Monday, February 24, 2020
AP 2006, Infiltrate!
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Infiltrate on Random Terrain
Ed Salvo interview by Scott Stilphen
Infiltrate (Blue) on Atarimania
No Swear Gamer 492 - Infiltrate
Sunday, February 23, 2020
Friday, February 21, 2020
A Fresh-faced Warmaster Army
I finished the leather on the dwarves this week, man did that suck. There's just a bunch of tiny leather details everywhere. Anyway, the base-coat for the flesh is down now so it's that and the hair, plus decals and basing.
It's unlikely that I'll get to these before Fall In! but they're playable at least.
Thursday, February 20, 2020
AZ Game Fair 2019
I did not arrive at the convention until 10pm on Friday, so I might as well have just come up Saturday morning and saved the cost of the room that first night... oh well.
Saturday and Sunday, however, I did manage to spend a lot of time at the convention, and actually play some games for once!
Old Favorites
Puerto RicoAfter hopping into a game or two of The Resistance with Sean Ramirez of The Dukes Of Dice podcast, I taught his friends Puerto Rico, which sat at the top of the "best games" list for a decade (and with good reason). Sean and I had played before, so of course it boiled down to a contest between him and me. I haven't played that game in years, but it's definitely one of my favorites, and I pulled out the victory.
Game Design Panel
After that, I was on a game design panel with another local designer, David Short, as well as Canadian special guest Daryl Andrews, and the guest of honor from Italy, Vital Lacerda. The panel was called The Secret Lives of Board Game Designers, but had no real direction or moderator, so I tried to sort of direct traffic. We mostly took questions from the audience.
Railroad Tycoon
After the panel, my friend Hoss was running a game of Railways of the World (FKA Railroad Tycoon). There were only 3 of us, Hoss, myself, and a new player Hoss had just taught how to play. We used a map of Great Britain, which I'd not seen before. I kinda liked the map. It was a tight game, and in the last round I had to go to the bathroom, so I made my last 3 plays out of turn (they didn't affect anybody else anyway) and ran off. When I got back, they'd just finished counting points, and Hoss had won by 1 point! I don't know if I trust him though, the first thing he said that game was that I should be banker because he was bad at counting, and the first thing he did in the game was grab $10k bills in lieu of $1k bills... :)
New Hotness
Underwater CitiesIn addition to those old favorites, I got a chance to try a few of the new, hot games. Saturday night Hoss and I sat down to figure out Underwater Cities. The rulebook took about 45 mins to learn from, mostly because they repeated the "play a card and place a worker, and if your card color matches, you get the bonus" text at least 4 times.
I was enjoying Underwater Cities while we played, but thinking about it afterwards, I am not sure I'd want to play it more than maybe twice. The "play a card and place a worker, and if your card color matches, you get the bonus" thing is cute. I did feel like I never really wanted to play an off-colored card, even though I had something in play that gave me a consolation prize when I did that (though I probably should have done it once or twice).
We had to stop 1 turn before the end because they closed up, so I don't actually know how my strategy turned out, but I got a pretty good feel for it. I saw maybe 2 real paths I'd want to try (the one I did, and 1 other). I'm sure there's more, but it wasn't obvious what else you could really do.
The collect-cards-in-play part was a lot like Terraforming Mars, and I definitely liked this A LOT more than I like Terraforming Mars.
Wingspan
Wingspan was solid. I enjoyed most of it. Probably the only thing that I thought was weird was the random-and-variable resource pool. You need resources (in 5 types) to pay for playing bird cards, and there's an action where you take some resources (you can upgrade that so you take multiples, 1 at a time). The resource pool is 5 dice, rolled into a supply. When you take a resource, you remove the die from the supply, reducing what's available. Caveat, if all remaining dice in the supply match (there's only 1 resource option available to you), then you may choose to re-roll all of the dice, resetting the whole pool to 5 random things before taking one.
I could see wanting a random resource pool, and I could see wanting a competitive resource pool (like dice drafting), but I'm not sure the way they're combined here is the best way to do the job.
One of the types of reasons I don't like it is because there are a bunch of card effects that are like "take a [specific resource] from the supply, if it's there" - which is therefore super variable, based not just on what's rolled, but also based on how many dice happen to remain in the supply. Worse, there's a card type that says "when [X happens and succeeds], take a die from the supply," where the likelihood of X happening depends on what opponents do (which is fine), but the likelihood of X succeeding increases as the number of dice remaining decreases... so while it looks like this card gives you flexibility when it hits (you choose a die rather than get a specific resource), in reality, this card is not likely to hit at all, and if it does, you probably get some random resource, not a real choice. I could argue that's just a lame card effect, but I think it's a symptom of a lame resource system.
But other than that, I thought the game was fun, and solid.
