty simple. You shuffle, deal out hands of 7 cards to each player and then turn over the top card. On your turn you have to play a card if you have a card to play, and to play a card it must be either the same color or the same value as the top card of the discard pile, or a Wild. When you play a Wild, you get to pick one of the four colors – blue, green, red, yellow – to switch to for the next player. If a special card is played, the action happens to the next player – i.e. that player has to draw two cards from the draw pile, that player is skipped, or play changes directions and a different player goes next. If you don’t have a playable card, you draw one from the draw pile – if it’s playable, you play it; if not, your turn is over. And while you can play a Wild at any time, in order to play a Wild Draw Four – where you get to pick the color AND the next player has to draw four cards – it must be the only playable card in your hand.

UNO - The Box
One of the many different variations of "Original" UNO

(Wife: So, how do I win?) Don’t you mean, “How does a player win?” (Wife: Sure, if it helps you sleep at night.) A player wins by getting rid of all the cards in their hand. When you only have one card left, you have to say “Uno”. (Wife: Why?) Because it’s Spanish for One. (Wife: I know that. Duh. Why do you have to say it?) Because it’s a rule. (Wife: Why?) Because if you don’t and another player catches you, you have to draw two cards. (Wife: Got it.) Anyway, once you go out, you get points based on the cards the other players are still holding. 50 points for wilds, 20 points for special cards, and face value for number cards. The first player to 500 points (Wife: Me.) wins.

Being that there were only two of us, we played the Two Player variant. The only important difference is that a Reverse card acts like a Skip, so if you play one it’s your turn again. (Wife: So, if I play a Skip, you get skipped. And if I play a Reverse you get skipped?) Yes. And with two players, playing a Draw Two or Wild Draw Four essentially skips the other player, since they have to draw cards instead of playing a card.

We shuffle and deal and play. (Wife: This is a big deck.) Yeah, shuffling is a bit of a pain. Just over twice the size of a normal deck, I remember having to shuffle it in pieces as a kid. Now I can do it all together, but still occasionally lose control of it. Game play can actually get kind of mean-spirited, especially in two person play. (Wife: Making me draw cards repeatedly sucks.) What about making me draw cards repeatedly? Does that suck too? (Wife: No, that’s a lot of fun!) Hrmph. One thing you can do in two player that you can’t do with three or more people is stack up your cards. If you had a hand that was a green Skip, a red Skip, a red Reverse, a red Draw Two, a blue Draw Two, a blue Skip and a Wild, and the play to you is something green, you’ve won the game because if you lay down the cards in the right order you are always skipping the other player or making them draw and you can always play.

During our play, she won a hand where she only got 4 points (Wife: Lame!) because I only had three cards, two 2’s and a 0. But there was also a hand where she got 180 points (Wife: Woohoo!) when she ended with a Wild Draw Four (Wife: Suck it!) and in the four cards I picked up I got two wild cards to add to the one I already had. I took the lead pretty early (Wife: Boo!) and was up 431 to 216, but after that I only won one more hand for 9 points and she racked up five wins for 302 total points. (Wife: I win!) She wins, 518 to 440.

We were going to do two out of three again (Wife: Because you wanted to cheat me out of my win.) but it took well over an hour to play the first round. With all the drawing that happens, both because of cards played and because of not having a card to play, some hands can drag out. You can get down to “Uno” and then find yourself unable to play a card on your next five or six turns. (Wife: And you can come back from having a bunch of cards in your hand when someone else says “Uno” to winning.) Indeed. (Wife: Especially when someone keeps forgetting to say “Uno” and I make them draw two cards.) I thought we weren’t going to bring that up? (Wife: I agreed to nothing!) Well, yeah, sometimes I forgot to say it and I got caught. (Wife: Ha ha!) Shut it!

The basic strategy in the game is to get rid of all the cards that are worth big points, unless you seriously feel like you can chain cards together later to dump them. (Wife: You and your strategy.) The biggest point gains were usually done by making the other player draw cards with your last few plays. More than one hand ended with a Wild Draw Four. (Wife: Mostly mine.) Of course, with a game as simple as Uno, you can spice things up with all sorts of house rules. A typical one being that if you can’t play a card you have to draw cards until you get a playable one. And there are lots more.

