Tuesday, July 31, 2012

Belle of the Ball - Prototype K


» Download the Current Beta Rules PDF [Prototype K]
» Download the Print-and-Play Cards PDF
» Follow the conversation on BoardGameGeek.

Phew! Wow, it's been a busy few weeks for Belle of the Ball. This prototype introduces a lot of changes. Mostly these come from playtesting Prototype J with several different gamers of varying experience levels.
  • All changes noted in this blog post.
  • Reduced the guest deck to 72 cards, which meant re-arranging all the attributes.
  • Reduced starting hand size to two cards.
  • Players start with two random guests already in play.
  • Removed ribbon cards.
  • Reduced the point values for popularity and group bonuses so they're a bit easier to tally and stay under 100.
  • Added tertiary iconography to make it clear when a guest is royal or when they're wearing a sash, glasses or a hat.
  • Removed Dueling as an action. 
  • Added the "lobby" to make draws a little less blind.
  • All "Powers" are now called "Charms." They now have an affect on your clique and on the other players' cliques.
  • Some guests now have "Insults" which are instant effects that can be triggered by discarding that card along with 2 or three others.
  • Increased Belle cards to eighteen.
  • Totally revised the bonus structure for Belles. They now reward points if you have a particular guest in your clique. They also reward points if you have exactly a certain number of guests with a particular symbol. You get a half-reward if you have over that number.
My main concern? I worry that the game is too complicated now. The rules effectively still fit onto a single double-sided page, but there are a lot of new options available now.

Because my target market is couples, there's a tension between wanting to satisfy the casual gamer and the strategic gamer. The Charms should appeal to the strategic gamer who wants to build optimized action-sets. The Insults should appeal to the casual gamer who likes instant effects and "take that" mechanics.

Only one way to find out how this works out. Playtest! Please give this game a shot with your group and tell me what you think!

Ratings: the little two perk up

Syndie game shows didn't mind the latest set of numbers from Nielsen. All the shows at least held their own and a couple did a little better. TVNewsCheck brings the good news for the week of July 16-22...

Wheel of Fortune 6.0 - flat
Jeopardy 5.2 - flat
Family Feud 3.2 - up a couple ticks in the summer heat
Millionaire 2.4 - up a tick

And more good news: all the shows made the top 25 syndie list at TV by the Numbers. The viewership averages: Wheel of Fortune 9.4 million (weekend repeat 4.2 million), Jeopardy 7.9 million, Family Feud 4.7 million, Millionaire 3.4 million.

TVNewser posted a cable ranker for all of July (okay, June 25-July 29). GSN averaged 349K/263K viewers prime time/total day for the month, which are certainly decent numbers for our little game show network. GSN ranked 39th and 40th in the windows.

Douglas Pucci put up the individual GSN show numbers for the July 23-29 week. Minute To Win It premiered very well for the network with a 495K viewership average on Tuesday night. And Messrs. Harvey and Foxworthy continued to perform nicely.

Introducing the Multi-Channel Funnels Reporting API

Author PhotoBy John Huang, Software Engineer

Cross-posted from the Google Analytics Blog

Measuring how marketing efforts influence conversions can be difficult, especially when your customers interact with multiple marketing channels over time before converting. Last fall, we launched Multi-Channel Funnels in Google Analytics, a new set of reports that help shed light on the full path users follow to conversion, rather than just the last click. One request we’ve had since the beginning was to make this data available via an API to allow developers to extend and automate use cases with the data. So today we’re releasing the new Google Analytics Multi-Channel Funnels Reporting API.

The API allows you to query for metrics like Assisted Conversions, First Interactions Conversions, and Last Interaction conversions, as well as Top Paths, Path Length and Time Lag, to incorporate conversion path data into your applications. Key use cases we’ve seen so far involve combining this conversion path data with other data sources, such as cost data, creating new visualizations, as well as using this data to automate processes such as bidding.

For example, Cardinal Path used the new Multi-Channel Funnels API, Analytics Canvas ETL (Extract, Transform, Load) and Tableau Software to help their client, C3 Presents, uncover how time and channels affected Lollapalooza ticket sales in an analysis dubbed “MCF DNA.” The outcome was a new visualization, similar to a DNA graph, that helped shed light on how channels appeared throughout the conversion funnel.