Just One
Not as hyped as the previous two games I mentioned, Just One is a hot new cooperative party game where the goal is to get one of your teammates to guess a word by giving 1-word clues. The catch is that after each player writes down their 1-word clue (but before the guesser sees then), any matching clues cancel out. So it's scary to use the obvious clues, because if someone else does that, you don't get them, but then everybody avoids the obvious clues, and you still don't use them!
It's a fun party game, would play again, even at 2 in the morning :)
My Own Games and Prototypes
Crusaders: Thy Will Be DoneCrusaders came out just a few months ago, and so far it seems to be very well received. The production is very nice, and several people approached me at the convention to tell me how much they were enjoying the game play!
One guy who had backed the Deluxified version of the game was trying to read the rules while his friends played another game, so I offered to teach. In the end it was just 2 of them (the other 2 kept playing that other game), so I sat in and made it a 3 player game.
It's been a while since I've played Crusaders, but I still liked it a lot!
Crusaders: Divine Influence
I had made an expansion to Crusaders about a year ago, and I had thought it was probably done. I sent it to Utah with Michael in October so the TMG team could play it, and I just got it back about a week ago.
Ben and his daughter were looking to play one of my prototypes, and so as the last game of the convention, I taught them Divine Influence. Emma had not played Crusaders before, but she picked the game up just fine, even with the extra expansion rules. It went well, though I think the free movement from the Influence action is too fiddly, hard to visualize, easy to forget, and usually unnecessary. I should either cut it, or make it simpler -- maybe something like "you may freely move between adjacent hexes with your influence marker on them" (a dynamic known as "railroading" in some games). Maybe better would be to simply cut it, and save having to make components for influence.
David's doggo card game
Late Saturday night I played one of David's quick card game prototypes. It's intended to be a sort of follow up to AEG's Cat Lady. Indeed, much of it was super similar to Cat Lady (collecting similar types of sets from a 3x3 grid), however this game was a step up in complexity, as you could buy upgrades to the patterns of cards you're allowed to pick up.
I gave him some feedback, hopefully it was helpful. Mostly it was "once a player replenishes the board, their turn should be over," which I think he agreed with in the end. The rest was about a special card called "fetch," which did something thematic that David liked, but I thought should probably instead just be "get a card from the discard pile," which also seemed thematic to me. The way David wanted to do it, in my mind, subverted the main mechanism in the game, which is something I don't like doing. The recent game Noria does that, and I wish it didn't.
Let's Play Italian Wars - Furioso Style
Regular readers of the blog will be aware of the last large project I embarked on, 28mm Italian Wars. It went remarkably quickly and I managed to plough through a big chunk of figures during the 2018/19 Analogue Hobbies Winter Paint Challenge, producing a pretty large Papal Army in the process. The figures went on to win the Challenge Choice Award, which was nice.
Swiss Pike clash with their fellow country men. |
Landsknecht Shot |
Our troops are based on 60 x 50 bases, 8 Figures on a Pike base, 4 on a shot base and 6 on a "other" base (Sword and Buckler, Polearm etc). Cavalry is on a 50 x 60 base with two figures per base. This isn't for any particular rule set, it looks right to us and any rule set we use will just be adapted to this basing (I don't rebase !).
Papal Pike Block |
https://www.alternative-armies.com/products/furioso-renaissance-wargame-rules
The company also do an additional supplement specifically covering the Italian Wars adding Mercenary Units etc but we didn't use that in our initial game so I won't comment further on that now.
The French |
French Right Wing
3 x French Gendarme (3 bases each), 2 x French Archer (3 bases)
2 x French Skirmish Crossbow (3 bases each) 1 x Old Band French Pike (9 bases)
1 x Light Gun
French Centre
3 x Landsknecht Pike blocks (1 with 9 bases, 2 with 6 bases) each with skirmish screen bases.
2 x Polearm / Zwei hander units (4 bases)
1 x Landsknecht Formed Shot unit (4 bases)
1 Heavy and 1 Medium Gun
French Left Wing
3 x French Gendarme (3 bases each), 2 x French Archer (3 bases)
1 Light Gun
Papal Centre |
2 x Familia Ducal Cavalry, 3 x Condottiero Cavalry, 1 x Mounted Italian Crossbow, 1 x Italian Light Cavalry, 1 x Stradiots (bow) all 3 bases.
1 x Landsknecht Formed Shot unit and 1 Swiss Polearm unit (both 4 bases)
Papal Centre
1 x Landsknecht Pike block (8 bases, plus two skirmish shot bases)
1 x Swiss Pike Block (6 bases, plus two skirmish shot bases)
2 x Romandiole Pike Blocks (6 based, plus two skirmish shot bases)
1 x Swiss Guard (4 bases)
1 x Sword and Buckler unit (4 bases)
1 x Heavy and 1 Medium Gun
1 x Stradiot (with Lance) and 1 x Italian Mounted Crossbow, both 3 bases.