Anyway…

Man, 0. Wife, 4.

(Wife: Uno! Times four, because I’ve won four times.)

Podcast Playlist

Podcast Logo
Feed me.

It’s been about 9 months since I wrote about radio shows. And things have changed a little since then, so I figured I’d do a round-up and review of the podcasts I’m currently listening to. Here they are, in alphabetical order:

  • Atlanta Radio Theater Company – They do all sorts of stuff, from sci-fi to horror to comedy to … well, pretty much anything. If you pull up their feed, you can listen back to several years worth of recordings, which I have. The current format for the free podcast is monthly, so once you catch up it’s easy to stay current. And if you don’t mind paying for things, you can get a bunch of their full shows at audible. Overall it’s good, though sometimes I feel the live audience detracts from my enjoyment. But for free, I can’t complain.
  • Common Sense – Dan Carlin talks about politics and current events. It’s interesting to see the way he ties topics together, all without sounding like some sort of conspiracy loon. It helps, I suppose, that I tend to agree with his views. A little confirmation bias, but at least I’m aware of it.
  • Dan Carlin’s Hardcore History – Long, sometimes multipart, podcasts about historical topics. Some are better than others, but all of them are interesting in their own way. I wish my history teachers in school had spoken with this much passion for the subject.
  • Decoder Ring Theater – Back in my original post when I was looking for old-time radio style shows, this is what I was looking for. They have two main shows, The Red Panda Adventures and Black Jack Justice, which are a Shadow-style superhero and a pulp noir detective, respectively. They also do other items in their Showcase, and like ARTC they’ve got years of shows in their feed, and I’m still catching up – I’m in June of 2007 with over 100 episodes to go, and loving every one so far.
  • How Did This Get Made? – Listen as a few comedians talk about movies that are so bad that they are awesome, and occasionally movies that are awesome but in ways that defy the Hollywood system yet still got made. I highly recommend the episode on Punisher War Zone as an example of the latter, and they even got the director on as a guest.
  • Making It – Riki Lindhome (of Garfunkel and Oates) talks to people involved with acting and movies about how they got started, the breaks they’ve had, the troubles they’ve run into and more. I’d recommend it to anyone interested in acting as a profession.
  • Penn’s Sunday School – I just started this one, so I don’t have a real opinion on it yet, but since I pretty much love everything that Penn Jillette does I’m sure this won’t be the exception.
  • Radio Free Burrito – Wil Wheaton keeps to no particular schedule and just random puts out collections of stories and bits of music. It isn’t deep, but I enjoy it.
  • The Moth – Podcast version of their True Stories Told Live, it ranges from serious and thought-provoking to silly and thought-provoking. And they are short, so I can listen to one when I run quick errands in the car.
  • The Nerdist – Chris Hardwick, Jonah Ray and Matt Mira talk to people, usually about comedy but really about anything that comes to mind. Personally, I delete all the episodes without a guest because I just don’t find their “hostfull” episodes to be worth the hour.
  • This American Life – A podcast version of the radio show, they pick a topic, interview people and tell stories. It’s more like a news program than anything else I listen to, very highly produced rather than just talking. I think I mostly listen to this because “everybody” listens to it. Half the time I’m barely paying attention. Maybe I should drop it.
  • Thrilling Adventure Hour – Much like the Decoder Ring Theater, this is new stories in the style of old-time radio, though here they do much more comedy. In fact, I don’t think I’ve heard anything that wasn’t comedic. Beyond Belief and Tales from the Black Lagoon are my favorites.
  • We’re Alive – A serial drama set in the zombie apocalypse. This show is right up my ally, and I cannot begin to convey the amount of pure awesome that this show is. Everyone should listen to it. If you are just starting, there are two complete seasons with the third under way.

I’m always open to more, so if you have good ones to suggest, please do so. I might just add it to my trusty Zune.

Draw Something

So, the game Draw Something from OMGPOP has made a splash. Not only for being a game people seem to enjoy playing, but for being the reason that Zynga bought OMGPOP for $180 million.

