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With goblins, spellcasters and delis, board game makers are imagining new Jewish worlds
(JTA) — Running a not-so-Zagat-rated deli, dropping into a Chinese restaurant for Christmas Eve dinner and acting out a bat mitzvah that involves a vampire — for contemporary board game fans, those can be all in an evening’s play.
That’s because a crop of new games aims to merge Jewish ideas and experiences with the aesthetics and language of games such as Dungeons & Dragons. Dream Apart places players in a fantastical reimagining of a 19th-century shtetl, for example, while J.R. Goldberg’s God of Vengeance draws inspiration from the Yiddish play of the same name. In the games in Doikayt, a collection released in 2020, players can literally wrestle with God.
Known as tabletop role-playing games because they ask players to take on a character, these games and their creators imagine exciting new worlds, subvert classic tropes in fun and irreverent ways, and reinterpret Jewish history and identity.
Tabletop role-playing games like Dungeons & Dragons and Call of Cthulhu have exploded in popularity over the past several years, with many — including at least one group of rabbis — picking up the Zoom-friendly hobby during the height of the COVID-19 pandemic. But the new Jewish games aim to do more than just provide a diversion or even an escape.
“Depending on your family, depending on your synagogue, depending on your community, you may have gotten more or fewer options of what Jewishness could mean in your imagination,” said Lucian Kahn, who created a trilogy of humorous Jewish role-playing games.
“What some of these games are doing is opening that up and pointing to alternate possibilities of imagining Jewishness, not as a way of converting anyone to anything else, but just as a way of showing the tradition is enormous,” he added.
Kahn is the creator of If I Were a Lich, Man, a trilogy of humorous games whose name is a mashup between a “Fiddler on the Roof” song and an undead character, the lich, that frequently appears in fantasy fiction and games. In the title game, players are Jewish liches — spellcasters whose souls, in the lore of Dungeons & Dragons, are stored in phylacteries, the Greek word for tefillin used by Jews in prayer. Representing the four children of the Passover seder, they debate how their community should address the threat of encroaching holy knights.
In some cases, the association of Jews with monsters has given rise to charges of antisemitism — the goblins of “Harry Potter” offer a prime example. But Kahn said he sees Jewish-coded monsters, and queer-coded villains, as figures of resistance.
“There’s a long tradition of looking at the monster and seeing that the reason why these are monsters is because the people who have oppressive power have decided that these are going to be the enemies of the ‘good’ oppressive powers,” Kahn explained. “But if you don’t agree with their ideology, if you’re seeing yourself as being a member of a marginalized community and being in opposition to these oppressive powers, then you can look at the qualities assigned to these monsters and some of them are qualities that are good.”
For Kahn, Jewish-coded monster characters also provide more of an inspiration than the archetypes of more traditional games.
“Maybe somebody thinks they’re insulting me or insulting Jews,” he said. “My response is: I like vampires and liches and trolls and goblins and think they’re much more interesting than bland white muscular humans running through the fields with a cross on their chest hacking at the same things with a sword over and over again.”
Kahn’s outlook has resonated in the tabletop role-playing game community. In February, he and Hit Point Press launched a Kickstarter to fund production of If I Were a Lich, Man. The campaign smashed its $5,000 goal, raising $84,590, enough to hit one of the campaign’s stretch goals of funding a grant to support independent zines about tabletop role-playing games.
The successful campaign means that Kahn’s three games will go into production. In addition to the game about liches, the trilogy includes Same Bat Time, Same Bat Mitzvah, in which players act out a bat mitzvah where one guest has been turned into a vampire, and Grandma’s Drinking Song, inspired by how Kahn’s Jewish great-great grandmother and her children survived in 1920s New York City by working as bootleggers during Prohibition.
In Grandma’s Drinking Song, players write a drinking song together as they act out scenes. Kahn, the former singer/songwriter and guitarist for Brooklyn Jewish queercore folk-punk band Schmekel, wanted to carry over elements of music into this game.
A throughline in all three games is the power of creative resistance to authority — a narrative that Kahn said strikes him as particularly Jewish.
“There are all these stories in Jewish folklore that are really overtly about finding trickster-y or creative ways of fighting back against oppressive and unjust governmental regimes, evil kings, bad advisors,” Kahn said. “One of the first stories I ever heard in my life was the Purim story, so it’s very embedded in my mind as a part of Jewish consciousness, when evil rulers come to power and try to kill us all, we’re supposed to find these outside-the-box ways of preventing that from happening.”
