Rank Has Its Priveledges

More work has been done on the Greys than it looks and I've now finished rereading O'Brien's Post Captain for the first time in, well, years, possibly decades.  Hopefully, I'll be done with the Greys on Friday and can get back to French skirmishers. I'm very happy though that I'm sticking with my now usual new toy soldier crossed with old school wargaming look. (Not the Gilder old school style obviously)

At least the British now have a General!

The Game Awards 2018 Nominations Announced.



There have been numerous incredible games released in 2018, and now the nominations for The Game Awards 2018 have been announced across 30 categories. Marvel's Spider-Man, God of War, and Red Dead Redemption 2 are all up for Game of The Year, alongside being nominated for other categories, including Best Narrative, Best Game Direction, and Best Action/Adventure Game. 

God of War and Red Dead Redemption 2 are tied for the most nominations for 2018, standing at a sum of seven. Assassin's Creed Odyssey, Monster Hunter: World and the indie Celeste are also up for Game of the Year.

The Game Awards celebrates individual games and game developers alike through an extensive variety of categories ranging from Best Role Playing Game and Best Art Direction to Best Mobile Game and Content Creator of the Year. The most desired distinction, however, is the Game of the Year award, honoring the overall best accomplishment within the universe of gaming.

The full nominations and their respective categories can be seen below:


Game Of The Year:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Assassin's Creed Odyssey
  • God of War
  • Monster Hunter: World
  • Celeste

Previous Year Winner: The Legend of Zelda: Breath of the Wild





Best Action/Adventure Game:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Assassin's Creed: Odyssey
  • God of War
  • Shadow of the Tomb Raider

Previous Year Winner: The Legend of Zelda: Breath of the Wild



Best Action Game:

  • Call of Duty: Black Ops 4
  • Destiny 2: Forsaken
  • Far Cry 5
  • Dead Cells
  • Mega Man 11

Previous Year Winner: Wolfenstein II: The New Colossus



Best Game Direction:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • God of War
  • Detroit: Become Human
  • A Way Out

Previous Year Winner: The Legend of Zelda: Breath of the Wild



Best Role Playing Game:

  • Ni no Kuni II
  • Monster Hunter: World
  • Dragon Quest XI
  • Octopath Traveler
  • Pillars of Eternity II: Deadfire

Previous Year Winner: Persona 5 



Best Ongoing Game:

  • Destiny 2: Forsaken
  • No Man's Sky
  • Overwatch
  • Tom Clancy's Rainbow Six Siege
  • Fortnite

Previous Year Winner: Overwatch



Best Art Direction:

  • Red Dead Redemption 2
  • Assassin's Creed Odyssey
  • God of War
  • Octopath Traveler
  • Return of the Obra Dinn

Previous Year Winner: Cuphead



Best Narrative:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Life is Strange 2: Episode 1
  • God of War
  • Detroit: Become Human

Previous Year Winner: What Remains of Edith Finch





Best Score/Music:

  • Red Dead Redemption 2
  • Ni no Kuni II: Revenant Kingdom
  • Marvel's Spider-Man
  • God of War
  • Celeste
  • Octopath Traveler

Previous Year Winner: Nier: Automata



Best Independent Game:

  • Dead Cells
  • Celeste
  • The Messenger
  • Return of the Obra Dinn
  • Intro the Breach

Previous Year Winner: Cuphead



Best Audio Design:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Call of Duty: Black Ops 4
  • Forza Horizon 4
  • God of War

Previous Year Winner: Hellblade: Senua's Sacrifice



Best Performance:

  • Roger Clark as Arthur Morgan, Red Dead Redemption 2
  • Christopher Judge as Kratos, God of War
  • Yuri Lowenthal as Peter Parker, Marvel's Spider-Man
  • Melissanthi Mahut as Kassandra, Assassin's Creed Odyssey
  • Bryan Dechart as Connor, Detroit: Become Human

Previous Year Winner: Melina Juergens as Senua



Best Fighting Game:

  • Street Fighter V Arcade
  • Dragon Ball FighterZ
  • Soul Caliber VI
  • BlazBlue: Cross Tag Battle

Previous Year Winner: Injustice 2




Best VR/AR Game:

  • Firewall Zero Hour
  • Tetris Effect
  • Moss
  • Beat Saber
  • ASTRO BOT Rescue Mission

Previous Year Winner: Resident Evil 7: Biohazard



Games for Impact:

  • Life is Strange 2
  • 11-11 Memories Retold
  • Celeste
  • Florence
  • The Missing: JJ Macfield and the Island of Memories

Previous Year Winner: Hellblade: Senua's Sacrifice



Best Mobile Game:

  • PUBG MOBILE
  • Reigns: Game of Thrones
  • Fortnite
  • Donut County
  • Florence

Previous Year Winner: Monument Valley 2



Best Family Game:

  • Super Mario Party
  • Overcooked 2
  • Nintendo Labo
  • Mario Tennis Aces
  • Starlink: Battle for Atlas

Previous Year Winner: Super Mario Odyssey



Best Sports/Racing Game:

  • FIFA 19
  • Pro Evolution Soccer 2019
  • NBA 2K19
  • Forza Horizon 4
  • Mario Tennis Aces

Previous Year Winner: Forza Motorsport 7




Best Multiplayer Game:

  • Call of Duty: Black Ops 4
  • Fortnite
  • Destiny 2: Forsaken
  • Monster Hunter: World
  • Sea of Thieves

Previous Year Winner: PlayerUnknown's Battlegrounds



Best Debut Indie Game:

  • Donut County
  • Florence
  • Moss
  • The Messenger
  • Yoku's Island Express

Previous Year Winner: Cuphead



Best Student Game:

  • RE: Charge
  • Combat 2018
  • Dash Quasar
  • JERA
  • LIFF

Previous Year Winner: Level Squared



Best eSports Game:

  • DOTA2
  • Fortnite
  • CSGO
  • League of Legends
  • Overwatch

Previous Year Winner: Overwatch



Best eSports Player:

  • Dominique "SonicFox" McLean
  • Hajime "Tokido" Taniguchi
  • Jian "Uzi" Zi-Hao
  • Oleksandr "s1mple" Kostyliev
  • Sung-hygeon "JJoNak" Bang

Previous Year Winner: Lee Sang-hyeok "Faker"



Best eSports Team:

  • London Spitfire
  • Cloud9
  • Astralis
  • Fnatic
  • OG

Previous Year Winner: Cloud 9


Best eSports Coach:

  • Bok "Reapered" Han-gyu
  • Christian "ppasarel" Banaseanu
  • Danny "zonic" Sorensen
  • Dylan Falco
  • Jakob "YamatoCannon" Mebdi
  • Janko "YNk" Paunovic


Best eSports Event:

  • ELAGUE Major: Boston 2018
  • EVO 2018
  • League of Legends World Championship
  • Overwatch League Grand Finals
  • The International 2018


Best eSports Host:

  • Alex "Goldenboy" Mendez
  • Alex "Machine" Richardson
  • Anders Blume
  • Eefje "Sjokz" Depoortere
  • Paul "RedEye" Chaloner


Content Creator of the Year:

  • Dr. Lupo
  • Myth
  • Ninja
  • Pokimane
  • Willyrex



Best eSports Moment:

  • SonicFox side switch against Go1 in DBZ
  • KT vs IG Base Race
  • C9 comeback win in triple OT vs FAZE
  • G2 beating RNG
  • OG's massive upset of LGD



Favorite Moment of 2017:

  • The Legend Of Zelda: Breath of the Wild 
  • Carol Shaw
  • The Game Awards Orchestra 
  • Josef Fares 
  • Hideo Kojima and Guillermo del Toro

The Game Awards will air on Dec. 6 2018 at 8 p.m. EST. Fans can vote for their favorite categories at The Game Awards Website.

KALEHOUSE SCANDI BABY STUFF




Missed Classic 83: Asylum II (1982) – Introduction

Written by Will Moczarski



Asylum must have been a major success for Med Systems Software, as the team of company president William F. Denman jr. and Frank L. Corr jr. teamed up once more about one year later to program its sequel, simply called Asylum II. The original version of this game seems to have been written – once more – for the TRS-80, and the game marks several forks in the road for Med Systems Software: It was the last game by both Denman and Corr as well as the last adventure game they developed in-house. They published three more games by Jyym Pearson but apart from that, the following years saw only re-releases and re-packagings, mostly of their short-lived Asylum brand. Asylum II, in particular, was confusingly re-released as simply Asylum for the Commodore 64 and the Atari computers in 1986. This was the game that made me first encounter Screenplay, the company formerly known as Med Systems Software, and the desire to go back and play through it gave me the idea for this whole marathon.