If you haven’t played it, the game goes like this: You challenge another player and are given three words worth 1, 2 and 3 coins with the idea that these words are easy, medium and hard respectively. You select a word and then try to draw it. Your turn ends when you submit your drawing. Your opponent then begins by getting to see your drawing as you drew it – this is key because you can make crude animation this way, but they also get to see your mistakes – and at the bottom they have a number of spaces (if you drew a five letter word, there will be five spaces) and a rack of 12 random letters. They have to guess the word you tried to draw. Then they get a turn to draw a word, and the whole thing goes back and forth like that forever.

The coins you earn can be used to buy more colors, because you start with a limited number – you don’t realize how important a color is until you can’t use it. The free game comes with a selection of words and ads. The paid version loses the ads and gives you 2,000 more words.

Draw Something - TitanicI really enjoyed the game at first, running through enough games to buy three extra color packs, but as time went on, I had to fight with myself to keep playing. I’d look at the icon on my phone and the only reason I’d end up playing is because I’m holding up someone else. I suppose I would play more if I was awesome at drawing, or if the people I played with were. But none of my games have had masterpieces like the ones in this CNN story.

I suppose if I keep playing Draw Something I can switch to spending hours on a drawing instead of just under a minute – but then it just feels silly since people guess the word quickly, the animation skips to the end and then rolls the picture away. At the very least, this game needs a way to stop and admire a drawing, and a built-in method for taking screenshots or otherwise saving drawings would be awesome.

The ultimate failure of Draw Something is the limited vocabulary. Running a dozen or more games, I quickly exhausted the recognizable words and must resort to either going to look up words I don’t know or drawing the same things over and over again. But what makes the limited vocabulary even more of a flaw is that, by and large, people draw similar things to picture the same words. So when someone starts drawing the state of Florida, which has a distinctive shape, I can look at the length of the word and the letters available and guess “Miami” long before they even finish. If they start drawing the entire United States? Chances are the answer is “Timezone”. And so on, and so on. The more you play, the less the game becomes about guessing than it is recognizing and remembering. “Oh, that looks similar to the picture someone else drew for ‘Dresser’ and I’m looking for a seven letter word and have all those letters, so it’s ‘Dresser’.” Of course, you can stop that yourself by simply trying to think of the least common way to draw your word. Like if your word is “Paris” instead of drawing the Eiffel Tower or other well-known images, you could draw Lieutenant Tom Paris from Star Trek: Voyager.

Maybe new owners Zynga will fix that, though, knowing Zynga, I expect new word packs to cost money, and the game just isn’t fun enough for me to sink any more cash into. Not when there are games like Drawception out there that are much more freeform, and thus has unlimited possibilities. Speaking of… this is my profile over at Drawception, so you can check out my games and drawings.

More Than Fans

Dragon*Con 2012, Aug 31 - Sep 3
Dragon*Con 2012, 8/31 - 9/3

The thing that I love most about Dragon*Con is that it is a convention for fans by fans. It isn’t an industry event. While we are more than happy to have the industry support us, they don’t guide the programming or run the panels, and I know personally that we’ve left money on the table rather than allow someone else dictate have more control than we were willing to give.

And the fans make the con. Seeing people who love stuff loving that stuff is incredible. There is no better feeling that being at the front of a room, looking out at a sea of faces and knowing that they love what you are giving them because you love it too.

But more than just sitting in panels and listening to the guests and staff talk about stuff, Dragon*Con also hosts a number of workshops that an attendee can sign up for (at additional cost – we have to pay the instructors something for their time). I’ve personally done one of the 2 day writing workshops and it was well worth the price.

Some years I don’t pay much attention to the workshops when I know I won’t have time, but this year I just happened on the page and noticed they’ve got some really cool stuff.

