sábado, 28 de marzo de 2020

Planet's Edge: Two Seasons

The Moonbase commander congratulates us on retrieving one of the eight artifacts.
           
As several commenters have noted, Planet's Edge has shaped up to have a real Star Trek feel, with the quest titles obvious analogues for episode titles. In fact, it's safe to say that without budget constraints for things like costumes and special effects, Planet's Edge's scenarios are considerably more imaginative and innovative than the typical Star Trek episode (particularly the Original Series). Like their counterparts on Starflight II, the authors here clearly don't believe in convergent evolution. We've seen aliens based on birds and plants and lizards, some with no mouths, some with multiple arms, although all exhibiting fairly human-like personalities and flaws. I just wish the game had given us more portraits for these creatures; there's only so much you can tell from the icons.

I remarked last time that their stories were "a bit silly and trite," and I'll back off a bit now. At the time, I was thinking primarily of the princess looking to escape her arranged marriage, but the subsequent stories have been a little more interesting.

But while I concede that this game could be fun and interesting, I still don't like it. There's nothing in it that I particularly like about RPGs. A certain quality of narrative and variety of quests are important to me, yes, but only when accompanied by meaningful character development or tactical combat. Still, I think the thing that bothers me most about Planet's Edge is not what it lacks but rather a particular quick unique to me: I don't like to know exactly how long something is going to last, or exactly how much time I have left. When I have to do a long, boring chore, I typically find a way to hide the amount of work I have to do or how much time I have remaining. For instance, when I decide to walk on the treadmill for two hours, I put a magazine over the display so I never know exactly how much time I have left. If I have to clean 200 data records, I'll write a process that feeds them to me one at a time without showing me my overall count. I prefer the unknown even when making it unknown makes a task longer or require more effort. If I have to drive somewhere, I'll often take a longer route with an unknown time rather than stick to the empirically shortest route. Yes, I know I have issues. Irene tells me all the time.
             
Planet Edge's sin was telling me that I had to recover exactly eight pieces, then giving me a map that shows the galaxy divided into eight roughly-equal sectors with similar numbers of stars, so that I know each part is going to require about the same amount of time--and that means a 40-hour game at least. I want to know I'm facing a 40-hour game at Hour 37, not Hour 10. This is why I always insists that quests that are about assembling n parts of something always vary the length and difficulty of finding each part. Some you should just be able to walk up and grab. Ultima VI did that particularly well.
           
I had to get rid of all my weapons just to get six cargo units on board.
         
My final complaint, though, is that I don't particularly enjoy blogging plot-heavy games. It's a bit exhausting. If I ran The Adventure Gamer, I probably would have given up already. There's always a question of how much I should include and how much I should summarize. Challenge of the Five Realms was a recent challenge; in blogging that game, I erred on the side of describing nearly every plot point. Other times, I've tried to summarize large sections of plot. My readers don't seem to have a strong preference either way. I'll try to take a middle path here.
               
When I left off last time, my crew was in Sector Algieba, where we managed to get ourselves appointed as emissaries from the Magin to President Ishtao. The president was on Ishtao station, orbiting Algieba, and I couldn't even scan the planet until I'd paid 6 cargo units to the orbiting platform. I had to go back to Moonbase, remove all weapons from my ship, and load up with cargo.

Upon my return, I donated the units and the crew was able to beam down to an episode titled "Inauguration Day."
          
On television, this would have been a two0-parter.
        
It was the best scenario so far. The Algiebians are a reptilian race fond of extra-long "s" sounds in their speech, which would normally make them evil, but they don't seem to be here. They were in the midst of a celebration for the second inauguration of their president, Ishtao. The festivities had been infiltrated by the Geal A'nai, the Algiebian faction that had also tried to kill the princess in my previous session. They also plotted to cripple Ishtao's space yacht and drive it into the sun, killing all of the visitors to the inauguration, and using a body double of Ishtao to give the order. It was a complicated plot. There were signs that the Geal A'nai may not in fact be the "bad guys" of the scenario, and that Ishtao had been mercilessly persecuting them, but it wasn't fully explored.
          
