Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Wednesday, May 25, 2016

The Horrible Beauty: Get In Trouble today

There's nothing like an election season to turn my thoughts to horror. Instinctively, I load up on horror movies and fiction to dull the truly ugly realities of the American political system.*

So, as the elections rage on, I've watched everything from Z-Nation (zombies killed with giant wheel of cheese) to the quietly paced, theologically-delving, Colonial American The Witch to the contemporary Irish new-to-a-weird-rural-village, The Hallow. I've been reading lots of extremely short stories to find addictive little bits to use in my fall classes, so I was quite intrigued when someone referenced Kelly Link's short story collection Get In Trouble.

I read the entire collection in less than 24 hours- which, with three young kids, means giving up my steady nighttime commitment of Netflix and shirking even more household duties than normal.

As a horror story reader, I love experiencing the story unfolding unspoiled before me-- so I will stick to generalities.

I loved Link's old-school perspective which expertly wields the unseen, the looming, and the quite-possibly-only-imagined.  Kelly Link reminds me of the mid-century British writer John Wyndham- who wrote the books behind Village of the Damned (The Midwich Cuckoos) and 28 Days Later (Day of the Triffids)-- among others.

Kelly Link is a skilled world-builder. Her stories bear no consistent locale, time period, or reality. This collection includes an on-location ghost-hunting reality show in Florida swampland, contemporary Appalachia, a future where bored children of the uber-wealthy commission full-scale pyramid tombs, a colonizing mission to Mars, and two of the world's most logical horror settings-- high school and hometown reunions. With a beautiful playfulness, Link sometimes allows the details of one fantastic place to appear in another, slightly-related story. Like the breaking of the fourth wall in film, these details play with the form and the medium.

Link's fiction gets in your head and under your skin without resorting to the merely sensational and repulsive. It lurks and insinuates making shadows shift in even the brightest landscapes.

Link's detail is measured- not overreaching, but fully drawn- and exacting- leaving jeweled details that rewards the observant reader.

The opening story, "The Summer People," immediately sent up red flags with me. Its Appalachian setting with poor characters and vernacular speech took the story toward a place where most writers should never go. I wasn't sure I was going to make it to the end of the first story-- much less the second story, but Link didn't allow her story to be consumed by stereotypes. All my trepidation dissipated when the too-familiar elements reassembled into a new nightmare carefully wrought from ancient lore.

All but one of Link's stories clearly center around young female characters, but they're not lambs waiting for the slaughter (or salvation). These wily women carve their own destinies. It's refreshing- even though the charater's outcomes vary wildly.

For a tiny taste of the stories:  "I Can See Right Through You" involves a ghost hunting reality show at the site of the mysterious 1974 disappearance of twenty-two nudists. "Secret Identity" reveals side-by-side hotel conventions of superheroes and dentists, a 15-year-old girl who finds her own yearning and authenticity in a MMORPG, and figuring out who you are when you just don't fit anywhere.

"The Valley of the Girls" takes readers to a world where the profoundly wealthy in a neo-Egyptian trend build competing pyramids for their teenage children."Origin Story" makes sly references to superhero tropes introduced in "Secret Identity," but is a stand-alone tale with entirely different motives. "Two Houses" involves campfire storytelling aboard a exploratory spaceship headed to the nearest Goldilocks planet.

The book has nine stories in all, and I loved each one. If you like horror and seeing new stories borne from old ones, this book is for you.

To which fantastic worlds are you escaping?


If you want to see what I'm reading, friend me on Goodreads.

*Please note: I'm discouraged, but not politically disengaged. To the contrary, I'm politically active year-round- so much that my state house representative has blocked me on Twitter. I'm just so disappointed to see my fellow citizens with convictions not vote or others voting without a thought for the long-term implications. I love public education and public libraries. We all need to vote to protect these things-- they are increasingly endangered by for-profit interests.

***Baby Toolkit is an almost decade-long conversation between some geeky Midwestern parents and other netizens. We love and talk games and gaming communities at our Great Big Table podcast. We're so unaffiliated with the publishers of Get in Trouble that the copy we read came from our AWESOME local library, but we are Amazon affiliates-- so if you buy anything through our Amazon links, a small portion of the sale comes back to us where it might be spent on domain names, an increasingly feeble DSL connection, or world domination. Thanks for reading. We love you.

Saturday, August 02, 2014

Little Packs of Fun: Pack O Game's GEM

Almost actual size.
Any trip out to a restaurant with the Joneses quickly becomes an exploration of what we've just happened to bring along for entertainment. As a family, we often engage with each other as much over games as we do anything else. We like to play together and Adrienne is usually the master of ceremonies or, more appropriately, the game master of these excursions. She has a knack for finding simple portable games that can keep our kids, ourselves, and our friends entertained even through a particularly long wait at a restaurant table or at a side table in any waiting room. Over the years, she's put together a collection of everything from kids' games with handy travel games from HABA to portable push-your-luck dice games like Cinq-o to card games like Cabo.

For these games, portability often outranks playability. After all, it is hard to pack a lot of fun or depth into games that don’t have much use or space for elaborate components. But that doesn’t have to be the case. Witness the explosion of “micro games” in recent years and the meteoric rise of the simple game Love Letter ,  a game of sixteen cards about passing a love letter to a princess. Clever design and well thought out game mechanics can make even the most humble of game components sing in the hands of a gifted designer. Chris Handy is one such gifted designer and his soon to be released Pack O Game line of gum package sized mini-games are further evidence that clever design and thoughtful game mechanisms can carry a game beyond its modest packaging.

I first came across a Chris Handy design, when our community game night received a donation of his game, Cinque Terre, for our game library. Cinque Terre is a delightful game of delivering sets of fruits and vegetables from inland farms to the five coastal cities of the Italian Riveria. The game had a very simple and approachable theme that matched the actions players could choose during each of their turns. All this simplicity and loveliness masked a much deeper game that became readily apparent about halfway through our first play session. Not only was the game pleasing to look at and easy to pick up, it was fun… and challenging. Chris is also known for his horse racing game, Longshot. While I have not played it, by all accounts it combines these same elements; simple and pleasing design matched with remarkable depth.

When Chris put out a preview offer on Twitter to try his one of his new ultra-portable games before their Kickstarter, I jumped at the chance. The Pack O Game lines of games is marked by the design constraint of each game having to fit into a package about the size of a pack of gum (Pack O Game… pack of gum). He had a number of demonstration copies to choose from ranging in complexity from one, Casual difficulty,  to three, Challenging difficulty (I know what you are thinking, “a challengingly difficult game in the package the size of a pack of gum? Yeah, right?” Just bear with me).  I chose to try out a copy of GEM.