  • Acting Workshop – Writer, director and actor Amber Benson is doing 2 days of classes about the business of active, improv, character building, and scene breakdown.
  • Artist Workshops – David A. Cherry is doing a series of 2 and 3 hour classes on acrylic painting, life drawing, photoshop for illustration & game art, and game asset creation in 3D Studio Max. He’s also doing a smaller personal project review of illustration & game art.
  • Astronomy Workshop – 2 days of astronomy fundamentals, stars, planets, common science fiction science issues, misconceptions, jargon and more, presented by a panel of astronomy and education professionals.
  • Benjamin Radford Scientific Investigation Workshop – 2.5 hours of Ben Radford explaining in detail how to investigate mysteries and miracles.
  • Belly Dancing with Phoenicia Workshop – 4 sessions to teach you to belly dance. (This one is free with your con admission.)
  • Tai Chi Workshop with Erin Gray – A 1 hour introduction to the theory and practice of Tai Chi and Chi Kung.
  • Virginia Hey Meditation Workshop – An hour of discussion followed by an hour of guided meditation.
  • Writer’s Hourly Workshop with Michael A. Stackpole and Aaron Allston – 15 one hour sessions covering many topics in the world of writing.
  • Writer’s Two Day Intensive Workshop with Jody Lynn Nye – 2 days with one teacher, covering many aspects of crafting stories, ending with a personal critic of material you submit prior to the workshop. (This is the one I did, but back when Ann C. Crispin was teaching it.)

It’s just cool to me that this kind of stuff goes on. And this doesn’t even scratch the surface of all the things a lot of panels cover. The costuming track alone does so many on crafting costumes…

I’ve never been to Comic Con, and one day I might just to see the spectacle, but it seems to me it’s the sort of con where you go to see your favorite stars and maybe get an autograph. Dragon*Con, to me, has always been a con where you go to hang out with other people who love the same stuff (or different stuff) that you love and maybe run into one of your favorite stars who have come to hang out too.

Best Friends Forever

I love apocalyptic films. Especially zombie films, but even when they don’t have zombies. And Best Friends Forever doesn’t have zombies. Instead, BFF is about two girls on a road trip while the world ends. If it sounds interesting, you should consider backing their Kickstarter, which they are using to get the money to complete post-production and release the movie.

You should support it, if for no other reason than to ensure that I get my copy. Because it really is all about me.

A Group Of One

Playing around with EverQuest again, I’m reminded how much I love First Person view for MMOs. I play Star Trek Online in “mostly First Person” because you can’t actually go all the way in, but you can get the camera right up behind the character’s shoulder and eliminate the ability to see behind yourself, and immediately the game gains ten times more immersion. I assume my fascination and love for First Person comes from my love of shooters, especially team based shooters.

However, if the world is going to continue to insist on 3rd person view (probably because retention studies show that people stick around longer when they can constantly see how awesome they look in their latest gear) and that games be playable solo (which I’m not going to get into an argument about), I’d love to see an MMO go full on Party Mode like the old SSI and other RPG games.

Bard's Tale
If you pressed 'Z' on the PC version you got an elemental to join your party.

And I’m not talking about playing one character and having AI controlled mercenaries. No, I mean the player creates and controls a party of 4 to 6 characters.

Assuming that each character would fill a role in the group, the UI really wouldn’t be much different from today. Instead of playing a single tank character who has a couple dozen abilities for tanking you’d have a character in your group who has a handful of tanking skills. Each character, as far as combat is concerned, is really just 3 to 6 abilities on hot-keys. And you could macro so that you can chain abilities from different group members to execute combo moves.

When traveling, you’d control the lead character and choose a formation for the others to follow.

The game wouldn’t be entirely solo (just solo in a way that makes sense), but you could still group up with another player. You’d join your groups together into raids. An odd advantage to this is that since each group is likely to be fully functional (having their own tanking, healing, DPS and other skills) it simplifies the raid interface by accident. Each player manages their own people and the game really only needs to maintain the players in a raid for chat and loot distribution purposes.

Suddenly a “5 man” raid is actually 20 to 30 characters. The raid events can feel more epic while keeping the people-complexity low – it’s easier to herd 5 people than 25 people. This would also allow events themselves to be more complex yet easier, in that the raid can involve fighting multiple targets or doing synchronous goals (2 or 3 players fight a boss while other players solve puzzles or do other tasks) but without needing to manage entire groups of players for each item.

