Richard Hamilton
1922 - 2011
British
Lost to Wilhelm Hammershoi in Round 1.
Beat his near-contemporary Philip Guston in First Round Elimination.
Barbara Hepworth
1903 - 1975
British
Crushed Patrick Heron in The St. Ives Bowl.
Lost to Childe Hassam in Round 2.
Vote for the artist of your choice in the comments, or any other way that works for you. Commentary and links to additional work are welcome. Polls open for at least one month past posting, but likely much longer.
Tuesday, July 15, 2014
Monday, July 14, 2014
Michael5000 vs. Agricola
European Style
If you really like laid-back party games like Pictionary and Cranium because the rules are simple and not very important, because the important thing is you are just hanging out with your friends having a chill time, then you would probably hate Agricola. Pronounced ugh – GRICK – kuh – luh (it’s Latin for “Farmer,” yo), Agricola is a “European-style board game,” so very European-style in fact that it won Germany’s “Spiele Preis” in 2008. It also won the game-of-the-year prizes in other European countries, such as France, Austria, Spain, Portugal, the Netherlands, Poland, and the Czech Republic, but everybody knows that the Deutscher Spiele Preis is the big noise, European-style.
What’s a “European-style board game”? Well, in general they are characterized by relatively demanding rules, strategic thinking, an extended gameplay experience, and a zillion little parts. To their fans, they are immersive challenges of logic and strategy that are endlessly satisfying to reason through in the company of one’s pals. To their detractors, they reproduce the worst features of a stultifying desk job, offering hours of meaningless busywork that is the very opposite of fun. They are seen as refreshingly intellectual, or insufferably pretentious. Obviously, I like them.
Back to the Land
In Agricola, you pretend to live the jolly, carefree life of a rural freeholder in the 1670s. You start with two family members living in a nasty wooden thatched-roof hut, an open fire, and some fallow land. Over the course of 14 turns you try to become a large family in a sturdy stone thatched-roof cottage, enjoying a varied diet of well-cooked foods, and prospering on the produce of your fields, pastures, and side gigs. There’s a fairly baroque point formula to determine who wins – it rewards well-rounded farming over specialization – but in our first few outings (we’ve played three times) I have been much more interested in gearing up for survival than in victory points.
There are a modest handful of things you can ~do~ in Agricola, when it’s your turn. You can gather resources, build and renovate your hut, plow and sow your fields, fence your fields, have babies, take up a part-time job, implement a modest “improvement” technology, or wrest away the right to go first during the next turn. Wresting away the right to go first during the next turn (technically, this being a European-style board game, during phase three of the next round) is important, because all of the available actions are exclusive: once somebody has used an action during a turn, nobody else can use it.
Choices, Choices, Choices
If you decide to make babies (this happens offstage), you will be able to take more actions during subsequent turns. But, you will also have more mouths to feed. It’s a tradeoff – one of many, many tradeoffs you have to make if you play this game. Agricola is a real festival of opportunity cost: If you are cutting timber then you aren’t harvesting clay. If you are sowing your field then you aren’t building fences. If you want your dream job now, you’re going to have to put off having children, much as in real life. If you take a defensive action just to keep your friend from getting too far ahead of you, it means you aren’t doing what you really wanted to do for yourself, much as in real life. There are lots of things you’ll want to do with your little farm, but you’ll only be able to do a few of them. Much as in real life.
It is really hard to predict the long-term consequences of all this decision-making, and that is one of the things that makes Agricola potentially pretty stressful in the early going, especially during the first half of your first game. (As a friend cogitated over her potential actions early on, I helpfully suggested that “At some point, you are just going to have to make a Kierkegaardean leap into the absurd.” “I KNOW THAT!” she snapped.)
Large Table Sold Seperately
The other thing that will stress you out is the challenge of keeping order in a chaotic universe. Here’s a list of Agricola’s pieces, from the front page of the closely-formatted, 12-page rulebook:
The first time we played, I believe we spent at least an hour setting up (having previously studied the rules for an hour or two) before we actually began the “game” per se. Most recently, I spent 15 or 20 minutes setting up before myvictims, uh, guests arrived.