GEM is a simple auction game for two to four players that is  played across six rounds and lasts about twenty minutes. Each player is a jewel collector trying to corner the market gaining lucrative sets of gems through properly leveraging their assets. The game consists of thirty cards with each having the dimensions of a very flat piece of gum. Twelve of those cards are Coin Cards, while the other eighteen make up the Gem Cards that the players will attempt to acquire during play. Each card has a green marking at one end with a number inside representing its Invested value (how much it is worth when you spend it in the game) and a red marking on the opposite end that represents its Leveraged value (how much money it takes to recover its value and rotate it to its Invested side).

Each player starts with three coins, worth one, two, and three “money” respectively, face up in front of them with the Invested sides up showing that all three cards can be used to bid on and buy gems during each auction phase. The gem cards are spread, face down, in six random piles in the center of the table. During each round a pile of Levereaged gems is revealed. Then each player bids from their non-leveraged assets, at first coins and later any gems they’ve previously taken, for the right to make a selection from the revealed gems. 

Subsequent players can increase the bid (as long as they can pay for it) or pass. After a couple of passes, the highest bidder takes the gem card that they were eying and places it face up displaying the Leveraged side (red) at the top in front of them. The tricky thing is that the bidder doesn’t have to say which card they want. They can choose any one that is left in the pile. Then they rotate the amount of Invested assets in front of them equal to or greater than their bid (you don’t get change) to those card's Leveraged side to show that the player has spent those assets. After all the gems have been acquired in that round, players can spend any left over Invested assets to turn Leveraged gems to their Invested sides. Coins automatically reset each round, but Leveraged gems do not. At the end of the last round, players earn points for every gem on a card that have its Investment side up. They earn two points if they share the majority of any gem type with at least one other player. Finally, they earn three points if they have the sole majority of any type of gem.

I really have enjoyed my time with GEM. We have a demo copy of the game, which doesn’t usually fully reflect on the final production quality of most games. However, even the demo copy is of incredible quality. It is obvious that Chris has put a lot of time and attention into both the design of these games, but also into its promotion and early marketing. He’s paying attention to the small details that make for great Kickstarter campaigns. When I told him that I was impressed with our copy of GEM’s flexible plastic coated cards as we would likely be playing it at restaurants, food courts, and coffee shops, he assured me that the final production copies would be even better. That’s impressive for a game of this size and it helps with the “table appeal” of the game.

I am a huge proponent of “table appeal.” As many long time readers, and our Great Big Table podcaster listeners know, Adrienne and I put a bunch of effort into evangelizing the board game hobby. To that end, we write about gaming with our children and in our community both here and on Great Big Table. We co-host a monthly community board game night to try to encourage members of our community to play games with each other and with their families. I also run a weekly game group that plays in public places where I work and I have been known to set up games in food courts with signs to invite people to come and play those games with me. “Table appeal” is the quality of a game that gets a non-gamer to take a second look and ask “hey, what is that?” And that’s the question that starts a conversation about board gaming that can potentially introduce a newcomer into our hobby.

There are a number of aspects of GEM, and the other Pack O Game titles that lend to that table appeal. First is the size. Generally larger board games or games with a gimmick, like Rampage for instance, pique the general public’s curiosity. They just have to know what it is that they are witnessing. In some cases, like that of toy furniture or functional miniatures, being small can also get us to take notice. Such is the case with these games, People want to know what those little cards on the table are all about. It helps that the cards are beautiful in GEM. The brightly colored gems on a dark background speak to the “ooo... shiny” magpie nature that lives within many of us. HUE, another game from the line, looks like a proper painting from Mondrian when the game comes to an end. Finally it is the motion of play combined with the groans and celebrations of the players that are the linchpins of, at least, GEM’s table appeal. Few people have seen a game where you slide cards around the table and rotate them to confer some action of the players. From a distance, it is intriguing and if one starts to pay attention they will notice people enjoying themselves centered around that very activity.

GEM is a great game. From its portability to its production values to its table appeal to its devilishly clever and challenging game play, it is a great value in a small package. Chris is launching a Kickstarter to fund the production of a commercial version of the Pack O Game line of games. There are a number of backer levels that can get you anywhere from one game for a $6 pledge to all four Pack O Game titles (plus any stretch goal games that get unlocked) for $24. There is also a 48 hour early bird special that will allow you to get these already affordable games for an even better price. You get even more from there, but I will let you explore those options on your own.

Just head over to PackOGame.com to be directed to the Pack O Game Kickstarter. I believe the Kickstarter will launch on Monday, 8/4/2014, and will run for twenty nine days. You can also sign up for Chris’ email list to be kept up to date about news and information related to the Kickstarter over at www.perplext.com. There’s also a video on the Kickstarter page (which I’ll embed here once it the campaign goes live),  where Chris makes his pitch. It’s worth watching.



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Let us know in the comments if you pick up GEM (just a $6 pledge) or any of the other Pack O Game titles. We’re always looking for new games to add to our portable game library. Let us know what games you keep in your car or backpack or pocket that you bring out to entertain yourselves, your kids, and your friends when you are out in public.


***Baby Toolkit is an assortment of words compiled by two geek parents between the requests, interruptions, and digressions that arise in a family of five. Broadcast from the Midwest, our incremental plan for world domination starts here and includes affiliate links to Amazon.com. A small potion of purchases made through those links goes to blog upkeep. We also podcast about board games at GreatBigTable.com. While we received a free copy of GEM (and all the paper jewels therein), we have no financial interest in or agreements with Pack O Games, Perplext, or Chris Handy. Gold star for reading the tiny print! Should I make it even smaller next time?

Friday, June 28, 2013

Cutting Costs (and Hair): Wahl Lithium Ion Clippers

As a household, we've been cost-conscious for a long time. That means many of those "50 Easy Ways to Save Money" articles just don't apply to our lifestyle. Our latte factor really never came into existence, though I have spent my fair share on ice cream products.

Here's one of our best tips for saving money, and it's much easier than it sounds. I'm not suggesting anyone make their own artisanal cheese for savings or raise truffle pigs for extra income. This is more along the lines of trimming a hedge (without the heat and bugs) or hanging a picture.

I give my family haircuts. Just Jim and Ranger, but even two people can add up to substantial savings in a family's annual budget.

Our Hair Cutting Backstory
Jim and I were newly married, still in college and struggling to make ends meet when my parents gave us our first set of hair clippers. Jim was looking rather shaggy at the time because we were choosing food and shelter over haircuts.