Asylum II has the same graphics and the same plot as its predecessor – once again, you are a mental patient who needs to escape from the asylum before he goes "insane." Both the asylum and the game's concept of "insanity" have a b-movie feel and don't even make an effort to come across as realistic. If you haven't read my other three playthroughs of Med Systems' trademark "Continuum" games (Deathmaze 5000, Labyrinth, Asylum), you may be surprised at the wireframe 3D graphics that apparently challenged Sierra's claim to have released the first graphic adventure with Mystery House in 1980. However, these games evolved from a different tradition – that of 3D maze games, a viable mainframe genre that first came into contact with the yet-undeveloped genre of the adventure game in the famous Hunt the Wumpus and its many clones. The "Continuum" games thus progressively qualify more and more as adventure games – while the plot of this latest iteration is not very complex, there are some notable NPC encounters as well as actual puzzles apart from geographical ones. I have very mixed feelings about this game as I kind of enjoyed Asylum but it took me a very, very long time to solve it and I had to resort to a hint sheet in the end. As my memory of the game's Commodore 64 port is more than hazy, I don't really know what to expect. Sometimes that's a good sign, though, innit?





The highest art is no art, the highest form is no form, the biggest surprise is no surprise?

The first two hours of Gameplay

As the other "Continuum" games largely started out as mapping exercises, I figure that this game will be no different, and I'm right. I start out in a small cell and as soon as I make a move, I am told that I should have looked behind me because objects are sometimes hidden in devious places. At least the game acknowledges its own cruelty – I think that may count as a step in the right direction. When I turn around, I find a nut fork which serves as a key for quite a few doors in the starting maze. I open my cell door with it and start my escape.

Two doors down there's an inmate I can free by applying the nut fork to his door, too. He's quite helpful, too, as he tells me that the goal of the game is to escape through the exit marked "doctors only" – but it will be necessary to look like a doctor, "wear a doctor's coat, maybe."


It's Meta Man!

I see where this is headed – hopefully, there will be no cat hair camouflaging involved. Beyond the fellow inmate's cell (who runs away screaming after having provided me with the necessary information) the maze proper begins. I spend about an hour mapping the beast which turns out to be 23 by 18 squares. Along the way, I find several things. For your convenience, I will just spare you a rundown of my painstakingly slow progress and rather tell you about the hotspots:
a. There is a very long corridor (18 squares long) on the western side of the maze. The previous game had one, too, and I vaguely remember being chased by a race car there. I walk its entire length several times but nothing happens – maybe there's no puzzle here this time around.
b. I find two teleporters that spit me out on the diagonally opposite side of the maze, respectively. It's more painful to find and map them this time as you can still see your dropped items from the other side of the maze. Still, they were not too difficult to figure out.
c. Next to the very long corridor there is a succession of doors. I can open all but one of them and find several items there: a bird costume, a bean bag, a stethoscope, and a steel key. The steel key doesn't open any of the doors in this maze – so far it's (seemingly) useless.
d. There is a pay phone in one of the dead ends in the mid-eastern portion of the maze. When I examine it, I am told that it also has a receiver but I can't seem to interact any further with either.
e. I find an axe in the southeastern part of the maze. When I pick it up, someone builds a wall behind me and traps me in a small portion of the labyrinth. This is not too bad, though. I can use the map to find the place where the fresh wall must be located and smash it with my newly-found axe. Also, I stumble upon an electrician with a sign. The sign tells me to "look up" and if I follow suit, I am crushed to death by a cartoonish piano dropping from the ceiling. I can also kill the electrician with the axe and he leaves behind a fuse.
f. The northeastern portion of the maze is entirely made up of a circular structure with twenty doors, ten on each side of a long corridor. I can open each of them but don't find anything behind them. However, I can hear someone running around and slamming doors in the distance. After some experimenting, I find that I can lock the doors with my steel key. This is a rather painful endeavour as you have to lock all twenty doors to achieve anything, and at almost every turn the other inmate (I assume) slams the doors, making me read the message time and again. I have to doubt the reason behind this design choice, as this is neither a puzzle nor a fun obstacle but rather an unnecessary chore. However, after having locked all of the doors, the inmate (I assume) can't run away anymore and I can hear him bang into one of the doors somewhere in the distance. Strangely, I don't encounter him but he leaves behind a candle and some matches.