For some Jewish creators, Jewish holidays are an explicit inspiration. Like many Jewish kids of the ‘80s and ‘90s, Max Fefer, a civil engineer by day and game designer by night, grew up loving the picture book “Herschel and the Hanukkah Goblins,” which remains a popular festive text. But as Fefer notes, goblins are often associated with antisemitic stereotypes. Fefer’s first Jewish game, Hanukkah Goblins, turns the story on its head — players interact as the jovial goblins, who are here not to destroy but to spread the spirit of Hanukkah to their goblin neighbors.
Last year, Fefer launched a successful Kickstarter for another Jewish holiday-inspired tabletop role-playing game, Esther and the Queens, where players assume the roles of Esther and her handmaidens from the Purim story, who join together to defeat Haman by infiltrating a masquerade party as queens from a far-off land.
Esther and the Queens channels Fefer’s Purim memories and includes carnival activities, including Skee-Ball; a calm, relaxing Mishloach Manot basket-making; and a fast-paced racing game.
“All of our holidays, they’re opportunities for us to gather as a community in different ways,” Fefer said. “Watching this satirical, comedic retelling of the story of Purim and the Esther Megillah and coming together into a theater, in a synagogue, to watch these spiels and laugh together and spin the graggers when we hear Haman’s name — all of those things help us build identity and community, and I think games in particular surrounding identity, that’s a great way for a Jewish person themselves to feel seen in a game and reinforce their identity, and share their background with friends.”
Another pair of Jewish game creators, Gabrielle Rabinowitz and her cousin, Ben Bisogno, were inspired by Passover.
“The seder is kind of like an RPG in that it’s a structured storytelling experience where everyone takes turns reading and telling, and there’s rituals and things you do at a certain time,” Rabinowitz said. “It’s halfway to an RPG.”
The game became a pandemic project for the two of them, and alongside artist Katrin Dirim and a host of other collaborators, they created Ma Nishtana: Why Is This Night Different? — a story game modeled on their family’s seder. The game follows the main beats of the Exodus story, and in every game, there will be a call to action from God, a moment of resistance, a departure and a final barrier — but different characters and moments resonate depending on the players’ choices.
As an educator at the Museum of Natural History, Rabinowitz said she is often thinking about how to foster participation and confidence, and she wanted to create a game-play mechanic to encourage players to be “as brazen as her family is.” The result was an in-game action called “Wait! Wait! Wait!” — if players wish to ask a question, make a suggestion, disagree with a course of action or share a new perspective, they can call out “Wait! Wait! Wait!” to do so.
The game also includes a series of scenes that are actively roleplayed or narrated, and each includes a ritual — one that can be done in-person or an alternate remote-friendly version. For example, at one point each player must come up with a plague inspired by the new story they’re telling together, and in the remote version, players go camera-off after reciting theirs.
“The fact that it was created during the pandemic and a way for us to connect and other people to connect with each other is really the soul of the game,” Rabinowitz said. “After each person tells a plague, by the end, all the cameras are off and everyone stays silent for another minute. It’s a hugely impactful moment when you’re playing remotely. The design is interwoven in the game itself.”
Rabinowitz said by playing a story of a family undergoing these trials, the themes of family and identity deepen every time she plays the game.
“A lot of people say, ‘Wow, I’ve never felt more connected to this story,’” she said. “Embodying these characters gave me a feeling of relevance and that makes it feel important as a Jewish precept.”
For other creators, that deep connection comes in more lighthearted scenarios. Nora Katz, a theatremaker, game designer and public historian working at the Goldring/Woldenberg Institute of Southern Jewish Life (ISJL) by day, created the Jewish deli-centered game Lunch Rush, which was included in the Doikayt anthology.
“There’s also types of institutions that come up a lot in [tabletop role-playing games], especially sort of high fantasy,” she said. “Everyone meets in a tavern, there’s an inn, things like that. So the idea of a deli as a central gathering place in a world like that felt fun to me.”
An important element of Lunch Rush is that players must be eating while playing, so for Katz’s first round with friends, they got together with chocolate chip ice cream and dill pickle potato chips. She said the deli is a shared language, and her fellow players were all bringing in their own favorite things about delis they loved into the fictional place they were building together.
