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Monday, February 24, 2020

Press Release - Golden Serpent TCG To Launch On Kickstarter 1/21/2020

Golden Serpent TCG to Launch on Kickstarter 1/21/2020
A new, living card game with a dark fantasy occult theme
Golden Serpent is a new battle card game that will have players using characters, relics, and spells to attack their opponent's leaders to win the game. Players familiar with Magic: the Gathering and Hearthstone will be able to pick the game up quickly and also be excited by new takes on the genre. The game offers a depth of strategy while not getting overly complicated. Much of the gameplay can be understood after grasping the core cool down mechanic, but with a wealth of card interactions there's ample fun to be had by the seasoned strategist and newbie alike. Players will also appreciate getting the full set of cards (90 unique cards, 288 cards total) in one box for the reasonable price of $35 on Kickstarter.

Golden Serpent is the debut game by designer Ricky Mallory. A player of TCGs for 20 years, Ricky has designed dozens of games for his friends and family to play, and now he's bringing all the lessons he's learned from their design, and 2 years of development to his first published game, Golden Serpent.
Golden Serpent stands out among TCGs for its complete removal of resource cards or counters, instead using a delayed purchase mechanic (called the cool down mechanic) that allows players to play any card in their hand from the first turn. Players will need to use strategy and find synergistic card combos to manage the cool down times of their cards and abilities, which range from 0-3 turns, to gain an edge over their opponents and make sure they don't leave themselves open to attack.

Each player can use up to 3 leaders per game, each of which lends unique abilities throughout the game that are unlocked as players level them up. Players are also able to take characters prisoner and use them to summon powerful god and demon cards to help them win.

Visit the Golden Serpent website below to read the full rulebook.

Game Details
Game Contents

288 Cards Total (90 unique cards)
4 Copies each of 30 character cards (120 cards)
4 Copies each of 21 spell cards (84 cards)
4 Copies each of 15 relic cards (60 cards)
1 Copy each of 12 leader cards (12 cards)
1 Copy each of 12 immortal cards (12 cards)
1 Rule booklet
https://www.kickstarter.com/projects/goldenserpent/golden-serpent-an-occult-card-game-of-gods-and-demons
Contact: Ricky Mallory (goldenserpenttcg@gmail.com)


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Friday, February 21, 2020

Let's Keep An Eye Out For Cytopia



With city builder games climbing back into popularity, it was about time for a serious libre project to tackle the genre once again. After many years of abandoned efforts, it is now the turn of Cytopia to try to scratch that itch.

The project had its inception in 2018, when now lead developer JimmySnails announced in a forum post the intention of creating an engine that could replicate most of the functionalities of the classic SimCity 2000, a game still near and dear to many players up to this day. Ever since then, Cytopia evolved into what appears to a fully-fledged independent game-in-progress, with its own graphics, features, and even an editor planned down the line.

Aside from the obvious SimCity 2000 influences, the game also appears to draw inspiration from the recently released TheoTown, with main graphics artist KingTut101 crafting assets in a very similar style.

Whether Cytopia will deliver where others have failed remains to be seen, but as usual we encourage you to download the initial tech demos and show support for the project.

The developers also have an official Patreon to help support hosting expenses.

Code License: GPLv3
Assets License:
Unspecified (reverts to same license as the code, by default)

Thursday, February 20, 2020

Toy Soldiers, Part 2: Gaslands

Gaslands is another in Osprey Publishing's line of miniatures rule books that exist on their own, without a particular line of miniatures or accessories to go with them. In this case, the game is about post-apocalyptic vehicle combat, so naturally it is designed to be played with Matchbox cars.

The game uses a template-based system for movement (similar to X-Wing) and a rather ingenious way to simulate speed, with cars in higher gear getting to move more often in a turn. The rules are simple and straightforward, aided by an over-arching "rule of carnage" that states that if any rule is unclear or open to multiple interpretations, always go with the option that does the most damage.

The simple rules make it a fast-paced game, which is what you want from a game about speeding cars. Each round is split up into "gear phases" in which cars moving at that gear or higher get to move and then attack (either by ramming or shooting). Going faster gets your vehicle more chances to act, but it also reduces your choice of movement template, which could see your car unexpectedly careening into a bit of terrain, or even off the board all together.

Players are presented with a number of options for creating their cars, including different types of vehicles such as buggies, motorcycles, performance cars, pickup trucks, and even the dreaded War Rig. Cars are then festooned with armaments ranging from basic machine guns to land mines and oil slick sprayers. There is even one faction armed with mad science lighning projectors and EMP pulses, and another that uses jury-rigged catapults to lob bits of junk at their enemies.