My mom has always cut my dad's hair, and my dad cut my brother's and mine while we were growing up. I didn't have a bowl cut exactly. It was a bowl with bangs; it was like I was trying to impersonate a Playmobil child. My brother's haircuts were slightly longer than military-issued, but he wears his hair that way again (and it suits him). For the record, my brother's last "professional" haircut was given to him by the Air Force in the mid-1990s. He cuts his own hair, and it looks great. So great, in fact, that his friends often get him to cut theirs as well because his talent in drawing translates into true style (think modern superhero).

Unlike my brother, my drawing is functional at best. I do okay at Pictionary, but even with hours of drawing time, I can't produce a recognizable person- much less one that wouldn't insult its model.

My only previous experience cutting hair was when my college friend asked me to trim her bangs. My nervousness and repeat attempts to "even things up" left her with a horribly short, off-kilter fringe most suitable for a youth in the 1964 film Children of the Damned. Not yet in my twenties, I swore off the life tonsorial.

Jim's a brave guy with fast growing hair and a notable aversion to styling-chair small talk. Like a surprising number of men, I think he would seriously consider getting a friar's tonsure if the barber had taken a vow of silence. Maybe this haircut has always been more tolerable than obligatory chit-chat.

When Jim tells other men that I cut his hair, almost every one responds with an envious statement wishing their significant others were willing to cut their hair.

I had to entice Ranger away from the kid's barber shop with video games and race car seats, but found that I could easily buy his haircut opportunity with a) video game time or b) considerably less cash than a professional haircut.

The Savings: Time and Money
Even at a bargain $15 cut quarterly for two people, that comes out to $120 a year. When things aren't completely off the hook at our house, I cut their hair bimonthly or monthly which comes out to $180 to $360 annually.

If someone needs a haircut for a special occasion, I only need to clear a half hour of time (which is less time than I spend in the kid salon's sticky waiting area trying to keep my toddler from her ongoing quest to create a superbug).

My "Training"
I watched the instructional VCR tape that came with the clippers and read my dad's copy of Haircutting the Professional [Playmobil] Way by Bruno (whose single name seems only to be a protective measure against the angry children of adherents). Then, with an advance apology, I cut Jim's hair. I was pretty sure he'd be as devastated by my work as my micro-fringed friend and would soon be investing in pony tail holders.

But that first haircut was not awful. Jim didn't look like a member of the cast of Children of the Corn, a military unit or a leather-clad hate group. It wasn't a great hair cut, but he had paid for worse professional cuts.

Over the years, the quality has improved (though some cuts have shown my learning curve more than others). Jim consistently gets compliments on his hair cuts.

While you can always borrow my VCR tape, Wahl now offers a how-to website with expanded information about contemporary hair cuts. I do wish they would feature more styles for women as families who buy their clippers are likely to be interested in longer styles, layering and women's bangs styles.

The convenience of home hair cuts has me eyeing the girl's curly locks and even my own wavy mop for further savings. I've been spending more time on YouTube watching people cut hair than your average bookish geek.

The Tools
Our first set of clippers, a Wahl home haircut set, are still in lovely working order after almost two decades of use. We diligently clean and oil the blades before storing, so they have years more use in them.

Recently, Wahl offered me an opportunity to try their new Lithium Ion Clipper. I jumped at the chance. It only takes one home haircut to realize that the cord is an obstacle while cutting. Yet I didn't want to venture $69.99 to find out if the battery could offer enough power to keep those blades flying along for clean cuts.

The Wahl Lithium Ion Clipper cuts beautifully and holds a charge through multiple haircuts and months of storage. Not having a cord speeds up the hair cut as I can easily walk in a circle around the person without worrying about catching them (or myself) in the cord.

These cordless clippers open up new haircut locations. I just cut Jim's hair on the porch of my parents' vacation rental along the inland shore. I've cut Ranger's hair in a hotel bathroom before a large family gathering. Admittedly, this setting made me feel a little like the parents in Running On Empty, but he looked good in the group photos.

Because of past experience with cordless shavers, I feared that the clipper battery might putter out mid-cut. As no one in my family would find a partial cut too amusing (on themselves, at least), I was thrilled to see that I could run the clippers on power using the charger input (which is designed with a long enough cord to accommodate AC-powered cutting).

The Recommendation
The Wahl Lithium Ion Clipper's cordless use makes it a lot easier to cut my family's hair. If I were buying a new set of clippers, especially as a beginner, it would be my first choice. The Lithium Ion set includes everything I need to cut Jim and Ranger's hair in a broad array of styles.


Some of the most used tools in our hair cut kit are the slim haircutting scissors and stylist's comb. With both Jim and Ranger, I hand crown of their hair and use clippers on the sides and back. The included sheers are sharp and straight, and the fine-toothed comb offers more precision and better perspective than any of our regular combs.

The ear guides (both the traditional left/right set and the newer dual side ear guard) simplify the hardest region of traditional hair cutting.

Great extras like the eyebrow trimming guard offer easy solutions for old problems. Before, an eyebrow trim required a steady hand to hold a comb at just the right distance while operating the clippers with the other hand. It was pretty awkward on someone else- and ridiculously unwieldy on oneself (so I've heard). A momentary loss of balance by either hand can reduce portions of a brow to short stubble (or so I've heard). The new guards make this pretty much goof-proof.

Our Wahl Lithium Ion set even included a small trimmer for brows, beards, and other touch-ups. It's lighter-weight than the full clipper, so it's easier to manipulate for interim touch-ups.

The Wahl set also includes a cutting cape. While this cape is functional, we don't like it as much as the rest of the set. If you're going to cut hair with regularity, it's worth taking the plunge on a nylon hair cutting cape with snap closures. We have one that fits children and adults. The clipped hair slides off the nylon more easily because it lays flatter than the vinyl cape. There aren't as many places where the hair can gather. It is preferable that the clippings end up on the floor. Otherwise, they can end up everywhere in the house. And should the clippings get down someone's collar, they itch enough that even a grown person will have a hard time sitting still.

...as for kids sitting still
Steal a play from the race car seat salon and let the kids watch something on an elevated screen (keeps their chins up) or play a video game (also on an elevated screen if possible, though I have been known to offer a DS in a plastic bag on occasion). As Ranger gets older, I don't always need these enticements, but I do find myself endlessly repeating "head up" and "chin up." Like most people who spent time with kids, I've come to accept an shocking level of repetition in discourse and activities.

