South City Shiner Shone

Last night was the final game of the ARRG regular season, with the 3-0 Stunt Devils up against the 1-2 Smashinistas. With the M-80′s at 1-3 for the season, a win for the Smashies would give them the other place in the Championship to join the Stunt Devils. With a loss, it would come down to point difference. The M-80′s had a balance of 101 points against them, so for them to get into the Championship instead of the Smashinistas, the Smashies would have to end the season with a net of 102 points against them in the point difference. Given that going into the game, the Smashies had a balance of 23 points against them, a loss of 78 points would take them to 101 (and then to the next tie breaker – and no, I don’t know what that is). A loss of 79 points would give the M-80′s the Championship spot, and a loss of 77 or fewer points would secure the Smashies their berth. The biggest winning margin of the season so far has been 52 points, so it seemed likely that it was a given the Smashies would get the berth. But with reputations and perfect records at stake, neither team was going to let up on the other.

Right out of the gate, the Smashies got the first couple of lead Jammers, and were the the first to score points. They were also very well aware of Artemischief, usually formidable as a Jammer, and they did an excellent job of blocking her from getting through the pack on several occasions. They know she’s one of the Stunt Devils’ best weapons, and they defended well against her.

The first half was very low scoring, with the Stunt Devils reclaiming the lead to 39-19.

The second half brought more success for the Stunt Devils, from South City Shiner who had a new, very shiny, purple leotard as part of her uniform, and Morgan Le Faetal, both of whom did well for their team.

On the Smashinistas, Downtown Dallis and Punches Pileup were, for me, the stars of the team. Both got lead Jammer on several occasions, and scored well. I have to admit, Punches Pileup looks somewhat ungainly as she’s skating, but style aside, she skates fast!

The second half was interrupted by some power issues which took out the PA, the main score board, and the jam timer. The officials and MCs entertained us with some daredevil jumps over other officials as we waited for power to be restored.

Play continued, with the Stunt Devils in the lead. With under two minutes to go, the Stunt Devils lined up with Mayor Francis Slayer lined up, not in her customary Pivot position, but as Jammer! She successfully secured lead jammer, but her opposite number (which I think was Downtown Dallis) managed to get ahead of her, so she called off the jam to prevent the Smashies from scoring points.

Seconds are left on the play clock, so they line up for one last Jam. The Smashies get lead jammer, and the power goes out once again! The officials don’t stop the bout, but allow it to continue. There’s no visible jam clock or scoreboard and there’s a certain amount of confusion, but the girls skate on, the Smashinistas scoring what they can. The whistle blows, the officials having been keeping time and score independently of the failed devices. There’s tension as we wait the official announcement… the power returns, and the MC announces a final score of 85 -77 for a Stunt Devils win.

The Stunt Devils retain their perfect record, but the Smashinistas held them to under 100 points, the first time this season. 8 points is also the narrowest margin of the season, and just one or two jams could have made the difference.

So, it’s official. The Stunt Devils will meet the Smashinstas in the Championship in a repeat of last night’s bout, and if last night is anything to go by, the bout could go either way.

July 10 is the date for the Championship, again at the All American Sports Mall. As some extra excitement, the newly formed St Louis GateKeepers men’s league now have enough players to form two teams, so they will be playing before the Championship to give us a double header. I believe doors open at 6, with the GateKeepers’ bout starting at 7. $10 on the door, or you can secure tickets early by going to Brown Paper Tickets

You can also read the official ARRG recap of the game.

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Roller Derby in St Charles

Well, as it turned out, I was in fact able to go to the Roller Derby bout in St Charles tonight. The ARRG Rookie Rivals took on the St Chux Derby Chix in St Charles. It was a great bout. The level of play was not as high as I’d experienced before – quite a few of the players looked a little unsteady on their skates – but that’s to be expected given that one team was rookie players, most of whom are yet to be drafted into the ARRG league, and the other team are part of a new league that’s only just started.

