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My own self

Loki's sensible nonsense of nonsensical sense

Posts tagged with "boardgames"

I was Black

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1. d4 d5
2. c4 Nc6
3. Nc3 dxc4
4. Nf3 f6
5. Bf4 g5
6. Bg3 h5
7. e3 Be6
8. Nb5 Rc8
9. b3 h4
10. Bxc7 Rxc7
11. Nxc7+ Qxc7
12. e4 Bg4
13. d5 Bxf3?!
14. Qxf3 Qa5+
15. Kd1 Nd4
16. Qe3 e5
17. Bxc4 Bc5
18. a4 Qb4
19. g3 a6
20. gxh4 Rxh4
21. d6 Bxd6
22. Bxg8 b5
23. h3 Rh8
24. Bd5 Bc5
25. Bb7?? Nxb3
26. Qe2 Nxa1
27. Bxa6 Qxa4+
28. Ke1 Qxa6
29. Kf1 Ke7
30. Kg2 Nb3
31. Rb1 Nd4
32. Qd1 Qa3
33. Ra1 Qxh3+
34. Kg1 Qh1#
0-1


Congratulate Obdormio on his valiant efforts.
(Even though his armies marched first, the imperialist bastard)

Why half the episodes of "24" wouldn't work in real life

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There's no truth in the pleads of the damned.


- Liliana Vess, Planeswalker.

Shards indeed

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Smaller sets would be awesome. Way overdue, albeit far better late than never. Mythic rares probably isn't a very good idea, but if the maths as Rosewater lay them out indeed work out, it shouldn't be more difficult getting one than any given Lorwyn-rare in the smaller sets, and it does appeal to my inner Vorthos.




But a LAND replacing a common in every expert-level booster? That's effectively dropping one card from every pack I buy while putting just enough lands there that new players will be annoyed for not having enough of them to play with anyway. I'll feel like I'm being flipped every time I browse through a pack and see those lands.


Seriously? A basic land?!



I'm too old for this nonsense.

A Storm of Swords - the boardgame

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On the suggestion of Obdormio, I decided to write a short review of this game, technically an expansion to the original A Game of Thrones-game.


The original is probably my favourite boardgame of all time (which is saying a lot, because I play relatively many), based, as the title suggests, on the first book of George R. R. Martin's amazing fantasy-series A Song of Ice and Fire. A warning, by the way - while GoT is set during the first book and barely spoils the first half of it, and little else, SoS is set far later and spoils much of the first book and maybe parts of the second. If you are planning to read these books but haven't, GoT is a rather safe pasttime-pursuit, but SoS probably isn't.


While the original is primarily intended for five players - and a subsequent expansion-set let you play with six - Storm of Swords gives you a new board and several new rules tailor-made to transplant the gaming-system of the original to a game for four players. (I will for purposes of this post assume that the reader has at least a superficial degree of experience with the original game)

I've only yet played one game with it, and feel hesitant to be too adamant in my opinions, but so far I'd say it does a damned good job at it.


SoS introduces a lot of new tactical elements, primarily Leaders, two for each of the houses of nobility fighting for supremacy, that give you several new options especially relating to movements; and tactic-cards, which adds one major all-spanning tactic to the concrete orders you place every turn. I was sceptical to the latter, but it worked surprisingly well. Both of these options are available as possible add-ons to the original game as well, but I do believe it would make the game imbalanced and boringly slow if that was done. The one exception, here, might be for three-player-games on the original board, where I've tried out Leaders with what I think could only be described as great success, and am also strongly suspecting would favour an inclusion of the Tactics-cards.

SoS also introduces Allies, an option that is quite interesting indeed and sadly not transposable to the original game. Three powerful non-player houses of nobility as well as Merceneries and Outlaws add their influence to your civil war, and you as the player are always stuck between wanting to spend your resources improving your OWN position, and spending resources to win favour with the different fractions of non-player parties. In our game, interestingly, the second-place player (me, playing Baratheon) basically owed his entire position to his allied aides, while the first-place player (playing Greyjoy) managed completely without them whatsoever. This fact alone has me convinced that this is an excellent addition to the game adding many levels of strategy and choices neeed without really increasing the amount of boring silent sit-to-yourself-and-think-time mentionably.

