Ouo.io
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Cut-win
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BIT-URL
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Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
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Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
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Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
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LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
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Friday, March 29, 2019
Top 12 Best URL Shortener to Earn Money
The Incredible Hulk 2008 HIGH COMPRESS
The Incredible Hulk 2008 HIGH COMPRESS
Bruce Banner was a scientist who was a fugitive. Gamma was affected by radiation supplements and became an animal within it - Incredible Hulk. In a South American city, Bruce's chase is run by soldiers under the leadership of Emil Blonsky, who was sent by General Thunderbolt Ross. Inside a factory, the banner turns into a helm, defeats the soldiers, and runs away from the country. After arriving in New York City, Hulk saves Rick Jones's life, a teenager who was captured by soldiers working for an organization named Enclave. It is the brain of four scientists, each of which has its own private army, and uses Manhattan as a huge test site. Hulk protects him from Minerva area soldiers who were using a mind control tool on it. Soon after, Hulk saved Rick Jones from Ensev's Ceres and Jupiter Sectors, and both became friends. After this, banner Dr. Samuels starts working with Stern, who was in touch with him in South America. Banner Simon goes to talk to Utrecht, a mercenary, whose research is similar to his own and is planning to test radiation on himself and three other participants. Hulk fights with the incoming army to arrest him, but then is faced with U-Fox, a supernatural group called Ironclad, a telecentric in the form of a vector, a human cloud called vapor, and inside- Outside, it is called radioactive, which is being called X-ray. Hulk manages to beat them, though U-Fox retaliates. Under the direction of Stern, Hulk retrieves special nanites for Stern to use in his research.
Major Glenn Talbot then forces the army to shoot down Hulk to ignore civilian casualties. Hulk faced an army attack under his direction, then destroyed his computer targeting system and beat Blonsky again. Hulk again prevents the Minerva sector of the enclave from extracting energy from the city, and then foils the attack with chemical weapons from the Cerace sector. After an attack on a military base during which Talbot's army fires the press and Hulk, Talbots hides. After attacking on another base, Hulk realizes that Talbot has caught Rick. Hulk saves Rick and Talbot leaves on the run.After avoiding the Talbot soldiers, Rick tells Bruce that the enclave is manufacturing a mass control device and that data is needed to create a counter-notification. By working together, Hulk and Rick manage to destroy the device. Angry, the leaders of the enclave have incited the robot monster B-Beast against Hulk. Hulk confounded B-Beist in the war and destroyed it, which the leader of Jupiter had to do after the failures of Ceres and Minerva. Hulk then used a parabola for the Jupiter region earthquake generator, the Vulcan laser turret and an orbital laser gun. Stern then communicates with Bruce so that he can try to repair it, if he can get three objects to make a gamma charger, in order to increase his gamma level for the treatment. Hulk successfully recovers the three elements.
After that, the banner is the head of the university, where her old data is only for Betty Ross, so her father can get the data before being deleted. When General Ross's soldiers caught Betty, Bruce turned to Hulk and attacked the army's deployment points. Hulk finished with a third fight with Blonsky, who received a treatment that improves his physical abilities. Hulk manages to defeat him and closes with Betty.The girl then tells Bruce that her father will attack an enclave base, which clearly undermines his power. At his request, Hulk brought down the base before the arrival of the army. Next, Hulk prevents the enclave's soldiers from stealing the Hulkbuster technique from the army made by Stark Industries, leaving the armor pilots thinking that if General Ross had misunderstood it. Later, Hulk then helps the Hulkbusters to destroy the Enclave's F-POD weapon. After the failure of the Vulcan leader, the leaders of the enclave concluded that they either had to kill Hulk themselves, or that the army should be allowed to do it for them.
System Requirements
- CPU: 2 GHz Dual Core
- CPU SPEED: Info
- RAM: 2 GB
- OS: Windows XP
- VIDEO CARD: NVIDIA GeForce 8600 GT
- PIXEL SHADER: 3.0
- VERTEX SHADER: 3.0
- SOUND CARD: Yes
- FREE DISK SPACE: 2 GB
- DEDICATED VIDEO RAM: 256 MB
Download
DIRECT DOWNLOAD
Nightlancer
Game: Nightlancer
Manufacturer: Adversity Games
Year: 2016
Special Note:
Nightlancer is a game that is currently in a pre-production phase as of the writing of this review. I was fortunate enough to be given a copy for review purposes as the game was being prepared for its Kickstarter campaign. It's important to note that all of the photos below are of this prototype copy, and most of the artwork and design elements are missing. There are also some changes which have been or are being made to a few gameplay elements for the final version.
Because this review is for a version of a game printed before most of its artwork has been finalized and some of its rules are still being tinkered with, I don't necessarily feel its appropriate to give it a numerical grade at the end as I usually do. I've done some reviews of pre-production games on here before where the art was not completed, but this is the first which is also undergoing some mechanical work as well. So, while I'll still explain it and tell you what I think about it, I'll hold off giving it a grade until such time as I've played a finished version.
Personal History:
When I was in college I was introduced to the world of "Shadowrun" through an emulated copy of the Sega Genesis game on my roommate's computer, and ever since then I've had this weird general interest in the Cyberpunk genre without ever "really" spending a lot of time with it.
So anyway, fast forward to about a month ago or so when I discovered that the creator of "Nightlancer", a game which seems to exist within that genre, was looking for reviewers in advance of its upcoming Kickstarter campaign. I was happy to give it a shot.
Condition:
As mentioned above the copy I received is certainly a prototype, and it appears to have been a well played one at that. Still, the components seem to held up well to whatever use it's had so far. All components were of course included.
Gameplay:
Each player chooses a starting character and retrieves all of that character's starting items, including Health, Resolve and Money Tokens and the player's starting equipment and Agenda cards, player token, and one contract token. Each player also chooses a color, placing tokens of that color on the starting spaces for "Heat" and "Prospects" and in a position on the "Order" track. Each player also takes their color's plastic clip and places it on his character card to indicate their starting "Ideals" level as indicated.
The basic game takes place over the course of eight rounds or ten rounds for a two player game. All of the characters in the game are living a fairly awful life and are looking to find a way out. The ultimate goal of the game is to be the player at the end with the greatest "Prospects" value, or in other words be the player with the best chance of getting out of his or her current predicament. To do this the players must work within the system they are trying to escape and basically commit some crimes to increase their resources and thereby improve their prospects. Doing this can increase a player's "Heat", a measurement of how much the police are onto them, and can decrease his or her "Ideals" which seems to be a measurement of how much a player has compromised his or her own sense of morality.
Each round follows a series of four phases with different actions to be taken in each. All actions in all phases are resolved according to the player turn order that day. The first Phase is the "Prep" phase in which the general circumstances of the day are presented. First an "Event" card is drawn from the event deck which helps to select which jobs or "Missions" will be available, what the day's price for Prospects will be, and then usually gives a stat check of sorts that players have to deal with or suffer a penalty. The "Black Market" is refreshed with a number of new cards determined by the number of players and each player also receives two "Contact Cards", one health, one resolve and one KC (the game's currency).