The first half opened with the Rookie Rivals taking a commanding lead, not least because of an excellent Jam where Stitches became lead Jammer before the pack had even reached the third turn. She’s a player to watch out for, and I’m sure will be an early pick in the next draft. I heard afterwards that she has a roller hockey background, so is already a confident skater in aggressive situations. I’m sure that helps a lot. When not Jamming, she was a good blocker, already aware of what’s going on around her, again a skill from her hockey. She has a strong future with ARRG, I would think. Other Rookie Rivals who performed noticeably well as Jammers were Pelvis Costello and The Forecloser. They’ve already been picked up by league teams (M80′s and Smashinistas respectively). I also noted that each of the 17 players on the Rookie Rivals’ roster was given a chance to be the Jammer. It’s a great opportunity for them to play, and see which positions suit them best.

After a strong start to the bout, the half ended with a score of 59 – 25 to the Rookie Rivals.

The second half opened with a strong response from the St Chux Chix; they got Lead jammer for the first few Jams and started pulling back the points. St. Chux players who were strong Jammers were Pink Diamond, Grey Goose O’Flyen and Lady Lucifer. They fought well, and even outscored the Rookie Rivals in the second half but in the end it just wasn’t enough, and the bout ended with a 112 – 80 win for the Rookie Rivals.

Now, I’m by no means an expert on the game, but that’s not going to stop me offering some some opinions. I would say that the Rookie Rovals had a strong advantage coming from such a strong league. Practising with the calibre of players in ARRG can only help bring their quality of play up, a luxury that the St Chux Derby Chix don’t yet have. The other disadvantage St Chux had was a shorter roster. With only 10 players, that meant that each individual player was on the track more often than the Rookie Rivals, so I’m sure they got more tired more quickly, without as much time to recover. I noticed, particularly in the second half when they were trying to catch up, that there were several Jams that the same St Chux Jammer played back to back. If there is anything I could fault the Rookie Rivals on, it would be making sure their Jammer understands the Penalty Box rules. Normally when a player has a major penalty, they have to spend 60 seconds in the Penalty Box. However, if one team’s Jammer is in the Penalty Box, and then the other Jammer is put into the Penalty Box, if they were both required to stay for the full 60 seconds, there would be a period where no points could be scored as there would be no Jammer on the track. How this is resolved is that when the second Jammer comes in, the first Jammer gets to go back into play immediately, and then the second Jammer’s penalty time is reduced to be the same amount of time the first Jammer actually served. There were at least two occasions where the Rookie Rivals Jammer was in the Penalty Box, the St Chux Jammer committed a major penalty, but the Rookie Rivals Jammer seemed to be unaware that they should then go back into play, and lost quite a bit of time in the jam as a result of the confusion.

All in all, though, it was a great bout, thoroughly enjoyable, and both teams had plenty of fans to support them.

Click to embiggen.

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ARRG – A double header

The Arch Rival Roller Girls hosted a double header event this weekend. AARG has two travelling teams, The ARRG All Stars, which is formed of the top players in the league, and the St Lunachix which is the B-team. This is composed of some of the newer players to give them a chance to experience some inter-league games, and also some veteran players who cannot or do not want to commit to the much more rigourous training regime that’s required of the members of the All Stars.

Since I’ve recently become a fan of Roller Derby, I thought it would be fun to get a group of people together to come join me. All in all, I think there were 17 of us; 6 from church, 2 from twitter, 8 from my Board Game group and, of course, myself.

Because the two bouts were the travelling teams, rather than the St Louis League teams, there was no difficulty deciding who to cheer for. The first bout was the St Lunachix against the Dynamite Dolls of Evansville, IN. The action was pretty intense, but the Dynamite Dolls clearly practise their blocking technique. They were excellent at preventing the Lunachix jammer getting through, and at preventing the Lunachix blockers from stopping the Dolls jammer from weaving through the pack. The bout was hard fought, but in the end resulted in a 134 – 78 point win for the Dolls.

