• Starfield: New Watchtower Creation Adds Faction, Ship Attachments and More

    The post Starfield: New Watchtower Creation Adds Faction, Ship Attachments and More appeared first on Xbox Wire.
    #starfield #new #watchtower #creation #adds
    Starfield: New Watchtower Creation Adds Faction, Ship Attachments and More
    The post Starfield: New Watchtower Creation Adds Faction, Ship Attachments and More appeared first on Xbox Wire. #starfield #new #watchtower #creation #adds
    BETHESDA.NET
    Starfield: New Watchtower Creation Adds Faction, Ship Attachments and More
    The post Starfield: New Watchtower Creation Adds Faction, Ship Attachments and More appeared first on Xbox Wire.
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  • Pokémon TCG's Return Of Team Rocket Is A Triumph

    Oh it’s fun to have good news! The latest set from the Pokémon TCG, Scarlet & Violet Destined Rivals, is a top-notch collection of cards bursting with Team Rocket antics, which sportspull rates I don’t believe we’ve seen in this era. Having torn open 55 packs, I have a generous spread of rares and ex cards the likes of which I’ve not seen since S&V began. Also, unlike the awful previous set Journey Together, it’s an excellent collection of Trainer Pokémon to really charge up the live game.Suggested ReadingWhat’s Coming Out Beyond Pokémon: The Indigo Disk | The Week In Games

    Share SubtitlesOffEnglishview videoSuggested ReadingWhat’s Coming Out Beyond Pokémon: The Indigo Disk | The Week In Games