MCF DNA Visualization in Tableu Software


In another case, Mazeberry, an analytics company from France, helped their client 123Fleurs decrease customer acquisition costs by 20% by integrating data from the Multi-Channel Funnels API into a new reporting framework. Their application, Mazeberry Express, combines media cost and full conversion path data to provide new Cost Per Acquisition (CPA) and Return on Investment (ROI) metrics that provide a more complete understanding of how online channels are working together to influence conversions.

Mazeberry Express Screenshot - Focus on a Channel


Please note that this functionality only works with the new v3.0 API libraries, so you should upgrade now if you haven’t already (see our migration guide). We look forward to seeing how you make use of this new data source.


John Huang is a Software Engineer working on Google Analytics. John is interested in all things analytics, mobile, and photography.

Posted by Scott Knaster, Editor

Boring Weather

The media loves to highlight extreme and exciting weather, but they have missed a critical opportunity:  to describe perhaps the most important extreme of all-- extremely boring weather.

Where in the U.S. are folks experiencing the same, dull weather, day after day?  How dull can it get?

You won't find coverage of this topic on CNN or your local news channel, but this blog pushes the envelope on such important matters.


The first stop in our boring weather tour will be Los Angeles, where the high temperature of the PAST SEVEN DAYS has been either 70 or 71F!  And the peak winds have have hardly varied in speed and direction.  Dullsville.


Or San Diego the last week.  A real snooze, with highs of 72 or 73F each day, no rain, no nothing.


But if there was an Olympics of weather boredom, we need to look closer to home, where the gold medal of weather uneventfulness goes to North Bend, Oregon, where the average temperatures over the PAST MONTH have ranged from 58 to 62F, and the max temps from 63-68F.


This is pretty bad....but surely the forecast suggests some excitement for the good folks of North Bend!  Here is the latest prediction from the Weather Channel.  Yikes!  The highs range from 62 to 66, partly cloudy every day, with a 10-20% chance of drizzle!


You ask why is the weather so BORING over the West Coast during summer?

The answer is clear...we have a cool Pacific Ocean offshore that doesn't change temperature much.  Onshore flow of marine air at low levels.  The jet stream and weather disturbances are far to the north.  High pressure offshore and few thunderstorms.  A deadly period of meteorologists...

Boring satellite image...some low clouds over western WA (surprise!) and along the central and southern CA coast (another big surprise).  Sunny in eastern WA and the interior of CA (more surprises).  Low clouds offshore.



Captain Richery and his misfortunate pirate career

Played another game of Merchants & Marauders, another 3 player game with the same guys as last time. This time I drew the French captain with the most epic Glam metal haircut to ever grace the seas of the Caribbean - Dominique De Richery.

Right off the bat this guy offered a flamboyant pirate adventure with his spotting value and the high influence value would allow me to pick up missions on the side. I was set on getting a Frigate as soon as possible and pirate the hell out of everything and everyone. De Richery also started with two great cards pushing me towards the pirate career even further.


Everything started out just fine, my captain focused on doing some initial trading and then picked up a mission which yielded a nice 20 Gold reward. As soon as my money allowed it - I swapped ships and was ready to hoist the Jolly Roger when the most absurd thing happened.

I sailed out of the port and was instantly jumped by a small Pirate sloop. As I myself had not yet had the chance to plunder anyone I was a valid target for NPC pirate vessels. I smirked and thought that this would be over in seconds - but the small sloop had a superb captain which kept out rolling me with his seamanship rolls. Every lost seamanship test resulted in the small vessel bombarding my ship with its tiny cannon, picking away structure points on my ship! And when I finally destroyed the cannons and crew on the enemy ship it managed to flee.

Damaged beyond belief I had to postpone my pirating and returned back to port for repairs and acquired a rumor card instead. The following turn I sailed out and that little devil jumped me again, and again it managed to inflict damage and escape before being destroyed.

I limped into another harbor making sure I would be far away from the "Sloop from Hell" and just reached port when the Caribbean was struck by high seas and tropic storms. Stuck in port I could just wait for the storms to pass.

In the meantime one of the other players managed to jump from port to port and do some trading, upped his ship into a Galleon and started considering to raid ME! Even as the storm passed I was pressed to stay in Port for a turn because one of the other players was lurking in the nearby seazone with an upgraded Galleon perfectly suited for ripping apart my Frigate and with a higher Seamanship than my captain had.