Have you ever cut your family's hair? If so, what tips and techniques help you? If not, what are your concerns?

***Baby Toolkit is the tale of a Midwestern family written by some geeky parents. We received a free Wahl Lithium Ion Clipper set from their representatives, but our opinions are entirely our own and freely given. We are Amazon associates, so any purchases made through our links help pay our operating costs (thanks!). We also podcast about family and community board gaming at GreatBigTable.com.

Tuesday, January 08, 2013

The Good Life for Less: A Happiness Upgrade

Jim and I began our married lives in austerity. We were students with time left on our degrees and meager student jobs to augment parental support.

Our first anniversary is remembered as the Ben & Jerry's milkshake anniversary. Milkshake- not milkshakes.

Those early days of rice and potatoes left us reading a lot of budgeting (and healthy eating) books (trust me, you pay later for a cheap all-starch diet).

I met Amy Allen Clark in 2008 at a mom blogger event. In a connecting flight back to the Midwest, Amy and I talked about our families- especially about adding a second child (as I was pregnant with Scout). Amy's lively spirit and positivity are contagious. I was sorry when I had to run (neither figuratively nor gracefully) for my next flight.

Since that time, I've faithfully read Amy's blogs at Mom Advice. Amy's elegantly simple solutions to household issues, like using a backwards daybed with a newly independent sleeper, have shaped my home. Her Notebook posts offer a maven's eye-view of great recent blog recipes, patterns and projects- and are one of the highlights of my feed reader.

When her publisher (Perigee, an imprint of Penguin) offered me a chance to read her new book The Good Life for Less: Giving Your Family Great Meals, Good Times, and a Happy Home on a Budget, I was excited to see Amy's take on the seemingly-familiar world of budget living.

The matter of finances is timely for our family. As we've worked to make shrinking ends meet (growing medical expenses and a few annual payroll freezes), I've been resisting the need to rethink our financial lives. Revisiting our budget with new constraints seemed more like my personal failure than anything else.

The text radiates Amy's warm energy. As I read the stories of Amy's family's journey to frugality, I kept stumbling into great memories from my own childhood. Rather than looking toward a slightly grave new austerity, I found myself excited to launch into a life that celebrates the riches already abundant in my life.

Without using the term, Amy's book embodies many Simple Living philosophies. The Good Life for Less reminded me of sitting together with my parents and brother eating homemade fudge and popcorn as we watched a favorite movie on broadcast television. Her family's Friday pizza nights made me think fondly of similar evenings in high school were I regularly attended my buddy's weekly family's pizza night and drank copious amounts of sweet tea while we played cards afterwards. Simple, wonderful times.

Amy includes many great budget-friendly recipes that I wish we'd had back in the early days of our marriage. Her homemade chai mix is not only a great gift option, but offers one of my favorite indulgences at a great value.

It was also great to read the book while feeling swamped by the holidays. Like many parents, I struggle about how much to get my kids. Her family's current formula of "Something you want, something you need, something to wear, and something to read" is exactly the gift-giving framework I have been searching for. This formula allows for creativity, utility and wish-granting tailored to each member of the family.

There are so many parts of the book I could excerpt here as simple tips (because it is brimming with brilliance), but Amy's stories set mental gears spinning. With renewed creativity and joy, I'm identifying and capitalizing on those simple systems and moments that bring happiness and satisfaction to my family. A shocking number of those life upgrades come at no expense.

***Baby Toolkit is the ongoing story of two geek parents in the Midwest. I do know Amy Allen Clark, but have no financial relationship with her (other than the fiscal benefits of reading her blog and book) nor her publishers. We are Amazon affiliates, so a small portion of purchases made through our Amazon links helps support our blogging and podcasting (www.greatbigtable.com) efforts. Thanks!

Tuesday, July 26, 2011

All Together Now: Tangling with Gamewright's Forbidden Island

Every couple of weeks, Adrienne, Ranger and I (and perhaps a friend or two) launch an expedition to a sinking island in search of ancient artifacts of legendary power. If luck is on our side, if we keep our lines of communication open and if we focus on cooperating, we might unearth The Crystal of Fire, The Earth Stone, The Ocean's Chalice and The Statue of the Wind before our helicopter pad sinks into the treacherous waters of the surrounding ocean. If we don't, we'll be cut off from returning home and forever seal our fates... at least until we reset the board and try again.

"What the heck's going on!?!"  you might ask.

Well, we've been playing Forbidden Island.

Introduction

Forbidden Island is a cooperative board game of daring treasure hunting that pits all the players against the game itself. The players of the game either win or lose as a group. Forbidden Island is designed by Matt Leacock, designer of two other of our favorite board game titles, Pandemic and Roll Through the Ages: The Bronze Age. It is published by Gamewright, who also publishes another game we reviewed recently and thoroughly enjoy, Rory's Story Cubes (check out our review, To Tell A Tale: Rory's Story Cubes). C.B. Canga's full color art illustrates the exotic locales of the sinking island.

Setup


At the beginning of each game, the players shuffle the twenty four island tiles and place them one by one into the cross layout as illustrated in the Forbidden Island rule book. Next, the four plastic figures representing the treasures of The Crystal of Fire, The Earth Stone, The Ocean's Chalice and The Statue of the Wind are placed in the four open corners of the island.

Forbidden Island includes fifty eight cards that are split into two decks. The red backed Treasure Deck includes twenty treasure cards (five for each treasure), three Waters Rise! cards, three Helicopter Lift cards, and two Sandbag cards. The Treasure Deck is the resource deck of the game, giving players the items that they will need in order to complete their objective. They'll have to watch out, though, as the Waters Rise! cards randomly cause areas of the island to sink and be removed from the board. The Treasure Deck is shuffled and placed to one side of the island layout.

The blue backed Flood Deck consists of twenty four cards, each representing one of the tile cards that make up the island. The Flood Deck is shuffled and placed on the opposite side of the island layout. The island's already started to flood and to represent that, six cards are drawn from the Flood Deck. For each card that is drawn, the players flip the corresponding island tile from its full color side to its blue toned flooded side.

There are six adventurer cards that represent the different treasure hunters that are coming to explore the island. Each adventurer has special skills that let them ignore or break specific rules of the game. Exploiting your adventurers' skills at the right time will be critical to your success or failure on Forbidden Island.

The six adventurers and there special skills are:

Diver: The diver is represented by the black pawn and can move through one or more adjacent flooded tiles and/or sunken tiles for one action as long as he (or she) ends the turn on a tile.

Engineer: The engineer is represented by the red pawn and can shore up two flooded (blue colored) island cards for one action.

