Saturday, March 28, 2020

Playing Some Guild Ball

Once our local Scrum (month long Steamroller) has finished, I kind of got sucked into Guild Ball again.  This is a fairly odd development, partially because I haven't played the game in roughly 7 months.  Back in July of last year I had to stop all miniature gaming to help my wife through the end of the pregnancy and then birth of my youngest daughter, but before that happened I was a bit upset at the way Guild Ball was played because of how imbalanced things were.

Of course when I stopped gaming, Steamforged released an Errata in July that largely fixed a lot of the problems, and while I was raring to get back into Trolls as soon as I could start gaming again, a few things pulled me into playing Guild Ball and I've really been loving the game all over again.  I figure I'll go through what that was, as well as some of the things I really like about the game in general.

Pulling Me Back In

During the same month of our Warmachine Scrum, a Guild Ball Scrum was also being run, with some playing in both games.  This was handled as promotional event that would allow players who played to get a Lucky model. Since my first team was Brewers and my friend Brian has no intention of playing Masons or Brewers, he was kind enough to give me the model.

Lucky is my first PVC model and Steamforged is making all new teams come in very cheap $50 boxes with 6 PVC models that require no assembly, plus some extra terrain.  They also recently changed the Official Play Document to say that you can now use unpainted PVC models in their tournaments. While I'm pretty good at modeling, it's not really my favorite thing to do, so this kind of setup seems great to me, it's also a great value for starting a new guild.

Another old friend of mine, Kevin plays mini games off and on, but he's not a modeler or painter, so this PVC setup is perfect for him.  After talking about it and him watching us play at the local shop  Kevin ended up buying the Kick Off set which has to be one of the best values in miniature gaming at the moment.

Since he was free to come over on Friday's when my wife would get a girls night out, I could strap my youngest to my chest, have my oldest help roll dice, and get some extra games in each week!  I effectively became Kevin's unofficial Pundit, teaching him the game.


Since I already played Brewers and they're considered a lower tier team, myself and others recommended Kevin start with the Kick Off Masons, which is actually quite a strong team. 

Since then I've basically spent the last three weeks playing only Guild Ball with my gaming night out and then again on Friday's while my wife has her girls night out.  I've gotten double the games in for nearly a month now!

I'm actually good friends with Paul who runs the My Life With Dice YouTube Channel and you can see me play my first game of Pin Vice ever, and my first engineers game in 6+ Months:




Please note, I'm extremely rusty here - many mistakes were made.

Since then, I've been playing some Brewers, Engineers, and I've purchased the last few models to flesh out my Union - getting something akin to Guild A.D.D.

Hobby

One of the nicest thing about Guild Ball is the fact that it's a small model count game that has as much intensity as larger miniature games.  Small model counts plus the fact that you're really only ever painting a model once (ie. no units with duplicate models), it's so easy to get a fully painted force.  This has triggered a kind of OCD for me to immediately paint my Guild Ball models within a few days of purchase.

I'm not a good painter by a long shot, but I truly enjoy playing with fully painted forces, and that's hardly ever the case when I play Warmachine (or when I played 40k or Fantasy).  As such, I really like how achievable it is to play fully painted in Guild Ball.

The game is also nice that you are encouraged to build an optional goal post for your teams that can let you flex your hobby muscles if you wanted. I was excited to finally use my old Bugman's model from Warhammer Fantasy, mostly because it enabled me to put a beautiful Dwarf model I love on the table and actually have it be fun (Dwarfs were miserable to play with and against back in Fantasy). He makes a great Brewers goal post.



My Guilds

The game is also sort of dangerous since it's really not expensive to get into a guild at all, and that was back when everything was metal and starters only came with 3 models.  I started with Brewers with a few Union models added slowly over time, then got a very different team in Engineers to play a more goal scoring game, and then it was "only two more models" (Captain and Mascot) to make a fledgling Union team.

Coming back into the game in the last month, I elected to buy the last few models I wanted to flesh out my Union with Grace and Benediction and getting a captain I'm very excited to play in Blackheart.  Since Brewers are more of a Take-Out team, and Engineers a more Goal-Scoring Football team, the prospect of playing an all 2" Melee team lead by Blackheart that can adapt to whichever game plan I want, but easily do 2 Goals - 2 Take Outs to win is very appealing to me.



Brewers

Engineers

Union
As it is, every model I own besides Lucky is metal, and after assembling the new Grace and Benediction models, I really am looking forward to when I can just buy PVC models from here on out.