Papal Left Wing
1 x Familia Duca Cavalry, 4 x Condottiero Cavalry, 1 x Stradiot (Lance), 1 x Stradiot (bow), 1 x Italian Light Cavalry, all 3 bases.
2 x Landsknecht Formed Shot units (4 bases) 1 x Light Gun.
Papal Cavalry |
We didn't use the Generals rules (other than plus 1 in Combat Morale if in range).
So let's move onto the rules themselves. I am going to do a seperate post with some video examples of the mechanics of the rules just waiting for Speilberg to come free to finish the edit.
Landsknecht Pike |
Run Away ! |
Type - e.g. Gendarme, Raiders etc this can give the unit a special ability for example units fighting Gendarme lose 1 d6 in combat if the Gendarme charge.
Tactic - Galloper, Skirmishers etc
Combat Factor - Base number of Dice per base when fighting (2 to 5)
Initiative Modifer - as it sounds
Weapon - defines type
Armour Class - None, Armoured, Heavy, Extra Heavy
Move - basic in inches (for 28s)
Size (suggested number of bases)
There is also a points value but as you know I hate points systems so this was immediately discarded !
Swiss Pike clash with Landsknechts |
At the start of each turn each unit rolls 1 d 6 and adds (or subtracts) their Initiative Modifier from their stat line and that determines when they will move in the turn. We simply left the rolled dice at the rear of the unit as a marker to remind us of an initiative score.
Units such as Gendarme and Swiss gain +2 to their roll, if the net score goes over 6 the unit become Impetuous and charges of at the nearest unit, much as those units did if they thought the Commander was being a touch cautious.
Papal Pike to the rescue |
Units with an Initiative of zero don't move or fire but can defend themselves in melee.
Each unit completes it's turn with the highest dice going first. So all Impetuous first, then 6s go then all 5s etc.
If a unit choses to move it's move distance is it's base move from its stat line plus it's Initiative Score, so a Gendarme moves 8 inches normally, if it had a 5 for initiative it would move 13 inches, simple really.
Papal Guard vs The World |
Each unit completes it's turn before moving onto the next unit.
It's wouldn't be long before we introduced a house rule (it never is !) We found that there was a problem when you have units in consecutive lines (Cavalry mostly) when the units in the rear end up with higher initiative than those in the rear, because of the move system the unit at the rear was effectively stuck and was therefore at a disadvantage due to it's higher initiative. We solved the problem by allowing units to exchange their Initiative dice front to rear, the payment for doing so was reducing both dice by 1.
Landsknecht pointy end |
So a stationary unit of Landsknecht Shot with 4 bases firing at a unit of Gendarme with at short range would throw 8 dice, let's say for 3 hits. The Gendarme would throw 3 save rolls for the hits, plus 3 dice for their armour, - 1 for the fact they were fired at by a gunpowder weapon giving 5 dice to save 3 hits. Remember each base has 4 hits before it is removed.
French Pike on the move |
We added our second house rule for Mounted Crossbow and Bow, reducing their ranges. It's open to historical debate but I am in the "crossbows were used from horseback" camp, but they used a latch type loading mechanism which would give less draw weight and hence less range. So our house rule fitted that.
The other thing we weren't sure on was the basing for shot troops, skirmish units are in three bases, side by side which is fine, but formed shot is in 4 bases, 2 x 2 which to me doesn't look right, we have left it as is for now but might come back to that.
The Pope in action |
Sword and Buckler unit |
The unit that has taken the hits gets the opportunity to save, 1 d6 for each hit plus a number of Dice to represent the Armour of the unit, with a 5 or 6 saving.
More Landsknechts |
Units that have a traditional rivalry (Swiss and Landsknechts) can become "Furioso" when close to each other, this drags the units into combat and intensifies the fighting, which is done twice before any Combat Morale is taken.
We found that the system worked well but because there is no cumulative effect round to round melees went on until a unit ran out of figures. After the first day playing we decided this wasn't working for us and made the push backs add up, turn on turn, so a 1 push back this turn after a 1 push back the previous turn would count as 2.
Morale is done by a simple test when a unit loses a base in shooting or when a general is killed, the rules do have an overarching morale system which is based on the overall losses but this is designed for games a third of the size we were trying, it's something we didn't use during this play test but will be looked at again, next game.
So general impression is very good and we will definitely be using them again. We made a few minor changes but I have to be honest and say that only a couple of sets of rules survive intact after contact with the Yarkshire Gamer ! There are some nice touches in the rules, like hazards (when you throw 4 1's in any roll).
I've done a video run through of the rules which I will put up on the blog early next week.
Wednesday, February 19, 2020
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And So It Begins Again.....
Thursday, February 13, 2020
Brave Browser the Best privacy-focused product of 2020
Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.
An extremely productive year for Brave
Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.
Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.
The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.
Ryan Hoover, the founder of Product Hunt said:
"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"
Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.
Privacy and blockchain are the strongest forces in tech right now
If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.
The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.
AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.
For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.
Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.
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