In the end the wannabe pirate Richery and his tooled up ship, boosted by specialists and Glory cards made for raiding - did very little plundering. The hostile merchants accumulated victory points at a much faster pace, and had done so while I was battling a Sloop and then hiding in ports from storms and other players. The funniest part was that the player who still had a regular Flute won the game with this tradign and gold depositing!

Monday, July 30, 2012

Measure and optimize with mod_pagespeed experiments

Author Photo
By Jeff Kaufman, Software Engineer, PageSpeed Team

Making your site fast shouldn’t require lots of manual optimization. With mod_pagespeed, an open-source Apache module, you can automatically apply web performance optimization best practices like cache extension, image optimization, and css inlining to speed up your site without a lot of hassle. As of version 0.10.22.4, mod_pagespeed now supports A/B tests integrated with Google Analytics, allowing you to measure how much it speeds up your site on live traffic and experimentally determine the best settings.

When running an experiment, mod_pagespeed randomly assigns visitors to experimental configurations based on percentages you choose. You can run an experiment on 1% of your traffic, 100%, or anywhere in between without affecting other visitors. It also injects JavaScript to report experiment assignments back to your Google Analytics account in a custom variable. Within Analytics you can track the impact of experimental configurations on page load times, bounce rates, conversions, or any other Analytics metric.

We ran an example experiment, comparing mod_pagespeed running with default settings to mod_pagespeed in pass-through mode, on a small blog. This required adding the following lines to our pagespeed.conf:
ModPagespeedRunExperiment on
ModPagespeedAnalyticsID "UA-XXXXXXXX-Y"

# half the users get the pagespeed optimizations
ModPagespeedExperimentSpec id=3;percent=50;default

# half get an unoptimized site
ModPagespeedExperimentSpec id=4;percent=50
While this site was static and contained mostly text, it did use some JavaScript and images and had not been manually optimized. We ran the experiment for a month, over which Analytics observed 11K page views, and we saw a 20% improvement in average page load time:


experiment results

Average page load time is sensitive to outliers, however, so to better understand the effects it’s helpful to check a histogram:


detailed experiment results

The clearest change is that mod_pagespeed moved about 7% of page loads from taking 1-3 seconds down to 0-1 second, but there is also an improvement in the long tail.

We encourage you to follow the experiment framework guide and start measuring the effect mod_pagespeed has on your site.


Jeff Kaufman works on mod_pagespeed, an open-source Apache module that helps make the web faster, and is interested in experiment measurement. He also plays for contra dances, organizes other dances, and blogs about dancing, giving, and tech.

Posted by Scott Knaster, Editor

EW Polish R35 tank company

And all 10 tanks painted up and ready for battle. The companies of the 21st Battalion had 4 platoons of R35 tanks (3 tanks in each platoon, as the formation was styled after the French). So I can always expand with 3 more tanks if I wish.

One of the changes to the unit stats that I have included in my September Campaign v.2.0 is making 37mm SA18 guns (found on FT-17 and R35 tanks) RoF3 instead of RoF2. This is based upon technical information on how easily a single gunner could handle the SA18 gun which was semi automatic and had a flat trajectory. The rate of fire at its best was 15 rounds/minute (10 rounds/minute was recommended). Compared to Polish 37mm AT guns that fired at a rate of 12/rounds per minute on average I thought it was a fair increase to the RoF. I upped the points cost for the RoF and the Fearless rating.

The company I'm going to play looks like this:

21st Light tank Battalion kompani (R35)      (FEARLESS/TRAINED)

Company HQ
1x R35 Tank 60 points

Combat platoons
3x R35 tank platoons 450 points

Weapon platoons

Sapper platoon with 2 sections and Engineer supply truck 220 points

Motorcycle platoon with 2squads 140 points

Divisional Support
Piechoty company ( 3 platoons + HMG platoon, no AT rifles/Light mortars) 640 points

___________
1510 points


Renault R-35 tank (tweaked profile)
Fully tracked, One man turret, Co-Ax MG,
Slow tank,   Armour 3/3/1
37mm SA18 gun:  16”/40cm,   RoF3 AT4 FP4+



The 21st Light tank company is just one of 5 Polish tank companies that will be included in my September Campaign v.2.0. I really look forward to share the final result once everything is written and ready for release. I figure the book will be released in roughly 2 months time from now. Maybe sooner. There is a LOT of work but there will also be a TON of new content and army lists for Polish, Germans, Slovak and Soviet armies based upon the invasion of Poland 1939.

