This was a four player game of TaleSpin, with a goal of four cargo. I was Baloo, Josh was Karnage, Tony was Kit, and Whitney was welcomed into the ranks of TaleSpinners by playing Molly. (The hilarious picture is from this Photoshop contest page and was created by a fellow called Majordano.)
ROUND ONE
Don Karnage kicks off the game by playing Becky and Ignatz as passengers. He rolls low, so he can only move to the Cliff Guns (which he shot at Kit) and play cargo.
Kit sends pilot Mad Dog after Karnage (who bows out with a Strategic Withdrawl). Then Kit plays one of everyone's favorite new cards, The Press (the fourth estate lets you name a card at the end of your turn, and if anyone has that card in their hand, they must discard it. Yeah, I know it relies on the honor system, but it's still fun.) Kit ends his turn by moving to the Air Platform and playing cargo.
Baloo attacks Kit, who amicably refuses to dogfight so Baloo draws his two free cards. No passengers to play, so Baloo moves to the Loading Dock and played cargo.
Molly has what is probably her best turn of the game (unfortunately.) She sends Ace London after Don Karnage and opens his sole (fake) cargo. During all of this, Kit plays I Got Your Shot All Lined Up and grabs Strafing Run from the discard pile. Molly ends her turn by moving to the Cliff Guns (Baloo takes the hit this time) and playing cargo.
ROUND TWO
Don Karnage fishes Ace London out of the discard pile with We're Sure Glad To See You, but tucks him away for later use. Instead, Karnage attacks Baloo... who cheerfully accepts but then bows out with You Hear Something? Karnage ends his turn by moving to the Iron Vulture, killing The Press, and playing cargo.
Kit plays Crazy Edie against Karnage. Despite Karnage playing two Lucky Shots, Kit wins and takes out Karnage's fresh cargo. Kit uses Edie's reward to steal two cards from Molly. Kit moves to the Air Circus and plays cargo.
Baloo adds Khan's Board of Directors to his passenger chain, and then calls upon the poacher McNee to attack Kit. Kit surprises McNee by playing Better'n You Thought to up his Pilot skill, but McNee wins anyway. Kit then throws down a further surprise by playing It's All Part of the Show to turn his damage into draws, but that does not stop McNee from stealing one of his cargo to give to Baloo. Baloo moves to the Air Circus and plays cargo.
Molly plays At The Current Rate of Exchange on Baloo, who had been loudly declaring how much he liked his hand. Then she goes after Kit with a Surprise Inspection (which was one of the cards she received from Baloo). She ends her turn by moving to the Air Force Base and playing cargo.
So at the end of the second round, Karnage has no cargo, Kit has one, Baloo is leading with three, and Molly has two.
ROUND THREE
Karnage plays Ratchet as a passenger, then sends Ace London after Baloo. Baloo wins and decides to take Ace into his hand (Ace has seen a lot of action this game!) Karnage then strikes vengeance upon Baloo with Monkey in Your Tank, which causes Baloo to lose one cargo and expose another cargo as real. Karnage plays the Street Pirates to his passnger chain, then moves to the Pirate Cave and plays cargo. Ratchet's moving effect sends Karnage back to the Iron Vulture, which is no bad thing.
Kit drops some serious Shipping fatties with Katie and Torque... plus the Cape Police for some extra cargo protection. Then he plays The Mayonnaise Went Bad on Baloo (loses another cargo!) and Molly (reveals a real Cargo!) Everything looks great for Young Master Cloudkicker until Don Karnage sticks him in a Death Trap and ends his turn prematurely.
Baloo plays passenger Hacksaw, then sends Ace London after Kit under the added threat of a Pirate Rush. Kit, feeling a Pilot disadvantage, concedes the dogfight, so he loses his only (fake) cargo. Baloo then plays Pilot to Navigator, Where the Heck are We? to skip around the map a little bit, and ends his turn by rolling the die. He doesn't like the result (which would discard Hacksaw), so he uses the Board's ability to re-roll... and gets the same thing. So he moves to Air Circus, plays his cargo, and discards Hacksaw.
Molly moves to Cape Suzette and plays cargo. Where are all the passengers?
At the end of round three, Karnage has one cargo, Kit has none, Baloo has two, and now Molly is closest to victory with three cargo in play.
ROUND FOUR
Don Karnage uses It Is I to fetch McNee from the discard pile, and he quickly dispatches the poacher in Molly's direction. Molly - with her Pilot value of merely 1 and a handful of low cards - refuses the fight, so McNee steals one of her cargo for Karnage. But Molly manages a small measure of revenge when she plays Cornered on the pirate captain, which stops him from playing cargo on this turn.
Kit plays Crowd of Admirers and lures the Board of Directors away from Baloo. Then he plays Stand Aside on Don Karnage and removes the Prototype Jet Engine from the game! Out of options, he moves to Higher for Hire and plays cargo.
Baloo attacks Kit, who accepts the dogfight but ends up losing his cargo. Then Baloo grows his passenger chain with Shere Khan, Gibber and the Red Robed Thugs. He moves to Higher for Hire, plays cargo, is forced to bring Khan back to his hand, and has Gibber pull the Pirate Mob out of the discard pile.
Molly moves to the Cliff Guns and plays cargo.
At the end of round four, Karnage has two cargo, Kit still has none, and Baloo and Molly both have three.
ROUND FIVE
Don Karnage unleashes airborne hell on Molly by attacking her Head On, doing three damage to her at the end of the fight. Molly is now busted down to one cargo. Karnage plays Wildcat, then moves to the Cliff Guns and plays cargo.
Feeling mired in last place, Kit plays a desparate Mayday on Baloo, which opens one of Baloo's (real) cargo. Then Kit steals Wildcat away from Karnage (I neglected to note how) and ends his turn by moving to the Air Circus and playing cargo.
Baloo sends Covington after Karnage, and further complicates the battle by making Karnage Asleep at the Controls. Karnage loses the dogfight and one of his played cargo. Baloo plays Shere Khan (again)... and then is stuck in Kit's Death Trap.
Molly moves to the Air Force Base and plays cargo. Are we having fun yet?
At the end of round five: Karnage has two cargo, Kit has one, Baloo has three, and Molly has two.
ROUND SIX
Karnage adds to his impressive Shipping ability with Trader Moe, but has little else to do. He moves to the Pirate Cave and plays his cargo... but the roll forces him to discard both Becky AND Moe! A sad day indeed.
Kit plays Takin' the Day Off for some free cards and announces that he absolutely must do something about Baloo's potential win. So he attacks Baloo directly... and Baloo wins the dogfight. But not so fast! Kit plays Sky Scramble and resurrects Crazy Edie for another shot at Baloo. Kit even plays You Got That Right for additional cards... but Baloo still wins. Discouraged, Kit moves to Higher for Hire and plays cargo.
Sitting in the catbird seat, Baloo could simply opt to roll the die and take a shot at the win, but he decides to field Ace London one more time... at Karnage. Ace wins the dogfight, dropping Karnage's threat level down a peg just in case somebody has something to stop Baloo from winning. Fortunately for the best pilot in Cape Suzette, no one does, so he moves to the Air Circus and plays his final real Cargo for the win.