Another thing SoS does is increase the importance of the three oversized tokens. On the smaller board, the order of play seems more pressingly vital than on the original one, and skimping out on the Iron Throne-bid is thus less easy a choice than before. Additionally, there is a second bidding-phase that sometimes occur, replacing the wildlings, and in some ways being able to break ties in this bid might seem at least somewhat more powerful than in the wildlings-bid of the original game. The Iron Throne-bid is thus adjusted in power and is more on the level of the other two. Additionally, as mentioned, the three tokens are more powerful, as the new Westeros-decks to be used with the SoS-board allow the holders of the tokens to influence the events of the game. This particular element is also useable with the original game, but I'm unsure if it will work as well there - it seems less appealing to increase the value of the first position compared to the second and the third in a five- or six-player game, as where in a four- or three-player game it adds dynamic it would instead simply overpower the leader on each track in the original one. Still, by the same logic, it could be interesting to try out with a three-player-game on the original board.

The floods, allowing some borders (rivers) to be crossed at some points and not at others, is another clever addition to the more crowded four-player board that allows for the nice mixture of planning, odds-calculating and hints of unpredictable luck that this series of games is so incredibly good at. You're never in control of everything, but you always know what you're not in control of and you always have options to act accordingly to minimise or maximise the influence luck will have on your play. It is, to my dice-hating-heart, ingenious.

Of other elements introduced by SoS is the wildlings-deck, to be used as an optional part of the original game to vary wildling-attack-outcomes if wished. I haven't tried this option out, but I suppose it might have its qualities. I instinctively feel uncertain about something adding more random chance to the game, however. Also included is a new set of House Cards, compulsory for use with SoS but optional instead of the old set(s) with the original game. More powerful than the original but less so than the one from the previous expansion, this new set is custom-made to balance out the added element of power the Leaders bring to the game.




All in all, I greatly enjoyed the game, and I find it had adapted the basic gameplay of the original game onto a new board for a lower amount of players absolutely superbly. Highly recommended for anybody who's tried out the original but often can't get together more than three or four players. (Obviously, this is an expansion, and you need the original game to make use of it, as it doesn't include all the pieces you'd otherwise need. Feel like that should be specified in such a post)

Now that's authority

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This world may not know peace, but in my presence you will know quiet.

Grand Arbiter Augustin IV of the Azorius Guild,
on the spell Swift Silence in Magic the Gathering: Dissension

Where'd all my pretty money-thingies go?! ;_;

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Today I spent 100 kroner on a cinema-ticket, 420 on "Battlestar Galactica"-DVDs (the miniseries and seasons 1-2), 160 on the complete "Fawlty Towers"-series and 200 on "Scrubs"'s fourth season. And yesterday I spent 200 on an impulse-buy of some cardgame I fancied in passing just to celebrate being done with this term's exams and 50 on a baguette 'cause I couldn't be bothered with making dinner before the evening.


Sigh.



(wheee! pretty DVDs!)

A Game Of Thrones Has Been Played, long live the squids

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Seeing as Obdormio was in on this one, I thought I should write a wee rapport, in the eyes of the Lion.


The Lion, this time, as it turned out, was me, and boy did I make a piss-poor job at it. First round, I played okay, but with mistakes. Second round, I played fairly well. Third round, I stunk. Fourth round, I stunk again. And after that, I had one obsese little squad of Lannister guardsman trotting around the Riverlands and the eastern Westerland on search for something to do. I played the Lion like an itty bitty kitty.

To be fair, it wasn't all my bad. While I positioned myself wide open for what would be the main blow against me, I still think it was the smartest, albeit riskiest, thing for me to do. Yes, it was lousy done to the other players to do what I did, but that does not make it rational to choose to hurt me, who at that point was the weakest player on the board in all respects, over the player who not only was clearly in the lead, but who would in addition be the sole player to profit should I be targeted.