After a brief break, the ARRG All Stars faced the Muñecas Muertas all the way from Albuquerque, NM. Both teams played excellently. The fast Meep Meep from the Muñecas Muertas often took lead jammer, except when she was up against the All Stars’ Artemischief, who despite, or quite possibly because of, her small stature, was always very quick off the Jammer line. She also wove through the pack well, and was frequently given a boost exiting the pack by the excellent blockers on her team. Albuqurque fought hard, but in the end just couldn’t manage to keep up: a 127 – 75 win for the AARG All Stars.

I’ve been chatting to a number of the players from ARRG on Twitter, and it was great to meet some of them at the event, and chat afterwards at the after party. They may put on a mean persona for the Derby, but I’m pretty sure deep down they are pretty nice inside. It really was great to see Mayor Francis Slayer again – I met her at a previous event. And congratulations to her for recently being named one of the winners of the St Louis Business Journal’s 30 Under 30 Award. I was also very pleased to meet Nikki Vixxen and Smarty McFly. Finally, meeting Eli Wallop was also a blast. She’d recently told me on Twitter that she and I share a number of interests. As well as Roller Derby, she also enjoys board games, so of course I invited her to my board game group, and she’s also a knitter. I’d brought my knitting along and I showed her the yarn I’m currently using to knit some socks. It’s Possum Sock yarn, which is 80% Superwash Merino, 20% New Zealand Possum fur. The look on her face when she saw what it was made of was quite amusing.

Anyway, it was a fabulous evening, and I’m looking forward to going again.

So what about those future events? There’s quite a bit coming up.

Firstly, I recently learned that a new local Roller Derby oganization recently formed – The St Chux Derby Chix, in St Charles county. It was formed by some girls who lived in St Charles, but found that the travel 3-4 times a week to get to the ARRG practices was a bit much. They are currently affiliated with USA Roller Sports but play by the same rules as the Women’s Flat Track Derby Association, so they can play WFTDA teams and once they’ve got a season under their belt, they plan to apprentice to the WFTDA in 2011. As part of their inaugural season, they are playing a team made up of ARRG rookies, which will be good experience for all of them. I’m unable to go to this event, but it’s on June 12, in St Peters, and only $7. The SC/DC site has ticket information. I know that if you can go that they’ll really appreciate your support as they are building their organization.

The week after, June 19, it’s the last bout of the ARRG regular season: Stunt Devils vs Smashinistas. I plan to be going to this event, and anyone who would like to go is welcome to join me. You’ll find me at the Stunt Devils end, of course!

The next big event is July 10, which is the ARRG Championship Bout, which is going to be a very exciting game. It’s currently listed as doors at 7pm and bout at 8pm, but at last night’s bout they announced that this would be a double header event, with a bout from two teams formed from the members of the new Men’s Derby team in St Louis, The St Louis GateKeepers. With that in mind, I’m half expecting the time of the event to change – I’ll update if I hear more.

If you’re interested in joining me at either the June 19 or July 10 event, let me know. Both events are going to be a lot of fun!

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Haggis – a review

Haggis – a review

Haggis is a card game, of the climbing game genre, for 2 or 3 players.

First of all, Haggis is not Tichu. It is a climbing game, and while Tichu is almost universally agreed to be for exactly 4 players, Haggis is for 2 or 3. It’s somewhat natural for Tichu fans — of which there are many — to wonder if Haggis is the game they can play when they are a player or two short. As I say, Haggis is not Tichu, but I shall return to this later.

So what is Haggis, then? In the box, along with the rules, you get a deck of cards, consisting 2 through 10 in each of 5 suits. There are also 3 sets of Jack, Queen and King, which are unsuited, and are double sided, rather than having the same back as the rest of the cards.