Explorer: The explorer is represented by the green pawn and can move and/or shore up flooded tiles diagonally.

Messenger: The messenger is represented by the gray pawn can give treasure cards from their hand to a player anywhere for one action per card.

Navigator: The navigator is represented by the yellow pawn and can move another player up to two adjacent tiles for one action.

Pilot: The pilot is represented by the blue pawn and can fly to any tile on the island for one action once per turn.

During the setup phase, the six adventurer cards are shuffled and randomly dealt to each player. The pawns representing the adventurers are then placed on the island by finding the island tile that has the corresponding pawn icon.

Next, the adventurers are outfitted with their initial gear by drawing two cards from the shuffled Treasure Deck. If they draw a Waters Rise! card, they draw a replacement treasure card and shuffle the Waters Rise! card back into the deck. All cards are left face up in front of the players in order to make it easier to cooperate when completing their player's goals.

Once all of the adventurers are outfitted with two Treasure Deck cards, the group decides on the difficulty level of the game and set's the Water Level  marker on the Water Meter. The closer the marker is to the top, the harder the game will be. For beginning players, the Novice level is recommended which, while being easier, doesn't guarantee a win for the group.

That's it for setup. As you can see, there are a lot of elements that add to the re-playability of the game. The island is going to be in a different configuration every game (with a special note on that at the end of this review). Your group of players will also have different adventurers with different roles and their starting tiles will most likely be in a different starting position every game. And finally, as your group gets better at the game, winning more times than losing, they can start at increasingly difficult water levels.

So, how do you play the game?

Playing Forbidden Island

Each player's turn consists of three phases. During the first phase they can take up to three actions. After they have finished their actions, they must draw two Treasure Deck cards. Finally, they must draw the number of cards from the Flood Deck equal to the current Water Level on the Water Meter. Let's break each of those down. As we look at the basic rules of play, remember the special abilities of each adventurer that allow them to break specific rules during their turns. Players have three actions that they may take.

On their turn, players can move to an adjacent tile above, below, to the left or to the right of their current position. They can make multiple moves during their turn, with each move costing one action. The only restriction for most adventures is that they can't move over or stop on an area with missing, sunken, tiles.

Another option is for the player to shore up a flooded tile. Players may shore up tiles adjacent above, below, to the left, or to the right of their pawn's position. When a player announces that they are going to shore up a flooded island tile, they flip it from it's blue flooded side to its full color side. Each time a player shores up a flooded island tile, it takes one of their three actions.

If two or more players have their pawns on the same island tile, they may then spend one of their three actions to exchange Treasure Cards. Players may not exchange special action cards and they must stay within the five card hand limit. They may exchange as many cards as they have action points remaining as long as they don't go over their hand limit.

Finally, if players are occupying one of the two island tiles that can house each of the Forbidden Island treasures, they can exchange, if they have them, four treasure cards matching the particular treasure in order to capture it. Once captured, they put the four matching Treasure Cards into the discard pile and take the corresponding plastic treasure miniature and put it in front of them.

After spending their three action points, players must then draw two treasure cards into their hand. If they are over the hand limit of five cards, they must discard the excess into the Treasure Card discard pile. The Special Action cards include the three Helicopter Lifts and two Sandbags. A player can play a Special Action card at any time, whether it is their turn or not, and it does not cost any action points.

If a player draws a Waters Rise! card, they must immediately move the Water Level marker up one tick mark on the Water Meter. They then must take all the cards in the Flood Deck discard pile, shuffle them, and put them on top of the Flood Deck. This has the effect of making it more likely that flooded tiles will then sink. Then they discard the card to the Treasure discard pile.

As their last action, players must draw the number of Flood cards indicated on the Water Meter. For each card that is drawn from the Flood Deck, the corresponding island tile is flipped over if it is not already flooded or removed, along with the Flood Deck card, from the game. In this way the island sections first flood and, if they are not shored up, eventually sink into the ocean. As the island sinks away at an ever increasing rate, the players will have fewer and fewer routes to complete their goal of capturing all four treasures from Forbidden Island. If a pawn is on a flooded tile that then sinks, the tile is removed and the player must move to an adjacent tile. If a tile doesn't exist within one space, it sinks into the ocean as well and all the player's lose.

Speaking of losing, how do you win a game of Forbidden Island?

Winning (and Losing) Forbidden Island

As I said in the beginning, Forbidden Island is a cooperative game. Players win or lose the game together. Here's the tricky part. There is one, and only one, way to win Forbidden Island. The players must first capture all four treasures. Then all of the players must move their pawns to the Fool's Landing helicopter pad island tile. Then one player must discard a Helicopter Lift special action Treasure Card to lift the entire team off the sinking island. That's a tall order.

So how do you lose? I'm glad you asked.

There are four ways to lose a game of Forbidden Island. If a set of the island tiles that houses the treasures sinks into the ocean before the treasure is recovered by a player, the players lose the game.  If the Fools Landing tile sinks, cutting off your player's chance to reach the helicopter and escape the sinking island, the players lose the game. As stated earlier, if a player is on a island tile that sinks and is not close enough to another tile to swim to safety, the players lose the game. If the Water Level on the Water Meter rises to the skull and crossbones, the players lose the game.

This may seem harsh to some of our readers. I won't lie, this can be difficult, especially as you gain experience and confidence and start the game further and further up the Water Meter, ratcheting up your starting difficulty. But I will say that playing, and winning a game of Forbidden Island is an event, especially if your players really get into the idea of being treasure hunters and try hard to work together. When you lose, which will happen (heck it might happen the first couple of times you play and continue to happen off and on throughout the time that you own the game), you will all feel it together. You'll talk about what you might have been able to do differently. You'll commiserate over the bad luck of drawing the wrong flood card at the wrong time. You'll wonder if things would have been different if you had a different assortment of roles. Remember, this is a game for two to four players and you have six special roles that are randomly assigned.

And then... you'll want to set the whole thing up and try again. This game is addictive. And when you win, I'll bet you'll do what every group I've played this game with has done. You'll jump up from your chair and cheer and give high fives all around. You'll rehash the close calls and the clever plays. You'll relish the adventure of it. When's the last time you did that when playing Monopoly or Trivial Pursuit. When was the last time that you played any game that left everyone playing feeling so good.

So, while it is hard. It's definitely worth the effort.