I don't recall ever hating an NPC I never even saw this much!
g. There are two doors on the north and south walls of the maze. I cannot open the one to the north but the one to the south leads me to another part of the asylum which offers a bit more content.
In my second session, I explore the second part of the asylum which seems to be made up of a hexagonal structure. Once again, my knowledge of Asylum is helpful as that game had a pentagonal structure. I don't know how to properly map it in Excel, so I translate it into a flat layout. Neither the nut fork nor the steel key is of any use here but I can enter three of the many, many rooms without a key.

First up is the psychiatry from which I can hear "psychiatric mumblings." If I enter, the psychiatrist literally talks me to death – I die of boredom and have to start over. As control is taken away from me as soon as I enter the room, I assume that there is nothing else to be done here. Behind another door, there is the electro-shock room. This doesn't sound good, and indeed I get strapped down immediately when I enter (I assume) and after the "therapy" I am returned to my cell. As I can't do anything here, either, this may just be a handy shortcut. The third door is marked "surgery", and I meet a rather friendly surgeon there. He regretfully tells me that he can't help me, though, as he doesn't have any drugs for the anasthesia. A bit further down the corridor, I find a door marked "doctors only" and get excited just reading that. Unsurprisingly, I cannot unlock it yet.

Now this is where I'm stuck for a while and I tend to blame the game for it. Having run out of things to do, I return to some points of interest like the pay phone or the very long corridor but nothing happens. Then, suddenly, I find a gold key just lying there in the middle of the first maze. Did I overlook it on my first mapping excursion? Truth is, I didn't. I restore back to verify this, and after some experimentation I discover that the key only appears after I have entered the hexagonal structure and returned to the first maze, and this even only if I have freed the inmate. What a cruel move! Ninety minutes into the game, my trust is already gone.

The gold key brings about some progress: I can unlock another door to the west of the maze and find some circuits behind it. Maybe this has something to do with the electroshock therapy? I try to fumble with the circuits but to no avail. At this point, I have actually solved this problem (in my next play session) but I will keep the solution to myself until next time. Let's make this another parser game, then: What did I have to do to manipulate the circuits?

I can also enter the room next to my cell now – I find a rocket belt there and immediately guess what this is for: the very long corridor. This seems to be right but once again, I'll tell you all about it next time. Thirdly, I can unlock three more doors in the hexagonal structure: a film set where I get chased out by a "mad movie producer"; the scientist's room where I encounter someone who needs "a battery, magnet and some copper" (my first quest!); and the room marked "doctors only" – but of course I don't look like a doctor (yet) and one of the guards spots me right away: "an escapee! Take him to electro-shock!" This also confirms that I play as a "he", quite unnecessarily (for a game with a first-person perspective) determining my gender.


My Excel map so far.

Stay tuned for more (mis)adventures in the wacky asylum and don't forget to guess the score! The first part got a healthy 32 points.



Session time: 2.5 hours
Total time: 2.5 hours

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 20 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

Med Systems Marathon Overview:

(a) 1980 Summary [P1]
(b) Reality Ends (1980) [P1] [P2]
(c) Rat's Revenge [P1] / Deathmaze 5000 (1980) [P1] [P2] [P3] [P4]
(d) Labyrinth (1980) [P1] [P2] [P3]
(e) Asylum (1981) [P1] [P2] [P3] [P4]
(f) Microworld (1981) [P1] [P2]
(g) The Institute (1981) [P1] [P2]

Jyym & Robyn Pearson Mini-Marathon Overview:

(a) Curse of Crowley Manor (1981) [P1] [P2]
(b) Escape from Traam (1981) [P1] [P2]
(c) Earthquake – San Francisco 1906 (1981) [P1] [P2]
(d) Saigon: The Final Days (1981) [P1] [P2]

Alter Ego Progress

Alter Ego has been around forever, and it's about time I finished it up! In order to light a fire under myself to get it done, I actually hired an artist and graphic designer to start working on it...

So last week I brought Alter Ego out again with my playtest group. Looks like it's been about 2 years since it hit the table! I think the overall structure of the game is solid, but there are still a lot of details I think need work. Here's some stuff that's happened just in the last 2 playtest sessions:

Deck Size

I have always used a starting deck size of 12 cards -- 4 each of Job, Family, and Support cards. Actually, since I added "character" cards (each with a unique fight icon and a specific starting deck configuration), the decks started with 13 cards. The game takes about 5 rounds to play... I could lengthen it, but I think it would drag a bit. However, this means that you only add 5 cards to your deck, which isn't very many for a deck learning mechanism...