Of course, I was targetted, and I should have foreseen that. The player making the call was new to the game, the board-positions wouldn't look as obvious to him as they did to me, and he was right in wanting to punish my move, I shouldn't have expected him to have such a grasp on the game and the current situation as to realize that he rationally couldn't do that without effectively handing an already stronger player the victory. It really bugs me ho I often seem to lose games like this from overestimaiting my opponents. Oh, well.

The Kraken, of course, was the strongest player, the Stag being a rather distant second for most of the game. Highgarden was very latent throughout, never really going over into agressive-mode, which, if I should speculate (and why not, I spent most of the game walking in circles with a single over-supplied regiment with nothing better to do), was his main mistake. He played a very fair game up until the three last rounds or so, when he should have brutally expanded navally, either in the west (which he should have done in concordance with a similar naval assault in the northeast by the Stag) or in the southeast. I'd have preffered west were I him, not because the Kraken was the easiest target - it wasn't - but because that could have given him a chance at the Throne, while launching at the Stag would only increase Grejoy's relative power in the game. However, I might be wrong in assuming he could have held Baratheon back if he'd gone up northweast, so maybe southeast was his better choice, I didn't pay it THAT much attention. Anyway, I think Highgarden would have profited from getting more aggressive mid-game. As far as I can recall, aside from claiming Sunspear, Tyrell didn't do one single attack throughout the game, and obviously, that's not right.

The Wolf, now, the Wolf I didn't pay that much mind, so my thoughts there might be way off, but... I think he did rather well. Had I not been given the penalty the Kraken should have gotten, the Wolf might have been fighting Kraken rather closely for the leading position - a fight which could easily have weakened both enough to open for any of the other three players, but probably the Stag, who was both the strongest runner-up and the best positioned player to do so. However, I have one small quarrel with the Wolf - he should, really, really should, have accepted my round 2-offer for an anti-Kraken alliance. While this is obviously easy to say in hindsight, and I agree it wasn't that clear-cut a decision right then and there, I'm pretty sure that would have smothered the Kraken quite nicely - and, I might add, would have weakened the Kraken enough so that when the penalty was dealt to me, the Kraken wouldn't be able to take full advantage, placing the Wolf firmly in the lead. (Overlooking the fact that I wouldn't have bid as I had if the Kraken hadn't been so strong I considered him the only possible choice for the penalty) All speculation of course, but I do think that's how it would have played... and, well, I was right in my assumptions on how the actual game would go, so why not in this speculative one?

All in all, however, the Wolf did well, keeping the Stag at bay, and holding the Kraken off by subtly maneouvering for keeping the Lion weak enough for keeping the Kraken's main interests in the south. A maneouver which in the end, as I foresaw, worked to his disadvantage, but in the early-game, it worked just as he wanted, and kudos to him for that. It wasn't 'til the Ironborn had utterly finished the Lion off they turned their attention to Stark, and, well, up until that point the Wolf had been doing pretty damned well. Of course, that point came, as I knew it would, but... it was still a decent attempt.

All things considered, it was a good and entertaining game, despite my early fall from grace, and (hopefully) I've learned not to overestimate other players. I probably haven't - I didn't last time, or the time before that, or the time before that, etc, etc - but one can hope. And hopefully, next time such a situation arises, there will be a slightly more experienced player making the call. Cause gosh darn it, I did make the right move, had I just been able to convince others of my being right. (And that's veeeery easy, when the only one knowing it instinctively sat at my left hand side and would be the one profiting from it, wisely arguing against what he knew would destroy his already big advantage. Brotherly love indeed. And yet the bastard kept sparing my last little troop for no apparent reason later in the game. I think he felt bad. XD)

Slag

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Or, in English, "Battle". In my "book-project", though it is an insult to book-projects to call it so, I today had to have two characters play a strategic board-game. While the world the plot takes place in resembles ours closely, culture- and technology-wise, I felt having chess or backgammon there would be pushing it. So I invented some names and pieces on the spot.

Then I made a mistake. I showed this latest addition to the text to Obdormio. Who, by his nature, of course insisted upon a comprehensive guide on how to play the damned thing.