While most of what happens during the Prep Phase is just housekeeping this is also the time when players may elect to go on missions. Missions are the most direct way to gain money, and money is the most direct way to acquire nearly everything else. Missions cards detail the mission objectives, show what skills will be required to complete each step in the mission, and display the rewards for successful completion. Missions can be attempted solo or as part of a crew. Starting with player one on the order track each player may select one mission to attempt this round, placing his character token on the green "Stage 1" space. He may also play a "Contract" token if he has one on the red Stage 1 space preventing any other player from attempting that mission. If he doesn't play a contract then a subsequent player may choose to also attempt the same mission, placing his marker on the red Stage 1 space. If two players would like to attempt a mission together they may stack their tokens. Attempting a mission as a crew improves the chances of success.
After the Prep Phase is the "Streets Phase" during which the players may take one of four possible actions. The first and usually the most immediately helpful is to purchase something from the Black Market. In order to successfully complete a mission the player is going to have to pass three different stat checks, and one of the most straightforward ways to increase stats is to purchase some type of equipment. Armor, Gear, and Weapon cards are all items that you may choose to take into a mission. Cyberware and Cyberweapons become grafted onto a player and are taken by default into every mission. Cyberware and Cyberweapons also cause a loss of health along with the monetary cost (presumably because they're surgically implanted).
The second possible action is to complete an Agenda card. Agenda cards are tasks that the player wants to accomplish, and are usually completed by gathering or expending a certain amount of something, be it money or cyberware or stat points. Completing an agenda is rewarded with either Ideal points or Prospect points.
The third possible action is to take out a loan. When doing so the player receives a loan token and ten KC. Players may have out a maximum of two loans at any given time, and may pay them off in full at the beginning of the next prep turn or else pay one KC for each loan token they have. Holding unpaid loan tokens at the end of the game results in a significant penalty. If the player chooses not to take out a loan he may purchase Prospects at the going rate noted on that day's Event card. He may also pass and do none of those four things. Players continue to take an action in turn order until all players have passed.
The third phase is the Missions Phase. During this phase all of the missions that players have chosen are resolve, again in turn order. Each mission is composed of three stages, and at each stage the player must choose one of two stat checks. The stats in the game are "Covert", "Street", "Technical", "Close", "Gunfighter", and "Marksman". Players begin with a base number in each and can add to those through the use of purchased items and by playing contact cards. Each mission has different requirements as well as mission specific limitations. For instance some missions need to be done quietly, so items which are considered loud cannot be used. Some missions require explosives or a distraction, in which case the proper Gear or Contact will need to be brought along.
The first step in the Missions Phase is for each player to choose what gear he plans on taking, and place that chosen gear in his three "Loadout" spaces above his character card. Each piece of gear can only be used once during the course of the mission. As previously mentioned Cyberware and Cyberweapons are automatically brought along and do not count against a player's loadout. Contact cards are always available to a player and also do not count against a player's loadout.
At each stage of the mission the player is given two options as to how to get past a specific obstacle. The symbol at each option indicates the character stat that will be used along with the number that a player must meet or exceed using that stat. The player's total value for each stat check is their base stat plus any modifiers from used gear or cybernetic upgrades, plus effects from contacts, plus the roll of the game die. The die has faces reading 0, 1, 2, 3. Once those numbers are added together they are compared to the number on the mission card. Meeting or exceeding that number means success and the player moves his token to the next stage of the mission, completing that check the same way until all three stages are passed.
If a player fails at any stage of the mission he must suffer a penalty, indicated by a red box in the middle of the mission card. Penalties range from an immediate loss of the mission to increased heat or a physical attack. If a player's health or resolve ever run out they are immediately tossed from the mission. To that end a player may also choose to abort a mission at the beginning of any stage.
If the player took on and completed the mission unopposed he collects a prize indicated by the chart on the mission card. If two players complete the first two stages of a mission they must confront each other in combat to determine which player can attempt the third and final stage. The initial player on the mission chooses one of the three combat types, Close, Gunfighter or Marksman, and after all bonuses are counted the player with the higher total for the chosen stat is allowed to continue on. Close, Gunfighter and Marksman stat checks also cost health to participate in, so it's possible a player without enough health remaining can be eliminated from a mission simply by being challenged.
Once the Missions are over and the players have collected whatever rewards they are due the "End Phase" of the round begins. If there are no more Event cards to be flipped then the game is over. Otherwise players discard their hand of Contacts cards down to three, determine turn order, and begin the next round. If the Game has ended players may fulfill any lingering Agenda cards, sell item cards, purchase prospect points, pay off outstanding loans and make payments to reduce heat. Players with loans or heat remaining that they cannot pay off receive a deduction of prospect points. The player with the best Prospects at the end of the game is the winner, with ties going to the tied player with the most ideals, and additionally the most KC if necessary. There are a few other little rules and game bits here and there that I've glossed over, but this is the general run of it.
So How Is It?:
First, while the copy I have includes almost no art, the little bits I am able to see are promising. The cover features scenes with two characters doing their thing and the artwork definitely has the dark, dirty future feel to it that fits with the genre. The art also reminds me of the sort of style used in a lot of late 80's comics made outside of the Marvel/DC books. It's less realism and more stylized grittiness with bright pops of color. If more art like that which is shown now is used to fill out the game I'm sure I'll be pretty pleased with the final product. It should also be noted that some examples of the new card layouts are shown on the Kickstarter campaign page and they are so much nicer than the prototype cards.
As for the game itself I will say that I liked it, but not everyone in my play group did. This game has a lot of little fiddly things to pay attention to, and while all of them make perfect sense in terms of creating a narrative and really do help to build a sort of immersive experience, they can also sometimes get in the way of what should be at times a simple transaction. For example, it's difficult enough to find a mission that you can complete without much trouble for much of the game since they often require the player to have equipment and stat boosts in multiple categories. Add to that the randomness of a die roll to help you out, the ability of opponents to hinder you with Contact card effects, and an often unforgiving series of penalties for missing the mark on each stage. At this point doing well is tricky, but the game's not meant to just hand you a win so I understand. It's beyond this point that things border on aggravating.
Some missions require specific item cards or contact cards to complete. It's not enough, for example, to have built a character whose Covert skill is so high that he doesn't even notice himself when he enters a room. No, sometimes a specific mission requires a contact card who can act as a distraction while you simultaneously pass a Covert stat check. It's just creating another barrier to the use of a skill that you've probably spent a lot of time trying to build up to the detriment of other skills. Logically it might make sense that you'd need to take a bomb with you if you plan on detonating a bomb as part of your mission, but I don't think game benefits much from including the detail of "how my super technical character hacked a computer" or "exactly how my master of covert techniques distracted the guard", and at the end of the day it's hard enough to complete many of the missions anyway.
We all also took issue with the way direct combat is handled in the game. It's of course likely true that if I choose to get involved in some close-quarters combat with someone I'll probably come out of that situation with some amount of injury. The way the game approaches combat, however, is to immediately assign damage to the participants before any kind of stat check occurs. This means that you might create a character who is a beast of a close combat fighter with really great stats and bonuses to that effect, and enter him into a Mission where he has to fight, say, a reasonably healthy baby. Unfortunately the mere thought of having to fight the baby costs your character three health, and because he wasn't fully rested you character suffers a devastating loss and has to abort the mission, all without even getting to the stat check for which you had so prepared. Of course there's no evil babies in this game (Yet. Who knows what expansions are planned), so I'm being a little absurd but the point remains, and I honestly think that the characters who skew in their opening stats towards combat are not great choices unless you can convince other characters to always partner with you, or you always compete with other players on missions and can get through the first two stages without taking so much damage that the deciding combat with the other player kills you before you can capitalize on your stats. That was a long sentence but go ahead and diagram it if you want.
