Wednesday, October 30, 2024

Jesus Loves the Little Children (Daniel Hyde)

In Jesus Loves the Little Children, Daniel Hyde explains why we (many denominations of Christianity) baptize children. He looks at:
  • Defining terms (understanding what baptism is)
  • Circumcision and baptism (and the similarities between this respective Old Testament and New Testament signs)
  • Covenant and baptism (understanding the nature of how God relates to His people and their children)
  • Baptism or dedication (looking at the differences between them)
  • The mode of baptism (immersion, pouring, or sprinkling)
  • A brief history of infant baptism from early church sources
Overall, this is a solid introduction. Believers can squabble over this doctrine, because there is no command in Scripture that explicit says baptize (or do not baptize) your children. I agree with Hyde that "infant baptism is a biblical doctrine because it is a "good and necessary consequence" of the entirety of scriptural teaching." And I think he does a reasonable job presenting his case, looking across the Scriptures in the above areas (especially in his discussion of original sin and how that doctrine applies here . . . that isn't always mentioned but should be). Sometimes, I think his arguments/proofs aren't quite as firm as he states (even though I agree with him), but this is a good introduction nonetheless. I would recommend it alongside R.C. Sproul's introduction to the topic.

Rating: A-

Monday, October 28, 2024

The Lord of the Rings: Duel for Middle-Earth

Today's review is of the 2024 release, The Lord of the Rings: Duel for Middle-Earth (hereafter, DME). For 2 players, it takes 30 minutes.

Overview
Sauron's malice and will to dominate is clear. Can the Free Peoples of Middle-Earth stop him, or will he rule them all?

In DME, you play as either the Fellowship or Sauron. There are three chapters to the game, each with their own unique decks of cards, laid out at the start of the chapter in a prescribed pattern.

On your turn, you either:
  • take a card (an available card from the display)
    • pay its cost (if any) and place it in your play area, obtaining its benefit, OR
    • discard the card to earn 1, 2, or 3 coins (equal to the chapter you're in)
  • buy a tile
    • pay its cost and place it in your play area, obtaining its benefit
Costs can be paid by using skills on cards (gray cards) you have previously taken and/or paying coins for each symbol you lack on the card/tile's cost. Coins can be attained by discarding a card from the display on your turn or selecting an available yellow card. Some cards (of any color) also have symbols in their upper right that can be used as an alternate cost for some other cards (this is called 'chaining').

A chapter ends when the cards in its display are gone.
Chapter 3 in progress; image from here
There are three possible victory conditions; the first to fulfill one of them wins:
  • Quest for the Ring: 
    • uses the fellowship track and advances through blue cards
    • If Frodo and Sam make it to Mount Doom, the Fellowship wins. If the Nazgul catch them, Sauron wins.
  • Support of the Races:
    • achieved through collecting green cards
    • if any player gathers one of the six different race symbols on such cards, they win
  • Conquering Middle-Earth:
    • achieved through collecting red cards and tiles
    • if any player has presence (unit and/or fortress) an all seven regions of the 'main' board, they win
Review
I like this game. I assume it is based on 7 Wonders: Duel, which is itself based on 7 Wonders. As with that offering, DME forces you to be balanced (in approach) and mindful (of your opponent's strategies). You need skills (gray cards), but if you neglect other cards, your opponent can take the day. So they all matter, and as you build your tableau, your choice will depend on both what is available on your turns and what you are trying to do (or stop your opponent from doing). There were turns, especially late in the game, where I was forced to take a card simply so my opponent could not. But he was forced to do the same to me, and I enjoyed the overall experience.

There is a lot to keep track of, but it is easy enough to pick up after a few turns. This is a nice two-player game, especially for The Lord of the Rings fans. And the art is fantastic!

Rating: A

Sunday, October 27, 2024

Enemy of God (Bernard Cornwell)

Continuing from where book one left off . . .

Last time, Arthur won an unlikely victory and united the British kingdoms. This frees him to turn his attention east, to the Saxon threat. With smart maneuvering, he can turn the rival Saxon kings—Aelle and Cerdic—against each other and keep them at bay. But there are others with schemes of their own . . .