To begin, if playing a 2 player game, set aside one suit, and one set of court cards. Give each player their own set of court cards, which they leave face up in front of them, then shuffle the deck, and a randomly determined dealer deals out 14 cards to each player. The court cards, while public, are still counted as part of each player’s hand. The remaining cards (3 in 3-player, 8 in 2-player) are set aside. These cards are the Haggis. The player to the left of the dealer will begin. On subsequent hands, the player with the highest cumulative score so far will be dealer, the player with the lowest will be the first player.

As with all climbing games, the main aim is to get rid of all your cards before the other players. How this is done is a player who has the lead plays a card or combination of cards, then next player may then play a combination that somehow beats the previous play, or passes, either by choice or of course if they are unable to beat the previous play. If a player passes that does not preclude them from playing later in that round of play. Play continues until all but one player passes in succession. The player whose turn it now is, who was also the last player to play in that round wins that round of play, takes the cards played and puts them aside, and then has the next lead. A round of play in climbing games usually ends when all players except one have successfully shed all their cards.

All of this applies in Haggis. The player with the lead plays a specific kind of combination, and then until that round of play is won, every play must be the same kind of combination, but of a higher rank. Valid combinations are Sets and Sequences. A Set is 1 or more cards of the same rank. A Sequence is a straight flush of 3 or more cards, or multiple straight flushes of 2 or more ranks that are identical in every way except suit. The court cards can be used as their own rank in a sequence or as a singleton, or used as wild, representing any card of lower rank than itself, as long as at least one natural card ranked 2-10 is included in the combination. Thus TTJJ would be permitted using the Queen or King wild as a Jack. In addition, there are some special kinds of combinations, called bombs. Bombs can be played on top of any kind of regular combination, and to beat a bomb, one must play another bomb of higher rank.

The bombs are (ranked low to high in this order) 3579, in 4 different suits (unofficially known as a rainbow bomb), JQ, JK, QK, JQK, and 3579 in a single suit (unofficially, a flush bomb). If a trick is won with a bomb, the winner of the trick gives the cards to an opponent of their choice (or in tournament play, the player who actually played to the trick immediately prior to the winner of the trick). This is important for scoring. Play continues until all but one player has shed their cards.

Scoring comes from three sources. Firstly, whenever a player goes out, check among the remaining players to see who has the most cards in hand (including any court cards that player may have on the table). The player going out scores 5 points per card. In a 3 player game, the first player to go out gets a bonus of 5 points. Once play for the round has ended, the cards in the hand of the remaining player, and the cards set aside at the start to form the Haggis, are added to the cards won of the player that goes first. The second source of points is from the cards won. The 3, 5, 7 and 9 are worth 1 point each. The Jack, Queen, and King are worth 2, 3, and 5 points respectively. The third source of points is from betting. Before a player has played their first card (even if a number of plays have already been made by other players), they may bet that they will go out first. They can make a small bet (15 points) or a large bet (30 points). If they successful in being the first to shed all their cards, they score those points. However, if they fail, then the player who went out first, plus any player who didn’t make a bet scores those points.

Keep playing this way, until one player has scored at least 350 points, or 250 for s shorter game.

I do have a couple of quibbles with the rules as written. Firstly, the 5-point bonus for the first player to shed all their cards in the 3-player game. I understand its need; if the second player goes out without the third player having shed any additional cards, the first two players would otherwise score the same points from this source, which seems unfair to the first player. My quibble with this is that it means you have to remember different scoring rules in a 2- or 3-player game. If the rule had been that “The first player to shed all their cards gets a 5-point bonus” and made no reference to the number of players, it would have provided the benefit to the 3-player game with minimal impact on the 2-player, and it would make for a more elegant ruleset. The other rule I have an issue with is the difference between casual play and tournament play in how you give away the bombed tricks. I can understand in some games, you may want some subtle differences, where, for example, the designer thinks it’s perfectly acceptable to have a tie in casual play, but respects the need to differentiate in a tournament, but this rule difference changes the dynamic of the game quite significantly. In the casual play rules, I make the decision about who I give the trick to after playing the bomb, most likely based on my perception of their current score and how well they are doing in this trick. In tournament play, knowing who would get the points (unless overbombed) may affect my decision on whether or not to bomb at all. Additionally, I may bomb specifically in the hope that an opponent will over bomb it in order to be the recipient of those points. I suppose I don’t see the need for the difference, and more than likely I’ll play by tournament rules so that should I ever be in a tournament, I’ll already be familiar with the dynamic.