So, here I am. This is still just in the "random ideas"-stage, and it will probably never get any further than that, but hey, I put some work into it, so here you go:



The green line is the Castle Wall of the Green House, the grey one is the Castle Wall of the Shadow House. The blue lines on the sides mark off the Astral Plane, where only the Magicians move. They may move elsewhere - and, to take out other pieces, they usually have to - but are far less powerful outside it ny nature of being more vulnerable.

The purple squares are the High Seat of each of the two houses. The red square is the Throne of the Realm, and the yellow squares symbolize the Royal Court. Most pieces gain some kind of bonus ability when standing in the Court, for example, if your King-piece is on the Throne of the Realm and there are no enemy pieces on the yellow squares, you may promote any one of your peasant-pieces standing on a yellow square to a Knight. (Provided you have no more than one Knight already, there cannot be more than two on each side at the same time) Likewise, if a Knight reach the Throne and you have no King in play, the Knight becomes a King.

Now, how do you win? Well, there are, at this planning-stage, several ways, divided into three categories:

In all scenarios:
1. By placing a Magician-piece on the Royal Throne without any enemy Magician-pieces being placed on the corresponding Astral-squares.
2. By the other player yielding, signified by tipping over (one of) his or her highest ranking remaining officer-piece.

If neither side has a King-piece in play:
3. By having a Knight or Field Marshal-piece in your opponents High Seat-square whilst having no enemy pieces on the Royal Throne or your own High Seat.
4. By taking out all the enemy's officer-pieces and retaining at least three officer-pieces yourself.
5. By placing a High Priest-piece on the Royal Throne without any enemy Magician-pieces being placed on the corresponding Astral-squares.

If only your side has a King-piece in play:
6. By having your King-piece in your High Seat-square without any opponent pieces threatening him.

If both sides has a King-piece in play:
7. By having your King-piece in your opponent's High Seat-square without the opponent being able to remove it in one move.
8. By having your King-piece, non-threatened, on the Royal Throne, while no other piece (including your own) occupy any High Seat or Court-square.
9. Only if you in addition to the King-piece have two Knights in play and placed on squares behind your Castle Wall: By having your King-piece in your High Seat-square without any opponent pieces threatening him while no enemy piece is on the Royal Throne or in Court.



I know. I over-complicate. I always do. It's a character-flaw.

Just wait 'til you see the rest of the rules. (That is, until I bother to imagine them with enough clarity to write them down)


Edit:

Okay, I've made (tentative) rules for the pieces.

Pieces you start play with, from lowest to highest rank:

6 peasants
3 archers
2 siege engines
2 chariots
2 knights
2 magicians
1 field marshal & 1 high priest

Throughout play you may also acquire the following pieces:

1 knight templar, of equal rank with magicians
1 king, highest rank


Peasants: Move and strike like pawns in chess, but cannot move two squares on their first move. When standing on their own Castle Wall they can strike forwards as well as diagonally forwards. When on the enemy Castle Wall, they may strike horizontally as well as diagonally forwards. They cannot enter the Royal Throne-square.
When a peasant is situated behind the enemy Castle Wall its owner may choose to spend a move removing the peasant, and adding a new peasant on any of his or her own free Castle Wall-squares (bar, of course, the two Astral-squares)
When a peasant is situated on a Court-square and its owner's King-piece is standing on the Royal Throne, if there is no enemy units on any of the Court-squares adjacent to the one the peasant is standing on, a move may be spent to exchange the peasant for a Knight.

The officer pieces:

Archers: Move like peasants, but with the following changes: They may enter the Royal Throne-square. May always strike forwards as well as diagonally forwards. May move backwards as well as forwards, but cannot strike backwards. When on own Castle Wall they can strike any directly opposing Siege Engine within firing distance if there are no pieces between them.
May, under the same circumstances as the peasant-knight-exchange described above, be exchanged for a Siege Engine or Chariot, by choice of its owner.

Siege Engines: Moves one square in any direction, save to the three behind it. Cannot strike pieces that aren't placed either on the enemy Castle Wall or in Court. Does not move to the square it strikes pieces in, but spends a move striking them without moving the siege engine itself. Is within "firing distance" when there are between two and no free squares between it and an enemy piece situated on a Castle Wall or in Court. (Though they may not move backwards, this opens for them being able to, in some rare instances, strike backwards, on ones own wall or on the Court.)
No player may have more than two Siege Engines in play at the same time.