The more I think about it, and if the MMO trend is going to continue in third person views, the more I like this idea. It definitely needs more thought, but I like the direction it is going very much.

Man vs Wife: Cthulhu Dice

Man vs WifeCthulhu Dice is another Steve Jackson Games original. Designed for 2 to 6 players, each player takes on the roll of a cultist in service to Cthulhu trying to drive the other cultists mad. The last sane cultist wins!

The game comes with a large 12 sided die, 18 glass stones, a ziplock bag and instructions. Yes, even a game about going insane has instructions, not a lot of instructions, but still enough to be very confusing if you don’t pay attention. (Wife: Great!)

Cthulhu Dice
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

In normal play, each player is given three sanity tokens. The owner of the game decides who goes first, with subsequent games starting with the winner of the previous. On your turn, you pick a target player and roll the die to attack their sanity. A Yellow Sign means they lose 1 sanity. A Tentacle means the Caster takes 1 sanity from the Victim – unless the Caster is insane, then the sanity goes to Cthulhu in the middle of the table. Elder Sign gains you 1 sanity from Cthulhu (unless he doesn’t have any). Cthulhu showing his face means everyone loses 1 sanity to the center of the table. And rolling the Eye means you get to pick which result happens. Once that is done, the Victim gets to respond to his attacker with a roll of the die. No one can pass when it’s their turn to play, they must roll the die. Once you are out of sanity stones, you are insane. You can still attack other players on your turn, but no one can attack you on their turns, and any sanity you steal (Tentacle) goes to Cthulhu. The only way to regain sanity is for you to roll Elder Sign. The game ends when there is only one sane player left at the end of a completed turn. If no one is sane Cthulhu wins! (Wife: This is confusing.) No. It’s insane! Mwa-ha-ha! (Wife: I can’t believe I married you.)

We decided to play with the two player variant Rival Cults. Each of us gets 3 cultists, but we still alternate turns back and forth between us. The twist here is that since you are playing 3 cultists, sometimes you may want to attack your own side. (Wife: What?) I know! (Wife: Why are you excited?) Because it’s Cthulhu! (Wife: I am placing my face in my palm and sighing heavily.)

We decided (Wife: I decided.) to only play one round instead of a best of three this time. (Wife: I don’t know if I could handle playing this more than once.) Then Cthulhu has already won. (Wife: Don’t make me facepalm again.)

Unlike with Zombie Dice, I’m not going to put in a play-by-play. (Wife: Good.) It really didn’t make much sense anyway, which is kind of the point. (Wife: Seriously?) But I do want to throw in a few things as they happen.

It is important to know that during a turn, for both the attack and the response, the initial attacker is the Caster and the other person is the Victim for both rolls. This is important because Tentacle specifies that the Caster takes 1 sanity from the Victim, so if the responder/Victim rolls Tentacle the attacker/Caster is the one who steals the sanity. (Wife: I guess that makes sense… Maybe.) That happened a few times during play, so it’s not uncommon at all.

I rolled a Cthulhu during the game. (Wife: Is that good?) Everyone lost a sanity stone, and I had my first insane cultist… which I used to attack on subsequent rounds. (Wife: What? Shouldn’t being insane mean he’s out?) Nope. Insane people continue to fight. (Wife: Just like real life!) Exactly! Though, post game I admit it was a mistake. (Wife: Just like playing this game.) I didn’t get to keep any sanity that I stole. If we played again, I’d do it differently. (Wife: But we aren’t playing again.) Well, if I play with someone else then.

She plays very well and all my cultists go insane. (Wife: I win!) Not yet. (Wife: Huh?) We play until there is only one sane cultist. (Wife: But only I have sane people.) Right. (Wife: And I can’t attack insane people.) Correct. (Wife: So, who do I attack?) Your own people. (Wife: Insanity!) Exactly! (Wife: What?) Just roll.

Essentially at this point, I’m attacking her people because I have to and praying to get an Elder Sign to regain a sanity from Cthulhu. (Wife: And I’m attacking myself, watching all my sanity slowly trickle to the middle of the table. Goodbye sanity!) It takes a few rounds, but eventually, she defeats herself. (Wife: I… win?) Yes. (Wife: I win!) Again. (Wife: Always!)