While the game is undoubtedly a lot of fun to play, the real joy for most players is in customizing their toy cars, adding machine guns and rams along with dents, scratches, rust and weathering. An entire community has popped up on places like Etsy, providing accessories for players to stick to their toy cars, and in most Gaslands forums there is a lot more discussion about modeling the cars than there is about actually playing the game.

One of my criticisms of Ronin was the lack of accessories such as stat cards, but that's less of an issue with Gaslands, mainly because the game is a lot more popular and there are numerous online resources providing everything from plastic movement templates and custom engraved dice to reusable blank vehicle cards.

Rating: 5 (out of 5) A terrific high-octane vehicle combat game. It may take a bit of prep time if you want to create custom cars to play with, but that really is half the fun (at least).

Missed Classic 82: Trinity (1986) - Introduction

Written by Joe Pranevich



I should be at the beach and instead I am playing a game that is equal parts charming and deeply disturbing: Moriarty's Trinity, a "fantasy" adventure game about inevitable nuclear armageddon. Much like A Mind Forever Voyaging, this is a game with a narrative purpose and a political bent, but also a product of its time. The Cold War had nearly boiled over and Moriarty's message about the risks of nuclear proliferation was timely, even if I am uncertain how much anyone wanted to play a game about it. As I am writing this now, I'm not sure I want to play a game about it. At a time when nationalism is on the rise worldwide and new walls are being built, when Russia announces new "hyper sonic" missiles that are designed to pierce existing defense systems, and when North Korea promised a "Christmas present" that would let their own stockpile of nuclear weapons reach American shores, it's hard to enjoy a game about it. We are still far from the brinkmanship of the Cold War when Russia and America played chicken with our lives, but it feels like the world is moving in the wrong direction.

I have been waiting to play this game for months. I had intended to rush it between Batman Returns and Consulting Detective II, but I pushed off after being warned that I would want to savor it. Beyond that, I don't know all that much about the game itself. It was distributed on the second Lost Treasures set, so I owned it but never started it even once, nestled as it was in a submenu next to Sherlock Holmes and Wishbringer. I have since learned that it is considered one of Infocom's finest works, but that is a reputation I was unaware of then and which I look forward to discovering the truth of now.

Boom, boom! Ain't it great to be crazy?

The title of the game comes from the Trinity site, the location of the first ever nuclear explosion in July 1945. Maybe you can blame my shoddy education, but I never learned much of this history in school. Of course, I knew about the Manhattan Project and the bombing of Hiroshima and Nagasaki (and I recall seeing the Enola Gay at the Smithsonian on one of my visits), but as for the history of the bomb, I was taught (or I remember) very little. That isn't to say that the bomb wasn't on our minds in the 1980s, but the threat of the bomb was a more immediate concern than the history of said bomb. I was in second grade in 1986 and not fully aware of what was going on in the wider world. When I was older, we were taught that Pittsburgh, where I grew up, would likely be a secondary target for the Soviets because of our capacity for (if not active development in) steel production. It was believed around the dinner table that our mountainous terrain would decrease the damage and keep us safe. I recall being told that people moved to the south of the city because it would be safer there in the event of a bombing. It's likely that nothing I just wrote was actually true, only the musings of scared people telling half-truths to other scared people. Nuclear bombs were on our minds, but we were not educated about the bomb and what would really happen in the event of a strike. Thankfully, none ever came.

An included comic fills in much of my missing history, although I'm not qualified to say what may have been exaggerated or adjusted for effect. It documents in a campy and jingoistic way the history of atomic energy from an apparently near-future perspective, as an informative (1950s-style) comic. The style reminds me of the Fallout games and I would not be at all surprised to learn that they were influenced by Trinity in some way. The history starts in 1938 when Nazi Germany was the first to split the atom. I had to look this up to make sure that this wasn't alternative history because I certainly never learned that Germany was first. Niels Bohr wants the United States to harness that energy for a bomb and enlists the aid of Albert Einstein to press the point to President Roosevelt. Pearl Harbor was attacked, the Manhattan Project began, and the scientists at Los Alamos got to work on their bomb. Throughout it all, the refrain "It's my patriotic duty." is repeated. Even after Germany left the war and the threat of a rival atomic program was over, the United States continues building the bomb. The impetus was gone but the patriotic duty remained. It's chilling.