I'm way behind on Comics Commenting (I used to call this feature Word Balloons, but that sucked) so I'm just going to catch up with some broad swoops through the books I picked up last week.
released October 2002, purchased October 2002
released November 2002, purchased November 2002
released February 2003, received February 2003
The latest OPM demo disk has the long awaited LEGO Star Wars 2 demo... which is the first time there's been something worthwhile on that disk for months. Rhonda and I played it for two hours last night, unlocking (I think) all but one thing. We're really excited for this one to hit stores.
It's hard to get excited about Justice League revamps, since they happen with alarming frequency. I wish DC would get over the whole faux reboot thing and just let the title live on. They only have, like, three books that have held consistent numbering for longer than five years. Everything else gets rebooted to #1 constantly.
First of all, thanks for all the fun. #2 was a hell of a lot more action-oriented (love the addition of the Reaction Commands!) than the original, with more to do and lots of great improvements. The menu commands are easier to use, the battle camera isn't as crazy, and the RPG elements (item synthesis, ability customization) have been streamlined to the point that most humans might actually use them. Not to mention that the Gummi Ship stuff is 200% better and could be the core of its own separate game.







As predicted, Cabins 8 and 9 moved even further into the lead, although 9 is now ahead 2526 to 2497. We're still in third with 2362 points, and fourth place (Cabin 3) has 2153. Anyone in fourth or lower has no chance in hell of winning the race by Friday morning.

Today Cabin 7 rose to third place on the Camp Hyrule leaderboard (we were in fourth yesterday.) We're still 80 points behind the first place cabin, Cabin 8 - The Sages of the Wii Republic (I wonder why they didn't go for "Wii-public"?). Cabin 9 (the Cabin at the End of the Universe) is in second, falling from first. So it's pretty much a battle between 8 and 9 at this point. I'm not confident that an 80 point gap is surmountable at this stage, especially given that 8 and 9 are so close (less than 10 points difference) and are likely psyching their rabble up to levels that are dangerous even to fanboys.




















It's that time of year again...







I'm enjoying Marvel's Civil War and Civil War: Front Line books, even under the nagging premonition that, like House of M, Civil War is likely to not actually end within the scope of the core miniseries. And when I say "end," I mean "return the Marvel U to the status quo, like most every other big name multi-hero crossover storyline." Betting man that I am, I think that Marvel is going to let the Registration Act stand so that all the books get the fun of dealing with the ramifications of the Act for a year or so, before formally repealing it in another big event To Be Named Later.
released October 2004, purchased October 2004
released September 2004, purchased October 2004
released July 2004, purchased October 2004
I've pretty much resigned myself to only playing on Thursday nights with the gate open... and some weeks not even that happens. I no longer talk to villagers, and I've stopped caring about weeds. Both my personal relationships and my landscaping are in disrepair. I'm more or less done with Wild World.
A coupla' weeks ago, I noticed that I was getting some traffic from
GAME TWO
ROUND FOUR
I was really excited to see a Lion King world show up in Kingdom Hearts 2, since Simba didn't have much to do in the first one. I'd love to see a Making Of for this game, because I would no doubt be fascinated to hear what movies were chosen and why. I'm guessing existing licensing issues and synergy initiatives govern much of it.