Despite the confusion, I like the game. It plays quickly once you know the rules, and would be much clearer if we had more people and weren’t playing the variant rules. (Wife: Really?) Probably. (Wife: Well, maybe we could play again, with more people.) Really? (Wife: I said maybe. Don’t push it.) Dragon*Con? (Wife: Perhaps.)

As with any dice game, there is math. (Wife: I don’t care what Danica McKellar says, math sucks.) Math is your Cthulhu. (Wife: What? … I don’t … oh. I think I finally understand.) You don’t. (Wife: Are you sure?) No. (Wife: Stop it.) Stop what? (Wife: Stop this insanity!) I can’t! You took all mine. Anyway, back to the math…

The die has 12 sides, 5 of which are Yellow Sign, so on any given roll you’ve got a 42% chance of rolling it. And there are 4 Tentacles, so 33% chance of that. That makes of 75% of the possibilities, so the bulk of any game is going to be a player losing a sanity to Cthulhu or a player stealing a sanity from another player. The remaining sides – Cthulhu, Elder Sign, Eye – each have only an 8 and 1/3 percent chance of showing up, so don’t count on them. In our play, only 1 Cthulhu was rolled, and no Elder Signs or Eyes. It’s only post game that I truly understand the flaw of my attacking with an insane cultist. I shouldn’t have done that. (Wife: It probably wouldn’t have mattered.) Probably not.

Anyway…

Man, 0. Wife, 3.

(Wife: I win! Forever and ever!)

Grudges

I don’t get angry. Okay, I do, but I don’t get mad. Well, sometimes, but… what’s a word for being really super white-hot angry for an extremely short period of time and then flaring out? Because that’s what I do.

But one thing I definitely don’t do, not really, is hold grudges. I’ve never seen the point of continuing to be angry with someone for something they did, especially if they aren’t continuing to do it. If someone steps on your foot every time they see you, that’s not a grudge, that’s a response to expected behavior. If someone steps on your foot one time, and then five years later you exclude that person from your wedding because of that time they stepped on your foot, that’s a grudge and you’ve been hauling that around for five years.

GrudgeAs far as I can see, there are only two reasonable responses to being angry:

  1. Get even
  2. Get over it

If someone has done something to hurt you, immediately decide if you want to hurt them back. If you do, then make a plan, put it in a motion and do it. Soon. If you wait too long, they won’t understand the link between the two, and really that is the goal, making that link. “I’m hurting you because you hurt me.” If you wait five years, chances are they won’t even remember what they did, because the big downside of a grudge is that most of the time you were hurt, which isn’t the same as they hurt you – the former is a result, the latter implies an intent. However, since the link, the message, is what is important, why not just do that instead? “Hey man, you stepped on my foot.” “Sorry.” Done. And if they keep doing it even after being told, then it because a pattern of behavior, to which responding is normal and expected – not a grudge. “He’s not invited to the wedding because he stepped on my foot one time five years ago!” sounds insane. “He’s not invited to the wedding because he steps on my foot every time I see him despite being told repeatedly not to do it, and I would prefer not to have my foot stepped on at my wedding.” is a reasonable* response to long-term behavior.

So, your foot has been stepped on. You decide not to do anything about it right now, no action and no words, what do you do? Let it go. If you can’t be bothered to act in some fashion about something when it happens, why carry that around waiting for a time to spring it one someone? Too much effort, and it’ll affect your interactions in the meantime. That person will be part of your bowling league and because they stepped on your foot that one time, you give them only short answers to direct questions and otherwise ignore them. The only person who knows the reason is you, and it wouldn’t make sense if you explained it, and now everyone just thinks you’re a jerk or something because you are pointedly leaving that one person out of conversations. Or worse, other people start giving that a guy the cold shoulder in solidarity (or something) and you push him slowly out of your circle of friends, all because he scuffed your Pumas. Was it worth it?

For me, it is never worth it. Carrying around anger and resentment just makes me tired and frustrated.

 

*for some definitions of “reasonable”