Gaming Nirvana

Out of all the options I have to play with in Guild Ball at the moment, I'm spoiled for choice and I'm liking the way things are going. Apparently the game still has some balance issues with Thresher and Farmers, and Corsair Fishermen are still a bugbear in the meta - but supposedly an errata is coming soon.  I've not played against either of those things yet though, and I'm not good enough to expect to win against competitive players so I just look forward to playing and learning in the near term.

Plus with my Hooch Hauler finally arriving, and with two local players getting the new God Tear early access/beta set, I've got a LOT of really interesting gaming time coming up in the weeks and months ahead.

I hope to put up some more content for each of the games I'm playing shortly.

5 GAMES FOR DECEMBER - STAR WARS!

https://collectionchamber.blogspot.com/p/star-wars-anakins-speedway.html https://collectionchamber.blogspot.com/p/star-wars-droidworks.html https://collectionchamber.blogspot.com/p/star-wars-episode-i-gungan-frontier.html https://collectionchamber.blogspot.com/p/star-wars-episode-i-phantom-menace.html https://collectionchamber.blogspot.com/p/star-wars-making-magic.html


So, I finally got round to seeing Star Wars: Rise of Skywalker last night and thoroughly enjoyed it. Despite the naysayers, it remains a cinematic tour de force so what better way to celebrate than a trove of classic Star Wars games. The short-lived sub-division of Lucas Learning gave us some obscure titles. Learn about physics and momentum in the Star Wars: Anakin's Speedway (1999). Then learn the same thing but with robots in the far superior action-puzzler Star Wars: DroidWorks (1998). Test your biology skills in the Sim-Life a-like strategy game Star Wars: Episode I - The Gungan Frontier (1999). Want a little less learning? Why not try the official tie-in to Star Wars: Episode I - The Phantom Menace (1999)? Lastly, travel back to a time before the special editions and get your very first look at them in Star Wars: Making Magic (1996)!

Enjoy! And I'll see you in the new year!

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Well Sir? Are Your Sappers Done ?

Yes sir! Ready as ordered. You may commence your battle sir.
 No more marking off one third of my table. The trials have been done and done, a decision has been made, tested, tested again, and again, confirmed, and finally carried out.

4'x4' or 9x9 5" squares with a narrow border

If/when I want a larger table for a special game or to test a convention game at home, I'll add a temporary extension.

Now for a game or three!

Monday, March 23, 2020

Oceanhorn Is Coming To Android - Steam Mac Version Out Now!

Oceanhorn – Classic Adventure Game for you favorite platform




Android has been one of the most requested platforms from us and we are happy to announce that Oceanhorn's world domination continues and Oceanhorn is coming to Android! Same team that works on console versions are behind the quality Android port. We'll get back to you with a release date later on!

In other news, we have just released an update for Steam version. It will add a support for Steam Controller and Steam link, but most importantly you can now play Steam version on your Mac! Save games in Steam are cross platform compatible.

So, in 2016 you will be able to play Oceanhorn not just on iOS, Apple TV or PC – but on Mac, PS4, Xbox One and even on your Android devices and Android TV!

Oceanhorn is the classic adventure game for your favorite gaming platform!



I am eager to tell you all what we have been working on for the past year – but it will have to wait just a little bit longer. ^_^

Friday, March 20, 2020

Episode 27: From Sea To Shining Sea Is Live!

Episode 27: From sea to shining sea is live!
I talk with Sam Mustafa about the state of the miniatures wargame hobby and rules and miniature development in the US.


The Veteran Wargamer is brought to you by Kings Hobbies and Games
https://www.facebook.com/Special-Artizan-Service-Miniatures-1791793644366746/

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

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Other companies we mentioned:

The Episode we reference:





Northstar Military FIgures - http://www.northstarfigures.com/

Flames of War - Battlefront - https://www.flamesofwar.com/


Saga - Studio Tomahawk - http://www.studio-tomahawk.com/en/



Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Thursday, March 19, 2020

Alter Ego Progress

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

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

Deck Size

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

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

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

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

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

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

Villain Format

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

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

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

Turn Structure

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Building A Magnetic Model Transport System

Last June I started collecting Convergence of Cyriss.  Since I was getting the faction almost completely by doing model trades, the project turned into a bit more work than I had planned for it as more than half of what I got in trades were in a horrible state.

That said, I did get most of the faction in one swoop and after a bit of hard modeling work, I had everything ready to go.