I ended up on the yacht almost immediately after entering the palace, owing to my order of exploration, but I think the events could have been done in any order. The inhabitants of the yacht were obsessed with a card game called, probably, "Chasqua." I say "probably" because the natural speech of the Algiebians put a variable number of letters "a" and "s" in the name. It involves a group of five cards, each aspected to a particular color, which must be inserted into a number of slots in a defined order--specifically, red, yellow, green, orange, and blue. The problem is that there's no objective way of telling which card goes with which color. They all look the same to humans, I guess. You have to show the cards to other denizens in the station and get their opinions. They look at them and say things like, "I'm pretty sure this #2 card is blue," but they give no indication how they're coming up with that information. In any event, they're often wrong, so you have to take notes to whittle it down and go with the highest probability.
          
I'm going to get a second opinion.
         
In the midst of this exploration, a bomb went off on the ship, crippling the engines and the electrical system. The engineer explained that to fix the doors and teleporters, he needed a "gravity bar," which happens to be the prize for winning Chasqua. President Ishtao's doppelganger came over the P.A. and announced that he had ordered the yacht to plunge into the sun so that the Geal A'nai saboteurs would die, trusting everyone else would be willing to sacrifice themselves for such a noble end. The ship's captain, shaking his head at such an out-of-character moment for Ishtao, begged us to get the ship's engines back online and return with the command code so he could override the order. Meanwhile, the fake president demanded the command code for himself.

In due order, I figured out the Chasqua sequence, gave the gravity bar to the engineer, used the now-functioning teleporters to move around the otherwise-inaccessible parts of the yacht, and got the engines back online. Re-starting the engines involved inserting Chasqua cards in a particular sequence; one of the NPCs remarked that the game had been "designed by engineers as a mnemonic for complicated tasks."
       
Although a bit more of an adventure game than an RPG, at least Planet's Edge doesn't put you in a lot of "walking dead" moments. There's a lot of backtracking, sure, but I've found that if I simply stick to an exploration pattern, talk to everyone, and search everything, I'll eventually get what I need.
      
There were several battles with Geal A'nai during the exploration, and combat isn't any more exciting than it was last time. A lot depends on luck. So far, I haven't found a battle that wasn't easy enough to win by reloading. I've found a few weapon and armor upgrades, which I've been distributing according to skill. It also makes sense to keep a couple of different types of armor on you because certain armors defend better against certain weapons. Each item comes with a detailed item description, incidentally, which is something that few RPGs have done thusfar in my chronology.
          
A description of Reflec Armor.
          
Once I had the command codes, I tried both potential endings. If I gave them to the fake president, he continued the ship's course into the sun, rejoicing that, "News will soon reach Algieba IV that a ship full of innocents were killed and they will believe that Ishtao was responsible!" Giving the codes to the commander saved the ship. Either way, my party was allowed to escape in a pod. I decided to go with the "good" outcome (save the ship) because it's my natural tendency, but it occurred to me while writing this entry that 90% of players probably do that. Since I'm not really that excited about the game anyway, why not spice things up by taking the evil path? Maybe you'll see that reflected in the next entries.
           
The party gets the command codes after inserting more cards in those slots.
           
Anyway, the Geal A'nai weren't done. They had also infiltrated the kitchen staff and other key positions in the presidential palace and had plotted to kill Ishtao through a mechanism I completely didn't understand. It somehow just involved pulling a lever. I found a Geal A'nai in a prison cell, and when I showed him one of the amulets I'd looted from a corpse, he thought we were part of his faction and told us where we could find the "sixth key" in a crate in the kitchen. Using it on the lever somehow resulted in the president's death--which I tried, then reloaded.
            
The causal mechanism escapes me here.
          
The "good" path involved getting to see Ishtao by pretending to be reporters (one of his minions assumed we were and gave us a press pass). He wanted proof that the Geal A'nai had infiltrated the palace, which we provided in the form of the amulet. He then wanted us to find the sixth key, which apparently isn't just a key, but the "holiest of relics from the ages of darkness!" Fortunately, we already had that. He rewarded us with an amulet that would grant us passage to the depository on Koo-She Prime.
           
The party enables the president's self-destructive war.
        