    Share SubtitlesOffEnglishYou know, if you can buy it.While it’s delightful to report that The Pokémon Company has really knocked it out of the park with Destined Rivals, unfortunately this hasn’t coincided with addressing the wild shortages of cards for regular customers. It’s a problem that only just repeated itself with last week’s website-crashing launch of the next sets, White Fire and Black Bolt—the first ever split-set English-language collection—that looks likely to be as impossible to buy as just about everything else this year. Or, if you do, you’ll be paying way over MSRP to scalpers, and please don’t do that.However, smart players will know that the best way to get cards for any set is to attend a pre-release event at their local store or club, where everyone receives seven or more packs, generally for less than Those are taking place Saturday and Sunday, May 17 and 18, although I hear that even these were booking up fast weeks ago. If you can, I really recommend making the effort for Destined Rivals. It’s a bunch of fun, and if the 55 packs I opened are an accurate sample, you’re likely to pick up a good handful of super-pretty full-art cards.Image: The Pokémon Company / KotakuSo why am I so excited for this set? It’s a combination of things. It’d be silly to pretend that the first appearance of Team Rocket in the game in 25 years isn’t a big part of the thrill, and the set is rammed full of the nefarious group and their signature monsters. Among the Pokémon boosted by Team Rocket are Moltres, Zapdos and Articuno, along with newcomer Spidops, classics like Meowth and Mewtwo, and that most evil of Pokémon, Flaaffy. Meanwhile, for the forces of good, Cynthia, Misty, Ethan and Arven all join, again bringing back some favorites like Milotic, Gyarados, Psyduck and Ho-oh. It’s a real crowd-pleaser.Secondly, those pull-rates. When I get these boxes of cards from TPCi, I sit down and open them with my 10-year-old. It’s a really solid way of gauging the levels of satisfaction, his spirit draining out of him when we’re tearing through a set like Journey Together and just getting endless bulk. But with Destined Rivals, even my Pokémon-uninterested wife wanted in, so fun was it to have a strong chance of finding an exciting card. Where Journey Together only had 31 full-art cards, Destined Rivals has an amazing 62! Double! Admittedly, that’s on top of a wild 182 regular cards, making this the biggest set since Surging Sparks, but with—in my admittedly unscientific sample—a seemingly much better chance of finding the special stuff.We were especially lucky to pull the Team Rocket’s Ariana Special Illustration Rare, along with one of my chase cards, the Illustration Rare of Misty’s Psyduck. No Mewtwo, sadly, but we also got 12 regular ex cards, and 11 full-arts! If you include ex in the figures, that’s a pull-rate of almost one in two! Remove the regular ex cards and you’ve still got one in five for something Ultra Rare or better. Those included the wildly gorgeous Rapidash by Rond, Mori Yuu’s extraordinarily detailed Clamperl, the delightful Team Rocket’s Murkrowby Akira Komayama, and the splendidly silly Team Rocket’s Raticate by Mekayu.Image: The Pokémon Company / KotakuAnd thirdly, the game itself! Journey Together was supposed to be the reintroduction of Trainer Pokémon to the live game, but it was such a damp squib. This time, things are really going to get mixed up! Team Rocket arrive with an array of brand new tricks and cheats, and while people are obviously going to build decks around Misty and Ethan, it’ll be the baddies that once more prove the most fun.There’s the addition of Team Rocket’s Energy, which provides two energy to any Team Rocket Pokémon, and can be either Dark or Psychic or both! Meanwhile, Team Rocket’s Venture Bomb lets you flip a coin to find out if it’s going to do 20 damage to any of your opponent’s Pokémon, or 20 specifically to your own Active Pokémon—but being an Item card, you can do this silliness as many times as you have cards in a single turn. Giovanni, meanwhile, offers a classic evil move: you can play him to swap out your current Active Pokémon, but also do the same to your opponent, and choose which of their benched Pokémon goes in. Team Rocket’s Great Ball lets you flip a coin and then pull either an Evolution or Basic Pokémon from your deck depending on the result. And then Stadium card Team Rocket’s Watchtower renders all Pokémon without abilities! That’s going to destroy so many players’ tactics!Oh, and there’s a card called Team Rocket’s Bother Bot, and while its ability is fascinating—you can flip one of your opponent’s prize cards, then pick a random card from their hand, and then choose if you want them to swap them over—I’m mostly mentioning it because I find its name very funny.Then the Team Rocket Pokémon themselves do some real mischief. Arbok, for instance, stops your opponent playing any card with an ability, and also does 30 damage to every single Pokémon your opponent has on the board. Articuno can prevent all attack effects just by being on the bench. Dottler lets you look at the top five cards on your opponent’s deck, and then put them back in your preferred order! Ha!Nidoran ♀ and ♂ offer their usual teamwork options, but super-powerfully. Once you’ve evolved to Nidorina, you can do an attack that lets you search your deck to evolve any two of your benched monsters, and then Stage 2's Nidoqueen will do 180 damage for one energy if you have a Nidoking in play. Oh, and Ampharos, Flaaffy’s ultimate form, has an ability that means any time your opponent evolves a Pokémon, they automatically put 40 damage on it! That’s monstrous.Image: The Pokémon Company / KotakuIt’s going to be so interesting to see how people manipulate these new additions into the meta, not least when yet more cards are deliberately designed to mess up current favorite decks—Mimikyu lets you steal Tera Pokémon attacks, for instance. I think this should finally offer the shake-up the game needs in its third year of this era, beforenext year’s switch to Mega Pokémon instead of a fourth year of S&V.Now, as I’ve said, my sample of 55 packs isn’t big enough to be indicative, and perhaps we just got weirdly lucky. But I have high hopes here. We’ll get a proper idea when the likes of Danny Phantump have put together their pull-rate data. Either way, there’s such a wealth of beautiful cards in the set, so much incredible art to collect, and a bunch that’ll make the live game so very interesting. Which is pretty much all I can ask for from a Pokémon TCG set. Other than, you know, being able to buy it. Which is going to be very, very hard to do.Destined Rivals officially releases on May 30, with pre-release events taking place this weekend, May 17-18..
    #pokémon #tcg039s #return #team #rocket
    Pokémon TCG's Return Of Team Rocket Is A Triumph