I don't have much in the way of deck thinning in this game. There are a couple of equipment cards that do it, but mostly I had decided that instead of thinning your deck, players could focus on Family, thereby drawing a ton of cards instead. This is equivalent in some way to deck thinning, and it means that if you want a "thinner" deck, then you have to focus on Family. If you focus on other things and neglect Family, then you will suffer from deck bloat.

I think I chose 4 of each card (plus or minus) so that you could reasonably have 3 of them at a time. If you play 1 Family card, you avoid a penalty and draw +2 cards next turn. If you play 2, then you draw +4 cards. But if you commit 3 of your 5 cards to Family in one turn, then you draw + cards AND you get a Teamwork token, which is valuable.

Similarly, if you play 1 Community card, you avoid a penalty and draw 1 extra henchman to choose from. 2 is a little stronger (draw +2 henchmen to choose from). 3 Community cards means you draw + 3 henchmen to choose from AND you get to call the police on one of the henchmen in play.

Job cards are a little different in that you gain $ tokens, which you don't have to discard. Playing 3 at once doesn't do anything too special, but most of the equipment costs about 3 to obtain.

Anyway, because of all that, I wanted to make sure players had enough cards to invoke those more powerful plays if they wanted to. However, I might try reducing the starting decks to 3 of each (10 cards if you include the character). Then if the game lasts 5 rounds, then at least a larger portion of your deck will be changed. Also, with the changes below, it's possible I could add a few rounds to the game, further impacting the amount your deck changes over the course of the game.

Villain Format

Since the games inception, the Arch Villains would sit there, out of play, until one (or more) of them were triggered to enter play. Part of the point of the game was to make sure the "right" one came into play, the one you'd have an easier time beating based on the cards you'd taken into your deck throughout the game.

Last week I tried a slightly different format, which I think has a lot of good things going for it. Instead of being "out of play," the three Arch Villains could be in play the whole time. When henchmen come into play, they are placed in front of their affiliated villain, in a way protecting them. During the game, you can't attack an Arch Villain if there are henchmen in front of them. Theoretically, this could lead to more interesting decisions about which henchmen to defeat (you want to save certain colored civilians so you don't lose, you might want particular trophies, you might want to defeat what you can afford to defeat, and you might want to "dig" toward one of the Villains in particular). This way you could also have to face decisions mid-game such as "do we defeat this henchman over here, or do we hit that villain while we have the chance, since he has no henchmen in front of him?"

This format seemed to work, though it'll require some tweaks and changes to fully implement. I think it feels more like a real game this way. It might mean cutting the few henchmen that are affiliated with multiple different villains, and I'll have to decide if unaffiliated henchmen are in front of no villain, or all villains.

Turn Structure

It had come up before, more than once, that the turn structure was not intuitive. I have considered changing it, maybe even tried changing it once, but never liked the results. After playing a couple games with my regular testers, I finally conceded that the turn sequence needed to be different. What I had was this...
1. Income phase: collect $ based on what you have in play
2. Support phase: draw cards based on what you have in play (now you have cards in play, a hand of cards, a draw pile, and a discard pile)
3. Patrol phase: draw henchmen based on what you have in play
4. Fight phase: spend icons in play to defeat henchmen. Once in a while you maybe have a card you can play from your hand, but mostly you have a hand at this point to help decide what to do this turn based on what you could maybe do next turn.
5. Recoup phase: discard everything in play, play new cards from hand to use next turn, then discard hand.

The long and short of this was that players were having several problems:
* Confusion between the hand, draw pile, discard pile, and display
* Planning the turn, then having to re-plan the turn once new henchmen were revealed (in the patrol phase, right before fighting)
* Confusion between cards in play that they could use this turn, and cards in hand that they can't use until next turn

There had been suggestions of putting the Support phase right before Recoup, so you draw cards right before using them. I think I even tried this once, but it didn't really solve the problems, and I didn't like it.

I have finally decided to re-organize the turn to actually address those problems. The new sequence is:
1. Support phase: draw cards and play some of them into your display
2. Income phase: collect everything you collect ($, teamwork tokens, penalty tokens)
3. Fight phase: use icons in play to defeat henchmen currently in play
4. Patrol phase: NOW bring new henchmen into play
5. Recoup phase: note how many cards you're supposed to draw, then discard EVERYTHING, hand and display.