I had originally thought I would finally find the sector's quest item--Algiebian Crystals--at Koo-She Prime, but they actually turned up as the result of an innocuous side quest in the presidential palace. One of the rooms housed a museum of Algiebian history--each of the exhibits making that history sound all the more brutal. The curator hinted that she was thirsty, so we bribed her with a bottle of wine we'd received from a bartender. She wandered away from her post, allowing us to throw the switch that controlled the force fields over the exhibits. By now accustomed to searching everything, I searched each exhibit and serendipitously found the crystals in one of them. To solve this quest if you already knew where the crystals were, you'd just need to beam down, get into the palace, and kill the curator.
             
Search everything, kids.
              
Koo-She Prime kicked off an episode called "Solitaire." Shortly after we arrived--and got in with the presidential amulet--we tripped a trap that caused three of the party members to get beamed away and held in stasis. William had to solve the area by himself, some of which required referring to clues from random NPCs back on Algieba. There were a lot of traps, hostile beasts, and reloading. After puzzling his way through a series of caves, he arrived in a science facility, where he had to switch bodies with a four-armed creature to operate four levers at once. Ultimately, he released his friends and found some technical plans that allowed for better weapons and ship parts back at home.
   
Back at Moonbase, Commander Polk congratulated us for getting the Algiebian Crystals and suggested we explore Sector Kornephoros next. I was unhappy with being told where to go, so after I scrapped the Ulysses for an upgraded ship--which the game named Calypso--I headed for Sector Caroli for no other reason that it was clockwise from Algieba.
              
Outfitting my second ship.
          
Caroli had a lot more stars than Algieba, most with absolutely nothing to do, not even elements for my higher-capacity starship. One planet--Zavijava Prime--had an orbital platform occupied by those goons again, and it was here that I fought and (badly) lost my only attempt at ship combat this session.
          
I stumbled on the sector's quest at Alula IV, in an episode called "Desolation." It soon transpired that Alula IV was the agricultural planet of a species called the Eldarini. I never found a description of them, but the species apparently goes into hibernation for long periods of time and then awakens ravenous, killing and eating anything nearby if there's no other obvious source of food. Alula IV and its "Iozam" grain was supposed to be that food, but both the harvester and the transport ship had broken down. The place was also swarming with hostile carnivores that we had to kill.
             
The alien explains what's going on with his species.
        
We had to get the local boss, Agricol, to take us on as field hands before we could explore the place. This involved a puzzle where he put us in a room with seven items and said they could all easily fit into a pack, but I should select the one that he wouldn't want to take with him. They were an industrial badge, a levitator, a stone, an assault laser, a gold wire, ceramic armor, and a rifle. I chose the stone because it was the only item that had no real utility, and it turned out I was right. I'm just not sure I was right for that reason. As he welcomed us aboard, he gave us tickets for the "life gallery" on Merak I.
     
Solving the quest required us to go to two other planets--Denebola IV and TK--for the parts for both the vehicles. Denebola IV was the Eldarin homeworld, and its episode was titled "Forsake the Wind." Exploring the area, we had to be careful not to brush against sleeping Eldarins, or they would wake up and try to kill us. The surface of the planet was filled with hostile sandworms erupting from pools of lava. They occasioned enough reloading that we were definitely here a bit too early. Still, I pushed through.
          
These worms were no fun at all.
        
We had to solve a variety of navigation puzzles not worth recounting to get the part for the harvester. Returning to Alula IV, we fixed the harvester, which promptly went out of control when we turned it on and bashed through a fence. This allowed us access to a new area and ultimately the station commander, who gave us the requisition form to take to Oortizam Labs on Cor-Caroli Prime.
          
The next episode.
         
Cor-Caroli Prime's episode was "A Small Matter." The core part of it involved the party being shrunk to microscopic size and having to navigate our way through the circuit board of some computer while battling hostile nannites. I either missed or didn't record the encounter text or NPC conversation that explained why or how this happened. We had to switch a couple of computer chips and pull a lever to get out. When we did, one of the items enlarged along with the party was the Gravitic Compressor, needed for the Centauri Device.
         
Navigating the circuit maze.
           