Components and Cost


Forbidden Island comes in a beautiful full color embossed metal tin. Inside, a molded plastic insert holds the twenty four full color thick cardboard tiles that make up the island. There are six colored wooden pawns representing each adventurer. Additionally, there are the Flood, Treasure and Adventurer decks outlined earlier and the Water Meter. Finally there are four color plastic miniatures which evocatively represent Forbidden Island's lost treasures. All of which fits nicely in this lovely tin with the clearly written and wonderfully laid out full color game rules. All of the tiles and cards are linen backed so they should be able to withstand repeated plays for a long time to come.

Given the quality of the game's tin, components, and rule book, you'd expect Forbidden Island to command a premium collector's game price. One of the most amazing things about the game is that it can be had for under $17. On Amazon.com, Forbidden Island currently lists for $13.44.

Conclusion

Forbidden Island is a great game for two to four players. If you have never played a cooperative game, a genre that has gained popularity in hobby games market in the last few years and one that my family particularly enjoys, Forbidden Island is a fantastic introduction to the category. We love this game as a family and here's why.

Forbidden Island can be played with a diverse range of ages and can still engage everyone involved. We have played this with groups made up only of adults and with mixed groups including players pushing their forties and our five year old son, Ranger. The only difference in the play is that Ranger was more in need of suggestions as to which action to take on his turn. On the other hand, these game sessions enabled him to see how adults evaluated a number of potential actions and chose the few that were most optimal. Over time, he's getting a crash course in creative problem solving. He's also learning how to communicate with other people about a problem and learning how to take suggestions for possible solutions from others.

Forbidden Island captures the imagination. If I'm presented with the choice of playing a card game of Uno or going on a treasure quest to a sinking island, I know which one I'll choose ninety percent of the time.

Forbidden Island builds memories. Like Matt Leacock's other, more expensive, cooperative game Pandemic which focuses on ridding the world of epidemic diseases, a win in Forbidden Island is difficult and memorable. You'll tell stories to other's that you inevitably introduce the game to about an amazing recent win or heartbreaking loss. I still remember the time that a group of co-workers won when there were only four (of the twenty four!) island tiles left on the board. It was the last possible turn before the skull and crossbones was reached and a combination of a lucky card draw, plus having the pilot, won the day. It was intense. It was nail-biting. Everyone screamed and  and stood up and cheered with excitement that we'd actually eked out a win. All in a public snack area with passers by thinking we were crazy. And... it was awesome!

You just can't beat the cost-value calculation of this game. Forbidden Island is cheaper than most kids' games (Sorry, I'm looking at you) and is going to be something that your children's children will be able (and enthusiastically want) to play for years to come. It's not a game that you're going to get bored with easily as it has an amazing amount of re-playability built into its very design. Plus, if you start to get so good that your group regularly wins the game, you can try these European edition and fan created alternate Island tile layouts to increase the challenge level. How well are you going to do on Forbidden Skull Island, or the Forbidden Island of the Crescent Moon?

Are you ready for your family's first expedition to Forbidden Island?

Let us know if you are a fan of cooperative games in general and Forbidden Island in particular in the comments. Happy adventuring.





***Baby Toolkit is brought to you by the neurological happenstance of two geek parents in the midst of the  middle Midwest. While we purchased Forbidden Island from our local Borders (R.I.P.), we do periodically receive review copies from Gamewright. We love Forbidden Island designer Matt Leacock's Pandemic, so we simply could not resist buying Forbidden Island when we saw it in a bookstore- especially since I had a 40% off coupon (sorry, Borders). Expect more game coverage as we're going crazy with GenCon Indy 2011 anticipation.

Tuesday, January 25, 2011

To Tell a Tale: Rory’s Story Cubes

We are a family in love with stories.

We tell them, we read them, and as this blog attests we often write them down and share them in some form or another with total strangers. Adrienne and I have been readers our whole lives. We even turned to stories, in the form of Barbara Lehman’s wonderfully illustrated but wordless books, to help Ranger learn to better express himself as he described the details of the quirky scenes in Lehman’s illustrations.

For the past year or so, as Ranger has passed from a toddler to a preschooler, he and I have begun to play “story games” to pass the time. While we’re waiting in line somewhere or when car trips are lasting longer than either of our patience, I’ll start asking Ranger semi-directed questions similar to what we’ve practiced with Lehman’s books to fill out the details of a free form story. I might ask, “Who is in the story?” or “What should our story be about?” and as Ranger fills in the details, we begin to explore these free form worlds that we create together. It has become such a part of our life, that Ranger will often interject into any long silence, “Let’s make up a story!”

It’s tremendously fun and puts our creativity through the paces. As I hadn’t done a lot of this sort of thing for a long time, I was rusty at first, but persistence has paid off. What was difficult and awkward at first, is now second nature to us both. We roll with any suggestion and seem to be able to incorporate most any idea into at least a semi-recognizable narrative.

This sort of thing was easier when I was younger. As a young geek child of the 70’s and 80’s, I came of age slinging polyhedral dice while playing role playing games ( or RPGs). My friends and I imagined adventures in underground lairs filled with traps and monsters, smashing cars into each other, going insane from viewing nameless horrors, and hiding out from “The Computer” during endless story telling sessions of Dungeons and Dragons, the Palladium Role Playing Game, Car Wars, Call of Cthulhu, and Paranoia. These “games” were exercises in imagination and storytelling more than winning some sterile objective. I think they helped my writing, encouraged my reading, exercised my imagination and generally improved my overall communication skills.

Ranger’s a little too young for these types of games but luckily there are other games and play activities that are springing up that we happen to really enjoy and that accentuate the story play in which we already engage. One of those play/game activities is Rory’s Story Cubes. Published by Gamewright, Rory’s Story Cubes are nine six sided dice that come in a sturdy magnetically fastened box. Each white dice has a unique black doodle or pictogram on each of its six faces. The pictograms include doodles of a water fountain, a turtle, a bumble bee, a bolt of lighting, a castle keep, fire, and a shooting star. If you do the math, there are 54 images across the die faces. That’s quite a lot of potential story inspiration when you consider all the possible combinations.

The simple idea of Rory’s Story Cubes, is to take some or all of the dice and roll them, and then work alone or together to make up a story that includes elements from all of the face up pictograms. That’s it. It’s a simple activity and, while there are suggested ways to use the cubes, the included booklet also encourages you to use them in any way that inspires fun and creativity. Since there’s no “right” way to do it, kids are free to let their imaginations wonder unhindered by any “correct” interpretation of the images that  they randomly encounter from any particular roll. For instance, one doodle is of an Egyptian scarab as you might find on a pyramid burial chamber wall painting or depicted in an ancient Egyptian cartouche, but Ranger usually incorporates it into his stories as a generic “bug” or a slightly more specific “beetle”.

