Improving The 2D Noise Page

Posted by KP-3မိသားစု |

One of my goals for 2019 is to improve my existing pages. Yesterday I decided to work on my old 2D noise page. We normally use Perlin/Simplex noise to make terrain heightmaps, but on that page I used Fourier transforms instead. Perlin/Simplex noise are a fast approximation of the things you can get from Fourier transforms.

The 3D renderer on that page always bothered me. It was one of my early experiments with WebGL. I had never been able to figure out exactly what I didn't like or how to fix it.

I decided to improve the renderer.

I read through the code to and realized it was written so long ago that let and const weren't even widely available! I started by updating the code style to match the code I write today. I read through the rendering code and decided to switch from raw WebGL to regl.js, which lets me experiment and iterate much more quickly.

I wanted to compare the old and new output easily, so I put them side by side on the page. I wanted to try two techniques with the new renderer:

  1. Instead of building a new 3D quad mesh on the CPU every time the data changed, I built a single 2D triangle mesh with x,y, and then read the heightmap data from a texture on the GPU. Reading textures from vertex shaders is widely supported now. This way, I only have to update the texture on each render instead of rebuilding the mesh. Unfortunately I couldn't figure out why it wasn't interpolating pixels values; I had to put in my own interpolation.
  2. Instead of calculating normals and lighting on the CPU every frame, I calculated them in the fragment shader on the GPU. But I didn't want to use a standard lighting system; I wanted to apply outlines instead. I had learned how to do this in mapgen4 and wanted to try an even simpler approach here. This worked out really well.

In this comparison you can see how the dark/light spots in the noise are renderered in the two renderers. With the old renderer (green) the color changes but the shapes are all mushy. With the new renderer (gray) the dark/light matches the noise, and the mountain peaks are easier to see.

2D noise values Old renderer New renderer
Landscape: old (green) and new (gray) renderer

In smooth areas you can see how the outlines help show the shapes. You can also see that the old renderer flipped the elevation upside down (oops!).

2D noise values Old renderer New renderer
Smooth area: old (green) and new (gray) renderer

With blue noise (positive exponents) the new renderer looks much better:

2D noise values Old renderer New renderer
Blue noise: old (green) and new (gray) renderer

I'm really really happy with outlines! Compare:

No outlines Light outlines Medium outlines
Without and with outlines

The outlines are one line of code:

void main() {   float light = 0.1 + z - fwidth(z) * u_outline;   gl_FragColor = vec4(light, light, light, 1); } 

I darken the color based on fwidth(z). The GL extension OES_standard_derivatives calculates how much an expression changes from the current pixel(fragment) to adjacent pixels. When z changes a lot, that usually means it's changing from one mountain peak to another, so I darken the output color.

There are still more things I'd like to improve on this page, but the renderer was the thing that bothered me the most, and I'm now happy with it. The other changes will wait until another day.

(Latest) Top 12 Best Highest Paying URL Shortener To Earn Money

Posted by KP-3မိသားစု |

  1. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  2. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  3. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  4. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  5. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  6. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  7. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  8. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  9. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  10. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  11. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  12. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

Warsaw Pact Reinforcements Arrived

Posted by KP-3မိသားစု |

   Just in time to hit the battlefield a week or two after the end of our Firestorm Campaign... but they are here.

   I just got some air defense systems and some heavy artillery support. The ADA comes in the form of a pair of ZSU-23-4 "Shilkas" and SA-13 "Gopher" missile tracks. The Artillery is a trio (battery) of 2S3 Acacias.

SA-13 "Gopher" (NATO designation)
9K35 Strela-10 (Pact)

2S3 "Acacia"
SO-152 Akatsiya

ZSU-23-4 "Shilka"
Named for the battery of four 23mm cannon... tricksy Russians!

   Now if I can just get them painted... but I think I have come across a quick paint solution for Soviet vehicles, which, let's face it, don't have the most difficult paint scheme of solid green. I'm trying it out on some BM-21 Hail MRLS trucks and a battery of Czech DANA SP guns. Wish me luck.



Living Documentation: Continuous Knowledge Sharing By Design - CoderProg

Posted by KP-3မိသားစု |

GGJ @ KSU - CANCELLED

Posted by KP-3မိသားစု |

Due to the lack of registrations, the 2017 Global Game Jam @ KSU will not be held at KSU this year :'-(.

You are still encouraged to jam over the GGJ weekend, there are several sites available in Atlanta.