You need a fairly big table. Spatially, it’s a little like playing Monopoly if all the players had their own Monopoly board, plus there was another monopoly board in the middle of the table, plus there were three different banks.
In short, I love it. But it’s not for everyone. Let me know if you want to throw down.
If you really like laid-back party games like Pictionary and Cranium because the rules are simple and not very important, because the important thing is you are just hanging out with your friends having a chill time, then you would probably hate Agricola. Pronounced ugh – GRICK – kuh – luh (it’s Latin for “Farmer,” yo), Agricola is a “European-style board game,” so very European-style in fact that it won Germany’s “Spiele Preis” in 2008. It also won the game-of-the-year prizes in other European countries, such as France, Austria, Spain, Portugal, the Netherlands, Poland, and the Czech Republic, but everybody knows that the Deutscher Spiele Preis is the big noise, European-style.
What’s a “European-style board game”? Well, in general they are characterized by relatively demanding rules, strategic thinking, an extended gameplay experience, and a zillion little parts. To their fans, they are immersive challenges of logic and strategy that are endlessly satisfying to reason through in the company of one’s pals. To their detractors, they reproduce the worst features of a stultifying desk job, offering hours of meaningless busywork that is the very opposite of fun. They are seen as refreshingly intellectual, or insufferably pretentious. Obviously, I like them.
Back to the Land
In Agricola, you pretend to live the jolly, carefree life of a rural freeholder in the 1670s. You start with two family members living in a nasty wooden thatched-roof hut, an open fire, and some fallow land. Over the course of 14 turns you try to become a large family in a sturdy stone thatched-roof cottage, enjoying a varied diet of well-cooked foods, and prospering on the produce of your fields, pastures, and side gigs. There’s a fairly baroque point formula to determine who wins – it rewards well-rounded farming over specialization – but in our first few outings (we’ve played three times) I have been much more interested in gearing up for survival than in victory points.
There are a modest handful of things you can ~do~ in Agricola, when it’s your turn. You can gather resources, build and renovate your hut, plow and sow your fields, fence your fields, have babies, take up a part-time job, implement a modest “improvement” technology, or wrest away the right to go first during the next turn. Wresting away the right to go first during the next turn (technically, this being a European-style board game, during phase three of the next round) is important, because all of the available actions are exclusive: once somebody has used an action during a turn, nobody else can use it.
Choices, Choices, Choices
If you decide to make babies (this happens offstage), you will be able to take more actions during subsequent turns. But, you will also have more mouths to feed. It’s a tradeoff – one of many, many tradeoffs you have to make if you play this game. Agricola is a real festival of opportunity cost: If you are cutting timber then you aren’t harvesting clay. If you are sowing your field then you aren’t building fences. If you want your dream job now, you’re going to have to put off having children, much as in real life. If you take a defensive action just to keep your friend from getting too far ahead of you, it means you aren’t doing what you really wanted to do for yourself, much as in real life. There are lots of things you’ll want to do with your little farm, but you’ll only be able to do a few of them. Much as in real life.
It is really hard to predict the long-term consequences of all this decision-making, and that is one of the things that makes Agricola potentially pretty stressful in the early going, especially during the first half of your first game. (As a friend cogitated over her potential actions early on, I helpfully suggested that “At some point, you are just going to have to make a Kierkegaardean leap into the absurd.” “I KNOW THAT!” she snapped.)
Large Table Sold Seperately
The other thing that will stress you out is the challenge of keeping order in a chaotic universe. Here’s a list of Agricola’s pieces, from the front page of the closely-formatted, 12-page rulebook:
The first time we played, I believe we spent at least an hour setting up (having previously studied the rules for an hour or two) before we actually began the “game” per se. Most recently, I spent 15 or 20 minutes setting up before my
You need a fairly big table. Spatially, it’s a little like playing Monopoly if all the players had their own Monopoly board, plus there was another monopoly board in the middle of the table, plus there were three different banks.
In short, I love it. But it’s not for everyone. Let me know if you want to throw down.
Saturday, July 12, 2014
The Infinite Art Tournament, Round One: Hayter v. Heckel!
Stanley William Hayter
1901 - 1988
British
Tied with Raoul Hausmann in his first try at Round One.