Sunday, July 29, 2012

Quickie Alpha Cards for Dung & Dragons/Dragon Ranch

DungDragonsAlphaExample
On the left you see what it looks like when I sketch out cards by hand. I usually just plan ahead for the kind of info I'll need on the card and watch out for space issues. On the right, you see how that translates to an alpha prototype with stock illustrations and vector icons courtesy of The Noun Project.

In its current state, the game is about workers at a communal ranch. They raise dragons for valuable poop. Yup. Each round involves the players performing various ranch duties.

The whole deck is 48 cards divided into six alphabetical suits representing the duties you'll do around the ranch. The suits are
  • A-Shovel: Take X cubes from your dragon and put them into your supply.
  • B-Feed: Deposit X brown cubes onto dragons.
  • C-Shop: Spend blue, red or yellow cubes to draw X, Y, or Z extra cards from the deck.
  • D-Breed: Add a dragon to your ranch. The total Love in your ranch must be equal to or greater than the new dragon.
  • E-Expand: Add a staffer or building to your ranch. Doing so costs you X coin discards.
  • F-Sell: Exchange blue, red or yellow cubes for points.

Each suit is ranked 1-8. The ranks 1-5 have a coin background. The lower 3/4 of the card shows a dragon, a building or a staffer for the ranch. Below their picture is a description of some special effects that they have.



In a round, you'll bid and reveal cards from your hand at the same time as the rest of the group. Also draw cards from the deck until there are six cards revealed in total. Arrange them in a row by ascending rank. In case of ties, arrange them alphabetically by suit. These are all the chores that need to be done in the ranch. (Basically the same as Libertalia.)

The player who bid the highest card will get the first turn, followed by the next highest bidder, and so on. On your turn, when you take a card into your hand, immediately resolve the effect noted along the top of the card. In the example above, the card says:

"When you take this card, take up to two cubes from your dragons and everyone else takes one cube. If this is the last choice, take up to three cubes and everyone else takes nothing."

Thus, each player takes a card and performs actions along with the other players. Play proceeds over several rounds, with players gathering resources, placing new dragons and earning points.



Now, about the dragons! In the example above, this dragon is a Baby Green Leaf dragon. Along the bottom, the description of its power says:

"When you take cubes from this dragon, they will be either brown, blue, red, or yellow. If there was only one shovel in the auction, these cubes will be brown. If there were two shovels, these cubes will be blue. If three, they'll be red. If four, they'll be yellow."

The dragon's love rating of 3 means you need at least 3 Love in the ranch to put it into play. There is also an Adult Green Leaf Dragon in the deck which has a 6 Love rating. That means your ranch must have at least 6 Love to bring out this dragon OR you can play it for free if you have the Baby Leaf Dragon already in play. The Adult Green Leaf Dragon has some extra bonuses on top of the Baby's ability.

The staffers and buildings each have their own effects, too. Some increase the Love in your ranch, others increase the output of other dragons in your ranch, some make costs lower or allow you to score extra points.

The game ends when one player has nine-face up cards in her ranch or when the deck runs out. Score bonus points from cards in your hand. You'll automatically score one point per coin. Also score bonus points for straights and matching suits. The player with the most points at the end wins.

So yeah, there's a lot going on in the mechanics, but I'm pleased that it's managed to fit into a very small deck that is information-rich without being overwhelming. At least I hope so! A cuddly approachable dragon should help make the complexity easier to swallow.

Modest about my proposals

A thread on the GSN Internet board has a few posters seriously suggesting that GSN execs should base programming decisions on the board's whims. I take modest exception...

Other poster: GSN should take people's comments into consideration though, as well as other networks.

I'm sorry, but let's live on planet Earth. The numbers from the Nielsen Company (and GSN's accountants) are what influence GSN execs. Otherwise, they won't be GSN execs for long. They probably shouldn't even read this board, much less listen to its suggestions.