Eventually, we were able to get the requisition form notarized, at which point an engineer gave us the "ComNav" needed for the ship on Alula IV. We returned, got that ship repaired (thus saving the Eldarins from famine), and were given a note to give to the supervisor on Denebola IV. He in turn allowed us access to the "rare treasures room" and suggested he'd look the other way if anything went missing. The room held two more sets of technical plans.
           
Good. My newly-evil party is going to need better weapons.
          
Overall, Sector Caroli's quests were the first that didn't seem to have any "evil" or otherwise alternate options, except I suppose just killing everyone instead of actually solving the quests.
         
Before I ended this session, I was interested in checking out this "life gallery" on Merak I, also in the Caroli sector. But when I visited, I found it guarded by hostile blue aliens who killed me when I resisted, so we went back to Moonbase with our tail between our legs.
             
His assessment of our capabilities was, alas, accurate.
          
Expect a change in tone in future entries as my party loses patience with this increasingly hostile and irrational universe.
           
Time so far: 15 hours
 


        

Wish Weasel, Web Series, Review And Interview




Wish Weasel is over the top in its tribute, and parody to the 1990s and earlier television shows and movies. This is done for comedic affect and going for the laugh when looking back on shows many of us watched.

Wish Weasel was screened at the 2019 FilmQuest film festival (website). It was nominated for Best Web Series.                          

If you like to go down that strange path of reminiscing and laughing at what you used to find enjoyable, check out Wish Weasel.

Synopsis

In this campy 90s sci-fi fantasy, a magical weasel crash lands in Queens and befriends a girl who's down on her luck.

Dan McNamara talks about what inspired Wish Wesel and him becoming a filmmaker. He also shares some other things he likes .

What was the inspiration for Wish Weasel?

I had just received a life-saving living-donor liver transplant from my cousin and I wanted to create an independent web series for the first time since being ill for many years. I have been a visual effects artist and animator for about 15 years and I started getting interested in visual effects when I was 12 so I decided to make what my 12-year-old self would have made if he had the post-production experience that I have at 35 as a professional visual fx artist and animator. So Wish Weasel is heavily inspired by what I watched in the 1990s as a kid. Shows like The Muppets, Jim Henson's Storyteller, Power Rangers, Pokemon, Yu-Gi-Oh, and Ultra Man. I found inspiration from the over-merchandized Saturday morning cartoons shows I watched. Wish Weasel is a live-action sci-fi fantasy comedy adventure and a parody of 90s television.

What project(s) do you have coming up you're excited about?

Wish Weasel has taken up a lot of time over the last 2 years and I have had ideas of developing a second season which could be a comic book or animated. I also was an official selection at the origins game fair in Ohio and it got me interested in developing a Wish Weasel card game. Hard to say if I am willing to further develop Wish Weasel but we'll see what kind of reaction it gets at festivals. I am currently writing a mockumentary about a survivalist/poet/public access star from South Jersey who mysteriously disappears after he's found out to be a fraud. It's based off a character I created and do live at comedy shows in NJ/NYC.

What was your early inspiration for pursuing a career in film?

I remember as a teen watching South Park, UCB, and TV Funhouse on Comedy Central and realizing that I wanted to make my own show with a similar tone. It spoke to me and brought me joy and I thought I could give that joy to viewers of my own work. Laughing is important to me.

What would be your dream project?

I like working in comedy and visual fx. Whatever job/project allows me to keep doing that is perfect for me. It's worked out every few years!

What are some of your favorite pastimes when not working on a movie?

I love collecting Metal t-shirts, watching kung fu movies and bad 80/90s movies, reading about politics, sending cat photos to my wife, and keeping myself healthy!

What is one of your favorite movies and why?

Hahaha, this question is so hard! I would have to say any film by John Carpenter is amazing. Jurassic Park is amazing. Terminator 2 is amazing. Time Bandits is amazing. Labyrinth is amazing. HellRaiser is amazing. I can't pick one movie. I love all those films because they're incredibly creative, build a world, have a specific tone, play with reality, and take fantasy seriously.

You can find out more about Wish Weaselon


You can also watch the Wish Weaseltrailer on YouTube (link)

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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).

lunes, 23 de marzo de 2020

ASOIAF: Getting Started With Army Building

That Throne didn't build itself in a day.

