Thursday, 5 March 2020

Sticking With Star Realms!

What's going on everyone!?


Today for the #2019gameaday challenge I decided to redownload the Star Realms app and give it a shot since it's been a year or so since I last played it.

Even after so long away from the app. I'm reminded of the beginning versions that were in my opinion, superior to the newer version. 


The reason being that while the now version looks nice and has some awesome features, I felt that they could have left the background normal and not tried to make it require so much memory to run the game.

But anyway, I dont want to stray too far off path here, lol. The game is as amazing as the first time I played it and man do I love it!


Surprisingly even after so much time away I was able to jump right back in and even scored a win for myself! 

As always, thank you for reading and don't forget to stop and smell the meeples! :)

Wednesday, 4 March 2020

Game Boy Interface Revisited

A few years ago, I discussed a piece of homebrew software called Game Boy Interface (GBI).  GBI was written and is maintained by a GameCube enthusiast who goes by the handle Extrems.  Extrems intended to replace the official Game Boy Player (GBP) Start-Up disc for the GameCube which, when combined with the attachment that is fitted underneath your GameCube, allows you to play Game Boy, Game Boy Color and Game Boy Advance cartridges using genuine GBA hardware.  Before GBI, if you did not have the official disc, your GBP attachment was useless.  GBI quickly made the official disc essentially obsolete, but the software has been radically revised since I first profiled it.  Let's return and see what's changed and I will give my own personal take on how I like to use the software.  This will not be a fully comprehensive guide because there are features geared toward hardware I do not own and uses I do not put GBI, but if you are new to GBI you may find something here instructive.

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R.I.P. Matthew Frederick, One Of The Great Unpublished Game Designers

Some time ago -- almost 2 decades now -- I stumbled across a website called the Board Game Designers Forum. At the time I had recently graduated college and gotten a job, many of my friends had moved away, and I was looking for something to fill my time. It was a perfect storm that led to my eventual career in game design, development, and publishing, and it all started on that fateful forum.

In the early days of BGDF, I read a lot of posts, I wrote a lot of posts, and I spent a lot of time in the IRC chat room with some of the forum regulars. Several of those regulars have gone on to see great success in the game industry as designers, artists, or publishers (or all three)!

One of those regulars, an admin in fact, went by the handle FastLearner. His name was Matthew Frederick. Matthew was ever-present, always insightful, and always made sure the forums were going strong. He's the one that created this BGDF logo:

A logo I placed on the back of the box for both Terra Prime and Eminent Domain, as a nod to the role the forums played in the design of those games.

One of my favorite aspects of the site was something called the Game Design Showdown, which turned into a monthly design challenge where, given a week and a theme, component restriction, or other guidelines, you could submit an entry. Entries were posted anonymously, and then voted on. There was no prize, and the submissions were not intended to be finished, tested games anyway, but the challenge was a good way to exercise the design muscles, and I know of several ideas from the GDS that went on to become fully fleshed out (and in some cases published) games. I say that's what the GDS turned into, but it started as a sort of real time challenge in the chat room, run by FastLearner, where instead of a week to come up with a game idea, you had just minutes! We only did that a couple of times, but it was great fun, and it opened the door to the larger Game Design Showdown, which still runs today if I'm not mistaken.

As it happens, Matthew lived in Phoenix, AZ -- just up the street from my hometown of Tucson. A couple of times I drove up and got together with Matthew... we talked about our game designs, even played each other's games. Matthew was one of the players who I wrangled into may first two playtests of UK designer David Brain's prototype: All For One, and we did a prototype swap (I left 8/7 Central with him, and brought home his mountain climbing themed game: Everest). I recall several of Matthew's games that I played, and they were all very good:

Everest was a middle-weight euro-style game about drafting a team of climbers (with sponsorship from various countries), and climbing Mount Everest. There were different terrain types to navigate, and your climbers were better at some than others. You could set up camps along the way where you could rest your team. There were rewards for reaching certain elevations first, including a large reward for reaching the top of the mountain. It was a real, honest to goodness game, on par with a lot of the stuff I've played off store shelves.

Velociracers was a card driven game where you, a Velociraptor, raced around an island grabbing up eggs and trying to keep ahead of the T-rex that was hot on your heels. Each turn you would play one of your cards, and you wouldn't get them back until you did a special "rest" action. There were mechanisms in place to keep the dinos bunched in a pack -- a headwind to keep the front runners from getting too far ahead, and cards that let you advance more the farther back in the pack you were. Fall too far behind and the T-rex will hurt you, much like taking damage in Snow Tails. Like all of Matthew's games, this felt fully fleshed out, even if he wasn't happy with it.

Elvencraft was another excellent design, where you would move around an Elven village in the trees, connected by bridges (which I think you would build, if I remember correctly), collecting items and crafting them into better items. I don't remember all the details of this one, but I do recall it feeling like a real game as well.