Anyway, let’s look at some of how the game is played in more detail. I’ve played Tichu a lot. Tichu is essentially for 4 players, and Haggis is a climbing game for 2 or 3, so I think it’s natural that Tichu players would want to look at this as a potential game for when they are short a player or two.

It’s not partnership. That may seem obvious, but having a partner in Tichu means that they can help you out when things look rough sometimes.

Everyone has a bomb. Because everyone gets a JQK, everyone is guaranteed a bomb. This means going for an early big play, with a low singleton card left is generally unwise, as you know someone can bomb it, and you don’t have a partner to help you play your last card.

It’s not just about going out first, but going out early. You score a bonus for going out early – based on the number of cards your opponents have left.

Bombs are expensive. All the cards used in bombs are points that you’re giving away, unless your opponent overbombs, and then you (may) get them back. That means overbombing is really expensive, as not only are you giving away the points in your bomb, but the points in the bomb you are overbombing.

Furthermore, not playing bombs can be very expensive, particularly in the 2-player game. It’s best, score wise, to play cards as regular combinations. But if I’ve decided that cards are going to be played as a bomb anyway, then I really should play them as a bomb, even though that means I give away the trick value of the cards. If I get caught with them in my hand, then the trick value goes to my opponent anyway, as they add my hand to their won tricks, and they get an additional 5 points per card!

More ways to play a given hand. In Tichu, often, cards have an obvious way to play them, and a bomb is seldom broken up (with the typical exception of Aces and maybe Kings). In Haggis, the cards that can be used to make bombs are deliberately interfering with the combinations available, by splitting up the sequences, or by not having wilds to use to make combinations.

Not every card is in play. If you’re a strong card counter in Tichu, you’ll know what cards are still out there. In Haggis, there are 3 (3-player) or 8 (2-player) cards out of play, in the Haggis, which leaves why a card didn’t get played to beat your trick open to question.

Bets seem less significant. In Tichu, it’s mostly about the bets, and going out 1-2. In Haggis, the bets (and remember, either type can be made up until you play your first card, so the decision of which to make is based purely on your level of confidence and sense of risk), but the points that can be made from the scoring cards and going out early seem to be more significant. The caveat here is that I may not have played enough games of Haggis to really appreciate how good a given hand is, so my perspective on this may still be skewed.

In conclusion: it’s not Tichu. The dynamic of the ways to play cards, and the tensions are somewhat different from those in Tichu. I think it’s also simpler to teach than Tichu is. But it certainly seems to scratch the same itch that Tichu scratches for me, which means I am going to play it a lot.

This review also appears on Board Game Geek

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Board Games and Public Radio

Anyone who knows me knows I’m into board games. I run the St Louis Board Game Meetup Group, which has 15 well-attended events each month in the St Louis metropolitan area. I don’t go to every event, of course, I have a group of assistant organizers who help the events along. I do get to play quite a bit though, both at those events, at home, and with friends.

It’s very sociable; I’ve made some very good friends, and even got a job, through the friendships I’ve made.