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Erich Heckel
1883 - 1944
German
Tied with Jan Davidsz de Heem in his Tournament debut.
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Vote for the artist of your choice! Votes go in the comments. Commentary and links to additional work are welcome. Polls open for at least one month past posting.
1901 - 1988
British
Tied with Raoul Hausmann in his first try at Round One.
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Erich Heckel
1883 - 1944
German
Tied with Jan Davidsz de Heem in his Tournament debut.
----
Vote for the artist of your choice! Votes go in the comments. Commentary and links to additional work are welcome. Polls open for at least one month past posting.
Friday, July 11, 2014
Why Mrs.5000 Shouldn't Get Me a Birthday Present This Year
I don’t like to use telephones for anything except what they were made for, which is to say text messaging. If I have to, although I really don't like it, I’ll use them to have a remote voice conversation. But that’s it, and for the other esoteric electronic business of Modern Life, I use task-specific tools. This makes me one of the last people still using, for instance, an MP3 player – my “stories” makes it possible for me to be reading at all times, never wasting a speck of attention on time-wasters such as focusing on routine tasks, interacting with the people around me, driving, or spiritual development.
The other key portable electronic device in my life is the “gadget” – a GPS receiver. Not one of those street-map jobbies, mind you – life is dull enough already without taking the fun of navigation out of it – but a sturdy little machine that can tell me exactly where I am on the planet, how fast I’m going, how far I’ve gone, and how far I am as the crow flies from Bozeman, Montana. The gadget serves three vital purposes. First, I use it to track my running mileage. Second, it is an essential tool for geohashing. And thirdly, it lets me see the difference between the direction my vehicle is pointing and the straight-line direction to my destination. This last item may not seem important to you, but for me, well, I was pining for such a device long before the advent of consumer GPS equipment, and can scarcely believe my luck to be able to own one now. So let’s say I use it for “running mileage, geohashing, and spiritual development.”
I wrote about my first gadget when I first bought it back in aught-ten, and it made a major cameo in my niche-famous geohashing primer. It served me stoutly and well for almost three years.
One day early last summer, I went for a run immediately after work. When I got back to the truck, I cooled off for a few minutes – it was a hot day – and then headed for home. Later, I would remember a peculiar thumping sound as I drove off, and realize that it was the gadget, my beloved gadget, rolling from where I had placed in on the truck roof and falling off into the void. By the time I put this together, lamentably, it was two days later, and naturally I never saw the first gadget again.
Mrs.5000, being swell, encouraged me to get a replacement gadget as an early 2013 birthday present. She is very supportive of my running, and even my geohashing, and even my spiritual development for that matter. Plus, I was about to take one of my big sprawling roadtrips, and she knew that to be truly happy on a big sprawling roadtrip, I would need to be practicing spiritual development.
On that road trip, I went on a geohashing expedition in Yellowstone Park in which I kind of scared myself by climbing up a hill that I wasn’t sure I could climb back down. I was pretty jumpy and jittery when I got back to the truck. I assume that is why I didn’t think much, for an hour or two, about the peculiar thumping sound I heard as I drove off. By the time I put two and two together and realized that it was the gadget, my beloved replacement gadget, rolling from where I had placed it on the truck roof and falling off into the void, it was far too late to go back on the remote chance of finding it still waiting for me.
Since then, I have become something of a fanatic about never putting anything on the roof of the truck. On the hood, where you can see it, fine. But never on the roof! No matter how convenient! It is a sanitation that I now follow very strictly. I've learned my lesson the hard way.
In the short term, there was nothing for it but to hide my shame like a pathetic skulking weasel. I scoured the outfitters of Bozeman, Montana, until I found one that sold the exact same gadget as the one I had just lost, and resolved not to mention the incident until next summer. (Which is to say, now.) Then, I programmed in the location of Bozeman, Montana. And then, still alive and regadgeted, I went geohashing again.
So that is why Mrs.5000 shouldn’t get me a birthday present this year. She already got my 2014 birthday present back in August 2013, in Bozeman, Montana. She just didn’t know it until now.