The other thing we didn't really like was the difficulty of completing the Agenda cards. these seem like the fast track to Prospects at first but we found them very hard to complete until right at the end, and since you can just throw money at the problem by purchasing Prospects there really seemed to be little point. A vast majority of our Prospect points, truth be told, were gained after the game was over and we sold our equipment cards to pay for them. The equipment you buy from the black market is so necessary to ensure success in the missions, and completing missions is really the only way to acquire money. You often find yourself trapped in a loop of spending all of your mission money to purchase cards from the market which are used in turn to attempt more lucrative missions which require more expensive equipment. The necessity of occasionally healing a character will mean a turn lost without taking a mission at all, meaning no additional funds that turn, and a lost mission often means no funds this turn or next turn since several mission failures are the result of combat challenges which as stated above greatly reduce your health. And all of that is fine and part of the game's world and strategy, however the Agenda cards also being so difficult to achieve mean that purchasing Prospects is often the only way to get prospects, and that means not buying the equipment you will need to make the money to buy the prospects.
Prior to writing this review I asked the game's developer what changes could be expected moving from this prototype to the final game and one of the main things he mentioned was doing something to make Agenda cards more reasonable to complete. I applaud that notion and hopefully this change will make acquiring both Prospects and Ideals (which can only be increased by completing some Agenda cards) much easier.
So that's five long paragraphs describing what I didn't like about a game I said I enjoyed, and I don't want all of that to overpower the positives. This game is like a Hitchcock movie. Every little thing has been thought about and meticulously placed and rationalized, and because every element exists to form a cohesive whole you get something which plays like a living choose your own adventure novel. Every character has a fairly thorough back story written on the back of its card. All of the stories are depressing and reveal the background and motivation of the character. As you assume the character's mantle you are guided through their attempt to escape from their awful life. There is flavor text on everything in this game, from full descriptions of every mission and rationales for each stage of every mission, to the agendas the players take on, to the events the players must contend with each round, the equipment they buy, the contacts they make, etc. The rule book contains descriptions of the world in which this game is set, referencing things that are sometimes never mentioned on any other part of the game. It all works to build a game atmosphere you can almost smell.
This attention to detail is the game's greatest asset, while at the same time creating some of the issues I had with it. I love how immersive it is, and I appreciate that the difficulty of gaining ground mirrors the reality in which each character lives. There was never a turn where I felt as though I was wasting an action or doing something that didn't need to be done. Absolutely every choice a player makes has real consequences, and a few poor decisions can lead to a very poor end for his character. At the same time success in a mission actually feels like real success, and since money is so precious all purchases must be heavily weighed. This is a long game to play because so many factors have to be considered and almost nothing can be decided lightly. Players looking for a game with very black and white decisions are going to probably hate Nightlancer, as are players who completely ignore the narrative qualities of it.
I'd also like to add that I love the idea of the "Ideals" scoring track. Having your character grapple with his or her morality throughout the course of the game is very interesting concept, and one that I've not really seen before in a board game. Since each character is basically starting the game in awful circumstances and just struggling to get by, it's interesting character-wise to consider that obtaining financial freedom might come at the cost of compromising your own morality and losing your sense of self. In game terms a character who has lost all of their ideals becomes "Technoshocked" and cannot win the game unless all other players are also technoshocked. Basically if you've engaging in morally damaging missions so often that you've become a self-loathing cretin who no longer has any regard for what's right and wrong, then the only way to win becomes to try and force the other players into sinking down to your level. It's sort of diabolical, and while none of us ever went that far down the Ideals track during our play the lack of easy ways to restore your ideals makes it a real threat.
At the end of our four-hour-long, four-player session I know two of us would definitely give it another play even in this state with the issues discussed above, and oddly enough we were the two who did the worst. One of my playgroup definitely disliked it, and I feel that was in part because she didn't really like the theme and ignored that aspect of it, making it then just seem like a slow and complex game of arbitrary numbers. The fourth player, the winner of our session (It wasn't even really close), also seemed to enjoy himself. I will say though, especially since he's one of my most faithful readers, that upon review of the rulebook I think we let him get away with a few things regarding his equipment that wasn't technically allowed. So while at the time and with our flawed understanding of a couple of rules you may have won, in the grand scheme of things you're a big cheater. So there.
Final Verdict:
This is a long, heavy, theme-y game. It's really not for everybody and it does have some issues which can suck some of the fun out of it. At the end of the day though I definitely enjoyed fighting for my character and I thought a majority of the elements in it were extremely well executed. The longer I've thought about it the more of a fan I've actually become. I look forward to seeing the finished product and would love to try it out once the last bits of adjusting have been completed.
The campaign to fund Nightlancer on Kickstarter is currently active as of this writing, so go check it out!
Manufacturer: Adversity Games
Year: 2016
Special Note:
Nightlancer is a game that is currently in a pre-production phase as of the writing of this review. I was fortunate enough to be given a copy for review purposes as the game was being prepared for its Kickstarter campaign. It's important to note that all of the photos below are of this prototype copy, and most of the artwork and design elements are missing. There are also some changes which have been or are being made to a few gameplay elements for the final version.
Because this review is for a version of a game printed before most of its artwork has been finalized and some of its rules are still being tinkered with, I don't necessarily feel its appropriate to give it a numerical grade at the end as I usually do. I've done some reviews of pre-production games on here before where the art was not completed, but this is the first which is also undergoing some mechanical work as well. So, while I'll still explain it and tell you what I think about it, I'll hold off giving it a grade until such time as I've played a finished version.
Personal History:
When I was in college I was introduced to the world of "Shadowrun" through an emulated copy of the Sega Genesis game on my roommate's computer, and ever since then I've had this weird general interest in the Cyberpunk genre without ever "really" spending a lot of time with it.
So anyway, fast forward to about a month ago or so when I discovered that the creator of "Nightlancer", a game which seems to exist within that genre, was looking for reviewers in advance of its upcoming Kickstarter campaign. I was happy to give it a shot.
Condition:
As mentioned above the copy I received is certainly a prototype, and it appears to have been a well played one at that. Still, the components seem to held up well to whatever use it's had so far. All components were of course included.
Gameplay:
Each player chooses a starting character and retrieves all of that character's starting items, including Health, Resolve and Money Tokens and the player's starting equipment and Agenda cards, player token, and one contract token. Each player also chooses a color, placing tokens of that color on the starting spaces for "Heat" and "Prospects" and in a position on the "Order" track. Each player also takes their color's plastic clip and places it on his character card to indicate their starting "Ideals" level as indicated.