Merlin has returned and is focused on recovering the Treasures of Britain, convinced that they hold the key to bringing the aid of the British gods. But his quest takes him into dangerous territory held by the Irish, and may be his undoing . . .

Ultimately, Arthur wants only three things: a united Britain, defeated Saxons, and a just kingdom. But as he is to learn, the schemes and selfishness of others will make such things difficult. And as his half-brother Mordred comes of age to take the throne, it is clear that the golden age is coming to an end. For betrayal is in the air . . . and enemies abound.
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Book two is much in the same vein as book one; see that review for what Cornwell is trying to do with this series. I enjoyed the story (though slow at first, the last one hundred pages picked up remarkably) and most of the characters (Lancelot and Guinevere continue to disappoint). 

I was disheartened by the way Christians were portrayed (and all religions, honestly). I suspect there is truth to Cornwell's depiction, but across the board, it is sad to see how many view(ed) religion as a way to manipulate God into granting them power or wishes. (In some cases, the characters thought they could effectively command the gods through certain actions or relics.) 

Another thing that struck me: Arthur is similar to Dostoevsky's The Idiot: a good man in an evil world. The tale is tragic but sobering.

Rating: A-

Thursday, October 24, 2024

On the Christian Life (John Calvin)

On the Christian Life is an excerpt from John Calvin's magisterial Institutes of the Christian Religion. The broader work was first published in 1536 (and did not feature this material); Calvin would add and revise content until at least 1559 (considered the definitive edition, I'm told). "The final form of Calvin's Institutes is comprised of eighty chapters spread across four "books."" On the Christian life is Chapters 6-10 of book three ("How we Obtain the Grace of Christ"), and was separately published by Calvin to highlight how Christians should live. The chapter titles and points, as presented by the author:

Chapter 6: The Life of a Christian
  1. It is necessary to derive a plan for ordering our lives from the Scriptures.
  2. We are called to a love of holiness because God is holy.
  3. A second motivation to holiness is the holiness of Christ, which God has made to be a pattern for us.
  4. The gospel is a doctrine not just of intellect and tongue but of heart and life.
  5. The mark of a Christian is not perfection but single-minded progress toward it.
Chapter 7: The Sum of the Christian Life, in Which We Discuss the Denial of Ourselves
  1. Dedicating oursleves to God is the beginning of a new life.
  2. The next step of righteousness is to seek the things of God for their own sake, not for our own advantage.
  3. Paul presents the parts of a well-ordered life. [in Titus 2:11-14]
  4. While self-denial especially concerns God, it also pertains to others.
  5. We cannot fulfill our duties to others until we have first denied ourselves.
  6. We should do good to others because they are made in God's image.
  7. It is useless to perform works of charity without love.
  8. The first part of self-denial is to depend wholly on God's blessing.
  9. This means that we should not lust after wealth or honors or grumble impatiently.
  10. Amid life's many miseries, our comfort is that they come not from blind fortune but fom the hand of God.
Chapter 8: Bearing the Cross
  1. Bearing our cross entails an arduous life, following the pattern of Christ.
  2. Affliction shows our weakness and need of God's grace.
  3. Affliction teaches us to rest in God alone; his faithfulness gives us confidence in him.
  4. Through affliction, God reveals the hidden virtues of his people and trains them in true obedience.
  5. The flesh is stubborn, rebellious, and reckless until tamed.
  6. Affliction is needed to correct our past offenses.
  7. Suffering for the sake of righteousness is an honor and brings a reward.
  8. Patience does not extinguish the bitter feelings in hardships but overcomes the anguish we feel.
  9. The patience in affliction that God requires is not an unfeeling lack of grief.
  10. The devout experience the conflict between natural feelings and glad submission to God's will.
  11. The difference between Christian and philosophical patience.
Chapter 9: Meditation on the Future Life
  1. The miseries of this life must teach us not to seek our happiness here.
  2. We must break free from inordinate love for this world and recognize our mortality.
  3. We are not to despise earthly goods such that we ungratefully diminish God's good gifts.
  4. This life is not to be detested in itself but only in comparison to the life to come.
  5. The hope of resurrection should conquer the fear of death in Christian minds.
  6. Our minds will be troubled by present circumstances until we set our eyes on the future day of salvation.
Chapter 10: How We Must Use the Present Life and Its Means of Support
  1. Some treat the use of earthly goods too strictly, others too indulgently.
  2. Because God made earthly goods not only for necessity but also for delight, we can use them for both.
  3. Grateful acknowledgment that we receive everything from God restrains lustful excess.
  4. Contempt for the present life and meditation on immortality prevent excessive concern about external matters.
  5. Peopl who are content to go without and ocnvinced they are accountable to God learn to restrain their use of earthly goods.
  6. Consideration of our vocation is the principle and foundation of acting in every situation.
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I really enjoyed this little (65-page) book. Of course, it is hard (and dangerous) to rip chapters out of a larger work; I was convicted by the points Calvin presented, but left wanting more. But even this short treatise has its value. I need to remind myself of these truths daily.