    Oh it’s fun to have good news! The latest set from the Pokémon TCG, Scarlet & Violet Destined Rivals, is a top-notch collection of cards bursting with Team Rocket antics, which sportspull rates I don’t believe we’ve seen in this era. Having torn open 55 packs, I have a generous spread of rares and ex cards the likes of which I’ve not seen since S&V began. Also, unlike the awful previous set Journey Together, it’s an excellent collection of Trainer Pokémon to really charge up the live game.Suggested ReadingWhat’s Coming Out Beyond Pokémon: The Indigo Disk | The Week In Games Share SubtitlesOffEnglishview videoSuggested ReadingWhat’s Coming Out Beyond Pokémon: The Indigo Disk | The Week In Games Share SubtitlesOffEnglishYou know, if you can buy it.While it’s delightful to report that The Pokémon Company has really knocked it out of the park with Destined Rivals, unfortunately this hasn’t coincided with addressing the wild shortages of cards for regular customers. It’s a problem that only just repeated itself with last week’s website-crashing launch of the next sets, White Fire and Black Bolt—the first ever split-set English-language collection—that looks likely to be as impossible to buy as just about everything else this year. Or, if you do, you’ll be paying way over MSRP to scalpers, and please don’t do that.However, smart players will know that the best way to get cards for any set is to attend a pre-release event at their local store or club, where everyone receives seven or more packs, generally for less than Those are taking place Saturday and Sunday, May 17 and 18, although I hear that even these were booking up fast weeks ago. If you can, I really recommend making the effort for Destined Rivals. It’s a bunch of fun, and if the 55 packs I opened are an accurate sample, you’re likely to pick up a good handful of super-pretty full-art cards.Image: The Pokémon Company / KotakuSo why am I so excited for this set? It’s a combination of things. It’d be silly to pretend that the first appearance of Team Rocket in the game in 25 years isn’t a big part of the thrill, and the set is rammed full of the nefarious group and their signature monsters. Among the Pokémon boosted by Team Rocket are Moltres, Zapdos and Articuno, along with newcomer Spidops, classics like Meowth and Mewtwo, and that most evil of Pokémon, Flaaffy. Meanwhile, for the forces of good, Cynthia, Misty, Ethan and Arven all join, again bringing back some favorites like Milotic, Gyarados, Psyduck and Ho-oh. It’s a real crowd-pleaser.Secondly, those pull-rates. When I get these boxes of cards from TPCi, I sit down and open them with my 10-year-old. It’s a really solid way of gauging the levels of satisfaction, his spirit draining out of him when we’re tearing through a set like Journey Together and just getting endless bulk. But with Destined Rivals, even my Pokémon-uninterested wife wanted in, so fun was it to have a strong chance of finding an exciting card. Where Journey Together only had 31 full-art cards, Destined Rivals has an amazing 62! Double! Admittedly, that’s on top of a wild 182 regular cards, making this the biggest set since Surging Sparks, but with—in my admittedly unscientific sample—a seemingly much better chance of finding the special stuff.We were especially lucky to pull the Team Rocket’s Ariana Special Illustration Rare, along with one of my chase cards, the Illustration Rare of Misty’s Psyduck. No Mewtwo, sadly, but we also got 12 regular ex cards, and 11 full-arts! If you include ex in the figures, that’s a pull-rate of almost one in two! Remove the regular ex cards and you’ve still got one in five for something Ultra Rare or better. Those included the wildly gorgeous Rapidash by Rond, Mori Yuu’s extraordinarily detailed Clamperl, the delightful Team Rocket’s Murkrowby Akira Komayama, and the splendidly silly Team Rocket’s Raticate by Mekayu.Image: The Pokémon Company / KotakuAnd thirdly, the game itself! Journey Together was supposed to be the reintroduction of Trainer Pokémon to the live game, but it was such a damp squib. This time, things are really going to get mixed up! Team Rocket arrive with an array of brand new tricks and cheats, and while people are obviously going to build decks around Misty and Ethan, it’ll be the baddies that once more prove the most fun.There’s the addition of Team Rocket’s Energy, which provides two energy to any Team Rocket Pokémon, and can be either Dark or Psychic or both! Meanwhile, Team Rocket’s Venture Bomb lets you flip a coin to find out if it’s going to do 20 damage to any of your opponent’s Pokémon, or 20 specifically to your own Active Pokémon—but being an Item card, you can do this silliness as many times as you have cards in a single turn. Giovanni, meanwhile, offers a classic evil move: you can play him to swap out your current Active Pokémon, but also do the same to your opponent, and choose which of their benched Pokémon goes in. Team Rocket’s Great Ball lets you flip a coin and then pull either an Evolution or Basic Pokémon from your deck depending on the result. And then Stadium card Team Rocket’s Watchtower renders all Pokémon without abilities! That’s going to destroy so many players’ tactics!Oh, and there’s a card called Team Rocket’s Bother Bot, and while its ability is fascinating—you can flip one of your opponent’s prize cards, then pick a random card from their hand, and then choose if you want them to swap them over—I’m mostly mentioning it because I find its name very funny.Then the Team Rocket Pokémon themselves do some real mischief. Arbok, for instance, stops your opponent playing any card with an ability, and also does 30 damage to every single Pokémon your opponent has on the board. Articuno can prevent all attack effects just by being on the bench. Dottler lets you look at the top five cards on your opponent’s deck, and then put them back in your preferred order! Ha!Nidoran ♀ and ♂ offer their usual teamwork options, but super-powerfully. Once you’ve evolved to Nidorina, you can do an attack that lets you search your deck to evolve any two of your benched monsters, and then Stage 2's Nidoqueen will do 180 damage for one energy if you have a Nidoking in play. Oh, and Ampharos, Flaaffy’s ultimate form, has an ability that means any time your opponent evolves a Pokémon, they automatically put 40 damage on it! That’s monstrous.Image: The Pokémon Company / KotakuIt’s going to be so interesting to see how people manipulate these new additions into the meta, not least when yet more cards are deliberately designed to mess up current favorite decks—Mimikyu lets you steal Tera Pokémon attacks, for instance. I think this should finally offer the shake-up the game needs in its third year of this era, beforenext year’s switch to Mega Pokémon instead of a fourth year of S&V.Now, as I’ve said, my sample of 55 packs isn’t big enough to be indicative, and perhaps we just got weirdly lucky. But I have high hopes here. We’ll get a proper idea when the likes of Danny Phantump have put together their pull-rate data. Either way, there’s such a wealth of beautiful cards in the set, so much incredible art to collect, and a bunch that’ll make the live game so very interesting. Which is pretty much all I can ask for from a Pokémon TCG set. Other than, you know, being able to buy it. Which is going to be very, very hard to do.Destined Rivals officially releases on May 30, with pre-release events taking place this weekend, May 17-18.. #pokémon #tcg039s #return #team #rocket
    KOTAKU.COM
    Pokémon TCG's Return Of Team Rocket Is A Triumph
