Hi guys, so I recently got asked by a client about deloads. Since they're so little work, why bother? Why not just take time off? So I figured i'd transcribe my response, since it was one of the few times something other than drivel and memes left my thumbs.
Client: Mate, quick question. I was talking to a guy at work and explaining what I was doing in my de-load week and when I told him it was less than 10 mins workout each day he asked what the point was, I wasn't sure if it was just psychological to keep me in the pattern of going to the gym or some other reason related to keeping the muscles guessing?
Will: Few reasons.
1. You are right, it helps keep you ticking over. Much like getting 'rusty' from no practice of a sport. You start to lose technical aptitude after roughly 3 days of nothing.
2. As much as its very little, it isn't nothing. 6 sets /week is just half of what we started week 1 on. It means that you wont be significantly de-trained come week 1 of the next block. Think of it like a 'cool down'.
3. It's a good idea to have, since the measure of difficulty for our hardest training is that you wouldn't be able to repeat that same week, or more the next week. It gives us wiggle room for over cooking the hardest training.
4. Its also pretty cool as a mental stress indicator. If you are antsy and keen to get going again. That usually means its working. If we hit the previous week SOO hard that even during a deload, you felt burst. I'd need to re structure, and we'd have fairly good idea of what you're maximum volume could be in a week.
5. Suppose it also helps you push in the week before. Knowing you have planned down time, can help you not hold back and really do the hardest possible work
As always, if you have questions, comments, or wanna fight'bout it. Leave them below!
6. What do you like about working with ATS?
There is a lot I like about working with ATS. An important thing to me is how the coaches are constantly checking in to see how my training is going.
They are always willing to answer my questions. All on top of great programming that I have a say in, and is a collaborative effort between my coach and I, not just a set programme that's given out.
7. Would you recommend ATS to someone? If so, why?
I would 100% recommend ATS, and I always do. The coaching is great for all levels, and the coaching knowledge they have is invaluable.
Everyone at ATS is very friendly and the gym is a great environment to train in. Whether you're new to training, or have been lifting for years.
8.Fun story or anecdote from your time here?
There have been many fun and funny moment at ATS. There have been numerous times I've miscalculated the weight I should be lifting and had to get saved by spotters!
Doing synchronised RDLs with another client, and taking the training outside in the summer when the sun is shining. The music in the gym is second to none!
Welcome one and all to the inaugural FND review. Essentially a group of friends and I play games every Friday, and I've decided to turn our thoughts and experience into a pseudo board game review series. I say pseudo, because none of us have reviewed board games before, or generally know what's going on at any point in time. With that said, let's begin.
Munchkin deluxe is one of the numerous variants on the card game Munchkin. What sets this version apart, is that it comes with a board and character figures to keep track of as you play. Where the original version was merely a card only game.
The basic premise of the game is to kill monsters, gather treasure, and ascend in hero levels until level 10. At which point you win the game. It plays 3-6 players, and games last between 1 and 2 hours.
The rules are easy to grasp, and even encourage you to test, or sometimes even ignore them if merited. Gameplay proceeds by the player kicking down a door in the dungeon, fighting a monster if you draw one from the 'Door' deck, then claiming it's bounty and advancing to the next room. Which also progresses your level.
You don't always get a monster, irritating and hilarious alternatives await. You could be cursed, or granted a boon. If that's the case, you may choose to fight a monster card you already posses or loot the room. Which allows to draw another Door card, however unlike when you kick the door down, you may draw this card face down rather than having everyone see it.
After your turn has concluded, regardless of monsters slain, if you exceed the card limit you must donate them to the lowest level player. If there are multiple of them, you split them and decide who gets the bigger half.
The crux of Munchkin, is the player interaction. The fact that only one person can win, doesn't really start to play into it until people get to level 6+. The game itself allows for aiding other people in fighting their monsters, as well as interfering and royally screwing over player's fights also.
Everyone starts off friendly, helping each other, donating equipment others may find useful that you can't use, maybe even passing on treasure gained from helping someone. Then the penny drops, and so begins the real game. Trying to bribe, back stab, and generally deceive your way to victory. The main constraint on winning, is that you MUST kill a monster to reach level 10. So, obviously you're going to be heavily hindered by everyone else, come your attempt. You must scheme accordingly.
Ideally you amass enough back up plans to thwart any potential reckoning when the time comes. This normally means having an out against curses, and definitely enough items to power your character up to at least level 20+.
Munchkin Deluxe is a good game, it has everything a fun game needs. Pleasing aesthetic, a fun premise, easy to pick up, and most importantly player conflict. However, it's replay ability is mildly limited. The general game flow will come to a head, as someone attempts to gain level 10. Normally they will be thwarted by the co-opted efforts of everyone else. Then when the next highest person comes to try their luck, people generally don't have enough cards to stop them, and they win.
This problem may be changed depending on group size, we only played with 4 people. Or possibly with one of the many expansions.
Regardless, it's a solid game and very much worth your time. Easy to pick and play, hilarious, maybe too long duration for very new people.