So now you still technically have a hand, display, draw pile, and discard pile, but you don't access them at weird times. You draw cards ant the beginning of the turn, use them during the turn, and then discard them at the end of the turn.

Putting Patrol after Fight means you only have to plan each turn once. This is not only less confusing, but it speeds things up quite a bit, and makes a lot of sense. It also approximates other cooperative games in which players get a turn, then the AI they're fighting against gets a turn.

So we tried that a couple of times, and it definitely seemed smoother. I personally sort of missed the ability to know what you would be able to do next turn, but I also didn't have a problem with the old turn sequence. Other players weren't using the info about next turn, and were getting confused, so the obvious right thing to do seems to be reorganizing the turn like this. Also, while you don't know exactly what you'll be able to do next turn, you DO know the general contents of your deck, so you should know what's likely or possible.

On the down side, this new structure introduced a new issue. Now you plan out the turn at the beginning, and then you resolve it. As nothing changes between when you play your cards and you resolve them, there was something a little off about the very end of the game. When you could win, you would know it during the planning stage, and that felt bad somehow. You're sitting there figuring out your turn, making your plans, etc, and one of the other players just says "GG guys, we win this turn." So anti-climactic.

Sure, at SOME point in every game there will be an instant when you've realized you will win. But that should really be you're resolving the action, not when you're planning it. What really ought to happen is that you play the cards, then something happens such that you don't know for sure whether you'll win or not. In the old format, you'd plan your turn, maybe see that you can win this turn, then you had to add new henchmen which might lose you the game before you resolve the fight phase. that wasn't perfect, but it was enough to counter that anti-climactic feeling which appeared as soon as I changed the turn sequence.

So, how to solve this problem, while keeping the improvements of the new turn order? Well, I need something that happens between card play and resolution that could change or foil your plans...

Villain Events
Fortunately, there's something I've been meaning to add to the game anyway: effects each villain could have, which make the game harder, and make the villains feel more different from each other. I hadn't designed those, but I had a few ideas for some effects. For example, the Sadist could kill civilians (you don't get them back when you defeat henchmen), and the mastermind could block access to some of the rules (no calling the police, for example).

So I made a small deck of cards for each villain with some effects on them. At the very beginning of the Fight phase, before anything else happens, you'll flip the top event card for each villain. Their effect will occur, which may be immediate, or may be a static effect that stays active until the next turn's fight phase when a new card replaces this one. These effects could very well foil your plans, making them exactly what I need to keep the game interesting. For example, if you plan the turn and decide that you're able to win this turn, and then all of a sudden, the Anarchist makes you draw new henchmen, and they happen to go in front of the villain you were going to defeat, then you'll have to wait until next turn. Or perhaps the villain you were after suddenly requires 1 more Strength icon to hit -- can you still afford it? Or perhaps they take an extra hostage - can you hit them one more time? Maybe next round...

Further, I wanted to make sure it wasn't all about picking 1 villain, and just piling up the other two with henchmen while you beat up the chosen one. Therefore I put 3 effects on each card, each more severe than the last. The effect in play depends on the number of henchmen in front of that villain. The first tier is currently "no effect" for 0-1 henchmen, but it could also be some small, mostly insignificant effect. This way, if you have the villain's henchmen mostly under control, then the event won't hinder you that bad.

The 2nd tier (2 henchmen) is a bigger effect, often local to the villain and his henchmen. Things like "my henchmen cost an additional Smarts to defeat" or "I cannot be attacked". This has the potential to mess with your game, but not in a huge way.

The 3rd tier (3+ henchmen) is an even bigger effect, often global, affecting all villains or henchmen. Things like "ALL henchmen cost an additional Smarts to defeat" or "no villain can be attacked this turn".

I brainstormed enough effects to make 5 cards per villain:
* The Mastermind effects mostly limit your access to rules (can't call the cops, can't use Teamwork, Equipment costs extra to buy/use).
* The Sadist mostly deal with henchmen and hostages (bring new henchmen into play, rescued hostages are removed from the game, remove civilian tokens from the game, take extra civilians hostage).
* The Anarchist has wild or chaotic effects (players take penalty markers, players draw fewer cards, players draw fewer henchman to choose from)

This is just the first draft, but I'm excited to try it out tomorrow. Assuming the structure works, then I think a little testing and development of those abilities will really make this game feel like a proper co-op.