The other key portable electronic device in my life is the “gadget” – a GPS receiver. Not one of those street-map jobbies, mind you – life is dull enough already without taking the fun of navigation out of it – but a sturdy little machine that can tell me exactly where I am on the planet, how fast I’m going, how far I’ve gone, and how far I am as the crow flies from Bozeman, Montana. The gadget serves three vital purposes. First, I use it to track my running mileage. Second, it is an essential tool for geohashing. And thirdly, it lets me see the difference between the direction my vehicle is pointing and the straight-line direction to my destination. This last item may not seem important to you, but for me, well, I was pining for such a device long before the advent of consumer GPS equipment, and can scarcely believe my luck to be able to own one now. So let’s say I use it for “running mileage, geohashing, and spiritual development.”
I wrote about my first gadget when I first bought it back in aught-ten, and it made a major cameo in my niche-famous geohashing primer. It served me stoutly and well for almost three years.
One day early last summer, I went for a run immediately after work. When I got back to the truck, I cooled off for a few minutes – it was a hot day – and then headed for home. Later, I would remember a peculiar thumping sound as I drove off, and realize that it was the gadget, my beloved gadget, rolling from where I had placed in on the truck roof and falling off into the void. By the time I put this together, lamentably, it was two days later, and naturally I never saw the first gadget again.
Mrs.5000, being swell, encouraged me to get a replacement gadget as an early 2013 birthday present. She is very supportive of my running, and even my geohashing, and even my spiritual development for that matter. Plus, I was about to take one of my big sprawling roadtrips, and she knew that to be truly happy on a big sprawling roadtrip, I would need to be practicing spiritual development.
On that road trip, I went on a geohashing expedition in Yellowstone Park in which I kind of scared myself by climbing up a hill that I wasn’t sure I could climb back down. I was pretty jumpy and jittery when I got back to the truck. I assume that is why I didn’t think much, for an hour or two, about the peculiar thumping sound I heard as I drove off. By the time I put two and two together and realized that it was the gadget, my beloved replacement gadget, rolling from where I had placed it on the truck roof and falling off into the void, it was far too late to go back on the remote chance of finding it still waiting for me.
Since then, I have become something of a fanatic about never putting anything on the roof of the truck. On the hood, where you can see it, fine. But never on the roof! No matter how convenient! It is a sanitation that I now follow very strictly. I've learned my lesson the hard way.
In the short term, there was nothing for it but to hide my shame like a pathetic skulking weasel. I scoured the outfitters of Bozeman, Montana, until I found one that sold the exact same gadget as the one I had just lost, and resolved not to mention the incident until next summer. (Which is to say, now.) Then, I programmed in the location of Bozeman, Montana. And then, still alive and regadgeted, I went geohashing again.
So that is why Mrs.5000 shouldn’t get me a birthday present this year. She already got my 2014 birthday present back in August 2013, in Bozeman, Montana. She just didn’t know it until now.
Thursday, July 10, 2014
The Infinite Art Tournament Left Bracket Second-Round Elimination: G. David v. Delaunay!
Are artists that lose their First Round matches doomed? Well, today sees the meeting of two artists who lost their initial match but have since won two straight to stay alive in the Left Bracket. After this match, of course, one will advance to the Third Round, and the other won't.
If our voting was transitive, you'd have to give the advantage to Gerard David over Robert Delaunay. He got to this match by beating Delacroix (1-2, 14 vf - 23 va). Delacroix's one victory was over Delaunay. But veteran Tournament watchers will have figured out by now that art voting does not always obey the transitive property.
Along with Delacroix, Gainsborough drops from the Tournament this week after going 1-2-1, 22 vf -30 va.
Gerard David
c.1455 - 1523
Dutch
- Lost to Honoré Daumier in Round 1.
- Knocked out 20th Century artist Stuart Davis in First Round Elimination.
- Defeated Eugène Delacroix in the Left Bracket Second Round.
Robert Delaunay
1885 - 1941
French
- Lost to Eugène Delacroix by a two-vote swing in Round 1. YOUR VOTE COUNTS!!!
- Squeezed by living sculptor Richard Deacon 6-5 in First Round Elimination. YOUR VOTE COUNTS!!!
- Beat Thomas Gainsborough easily in the Left Bracket Second Round.
Vote for the artist of your choice in the comments, or any other way that works for you. Commentary and links to additional work are welcome. Polls open for at least one month past posting, but likely much longer.