The basic game takes place over the course of eight rounds or ten rounds for a two player game. All of the characters in the game are living a fairly awful life and are looking to find a way out. The ultimate goal of the game is to be the player at the end with the greatest "Prospects" value, or in other words be the player with the best chance of getting out of his or her current predicament. To do this the players must work within the system they are trying to escape and basically commit some crimes to increase their resources and thereby improve their prospects. Doing this can increase a player's "Heat", a measurement of how much the police are onto them, and can decrease his or her "Ideals" which seems to be a measurement of how much a player has compromised his or her own sense of morality.
Each round follows a series of four phases with different actions to be taken in each. All actions in all phases are resolved according to the player turn order that day. The first Phase is the "Prep" phase in which the general circumstances of the day are presented. First an "Event" card is drawn from the event deck which helps to select which jobs or "Missions" will be available, what the day's price for Prospects will be, and then usually gives a stat check of sorts that players have to deal with or suffer a penalty. The "Black Market" is refreshed with a number of new cards determined by the number of players and each player also receives two "Contact Cards", one health, one resolve and one KC (the game's currency).
While most of what happens during the Prep Phase is just housekeeping this is also the time when players may elect to go on missions. Missions are the most direct way to gain money, and money is the most direct way to acquire nearly everything else. Missions cards detail the mission objectives, show what skills will be required to complete each step in the mission, and display the rewards for successful completion. Missions can be attempted solo or as part of a crew. Starting with player one on the order track each player may select one mission to attempt this round, placing his character token on the green "Stage 1" space. He may also play a "Contract" token if he has one on the red Stage 1 space preventing any other player from attempting that mission. If he doesn't play a contract then a subsequent player may choose to also attempt the same mission, placing his marker on the red Stage 1 space. If two players would like to attempt a mission together they may stack their tokens. Attempting a mission as a crew improves the chances of success.
After the Prep Phase is the "Streets Phase" during which the players may take one of four possible actions. The first and usually the most immediately helpful is to purchase something from the Black Market. In order to successfully complete a mission the player is going to have to pass three different stat checks, and one of the most straightforward ways to increase stats is to purchase some type of equipment. Armor, Gear, and Weapon cards are all items that you may choose to take into a mission. Cyberware and Cyberweapons become grafted onto a player and are taken by default into every mission. Cyberware and Cyberweapons also cause a loss of health along with the monetary cost (presumably because they're surgically implanted).
The second possible action is to complete an Agenda card. Agenda cards are tasks that the player wants to accomplish, and are usually completed by gathering or expending a certain amount of something, be it money or cyberware or stat points. Completing an agenda is rewarded with either Ideal points or Prospect points.
The third possible action is to take out a loan. When doing so the player receives a loan token and ten KC. Players may have out a maximum of two loans at any given time, and may pay them off in full at the beginning of the next prep turn or else pay one KC for each loan token they have. Holding unpaid loan tokens at the end of the game results in a significant penalty. If the player chooses not to take out a loan he may purchase Prospects at the going rate noted on that day's Event card. He may also pass and do none of those four things. Players continue to take an action in turn order until all players have passed.
The third phase is the Missions Phase. During this phase all of the missions that players have chosen are resolve, again in turn order. Each mission is composed of three stages, and at each stage the player must choose one of two stat checks. The stats in the game are "Covert", "Street", "Technical", "Close", "Gunfighter", and "Marksman". Players begin with a base number in each and can add to those through the use of purchased items and by playing contact cards. Each mission has different requirements as well as mission specific limitations. For instance some missions need to be done quietly, so items which are considered loud cannot be used. Some missions require explosives or a distraction, in which case the proper Gear or Contact will need to be brought along.
The first step in the Missions Phase is for each player to choose what gear he plans on taking, and place that chosen gear in his three "Loadout" spaces above his character card. Each piece of gear can only be used once during the course of the mission. As previously mentioned Cyberware and Cyberweapons are automatically brought along and do not count against a player's loadout. Contact cards are always available to a player and also do not count against a player's loadout.
At each stage of the mission the player is given two options as to how to get past a specific obstacle. The symbol at each option indicates the character stat that will be used along with the number that a player must meet or exceed using that stat. The player's total value for each stat check is their base stat plus any modifiers from used gear or cybernetic upgrades, plus effects from contacts, plus the roll of the game die. The die has faces reading 0, 1, 2, 3. Once those numbers are added together they are compared to the number on the mission card. Meeting or exceeding that number means success and the player moves his token to the next stage of the mission, completing that check the same way until all three stages are passed.
If a player fails at any stage of the mission he must suffer a penalty, indicated by a red box in the middle of the mission card. Penalties range from an immediate loss of the mission to increased heat or a physical attack. If a player's health or resolve ever run out they are immediately tossed from the mission. To that end a player may also choose to abort a mission at the beginning of any stage.
If the player took on and completed the mission unopposed he collects a prize indicated by the chart on the mission card. If two players complete the first two stages of a mission they must confront each other in combat to determine which player can attempt the third and final stage. The initial player on the mission chooses one of the three combat types, Close, Gunfighter or Marksman, and after all bonuses are counted the player with the higher total for the chosen stat is allowed to continue on. Close, Gunfighter and Marksman stat checks also cost health to participate in, so it's possible a player without enough health remaining can be eliminated from a mission simply by being challenged.
Once the Missions are over and the players have collected whatever rewards they are due the "End Phase" of the round begins. If there are no more Event cards to be flipped then the game is over. Otherwise players discard their hand of Contacts cards down to three, determine turn order, and begin the next round. If the Game has ended players may fulfill any lingering Agenda cards, sell item cards, purchase prospect points, pay off outstanding loans and make payments to reduce heat. Players with loans or heat remaining that they cannot pay off receive a deduction of prospect points. The player with the best Prospects at the end of the game is the winner, with ties going to the tied player with the most ideals, and additionally the most KC if necessary. There are a few other little rules and game bits here and there that I've glossed over, but this is the general run of it.
So How Is It?:
First, while the copy I have includes almost no art, the little bits I am able to see are promising. The cover features scenes with two characters doing their thing and the artwork definitely has the dark, dirty future feel to it that fits with the genre. The art also reminds me of the sort of style used in a lot of late 80's comics made outside of the Marvel/DC books. It's less realism and more stylized grittiness with bright pops of color. If more art like that which is shown now is used to fill out the game I'm sure I'll be pretty pleased with the final product. It should also be noted that some examples of the new card layouts are shown on the Kickstarter campaign page and they are so much nicer than the prototype cards.
As for the game itself I will say that I liked it, but not everyone in my play group did. This game has a lot of little fiddly things to pay attention to, and while all of them make perfect sense in terms of creating a narrative and really do help to build a sort of immersive experience, they can also sometimes get in the way of what should be at times a simple transaction. For example, it's difficult enough to find a mission that you can complete without much trouble for much of the game since they often require the player to have equipment and stat boosts in multiple categories. Add to that the randomness of a die roll to help you out, the ability of opponents to hinder you with Contact card effects, and an often unforgiving series of penalties for missing the mark on each stage. At this point doing well is tricky, but the game's not meant to just hand you a win so I understand. It's beyond this point that things border on aggravating.