There's A Dinosaur Cloning Game For Everyone

Crowdfunding, pre-orders and limited print runs are rapidly becoming the standard for game publishing, and it is because of this that I had to decide whether I wanted DinoGenics before I was able to play Dinosaur Island. Based only on information from their respective crowdfunding campaigns the two games look very similar, and honestly, how many dinosaur cloning games does one person need?

If I'd been looking at both games at the same time I most likely would have only chosen one, and that one would have been DinoGenics, based on its more conventional illustrations and graphic design -- the obnoxious look of Dinosaur Island remains one of the few things I don't like about the game. Unfortunately (or perhaps fortunately) I had to make a decision on DinoGenics after I had committed to buying Dinosaur Island, so I ended up with copies of both games. In the end I'm glad I did.

The two games are similar in that they are both worker placement games about building a zoo filled with cloned dinosaurs, but that's where the similarity ends. DinoGenics is a much more traditional worker placement game, with players competing for spaces on the board so they can get the resources they need to clone dinosaurs, build appropriate enclosures for them, and add enough support buildings to accommodate an increasing number of guests. And don't forget to feed those carnivores, or they'll break out of their enclosures and you'll likely spend a lot of your next turn making repairs...

The game design is solid if not overly innovative, but where DinoGenics really shines in in the quality of its components. The graphic design is excellent and does a much better job of evoking Jurassic Park than the much more stylized Dinosaur Island. The meeples are wood rather than plastic (in my opinion plastic meeples are a disturbing trend in game publishing and a scourge upon mankind), done in very nice greens, browns and greys that make it easy to tell the different types of dinosaurs apart. The cards and tiles are sturdy with high quality printing -- the only thing I don't like is that some of the text on the building tiles is very small and difficult to read.

If I had to choose between DinoGenics and Dinosaur Island, I would probably choose DinoGenics, although I do think the game play in Dinosaur Island is a bit more innovative. In the end the games are different enough that I'm happy to have both in my collection.

Rating: 5 (out of 5) This game features more traditional worker placement style game play than its competitor, but the much more lavish graphic design more than makes up for it.

Leap Day Cha'alt Sale!!!


Every 4 years, right?  Lots of sales going on, so here's mine...

Get the premium, luxury hardcover book of Cha'alt for $40 (shipping inside the USA included, otherwise, it's an extra $30).  Normally, Cha'alt retails for $60.

Not familiar with this eldritch, gonzo, science-fantasy, post-apocalyptic campaign setting + megadungeon?  Here's a text review and this is a video review.

Each book is signed and numbered (limited to 2,000 and I'm almost out - no reprints!)... plus, since it's leap day and all, I'll "ultra-personalize" it with an amateur drawing of some tentacled monstrosity.

This offer is only good until midnight tonight, so don't delay!

You can paypal me the money using my email address: Venger.Satanis@yahoo.com

Enjoy,

VS

p.s. Of course, if you order the hardcover, you'll get the PDF for FREE

Save 15% Off The Best Value VR Headset For Half-Life Alyx - Eurogamer

Save 15% off the best value VR headset for Half-Life Alyx

28Mm Village Sections

New Russian Villages:
I've made up a few Russian village sections for WWII (although they'd do fine for Napoleonic too) These are mostly MDF kits from "Things From The Basement" in the USA with a few more extra bits from the excellent Charlie Foxtrot models here in the UK
Love these...2 cabins, and high fences
All lovely models, easy to construct, and fun to paint. One of the things which attracted me to them was how there are very few lugs on display - most MDF kits have these rather unsightly points where the various bits fit together- These don't- makes them look so much better- I thought it would be more fun to put these together as based village units, to allow a little bit more detailing and customisation. 
Simple Russian barn, but will do for pretty much anywhere
Pigs.....
Couldn't resist this...the little pigsty base is from TFTB, pigs from Pegasus
Small cabin, rough fencing- Warlord Russians!
The bases are all slightly different sizes, but generally about 10' square, big enough to make an impact on the wargames table and to allow the addition of more "stuff" to pretty them up

Larger Villa with small garden
These are for sale....feel free to contact me if you wish for prices etc- I'm going to be making a lot more terrain and buildings over the next few months, if you have a specific request just ask, or keep an eye out here or look for CAC terrain on facebook

Smaller cabin and woodshed by Charlie Foxtrot, Everything else from TFTB. Love the well.