Tuesday, July 8, 2014
The Infinite Art Tournament, First Elimination Round #28/64
Faceoff #1: Beccafumi v. Johns
Domenico Beccafumi
c.1486 - 1551
Italian
Tied with André Beauneveu in his initial Round 1 outing, in January 2012.
Lost to Adolphe Bouguereau in his second try at Round 1, in February 2014.
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Jasper Johns
b. 1930
American
Stunned by underdog Gwen John in Round 1.
Faceoff #2: Jones v. Judd
Allen Jones
b. 1937
British
Lost his Round 1 match to Jacob Jordaens in the late voting.
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Donald Judd
1928 - 1994
American
Kicked around by Frida Kahlo in Round 1.
Vote for the two artists of your choice! Votes generally go in the comments, but have been known to arrive by email, by postcard, or in a sealed envelope.
Please note that you may vote only once in each face-off. Opining that both of the artists in one of the two face-offs is superior to the other is fine, but casting your votes for two artists in the same face-off is not permissible.
Monday, July 7, 2014
Michael5000 vs. Dickens: "The Pickwick Papers"

2012 Assessment: " I haven't read it, and don't know a thing about it."
Current Reading: Ear-read on audiobook.
The Pickwick Papers is Dickens' first novel, to the extent that it is a novel.
Plot: Here's the story: Mr. Pickwick, having retired from business quite wealthy, decides to go out traveling and exploring the world. He cobbles together a few pals as "The Pickwick Club," and off they go into the wilds, although they never really get very far from London. The Pickwick Club is something of a send-up of the learned societies of the age, and the cumulative joke is that the narrator speaks about this little group of buddies in the overblown language usually reserved for people and events of great importance. I actually like this kind of humor, but in the lack of robust supporting content it wears a little thin over the length of a fairly hefty book.
Pickwick's travels are a framework for a picaresque grab-bag of stories, kind of like The Canterbury Tales in prose or an unsexy version of the Decameron. The boys are forever telling each other stories, or listening to someone else's story, or picking up a book and reading a story, and we of course always get the whole story. It's an old-fashioned device -- reasonable of course in an 180 year old book -- and boy oh boy are the stories themselves old-fashioned. Love stories, comic stories, ghost stories, most of them were surely chestnuts even as Dickens was writing them down. But, since Dickens was writing for a fairly newish periodical form and a fairly newish literate public, he might have been the first to get them written down in a venue that lots of people could enjoy. For whatever reason, The Pickwick Papers was a runaway hit, and after it took off not even Barnaby Rudge would slow down Dickens' career much. However, friends, there's not really much to recommend these dusty old stories today, to sophisticates like me and you.
The third quarter of the book is the best. Like a fight at a hockey game, a novel suddenly breaks out and generates some real excitement. Mr. Pickwick gets sued over a misunderstanding, and over several chapters gets dragged through the courts and debtors' prison, and Dickens makes gleeful satire of what he saw (and hey, I'm not arguing with him) as the unjust, absurd, and often cruel aspects of these institutions. The firm story line, and Dickens taking on the kind of material that would later be the stuff and substance of his best work, makes this section really tower over the rest of the book. Mr. Pickwick, who otherwise (like his interchangeable traveling buddies) has almost no dimensionality whatsoever, has to make some tough moral choices. Solutions having been found, however, there is still quite a bit of book left to go and not a lot of compelling material to fill it.
There are two characters who are a bit more rounded than the principles. Once is Sam Weller, a savvy servant who befriends Mr. Pickwick and repeatedly saves his rather naive bacon. Weller was much beloved by the original readers, and it was apparently his character that made The Pickwick Papers such a hit. The character I liked myself was Mr. Jingles, an amiable confidence man who speaks in distinctively clipped, telegraphic sentences. I thought he was a hoot.
Prognosis: It's more interesting historically than it is interesting as a piece of fiction to sit down and enjoy. I wouldn't recommend this one to anyone who didn't already love Dickens.
Current Dickens Score: I have now read 9/14.5 of the non-Christmassy Dickens novels.
Second Opinion: Mr. Pickwick is The Telegraph's 18th favorite Dickens character!
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