I don't know about you folks, but building army lists and theorycrafting is one of the biggest draws for me when it comes to a miniatures game.  I just absolutely adore designing my own army with a theme that I appreciate and then playing them on the battlefield.  If I was to timebox it, I would say that at least half the time I spend with the hobby is designing armies to play and the other half is actually playing them.  Yes, that's correct.  I spend almost all my time playing the game, writing about it, and building army lists.  What about painting?  Well... that's another story for another time!

The first tool you will need when designing armies for this game is the ASOIAFBuilder.  The second tool you will want if you want to build army lists on your phone is War Council.  Both of these army builders are super useful for you to get an army up quickly and start playing the game.

Ah yes, so what do you do first when you want to build army list?  Well, picking a faction will be a good start.  If you read my previous article when I gave an overview of the Starks and the Lannisters, you'll know that the two factions are very different mechanically.  You need to find the house that best cater to your personality and what kind of playstyle that best suits you on the battlefield.  For a lot of fans of the show, you must have a favorite house by now right?  What I think would be pretty safe is that if you have a favorite house that is not yet in the game, it might be worthwhile for you to explore similar traits associated with those different houses in the ones that do currently exist.  For example, I would say that the Tyrells share many of the same traits as the Lannisters while Targaryens are more similar to the Starks.  Might as well start prepping for the future because sooner or later, those houses will come out.  If you're still hungering for those Dragons or upset the Greyjoys are not raiding the game yet, then I don't know what to tell ya, you're missing out on an otherwise great minis game.

Each Commander's Tactics Cards are different!

So back to business:  Once you find a faction that you like, it's time to pick a Commander that suits your playstyle.  There's a ton of Commanders in the game and all of them are free.  Most of the Commanders in the game will want to lead units from the front, but there are also some Commanders who like to take command from the back lines or maybe even issue orders from Court.  Yes, there are NCU Commanders and all of them are 0 points!  You just need to find one that best suits your playstyle and what you want them to do.  Each faction comes with 14 generic Faction Tactics cards (7x2) and each Commander adds 6 more to that, 3 of which are unique and will change the dynamics of your army.  For example, if I was looking at Lannisters and I was to pick The Mountain for my Commander, I know that my army will be using tactics cards geared for bloodthirsty aggressive vs. someone like Tyrion Lannister, who will be more cunning with plenty of tricks up his sleeve.  Just remember this, whoever you choose as a Commander will change the playstyle and layout of the rest of your army.  This means that whoever you choose will likely influence your choices for NCUs, your units, and which game modes they will be most effective in.  To get started, check out one of the army builders I linked above and look at the Tactics cards of the different Commanders your faction can take.  Look at their tactics cards and read the special abilities on their card and see if that jives with what you want to run.

Even Jamie as a Commander works wonders in a Guard unit!

With your Commander selected, the next thing you want to do is build a 40 point army list.  This is the most commonly-played points range and a large portion of all competitive events and tournaments are ran at this.  One of the things I advise players to do if they want to get serious with the game is getting very familiar with the points range that the meta, your LGS, and your tournament events play at.  It's a very different game going from 30 points to 50 points for example, and you want to get familiar at the one that's most commonly played.  Treat this as your 2K points of ITC and stay at this point range for your first couple of games.  Each of the Core sets has just enough for you to get a taste of the game and that's well and good, but I don't think I've ever played a minis game that you can get full satisfaction from the game by just playing with what's in the starter box.  I've been playing minis games for a long enough time that when I first started with this game, I did a ton of research into looking into the meta, and what I thought were some competitive options.  Trust me, it will save you an epic ass ton of time and money if you do a little bit of research ahead of time and see what's currently out there and what looks fun and interesting to you.  That's what the army builders are for, and that's for theorycrafting and proxying some of the units you already have before you go out there and buy them.