Chariots: Exactly like Rooks in chess, but cannot enter any enemy Castle Wall-squares. No player may have more than two Chariots in play at the same time.

Knights: Move and strike like Bishops in chess. When a Knight is moved into the Royal Throne, if its owner has no King in play, it is exchanged for a King-piece. When located on a square next to a High Priest or King-piece, Knights may move - not strike - one square forward, sideways or backward, as long as the square they move to is directly next to the High Priest or King as well, effectively changing the diagonals they may move on.
When the same conditions as for the peasant-knight-exchange are in place, only with a Knight instead of a Peasant and a High Priest instead of a King, a Knight may be exchanged for a Knight Templar-piece.
No player may have more than three Knights or two Knights and a Knight Templar in play at the same time.

Magicians: Move and strike like Knights in chess, but when on the Astral-squares may also move (not strike) one square forward or backward. Able to move on the Astral-squares. If both a players magicians are situated on exactly opposing Astral-squares while the opponent High Priest is on a square between them, a move may be spent to strike the High Priest.

Knight Templar: Move and strike like both Bishops and Knights in chess. You cannot have more than one Knight Templar in play at the same time. Knight Templars may move onto the Astral plane but only to strike a magician or high priest-piece.

Field Marshal: Move and strike like the Queen in chess.

High Priest: Move and strike like the King in chess, only up-to-two squares instead of being limited to just one. May, however, not jump over pieces. Are able to move on the Astral-squares, and able to strike magicians on it. Cannot strike officer-pieces except for Kings and Magicians.

King: Move and strike like the King in chess, but without restrictions - you may for instance move the King into a square where it may be struck.
If, at any time, all the Court-squares are filled with peasants and/or archers, regardless of sides, all Kings are immediately removed from the game.
You cannot have more than one King-piece in play at the same time.




A concern I'm having is that there'll be too few peasants. A variant rule may be to add four Village-squares, like so:

and say that whenever a peasant is located on a village, a player may skip his move to place an additional peasant on any free non-Astral square of his Castle Wall - the limit of peasants for each player being eight.

Coldsnap

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I do not know if you, that is "you" as in "my not-so-gentle readers", have ever played "Magic: the Gathering", and actually, in most of your cases, I doubt that you have.

Even so, this isn't your webly log-thingie, it is my webly log-thingie, so screw you, I'll write.



It is with mixed feelings I am welcoming "Coldsnap", but I am welcoming it. As a player who began playing the game in early 1996, I've barely touched upon the Ice Age-expansion, I think I have something like eighty cards from it - not much, in other words. I loved what I saw, though. Sure, it was filled with the kind of minor nuiscances that the game has more or less dealt away with in later years (lack of a "Human"-creature type and lots of silly useless creature types being the most notable ones from my perspective) but it had tons and tons of flavour. The "Ice Age"-theme was cool, very cool, and the pun wasn't even intended, and the only set I remember with more fondness was the one of the year I started in - "Mirage", whose tropic jungle-theme really stood out on its cards.

"Alliances" was the small follow-up-set, but there has never been a true thematic third set in what would later become the traditional block-design of Magic expansions (first one large, then two small ones). I was a little too late in buying Alliances, so I have only like twenty cards in it, so I don't know how well that one fit in theme either, by the way.

Anyway, they're now, eleven years later, making the third set, "Coldsnap", with the flavour and theme of Ice Age, but with the design and practices of today's Magic. So why the mixed feelings?

Because they're making too many sets too often. Simple as that. I've never been a completist collector of Magic - I don't have the funds or the interest to do so - but I have tried to buy a fair amount of cards in each set, say, three hundred cards minimum. Not anymore. It's too damned much. They're doing the new expansion-block every year so regularly now, it's one new large set and two smaller ones coming out every yeard. Then there's the base set, which they update and republish every second year. And the year before last year, between two such base sets, what did they do? They published a "silly cards"-set ("Unhinged", sequel to the far older "Unglued", from before my time). "Coldsnap" adding to the sets coming out this year will place this year in the "four sets"-division too. And next year comes the tenth edition of the base set, so that one will have four sets, too.