Tabletop role-playing games “at their core are about collaboration and relationships and storytelling and community, and for me, all of those things are also what Jewishness is about, to me they totally go hand in hand,” Katz said.
The games are not meant to be for Jewish players only. Rabinowitz said the guidebook for Ma Nishtana includes essays to encourage people to further engage with the narrative.
“Jewish players, non-Jewish players, priests, non-religious people, all different people have played it and almost all of them have told us it’s given them a new way of thinking of how they relate to religious tradition, and I didn’t really set out to do that,” Rabinowitz said. “I feel really privileged to have helped create that space.”
Rabinowitz and Bisogno also commissioned other creators to build alternate backdrops for their game, so it can be repurposed to telling the story of another oppressed people’s fight for freedom. Players can interact as embattled yaoguai, spirits from Chinese mythology; explore a Janelle Monáe-inspired Afrofuturist world; play as Indigenous land defenders; or unionize as exploited workers at “E-Shypt.”
Fefer, who has been amplifying the work of other Jewish creators in the tabletop role-playing game space, said the harm of stereotyping and reinforcing negative tropes is still present in the industry, and not just for Jewish people. For example, fans recently criticized Dungeons & Dragons publishers Wizards of the Coast for reinforcing anti-Black stereotypes in the descriptions of a fantasy race, the Hadozee.
“I think it’s a process of talking to people who are from these groups and bringing them onto your teams and making sure you’re incorporating their perspectives into, in the example of Dungeons & Dragons, a hundred-million-dollar industry, being intentional about that design and looking at things from lots of different angles,” Fefer said. “How could our branding, our games be reinforcing something we’re not even aware of?”
Fefer hopes people who play Hanukkah Goblins and Esther and the Queens feel seen and have moments of shared joy, and also that they learn something from these games — about the antisemitic tropes in fantasy, or about underrepresented groups within the Jewish community. With Esther and the Queens, Fefer collaborated with a writer and artist, Noraa Kaplan, to retell the Purim story from a queer and feminist lens, drawing on Jewish texts that the pair said shows the long presence of queer and trans people in Jewish tradition.
“We have a lot of richness within Judaism to share our culture and share our upbringing but also just be representation,” Fefer added. “We’re living in a time of heightened antisemitism and the world being a gross place to be at times, and we can really bring the beauty of Judaism into game design and create experiences for people that are both representative of Judaism and also just very Jewish experiences.”
But for all the important conversations and learning experiences that can come from Jewish tabletop role-playing games, Katz said the goofiness and joy is important, too.
“We live in such a horrendous society that is of our own making,” she said. “If you can, for a little while, enjoy an anticapitalist fictional deli that you and your friends live in, I think that’s great.”
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IDF Strikes Hezbollah Weapons Sites in Lebanon After Army Denied Its Existence
Israeli strikes targeting Hezbollah’s terror infrastructure. Photo: Via i23, Photo from social media used in accordance with Clause 27a of the Copyright Law.
i24 News – The Israel Defense Forces carried out airstrikes on a site in southern Lebanon that the Lebanese Army had previously declared free of Hezbollah activity, Israeli officials said on Sunday, citing fresh intelligence that contradicted Beirut’s assessment.
According to Israeli sources, the targeted location in the Kfar Hatta area contained significant Hezbollah weapons infrastructure, despite earlier inspections by the Lebanese Armed Forces (LAF) that concluded no military installations were present.
Lebanese officials had conveyed those findings to international monitoring mechanisms, and similar claims were reported in the Lebanese newspaper Al-Akhbar.
Israeli intelligence assessments, however, determined that Hezbollah continued to operate from the site.
During a second wave of strikes carried out Sunday, the IDF attacked and destroyed the location.
Video footage released afterward showed secondary explosions, which Israeli officials said were consistent with stored weapons or munitions at the site.
The IDF stated that the strike was conducted in response to what it described as Hezbollah’s ongoing violations of ceasefire understandings between Israel and Lebanon. Military officials said the targeted structure included underground facilities used for weapons storage.
According to the IDF, the same site had been struck roughly a week earlier after Israel alerted the Lebanese Army to what it described as active terrorist infrastructure in the area. While the LAF conducted an inspection following the warning, Israeli officials said the weapons facilities were not fully dismantled, prompting Sunday’s follow-up strike.