Hey, I like posting around here. It's fun to argue back and forth. But I'm not loony enough to think [GSN president] David Goldhill is taking any of my comments seriously. I'd be surprised if he even reads them at all.

I can see Goldhill meeting with [programming VP] Amy Davis and the rest of the senior people. "Well, Casey Abell says we should do this..." And at that point the laughter reaches gale force.

Climate Extremists

On March 11, 2011 a wall of water, reaching 130 ft high in places, struck the Japanese coast causing extraordinary devastation, including nd extensive damage to the Fukashima nuclear power plant.

Should we blame this disaster on global warming? 

Certainly, the warming of the earth, caused by both natural and greenhouse gas forcing, has caused sea level to rise, with increases of about 10 cm (4 inches) since 1970, roughly when human greenhouse gas forcing became significant.


The answer to the question above is clear: human-caused greenhouse warming may have added a few inches to the height of the water surface, but the great tsunami was caused by an extraordinary natural phenomenon (the Tohoku earthquake), and the impact of sea level rise was really in the noise level.

The reason I mention this example, is that a number of folks are twisting essentially the same situation, but in the atmosphere, to make the case that global warming is making the weather more extreme.  They cite the latest weather/climate disasters as proof:  the current heat wave/drought in the Midwest, the Russian Heat Wave of 2010, the Hurricane Katrina in 2005, the list is endless.  And headline-thirsty media are happy to amplify this message, to the detriment of their readership.


So what is causing the big weather events we are experiencing?   The most frequent reason is an amplification and locking of the upper level flow pattern that controls the weather.  Most of you know about the jet stream, the current of strong winds in the upper troposphere, a feature associated with storms in the midlatitudes.  The jet stream and upper level flow generally has undulations, with troughs  (when the jet stream moves south) associated with cool, wet weather and ridges (when the jet stream moves northward) associated with warm dry weather.  In fact, there are two jet streams:  one in the midlatitudes and one in the subtropics (see picture)

We often show the upper-level flow patterns by displaying the height of pressure surfaces in the atmosphere, often 500 hPa (see below).  You can see the troughs and ridges on this chart (trough lines indicated by dashes).  Now much of the time the troughs and ridges move through (generally from the west to the east) and we get "normal" weather... sunny days interuupted by cloudy, rainy ones (or snowy in winter).  The figure show such a situation.


But sometimes the atmosphere "locks up", with a ridges or troughs staying in one location and increasing in amplitude.  This  locking up is often termed blocking.  Blocking is not well understood, sometimes we can figure out why it is happening, but often we are clueless.  In fact, blocking can happen quite naturally as part of the non-linear, complex physics of the atmosphere.

Many of the extreme weather situations are associated with such locking of the atmosphere.  Why has the middle of the U.S. experienced apersistent heat/drought and the West Coast has been cool and wet?   You guessed it--the upper flow pattern has been locked in a configuration of a ridge over the central U.S. and troughs along the coasts. Here is a sample of the pattern from late June.


Take a look at the departure of the average temperatures from normal for June and the last two weeks when this configuration has been in place.  You see that some of the differences from normal (the anomalies) exceed 9F!.



These are very large anomalies, and FAR exceed that signal that  thescientific community believes might be associated with human-caused global warming over the past 50 years (perhaps 1 F).

You see how this is like the Japan tsunami?  Sure, global warming might be making things a bit warmer, but these major weather/climate events are clearly associated with natural variability.   Global warming...and particularly warming caused by humans...plays a VERY minor role.   This conclusion, for the current heat wve and other events like the Russian heat wave,  is supported by a number of scientific reports, including some very well known scientists at NOAA (an example here).

Now, some of you may ask, could global warming due to human greenhouse gas emission be increasing the amplitude and "locking"  of the upper waves?  There is absolutely no evidence of this.   Some climate model studies, suggest the opposite....that blocking and weather anomalies might DECLINE as the earth warms (see article here that discusses this issue).  So the weather might get LESS extreme.  Other models indicate a slight increase in blocking.  

There is little doubt the earth is warming from a combination of natural and human-induced effects and that the number of high temperature records are being broken as a result (and as result of urbanizaton and poor instrument siting).  But the evidence suggests that  the big weather/climate events have little to do with global warming.