Rating: A

Saturday, October 19, 2024

Flame(s) On!

image from here
It is a new NHL season, and the Calgary Flames—those lowly Flames who dismantled their team over the last few years—are one of four undefeated teams remaining. Yes, it is just 4-0-0 (only 5% of the season). Yes, a lot of hockey remains. But what a (surpising!) start; they've shot up to 14 in the power rankings (they started the season at 27). Confidence is high in Calgary right now. Their current lineup (from dailyfaceoff): 

The Flames' unexpected success is a good reminder of why we play the game. In any league (or any endeavor). There are always the favorites, the superpowers, the big spenders, and so on. But our impressions are often based on the strength of individuals and neglect an important truth: you win as a team. It is the body that is ultimately successful or not. And synergy can matter a good deal more than individual strengths. The Bible reminds us of this in many places, but let's look at Ephesians 4 (highlights and underline mine):
4 There is one body and one Spirit—just as you were called to the one hope that belongs to your call— 5 one Lord, one faith, one baptism, 6 one God and Father of all, who is over all and through all and in all. 7 But grace was given to each one of us according to the measure of Christ's gift. 8 Therefore it says,
“When he ascended on high he led a host of captives,
and he gave gifts to men.”
9 (In saying, “He ascended,” what does it mean but that he had also descended into the lower regions, the earth?10 He who descended is the one who also ascended far above all the heavens, that he might fill all things.) 11 And he gave the apostles, the prophets, the evangelists, the shepherds and teachers, 12 to equip the saints for the work of ministry, for building up the body of Christ, 13 until we all attain to the unity of the faith and of the knowledge of the Son of God, to mature manhood, to the measure of the stature of the fullness of Christ, 14 so that we may no longer be children, tossed to and fro by the waves and carried about by every wind of doctrine, by human cunning, by craftiness in deceitful schemes. 15 Rather, speaking the truth in love, we are to grow up in every way into him who is the head, into Christ, 16 from whom the whole body, joined and held together by every joint with which it is equipped, when each part is working properly, makes the body grow so that it builds itself up in love.
The key points here: there is one body, we each have gifts to equip and build that body, and when each of us is working properly (i.e. using our gifts), we grow. This refers to the church—the body of Christ—but it applies to any group who have to work together to produce a successful outcome. Like sports teams.

We need to keep this in mind as we consider any endeavor where we are forming a team. It isn't just "what is _____ gifted in," but "how does _____'s gifts mesh with the overall team?" Sometimes, we may draw surprising conclusions, or make unexpected decisions, when we look at things through that lens. It isn't just what we can do . . . it is how we fit in.

Go Flames go!

Friday, October 18, 2024

Rattus (Big Box)

Today's review is of the 2023 release, Rattus (Big Box). For 2-6 players, it takes 30-60 minutes.

Overview
Plague! It is 1347 in Europe, and the Black Death is coming. Your goal is to have the most citizens when it's all over . . . can you prevail?

Rattus is straightforward. After initially placing role cards on the side and face-down rat tokens on the regions to be used in the game (this varies by number of players), each player places two citizen meeples on a region of the board (from first player clockwise), then another two (from last player counterclockwise). Then the first player begins.