Alright, now with 40 points as your gold standard and a Commander to lead the army, you now have to add units.  For the purposes of this article, I will briefly go over unit selection as well as NCUs (Non-Combat Unit) even though I feel that NCUs deserve their own article.  There is a lot to cover for them, but I will say that from what I read/talked/seen being played is that at 40 points, you want 2 NCUs in your army.  Most NCUs cost points and those points directly contend with your units on the battlefield so you really have to think carefully about how you want to spend your points.  For example, a unit of Guardsman costs 5 points while someone like Tywin Lannister as an NCU costs 4 by himself.  That's 1 point less than a unit that has actual battlefield performance vs. an NCU who has an amazing once-a-game ability but also has the ability to claim zones on the tactics board.  Without getting too deep into the tactics board and NCUs, I will say that in some cases, the NCU might be better because they have better synergy with the rest of your army.  Just realize that 1. NCUs cost points 2. They can sometimes contribute to your battleplan more than actual units and 3. Count as an activation.

Another great attachment option is the Guard Captain!

When it comes to units, you really want units that jive with your commander.  You want to be able to amplify the Commanders' strengths rather than mitigate their weaknesses IMO.  There's a couple of reasons for this but the biggest one is that there are units in the game that will play very nicely with your Commander's tactics cards and if you have units that don't utilize these tactics cards, you won't be able to use them as effectively.  That's what I recommend doing first, and that's finding units that play well with your Commanders overall battleplan and takes advantage of their tactics cards.  For example, if you take a unit like the Lannister Guards above who already have an excellent 3+ defense save and pair them up with Jaimie's tactics cards, not only will you have a unit that will be even more difficult to take down, but you will also get tactics cards that allows you to parry/riposte and make up for that lower damage curve (6/5/3).

Hell, there's just so much to talk about when it comes to this game that I haven't covered yet when it comes to army building.  Tomorrow, I'll go through some Lannister and Stark list construction so you can take a look at some of the army lists I've been playing with.  I'll talk more about unit selection specifically for the Lannister and Stark armies as well as unit attachments, NCU choices, activations, and other good synergies.  Like I said, army building is one of my favorite aspects of the hobby and I can geek out for days about it.

viernes, 20 de marzo de 2020

1603, Quest For Quintana Roo!

In this episode we look at the game Quest for Quintana Roo, which I mispronounced for most of the show. Thanks to Eugenio for correcting me. I loved the game and I hope you will too. Next up is a big game, Joust by Atari via Williams. If you have any thoughts on this game, please get them to me by end of day 5th October and I'll put it in the show. Remember, just tell me your thoughts on the game, I'll take care of the game play. you can send those thoughts to 2600gamebygame@gmail.com. Thanks so much for listening!

Quest for Quintana Roo on Random Terrain
Atari Age thread on Quintana Roo Carbon Dating
Sunrise memo on Atarimania Page 1  Page 2
Ed Salvo interview by Scott Stilphen
Atari Compendium Quest For Quintana Roo Easter egg and bug page
No Swear Gamer 461 - Quest for Quintana Roo
No Swear Gamer - Quest for Quintana Roo gameplay

jueves, 19 de marzo de 2020

Press Release: Announcing The Space Battle Lunchtime Card Game From Renegade Game Studios

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Announcing The Space Battle Lunchtime Card Game!

Battle In An Intergalactic Cooking Competition At Your Gaming Table

In partnership with Oni Games, Renegade Game Studios is excited to announce the upcoming release of Space Battle Lunchtime Card Game
Space Battle Lunchtime Card Game is based on its namesake graphic novel by Natalie Riess, about Earth baker Peony who gets the deal of a lifetime when she agrees to be a contestant on the Universe's hottest reality TV cooking show, Space Battle Lunchtime!

In the game, players will face off as contestants in the intergalactic cooking competition show. They'll collect and combine flavor cards to create the perfect prize-winning dish, trying to impress the alien judges with their creativity!
Designed by Daniel Solis (Wonderland, Junk Orbit)  and illustrated by Space Battle Lunchtime creator Natalie Riess, episodes of the game last about 30 minutes, starring 2-5 competitive cooks who have orbited the Earth's sun at least ten times. Chefs can begin cooking when the game releases in May!
Space Battle Lunchtime is part of the new upcoming event, Board Game Expo! Participating stores will be able to demo and sell this game a full month early on April 4th. Find out more about this program here!
Learn more!