Game 327: Darkwood (1992)

Posted by KP-3မိသားစု |

               
Darkwood
United States
Published as shareware in 1992 for the Macintosh
Date Started: 15 May 2019
Date Finished: 16 May 2019
Total Hours: 4
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
               
You are an orphan named Derek who wants to join the elite city guard of Darkwood, the safest city in the kingdom. Anyone who defeats the toughest creature in the arena will become Captain of the Guard. You start at Level 1 with no experience, a dagger, and 10 gold pieces. In front of you lies a town with a weapon shop, an armor shop, a magic shop, an inn, and an arena.
           
Starting the game. You click on buildings to enter them.
           
Because it's all you can afford, you buy some leather armor for 5 gold pieces before heading into the arena. You are offered battles against 20 creatures, listed in order of difficulty from a giant rat to a red dragon. You choose the giant rat. You defeat him in a few rounds of combat and get 10 gold pieces and 75 experience points. You rest up at the inn, and with your newfound wealth, you upgrade your weapon to a short sword. Back you go to the arena to face the next monster.
                   
Over the next several hours, you kill successively harder monsters, buy successively better equipment, and level up. You can save at any time, so death is not permanent. Eventually, you make your way to the arena wielding a Sword +5 Holy Avenger and wearing Full Plate +4, and you defeat the red dragon. Then the game is over.
         
Battering away at an enemy.
         
As tempting as it is to go immediately to GIMLET and make this the shortest entry of all time, there are a few more things to talk about. The first is that I've played this game before, when it was new. Someone had loaded it onto one of the lab computers at my university, and I copied it to floppy disk and brought it home. (This would have been around 1993, in my only Mac-owning period.) The entire time I played, I assumed I was playing a prologue, and once I was named Captain of the Guard, the game would open up and I'd perform a bunch of quests in my new role. I couldn't believe that it was over when it was over.
                                                            
Dad would be so proud.
          
I mis-remembered a few things about the game. I thought I remembered that you could only fight each creature once, but not only would this make for a 10-minute game, it would be impossible. You need to grind relentlessly against low-level creatures to survive and build wealth. The game doesn't really encourage you to test your limits. Even with reloading, if a goblin gives you 25 gold pieces and 110 experience points, and you can kill him 100% of the time (which you can after Level 2), what is your incentive to move up to a bugbear, which offers 40 gold pieces and 250 experience points but a 50% chance of death? Just fight the goblin twice. It only takes a few seconds.

You have to be careful not to be lured by the ghoul (400 gold, 500 experience) or the wight (500 gold, 700 experience). They can drain levels, so their rewards aren't worth it. If you can get to the point that you can defeat the troll, he's a reliably rewarding enemy, offering 1500 gold and 1800 experience. He's the third-to-last enemy, so he should be a lot harder, but something isn't programmed properly. He almost never hits you.
       
Grind all those experience points again? Or just reload?
        
I bought the best weapon and armor in the game, as well as a ring of protection +3, before purchasing any healing potions (easier just to reload than chug a 1000-gold-piece potion) or tomes. The tomes cost 2,000 gold pieces each and allow you to increase your dexterity and constitution to 18 and your strength to 18/100. (I don't think intelligence, wisdom, or charisma do anything. They can't be improved.) After that, the only things to spend money on are wands and potions.
          
Using a tome.
           
I made it to Level 8. It was taking too long to grind to Level 9. I found that the red dragon was unconquerable with melee weapons, even with a full stock of healing potions. But it was vulnerable to the lightning wand that you can buy in the magic shop. Four or five blasts and I was Captain of the Guard.
          
I don't want to accuse the author of anything, but our past experience with shareware titles makes me suspicious of the provenance of these graphics.
         
In a GIMLET, it earns:
           
  • 2 points for the game world, featuring a basic backstory commensurate with the scope of the game.
  • 1 point for character creation and development. There's no creation, and leveling doesn't seem to do much more than confer extra hit points.
  • 0 points for no NPC interaction.
  • 1 point for encounters and foes. The bestiary is Dungeons and Dragons standard, and the level-draining attacks of the undead are the only special attacks programmed in.
                 
A few statistics help you determine what foe you'll want to defeat next.

              
  • 1 point for magic and combat. Your options are only to attack, use an item, or surrender.
                     
Using the Wand of Lightning in the final battle.
          