It - is - too - much. You can't keep up.

I've not been too thrilled with Magic's development in quite a while. I liked the Tempest-block, and the Mirage-block, and what little I saw of Ice Age. After that, it went a little downhill, for me. The Urza-block I never bought all that much of - I had little access to stores selling Magic at the time - but it got a lot of bad press, so that is probably just as well. The Masques-block bored me. I liked the idea of the intelligent and aristocratic goblins, but other than that, I never was able to get into the storyline of the block, and the flavour, a big carnival it seemed, bored the shit out of me. Invasion was okay, as was Odyssey, and though I'm no big fan, Onslaught and Mirrodin were both quite adequate too. They never really made me enthusiastic, though. On came Kamigawa, the Japanese-flavoured block. Loved the concept. But somehow, probably due to not playing all that much, I never bought a lot of that one either. Things, though, are certainly looking up now, as the latest block, the Ravnica-block, is my favourite, flavour-wise, since Mirage. Which is saying a lot. I've not bought nearly as much of it as I want to, but I will buy more.

I'm unsure how the new big block will be, but the Coldsnap-set I'm looking eagerly forward to. It's going to have snow mana for crying out loud!

May Lim-Dùl reign forever.

White-Blue Giles

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Mr. Rosewater reference "Buffy" again. :D

STORM OF SWORDS RULE-O-RAMA!

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They're here! They're here!



I'll try to post a more coherent post on the subject later. Right now, I'm too busy rejoicing.

And now for something completely different.

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The page is somewhat untrustworthy, available one second and unavailable the next, but I suggest everybody who likes Monty Python and has the barest clue as to what "Magic The Gathering" is checks this out.

Mark references "Angel" again

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- this time with a delicious side-dish of Marvel, the Godfather and Seinfeld.

Magneto! Spike! In a Magic The Gathering-column! There's no end to the geekyness! :D

Rosewater

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Huh, I've been reading his weekly column for years, and suddenly it has Whedon-referances several times in a row! This time, he clearly states his fan-status and brings up the character of Fred. :D


Edit: Hush, cool, www.tv.com tells me that the sitcom Rosewater wrote episodes for is also the sitcom where Whedon started his television-career. Maybe they know each other? :D Anyway, this fan-status and similar humour-past might explain why I've always thought of Rosewater's writing-style as slightly whedony.

When is a door...

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...not a door?


When it's not bloody well there!






(Spike-quote in honour of Joss' latest post on Whedonesque! He's like 007, only without the poncy tux.)


Edit: Wow, there's Josslove all around, today. Mark Rosewater's weekly column on Magicthegathering.com refers to the Slayerverse not just once but twice in his column today! (I don't really read the columns on that webpage, but I make an exception for Rosewater's on Mondays, he's just too funny not to.) And nice to see that I'm not the only one who thinks that Repentant Vampire looks suspiciously like Angel...

Raudskjegg

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We re-learned this card-game that my dad and, especially, the generation before him (in other words his uncle and mother and their crowd) claims to have played a lot today, "Raudskjegg", or in English, "Redbeard".

It was heaps and heaps of fun, despite me coming out second-to-last.


EDIT: The rules have been added in a comment to this post.

Quadruple day. Quadruple post.

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Four times today - my "since-I-got-up-until-now"-day - I've sat down to play games. Four times today, I've gotten back up afterwards. It is the last day of 2005. "Since midnight-and-onwards"-day, that is. It is the last day of Norway's first century of independence from the sodding imperialists in blue-and-yellow. It is the last day of my twenty-first-year (allright, technically that was my birthday a couple of weeks ago, and the Norway-thingie isn't completely on-the-date either, but for Janus' sake, I'm trying to build a number-theme here!), and thereby the last day of my last year as not one hundred per cent adult in the eyes of my country if not in the eys of anyone else, and it is the first day in an entire year where I'll be eagerly anticipating cool, flashing sky-lights at midnight.

Our chief and central point, for those who missed it: Quadruple? Big theme.