Now I am become Death, the destroyer of worlds.

The history lesson continues through the eponymous test at Trinity followed by the bombings at Hiroshima and Nagasaki. The panels are structured to hint that intimidating the Soviet Union, not defeating Japan, was the true goal of the bombings. Naturally, the United States monopoly on the bomb ends quickly and now we're scared again because the "reds" have one too. So what to do? Build a bigger bomb! This leads to the tests on Bikini Island and further escalations. The comic transitions to "today", a near-future world where the United States still performs underground tests (in reality, they ended in 1992) and has completed a Star Wars-style orbital defense system (unworkable with 1980s tech in real life, but functioning well here.) The story ends with a scene of children playing in Kensington Gardens and a general promising that all of the missiles and bombs that were built and stockpiled would never need to be used.

In addition to the comic, the game comes with instructions for folding an origami paper crane and a cut-out of a sundial. I expect that the sundial will be used as a form of copy protection, mostly because the instructions for the paper crane seem difficult to render in a text adventure. The manual ends with a well-written explanation for what we are getting ourselves into. It's in spoiler territory, but I'll repeat it verbatim anyway:

You're neither an adventurer nor a professional thrill-seeker. You're simply an American tourist in London, enjoying a relaxing stroll through the famous Kensington Gardens. When World War III starts and the city is vaporized moments after the story begins, you have no hope of survival.

Unless you enter another time, another place another dimension.

Escaping the destruction of London is not the end of your problems, but rather the beginning of new, more bizarre riddles. You'll find yourself in an exotic world teeming with giant fly traps, strange creatures, and other inconveniences. Time and space will behave with their own intricate and mischievous logic. You'll visit fantastic places and acquire curious objects as you seek to discover the logic behind your newfound universe.
 
And if you can figure out the pattern of events you'll wind up in the New Mexico desert, minutes before the culmination of the greatest scientific experiment of all time: the world's first atomic explosion, code-named Trinity.
The development of this game took place over several years. It is well-known that Moriarty was thinking about the nuclear proliferation even during his Atari years and that these concerns informed the darkly pessimistic Crash Dive. The amount of research he poured into this game is tremendous: the manual lists forty texts in his bibliography. You will, I hope, forgive me for not reading them all before playing the game; I expect that most players wouldn't have taken on the equivalent of a college-level course in nuclear history before playing! Moriarty actively developed the game at least since the summer of 1985 when he visited the Trinity site, Los Alamos, and several museums devoted to nuclear history. I'm told that he also visited Kensington Gardens, but I have not been able to verify that fact. (I have previously reached out to Mr. Moriarty for feedback, but I regret that he has not yet responded to my queries.) Infocom was taking a risk on Moriarty by allowing him to do another "political" game so soon after the previous one failed, but at least this one would have puzzles. (The New Zork Times article promoting the game goes out of its way to stress that yes, this is a game with puzzles.) How well will all of this come together? I know only one way to find out: Let's play!


The adventure begins!

Our adventure begins in Kensington Gardens, part of Hyde Park in London. It's a beautiful place that I have been to a half-dozen times, although never in a near-future dystopian fantasy. Our character has decided to leave his tour bus and camera behind in favor of seeing the sights on his own. The manual already told us that we're about to be nuked, so it's oddly tense. I have a pit in my stomach. It's difficult to want to play this game.

North of our starting location is the Broad Walk where I am greeted by a flock of pigeons. An old woman sits nearby selling bags of crumbs to tourists for just 20p. I check my pockets and have only a 50p coin (as well as a nearly-expired credit card); am I supposed to get change first? I buy the crumbs anyway and she gives me a 20p coin in exchange. Just as in Wishbringer, we get a "beep!" sound and a notification that our score increased by one point. I'm one percent through the game! I like this feature and I hope that we see it in more Infocom games in the future.

I feed the birds some crumbs and-- gasp!-- there was a large ruby hidden in the bag. It slips between my fingers and lands on the ground. When I reach down to grab it, a roadrunner appears out of nowhere and snaps it up before running off to the east, racing between the legs of park-goers. Before I can even consider whether roadrunners are native to Britain (they are not), the old woman shouts, "It's time!" and I score a few more points. My descriptions are not doing justice to a well-written game and a well-written sequence. It's one part whimsy and one part tense, with a smattering of Alice in Wonderland-style strangeness. Moriarty is great at his craft!