Some people may be turned off by the randomness of the activity, but I’ve found the activity of making a story (and perhaps not even a good story) from the randomly occurring images to not only be mentally challenging but also very inspirational. I have imagined seeing them being used by writers as a warm up exercise or a way to work through writer’s block. Perhaps teachers could use them in creating writing or speaking prompts for their students. I can just hear high school speech students groaning at the idea of giving a recitation of an extemporaneous story inspired by the fateful roll of the cubes.

I know from experience that the exercise of using the cubes and pushing ourselves to work within their imaginative constraints has broadened Ranger and my general story telling and creation abilities. He’s become surprisingly good at taking a random word or phrase that we may come across and turn it into wonderful little tales. He’s one heck of a storyteller these days. As an example of the types of stories that he now come up with on his own after a couple of months of playing with the cubes, this is my favorite story that he created after I tossed out the phrase “octopus soup” to him in car trip a couple of months back.


Octopus Soup
------------------

Once upon a time, there was octopus soup sitting in a cup on a table. A little girl sitting at the table wanted to try it.

She took a sip and it was wet... and slippery... and yucky. It made her feel dizzy. Then she wobbled off her chair and fell on the floor.

All of the sudden, she turned into an octopus.

When her mommy came into the room, she yelled "Oh no! There's an octopus in my house!"

She picked up the octopus right away and rushed it over to the aquarium and said, "Here. You take it."

When she got home, she couldn't find her daughter and figured out that the octopus was her little girl. So she went back to the aquarium and said, "You have to give me back that octopus! It's really my daughter."

The man at the aquarium said, "Oh good. The octopus turned back into a girl after you left. Here you go... She's a little wet."

When they got back home, the little girl said "I'll just have a peanut butter sandwich."

--------

The box can double as a rolling tray.

Making up stories with anyone, but especially with little kids, is a lot of fun and Rory’s Story Cubes definitely greases the imagination in pursuit of that goal. This simple, portable activity is sure to be a lot of fun for any family, though I wouldn't limit it to just families or kids. I can see it as a great party activity for adults, an icebreaker activity for gatherings, or an improv exercise. It’s a wonderful game to play that we highly recommend. Also, for those that are interested, there’s an iPhone App of the cubes, but there is a visceral thrill in rolling actual dice that is really part of the fun of the whole process. The retail price for the physical Rory's Story Cubes game is $12.99 and comes in a sturdy portable box that is slightly larger than a deck of playing cards.


We’re curious what type of stories that you’d come up with using a roll of Rory’s Story Cubes. Given the rolls in the pictures above, what does your mind come up with? Post them to the comments below.

***Baby Toolkit the sleeper hit blog on a short stretch of a quiet street in Southern Indiana- unless of course one of our neighbors has started a blog (like the clown family down the street- amazingly not a joke). We received a review copy of Rory's Story Cubes from Gamewright. We're Amazon affiliates, so a small portion of purchases made through the Amazon links on the site comes back to us and we use it to pay for connectivity or the downpayment on a Baby Toolkit corporate jet (thanks!).

[Note from Adrienne: Jim's new blog at storiedadventures.blogspot.com hosts even more gaming content.]

Monday, May 24, 2010

A Pessimist reads Raising Happiness

Even as a small child, I usually worried that things would go wrong. Almost every positive future scenario was met with scrutiny: "What if it rains that day?" "What if the car won't start?"

Even this blog springs from my basic assumption that life demand scrutiny and preparation.

In retrospect, I think I wanted insurance against life's disappointments. Decades later, a tornado taught me that being able to protect a placid life is unrealistic and even actual insurance can leave one disappointed and adrift.

Our son's earliest months paralleled some of my most insecure and anxious times, so his tendency toward panic comes as little surprise. I feel tremendous sadness when I see his disproportionate reactions to disappointment or injury.

Because I believe some of his poor reactions are learned from my example, it isn't hard to believe that (with mindful parenting) better reactions can be taught. But how can I, a pessimist, teach my children skills I never really acquired?

Through a friend's reference to a popular happiness book for adults, I stumbled upon a listing for Christine Carter's Raising Happiness: 10 Simple Steps for More Joyful Kids and Happier Parents.

At the time, the book was in pre-release, so I wrote the publishers (Ballantine Books) to request a review copy. Still feeling a reader's high from NutureShock, I allowed myself to hope that a parenting book could be more than a pile of recycled "conventional wisdom" and unfounded opinion. I especially liked the author's training, scientific interest and work in the field of emotional health (unlike similar parenting self-help authored by pediatricians, religious leaders and other peripheral "experts" on children and families).

I had expectations that the book would read like two other sociologist's texts that the touched on happiness and attitude (Stumbling on Happiness and Outliers). These books focused on the outcomes of attitude more than their development. They are reader-friendly assemblies of contemporary research. I looked for this book to be NurtureShock focusing solely on happiness issues. Which it wasn't.

It was much, much more.

Reading the introduction I took some notes that I keep by my bed and now glance at most mornings. Carter's concept of happiness is much more than the temporal mood I previously associated with the word. Additional facets like positive emotions about the past (gratitude, forgiveness, and appreciation), future emotions (optimism, faith, and confidence), and daily actions (love, kindness, and empathy) expanded my definition. My concept of happiness was binary (present or not present), it had no origins or supporting characteristics. I viewed joy as environmental and capricious (somewhat like the weather) rather than something cultivated by daily actions and patterns of small decisions.

Quoting Indian social worker and activist Baba Amte, Dr. Carter reminds "Happiness is a continuous creative activity." This idea would be my 6-word summary of the book's thesis, yet that is like calling Moby Dick "a book about a whale."

When I started the first chapter, the author's conversational style engaged me. The text exudes confidence and authority. However it didn't include the research citations that I am accustomed to in my favorite social science books. My stomach twisted, and I thought this promising book had degraded into a from-the-hip opinion on parenting. With nary a reference or footnote in sight, I told Jim that the book might be unfounded opinion.

I flipped toward the back expecting only an index, but found over twenty pages of detailed annotations (179 in total) and fifteen pages of bibliography all in a truly tiny print (I suspect they would occupy double the pages if printed in the same font as the text). Throughout the book, Carter is continuously engaging cognitive and behavioral science research, but the editorial approach is to keep that academic engagement from cluttering the basic recommendations.