    Oh it’s fun to have good news! The latest set from the Pokémon TCG, Scarlet & Violet Destined Rivals, is a top-notch collection of cards bursting with Team Rocket antics, which sports (in my limited experience, at least) pull rates I don’t believe we’ve seen in this era. Having torn open 55 packs, I have a generous spread of rares and ex cards the likes of which I’ve not seen since S&V began. Also, unlike the awful previous set Journey Together, it’s an excellent collection of Trainer Pokémon to really charge up the live game.Suggested ReadingWhat’s Coming Out Beyond Pokémon: The Indigo Disk | The Week In Games Share SubtitlesOffEnglishview videoSuggested ReadingWhat’s Coming Out Beyond Pokémon: The Indigo Disk | The Week In Games Share SubtitlesOffEnglishYou know, if you can buy it.While it’s delightful to report that The Pokémon Company has really knocked it out of the park with Destined Rivals, unfortunately this hasn’t coincided with addressing the wild shortages of cards for regular customers. It’s a problem that only just repeated itself with last week’s website-crashing launch of the next sets, White Fire and Black Bolt—the first ever split-set English-language collection—that looks likely to be as impossible to buy as just about everything else this year. Or, if you do, you’ll be paying way over MSRP to scalpers, and please don’t do that.However, smart players will know that the best way to get cards for any set is to attend a pre-release event at their local store or club, where everyone receives seven or more packs, generally for less than $30. Those are taking place Saturday and Sunday, May 17 and 18, although I hear that even these were booking up fast weeks ago. If you can, I really recommend making the effort for Destined Rivals. It’s a bunch of fun, and if the 55 packs I opened are an accurate sample (thanks to The Pokémon Company for sending them over), you’re likely to pick up a good handful of super-pretty full-art cards.Image: The Pokémon Company / KotakuSo why am I so excited for this set? It’s a combination of things. It’d be silly to pretend that the first appearance of Team Rocket in the game in 25 years isn’t a big part of the thrill, and the set is rammed full of the nefarious group and their signature monsters. Among the Pokémon boosted by Team Rocket are Moltres, Zapdos and Articuno, along with newcomer Spidops, classics like Meowth and Mewtwo, and that most evil of Pokémon, Flaaffy. Meanwhile, for the forces of good, Cynthia, Misty, Ethan and Arven all join, again bringing back some favorites like Milotic, Gyarados, Psyduck and Ho-oh. It’s a real crowd-pleaser.Secondly, those pull-rates. When I get these boxes of cards from TPCi, I sit down and open them with my 10-year-old. It’s a really solid way of gauging the levels of satisfaction, his spirit draining out of him when we’re tearing through a set like Journey Together and just getting endless bulk. But with Destined Rivals, even my Pokémon-uninterested wife wanted in, so fun was it to have a strong chance of finding an exciting card. Where Journey Together only had 31 full-art cards, Destined Rivals has an amazing 62! Double! Admittedly, that’s on top of a wild 182 regular cards (included ex), making this the biggest set since Surging Sparks, but with—in my admittedly unscientific sample—a seemingly much better chance of finding the special stuff.We were especially lucky to pull the Team Rocket’s Ariana Special Illustration Rare, along with one of my chase cards, the Illustration Rare of Misty’s Psyduck. No Mewtwo, sadly, but we also got 12 regular ex cards (only two duplicates), and 11 full-arts! If you include ex in the figures, that’s a pull-rate of almost one in two! Remove the regular ex cards and you’ve still got one in five for something Ultra Rare or better. Those included the wildly gorgeous Rapidash by Rond, Mori Yuu’s extraordinarily detailed Clamperl, the delightful Team Rocket’s Murkrow (with Ariana and the Pokémon staring at one another in front of a skyline of skyscrapers) by Akira Komayama, and the splendidly silly Team Rocket’s Raticate by Mekayu (the artist who gave us the glorious Drampa from Temporal Forces).Image: The Pokémon Company / KotakuAnd thirdly, the game itself! Journey Together was supposed to be the reintroduction of Trainer Pokémon to the live game, but it was such a damp squib. This time, things are really going to get mixed up! Team Rocket arrive with an array of brand new tricks and cheats, and while people are obviously going to build decks around Misty and Ethan, it’ll be the baddies that once more prove the most fun.There’s the addition of Team Rocket’s Energy, which provides two energy to any Team Rocket Pokémon, and can be either Dark or Psychic or both! Meanwhile, Team Rocket’s Venture Bomb lets you flip a coin to find out if it’s going to do 20 damage to any of your opponent’s Pokémon, or 20 specifically to your own Active Pokémon—but being an Item card, you can do this silliness as many times as you have cards in a single turn. Giovanni, meanwhile, offers a classic evil move: you can play him to swap out your current Active Pokémon, but also do the same to your opponent, and choose which of their benched Pokémon goes in. Team Rocket’s Great Ball lets you flip a coin and then pull either an Evolution or Basic Pokémon from your deck depending on the result. And then Stadium card Team Rocket’s Watchtower renders all Pokémon without abilities! That’s going to destroy so many players’ tactics!Oh, and there’s a card called Team Rocket’s Bother Bot, and while its ability is fascinating—you can flip one of your opponent’s prize cards, then pick a random card from their hand, and then choose if you want them to swap them over—I’m mostly mentioning it because I find its name very funny.Then the Team Rocket Pokémon themselves do some real mischief. Arbok, for instance, stops your opponent playing any card with an ability (unless it’s a Team Rocket), and also does 30 damage to every single Pokémon your opponent has on the board. Articuno can prevent all attack effects just by being on the bench. Dottler lets you look at the top five cards on your opponent’s deck, and then put them back in your preferred order! Ha!Nidoran ♀ and ♂ offer their usual teamwork options, but super-powerfully. Once you’ve evolved to Nidorina, you can do an attack that lets you search your deck to evolve any two of your benched monsters, and then Stage 2's Nidoqueen will do 180 damage for one energy if you have a Nidoking in play. Oh, and Ampharos, Flaaffy’s ultimate form, has an ability that means any time your opponent evolves a Pokémon, they automatically put 40 damage on it! That’s monstrous.Image: The Pokémon Company / KotakuIt’s going to be so interesting to see how people manipulate these new additions into the meta, not least when yet more cards are deliberately designed to mess up current favorite decks—Mimikyu lets you steal Tera Pokémon attacks, for instance. I think this should finally offer the shake-up the game needs in its third year of this era, before (and this is still just a rumor, but quite a likely one) next year’s switch to Mega Pokémon instead of a fourth year of S&V.Now, as I’ve said, my sample of 55 packs isn’t big enough to be indicative, and perhaps we just got weirdly lucky. But I have high hopes here. We’ll get a proper idea when the likes of Danny Phantump have put together their pull-rate data. Either way, there’s such a wealth of beautiful cards in the set, so much incredible art to collect, and a bunch that’ll make the live game so very interesting. Which is pretty much all I can ask for from a Pokémon TCG set. Other than, you know, being able to buy it. Which is going to be very, very hard to do.Destined Rivals officially releases on May 30, with pre-release events taking place this weekend, May 17-18..
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Drop Duchy is a deck-building, Tetris-like, Carcassonne-esque puzzler