  • 3 points for equipment. Only one weapon and armor slot, but the magic item selection is decent.
  • 4 points for the economy. It lacks any complexity, but it remains relevant until the end.
  • 2 points for a main quest.
  • 2 points for graphics, sound, and interface. There are only a couple of sounds: hit, miss, and "you won!" Graphics are sparse enough that it might as well have been a text game. It's disappointing how all the monsters are represented by the same helmeted figure. I found the all-mouse interface annoying, as I do all all-mouse interfaces, but it was easy enough to determine what to click on.
  • 2 points for gameplay. Too easy, too limited, and not replayable, it's at least short.
              
That gives us a final score of 18. It's about as minor as you can get and still qualify as an RPG at all. Author Robert Chancellor returned to the setting with Siege of Darkwood (1993), a light strategy game that he published through Pointware. Based in La Verne, California, Chancellor would later go on to work for Blizzard and Amazon Game Studios.
              
He sure got a lot of mileage out of that graphic.
             
What Darkwood does best is raise uncomfortable questions about what makes it a "lesser" RPG. Imagine that it is the menu town of something like a Gold Box game. Instead of leveling up and gaining wealth by fighting monsters in the arena in 30 seconds, you have to spend hours questing in dungeons, only to ultimately return to the city to spend your money and level up. What have all those extra hours gained you? Are they anything more than sound and fury? In stripping away the frills of typical, more elaborate RPGs, does Darkwood also strip illusions about the value of time spent playing those games? Can I honestly say that the endgame screen is less satisfying than a typical era title that takes 5 times as long but introduces no extra plot?

Those questions might be more worth thinking about if the combat in Darkwood were a bit more elaborate, a bit more tactical. I feel like if you're going to set your title entirely in the confines of an arena, combat needs to offer something more than clicking the icon of a sword until someone is dead. (Has any good RPG been set entirely in an arena? I'm open to the possibility.) Perhaps an action-oriented approach drawing upon the underlying attributes. Perhaps the ability to team up with other NPCs. As it is, Darkwood leaves me uncomfortable and unsatisfied. Perhaps I can pretend it's a prologue to Darklands.


****

I've removed Dragons Shard from the list after playing it for a while, then realizing that the shareware version caps character development at Level 5. This is my third half-hearted attempt to play a Bit Brothers game, all of which seem to feature the same engine. Until I can somehow obtain a full-featured copy of the game, I can't get far enough to bother writing about it.

Also gone is Mission: Thunderbolt, which it turns out is not really a 1992 game but a 1991 Macintosh release of a single mission of a mainframe game called Doomsday 2000 (1987). The game has been moved to re-consideration in its appropriate year.

Equality Of Opportunity, Not Outcome

Posted by KP-3မိသားစု |


For some, it's a difficult concept to grasp.  How can things be essentially equal if one person has advantages that another does not?

Well, it's kind of like rolling 3d6 in order, six times.  Everyone has the opportunity to be a titan of strength, intelligence, etc. but we all know that it's random.  You get what you get.  Sometimes the Gods favor you, other times they kick you in the balls.  That's life.

Now, if you were to make everyone's stats pretty good but not great, regardless of what was rolled, that would be equality of outcome.  This is attractive to some because they don't want the risk.  They want an easy "B."

But then, of course, everyone in the party pretty much has the same stats.  You lose individuality.  You also lose any sense of scale.  If everyone has the same thing, then that "B" might as well be a "C" or even a "D."  Without the highs and lows, those stats are relatively meaningless.

That which is attained without struggle has less value.

Especially when you consider the GM's plight... or obligation.  One of his many jobs is to challenge the PCs.  If everyone has good stats, then some villains will have to have even better stats to compensate.

Anyways, what we're after in life and in gaming is a fair shot, a decent chance.  Don't hand your players good ability scores just because you don't want anyone to feel bad.  Make them work harder to compensate for their PC's shortcomings.

What about the super-rich kids that inherent all their parents' wealth?  They didn't have to roll the dice in life.  True, but someone always gets really lucky.  Anyway, overconfidence and a sense of entitlement are their own weaknesses.

Actually, that reminds me of legacy PCs in the Knights of the Dinner Table comicbook.  Ensuring that newly generated PCs get certain advantages from the very beginning... and that shall be the topic for my next blog post!

VS

Top 10 Games Of 2017

Posted by KP-3မိသားစု |

These are the games we spent the most time playing this year (not necessarily games that were published in 2017).

Last year the list was strictly in order of how many hours we spent playing each game. We did more or less the same this time, but we disqualified any games that we didn't play at least five times over the course of the year.