Raising Happiness, though a book about children, took me on a journey of self-assessment. Like the first chapter "Put on Your Own Oxygen Mask First" suggests, I realized I am no help to my children in developing skills that I do not understand. Much of the book made me consider my own approach to the world rather than the attitudes of my children. I guess most good parenting books could be defined as offering transformation to the reader first, then secondary effects for their children.

Each chapter covers one of Carter's recommendations:
  1. Put on Your Own Oxygen Mask First
  2. Build A Village
  3. Expect Effort and Enjoyment, Not Perfection
  4. Choose Gratitude, Forgiveness, and Optimism
  5. Raise Their Emotional Intelligence
  6. Form Happiness Habits
  7. Teach Self-Discipline
  8. Enjoy the Present Moment
  9. Rig Their Environment for Happiness
  10. Eat Dinner Together
While some of the recommendations might sound familiar (to the point of being trite), the book is a surprisingly good instructor on practical incremental steps to enacting difficult change. Chapter Four's subsection Practicing the Skills We Need for Forgiveness, Carter draws on the work of Stanford Forgiveness Project researcher Fred Luskin. She clearly translates Luskin's program into 6 steps to use with kids. As a person who sometimes nurtures grudges, I need the careful guidance of someone who understands how to forgive in a way that is beneficial to all parties.

For example:
Step 4 -Teach kids that they suffer when they demand things that life is not going to give them. They can hope for things, of course, and they can work hard to get what they want. But they cannot force things to happen that are outside of their control. When we expect something outside of our control and it doesn't happen, we feel hurt and wronged. Help kids practice letting go of the desire for things that they have no influence over, and redirect their energies toward things they do have control over.
Working as a college advisor, I regularly saw students dealing with uncontrollable forces. The students most likely to prevail were the ones who focused on the next step rather than ruminating over disappointments.

Jim is currently reading Raising Happiness, and it's really interesting to see him adopting some of the techniques with our kids.  I did the same thing when I was reading the book, but it's really illuminating to see the process as an outsider.  Tantrums have been a major issue with our preschooler.  With so many strong-willed people living in the same family, it's not surprising that our ideas come into conflict.  Jim and I have been frustrated by our inability to quell tantrums through constructive means.   We don't ever submit to the demands and often issued punishments, but the outbursts just didn't stop.  Jim has recently begun acknowledging our child's emotions at the beginning of conflict.  He empathizes with the child's feelings without condoning the emerging behavior.  This usually yields immediate positive results.  In our case, I think our child needs to know that we understand his position even if we don't agree with it.  When we simply addressed the inappropriate behavior without any acknowledgment, he would ratchet up his intensity so that we might hear his side.  He didn't understand that his message simply became noise (irritating noise) when he screamed unintelligibly (and why should he understand that with only a few years of linguistic experience)?  The act of empathizing makes me try to re-evaluate the situation, and it often softens my initial appraisal.  This single simple change in our behavior hasn't completely ended all outbursts, but it has shortened their duration greatly and has improved our overall communications as a family.

So many of the small steps in this book resonated and brought to mind people who I admire for their personal and professional successes. Each individual recommendation matched my experience and observations, but I was previously unable to assemble all those random parts into an organized and interpretable whole.

The book is so rich with ideas and suggestions that it lends itself to rereading at different ages and stages.  What leaps out to me today overshadows future areas of interest.  Once I have engaged the content that resonates with me now, I plan to return to the book to consider additional aspects and approaches.

Raising Happiness is a must read (and currently $16.32 at Amazon.com).  And once you've read it, it will probably turn into a permanent addition to your home reference library.

Carter's excellent blog, Half Full, welcomes readers into an ongoing conversation.

***Baby Toolkit loves to read and rarely finds a parenting book we like so much as Raising Happiness.  We have no financial relationship with Christine Carter nor her publisher Ballantine Books.  We requested and received an advance copy of Raising Happiness ($24). A portion of the purchases made through our Amazon links helps fund Baby Toolkit's ongoing operating costs (thank you!).

Thursday, March 11, 2010

Potty Positivity: Even Firefighters Go to the Potty

When I asked my friends how they potty trained their kids, more than one responded that her child wanted to be like their older underpants-wearing friends.

Peer pressure seems to hold some sway with young kids. While underpants may motivate the fashionable, how can parents with fashion-indifferent kids make the move out of diapers more alluring?

Wendy Wax and her sister Naomi Wax offer an ingenious lift-a-flap book that makes kids proud to potty.

Even Firefighters Go To The Potty
observes that all kinds of people answer Nature's call. Through Stephen Gilpin's colorful and funny illustrations readers wonder where important figures (a police officer, a doctor, a baseball player, a *gasp* waiter, a train engineer, and an astronaut- among others) have gone.

The child can lift a door shaped flap on the page to reveal the missing cool person in the bathroom. The modest pictures keep everything G-rated while still showing urinals and other non-household bathroom features.

The book made me laugh pretty hard. Just as I was acclimating to the rhythm "But an astronaut is missing. Where could he have gone? [life flap] To the potty. Even astronauts go to the potty," I found myself squirming to read "It's a busy day at the restaurant. The Sutton family is ready to order. But where did the waiter go?"

Noooo! Waiters never go to the potty during their shifts. No! No! No!

When Ranger lifted the flap to show a picture of a handsome fellow thoroughly washing his hands, I laughed with delight (and no small measure of relief). Ranger always laughs especially hard at the page because of my initial reaction.

The book is charming and well-drawn and received far more interest than the classic Everyone Poops. Because it's a household comedy hit, I've had the slightly awkward pleasure of reading it to at least one visiting child. The preschool kids all proudly declared that they too go to the potty. I think that kind of enthusiasm would inspire early potter trainers to desire membership in the secret society of the commode.

The book's pages are made of a heavily laminated cardstock. They're really durable. We let the Raptor (15 months) brutally drag the book all over the house and it shows no notable wear after weeks of unchecked abuse.

For $8, this hardcover book is a steal. I wish we had owned it years ago.

Update 3/12:
Wendy reports that Even Ballerinas Go To The Potty is currently being developed. I'd like to note that preschool girls and boys seem equally delighted by Even Firefighters Go To The Potty when we've read it with them.

Parents who think about books and writers thinking about children's books will like Wendy's new blog. Learn more about her other titles at her website.

***Baby Toolkit is the from the trenches communique of two geek parents in the Midwestern United States. Wendy Wax sent us a free copy of Even Firefighters Go To The Potty ($8). We have no financial relationship with the book's authors or publishers. We are Amazon affiliates, so a small percentage of purchases made through our Amazon links help pay for our domain name and DSL service. Thanks for reading Baby Toolkit!