I chase after the bird and find myself at the Round Pond, a charming area where children sail boats on the fountain while the ducks look on in disgust. The roadrunner continues as soon as he sees me, dodging baby carriages ("perambulators" or "prams" in London-speak) and disappears east once again. I follow him again to arrive at the Lancaster Walk. He scoots east again across a grassy lawn and I try to follow, but the game politely tells me to read the sign first. The sign says not to walk on the grass, but surely that notice doesn't apply to roadrunners or adventurers? I follow that bird, but the grass reaches out and stops me! It's some near-future attack grass and it deposits me back on the path. There's no obvious way to follow our roadrunner friend any further.


Meep-meep. Phtttbt.


I'm Googling while I am playing, a luxury that the original players in 1986 would not have had. Moriarty is doing a fantastic job modeling the real Kensington Gardens. The statue of a horse and rider here on the Lancaster Walk, for example, is called "Physical Energy" and exactly matches the one in the real garden. As I stand there admiring the scenery, someone bicycles over the grass without a problem. Is that the trick? Do I need to find a bike?

North is the Lancaster Gate where an elderly Asian woman struggles to open an umbrella. I move to help her, but am taken aback by her face. It is, to use the game's word, "wrong" and "badly scarred, as if in an accident". It stops me in my tracks. I'm shocked at the crassness of our avatar, especially as the nature of the game and the lengths by which it goes to draw attention to her scarring suggests that she is a survivor of Hiroshima. I'm not sure if that works timeline-wise, unless we're not as far in the future as I thought. A gust of wind takes the umbrella and lodges it into a nearby tree. The woman begins to cry before kicking the tree and walking off. Am I supposed to find a way to recover it for her and return it? I don't see an obvious way at it either since I cannot climb the tree. I'll come back later.

We cannot explore the full garden as we are blocked when we head in directions the game doesn't want us to go, for example by indignant nannies to the east and a mob of tourists to the north. I explore south to the Flower Walk and discover a soccer ball discarded in the grass. Grabbing it increases my score by a point! Can I use it to dislodge the umbrella? The game goes out of its way to call out how ugly the nearby Albert Memorial is. It's a statue of a guy on a horse and apparently was super ugly in the 1980s but has been restored now. I doubt I ever gave it more than a passing glance.

Tossing the ball at the umbrella dislodges it, but then I lose the soccer ball. I score five points, so it must be a good trade! It has a touristy slogan along the side, "All Prams Lead to Kensington Gardens". (This is a slight paraphrase from an expression in J.M. Barre's The Little White Bird, the first story to include a version of Peter Pan. All that research that I did for Hook is paying off!) I open the umbrella and am immediately blown eastward by the wind, knocking me into a group of nannies. There might be a Mary Poppins joke here someplace. I get the idea that you can perhaps use the umbrella to force your way across the man-eating grass, but the grass doesn't seem to care that I am wind-powered and pulls me back anyway.

Heading west, we discover the Inverness Terrace. A boy sits nearby wearing headphones and blowing bubbles. When one pops, we are treated to a "popup" quote that appears in the top half of the screen:


"Atoms or systems into ruins hurled, / And now a bubble burst, and now a world."

It's all very poetic, but when I try to talk to the boy or take his headphones, he runs off. Was he rude for ignoring me? Or was I rude for bothering a kid just enjoying a summer's day blowing bubbles in the park? I should have let him enjoy the last few minutes of his life.

Since time is running out, I resolve to explore and map the rest of the gardens:
  • To the west is the Black Iron Gate where a careless nanny has misplaced a pram. Fortunately, there is no infant inside. 
  • When I return to the pond with the sail boats, I discover that one of them is actually an origami crane, just as in the manual. I unfold it for a cryptic message: "Long Water, 4 PM." It's 3:44 PM now. 
  • Northeast of the Palace Gates is "The Wabe" with a strange sundial exactly like the one in our packaging. It is seven symbols on it and the sun's shadow is currently pointing at the first symbol. Strangely, the first symbol is labeled with "Omega" and the last with "Alpha". That seems backwards but perhaps suggests that we will be working our way further back in time? I don't know enough of the Greek alphabet to recognise the rest of the letters.
Arriving at the sundial also gives us an Alice in Wonderland quote:
"And the 'wabe' is the grass-plot round a sundial, I suppose?" said Alice, surprised at her own ingenuity. "Of course it is. It's called 'wabe,' you know, because it goes a long way before it, and a long way behind it. - Lewis Caroll
If I had to guess, I'd say that we had seven sections to this game, corresponding to the seven symbols. Will Kensington Gardens become something of a "hub" for me while I explore other times? I go to leave, but the game does some amazing hinting and I am alerted that the wind is causing the "gnomon" to scrape against the metal of the sundial. I discover that I can unscrew it and take it with me. What is a "gnomon", you ask? It's the triangular bit of the sundial that casts the shadow. Yes, I had to look that up in a dictionary to make sure it was a real word. "Wabe", despite the Alice quote, means absolutely nothing; it is a fake word created for "Jabberwocky".