I’m also a fan of NPR, in particular, my local NPR station, St Louis Public Radio. I’d become acquainted with Mike Schrand, the Operations and Program Manager, and he recently approached me to record an ident spot. St Louis Public Radio has had a number of 30 second spots that are from local people with some kind of interesting local activity, and also act as a station identification. So nearly two weeks ago, Mike came to one of our events and interviewed me, then recorded some of the other members as they were playing games. After some work, he got the final edit into the on-air lineup. I’ve not heard it on air myself yet, though I know some people who have. It will be interesting to see if people join us as a result.

If you would like to hear it, well, you can, here:

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How to organise a Tweetup

Tonight was the third tweetup I’ve organised in as many months. All three of them have been fun, and I’ve had a couple of people ask what they would need to do to organise their own.

  1. Pick a venue and date
  2. Tweet about it

That’s what it boils down to, and that’s the simplest version of what needs to be done. But let’s break that down a bit more.

I’ve used 3 venues. The first was a cafe that I already have a relationship with through events I have there through my other interests. I picked a Friday evening for the first one; I figured that people would likely come out to meet their friends then, and when I asked the venue’s owners if that date was good, they said it was. Because of my existing relationship, and because it was an opportunity to get new people into the cafe who might visit again, they were willing to stay open later than normal at no charge to me. They’d make up the extra staffing costs by the additional take at the register.

Once I got that taken care of, I tweeted about it. I used a hashtag (#stltweetup seemed appropriate; it was a St Louis tweetup). That meant that my followers would see it, and some of them retweeted it. I also discussed it with people I already had a twitter relationship with, inviting them personally. The venue also had a twitter account and they also tweeted about it so that their followers would also see it.

I turned up a little early, to make sure everything was OK, set up a sign so that people knew they were in the right place, and I also decided to put a sign in sheet up so that people could leave their twitter name, which I created a Twitter list with, so that after the event, people could easily find out who else went, and follow those they wanted to. Name labels also helped people identify each other.

From there, it was just a case of making people feel welcome, and socialising, and sometimes introducing people to each other. In general it was pretty organic, nothing forced. People also tweeted some – yes, it’s socially acceptable to tweet at a tweetup. After the event, I made sure to thank the venue owners for the use of their space.

My second event was with a venue that someone recommended, but I didn’t have a relationship with. They had a social media presence, though, so were familiar with the tweetup concept. However, normally, they charge for their event space. I talked to them, and said that I didn’t want to charge the guests, couldn’t really afford to pay for the room myself. I was also able to let them know my first event had been pretty successful, and that some people had already expressed that they’d like to come to another. The venue representative was willing to work under these constraints, and offered me some dates that were currently open, and that they didn’t expect to fill – Monday’s aren’t the most popular for evening social events. But this gave me a free event space for a social gathering of the size I expected, so I was happy. To assist the venue representative in planning, I used Twtvite to give a bit more information about the event and also to get RSVPs. It’s simple to use, as you can log in by letting Twitter authenticate you. Both I and the venue representative were able to see the number of people responding, which gave them confidence, and also meant they provided a bartender in our room, so that we didn’t have to go back and forth to their main bar to get drinks and order food. Again, I tweeted the event details, and others, including the venue representative, retweeted, and it was great to see people responding on the twtvite – this time, quite a few were people I didn’t know, people I’d not previously talked to on twitter. Again, as well as the socialising, I made a point of thanking the venue representative before I left, for the use of the space.

For the third event, a friend mentioned that they’d love to have people over to their house, where they have a big yard, for a barbecue. We picked a date which worked with their schedule, and once again, set up a Twtvite so that people could get more information and also RSVP. This was a slightly more casual affair, and there were fewer people, partly because I think people were a little less inclined to come to a private residence of someone they didn’t know. And that’s perfectly fine and expected. But friends of friends came, and we threw meat on the barbecue, and ate and had a good time.

So, if you want to get some of your twitter friends and acquaintances together to socialise and get to know better, it really is very simple.