Some missions require specific item cards or contact cards to complete. It's not enough, for example, to have built a character whose Covert skill is so high that he doesn't even notice himself when he enters a room. No, sometimes a specific mission requires a contact card who can act as a distraction while you simultaneously pass a Covert stat check. It's just creating another barrier to the use of a skill that you've probably spent a lot of time trying to build up to the detriment of other skills. Logically it might make sense that you'd need to take a bomb with you if you plan on detonating a bomb as part of your mission, but I don't think game benefits much from including the detail of "how my super technical character hacked a computer" or "exactly how my master of covert techniques distracted the guard", and at the end of the day it's hard enough to complete many of the missions anyway.
We all also took issue with the way direct combat is handled in the game. It's of course likely true that if I choose to get involved in some close-quarters combat with someone I'll probably come out of that situation with some amount of injury. The way the game approaches combat, however, is to immediately assign damage to the participants before any kind of stat check occurs. This means that you might create a character who is a beast of a close combat fighter with really great stats and bonuses to that effect, and enter him into a Mission where he has to fight, say, a reasonably healthy baby. Unfortunately the mere thought of having to fight the baby costs your character three health, and because he wasn't fully rested you character suffers a devastating loss and has to abort the mission, all without even getting to the stat check for which you had so prepared. Of course there's no evil babies in this game (Yet. Who knows what expansions are planned), so I'm being a little absurd but the point remains, and I honestly think that the characters who skew in their opening stats towards combat are not great choices unless you can convince other characters to always partner with you, or you always compete with other players on missions and can get through the first two stages without taking so much damage that the deciding combat with the other player kills you before you can capitalize on your stats. That was a long sentence but go ahead and diagram it if you want.
The other thing we didn't really like was the difficulty of completing the Agenda cards. these seem like the fast track to Prospects at first but we found them very hard to complete until right at the end, and since you can just throw money at the problem by purchasing Prospects there really seemed to be little point. A vast majority of our Prospect points, truth be told, were gained after the game was over and we sold our equipment cards to pay for them. The equipment you buy from the black market is so necessary to ensure success in the missions, and completing missions is really the only way to acquire money. You often find yourself trapped in a loop of spending all of your mission money to purchase cards from the market which are used in turn to attempt more lucrative missions which require more expensive equipment. The necessity of occasionally healing a character will mean a turn lost without taking a mission at all, meaning no additional funds that turn, and a lost mission often means no funds this turn or next turn since several mission failures are the result of combat challenges which as stated above greatly reduce your health. And all of that is fine and part of the game's world and strategy, however the Agenda cards also being so difficult to achieve mean that purchasing Prospects is often the only way to get prospects, and that means not buying the equipment you will need to make the money to buy the prospects.
Prior to writing this review I asked the game's developer what changes could be expected moving from this prototype to the final game and one of the main things he mentioned was doing something to make Agenda cards more reasonable to complete. I applaud that notion and hopefully this change will make acquiring both Prospects and Ideals (which can only be increased by completing some Agenda cards) much easier.
So that's five long paragraphs describing what I didn't like about a game I said I enjoyed, and I don't want all of that to overpower the positives. This game is like a Hitchcock movie. Every little thing has been thought about and meticulously placed and rationalized, and because every element exists to form a cohesive whole you get something which plays like a living choose your own adventure novel. Every character has a fairly thorough back story written on the back of its card. All of the stories are depressing and reveal the background and motivation of the character. As you assume the character's mantle you are guided through their attempt to escape from their awful life. There is flavor text on everything in this game, from full descriptions of every mission and rationales for each stage of every mission, to the agendas the players take on, to the events the players must contend with each round, the equipment they buy, the contacts they make, etc. The rule book contains descriptions of the world in which this game is set, referencing things that are sometimes never mentioned on any other part of the game. It all works to build a game atmosphere you can almost smell.
This attention to detail is the game's greatest asset, while at the same time creating some of the issues I had with it. I love how immersive it is, and I appreciate that the difficulty of gaining ground mirrors the reality in which each character lives. There was never a turn where I felt as though I was wasting an action or doing something that didn't need to be done. Absolutely every choice a player makes has real consequences, and a few poor decisions can lead to a very poor end for his character. At the same time success in a mission actually feels like real success, and since money is so precious all purchases must be heavily weighed. This is a long game to play because so many factors have to be considered and almost nothing can be decided lightly. Players looking for a game with very black and white decisions are going to probably hate Nightlancer, as are players who completely ignore the narrative qualities of it.
I'd also like to add that I love the idea of the "Ideals" scoring track. Having your character grapple with his or her morality throughout the course of the game is very interesting concept, and one that I've not really seen before in a board game. Since each character is basically starting the game in awful circumstances and just struggling to get by, it's interesting character-wise to consider that obtaining financial freedom might come at the cost of compromising your own morality and losing your sense of self. In game terms a character who has lost all of their ideals becomes "Technoshocked" and cannot win the game unless all other players are also technoshocked. Basically if you've engaging in morally damaging missions so often that you've become a self-loathing cretin who no longer has any regard for what's right and wrong, then the only way to win becomes to try and force the other players into sinking down to your level. It's sort of diabolical, and while none of us ever went that far down the Ideals track during our play the lack of easy ways to restore your ideals makes it a real threat.
At the end of our four-hour-long, four-player session I know two of us would definitely give it another play even in this state with the issues discussed above, and oddly enough we were the two who did the worst. One of my playgroup definitely disliked it, and I feel that was in part because she didn't really like the theme and ignored that aspect of it, making it then just seem like a slow and complex game of arbitrary numbers. The fourth player, the winner of our session (It wasn't even really close), also seemed to enjoy himself. I will say though, especially since he's one of my most faithful readers, that upon review of the rulebook I think we let him get away with a few things regarding his equipment that wasn't technically allowed. So while at the time and with our flawed understanding of a couple of rules you may have won, in the grand scheme of things you're a big cheater. So there.
Final Verdict:
This is a long, heavy, theme-y game. It's really not for everybody and it does have some issues which can suck some of the fun out of it. At the end of the day though I definitely enjoyed fighting for my character and I thought a majority of the elements in it were extremely well executed. The longer I've thought about it the more of a fan I've actually become. I look forward to seeing the finished product and would love to try it out once the last bits of adjusting have been completed.
The campaign to fund Nightlancer on Kickstarter is currently active as of this writing, so go check it out!
Hebrew Skirmishers
Small addition to Hebrew army around the time of David and Saul. Couple of Foundry Amorite/Cannanites with very nice Castaway Arts Sculpts from their dedicated 28mm range. Castaway Arts do some of the best spears.
Thursday, March 28, 2019
And The Streak Continues!
What's going on everyone!?
Today for the #2019gameaday challenge I played a solo game of Colt Express and didn't do so well.
As each round went on I would feel like I got this.
Then I would worry that I hadnt.
And by the time the game was over I placed 3rd unfortunately. But the game was still fun!
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim
Storium Theory: Inverting The Trope
We've seen it before.
A young hero has an older mentor, who taught the hero everything the hero knows. The mentor takes on a mission, and is captured, or killed, or goes missing, or what-have-you. Now the hero has to step up and save the day.
It's a trope.
It's a trope for a reason. It's a pretty powerful story. There's a personal connection between the hero and the mission - a need to carry on after a person the hero respects, perhaps, or redeem the person's reputation, or even rescue the person. It ties the hero more deeply to the tale than if the hero had simply taken the mission himself in the first place.