On their turn, the active player has two phases:
Phase 1: Action
- increase population (places citizens equal to the number of rat tokens in a region of their choicde)
- chooses a role card (optional, and can be done before token placement. Take one card (from the supply or another player) and add it to your display)
Phase 2: Plague
- move the plague piece (to a region adjacent to its current)
- add rats (once in the new region, add 0-3 rats total to adjacent regions depending on the number in yours)
- resolve the plague (in the new region, resolve the rat tokens by turning them face-up one at a time)

Play proceeds clockwise until one person is out of tokens (meaning their population is at its max) or the rat tokens run out. The one with the most people left wins!
The game at setup. Image from here.
Two factors need to be described more:
a. choosing a role card grants powerful effects (which can be done any time during the action phase). But beware, as it also increases the likelihood that your citizens will be affected by a plague.
b. resolving rat tokens involves doing what the symbols on it indicate. This generally means removing citizens if you have role cards that match the symbols on the token, but you might also suffer if you have the most citizens in a region, and sometimes, you all suffer regardless!

Review
This is a fun and simple game, with a pleasant blend of chance, choice, and variability. Highly recommended.

Rating: A

Sunday, October 13, 2024

The Rings of Power: Season 2

Continuing from season one . . . (with mild spoilers concerning character appearances below), multiple things are happening in Middle Earth and Numenor:

Two Harfoots accompany the mysterious visitor through the arid region of Rhun as he continues searching for his name and purpose. But a dark wizard is keenly interested in the visitor . . . and everyone is in great danger. Hope fades . . . but Tom Bombadil might prove helpful. 

Their lands in shadow and army defeated, southern humans flee to other lands to re-settle. Isildur, surviving the battle, finds and settles with them in Pelargir, an abandoned Numenorean colony. There they will face the perils including Wild Men, but they find powerful allies, too.

In Numenor, the old king is dead. At Queen Regent Miriel's coronation, revelation of a dark secret, accompanied by a foreboding omen, spurs her cousin, Pharazon, to claim the throne. The land descends into chaos as sides are chosen and distrust abounds. Elendil, faithful supporter of the queen, faces the most difficult decision of his life.

In Mordor, Adar raises an army of Uruks intent on defeating Sauron. Adar knows Sauron is in Eregion . . . and so the Elvish city must fall.

The Elvish rings have restored hope to the Elves. But all is not well . . . in Linden, Elrond mistrusts the rings, while Galadriel remains laser-focused on countering Sauron and his schemes. Their fears of a threat to the south are realized when they find legions of Uruk marching on Eregion . . . the Elves might be able to stop them in time, if the Dwarves send aid.

Shadow has fallen upon Khazad-dum in more ways than one. Their light shafts have collapsed, and traditional methods for finding new ones have been unsuccessful. Hope dims until the rings arrive from the Elves, granting King Durin impressive powers. But with it, increased malice and greed . . . and when he delves too deep in quest of riches, an ancient evil may rise.

After creating the three Elvish rings last time, Celebrimbor ponders what comes next in Eregion. He receives a familiar visitor—a so-called emissary from the valar who now goes by Annatar—who encourages and helps him to craft more rings. First comes seven Dwarvish rings, distributed to the Dwarf lords. Now Annatar is intent on creating nine rings for men. But when concerns arise regarding the Dwarvish creations, Celebrimbor has suspicions and struggles to understand what is going on around him. Is he helping Middle Earth . . . or helping to destroy it?
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The theme of season two could be summarized as "things fall apart." 

What I liked:
- the portrayal of Sauron. He is the ultimate manipulator/deceiver, and they do a fantastic job capturing that.
- the overall story. Despite many criticisms from Tolkien fan(atic)s, Amazon is adhering to the spirit of the events in the Second Age, even if they compress timelines, add characters, and inject other differences. (After all, the Peter Jackson films did this, too.)
- the visuals are beautiful.
- the dialogue and wisdom are mostly good.
- the story remains (mercifully) unfocused on romance and inappropriate/unnecessary things in this vein. Tolkien's legendarium had romance, of course, but not in today's way (or for today's purposes), and the show's creators are doing a good job of sticking to that.
- 'cameos' or appearances of familiar characters, events, locations, objects, and beings mentioned in The Lord of the Rings.
- aligning the style with Peter Jackson's films.