  1. Pick a venue and date
  2. Tweet about it
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Roller Derby

I’ve recently become a fan. A few of my friends on twitter, both in St Louis and elsewhere, had been talking about the fact that they play. I really didn’t know much about it, but they kept talking about how much fun it was, so I asked one of the St Louis friends when I could see it. It just so happened that their next event was two days later.

So we went to see the Stunt Devils play the M-80′s, two of the three teams in the St Louis league, the Arch Rival Roller Girls – also known as ARRG. We supported the Stunt Devils, because some of the twitter friends were part of that team, and also because they wear purple! (Yay purple!)

Now, to be clear, this isn’t the choreographed (or not!) fight-fest that some people think of when they hear Roller Derby – it’s a real sport with real rules. Though, admittedly, it can get pretty physical. And yes, there’s a certain amount of role-play with the play-on-words names and the characters that the girls portray. But it’s all fun, and there’s no fighting or intentional hurt.

So, the basic rules. Each team has five players on the track at the same time. There’s a Pivot (who wears a striped cap), and 3 Blockers in each team, and together they form the Pack, with the two Pivots generally controlling the speed of the pack as they skate anticlockwise around the track. The remaining player from each team is called the Jammer. The two Jammers, who are identified by a star on their cap) start a bit behind on the track. On the first ref whistle, the Pack moves off, and on the second whistle (which is when the last Blocker has passed the line the Pack formed behind) the Jammers move off. The Jammers have to make it through the Pack, their own players trying to help, and their opponents trying to hinder their progress. The first Jammer to do so, without fouling any opponents, or going out of bounds, is the Lead Jammer. Sometimes a Jammer will fall back behind an opponent they fouled to make a clean pass, to try to become the Lead Jammer. In the event that both Jammers pass the pack without either of them doing so cleanly, there is no Lead Jammer.

Once a Jammer has left the pack behind, they are then essentially trying to lap the members of the pack. So she skates hard, while the Pivot hangs back, and eventually rejoins the pack from behind then starts making her way through it again. For each opponent they pass on the second (and subsequent) times through the pack, they score one point.

Each Jam (as each “play” is called) officially lasts 2 minutes. But the Lead Jammer, if there is one, has the right to call off the Jam at any time. Why might they? Well, they might get through the Pack, scoring for the opponents, and then see that the other Jammer has reached the rear of the pack. Calling off the Jam prevents the other Jammer scoring points. Another example might be if one Jammer gets through the pack the first time, but not cleanly, the other might make sure they get through cleanly, become the Lead Jammer (even though they were second through the pack, they were the first to do so cleanly), and then call off the Jam before the other Jammer has a chance to get around.

All in all, the Bout is two half-hour halves, and of course, each team trying to score as many points as possible. You can read a bit more about the rules on the ARRG website. The scores can swing quite a bit; in that first Bout I went to, one team got quite a lead, and then the other team caught up. And, as I said, it can be quite physical. One of the girls (Suri O’Killer) hurt her knee and was taken off to the hospital to get it looked at. She was walking with a cane the next month, and I managed to talk to her, and she said that she’d snapped her ACL clean in two! However, she hoped to be back for the new season in the autumn.

As well as the league games, the best of the league form some travelling teams, representing St Louis in other towns. It just so happens that there’s a double header home event in St Louis on June 5th, and I’m organising a group to go. If I get 15 people, I can get the group rates (which will work out at $9 each, kids under 10 are free). Let me know if you’re interested and I’ll send you further details.

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Mobile test

I’ve downloaded the WP app to test mobile blogging.

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Moved

I’m now using WordPress, having migrated away from Blogger, as they stopped allowing FTP exported blogs. There are probably some kinks in the blog, and they will take time to fix. But that’s what happens when you migrate. If you notice any specific problems, let me know and I’ll look at them.

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Expect disruption

Sometime this week, I’m going to be migrating away from my blogger-created self-hosted system and on to word press. This is because Blogger will soon stop supporting the FTP publication method that I use. I hope it goes well.

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