    Drop it like it's notDrop Duchy is a deck-building, Tetris-like, Carcassonne-esque puzzler

    The game layers tile dropping onto worker placement, and stacks up nicely.

    Kevin Purdy



    May 16, 2025 7:30 am

    |

    2

    Credit:

    The Arcade Crew

    Credit:

    The Arcade Crew

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

    Standard
    Orange

    * Subscribers only
      Learn more

    When my colleague Kyle Orland submitted Tetrisweeper for a list of Ars' favorite 2024 games not from 2024, I told him, essentially: "Good for you, not for me." I'm a pedestrian Tetris player, at best, so the idea of managing a whole different game mechanic, while trying to clear lines and prevent stack-ups, sounded like taking a standardized test while baking a three-layer cake.
    And yet, here I am, sneaking rounds of Drop Duchyinto lunch breaks, weekend mornings, and other bits of downtime. Drop Duchy is similarly not just a Tetris-esque block-dropper. It also has you:

    Aligning terrain types for resources
    Placing both your troops and the enemy's
    Choosing which cards to upgrade, sell, and bring into battle
    Picking between terrain types to leave behind
    Upgrading a tech tree with achievements
    Picking the sequence of battles for maximum effectiveness

    Drop Duchy is a quirky game, one that hasn't entirely fused together its various influences without some seams showing. But I keep returning to it, even as it beats me to a pulp on Normal mode, based on decisions I made five rounds ago. It feels like a medium-deep board game, played at triple speed, with someone across the table timing you on how fast you arrange your tiles.
    Your standard roguelite deck-builder, Tetris tactics, worker placement game

    Drop Duchy launch trailer.

    Allow me to try to describe what is happening in Drop Duchy, ignoring entirely the idea that there is some kind of plot. You start off with three buildings and your enemy's buildings that you must place, mixed into a pile of terrainin Tetris-like shapes. Filling a horizontal line gives you resourcesfrom that line but does not clear it.

    If you build up a big area of plains on your board, you can drop your "Farm" piece in the middle, and it converts those plains into richer plains. Put a "Woodcutter" into a bunch of forest, and it harvests that wood and turns it into plains. Set down a "Watchtower," and it recruits some archer units for every plains tile in its vicinity, and even more for richer fields. You could drop a Woodcutter next to a Farm and Watchtower, and it would turn the forests into plains, the Farm would turn the plains into fields, and the Watchtower would pick up more units for all those rich fields.
    That kind of multi-effect combo, resulting from one piece you perfectly placed in the nick of time, is what keeps you coming back to Drop Duchy. The bitter losses come from the other side, like realizing you've leaned too heavily into heavy, halberd-wielding units when the enemy has lots of ranged units that are strong against them. Or that feeling, familiar to Tetris vets, that one hasty decision you made 10 rows back has doomed you to the awkward, slanted pile-up you find yourself in now. Except that lines don't clear in Drop Duchy, and the game's boss battles specifically punish you for running out of good places to put things.
    There's an upper strategic layer to all the which-square-where action. You choose branching paths on your way to each boss, picking different resources, battles, and trading posts. Every victory has you picking a card for your deck, whether military, production, or, later on, general "technology" gains. You upgrade cards using your gathered resources, try to balance or min-max cards toward certain armies or terrains, and try not to lose any one round by too many soldiers. You have a sort of "overall defense" life meter, and each loss chips away at it. Run out of money to refill it, and that's the game.

    Again: It is not a Tetris clone

    Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it.

    The Arcade Crew

    Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it.

    The Arcade Crew

    Upgrading cards is almost always worth it—unless you need to replenish your overall defense.

    The Arcade Crew

    Upgrading cards is almost always worth it—unless you need to replenish your overall defense.

    The Arcade Crew

    Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it.

    The Arcade Crew

    Upgrading cards is almost always worth it—unless you need to replenish your overall defense.

    The Arcade Crew

    The path you choose to encounters and trading posts makes a difference in Drop Duchy.

    The Arcade Crew

    The path you choose to encounters and trading posts makes a difference in Drop Duchy.

    The Arcade Crew

    See that river on the right, the one that would look great if only it could be connected? Welcome to this game.

    The Arcade Crew

    See that river on the right, the one that would look great if only it could be connected? Welcome to this game.

    The Arcade Crew

    The path you choose to encounters and trading posts makes a difference in Drop Duchy.

    The Arcade Crew

    See that river on the right, the one that would look great if only it could be connected? Welcome to this game.

    The Arcade Crew

    Drop Duchy feels, moment to moment, triumphalist and unfair, but that is its intended rogue-ish nature. Where I see issues with the game beyond that is in the little stuff.
    The game plays well on a Steam Deck or other handhelds, but if you have any issues with reading small text on a small screen, Drop Duchy is unforgiving. Many of the buildings look very similar, and the icons and text can be quite small. I feel the most for folks with extensive Tetris experience and muscle memory. Drop Duchy uses some non-standard pieces, like single, double, and three-square corners. And while line clearing is almost always rewarded, it can also work against you, like if an enemy's fort fits a slot, but also grants it lots of troops from the surrounding terrain.
    Drop Duchy can sometimes feel unbalanced, sometimes a bit unfair. Its bosses will typically require multiple runs before you figure out the right multi-round strategies. The game's many, many mechanics make this a title where I wouldn't blame someone for running the Tutorial round more than once.
    But, like golf, home repair, or setting up a server, the few times you get a round, or just a line, perfectly right can erase all the hard lessons you had to endure before. I keep finding things in Drop Duchy that seem impossible to overcome, and then I come right back and try it a different way. I think this title will get a few balance fixes, but even before those, it's a good run.

    Listing image:
    The Arcade Crew

    Kevin Purdy
    Senior Technology Reporter

    Kevin Purdy
    Senior Technology Reporter

    Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch.