What I didn't:
- too many story arcs. There are roughly seven by my count, each getting a paragraph above. Three—Harfoot/stranger, southern human, and Uruk—have their 'cool' moments, but aren't contributing to the progress of the story as much as they are muddying the waters by introducing new elements and that much more to keep track of. 
- the speed of the story. With so many arcs, some moved too quickly. I believe three more seasons are planned, and am curious how those will shake out.
- the portrayal of Galadriel. I think the actress does a good job, but am not convinced the character is faithful to the spirit of the books.
- a few head-scratching plot points. One character appears to die in an episode but returns in the next with no apparent injuries. That is the most egregious one, but there are other, more minor, things that could have been better.

Overall, I think it is a powerful story that is done well. I look forward to season three (likely two years out).

Rating: A-

Saturday, October 12, 2024

The Elephant in the Room

Today was my church's annual "Ignite" event. One of our men's ministry offerings, it featured ten speakers, each with a 5-minute talk on anything they wanted, with a concluding reflection. I love Ignite and participate every year; this year, I talked about Major League Baseball's Athletics. A transcript (with accompanying slides) follows.
Still stinging from the Orioles’ playoff exit, today I will talk about baseball. But not the O's . . . we need to talk about the elephant in the room. This is the story of the Athletics.
In 1901, the Philadelphia Athletics were created as one of the American League’s eight charter franchises to compete with the Phillies. Their manager was a man named Cornelius McGillicuddy, who (mercifully) went by Connie Mack.

In 1902, the A’s splurged on free agents. A rival manager was derisive, claiming they would have a white elephant on their hands (meaning they’d go bankrupt and regret the decision). Connie Mack owned the quote and made an elephant the A’s logo. The A’s proved doubters wrong and were successful in Philadelphia, enjoying 5 world series titles and the stability of Mack’s management, who would lead the club for 50 years (retiring at age 87). But it was not to last. Mack, who also co-owned the club, ran out of money and had to sell the franchise.
In 1955, the new owner relocated the A’s to Kansas City. Motivated by profit, he traded many of his star players to the Yankees, including Roger Maris. Mired in problems, the franchise was sold again in 1960. While this was happening, the staunchly democratic area complained that the elephant logo implied Republican allegiance. So the new owner changed it to a donkey, the Missouri state animal. And he promised a new day, swapping their traditional blue and white colors to green and gold a few years later. Perhaps appropriately, the team would make an ass of themselves in KC, with no winning seasons in 12 years. They moved to Oakland in 1968.

A change of scenery did the club well, as they won 3 consecutive world series in the ‘70s. A new owner in the ‘80s continued the success with 3 pennants and 1 more world series. And in 1988, he brought back . . . guess what? The elephant logo. But the good times were not to last. With a consistently low payroll, the franchise struggled. It punched above its weight for years, due in part to the brilliance of GM Billy Beane, the subject of the book and movie Moneyball. Nevertheless, with an owner unwilling to spend, things deteriorated, and the A’s became a laughingstock. They played their last game in Oakland just a few weeks ago, ending their 56-year run there. They’ll spend 3 years in Sacramento before moving to Las Vegas in 2028.
We have enough data to speculate about future A’s migrations. The franchise moves, on average, 24 miles per year. At this pace, and looking at major population centers, we can expect them in Oklahoma City in 2070, Nashville in 2096, and back in Philadelphia by 2125. You heard it here first!
Why does this matter? Why did I share the story of the Philadelphia/Kansas City/Oakland/Sacramento/Las Vegas Athletics with you? For a few reasons.
  • Change happens. 
    • We struggle with this. We fear and fight it, yet we know things change and decay. To everything there is a season.
  • Our words matter.
    • The Philadelphia Athletics adopted an elephant logo based on the criticism of another. That logo has been the most permanent thing about the franchise. It’s a good reminder that words are powerful and can echo through the ages. Guard your tongues, brothers! (James 1:26, 3:5-8)
  • God doesn’t change. He is eternal, and His Words matter more.
    • Though we wrestle with change, hurt others, and are hurt by them, let us comfort ourselves with the God who does not change (Mal. 3:6). Let us rejoice with Psalmists that God’s Word endures forever, He is king forever (Ps. 10:16), His counsel stands forever (Ps. 33:11), and His steadfast love endures forever (Ps. 100:5). He is true, and because of Christ, we will praise Him forever (Ps. 45:17), glorify His name forever (Ps. 86:12), sing of His steadfast love forever (Ps. 89:1), and we shall dwell in the house of the Lord forever (Ps. 23:6). He will wipe away every tear and is making all things new (Rev. 21:4-5). 
God’s presence and promises are the real elephant in the room. His marvelous truths are oft forgotten, but they are so much better than baseball.