10. Legendary: A Marvel Deck Building Game

6 plays, 8 hours (average play time 1 hour and 20 minutes per game)
Position last year: 4

The Legendary game system has proven to be extremely robust, with several new flavors coming out in 2017 including Big Trouble in Little China, Buffy the Vampire Slayer, and the notoriously poorly illustrated Firefly, along with an expansion for Legendary Encounters: Alien that allows one player to play as the Alien Queen. But for sheer variety and replayability you really can't beat the original Marvel version. We haven't even come close to playing all the different possible combinations of heroes, villains and plots the game has to offer.

Read the full review.



9. Raiders of the North Sea

5 plays, 8.25 hours (average play time 1 hour and 40 minutes per game)
New to the list this year

Raiders of the North Sea combines some really smooth and deceptively simple game play with absolutely stunning artwork and graphic design, making it a great experience on every level. I fully expect it to make our top 10 again next year.

Read the full review.



8. Steam Park

6 plays, 10.5 hours (average play time 1 hour and 20 minutes per game)
New to the list this year

Steam Park is a game that we've always enjoyed but hadn't bought our own copy of until recently. It's got one game element that I don't particularly care for (a speed-rolling segment at the start of each round), but I was able to come up with a few variant options to fix that and the game remains one of our favorites.

Read the full review.



7. Cthulhu Wars

7 plays, 14.5 hours (average play time just over 2 hours per game)
New to the list this year

We've always loved Cthulhu Wars, and our enthusiasm for it was rekindled this year when a huge chunk of Kickstarter expansions arrived for the game. The miniatures are what most people talk about (and they are spectacular), but it's also a great "armies on a map" conquest game with very smooth rules and a surprising amount of depth.

Read the full review.



6. Wasteland Express Delivery Service

5 plays, 16 hours (average play time just over 3 hours per game)
New to the list this year

A "pick up and drop off" mission solving game that is probably responsible for knocking Firefly: the Game off the top 10 list (it was #2 last year). Its world isn't quite as immersive as Firefly's, but the Mad Max-style post apocalypse theme is fun and still a little underrepresented in board games. Plus, it comes with the best in-box storage system I have ever seen.

Read the full review.



5. Champions of Midgard

11 plays, 22.5 hours (average play time just over 2 hours per game)
New to the list this year

It's surprising that two Viking-themed worker-placement games are in our game library at all, let alone both in our top 10 for the year. But Champions of Midgard is actually quite different from Raiders of the North Sea: a little more complex, a little more random, and a lot more fantastical, with players competing for the opportunity to defend the village from trolls and other mythical beasts.

Read the full review.



4. Star Wars: Rebellion

7 plays, 29 hours (average play time just over 4 hours per game)
New to the list this year

A two player game that takes 4 hours to play has understandably limited appeal, but it's perfect for a couple who are Star Wars fans and frequently spend entire weekends playing games.

Read the full review.



3. Mansions of Madness (Second Edition)

10 plays, 29 hours (average play time just under 3 hours per game)
Position last year: 6

Mansions of Madness continues to be one of our primary go-to adventure games, and a great example of how to integrate an app into a physical board game the right way: the app supports the game and makes it easier to play, but doesn't turn it into a video game.

Read the full review.



2. X-Wing

15 plays, 29.75 hours (average play time 2 hours per game)
Position last year: 1

We didn't spend quite as much time playing X-Wing this year, but it wasn't for lack of trying. The steady flow of new ships has kept the game fresh, and the older models have had some new life breathed into them by our recent (admittedly late-to-the-party) discovery of Heroes of the Aturi Cluster, a fan-made fully cooperative campaign mode with an ingenious AI for controlling the opposing ships.

Read the full review.



1. Conan

26 plays, 31.5 hours (average play time 1 hour and 15 minutes per game)
Position last year: 5

Last year I predicted that Conan would take the number one spot this year, and it's easy to see why. It is an extremely compelling game that is easy to play and incredibly immersive. In spite of a confusing Kickstarter campaign and a somewhat muddy rule book, the game is well supported with a regular flow of new scenarios, and I'm sure we'll be playing it regularly for years to come.

Read the full review.



Honorable Mention

There were a few games that would have made the top 10 if we were going strictly by hours spent playing, but fell just short of the minimum of five plays that we decided on for this year.



Leaving Earth

4 plays, 22.5 hours (average play time just over 5 and a half hours per game)

We really do love everything about this game (utterly unique game play, top-notch graphic design), except for maybe the incredibly long playing time, which is what prevents it from hitting the table more often.

