Authors write about “Twelve Steps” (or more) to baking bread, which sounds like a lot of processes:
Bulk or Primary Fermentation
I “simplify” it in my head into four groups of “Activities”:
Bulk or Primary Fermentation
At the end of each Activity there’s a natural rest break.
In effect then, Twelve Steps become Four Activities:
Weigh and mix the dough, and let rest.
Divide and shape the dough, and let rest.
Shape/pan the dough, and let rest.
Bake, cool, and eat.
That sounds pretty manageable, doesn’t it? If you don’t count the baking step it’s only three Activities. Easy.
I bring all this up because I’d gotten into the habit of skipping Activity #2 when making focaccia. I’d mix, then coax the loose dough into a parchment-lined tray, allowing for one rise in the tray.
And that was fine, sort of. The focaccia were well-received, though I thought they had the potential to be better. As it turns out, if you don’t skip an Activity that people having been doing for thousands of years the results improve! Behold the power of trial and error!
A two-pound focaccia from Easter dinner:
Cell phone pic, not color-adjusted.
A one-pound focaccia we ate with dinner last night:
Re-introducing the initial bulk fermentation gives a better crumb structure — the bread becomes more airy, with uniform bubbles throughout. I think that’s partly because the extra rest and handling means that the bubbles get redistributed more evenly. I’ve cut back on the oil too. The end result is a lighter, less oily focaccia.
Both breads: 70% hydration, 6% oil, 2% salt (not counting the pink salt), about 1% diastatic malt, baked at 425F for 24 minutes.
Here’s a Cheap Seat Eats post from January of 2016 talking about a good result due to allowing for an initial 30-minute rise before transferring the dough to the tray. Which means I’ve re-re-learned something. That’s good, right? The biggest difference between that one and these two is that the oil percent for these two were 6% rather than the 3% in the 2016 post. That, and I allowed for a 30-minute pre-ferment in 2016. These two got ~1 hour.
Games That Got Played: The Doom That Came To Atlantic City, King Of Tokyo, Lost Woods.
Games That Didn’t Get Played: Batt’l Kha’os, Castle Panic, Cthulu Fluxx, Exploding Kittens, Letters To Santa, Poo, Run For Your Life Candyman, Seven Dragons, Small World, Ticket To Ride Europe (with monsters), Tiny Epic Kingdoms, Ultimate Werewolf.
It was a smallish crowd and we sort of picked a few games and stuck with them all night. I was pleasantly surprised by Lost Woods:
Lost Woods is a map exploration game where lost adventurers defeat enemies with powerful weapons and magic to earn gold. Can you escape?
Players start at camp in the middle of the Lost Woods, equipped with only random household items. Each turn, players move along the map and explore new areas by laying down a card that represents a place on the map. Exploration leads to new weapons, enemies that block the way, gold, magic spells, and a sneaky gnome that steals your gold.
Enemies are fought with a simple dice mechanic. Each weapon and enemy rolls a single dice, and their power varies depending on the number of sides to the dice, from d4 to d20. Each victory is rewarded with a number of gold pieces.
(Description from BoardGameGeek) Lost Woods uses a tile placement mechanic similar to Betrayal At House On The Hill — players dynamically build the map as they explore. It’s a mechanic I really like, and it winds up looking something like this:
Each “weapon” has a unique and often silly name. I think the designers missed a “flavor” opportunity when they chose not to do the same with the enemies — the enemies have a small silly picture, but no names.
The combat mechanic is simple and straightforward in a good way: Weapons have a strength represented by a d4, a d6, a d8, a d12, or a d20. The enemies have the same range. You roll your weapon die vs the enemy die and the higher number wins. If you win you get some gold, and you can pass on to the next area if you like. If the enemy wins you lose gold and/or weapons. It’s simple, quick, and not at all fiddly.
We also got multiple plays out of King of Tokyo and The Doom The Came To Atlantic City, each of which need a “Recommended Game” post.
The first asparagus to come up this spring! Given it was only planted last year, that makes it the first asparagus ever!
Talking to another local who grows asparagus, I thought we might have to wait until closer to the end of the month to see some shoots. Nope!
Last year we planted asparagus in three different areas of the back yard. The thinking was that they’d likely do better in some places and worse in others. Depending upon how many survived the winter we could try to consolidate the plots into the best spot. Also, if we did lose a few to the wet and cold it might not be terrible, since they may have been over-crowded in the first place. More elbow room might be a good thing!… Or they were going to be fine all along as is… Hard to say.