    2 Comments
    #drop #duchy #deckbuilding #tetrislike #carcassonneesque
    Drop Duchy is a deck-building, Tetris-like, Carcassonne-esque puzzler
    Drop it like it's notDrop Duchy is a deck-building, Tetris-like, Carcassonne-esque puzzler The game layers tile dropping onto worker placement, and stacks up nicely. Kevin Purdy – May 16, 2025 7:30 am | 2 Credit: The Arcade Crew Credit: The Arcade Crew Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more When my colleague Kyle Orland submitted Tetrisweeper for a list of Ars' favorite 2024 games not from 2024, I told him, essentially: "Good for you, not for me." I'm a pedestrian Tetris player, at best, so the idea of managing a whole different game mechanic, while trying to clear lines and prevent stack-ups, sounded like taking a standardized test while baking a three-layer cake. And yet, here I am, sneaking rounds of Drop Duchyinto lunch breaks, weekend mornings, and other bits of downtime. Drop Duchy is similarly not just a Tetris-esque block-dropper. It also has you: Aligning terrain types for resources Placing both your troops and the enemy's Choosing which cards to upgrade, sell, and bring into battle Picking between terrain types to leave behind Upgrading a tech tree with achievements Picking the sequence of battles for maximum effectiveness Drop Duchy is a quirky game, one that hasn't entirely fused together its various influences without some seams showing. But I keep returning to it, even as it beats me to a pulp on Normal mode, based on decisions I made five rounds ago. It feels like a medium-deep board game, played at triple speed, with someone across the table timing you on how fast you arrange your tiles. Your standard roguelite deck-builder, Tetris tactics, worker placement game Drop Duchy launch trailer. Allow me to try to describe what is happening in Drop Duchy, ignoring entirely the idea that there is some kind of plot. You start off with three buildings and your enemy's buildings that you must place, mixed into a pile of terrainin Tetris-like shapes. Filling a horizontal line gives you resourcesfrom that line but does not clear it. If you build up a big area of plains on your board, you can drop your "Farm" piece in the middle, and it converts those plains into richer plains. Put a "Woodcutter" into a bunch of forest, and it harvests that wood and turns it into plains. Set down a "Watchtower," and it recruits some archer units for every plains tile in its vicinity, and even more for richer fields. You could drop a Woodcutter next to a Farm and Watchtower, and it would turn the forests into plains, the Farm would turn the plains into fields, and the Watchtower would pick up more units for all those rich fields. That kind of multi-effect combo, resulting from one piece you perfectly placed in the nick of time, is what keeps you coming back to Drop Duchy. The bitter losses come from the other side, like realizing you've leaned too heavily into heavy, halberd-wielding units when the enemy has lots of ranged units that are strong against them. Or that feeling, familiar to Tetris vets, that one hasty decision you made 10 rows back has doomed you to the awkward, slanted pile-up you find yourself in now. Except that lines don't clear in Drop Duchy, and the game's boss battles specifically punish you for running out of good places to put things. There's an upper strategic layer to all the which-square-where action. You choose branching paths on your way to each boss, picking different resources, battles, and trading posts. Every victory has you picking a card for your deck, whether military, production, or, later on, general "technology" gains. You upgrade cards using your gathered resources, try to balance or min-max cards toward certain armies or terrains, and try not to lose any one round by too many soldiers. You have a sort of "overall defense" life meter, and each loss chips away at it. Run out of money to refill it, and that's the game. Again: It is not a Tetris clone Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it. The Arcade Crew Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it. The Arcade Crew Upgrading cards is almost always worth it—unless you need to replenish your overall defense. The Arcade Crew Upgrading cards is almost always worth it—unless you need to replenish your overall defense. The Arcade Crew Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it. The Arcade Crew Upgrading cards is almost always worth it—unless you need to replenish your overall defense. The Arcade Crew The path you choose to encounters and trading posts makes a difference in Drop Duchy. The Arcade Crew The path you choose to encounters and trading posts makes a difference in Drop Duchy. The Arcade Crew See that river on the right, the one that would look great if only it could be connected? Welcome to this game. The Arcade Crew See that river on the right, the one that would look great if only it could be connected? Welcome to this game. The Arcade Crew The path you choose to encounters and trading posts makes a difference in Drop Duchy. The Arcade Crew See that river on the right, the one that would look great if only it could be connected? Welcome to this game. The Arcade Crew Drop Duchy feels, moment to moment, triumphalist and unfair, but that is its intended rogue-ish nature. Where I see issues with the game beyond that is in the little stuff. The game plays well on a Steam Deck or other handhelds, but if you have any issues with reading small text on a small screen, Drop Duchy is unforgiving. Many of the buildings look very similar, and the icons and text can be quite small. I feel the most for folks with extensive Tetris experience and muscle memory. Drop Duchy uses some non-standard pieces, like single, double, and three-square corners. And while line clearing is almost always rewarded, it can also work against you, like if an enemy's fort fits a slot, but also grants it lots of troops from the surrounding terrain. Drop Duchy can sometimes feel unbalanced, sometimes a bit unfair. Its bosses will typically require multiple runs before you figure out the right multi-round strategies. The game's many, many mechanics make this a title where I wouldn't blame someone for running the Tutorial round more than once. But, like golf, home repair, or setting up a server, the few times you get a round, or just a line, perfectly right can erase all the hard lessons you had to endure before. I keep finding things in Drop Duchy that seem impossible to overcome, and then I come right back and try it a different way. I think this title will get a few balance fixes, but even before those, it's a good run. Listing image: The Arcade Crew Kevin Purdy Senior Technology Reporter Kevin Purdy Senior Technology Reporter Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch. 2 Comments #drop #duchy #deckbuilding #tetrislike #carcassonneesque
    ARSTECHNICA.COM
    Drop Duchy is a deck-building, Tetris-like, Carcassonne-esque puzzler
    Drop it like it's not (the piece you need right now) Drop Duchy is a deck-building, Tetris-like, Carcassonne-esque puzzler The game layers tile dropping onto worker placement, and stacks up nicely. Kevin Purdy – May 16, 2025 7:30 am | 2 Credit: The Arcade Crew Credit: The Arcade Crew Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more When my colleague Kyle Orland submitted Tetrisweeper for a list of Ars' favorite 2024 games not from 2024, I told him, essentially: "Good for you, not for me." I'm a pedestrian Tetris player, at best, so the idea of managing a whole different game mechanic, while trying to clear lines and prevent stack-ups, sounded like taking a standardized test while baking a three-layer cake. And yet, here I am, sneaking rounds of Drop Duchy (Steam, Epic, for Windows/Linux via Proton) into lunch breaks, weekend mornings, and other bits of downtime. Drop Duchy is similarly not just a Tetris-esque block-dropper. It also has you: Aligning terrain types for resources Placing both your troops and the enemy's Choosing which cards to upgrade, sell, and bring into battle Picking between terrain types to leave behind Upgrading a tech tree with achievements Picking the sequence of battles for maximum effectiveness Drop Duchy is a quirky game, one that hasn't entirely fused together its various influences without some seams showing. But I keep returning to it, even as it beats me to a pulp on Normal mode, based on decisions I made five rounds ago. It feels like a medium-deep board game, played at triple speed, with someone across the table timing you on how fast you arrange your tiles. Your standard roguelite deck-builder, Tetris tactics, worker placement game Drop Duchy launch trailer. Allow me to try to describe what is happening in Drop Duchy, ignoring entirely the idea that there is some kind of plot. You start off with three buildings and your enemy's buildings that you must place, mixed into a pile of terrain (plains and forest to start) in Tetris-like shapes. Filling a horizontal line gives you resources (wheat, wood, and stone) from that line but does not clear it. If you build up a big area of plains on your board, you can drop your "Farm" piece in the middle, and it converts those plains into richer plains. Put a "Woodcutter" into a bunch of forest, and it harvests that wood and turns it into plains. Set down a "Watchtower," and it recruits some archer units for every plains tile in its vicinity, and even more for richer fields. You could drop a Woodcutter next to a Farm and Watchtower, and it would turn the forests into plains, the Farm would turn the plains into fields, and the Watchtower would pick up more units for all those rich fields. That kind of multi-effect combo, resulting from one piece you perfectly placed in the nick of time, is what keeps you coming back to Drop Duchy. The bitter losses come from the other side, like realizing you've leaned too heavily into heavy, halberd-wielding units when the enemy has lots of ranged units that are strong against them. Or that feeling, familiar to Tetris vets, that one hasty decision you made 10 rows back has doomed you to the awkward, slanted pile-up you find yourself in now. Except that lines don't clear in Drop Duchy, and the game's boss battles specifically punish you for running out of good places to put things. There's an upper strategic layer to all the which-square-where action. You choose branching paths on your way to each boss, picking different resources, battles, and trading posts. Every victory has you picking a card for your deck, whether military, production, or, later on, general "technology" gains. You upgrade cards using your gathered resources, try to balance or min-max cards toward certain armies or terrains, and try not to lose any one round by too many soldiers. You have a sort of "overall defense" life meter, and each loss chips away at it. Run out of money to refill it, and that's the game. Again: It is not a Tetris clone Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it. The Arcade Crew Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it. The Arcade Crew Upgrading cards is almost always worth it—unless you need to replenish your overall defense. The Arcade Crew Upgrading cards is almost always worth it—unless you need to replenish your overall defense. The Arcade Crew Every run is a new set of cards that you upgrade, sell, reserve for certain terrain conditions, or wonder why you picked it. The Arcade Crew Upgrading cards is almost always worth it—unless you need to replenish your overall defense. The Arcade Crew The path you choose to encounters and trading posts makes a difference in Drop Duchy. The Arcade Crew The path you choose to encounters and trading posts makes a difference in Drop Duchy. The Arcade Crew See that river on the right, the one that would look great if only it could be connected? Welcome to this game. The Arcade Crew See that river on the right, the one that would look great if only it could be connected? Welcome to this game. The Arcade Crew The path you choose to encounters and trading posts makes a difference in Drop Duchy. The Arcade Crew See that river on the right, the one that would look great if only it could be connected? Welcome to this game. The Arcade Crew Drop Duchy feels, moment to moment, triumphalist and unfair, but that is its intended rogue-ish nature. Where I see issues with the game beyond that is in the little stuff. The game plays well on a Steam Deck or other handhelds, but if you have any issues with reading small text on a small screen, Drop Duchy is unforgiving. Many of the buildings look very similar, and the icons and text can be quite small. I feel the most for folks with extensive Tetris experience and muscle memory. Drop Duchy uses some non-standard pieces, like single, double, and three-square corners. And while line clearing is almost always rewarded, it can also work against you, like if an enemy's fort fits a slot, but also grants it lots of troops from the surrounding terrain. Drop Duchy can sometimes feel unbalanced, sometimes a bit unfair. Its bosses will typically require multiple runs before you figure out the right multi-round strategies. The game's many, many mechanics make this a title where I wouldn't blame someone for running the Tutorial round more than once. But, like golf, home repair, or setting up a server, the few times you get a round, or just a line, perfectly right can erase all the hard lessons you had to endure before. I keep finding things in Drop Duchy that seem impossible to overcome, and then I come right back and try it a different way. I think this title will get a few balance fixes, but even before those, it's a good run. Listing image: The Arcade Crew Kevin Purdy Senior Technology Reporter Kevin Purdy Senior Technology Reporter Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch. 2 Comments
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Latvia Pavilion: Living on NATO's Edge and the Impacts of Geopolitical Conflict

