Monday, February 23, 2026

Egyptian Solitaire and other pyramid thoughts

 The first activity I used the Pyramid Arcade for was playing Egyptian Solitaire. Honestly, I thought it would be Treehouse since I have a long, happy history with that game but there you have it.


Egyptian Solitaire is a Looney Pyramids variant of the classic peg solitaire. The twists are that the pyramid doing the jumping can land on another pyramid the same size or an empty space and the fact that each space has three pyramids to clear.


By the way, I am profoundly terrible at it. I do enjoy it and I can’t help but hope someday that something will click in my head and I will solve it. And it’s a perfect information puzzle so it is solvable.


The base version is a three by four grid but you can expand it it make it more difficult/interesting.


So, you use some stackable pyramids to recreate a puzzle that goes back to the 1600s, if Wikipedia is to be believed. (Since anyone can edit it, you should always have approach Wikipedia with a grain of salt) So the question is: does it do something unique that you’d need the pyramids for and is it any fun?


And I think the answer to that is yup.


Now, I wouldn’t buy a pyramid set just to play Egyptian Solitaire (I did buy both colors of Treehouse when they came out, just to make a comparison) It is a nice little something to do with pyramids you bought for other games though. (I will say that Food Chain Island is a vastly superior reinvention of the peg solitaire puzzle)


Egyptian Solitaire does highlight two elements of the Loony Pyramids and gaming systems in general. Does it let you play a game and do you need the game system to play it?


On one extreme, Ricochet Pyramids lets me play a game almost exactly like Ricochet Robots without the trouble of having that oversized box in my closet. However, I could use that rule set to play Ricochet Pyramids with some other bits. (I don’t but I could) On the other hand, I think it would be really hard to cobble together a Volcano set without anything other than the pyramids and I think that’s an absolute banger of a game.  


Egyptian Solitaire in no way reinvents any wheels but I do like an excuse to play with little plastic pyramids.

Friday, February 20, 2026

Horror can be a fragile genre

 I was about two thirds of the way through Wylding Hall by Elizabeth Hand when I asked myself ‘Am I reading an M. R. James homage with hippy folk rockers?


Which is a crazy question to ask since any given ghost story written in the past century or so has a good chance of being influenced by James. Still, that was when I decided to write about it.


Wylding Hall is a story about a folk rock band that spends a summer at a decaying country manor to work on an album and the bad things that happen to them.


And there are a lot of elements that make me think of James. The book is told as a series of interviews taken long after the events of that summer. There are strong hints that the library in the manor contain forbidden secrets. The manor clearly has plenty of dark history. And we never get a clear explanation of what happened. 


All good stuff.


However, I ended up feeling like the parts were better than the sum. In fact, the very last scene, literally the last two pages, managed to make the entire book fall flat for me. I won’t spoil it beyond that but, yeah.


Having said that, there are many individual scenes that succeeded in creeping me out. The reoccurring motif of dead song birds was very effective. The culmination of inexplicable photographs that form the climax of the book uses minimal details to maximum effect.


And the scenes that work wouldn’t work in isolation. They need the slow burn leading up to them to work. There was a lot in the book that was very promising. Unfortunately, a lot of those promises never got fulfilled.


Ultimately, I wish that Wyldness Hall hadn’t missed being an honestly great book by just a few missteps.

Monday, February 16, 2026

A particularly nice dungeon crawl from Alexander Shen

 Alexander Shen has made a lot of dungeon crawl-themed games and puzzles. Dungeon Run: Pocket is at least the fourth one that I’ve played from Shen that involves drawing on some sort of map or maze.  


Okay, in case this as much of the blog as you read, it’s one of the better dungeon crawls I’ve tried  from Shen.


I have the PnP version. It consists of a deck of ten monster cards and a deck of twenty-six treasure cards. Oh and a book of 197 maps, which consist of a starting staircase, monster encounters (designated with numbers for monster level), treasure chests, walls and open spaces.


After you pick out a dungeon, you shuffle the treasure deck so it’s ready for the game. Then you shuffle the monster deck and deal out four monsters in a row. They’re going to be your denizens for this dungeon. And the order you draw them in is their level. So you can have a first level dragon and a fourth level chicken. All ones are the same monster and all twos and so on. And virtually all of the monsters have some sort of special effect.


You start at the stairs and move one space at a time. I couldn’t find anything in the rules about backtracking so I just used a pawn, but you could also draw a line for your path as well. When you move onto a treasure trust, you cross it off and draw a treasure card, which can have a good or bad instant effect.