I'm nearly out of time, but the whole of the park is only nine locations and I try everything I can think of. I work out that I can push the pram around, but that doesn't allow me to impersonate a nanny adequately enough for one of them to let me pass. It's not until 3:53 that I discover the trick: I can ride inside the pram! I have no idea how I fit, but apparently I squeeze in. By riding in the pram and unfurling the umbrella, I can "sail" across the killer grass to the Long Water! It's easy except I crash, drop all my stuff, and break the pram. Oh well.


My map of Kensington Gardens.


Which doesn't seem that far off from the real deal!

I check my watch and it is 3:59, but the second hand has stopped moving. I gather up my stuff when I notice that a missile hangs nearly motionless in the sky. I say "nearly" because it is actually falling very slowly towards the Long Water. In the center of the water is a strange white door. As I watch, some birds (unaffected by the time dilation) fly through the door to parts unknown. Obviously, my best choice is to "make like a tree and leaf" through the door. I wade through the water to get closer when the roadrunner from earlier runs by, still with the ruby in its beak, and disappears through the door. As the world is destroyed by nuclear Armageddon, I hear a voice telling me to "be quick":
"This way, please."

You turn, but see no one.

"This way," the voice urges. "Be quick."

The space around you articulates. "No!" your mind shudders, "That's not a direction!"

"It's a perfectly legitimate direction," retorts the voice with cold amusement. "Now, come along."
As we pass through the door via the "perfectly legitimate direction", the prologue ends and we are finally given a proper title card:


A title screen!

I emerge from a door in a toadstool into a strange meadow. Far to the east, a meteor strikes. I'm not in London anymore, but that will be enough for today.

A few more bits and pieces:
  • I did not notice it while I was playing, but the Kensington Gardens comic panel in the manual depicts the old woman and her distinctive umbrella. Strangely, she is pushing around a pram but she did not have one in the game itself. Am I to surmise that she was the one that left it there for me to find? Or am I digging in too deep? 

That kid isn't going to grow up either. :/
  • There is no indication as to when in the near-future this game takes place, at least not yet. Since Moriarty wasn't psychic, he didn't know that the Berlin wall would fall or that the Soviet Union would collapse (both in 1991). Our only clue is that the Star Wars defense system is up and running and the cost of a tour was $599. Not a lot to go on! If the old woman was scarred in the Hiroshima bombing (a stretch based on the clues so far, but I'm thinking that is what Moriarty is going for), that puts the upper bound somewhere between 2000-2020. We'll see if the game offers further clues later or if we're just supposed to interpret it as "Next Sunday, A.D." to quote a somewhat less serious sci-fi classic. 
Time played: 1 hr 20 min
Inventory: gnomon, piece of paper, bag of crumbs, small coin (20p), credit card, umbrella, wristwatch
Score: 15 of 100 (15%)


Now it is time to guess the score! Looking at Moriarty's scores to date, we have Adventure in the Fifth Dimension with 13, Crash Dive! with 20, and Wishbringer with 46. Infocom's current average overall is 40 points, excluding the short tutorial game. He'll also eventually write Loom, a game that we already scored as 65 and is currently tied for the tenth best game of all time on our site. Although I haven't played it yet, it would be unfair of me not to mention that this is sometimes considered the best game Infocom ever created. My opinions may not match the general consensus, but I enjoyed this introduction portion well enough (even if I find the subject matter macabre) and I am curious to see how the game progresses.

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 50 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.

Buds, Blooms, And Thorns Review Of Heroes & Tricks By Pencil First Games

Buds, Blooms, and Thorns Review of Heroes & Tricks by Pencil First Games
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Vitals:
Title: Heroes & Tricks
Designed by: Eduardo Baraf, Jonathan Gilmour
Publisher: Pencil First Games
MSRP: $20
2-6p | 15-25 min | 8+

Introduction:
No matter race, creed, gender, or empire – each child of Gamedor is born with an affinity to one of The Four Suits: Card, Meeple, Die, or Token. In Love and War these suits are absolutely meaningless, but in Game, well, they mean everything. A true leader uses their cards, and any means necessary, to gain the favor of other heroes of the land. Can you best the other Lords of Gamedor and build the biggest party of Heroes?