Cow Tipping was a small, Rummy-style card game that a nascent TMG considered publishing. It had adorable art and a cute theme of gangs of cows taking revenge on people by tipping over vehicles stopped in traffic. Motorcycles required a smaller gang (set or run) of cows to tip, but are worth fewer points. Buses were the most valuable, but of course required the largest gangs to tip. I recently re-read my email threads with Matthew about this game.

As a neophyte developer, I was perhaps overzealous about wanting to change Cow Tipping a lot. In the end, TMG did not publish that game, but Matthew gave me some important feedback that I still need to take to heart at times- he said something to the effect of "with all those changes, what exactly are you licencing from me?" That is a significant question for a few reasons. Not only was it a wake up call to me as I stepped into the game industry as a professional developer, but it also stands in stark contrast to some of the sentiments I've seen in modern designers who might submit an unfinished game with the expectation that the publisher will finish it for them. In contrast, all of Matthew's games were fully fleshed out, thoroughly tested, and more complete than many submissions I've received over the years.

About a decade ago, I lost touch with Matthew. I wasn't hanging out in the BGDF forums anymore, and I didn't travel to Phoenix very often. I didn't have much occasion to reach out to him, and from what I could gather, he had a very busy life, sometimes plagued with additional hardships outside his own control. I did follow Matthew on Twitter, and occasionally saw some snippet of his life scroll through my timeline, and every time it made me wonder "what ever happened to that guy?"

Back in October, just a few months ago, Matthew sent me a Twitter DM, seemingly out of the blue. It was a very complimentary message, just saying that he was pleased and impressed to hear how well I'm respected in the industry. Apparently Matthew had followed my career, or was at least aware of it. He followed that with another message:

Perhaps one day we'll get together again and reminisce about the old days and talk about what's happened in the intervening years.
Two months later, I was sad to hear that Matthew was gone. I had gathered from tweets I'd seen that Matthew was sick -- fighting some kind of cancer. I know now that his message to me was something of a "goodbye," and I'm sorry I didn't drop everything right then and there and drive up to Phoenix to see him one last time, maybe play a game, or do that reminiscing he mentioned.

Matthew, I'd like to thank you for being the man that you were. The pillar of the game design community which brought me from a casual Magic player to a professional game designer. You are far and away the best designer I know, and the gaming world is poorer now that you're gone.

You will be missed.

Monday, 24 February 2020

Battle Of Sheikh Sa'ad 1916


It's Xmas Time, or it was a month or two ago, and Xmas means Mesopotamia here at YG. Over the years we have fought our way up from Basra to the outskirts of Bagdad only to be forced back to Kut where our last game saw the Turkish forces trying to break into that town.

With the Poona Division tied up in Kut we move to the newly formed Tigris Corps and their attempts to relieve the siege.

Highland Regiment waiting to attack
Historical Background 

South of Kut at Ali Gharbi, Lt Gen Alymer was putting together a force to save Gen Townsend and his besieged men. Pressure from above was strong to get the relief force in motion and Alymer set off on the 4th Jan 1916 with just three Brigades of Infantry and some Cavalry, around 10000 foot and 1340 Cavalry supported by 42 guns of various calibre.

British Cavalry waiting for the off
The Turkish Forces had settled into a siege at Kut, the German Commander Von Glitz over ruling the Turkish Officers who remained in favour of taking Kut by force. A substantial amount of the soldiers in the area were needed to keep the British hemmed in. It was down to Colonel Pasha and his XIII Corps to move down river and position themselves to block the advancing Empire Force digging in just south of Sheikh Sa'ad.

Turkish Lancers
The British and Indian Troops were advancing blind, the weather preventing any air Recon and the Cavalry not immediately available. Younghusband, in charge of the leading troops said "with no means of reconnoitering and the country as flat as a billiard table, the only way to find the enemy was to bump into them". On the 5th of Jan 1916 word came from local tribesmen that the Turks just up stream, the next day Younghusband did bump into the Turkish positions.

Turkish troops wait patiently for the Empire troops to advance into range
Set Up and Terrain 

The game was played on our usual 12 x 6 table using the Too Fat Lardies rules "If the Lord Spares Us" which are specifically designed for Mesopotamia Palestine etc using 28mm figs from a variety of companies, mostly Woodbine Design Company but with Artizan, Great War, East Ablaze and Empress added in.


Above shows the Turkish positions, empty of figures for the moment, the picture below is the Empire side.


The terrain is very sparse, the odd area of scrub with a couple of low rises randomly placed. The river Tigris has been considerably shrunk in width to give more playable area, it had no effect on the Battle other than splitting the attacking and defending forces. Below is the only map I have found of the battle, pretty sparse as you can see.



British Briefing and OOB 

The British task is simple break through the Turkish positions in front and race to Kut to rescue the besieged troops there. The game represents the initial attacks of the 6th.

Each Empire Battlion is represented on table by a 2 Fig HQ, 4 x 8 men Companies and 1 MG base, not all units present on the day are represented.

Army Command - 4 figs rated Eton.

28th Brigade - 2nd Leics Regt (with 1 Lewis Gun per Company), 51st Sikhs and 56th Punjabi, set up on the left bank (as viewed from the British Lines).