U-huh. Four is big, you say, you got it, so what am I going to do about it? The post isn't quite there yet, I'll admit that. I'm doing fine, though, I've got two paragraphs already, this is the third, all I need is a new one to hit the mark. I'll have to try and make it seem natural, and of course, that will pose a challenge. But it is not the only one. I need other stuff, too. I already pulled one with Janus, but I have a feeling it might be just a tad or four (whee, did it again) too obscure. Hmmmm (did I use four letters on purpose, or was it a coincidence.... YOU SHALL NEVER KNOW! (Wow. Four words in capital letters. This is getting out of control!)) this theme-thing is tricky. What else could I do? Well, I've used the word "theme" four times, that's nice enough I suppose. And there's always the sly bastard among you who actually went ahead and counted the number of parentheses in this post, they're probably satisfied by now. But not me. Oh no. I need to do a big, flashy ending. And then there's that blasted fourth paragraph that is proving to be quite the troublemaker. Also, there should be some kind of hidden, cheesy message. Sigh. I think I'll just give up. Really, I don't know what I was thinking. Even the "use-only-four-question-marks" and see if they notice was stupid! This semi-spooky subliminal stuff? Like putting four words beginning with "s" in a row, that was so obviously not my thing, I even had to use a hyphon. And that sad transit to the fourth paragraph is growing increasingly more awkward. Sigh. Maybe I'll do better on "five".

Right, then. Sleep. Now.

MY NON-BLOG AND I: THE SECOND DAY

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All hail.



I was at work today. For a little over nine hours. So I'm rather tired. But we won't go into that here seeing as that would be a very blog-like thing to do. And, as previously stated, this is not a blog-like thing. It is, in fact, quite the opposite. Yes. You guessed it.


It is a non-blog-like thing masquerading as a blog-like thing claiming to be a non-blog-like thing.


Confused yet? If not, don't worry, we're just on day two, you'll get there with the rest of us eventually.





Well now. More Game of Thrones today, my brother possibly felt bad for yesterday and arranged a game, and due to some very, very, very clumsy mistakes (one where I somehow ended up thinking 1+3 was equal in total to 2+3, and one where I simply forgot to execute my carefully laid out plan) on my part, my brother once again won. Not that he didn't deserve it, he showed great ability with his calculations. I think I managed a poor third. (We were five players, three of them newbies...)


To quote the Governator, I will be back.

A Game of Moans: The Clash of Plans

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It turns out, there was no game! XD After waiting for an hour or two, my brother's three comrades showed up. One of them was only going to stay for half an hour, so they decided to play poker until he left and only then commence the board-game. I've played poker earlier today as well as both yesterday and the day before, so I said I'd just sit on the computer until they finished.


But then their game dragged on. It is now close to four hours later, and the guy who had to go in half an hour is just now getting ready to go, and I'm getting ready to go to bed. I'm not disappointed or anything, this kinda solved my problem, but it is kind of funny that despite this whole mess, I'm still not in bed!

That being said, I probably should go do something about that about now.


And to all a good night.

A Game of Moans

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No, not in the perverted way. I'm simply trying to make a pun, seeing as I'm somewhat annoyed that my brother's friends chose today of all days to ask if he (and myself) wanted to play a round of board-games. Good board-games, like "A Game of Thrones" which we probably will play tonight - usually take time. And tomorrow is the only day during the entire vacation where I have to get to work at nine in the morning.

Conclusion? Faith's a bitch. (No offense intended towards all the Dushku-lovers out there)



I'll probably get only five hours of sleep tonight. Way too little, of course, and it still won't let me stay up as long as I would had tomorrow been almost any other day of the year.





Anywho. Having ranted somewhat about this blasted conundrum, I'll go over to less blog-like-things, to keep in style with the non-blogyness that hopefully encompasses this, er, blog.

SNOW.

It's white, it's cold, and it's damn dangerous when placed in the wrong spots or appears in the wrong amount, but darn it, it's nice. There's snow outside now. Has been for some time. Still far less than it would have been on the twenty-eight of December ten years ago, but that's global warming for ya. Hopefully this will invoke the wrath of Ymir upon humanity and smite them all asunder. (I do like Knox and count myself out for purposes of health. Of course, he died right afterwards...)

December 2009
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