Gameplay:  The goal of Heroes and Tricks is to be the player to win the most tricks (thereby having the most Heroes) in the game. Each Trick is lead by a Hero card that defines the target suit and color, dramatically changing the play dynamic of typical trick-taking games. Players then play into the trick, but only see the last played card and need to use deduction, item play, and hand management to win the most tricks.

—description from the publisher

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • The artwork and component quality is great.  Characters and items are fun and comical, the cards and dividers are great quality, and the magnetic box is outstanding.
  • The ability to have the game playable without a table is very interesting.
  • Trick taking with some additional cards to give powers and abilities is a fun twist.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • I'm curious to know if repeated plays adds a better sense of strategic choice.  
  • There is a variant to play more like a traditional trick-taking game, without the box.  This may feel like you have more control of your game.
  • The rock-paper-scissors style hierarchy of suits is an interesting way of figuring out the trick winner if nothing matches the hero exactly.
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • Felt like it was mostly luck.  
  • Very limited information about what other players had made choices feel very limited and just a shot in the dark.
  • The general mechanics seemed straightforward at first, but felt a bit kludgy in practice.
  • Though you can play without a table, it's very helpful to have a place to lay down cards as you win tricks.  It's tough to juggle your hand, your won tricks, and the box as it's passed around.
  • There are four suits, four colors, and various ranks of cards within each suit and color.  Each color has two suits, each of which it shares with another color.  That's just too much going on and it results in chaos.
Final Thoughts:
Admittedly I didn't play this game much, but what I did play felt like it was mostly luck since there was so little known information about what anyone had and what was played.  You can only see the card that was played before your own turn.  Unfortunately I couldn't ever find anyone interested in exploring the game further. 

I do like the idea of games that you can play without needing a table, and you can play this without a table, but that's very cumbersome.  You need a place to put the cards you win.  It also gets tiring to have to pass the box around, open it to see the last card played, pick something from your hand, then place it in the box.  Then resolving tricks requires that everything be emptied, the winner figured out based on suit, color, rank, and if any of that happens to match the hero that started the trick or if any gear cards changed anything up along the way.  It all ends up being very chaotic and fiddly.

There are interesting ideas in Heroes & Tricks, but they don't feel well thought out and aren't implemented very well.  So much has been done and added that the game just feels like a random, chaotic mess.  All you're doing is guessing the whole time.  I think instead of expanding to essentially 8 suits (if you consider each suit/color combination separately), since you can only see the card played previously, reducing the number of suits would have been a better idea.  Then you'd be able to make some deductions based on cards you have in your own hand.

This may be more interesting as a standard trick-taking game, where you can see everything played, but only the first player gets to see the Hero that they are attempting to win.  I could see this played where the first player gets to see the hero.  Then all players play one card, visible to everyone, possibly with a Gear card played secretly behind their played card.  I think that would be a lot more interesting, add some clever player interactions and deduction, and feel much less chaotic.  You'd have to eliminate the box novelty though.

As it is, I can't recommend Heroes & Tricks, which is a shame since it looks great and has some great ideas.  If you are looking for something to play while in line at a convention, or at a restaurant with limited table space, I think there are better games to play.  But if you like the theme, and don't mind a game that's more an activity and exercise in randomness, then you may get some enjoyment out of it.  Be warned though, whether you win or lose will have more to do with chance than any choices you make.

Buds, Blooms, and Thorns Rating:
Thorn!  I can't quite recommend this game,
although you may enjoy it if you like games
like this.  I feel this game has some flaws and
there are areas that it could improve in the
experience it provides.

Pictures:





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GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.

Wednesday, February 19, 2020

Trying Out New Contrast Paints

   I usually use Vallejo paints, but I thought I would give the new contrast paints a try. I am using the Goliath gangers from the Necromunda Underhive boxed set as my test subjects.I went with flesh, because they have a good deal of it showing.

Guilliman Flesh over Flat White base

White spray, Strong Tone wash, Guilliman Flesh Contrast paint
Did this based on a Twitter post

Rear view of above.

Guilliman Flesh Contrast over flat white base

   I was skeptical but it seems to work fairly well. I usually use a black basecoat, though, so I guess the next step is to try it over with that.

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Thursday, February 13, 2020

Brave Browser the Best privacy-focused Browser of 2019



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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