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";
    A unique insight into the reality of NATO's eastern boundary is provided by the Latvian Pavilion at the 2025 Venice Architecture Biennale. The exhibition, titled Landscape Of Defence, examines how defense infrastructure affects daily living, the land, and public perception. Located in the center of the Biennale's main display path, Campo della Tana provides entrance to the Artiglierie of the Arsenale, where the Pavilion is housed.The Pavilion, which was designed by Latvian architecture studios Sampling and Nomad and curated by Liene Jākobsone and Ilka Ruby, explores the junction of the military and civilian environments along Latvia's borders with Belarus and Russia, posing significant questions.What does it mean to be on the periphery of NATO during a geopolitical conflict? How are lives and landscapes shaped by defensive measures?, asked the curators. National and NATO-wide defense are now a part of everyday life in Latvia and are not merely a government mandate.Visitors are urged to reevaluate the concept of "border" in a time of global unrest by use of an impactful and provocative exhibition design. The curators present opposing viewpoints: Architect and designer Liene Jākobsone, who holds a PhD in product design, is the director of the Art Academy of Latvia's Institute of Contemporary Art, Design, and Architecture and co-founder of the firm Sampling.Her research focuses on the relationship between cultural creation and geographical activity. The independent publishing company Ruby Press, which focuses on architecture and spatial activities, was co-founded by author and curator Ilka Ruby. She offers a more comprehensive analysis of the political and social function of architecture through a critical and transdisciplinary perspective.Road signs, watchtowers, fences, barbed wire, and other man-made structures found in the Latvian borders are among the natural elements, vernacular architecture, and remnants of everyday life that are documented in a photographic collage that is shown behind a wide circular curtain that defines the exhibition area. Anti-tank hedgehogs, dragon's teeth, a surveillance pole, and rustic wooden benches are among the items from the military and civil worlds that are replicated in the center using luminous, abstract material that changes their look and encourages critical thought.Six television screens provide the illusion of a control room: footage, shown in Latvian with English subtitles, switches between shots of the surrounding terrain and testimony from border residents. A second, 4.5-meter-tall curtain on one wall displays a sizable, historically-inspired map of the 30-kilometer border zone. From the standpoint of military defense, informative writings and firsthand accounts provide a human and spatial context. The pavilion's technical details and curatorial text are also displayed on the same curtain.The Latvian Pavilion highlights the complexity involved in developing defense infrastructure rather than offering answers. In the face of actual threats, walls and barriers might be required, but they also present moral, environmental, and aesthetic issues. The goal is to encourage discussion among visitors as well as with military and political stakeholders on the interrelationships between security, space, and society.A folded-out catalogue in postcard size, published by Ruby Press, is included with the exhibition. It features original pictures by Latvian photographer Reinis Hofmanis, who received the Fuji Global Grant for his borderlands investigation, as well as an essay by Liene Jākobsone. The publication, which resembles a passport, emphasizes the relationship between territory and identity, the experience of crossing, and the importance of the border."The eastern border of Latvia has been fortified in such a way over the past few years. Work is still underway, but the territory has changed significantly. The border is not just a line, but an area. A whole landscape of defence has been created along with imposing fortifications," as Jākobsone writes in the postcard leporello. "The border itselfmarks the end of the country and, in this case, of a much wider region — that of Europe.These postcards from the very edge of Europe are not only a testimony to its diversity and its values, but also offer an opportunity for this landscape of defence to be represented to those it is intended to defend.""In Berlin, where I live, you still feel every day how the fall of a physical and systemic border can transform a city’s urban fabric. That frontier has now shifted to the border between Latvia — and Europe — and Russia. Our goal is to understand the effects that such fortifications can have on landscapes and lives," added Ruby.Uncertain characters, halfway between tour guides and sentinels, greet guests at the Pavilion while wearing outfits created by Latvian fashion designer Laima Jurča.The Pavilion's suspended atmosphere, which reflects the entrance of a militarized zone where the public is faced with the tension between security and threat, welcome and surveillance, freedom and control, is heightened by their subdued yet noticeable presence, which evokes gestures and postures of control."What does it mean to live on NATO’s external border in times of geopolitical conflict?," wrote the curators Liene Jākobsone and Ilka Ruby. "The exhibition focuses on the military defence of the Latvian state from the perspective of the inhabitants of the border area. We want to highlight the specific conditions of Latvia’s geographical situation – the reason why its population lives under a constant threat of attack," the curators explained."The exhibition aims to offer the international architectural discourse a study of the relationship between military defence and spatial condition in the Latvian context. We want to draw attention to the impact of defence measures on people and the landscape.""It is an invitation not only to architects, but also policy makers and military defence specialists to take part in the conversation on spatial qualities, encouraging them to consider the physical footprint of defence strategies on a territory and the emotional impact on its population," the curators added.The Latvian Pavilion is commissioned by Jānis Dripe, Ministry of Culture of the Republic of Latvia. The exhibitors are Samplingand Nomad architects. The 19th International Architecture Exhibition will take place from 10 May to 23 November 2025 at the Giardini, the Arsenale and various venues in Venice, Italy. Find out all exhibition news on WAC's Venice Architecture Biennale page. All images © Michiel De Cleene.> via Latvian Pavilion
    #latvia #pavilion #living #nato039s #edge
    Latvia Pavilion: Living on NATO's Edge and the Impacts of Geopolitical Conflict
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; A unique insight into the reality of NATO's eastern boundary is provided by the Latvian Pavilion at the 2025 Venice Architecture Biennale. The exhibition, titled Landscape Of Defence, examines how defense infrastructure affects daily living, the land, and public perception. Located in the center of the Biennale's main display path, Campo della Tana provides entrance to the Artiglierie of the Arsenale, where the Pavilion is housed.The Pavilion, which was designed by Latvian architecture studios Sampling and Nomad and curated by Liene Jākobsone and Ilka Ruby, explores the junction of the military and civilian environments along Latvia's borders with Belarus and Russia, posing significant questions.What does it mean to be on the periphery of NATO during a geopolitical conflict? How are lives and landscapes shaped by defensive measures?, asked the curators. National and NATO-wide defense are now a part of everyday life in Latvia and are not merely a government mandate.Visitors are urged to reevaluate the concept of "border" in a time of global unrest by use of an impactful and provocative exhibition design. The curators present opposing viewpoints: Architect and designer Liene Jākobsone, who holds a PhD in product design, is the director of the Art Academy of Latvia's Institute of Contemporary Art, Design, and Architecture and co-founder of the firm Sampling.Her research focuses on the relationship between cultural creation and geographical activity. The independent publishing company Ruby Press, which focuses on architecture and spatial activities, was co-founded by author and curator Ilka Ruby. She offers a more comprehensive analysis of the political and social function of architecture through a critical and transdisciplinary perspective.Road signs, watchtowers, fences, barbed wire, and other man-made structures found in the Latvian borders are among the natural elements, vernacular architecture, and remnants of everyday life that are documented in a photographic collage that is shown behind a wide circular curtain that defines the exhibition area. Anti-tank hedgehogs, dragon's teeth, a surveillance pole, and rustic wooden benches are among the items from the military and civil worlds that are replicated in the center using luminous, abstract material that changes their look and encourages critical thought.Six television screens provide the illusion of a control room: footage, shown in Latvian with English subtitles, switches between shots of the surrounding terrain and testimony from border residents. A second, 4.5-meter-tall curtain on one wall displays a sizable, historically-inspired map of the 30-kilometer border zone. From the standpoint of military defense, informative writings and firsthand accounts provide a human and spatial context. The pavilion's technical details and curatorial text are also displayed on the same curtain.The Latvian Pavilion highlights the complexity involved in developing defense infrastructure rather than offering answers. In the face of actual threats, walls and barriers might be required, but they also present moral, environmental, and aesthetic issues. The goal is to encourage discussion among visitors as well as with military and political stakeholders on the interrelationships between security, space, and society.A folded-out catalogue in postcard size, published by Ruby Press, is included with the exhibition. It