The IDF said it took measures ahead of the attack to reduce the risk to civilians, including issuing advance warnings to residents in the surrounding area.
“Hezbollah’s activity at these sites constitutes a clear violation of the understandings between Israel and Lebanon and poses a direct threat to the State of Israel,” the military said in a statement.
Israeli officials emphasized that operations against Hezbollah infrastructure would continue as long as such threats persist, underscoring that Israel retains the right to act independently based on its own intelligence assessments.
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Some US Senators Skeptical About Military Options for Iran
Demonstrators and activists rally in support of nationwide protests in Iran, outside the White House in Washington, D.C., U.S., January 10, 2026. REUTERS/Tom Brenner
Some US lawmakers in both major parties on Sunday questioned whether military action against Iran is the best approach for the United States as Iranian authorities face growing turmoil.
US President Donald Trump in recent days has left open the possibility of American intervention in Iran, where the biggest anti-government protests in years have led to the Revolutionary Guards blaming unrest on terrorists and vowing to safeguard the governing system.
But at least two US senators sounded notes of caution during interviews on TV networks’ Sunday morning programs.
“I don’t know that bombing Iran will have the effect that is intended,” Republican Senator Rand Paul said on ABC News’ “This Week” show.
Rather than undermining the regime, a military attack on Iran could rally the people against an outside enemy, Paul and Democratic Senator Mark Warner said.
Warner, appearing on “Fox News Sunday,” warned that a military strike against Iran could risk uniting Iranians against the United States “in a way that the regime has not been able to.” History shows the dangers of US intervention, said Warner, who argued that the US-backed 1953 overthrow of Iran’s government set in motion a chain of events that gradually led to the rise of the country’s Islamic regime in the late 1970s.
The Wall Street Journal on Sunday reported that US military and diplomatic officials will brief Trump on Tuesday about options for Iran, including cyberattacks and potential military action.
Iran has said it will target US military bases if the United States launches an attack. But Republican Senator Lindsey Graham, who has often touted a muscular approach to foreign policy, said Trump “needs to embolden the protesters and scare the hell out of the [Iranian] regime.”
“If I were you, Mr. President, I would kill the leadership that are killing the people,” Graham said on Fox News’ “Sunday Morning Futures” show. “You’ve got to end this.”
Reza Pahlavi, the US-based son of the Iranian shah who was ousted in 1979, said on Sunday he is prepared to return to Iran to lead a shift to a democratic government.
“I’m already planning on that,” Pahlavi said on “Sunday Morning Futures.” “My job is to lead this transition to make sure that no stone is left unturned, that in full transparency, people have an opportunity to elect their leaders freely and to decide their own future.”
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Bob Weir, Grateful Dead Co-Founder and Rhythm Guitarist, Dead at 78
Bob Weir poses at the red carpet during the 67th Annual Grammy Awards in Los Angeles, California, U.S., February 2, 2025. REUTERS/Daniel Cole
Veteran rock musician Bob Weir, the Grateful Dead’s rhythm guitarist who helped guide the legendary psychedelic jam band through decades of change and success, has died at age 78, his family said in a statement on Saturday.
He was diagnosed with cancer in July and “succumbed to underlying lung issues” surrounded by loved ones, according to the statement, posted on Weir‘s verified Instagram account. It did not mention when or where he died.
Just weeks after starting cancer treatment last summer, Weir had returned to his “hometown stage” at Golden Gate Park in San Francisco to play in a three-night celebration of his 60 years in music, his family recalled. Those shows turned out to be his final live public performances, according to Rolling Stone magazine.
Along with his late fellow Grateful Dead co-founder and lead guitarist Jerry Garcia, who was at the center of the universe for “Deadheads,” as diehard Dead fans are known, Weir was one of the group’s two frontmen and main vocalists for most of the band’s history.
It was Weir who sang the verses on the band’s trademark boogie anthem, “Truckin’,” and who wrote such key songs as “Sugar Magnolia,” “Playing in the Band” and “Jack Straw.”
The youthful, ponytailed “Bobby” grew into an eclectic songwriter whose handsome appearance and diverse musical influences helped broaden the band’s appeal. British newspaper the Independent called Weir “arguably rock’s greatest, if most eccentric, rhythm guitarist.”