There's nothing particularly wrong with tropes, even with tropes that are used extremely often. Frequently, tropes are tropes because they are powerful and beneficial to stories. They give additional emotional impact. They create interesting character types. They give us connections to stories.
But for all those reasons, they can also be extremely powerful when inverted.
Consider the above trope. And consider these others:
But let's look at taking each of the tropes I've mentioned and turning them around:
And sometimes, they're interesting just because they play with our usual sympathies. In a battle between a corporation and a detective, we're pretty hardwired to sympathize with the detective - large organizations are generally things we mistrust instinctively. If one's being investigated, there's always a background thought of "well, there's probably something going on there, right?" So if a story plays with that, and has the corporation innocent and the detective corrupt, it twists our sympathies around.
Sometimes, these inverted tropes can become so popular that they then become tropes themselves (I'm sure that you've seen at least some examples of each of the "inverted" stories I mentioned, too). But the point stands: When you find yourself thinking about using a trope, consider for a moment how you might invert it. Sometimes, an inversion of a trope can be just as powerful, or more powerful than the trope itself.
When you're creating a story concept, or a character concept, tropes are going to come into play. You'll find yourself slotting characters into recognized boxes, consciously or unconsciously. And that's fine. But take a little time to think about what you might be able to do if you turn the trope on its head instead. Maybe it won't fit your story, or maybe it won't give you the ideas you need...if so, that's fine. Write your story the way you write your story. But maybe, just maybe, an inverted trope will give you some inspiring story or character ideas, something that excites you and will excite your fellow players and readers.
So take some time. Look at the tropes you find yourself using, and think about how to invert them. When you walk a well-trodden path, look for the points where you can step off or make it lead to a different destination. You can get some excellent stories from tropes...but you can get some excellent stories by twisting them around, too.
A young hero has an older mentor, who taught the hero everything the hero knows. The mentor takes on a mission, and is captured, or killed, or goes missing, or what-have-you. Now the hero has to step up and save the day.
It's a trope.
It's a trope for a reason. It's a pretty powerful story. There's a personal connection between the hero and the mission - a need to carry on after a person the hero respects, perhaps, or redeem the person's reputation, or even rescue the person. It ties the hero more deeply to the tale than if the hero had simply taken the mission himself in the first place.
There's nothing particularly wrong with tropes, even with tropes that are used extremely often. Frequently, tropes are tropes because they are powerful and beneficial to stories. They give additional emotional impact. They create interesting character types. They give us connections to stories.
But for all those reasons, they can also be extremely powerful when inverted.
Consider the above trope. And consider these others:
- The combatant has to save the non-combatant.
- The parent has to rescue their young child.
- The lawyer has to figure out the conspiracy entrapping their client.
- The detective has to discover the secrets of the corrupt corporation.
But let's look at taking each of the tropes I've mentioned and turning them around:
- The older mentor's successor takes a mission and is captured/killed or goes missing, and the mentor must now take the mission in his place.
- The non-combatant has to somehow rescue the combatant.
- The young child must figure out how to rescue their parent.
- The client must figure out a conspiracy that has even enveloped their lawyer.
- The corporation is being menaced by a corrupt detective, and an employee must figure out how to clear its name.
And sometimes, they're interesting just because they play with our usual sympathies. In a battle between a corporation and a detective, we're pretty hardwired to sympathize with the detective - large organizations are generally things we mistrust instinctively. If one's being investigated, there's always a background thought of "well, there's probably something going on there, right?" So if a story plays with that, and has the corporation innocent and the detective corrupt, it twists our sympathies around.
Sometimes, these inverted tropes can become so popular that they then become tropes themselves (I'm sure that you've seen at least some examples of each of the "inverted" stories I mentioned, too). But the point stands: When you find yourself thinking about using a trope, consider for a moment how you might invert it. Sometimes, an inversion of a trope can be just as powerful, or more powerful than the trope itself.
When you're creating a story concept, or a character concept, tropes are going to come into play. You'll find yourself slotting characters into recognized boxes, consciously or unconsciously. And that's fine. But take a little time to think about what you might be able to do if you turn the trope on its head instead. Maybe it won't fit your story, or maybe it won't give you the ideas you need...if so, that's fine. Write your story the way you write your story. But maybe, just maybe, an inverted trope will give you some inspiring story or character ideas, something that excites you and will excite your fellow players and readers.
So take some time. Look at the tropes you find yourself using, and think about how to invert them. When you walk a well-trodden path, look for the points where you can step off or make it lead to a different destination. You can get some excellent stories from tropes...but you can get some excellent stories by twisting them around, too.
Kriegsspiel: Big Trouble In Little Lardas
Two weeks ago, I participated in a week-long online Kriegsspiel run by Nick Skinner and Richard Clarke of Too Fat Lardies fame. With a total of 13 participants, two umpires and one observer, it was quite an undertaking. Set within a fictional "Imaginations" campaign of the "Lard War II," the players commanded either the forces of the Kingdom of Blue or the Red Republic. As Nick explained in the game:
We confirmed that our organization and equipment was vaguely British. That meant I had three battalions of infantry, each with four companies of four platoons plus a support company. I was also assigned an ambulance company. This seemed a bad omen.
Early in the plans process, I chose to land my initial assault gliders directly on the forts. I figured my best chance was to take the enemy completely by surprise and jump right on top, like at Eben Emael. I had limited resources to get my brigade on the ground. It would take three lifts over the course of two days to get my complete brigade into the battle area. Given my resources at hand, on the initial landings, I would have 20 platoons out of 48 on the ground. Not great odds, I thought. But I had to risk it. Who dares, wins, right?
Plans were set, then changed and changed again as the brigade commanders weighed options and made their cases with the CG and COS for why they should get resources. A feature of Discord that we found handy are voice chat rooms where members can talk via VOIP for planning, rock drills, etc. Blue had two conferences and we found them very beneficial. By the time we had our first conference, we had our plan largely in place and were discussing some of the finer points. The final conference was to make sure everybody had their plans finalized and ask final questions.
The day of battle arrived. As time drew closer for us to climb in our imaginary planes and gliders, top level rooms were locked up and player-to-player communications stopped. We sat at our computers waiting for H-Hour. I received a message that I was on the ground at LZ Baker and could see paras taking heavy fire about a kilometer to the northeast. I could also see and here vicious combat in Fort 2, aka OBJ Grumpy. Then the various communication nets started going live in the form of restricted chat rooms in Discord.
My brigade net room was where I spoke with umpires to get reports from my battalions and request info from them. There was an "on the ground" room for commanders that were up on the division net. Finally there was a division HQ room for those who had established comms with the outside world. Receiving information, parsing it, confirming our own assumptions and then assessing it before putting it up in both the "on the ground" room and Division room was a significant challenge. Luckily, the game was set to last only three hours.
During the game, we were mostly interacting with the umpires and relying on them for information. Issuing orders and requests for information from my imaginary subordinates. I then had to process that info and relay it to my in-game superiors. But only once our in-game communication nets were established! One of the para commanders didn't have comms because his radios got shot up on the DZ. He had to "walk" to where I was and then we could talk to each other and the had to use my "radios" to talk to higher.