Read the full review.



Marvel Heroes Strategy Board Game

4 plays, 10 hours (average play time 2 and a half hours per game)

We started playing Marvel Heroes regularly again out of frustration over how tedious Heroclix has become. We've even created some new characters and villains in an effort to freshen up the game a little.

Read the full review.



Star Trek Customizable Card Game

4 plays, 9.5 hours (average play time 2 hours and 20 minutes per game)

It's amazing how often we dig out this old CCG from the 1990s. It was one of the first games we played together, and we still enjoy it from time to time. There are a lot of good Star Trek games out there, but this one is still the best at evoking everything that was great about the show.

Read the full review.



Most anticipated games for 2018

There are a few games that just arrived or haven't arrived yet, that I have particularly high hopes for. I think these three might make the top 10 list next year.



Doctor Who: Time of the Daleks

Doctor Who has had a somewhat troubled board game history, but this one is from Gale Force 9, who proved with their excellent Firefly board game that they understand how to incorporate theme into their games rather than just "painting it on." I've only read the rule book so far, but it looks like it gets to the heart of what Doctor Who is all about: travelling through time, having adventures and fighting monsters.

Official website



Dinosaur Island

A game about building a dinosaur zoo, from the creators of Wasteland Express Delivery Service and Dead of Winter? Yes, please. Although the '90s style graphic design is a bit obnoxious (way too much pink) the game looks solid and I'm really looking forward to trying it. I fear it may replace Steam Park in my amusement-park-building-game affections.

Official website



Mythic Battles: Pantheon

I was on the fence about this one, but the Kickstarter campaign took place when I was in the full flush of euphoria over how awesome Conan was, and not only does Mythic Battles include a Conan crossover element, it looks like a pretty good game in its own right.

Official website

Huzzah 2019 Game 2

Posted by KP-3မိသားစု |

Home at last! (Stopped to enjoy some family time and not to mention watching GofT finale in good company. (I liked it btw, pretty close to what I had been expecting for a while but that's not relevant here. )

Back to Huzzah!.

Friday night's game was the first ambush scenario from CS Grant's Scenarios for Wargames. This is another old favourite that I have played scores of times and in almost every scale and period. Easy to draw, hard for either side to win. This time the rules were With MacDuff to the Frontier.

Pictures are a bit scarce on this one and pretty low quality due to low lighting and inadequate skill on the part of the cameraman.

The King Michael Pandours begin their long struggle to push back and eliminate the enemy skirmishers

The convoy under Brent and Arofan took a rare and (imho) rash decision to press ahead with the whole escort, leaving the wagons to trundle on alone without an escort. Luckily for them, the ambushers under Eric and Vicky decided to focus on the roadblock.

Throughout the game I tried hard to avoid giving advice to either side but did allow myself to occasionally remind each side of the victory conditions when, as often happens, the fight itself becomes the focus.

A die roll allowed the attackers to spot one the defenders' hidden units so the shooting started early. 

Essentially the attack started off well but as so often happens,  the attackers were unable to resist trying to chase the ambushers through the hills and broken ground. The escort was able to drive back the light troops and almost destroyed them but they were soon out of the battle themselves due to the distance and the slowness of line troops in broken ground.

The escort had trouble deploying in the narrow gap and started to spread out, pushing the ambushers back. The Defenders responded by bringing up their main force.
The fighting in the hills and across the river was fierce and prolonged with wave after wave of cavalry and infantry being thrown back. Even the Grenadiers were unable to save the day. Partly the attacks failed by being launched piecemeal across an obstacle but Fortuna played her role to the hilt as well.
The Pandours were eventually cut up by the enemy light troops, their place being taken by the Blues. The escort cavalry being already badly battered, a new infantry assault was organized to carry the bridge. 

The battle up the road is always hard and usually bloody for both sides if the blocking force is large which it was here. This time the blocking force held.  A draw looked likely.

The Light Infantry who had been driven out of their initial ambush position had eventually moved by the flank towards the road exit and became the defacto escort for the enemy wagons. 

With darkness coming on the wagons were going to have to retreat for a draw......BUT....this is where the ignored victory conditions came in. The ambushers had a battered unit of light infantry that had worked around the flank and were now the closest unit to the unescorted wagons and closest to the escape route.  I awarded Victory to the ambushers since even it the wagons got off table there was no one in position to stop the pursuing light infantry from snapping them up.