Of course, this all means that our first real harvest is a year away..
These don’t skimp on the butter or the cheese — the butter weight is 25% of the flour weight.
The recipe: 600 g AP Flour, 150 g room temperature butter, 300 g refrigerator water, 12 g kosher salt, 1 tsp instant yeast. (1+ cup of Grated Pamesan is applied to the dough sheet in step 5, below.)
Add the flour to the work bowl of the mixer. Add the butter and break it up into the flour with your fingers.
Add the other ingredients (except the Parmesan) and mix on low speed for 8 minutes.
Refrigerate, covered, for 1-3 days.
Preheat the oven to 400 F.
Roll out the dough on parchment paper to 1/4″ – 1/2″ thick. It should come out to a rectangle around 10″ x 15″. The parchment paper will make it easier peel up the dough in step 8.
Spread the grated Parmesan evenly over the dough rectangle. Use a rolling pin to sort of mash it into the surface of the dough.
Using a pizza cutter, slice the dough across the short dimension into pieces 1/2″ wide and 10″ long.
Twist the individual slices and place on Silpat lined baking sheets. I was able to fit these onto two baking sheets.
Let rest, covered, for 15 minutes.
Bake for 20 minutes at 400 F.
Let cool on a cooling rack.
The finished weight of the breadsticks is somewhere North of two pounds — seven people wiped these out in no time. The nice thing about this recipe is that it will hold in the refrigerator for a few days, then be ready to eat in about an hour.
Game Type: Worker placement. Think Agricola, except that the theme is mining in outer space instead of farming in the Dark Ages.
Number of Players: 1-5. I’m guessing it’s best with 4.
Complexity of Rules: Low-Medium. The rulebook is awful. Much more on that in a moment.
Time to Play: The box says 30-45 minutes. We’re usually running over an hour, even with only two players.
The Concept: Each player represents outer space mining interests. The object is to make the most Credits by the end of the game, since Credits double as Victory Points. Each turn a couple of dice are rolled. Players then take turns placing workers either on mines, or on bases that offer other advantages, such as bonus dice, dice manipulation, more crew, or increased space in your cargo hold. More dice are rolled, and the player(s) that can manipulate the dice to make favorable outcomes receive resources. The resources can then be “exported” for Credits. We haven’t played with the optional “Hostile Alien” cards yet, though I’m of the suspicion that they’ll mostly just increase the “luck factor” and drive me nuts.
Photo from the BoardGameGeek site.
Why I Like It: It has an outer space theme, and I’m a sucker for those. It involves risk management/estimation too, which is another plus. Once the rules are understood the game moves fairly briskly, and with low downtime.
Having said that: The rule book is among the worst I’ve ever seen, period. We learned a lot more about how to play from just from watching a guy do a walkthrough online. The rules feature minimal pictures and illustrations, and the graphics are poorly thought out and not very informative. Many passages are poorly or ambiguously worded. And no, I’m not being too harsh. I get the impression that the developers taught the play testers how to play and didn’t force the players to learn by using the rule book.
Worker placement covers up information on the board.
The “Captain” meeples are very similar in size to the “Crew” meeples — we’re going to add stripes to the Captain meeples so that they’re easier to tell apart from the crew.
If the player cards were larger the game would feel less fiddly.
I know that’s more than a few negatives, but it’s an enjoyable game with a fun theme, and it was a holiday gift so the price was right. It does feel like the game was rushed to market though.
Each year when we grow peas I push some stakes into the ground and add trellis netting. It never looks awesome. The peas usually do well until the sunny days kick in. At that point their pots dry out quickly and the peas suffer.
Attaching the trellis assembly to the salad table is an attempt to address those issues:
It’s the same Ultomato stakes and netting that was used last year. The netting just happened to almost perfectly wrap around the North and East sides of the newly seeded salad table. I used cable ties to attach the stakes to the table. Quick and easy.
It’s a sturdier build than just pushing the stakes into the ground. As an added bonus, the pea pots are spread around the shady sides of the salad table. They should be relatively protected from the sun, and therefore cooler.
Here’s the line of pots on the North side of the table:
Once they get a bit taller the plants will poke out above the salad table. That’s the theory anyway.
All in all, combining the trellis with the salad table makes for a cleaner and more compact solution, and the peas aren’t as crowded this year. Hopefully it works out great.
Two other thoughts:
We’re getting a lot of mileage out of the pea trellis. Here it is stuck into the soil at the edge of the walkway almost one year ago. After the peas were done we attached it to the lemon cucumber trellis for extra support.