Fort 1, OBJ Bashful was taken almost immediately with 30% casualties. Fort 2, OBJ Grumpy, fell only after receiving help from a platoon that had landed on Bashful. Fort 3, OBJ Dopey, was a see-saw battle and I tried mustering forces from Bashful and Grumpy to push it over the edge. Fort 4, OBJ Sleepy, only reported in once their ammo was all expended and the last holdouts were cornered in a bunker and calling "God save the King."
Enemy armored infantry and self-propelled guns had been spotted in the vicinity of Sleepy, so I called for air strikes on the fort with machine gun and cannon only, then follow up with bombs and rockets on the enemy vehicles. Imagine my surprise when I received the report that Sleepy had been destroyed from the air.
In the meantime, I was still trying to get enough forces scratched together to make a difference at Dopey to find it had fallen and was being evacuated, my troops being led away by the enemy. When I asked for clarification if it was Sleepy or Dopey, i was told, "No, it's Dopey, dopey!" Thanks, Rich.
Then the game ended. Luckily, our troops were wholly imaginary and our decisions didn't result in any real casualties. It was an exhilarating, exhausting, madcap, sobering, nervous, mind-blowing experience. I'm planning a podcast with Nick, Richard and the two force commanders. Stay tuned.
I will definitely be looking to do one of these for my J3 group and possibly for my fellow OCS instructors in the near future. Stay tuned for that, as well.
Blue has invaded Red and achieved a breakthrough in the central South. Blue's armies are now pushing Northwards towards the crucial line of the NEMUNAS river and the strategically important city of LARDAS that stands at the confluence of two rivers. If they can push on, they will be threatening the capital city of REDBURG. Red forces though are well organised and aware of the danger. What will happen next?
For the participants, the planning portion was the meat and potatoes of the game. We started out by signing into a website and associated app called Discord. Nick set up a server and we joined it. We were immediately assigned to either the Blue or Red force rooms. From there we received our unit assignments and awaited orders.
The Blue forces, of which I was a member, consisted of an airborne division. We had as players the commanding general, chief of staff, two para brigade commanders, a special reconnaissance squadron commander, a divisional artillery battalion commander and me. I was assigned as the commander of a brigade of glider troops.
The Blue forces, of which I was a member, consisted of an airborne division. We had as players the commanding general, chief of staff, two para brigade commanders, a special reconnaissance squadron commander, a divisional artillery battalion commander and me. I was assigned as the commander of a brigade of glider troops.
Speaking of gliders. This film and the real events it represents may have provided may have provided some inspiration. |
In the background, Nick was briefing the division commanding general and chief of staff with the division mission. A day or so later, after the CG and COS had some time to digest the mission, we received our unit missions. My mission in particular was to neutralize four forts that protect the southern flank of the city and conduct a follow on mission of clearing the two main routes to the city.
Early in the plans process, I chose to land my initial assault gliders directly on the forts. I figured my best chance was to take the enemy completely by surprise and jump right on top, like at Eben Emael. I had limited resources to get my brigade on the ground. It would take three lifts over the course of two days to get my complete brigade into the battle area. Given my resources at hand, on the initial landings, I would have 20 platoons out of 48 on the ground. Not great odds, I thought. But I had to risk it. Who dares, wins, right?
Plans were set, then changed and changed again as the brigade commanders weighed options and made their cases with the CG and COS for why they should get resources. A feature of Discord that we found handy are voice chat rooms where members can talk via VOIP for planning, rock drills, etc. Blue had two conferences and we found them very beneficial. By the time we had our first conference, we had our plan largely in place and were discussing some of the finer points. The final conference was to make sure everybody had their plans finalized and ask final questions.
The day of battle arrived. As time drew closer for us to climb in our imaginary planes and gliders, top level rooms were locked up and player-to-player communications stopped. We sat at our computers waiting for H-Hour. I received a message that I was on the ground at LZ Baker and could see paras taking heavy fire about a kilometer to the northeast. I could also see and here vicious combat in Fort 2, aka OBJ Grumpy. Then the various communication nets started going live in the form of restricted chat rooms in Discord.
My brigade net room was where I spoke with umpires to get reports from my battalions and request info from them. There was an "on the ground" room for commanders that were up on the division net. Finally there was a division HQ room for those who had established comms with the outside world. Receiving information, parsing it, confirming our own assumptions and then assessing it before putting it up in both the "on the ground" room and Division room was a significant challenge. Luckily, the game was set to last only three hours.
During the game, we were mostly interacting with the umpires and relying on them for information. Issuing orders and requests for information from my imaginary subordinates. I then had to process that info and relay it to my in-game superiors. But only once our in-game communication nets were established! One of the para commanders didn't have comms because his radios got shot up on the DZ. He had to "walk" to where I was and then we could talk to each other and the had to use my "radios" to talk to higher.
Fort 1, OBJ Bashful was taken almost immediately with 30% casualties. Fort 2, OBJ Grumpy, fell only after receiving help from a platoon that had landed on Bashful. Fort 3, OBJ Dopey, was a see-saw battle and I tried mustering forces from Bashful and Grumpy to push it over the edge. Fort 4, OBJ Sleepy, only reported in once their ammo was all expended and the last holdouts were cornered in a bunker and calling "God save the King."
Enemy armored infantry and self-propelled guns had been spotted in the vicinity of Sleepy, so I called for air strikes on the fort with machine gun and cannon only, then follow up with bombs and rockets on the enemy vehicles. Imagine my surprise when I received the report that Sleepy had been destroyed from the air.
In the meantime, I was still trying to get enough forces scratched together to make a difference at Dopey to find it had fallen and was being evacuated, my troops being led away by the enemy. When I asked for clarification if it was Sleepy or Dopey, i was told, "No, it's Dopey, dopey!" Thanks, Rich.
Then the game ended. Luckily, our troops were wholly imaginary and our decisions didn't result in any real casualties. It was an exhilarating, exhausting, madcap, sobering, nervous, mind-blowing experience. I'm planning a podcast with Nick, Richard and the two force commanders. Stay tuned.
I will definitely be looking to do one of these for my J3 group and possibly for my fellow OCS instructors in the near future. Stay tuned for that, as well.
Wednesday, March 27, 2019
How (And Why!) To Write An Elevator Pitch
This week, at our penultimate meeting of the semester, Jeremy hosted a discussion about elevator pitches. How do you talk to someone about a game you're working on without coming across as a complete madman?
Imagine it: You're in an elevator, when suddenly Hideo Kojima gets in! What is he doing here? It doesn't matter! Now you only have about a minute to get him to remember your game. Oh no, his floor is coming up, and you can't quite communicate why your game is so exciting! If only you'd rehearsed!
Suddenly, you realize... this isn't real! You're back in 2017, and now you have time to come up with your pitch before that once-in-a-lifetime encounter. Whew!
We also talked briefly about affordances in game design! Affordances are an important concept in UX, especially so in something as complex as a video game. There's no need to teach something which your design naturally affords!
The slides for both of these topics are here! See you next week, at our last meeting of the semester! There will be food!