28Mm Italian Wars Papal Guard


It's been a three months since I added to the new Italian Wars Project and after the big push for the Analogue Hobbies Winter Paint Challenge (which the Papal Army won the Challenge Choice Award 😁) my painting output has slowed down dramatically. But after years of painting I know it will come back, I have a new job at work so stress levels are lowering and the figure output is starting to rise again.


Now before the purists have a heart attack, I know this is a later uniform than the Italian Wars, I was lucky enough to see the painting "The Mass at Bolsena" 1514 Raphael, on my trip to the Vatican so I know what that depiction looks like but honestly who can resist the modern blue, yellow and red uniform of the Guard.


So I totally agree it's a bit of a fantasy unit but I bet you it will easily be the most recognisable unit in my army. Just need a 28mm Pope figure for it to Guard now !



The figures are 28mm scale from TAG (The Assault Group) who sell a Papal Guard pack which form the bulk of the unit, I've added some of their Italian Command figures (and a rogue Perry Figure after the new dog ate one of the TAG figures !) To make up the 24 figures of the unit.


The figures are equipped with Polearms and will make a pretty ferocious unit on the table. Flags are as always from Pete's Flags.



Next up for the Italian Wars Project will be a unit of shot whilst I also have some 1/2400 WW1 ships on the go.



Important COVID-19 Update from Sage Traveling

 

 

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Dear settachai,
We have received several phone calls and emails this week from clients concerned about the Coronavirus, particularly the new issued travel bans and how it will affect your travel plans. We are monitoring the situation closely, and we would like to address these concerns.

First and foremost, the Sage Traveling team is concerned about the safety and welfare of our clients. We are doing everything in our power to keep you safe and informed with the information that we have.

By now, you have probably heard of President Trump's travel ban with the EU. This has caused widespread panic and confusion. We felt it would be great to clarify some of the crucial details:
  • The travel ban only pertains to foreign nationals entering the United States. This ban does not apply to US citizens.
  • According to the DHS, the restrictions will only affect most foreign nationals who have traveled through certain countries in the past 14 days. These countries are: Austria, Belgium, Czech Republic, Denmark, Estonia, Finland, France, Germany, Greece, Hungary, Iceland, Italy, Latvia, Liechtenstein, Lithuania, Luxembourg, Malta, Netherlands, Norway, Poland, Portugal, Slovakia, Slovenia, Spain, Sweden, and Switzerland.
  • This ban does not include US citizens who have made airport connections through these countries on their journey home.
  • Not all flights from Europe have been cancelled for the next 30 days. However, flights are going to be greatly reduced and there are only a few airports that you will be able to go to. Once at the airport, officials will check you over for signs of the Corona Virus where a possibility of being quarantined is strong.
  • Corona Virus attacks everyone, but it is especially dangerous for the elderly and those with compromised autoimmune diseases. Precautions and knowledge is necessary in order to make the right choice for you and your family.
Due to the circumstances, Sage Traveling is offering a few new options regarding your trips. They read as follows:
  • Option 1- We can leave all travel plans as they are.
  • Option 2- We can reschedule your travel dates to a later date in 2020 with no additional service fees (only if you keep the itinerary the same). There might be additional or lower cost as the hotel pricing will be different than what we originally booked it for. There might also be a difference in price regarding transportation depending on the dates as some charge differently if the transfer is on a Sunday, local holiday or after hours. Please be aware, if you take this option, we will have to recalculate the currency conversion rates once all rescheduled bookings have been confirmed.
  • Option 3- We can give you a credit of the full amount you have paid, for travel later this year or in 2021.
  • Option 4- You can cancel your trip altogether and are subject to our cancellation policy.
 
The news isn't all bad out there. By China's last count over 36,000 people have been released from their hospitals cured of Covid-19! In Italy there has been a reported 1009 recovered and the numbers are rising daily! This is good news and we can expect to keep seeing an increase in success rates as awareness and preventative measures are taken.

Our team here at Sage Traveling are in constant contact with our suppliers over in Europe and will be more than willing to help you with any of your travel needs or concerns.
 
As Always -Travel Wisely,
John Sage, Founder and President of Sage Traveling


Phone: US: 1-888-645-7920, UK: +44 20 3540 6155
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