Reading the media and scanning the press releases of environmental advocacy groups, you would not come to these conclusions.   Some organizations, like Climate Central and extremists like Bill McGibben,  hype every major weather anomaly as proof of the profound effects of human-induced global warming.  They ask you to "connect the dots"  but are playing a very unhealthy role in this issue by providing false information.  The trouble is that the media feeds upon this stuff...and my local paper..the Seattle Times....is one of the worst.  Even more embarrassing, national pundits with little climate or meteorological knowledge...like Paul Krugman...are parroting these unproven ideas.

I really appreciate Paul Krugman, but this is really embarrassing for him
The psychology of those hyping extremes is worthy of study and analysis...but I suspect the reasons are clear.  Many are convinced, as they should be, that mankind will have a large impact on the climate of the planet by the end of the century because of our enhancement of greenhouse gases.  Plus, acidification of the oceans.  They believe by hyping the relatively small impacts during the past few decades that they can motivate people to act.  A lie for a good cause.    And yes there is the human side--folks love attention and feeling important...and the media is happy to provide this for those telling tall tales of huge current impacts.
          
I know that a few will jump on me about not mentioning the deceptions of the "other side."  And they are legion.  There is whole climate change denial lobby... funded by energy firms, the Koch brothers, and others... and supported by large group of folks that believe that conservatism and conservation are not compatible, saying that greenhouse gas impacts are an unproven theory, and that natural variability is the only game in town.  They are wrong.   The science is clear: human-induced warming will be a profoundly serious issue for our civilisation by the end of the century.  And the polititicizaiton of this scientifc issue has become very unproductive.

If you believe in the seriousness of global warming in the future, it is essential to stick to the truth.  Over-the-top claims--which are easily provable to be false or which will fail to materialize in the near future-- simply undermine the credibility of the science. Mankind can only make the right decisions if they know the truth...and the uncertainties, and there are two groups in this conversation that are doing much to prevent the public from understanding the nature of this serious problem. 


A song for Roissy

There aren't many songs that touch me on an emotional level and most of them have something to do with violent revolution, raising the black flag, and cutting throats. But this song by Lostprophets, particularly in combination with the brilliantly sardonic video, is an excellent multimedia explication of the limits of the utility of Game as practiced by the pick-up artist.



I distinctly remember when the overwhelming feeling of "it's not enough" hit me like a freight train. It was the moment that the all the excitement and enjoyment derived from living life to what was supposed to be the fullest faded. No matter how we try, no matter what heights of ecstasy we reach or what depths of depravity we plum, Man simply isn't designed to live hedonistically and thrive for long. I don't say this to denigrate Game, only to remind those who study it that it is tool, not an objective, and remind those who are high on their first successful experience and application of the red pill that it cannot serve as a philosophy or a way of life.

Note for non-English viewers: the two-fingered gesture when the singer shouts "ha" at the beginning is basically the equivalent of a middle finger. It's powerful in its bitterness and cynicism, particularly the juxtaposition between the innocence of the three young girls dancing and the decided non-innocence of the three older ones doing the same. But the most poignant image, at least for me, is during the "Sharing is Caring" section, when the young presenting star, jaded and bored, pores out alcohol for the sexy cat-girl who is trying to interest him to lap up, only to look away and sigh as she does so. Nothing, not even sex with attractive and eager young women in animal costumes, seems to be worth the effort anymore.

"Save your sympathy
Who do you think you're fooling?
Everything is dead
Now you welcome me to a town called hypocrisy"

It is true that adulthood and maturity are drenched with hypocrisy, because we are all largely incapable of living up to our ideals, morals, and standards. But that doesn't mean that wallowing forever in that point between childhood and adult is desirable, or even possible. With regards to Game, it is perfectly understandable that gammas and deltas might look at the decadent world of the alpha and think it looks like paradise, complete with 72 cheerfully compliant non-virgins, but that is as much of an illusion as the world of the blue pill.

EW Polish R35 tank platoon

First out of 3 platoons, miniatures are Peter Pig and based on FoW medium bases.

These guys will be used for my 21st Light tank battalion company. I could not find my transfer sheet with Polish markings that I usually apply to command tanks - so I painted Polish eagles on all the command tank turrets. This is just  a gaming aid, and not something that was featured on the historical counterparts.