When you move onto a monster, you fight it. Nothing happens if you are a higher level than it. If you are the same level, you get a victory point. If it is a higher level, you take the difference in damage, but you get two victory points.


The game ends when either you decide you’ve had enough or you die. If it’s on your own terms, your victory points are your score. If you run out of health, which could happen unexpectedly with a bad treasure chest, you get no points whatsoever.


So, what makes Dungeon Run: Pocket any good? Honestly, more than anything else, it’s the two decks of cards. The random power level of the monsters makes the puzzle aspect a lot more interesting and makes replaying the same dungeon worth doing. And the treasure deck adds a push-your-luck element. Plus Shen’s goofy artwork on the cards adds a lot of flavor.


The large number of maps is a mixed curse. On the one hand, it’s a lot of content. On the other hand, I don’t want to print out what amounts to a book. This isn’t the first time Shen has offered basically a book’s worth of content. (Since some of these games can be published as books, it’s not a big surprise) That said, even printing a handful of maps will give me a lot of play value, particularly with the replay value the decks add.


Alexander Shen specializes in short little brain breaks. And if that doesn’t interest you, Dungeon Run:Pocket isn’t going to change your mind. But it stands out as a particularly good one.

Saturday, February 14, 2026

Looney Labs included the kitchen sink in Pyramid Arcade

 I recently made what I feel is one of my most indulgent game purchases in years, Looney Labs Pyramid Arcade. I had been interested in it ever since I saw the Kickstarter back in 2016.


After a regular deck of cards, the Looney Pyramids are my favorite game system. (Dominoes and the Decktet are pretty awesome too) I started playing with pyramids back when they were still called Icehouse (Get off my yard, you young whipper snappers! The gaming table’s in the house! Catan’s waiting for you)


And the reason why I didn’t get Pyramid Arcade right off the bat was, well, I basically owned almost everything that was in and could cobble together the rest. I had already bought at least one cache of every color that Looney Labs had made and I did back the Kickstarter at a level to get the new one.


However, if there is one flaw in the system (and this is a very subjective flaw), it is that the pyramids don’t really stand alone. Almost every game requires some additional components. A board, some cards of some , dice, etc. I don’t consider this to be a legitimate failing. Yes, you can play hundreds of games with just a deck of cards but purity of gam system definition doesn’t actually affect function.


Even more than I had originally believed, Pyramid Arcade collects everything and the kitchen sink in one box. It includes ten different boards (I’m counting double sided boards as two boards), nine dice, two decks of cards, a drawstring bag and a chunky player token.


And yeah, years before the Pyramid Arcade came out, I put together in my own pyramid kit. But Looney Lab made a better one. 


So, while it’s easy to argue that I didn’t need to buy Pyramid Arcade (and even easier to argue you don’t need to buy any games lol), it’s going to be fun to have it around

Wednesday, February 11, 2026

Of Mice and Men. Is a valuable historical artifact

 For literally years, I kept seeing references to Leonard Maltin’s Of Mice and Magic when reading about the history of animation. Up and to a certain point, it was (perhaps is) considered the definitive history. Finally, I hunted down a copy so I could read the darn thing.


Of Mice and Magic is an examination and history of theatrical animation with a number of major provisions. First of all, it barely touches on television animation. Second, it focuses almost exclusively on American animation. I am aware that a lot of revolutionary animation happened all over the world but that isn’t covered in this book. (What is generally accepted to be the first feature length animated work is a lost 1917 political satire from Argentina, for instance) 


Finally, and this is huge, the edition I read was published in 1980. There was a later, updated version in 1987, which would be interesting to look at. But, either way, Maltin ends before many, many incredible events that changed the world of animation. Really, the first edition was written at one of the lowest ebbs in the world of cartoons.


Taking all that into account, Of Mice and Magic is a fascinating, engaging and (perhaps most importantly) educational look at the history of making cartoons. And, within the limitations that I’ve already laid out, it is pretty darn comprehensive.


After a pretty solid introduction to the origins of American animation, Maltin breaks his history down by the major studios that produced cartoons. Each studio gets its own chapter and includes detailed lists of personnel. Over a quarter of the book is the filmography of all the studios.


(Honestly, in a pre-internet world, Of Mice and Magic had to have been an invaluable resource)


Maltin definitely has strong opinions about cartoons and also clearly knows what he likes. However, the book has so much factual information that it’s still useful even if (or when) you disagree with him.


I learned quite a bit about the actual mechanics of hand animation from the book, read about studios I’d only vaguely heard of, and now know a lot more about the golden age of American animation.