features original pictures by Latvian photographer Reinis Hofmanis, who received the Fuji Global Grant for his borderlands investigation, as well as an essay by Liene Jākobsone. The publication, which resembles a passport, emphasizes the relationship between territory and identity, the experience of crossing, and the importance of the border."The eastern border of Latvia has been fortified in such a way over the past few years. Work is still underway, but the territory has changed significantly. The border is not just a line, but an area. A whole landscape of defence has been created along with imposing fortifications," as Jākobsone writes in the postcard leporello. "The border itselfmarks the end of the country and, in this case, of a much wider region — that of Europe.These postcards from the very edge of Europe are not only a testimony to its diversity and its values, but also offer an opportunity for this landscape of defence to be represented to those it is intended to defend.""In Berlin, where I live, you still feel every day how the fall of a physical and systemic border can transform a city’s urban fabric. That frontier has now shifted to the border between Latvia — and Europe — and Russia. Our goal is to understand the effects that such fortifications can have on landscapes and lives," added Ruby.Uncertain characters, halfway between tour guides and sentinels, greet guests at the Pavilion while wearing outfits created by Latvian fashion designer Laima Jurča.The Pavilion's suspended atmosphere, which reflects the entrance of a militarized zone where the public is faced with the tension between security and threat, welcome and surveillance, freedom and control, is heightened by their subdued yet noticeable presence, which evokes gestures and postures of control."What does it mean to live on NATO’s external border in times of geopolitical conflict?," wrote the curators Liene Jākobsone and Ilka Ruby. "The exhibition focuses on the military defence of the Latvian state from the perspective of the inhabitants of the border area. We want to highlight the specific conditions of Latvia’s geographical situation – the reason why its population lives under a constant threat of attack," the curators explained."The exhibition aims to offer the international architectural discourse a study of the relationship between military defence and spatial condition in the Latvian context. We want to draw attention to the impact of defence measures on people and the landscape.""It is an invitation not only to architects, but also policy makers and military defence specialists to take part in the conversation on spatial qualities, encouraging them to consider the physical footprint of defence strategies on a territory and the emotional impact on its population," the curators added.The Latvian Pavilion is commissioned by Jānis Dripe, Ministry of Culture of the Republic of Latvia. The exhibitors are Samplingand Nomad architects. The 19th International Architecture Exhibition will take place from 10 May to 23 November 2025 at the Giardini, the Arsenale and various venues in Venice, Italy. Find out all exhibition news on WAC's Venice Architecture Biennale page. All images © Michiel De Cleene.> via Latvian Pavilion #latvia #pavilion #living #nato039s #edge
    WORLDARCHITECTURE.ORG
    Latvia Pavilion: Living on NATO's Edge and the Impacts of Geopolitical Conflict
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" A unique insight into the reality of NATO's eastern boundary is provided by the Latvian Pavilion at the 2025 Venice Architecture Biennale. The exhibition, titled Landscape Of Defence, examines how defense infrastructure affects daily living, the land, and public perception. Located in the center of the Biennale's main display path, Campo della Tana provides entrance to the Artiglierie of the Arsenale, where the Pavilion is housed.The Pavilion, which was designed by Latvian architecture studios Sampling and Nomad and curated by Liene Jākobsone and Ilka Ruby, explores the junction of the military and civilian environments along Latvia's borders with Belarus and Russia, posing significant questions.What does it mean to be on the periphery of NATO during a geopolitical conflict? How are lives and landscapes shaped by defensive measures?, asked the curators. National and NATO-wide defense are now a part of everyday life in Latvia and are not merely a government mandate.Visitors are urged to reevaluate the concept of "border" in a time of global unrest by use of an impactful and provocative exhibition design. The curators present opposing viewpoints: Architect and designer Liene Jākobsone, who holds a PhD in product design, is the director of the Art Academy of Latvia's Institute of Contemporary Art, Design, and Architecture and co-founder of the firm Sampling.Her research focuses on the relationship between cultural creation and geographical activity. The independent publishing company Ruby Press, which focuses on architecture and spatial activities, was co-founded by author and curator Ilka Ruby. She offers a more comprehensive analysis of the political and social function of architecture through a critical and transdisciplinary perspective.Road signs, watchtowers, fences, barbed wire, and other man-made structures found in the Latvian borders are among the natural elements, vernacular architecture, and remnants of everyday life that are documented in a photographic collage that is shown behind a wide circular curtain that defines the exhibition area. Anti-tank hedgehogs, dragon's teeth, a surveillance pole, and rustic wooden benches are among the items from the military and civil worlds that are replicated in the center using luminous, abstract material that changes their look and encourages critical thought.Six television screens provide the illusion of a control room: footage, shown in Latvian with English subtitles, switches between shots of the surrounding terrain and testimony from border residents. A second, 4.5-meter-tall curtain on one wall displays a sizable, historically-inspired map of the 30-kilometer border zone. From the standpoint of military defense, informative writings and firsthand accounts provide a human and spatial context. The pavilion's technical details and curatorial text are also displayed on the same curtain.The Latvian Pavilion highlights the complexity involved in developing defense infrastructure rather than offering answers. In the face of actual threats, walls and barriers might be required, but they also present moral, environmental, and aesthetic issues. The goal is to encourage discussion among visitors as well as with military and political stakeholders on the interrelationships between security, space, and society.A folded-out catalogue in postcard size, published by Ruby Press, is included with the exhibition. It features original pictures by Latvian photographer Reinis Hofmanis, who received the Fuji Global Grant for his borderlands investigation, as well as an essay by Liene Jākobsone. The publication, which resembles a passport, emphasizes the relationship between territory and identity, the experience of crossing, and the importance of the border."The eastern border of Latvia has been fortified in such a way over the past few years. Work is still underway, but the territory has changed significantly. The border is not just a line, but an area. A whole landscape of defence has been created along with imposing fortifications," as Jākobsone writes in the postcard leporello. "The border itself (...) marks the end of the country and, in this case, of a much wider region — that of Europe. (...) These postcards from the very edge of Europe are not only a testimony to its diversity and its values, but also offer an opportunity for this landscape of defence to be represented to those it is intended to defend.""In Berlin, where I live, you still feel every day how the fall of a physical and systemic border can transform a city’s urban fabric. That frontier has now shifted to the border between Latvia — and Europe — and Russia. Our goal is to understand the effects that such fortifications can have on landscapes and lives," added Ruby.Uncertain characters, halfway between tour guides and sentinels, greet guests at the Pavilion while wearing outfits created by Latvian fashion designer Laima Jurča.The Pavilion's suspended atmosphere, which reflects the entrance of a militarized zone where the public is faced with the tension between security and threat, welcome and surveillance, freedom and control, is heightened by their subdued yet noticeable presence, which evokes gestures and postures of control."What does it mean to live on NATO’s external border in times of geopolitical conflict?," wrote the curators Liene Jākobsone and Ilka Ruby. "The exhibition focuses on the military defence of the Latvian state from the perspective of the inhabitants of the border area. We want to highlight the specific conditions of Latvia’s geographical situation – the reason why its population lives under a constant threat of attack," the curators explained."The exhibition aims to offer the international architectural discourse a study of the relationship between military defence and spatial condition in the Latvian context. We want to draw attention to the impact of defence measures on people and the landscape.""It is an invitation not only to architects, but also policy makers and military defence specialists to take part in the conversation on spatial qualities, encouraging them to consider the physical footprint of defence strategies on a territory and the emotional impact on its population," the curators added.The Latvian Pavilion is commissioned by Jānis Dripe, Ministry of Culture of the Republic of Latvia. The exhibitors are Sampling (Manten Devriendt, Liene Jākobsone) and Nomad architects (Marija Katrīna Dambe, Florian Betat). The 19th International Architecture Exhibition will take place from 10 May to 23 November 2025 at the Giardini, the Arsenale and various venues in Venice, Italy. Find out all exhibition news on WAC's Venice Architecture Biennale page. All images © Michiel De Cleene.> via Latvian Pavilion
    0 Yorumlar 0 hisse senetleri 0 önizleme
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