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Episode: 2843
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Title: HPR2843: Afrikan Tähti (or Star of Africa)
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2843/hpr2843.mp3
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Transcribed: 2025-10-19 17:50:36
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---
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This is HPR Episode 2843 entitled, African Tested or Star of Africa, and is part of the series,
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tabletop gaming, it is hosted by Tuku Toroto, and in about 11 minutes long, and Karina Cleanflag.
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The summary is, Tuku Toroto talks about one of the most important finish-board game ever.
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This episode of HBR is brought to you by an honesthost.com.
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Get 15% discount on all shared hosting with the offer code HBR15. That's HBR15.
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Hello, you are listening to the HAKAPOP crazy and this is Toroto. Today, I am making a
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episode about the part-time tabletop game that I recently replayed called African Dirty
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or Star of the Africa, or the first one of the Amanten or Africa's Fair.
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It has a different name in different languages. This is a finished part-time that's originally from
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the beginning of the 50s, so it's relatively old, and it's probably the one of the most popular
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finished games ever made. The idea is that the game is about finding the African Dirty,
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the huge Kulinan diamond that was found from the Africa. It's a game for two to six players.
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It's a set-up. It's quick to set-up. The game doesn't long. It doesn't take
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last that long. It's usually over in maybe in a half an hour and rules are simple.
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I played that when I was... I played this before I was in the school, so about four
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years ago almost, and I played it just recently with our kid. The idea is that the part-of-the-presence
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of Africa, and cities are connected with the land routes, air routes, and some four routes.
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Every player is starting either from Cairo or Tangir, and they have a free choice of how to
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proceed through the Africa. Moving between cities is done by throwing our dice, and then moving
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your heart, there are just little plastic pieces, along the land routes. If you choose to pay
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100 pounds, every player gets 300 pounds at the beginning of the game. You can travel
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zero or you can pay 300 pounds and then you can fly between cities. Some cities, not all cities.
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And then each city has a counter. These counters have been mixed in the beginning and random
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replays in the cities. When you reach a city with a counter, you can eat the very 100 pounds,
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and turn it immediately. You can choose to not to do anything. You don't have to try to reveal
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the counter. All you can wait for next turn and then try to throw your dice, and in four, five,
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and six, you can turn the token. You have 50 percent chance to trade some time for the money.
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So instead of paying money, you can use time. In the tokens, there are different types. If you have
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black blank token, nothing happens. If there's a game stone, you immediately sell that for the value.
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There's a top pass, that is 300 pounds, there's a Emeralds, 500 pounds, and there's a rupees
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that are worth 1000 pounds. There's a two rupees in the game. Take them idea, Robo,
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the thief, Robo, that takes all of your money. And they can be a horseshoe. In the first phase,
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the horseshoe doesn't have any sickly fangs, you just discard it immediately. And then there's
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the start of the Africa, the big blue diamond. If you find the start of the Africa, you haven't won
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yet. You still have to raise back to the starting city. Actually, you can raise either to the Cairo
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or the down here. You don't have to go to the starting city. If you started from the down here,
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but the Cairo is closer, you can raise to the Cairo. And when you reach that, you win the game.
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In the meantime, all the other players are trying to find a horseshoe. And if they find a horseshoe,
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they can start raising back to the either of the two cities. And if a player with a horseshoe
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that has been found after the diamond has been found, gets there before the player with the diamond
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he wins the win. There's some special places in the game. For example, there's a slave coast
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at the coast. So if you turn a plank token there, you get enslaved and you have to wait three turns
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before you can continue. That's a pretty long time in such a short game.
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Next to the slave coast, there's a cold coast, with a value of every canstone is dappled.
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Whoever gets into the Cape Town first, at very South tip of the Africa, gets a 500 pounds
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of some bones. And there's a couple of places in the map. There's a one at the Sahara and two
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around the side Helena, the island, where you can get attacked and you have to wait there
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until you throw roll one or two. The Sahara they do inside, I think remember, around the
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side Helena they fire. And the thing is that the same Helena has a one token. And it's always a
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bit risky to go there because if there's a rober, you lose all your money and then in the old
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rules that I trade when I was a kid, you were stuck there. You couldn't go anywhere anymore.
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You were stuck in the center Helena. But they actually change the rules at some point. And
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now there's an amendment that if you don't have any money, you can travel zero but only two steps
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at a time. So getting out of center Helena takes very long time. And you still get out but you
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usually lose so much of time that you are kind of lost the game. There's some Madagascar on the
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other side of the Africa that has two cities. It has a similar problem than with the center Helena.
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And I have noticed that some players actually they just avoid going through the islands because
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they don't like, they don't like the idea that maybe if these are rober and I get stuck there or
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maybe I use my black 100 pounds to turn the token and there's nothing to do. But on the
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other hand, it's really cool to go to the center Helena and find the dog and the African
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and the star of the Africa. Then it's like really daring thing to do and you get a big
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date at that. If you have enough money, you can fly from the center Helena to the coast of Africa
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and from there close to the Cairo and then on the next turn to the Cairo. So it takes only three
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turns to get from the center Helena to the not Cairo but the Tangier of course. It gets only three
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turns to get from the center Helena to the Tangier and then you win the game. If you have enough money,
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you need a 900 pounds for that. And I really loved this game as a kid. It was really exciting
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because you're going into this huge continent and trying to find gemstones and you are
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fighting against robers and blank tokens and what not.
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It's pretty random game. There isn't that much of tactics involved. You just move from city to city
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and try to find the star before anyone else finds. There's some. You can pretend that you have
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some sort of strategy that you concentrate on your search for for example at the north of the
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Africa because it's the strongest rules from the starting cities. But other players will do
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the same thing because everybody starts the north of the African tentators to proceed to access
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out clean and old cities from the tokens. And recently I learned that there's an extension
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to this game called Kreiske Gunnar. I think it's called expeditions. I don't know if that has been
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translated to a different language language. I haven't played that but I have heard that it's
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very luck-based also and doesn't have that much to do the game. This was really popular game.
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When I was checking I actually learned that there's a 4.5 million copies of the game sold
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internationally. I think that's a pretty big number for a silver and sport game.
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And in Finland there's over 2 million games that have been sold. It's not that every household
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has a one but it's still big because Finland has one. I think between 5.5 and 6 million
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people. I haven't checked it. But we have 6 million people so if there's 2 million games so
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of course not every game has been sold to a different individual. I'm sure that some people
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have bought game and lost some pieces and then bought another copy. And the losing the pieces
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is really annoying because those little cardboard canvas get lost pretty easily.
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So I remember the copy that we had at our parents place had one of the topaxes.
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Had gone missing so we had to take a decalty. It's a spare spare. It's a huge spare token software.
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It was a one spare one that had been brought with a self-pen yellow blob that was supposed to represent
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our topaxes. All in all this is fun game, best played with the kids or kid-minded.
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Thank you for listening and bye bye.
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You've been listening to Hacker Public Radio at Hacker Public Radio. We are a community
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Hacker Public Radio was founded by the digital dog pound and the infonomicum computer club
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please email the host directly, leave a comment on the website or record a follow-up episode yourself.
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