While it’s not a flaw, the fact that the book is over forty years old means it cannot cover many, many events that changed the landscape of animation. In 1980, Disney was pretty much the only studio making feature length work and some of their best years were still ahead of them. Television cartoons hadn’t even been deregulated, let alone become a place for cutting edge work. It amazes me how much has changed since the book was written.


At the same time, it was written when many people who were part of the golden age were still alive and could still tell their story. Within the scope it covers, it’s pretty comprehensive. It’s a book that has been a resource for so many books and articles that followed it. 


If you are interested in the history of animation, Of Mice and Men is an essential read.

Monday, February 9, 2026

Dice Flow is a fun little math

 Alexander Shen has an amazing knack for making neat little games and puzzles. They’re never big or impressive but they are always interesting and quite often fun and distracting. Shen has done my sanity a lot of good over the years.


Dice Flow is a roll and write that consists of two math processes. I can’t call them equations proper, although each one is made up of equations. In both cases, you roll six dice and pop the numbers in to figure out a final number. Add the two final numbers together to get your score.


Not only does that sounds kind of complex, the actual play sheet itself looks kind of complex. However, Shen’s silly cartoon characters (Hi, Sadie Cat!) explain everything pretty clearly. One play through, which shouldn’t even take five minutes, and everything makes sense.


I am not going to actually go through the actual maths. For one thing, it would feel fussy. For another thing, that would just be giving you the game.


I went into Dice Flow with very low expectations. It looks like (and flat out is) just some math problems. I wondered if there were any choices at all in it. I felt like, at most, it might be something I might use in the classroom.


However, where you plug numbers in makes a big difference. I sometimes use a dice roller on my phone but Dice Flow is one of those games where I like using physical dice so I can rearrange the numbers. 


And I was surprised to find that I enjoyed doing this bit of number juggling. It probably doesn’t hurt that it really isn’t that complex and only takes a couple of minutes to bang out a play. It definitely doesn’t outstay in welcome.


Now, on the downside; even by Shen standards, Dice Flow is a very light game. More than that, while you do have to make some decisions, it’s not hard to optimize your die rolls. I enjoy the little that it is but there is very little.


However, it’s a free, one-page game. Honestly, I have already gotten more out of it than it took to make a laminated copy. It’s a nice little brain break. If they make more Dice Flow pages, I’ll play them.



https://alexandershen.itch.io/dice-flow-vol-1

Friday, February 6, 2026

Musing about Zendo and spare change

 Many years ago, when I first discovered Zendo, I remember reading that someone writing that you don't need fancy pyramids or stones to play, that you could play with whatever you had in your pockets. Pocket change was specifically mentioned. And that got me thinking.


Couple of provisions, first. No one I know, including myself, carries nearly enough change around with them to actually play a good game of Zendo. You're going to have to shake coins out of the piggy bank specifically to put together a Zendo kit. Second, you don't have to have white and black stones, you can designate which Koens have the Buddhist nature by having a space on the playing surface for each type. A Koen that has the Buddhist nature goes on the east side of the table, those that don't go on the west side. That sort of thing. And unused coins could work as guessing stones if you don't want to keep track in your head.


What I felt was the biggest question was what is the actual configuration of your coin Zendo kit? Your mileage may vary but I felt that, at least as a general guideline, just sticking to pennies, nickels, dimes and quarters. Half dollars and dollar coins can definitely add some more variables but not everyone has them lying around. Then there's the question of just how many you need to have of each coin. I can see, for an emergency, very limited game, making due with five of each. (And I want to live in a world where an emergency Zendo game is something that could actually happen) However, I think fifteen of each type of coin (just like there were fifteen pyramids in the old school staches) is actually ideal. Enough to make a wide variety of Koens while still being manageable. So, $6.90 in change.


And I think coins would make a versatile tool for making Koens. They have distinct types (quarters, dimes, nickels, pennies) They have distinct values (25, 10, 5,1) They have facing (heads, tails) Most importantly, all of that is common knowledge. And, while I'm talking about US currency, I'm sure the basic principles can be applied to almost any other coinage. (The Rai stones of the Yap islands are an obvious exception)


All of that said, this is all an intellectual exercise for me. If I was going to play Zendo (which I do enjoy doing), I'd get out my first edition copy. People respond well to the pyramids. And I wouldn't mind getting a copy of the second edition either. While I think it's neat that you could play a completely home brew, no frills Zendo, I don't know when I would do it.


I do like the thought of putting the idea out into the world.