Friday, October 11, 2024

The Marvels

The Kree want vengeance. When Captain Marvel destroyed their ruling AI, her actions resulted in civil war and caused catastrophe on their homeworld of Hala. When the Kree leader, Dar-Benn, finds a quantum band (Ms. Marvel has the other), she obtains the power necessary to rip holes in space-time, creating damaged jumpgates, which she uses to drain other worlds in hopes of restoring Hala. Can Captain Marvel, Ms. Marvel, and Monica Rambeau—all of whom have light-related powers—stop her in time?

I think this was my first MCU film in a year and a half; I have "MCU fatigue" and didn't bother watching the numerous TV shows, and the post-Endgame films have seemed sprawling and directionless. Anyway, I went into this knowing it was panned, so my expectations were low. It was okay. This is basically a sequel to Captain Marvel, though it helps if you've seen the TV series Ms. Marvel (I hadn't), Wanda-Vision (I had but forgot most of it), and Secret Invasion (I skipped this one, too). I spent the first half of the movie rather lost and suspecting my MCU knowledge is too far gone to continue watching these films. But things were explained as the story progressed, meaning I kinda got it. The story is okay (if predictable), the visuals were good, the humor decent. Like other recent MCU offerings, though, I don't really get how this fits in to the bigger picture.

Rating: C+

Sunday, October 6, 2024

The Winter King (Bernard Cornwell)

It is ~A.D. 480. King Uther is dying, and his heir—grandson Mordred—is but an infant. As Uther passes, he calls upon one of his bastard children to protect Mordred (and the kingdom of Dumnonia, located in southwest Britain)—a man named Arthur.

Arthur's task is difficult, for the land is on the brink. The Saxons have landed on Britain's eastern shores, and the British kingdoms to the north busy themselves fighting each other . . . and, soon, Dumnonia. Fragile alliances are made and broken, Merlin (off searching for the treasures of Britain to command the gods' favor) hasn't been seen for years, and hope appears lost. Can Arthur unite the Britons against an imposing Saxon foe?
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This is book one of esteemed author Bernard Cornwell's Warlord trilogy. I first read these 13 years ago, when we were living in England (and, incidentally, I had just started to blog—here is my initial post reviewing the entire trilogy). Then as now, I appreciate what Cornwell is trying to do: effectively, write historical fantasy. He is trying to portray who Arthur might have been (if he did indeed exist) and place him in his appropriate historical setting. But he also recognizes the power of the legend that has grown up around Arthur in subsequent centuries, so he deliberately introduces and allows some anachronisms, familiar names, and supernatural elements. So in this tale—all told through Derfel, Arthur's warrior-turned-monk and writing years later—we see familiar names like Excalibur, Guinevere, Lancelot, Galahad, and more. And familiar settings abound, if you are familiar with British history and the northwest French coast (to include Mont St. Michel). 

Last time around, I loved it. This time (having read so much more on Arthur), I liked it. Merlin's character is outstanding; a weird combination of Gandalf and Deadpool (you read that correctly). Arthur's character is done well (though one indiscretion, which is central to this book's plot, seems out of character). Lancelot and Guinevere were annoying, in my opinion—too over the top—and detract from an otherwise excellent work. I really enjoy how Cornwell combines and reconciles what little history we know of the fifth century with the legends that would arise centuries later. I'm glad I re-read this and look forward to reading more.

Rating: A-