British Signallers with urgent Tea supplies
19th Brigade - Seaforth Highlanders (with Lewis Guns), 28th Punjabis with the 92nd Punjabis in support off table. Centre of the lines.

35th Brigade - 1/5 Buffs (no Lewis Gun Teams), 37th Dogras and the 97th Deccan Infantry in support off table. Right side of Empire lines, as shown in set up photo so flank is about 2/3 of the way down the table,  with 1 Sqn of Cavalry on right flank (thats all 1 have painted).

Artillery 4 Batteries (1 gun model each) , 1 with each Brigade and 1 spare.

Empire Supports arrive on a throw of 9 or more on 2d6 any turn after the 5th.


Empire troops are unaware of the exact location or strength of the Turkish Troops and at the start of the game all they can see are empty trenches. Turkish troops become visible at 20", and cannot be fired at from a range great that that by none artillery units.

British units are give a Rating of 0, Indian 2, Highlanders are classed as Aggressive.

Turkish Briefing and OOB 

Unbeknown to the Empire leaders on the 6th January they outnumbered the defenders quite considerably nearly 4 to 1. The Turkish troops initially will struggle to cover the whole frontage.

It's not Mesopotamia without some random Marsh Arabs 
Army Command - 4 Figures rated Young Turk

Initial on table units are 3 Battalions each with,

1 HQ Section 2 Figs, 4 x 8 Fig companies with 1 MG base in support.

Also there are,

2 Batteries of Artillery, 1 unit of Lancers (12 figures) and 1 unit of Camel Mounted Marsh Arabs.

The Infantry can set up (hidden) anywhere in the trenches, the mounted units on the left flank.

Turkish troops fire and spot as normal with no restrictions. Turkish Troops are all graded 2.

There are two Battalions of Infantry in reserve, organised as above. They are activated if the British get a foothold in any of the Turkish trenches. The Turkish Commander must decide which side of the river each battalion is before the game starts.


In the next post I will have a look at how our game went compared to the actual event.

Sunday, 23 February 2020

Download Prince Of Persia Two Thrones

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Friday, 21 February 2020

Thinking About Game Design

I found this excellent graph in @joebaxterwebb's site. It's a synthetic and great game design lesson to think before gaming development. You can read the complete article HERE.

Sure I'll use in my game designing classes next semester. =)



Thanks, Joe for this great content.

#GoGamers

Thursday, 20 February 2020

Your Virtue Has Now Been Signaled


As you might have heard, someone on the internet said something stupid and prejudiced.  I know, shock and horror!  How could this be?

Did I mention this is the internet?  Stupid and prejudiced is kind of the internet's brand.

Specifically, Bob Bledsaw II wrote something nasty about Jews and also that black music appropriated by Elvis is pretty good.

I don't know him, but I've heard of him.  And, of course, I know of Judge's Guild, but I've never used their products.  If there's no chance of it having come from an LSD fever-dream, I'm just not interested.

Predictably, many are coming out of the woodwork to condemn what he said.  That's fine.  I condemn it, too.  Just like when I condemn it from the mouths or twitter accounts of Ilhan Omar, Rashida Tlaib, and similar progressives.

But what came as a surprise is this - it wasn't the radical left or woke police or social justice warriors who are trying to "out" this old guy as a horrible bigot who must be shunned without any means of supporting himself or his family.  No, it was the neutral-ground fence-sitters, the moderates, the centrists, mild mannered conservatives, and those who don't want to get involved in politics.

Just a year ago, a popular OSR bartender disowned probably the only trans-person he's ever been in close contact with.  And I've received cold stares and silence from many quarters of the community.  But I'm not going to stop being me, just as I'm not going to stop pointing out hypocrisy. 

So, what have we learned from our moral superiors, the political leftists who've tried to deplatform, demonetize, and cancel everyone that deviates from woke scripture, anyone who doesn't pass the litmus test of egalitarian brother and sisterhood, all who stand in the way of intersectional workers of the world uniting?

That it's better to accuse and punish others than to look inward and try make better choices for ourselves.

You change views by discussing them openly, not beating people over the head merely for holding them.

And then you get comments like anti-semitism is merely talking to their OSR base or that President Trump ushered in a new era of racism, anti-semitism, sexism, homo and trans-phobia, etc.  That, too, is bullshit.  Trump has been more pro-Jew and pro-Israel than any President in memory.

I honestly thought we were better than that.  We don't need to virtue signal because, as we all know, that currency is vastly over-inflated, its stock doomed to plummet until 1,000 digital back-pats can only afford you a crust of Democratic Socialist bread.

If you want to stop buying this product or stop promoting that designer, more power to you.  It's a free country, you can do what you want with your dollars and time.  Just don't ask me to sign my name to some blacklist or join the outrage mob or help you force some dude with a terrible worldview from attending an RPG convention. 

VS

p.s. We'll be discussing the issue this Sunday on Inappropriate Characters.