Tuesday, March 26, 2019
ASOIAF: Rodrik Cassel 40Pt Army
Let's get down to business. |
Winter has come. While there are some people out there that prefer to go maneuver-heavy with Robb or face-smashy with Greatjon Umber, I like going Rodrik Cassel. The reason why is because his tactics cards are absolutely bonkers and making units Vulnerable just makes a smashy faction even smashier.
First, let's take a look at Rodrik Cassel and see what he offers to our army:
A true soldier. |
As you can see, Rodrik is a soldier who has an Order to make the opponent's unit Vulnerable after Attack dice are rolled. The timing for this is exceptionally important because it's what Sworn Sword Captains have as well and it's considered one of the best 1-point attachments in the game. Vulnerable is huge for someone like Rodrik because it unlocks his Tactics cards and skyrockets the damage potential of all your units. Having Vulnerable on something after you charge it would mean you re-roll all hits and your opponent has to essentially re-roll all their successful saves. It pretty much means the Stark army will obliterate units that have low saves or punch through tougher targets that can normally deflect their blows. Peeling ranks off enemy units will also keep your units around longer as the enemies' damage potential will decrease.
Let's take a look at Rodrik's tactics cards:
All that martial goodness! |
Martial Superiority is one of the best defensive tactics cards in the game. It triggers off when the enemy unit attacks and that dice rolls less dice AND loses all abilities until the end of the turn. Now, it isn't as powerful as some of the silences we've been before where it lasts until the end of the round, but this card doesn't need any conditionals like expending condition tokens or anything else. You cast it, boom, and most of the opponent's plans are foiled. This card is amazing at stopping something like Gregor + Flayed Men from rolling a unit while you set up for a counter-attack. To make things even more interesting, if you're going after Rodrik's unit, good luck. Having Weakened on top of this card pretty much means Rodrik's units going to stay around. Combat Prowess is a great follow-up card when used with Rodrik's unit or with any unit under the influence of Vulnerable. What if your opponent rolls poorly and you don't need to spend the Vulnerable token? Guess like he's being silenced and unable to respond with any defensive tactics cards. It's really fierce when used on the charge as there are fewer things in the game that interacts with that timing window than when a friendly unit attacks. Lastly, we have Press the Advantage. This is another one of those cards that trigger off the attack so you can't use a Sworn Sword Captain's Orders and then play this card because it escapes the window. What this card does is kick your opponents when they're already down because of the Critical Blows on an already Vulnerable target. That's why I have taken a unit of Tully Sworn Shields with Rodrik because it makes them one of the tankiest units in the game while giving them the opportunity to do bigger damage than their stats suggest.
Here's the list:
Faction: House Stark
Commander: Rodrik Cassel – Master–at–Arms
Points: 40 (4 Neutral)
Combat Units:
• Stark Sworn Swords (5)
with Sworn Sword Captain (1)
• House Umber Greataxes (7)
with Robb Stark – The Young Wolf (3)
• Grey Wind (0)
• House Tully Sworn Shields (7)
with Rodrik Cassel – Master–at–Arms (0)
• Stark Outriders (7)
with Brynden Tully – Vanguard Infiltrator (3)
Non-Combat Units:
• Sansa Stark – Little Bird (3)
• Petyr Baelish – Littlefinger (4)
Made with ASOIAFBuilder.com
Let me try and explain some of these choices super quick. The Stark Sword Swords are simply one of the best offensive units in the game for the cost. With Stark Fury and 8 dice on a 5-point unit and the ability to make someone Vulnerable, the damage potential for this unit is huge. Great Axes deal a huge amount of damage and can definitely wreck heavy cavalry if they're already engaged with them. Robb Stark as an attachment makes them regular infantry speed and gives you the ability to launch yourself out there on a Maneuver trigger on the tactics board. This makes two units that can do it in the army and that will surprise your opponents a lot! The fact that Robb (and Bran) come with their Dire Wolves is one of the best things about Starks. These free wolves not only come with great abilities, but they're a free activation and deploy to be used in battle. Grey Wind is especially good because he is able to apply Vulnerable onto a unit if already used, or apply it beforehand so it can be consumed using Rodrik's own ability or tactics cards.
I already explained a little bit about the Tully Sworn Shields above, but with Rodrik's tactics cards, this unit becomes a very jack-of-all-trades unit. It's already super defensive with Shield Wall and 3+ save, but cards like Martial Superiority just takes it over the edge. While the defensive stats normally lower damage expectations, Press the Advantage and Vulnerable tokens in general greatly increases its damage potential. As for Stark Outriders, I think they're a great, solid unit at 7 points. With Brynden Tully however, they can be one of the most annoying units in the game thanks for their great flanking ability and healing on retreat. A lot of the Stark tactics cards play incredibly well with Outriders as well thanks to their unpredictable damage potential. Just remember that with 7-point units, you can also decide to trade out the Sworn Shields for a unit of Berserkers if you want some more face-smash.
"And yet you betrayed me.." |
As for NCUs, I really like Sansa Stark with Rodrik because of her ability to recycle or tutor for exactly what is needed right then and there. While we all try and anticipate everything that is going to happen in a game, Sansa offers us extra insurance that if an opponent rolls a 6 for a long ass charge you didn't anticipate and is rolling in with crazy Tactics cards in support, you always have a way to Martial Superiority him into the ground. For my next NCU, believe it or not, I think Littlefinger is a solid choice for the Starks. It's just comical that I'm taking both Sansa and Littlefinger in the same list, but his ability to claim Combat/Maneuver that unlocks the secondary capabilities for your Stark tactics cards while still reaping the benefit of other unclaimed zones is amazing.
Try out the list and let me know how you fair!
Next Hitless Tournament (Nov. 2-4) NO LIMITS, All SoulsBorne Games
The next Hitless Tournament is Nov. 2-4 and will include all FIVE SOULSBORNE GAMES---Demon's Souls, Dark Souls 1-3, and Bloodborne! It will feature two teams of five players (10 total runners), who will each run one game head-to-head vs. the opposing team. The team with the least cumulative hits in the tournament splits the prize pool!
This is GUARANTEED to be the biggest Hitless Tournament yet, and the FIRST to include Demon's Souls and Dark Souls 2!
Schedule:
- Oct. 13 - 1 pm EST: Live Player Draft
- Nov. 2 -12 pm EST - Demon's Souls
- Nov. 3 - 12 pm EST - Dark Souls, Dark Souls 2
- Nov. 4 - 12 pm EST - Dark Souls 3, Bloodborne
Live commentary at Twitch.tv/McRapt0r. If you miss any of the matches, VODs will be posted after the event at youtube.com/c/McRaptor.
The North, Pohjola
The North, Pohjola is a strategy game which resembles David Galindo's The Sandbox of God. Players have to help a tribe survive a harsh winter season by making decisions limited to the four cards drawn in each round. The game ends once all thirty cards from the deck have been exhausted, and scores are then calculated for online submission.
Population count is represented by a percentage at the top left of the screen. Temperature can be manipulated by choosing the right cards to maintain a warm surrounding for your tribe. Certain cards award bonus points, and may only affect proceedings when their specific conditions are met.
Name: The North, Pohjola
Developer: Fire Dragon
Category: Strategy
Type: Freeware
Size: 10MB
Download: link 1, link 2
Saturday, March 23, 2019
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