The clamp light rig seems to keep the soil near the lights around 78F. No need for a heat mat. The other good thing is that the clamps can be attached to the top bar and pivoted to face downward. Lots of room for vertical growth:
No more posts about peas in the immediate future. Probably.
Finally, one inspiration for the title of this post — From the album More Songs About Buildings And Food; Talking Heads version of Take Me To The River:
Crazy, huh? They’ve spouted and grown between 6 and 10 inches tall in just over a week. If you look closely you can see the roots poking out of the bottom of the rolls. (The empty looking pots have recently planted dill and cilantro seeds. They should make an appearance sometime in the next week or so.)
Today was their first day with time outside. I left them outside for a couple of hours after work. The temperature was in the mid-forty degree range, and I didn’t think it’d whack the peas.
Hopefully the weather will be decent enough in the next few days to plant them outside. The forecast calls for night-time temperatures in the 20’s tonight and in the 30’s until Wednesday, possibly with some snow mixed in. We may just have to take our chances, since I don’t think the peas will fit in the current setup for another week — they’ve already grown almost to the top of the lighting rig.
That, and the toilet paper rolls are really beginning to show some mold. My inclination right now is not to use toilet paper rolls the next time around and instead use some of the reusable plastic “pots” we’ve gotten from nurseries over the years.
Over the winter I came across a blog post that recommended using emptied toilet paper rolls as mini pots for starting seeds. It looked neat, clean, and easy, and it seemed like a great way to use up a free resource. The author simply cut the tubes in half, placed the smooth (uncut) side down in a baking dish, and filled the tubes to 1″ from the top with damp soil. Seeds were placed on the soil and buried to the appropriate depth.
I could have been neater about it — here’s what I wound up with when I planted peas:
When I added a little water many of the rolls immediately began to unravel. Right now I think they have enough integrity that when the seeds sprout I’ll still be able to plant the plugs without too much drama. As it is, added water needs to go on the bottom of the dish, otherwise all the soil would wash out of the tubes.
I also did some tweaking on the lighting rig. It’s now smaller, at about 20″ x 8″:
The lights are now nearly touching each other, and the light is much more concentrated. The lights themselves are around 1-1/2″ above the soil. It’s very bright, if only in a small space of 16″ x 8″. That’s enough room for direct light on about 15 paper roll tubes. The dish could probably hold 25 tubes or so. It seems like a good compromise that doesn’t totally dominate the counter top.
The first time I tried the lighting rig (version 1.0) most of the plants wound up leggy, partly because the lights were a ways apart, and (I think) partly because I needed to leave the lights on for more hours than I did. This time I’m targeting ~16 hours a day. 16-18 hours seems to be the consensus on the interweb. We’ll see. Assuming this works we’ll start beans and Brussel Sprouts the same way in a couple of months.
ELECTRONIC COPS AND ROBBERS. Featuring the ELECTRONIC CRIME SCANNER.
A crime is being committed…but where?
In the jewelry store? The bank? Where will the thief strike next? You and your opponents are licensed private detectives. The thief you’re after is computer controlled and completely invisible. But you can hear him! With your ELECTRONIC CRIME SCANNER you can eavesdrop on the thief whenever he moves on the board. You can hear him in the act of committing a crime. You hear him, too, as he opens a door, crosses a floor, breaks a window, runs on the street and escapes on the subway. Each sound you hear is a clue that will help you track him down. You’ll need all your skills of deduction and logic to follow the thief and corner him. Then you can call the police. With luck, the police will arrest the thief and cart him off to jail. Sometimes, though, he escapes from them. At other times, he’s just not where you think he is! If you can catch this thief, you’ll earn a large reward. If he gives you the slip, he’ll rob again…and again…and again…
Why I Like It: First of all — Wayback Machine! Our copy still has the original 1980 price sticker from the department store attached.
There are numbered squares on the game board. When it’s your turn you press the “C” (Clue) button on the controller and the Thief moves from square to square. Each movement is represented by a distinctive noise, such as a window breaking or a door opening. By process of elimination you attempt to figure out the Thief’s current location and send the cops to arrest him. We’ve always played it without the Sleuth Cards since they make the game too easy. (“Tips” given by the cards tell you exactly where the Thief is, and what’s the fun in that?) Without the Sleuth Cards it can really be a challenge to find the Thief.
I loved this game at the time and I still love it. It’s also nice that we really took care of it when we young and never stored a battery in the controller. Almost everything is near-immaculate.