Did you like this press release?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

HOTT 52 - Relearning The Rules For The First Two Weeks.

I played two games of HOTT (Hordes of the Things) this weekend, to do my first two weeks' games for the HOTT 52 challenge. I'm now caught up so that I can do a "game a week" - I've got things set up so I can quickly generate a battlefield and two opposing armies, based on my Etinerra campaign world. Currently, I only have humans, orcs and goblins. I guess I might now have some motivation to get some elves, halflings and chaos humans!

So what happened in these battles?




The human army watches nervously as the orcs march over the plains grasslands towards them. The humans are set up to defend their encampment. The orcs have brought a mountain ogre with them, truly a fearsome behemoth! The humans have a flock of Giant Ravens, which they immediately set loose into the air!



The armies slowly approach each other. The orc and goblin archers quickly shoot down the Giant Ravens that the humans sent to their right flank. Knights of the Duchy make to follow.



With a bone-shattering roar, the mountain ogre charges the humans commander and knights on their right flank! The knights are able to withstand the charge and flank the beast, dispatching it! The orcs and goblins howl in dismay!



The orcs seek to close to combat, with their left side spear turning to face the flank attack by the human's commander and knights! On their right side, the orc and goblin archers rain arrows on the approaching human knights.

 

The bestials join in combat against the human spearmen center! While the knights seek to press their advantage to the orc's left, on the right, the situation grows more dire for the knights, who are falling to the orc's and goblin's deadly missile fire and skirmishing attacks.

 

The bestials press their successful attacks to the human's left, having defeated the knights and then the militia bowmen! The lines of combat dissolve into chaos, but the human spear and commander's knights are too much and the orcs lose their warchief and half of their forces!

Their attack blunted, the bestials sound the horns of retreat and melt away into the plains, leaving the humans to regroup and count their losses.

I set up this game to be simple with no terrain, so that I could focus on remembering the rules. There were a few things I had forgotten and needed to remember in playing HOTT, such as Knights pursue if they destroy their enemies or force them to recoil. I also had to remember that if a stand is in support of another stand, and the front stand is destroyed, the supporting stand is lost as well! 

There was a lot of pushing and shoving in the center, it was the action on the flanks that made all the difference!

I've created a different version of my HOTT reference sheet for my use. If you're interested, it's here: https://docs.google.com/document/d/13-9aZ1NurA6ZzRK4_Bj04bmNYYMirzewK1G_uZZ2SmU/edit?usp=sharing

This document is geared towards my campaign world and the forces I would normally use. I put all of the HOTT units on the last page, in case you want to use that instead.




The orcs were on the move again and threatening the human's castle. The human commander assembled her forces as best as she could, given the woods to the right of the castle and the marshland to the front. She sent in her doughty (and apparently invisible! [grin]) warbands into the swamp to hold the center.

 

The orcs sent their riders around the woods to wait for the right opportunity to press the attack, or disrupt the human's defense by being a possible threat. The human's command and knights took watch, leaving the rest of the troops to defend the line. The orc line approached.



The humans held steady, raining missile fire on to the orcs flanks, consisting of their heavy blades, while the goblin warbands approached the marshes.

Then, in a complete surprise, when the orc line rushed to attack, the unit of blades that the orc warchief was in suffered a grievous defeat! The bestials were dismayed and the attack faltered as they retreated.

I had also forgotten that in HOTT 1.2, if you kill the opposite side's general and they've lost more AP than you have, then you win! When the orcs roll a 1 and the humans roll a 6, bad things will happen. It was a quick kill, but a fun game. I am going to replay this same scenario and even perhaps the same strategies and see how the battle turns out differently... keeping my generals safe however!

I also realize how silly my empty warband stands look, so today, I made an order with Splintered Light for their Late Saxon Fyrd set - twelve 15mm figures. This will give me four human warband stands, more than enough for future battles against the bestial armies!



Question for you, my loyal henchfolk, if you've made it this far. Do you like this style of recap - where I set it as if it were a journal of the battle?

I enjoy reading and writing this style of recap, but I know that recaps can be hard for many to enjoy. To me, thinking about the battle in terms of how the campaign world would see it and record it into history is interesting!