After Garcia’s death at age 53 in 1995, Weir carved out an interesting if somewhat neglected solo career – much of it with his band, RatDog – and participated in reunions of surviving Dead members in different configurations.
LONG STRANGE TRIP
“As the one good-looking guy in the Dead, baby-faced Weir was always what passed for the band’s sex symbol,” the San Francisco Chronicle‘s Joel Selvin wrote in 2004. “He didn’t care about that, either. In fact, he always seemed to secretly relish subverting that image.”
Weir was the subject of the 2014 documentary “The Other One: The Long, Strange Trip of Bob Weir,” which made a case for the Dead’s “other” guitarist as a musical force. Though some Deadheads adopted the trappings of tie-dyed psychedelia, the group itself was deeply attached to American roots music and was credited with bringing experimental improvisation to rock music.
Weir‘s own musical tastes ranged from Chuck Berry to cowboy songs to R&B and reggae.
Thanks to relentless touring, constant musical evolution and a passionate fan base, the Grateful Dead – who existed from 1965 to 1995 – did not have to rely on producing hit records.
“Bob was the wild one,” journalist Blair Jackson wrote in 2012. “He was the rock ‘n’ roller, but also the confident, smooth-voiced narrator on all those dramatic country-rock numbers about desperadoes and fugitives; a perfect fit for those tunes. He was the guy who would screech and scream himself hoarse at the end of the show, whipping us into a dancing frenzy.”
Weir, whose birth name was Robert Hall Parber, was born on October 16, 1947, and raised by adoptive parents in Atherton, California. He did not excel in school, due in part to his undiagnosed dyslexia. In 1964 at age 16, he met Bay Area folk musician Garcia, with whom he formed the Warlocks, who soon morphed into the Grateful Dead.
THE KID
The athletic Weir, who enjoyed football, was the youngest member of the original band and was sometimes referred to as “the kid.”
He was still in high school when he joined up with Garcia, bass guitarist Phil Lesh, organist-vocalist-harmonica player Ron “Pigpen” McKernan and drummer Bill Kreutzmann.
Lesh recalled in his 2005 autobiography that he and Garcia had to make a promise to young Bob‘s mother. “The long and short of it was that if Jerry and I promised to make sure that Bob got to school every day, and that he got home all right after the gigs, she would allow him to remain in the band,” wrote Lesh, who died in October 2024 at age 84. “We somehow convinced her that we would indeed see that he got to school every day. In San Francisco. At 8:00 a.m.”
Eventually Weir moved in to the communal Dead house at 710 Ashbury Street in San Francisco. The group’s first album, “The Grateful Dead,” was released in March 1967.
According to some accounts, Weir was briefly fired from the band in 1968 because his guitar skills were deemed lacking. But he either redoubled his efforts or the others had second thoughts, because he was soon back in. By the time of the band’s two famous 1970 albums, “Workingman’s Dead” and “American Beauty,” Weir was a key contributor.
His 1972 solo album, “Ace,” was a de facto Grateful Dead album that featured Garcia and the others and included well-regarded Weir songs including “Cassidy,” “Black-Throated Wind,” “Mexicali Blues” and “Looks Like Rain.” Many of his best-known songs were co-written with his old school friend, John Perry Barlow, who died in 2018.
As the band’s rhythm guitarist, Weir often played little fills, riffs and figures instead of straight chords. “I derived a lot of what I do on guitar from listening to piano players,” he told GQ magazine in 2019, citing McCoy Tyner’s work with saxophonist John Coltrane. “He would constantly nudge and coax amazing stuff out of Coltrane.”
Even decades after Garcia’s death, Weir never forgot the influence of his old friend. He told GQ that Garcia was still present when Weir played guitar. “I can hear him: ‘Don’t go there. Don’t go there,’ or ‘Go here. Go here,’” Weir said. “And either I listen or I don’t, depending on how I’m feeling. But it’s always ‘How’s old Jerry going to feel about this riff?’ Sometimes I know he’d hate it. But he’d adjust.”
In 2017, Weir was appointed as a United Nations Development Program goodwill ambassador to support the agency’s work to end poverty while fighting climate change.
Weir married Natascha Muenter in 1999. They had two daughters.
“Looking back,” Weir once said, “I guess I have lived an unusual life.”