Except I couldn't really go anywhere with it because as any war gamer knows, you need some kind of transport system for an army.

That's a lot of CoC!

I've typically used Sabol foam trays carried around in a Battle Foam Pack Air case, but huge based models require specialty foam from Battle Foam, and those are pretty pricey - $23 per huge base.  If anyone knows about CoC, they know you will have at least 3 huge bases, and I ended up with 4 after all the trading was done.

I'm looking at almost $100 in foam just for the huge bases, then at roughly $8 per Sabol tray, I'm easily blowing $150 or more getting everything in foam for this faction.  Then I'm lugging the large pack air case plus an old Sabol Army Transport bag to hold my huge bases if I'm using them in my list pair.

There simply had to be a better way. Then the idea hit me...





Magnets!

I went to the local craft store and bought myself some bins that were the same length and width, but had different heights. I did some pre-measuring of each of my huge bases and my "floating" vectors to check heights.

Each bin is 15.5" x 11.5" and I ended up with 5 bins in total: 1x 8.3" tall, 2x 5.6" tall, and 2x 2.9" tall.  The bins were about $12 a piece, but more importantly I wouldn't ever have to buy more in the future. The only recurring cost for this system is going to be purchasing magnets for new models.


Securing the Models

Magnets don't work on plastic, so I needed to line the bottom of my bins with metal. My local big-box hardware store had 1 foot square steel sheet at about $5 per. Not too shabby.  The only problem was that I'd need to shave off some of the sheet to fit into the bottom of my bins. What's more is that while the overall top dimensions of the bins are the same, the bottoms are not.  

There was a bigger problem. I'm not particularly handy, and I don't have a ton of power tools.  What I do have however is my friend Ray.

This is Ray. Ray is handy. Be like Ray.

Ray is one of those guys who makes his own furniture - as a hobby...and the furniture actually looks good when he's done! He's got tools galore and was kind enough to help me out by cutting my metal for me. I had used a pair of metal snips to cut one sheet and it worked, but it didn't look great. Ray sanded that shit down for me and trimmed it up so it looked better. 

So now I had 5 sheets of steel cut to the right size for my bins. 

Mixing Plastic and Steel

Next up I just gotta stick my steel to my bins, should be easy right?

I tried superglue. That failed spectacularly. The steel pulled right off with a tiny bit of tugging. It worked well enough to hold if I didn't rumble it too much, which was good for a short term solution of carrying the CoC to play games locally. 

So next I decided to buy a two part epoxy that said it would work on metal and plastics.  So I put on my gloves, was really careful, sanded down parts of the steel where the super glue didn't take and weighted down my bins:




After 24 hours of curing....the steel peeled right off with just a little bit of force, just like the the superglue. 

At this point I was done trying to find some kind of glue or epoxy based solution. It was time for nuts and bolts. Luckily the bins I bought had the raised section in the middle where I could have the bolt-ends sit while not exceeding the lip of the base of the actual bin (ie. I won't scratch up any tables due to having bolts on the bottom of my bins). 

Construction Tips

One thing I learned: Drilling through steel sheet isn't great if you don't have special drill bits, which not being a handyman, I didn't have.  You can however put a thick nail through the steel pretty easily, which then lets the drill go through easily and drill through the plastic.  I only hammered my thumb once. Ray would be proud. Sorta. 

Because bolts take up model space, and my huge base solution is kind of tight, I elected to only use two bolts per bin rather than 4. I will see how well this holds up, and if I need to secure it more it's easy enough to mark where to put the holes, remove the plates, make the holes, and re-secure it all. 

That said, there's only a tiny bit of wiggle with the two corners secured as it is, so I believe this setup will work.  Here are my results:






Magnet Advice

I recommend buying strong rare earth magnets for this, stronger than what you'd usually buy if you're magnetizing jacks/beasts. Specifically N52 strength is preferred.  I've gotten some magnets off Amazon but the affordable ones there are generally the weaker kind, so I've preferred to get magnets for this from K&J Magnetics. I'm not affiliated with them at all, but I've used them for years and they deliver quality stuff. 

You can get away with cheaper magnets if you use multiple, and cheaper magnets work well for small based plastic models that don't require as much force. Amazon can help out here. 

I actually had quite a few magnets laying around from years gone by which reduced my magnet purchasing requirements a bit.

That said, once you've used the right magnets, everything stays very secure in the bins. I didn't take a picture, but I was able to turn the bin upside down with the models in it and not have any casualties. 

Carrying Solutions

The final bit that isn't finished yet for this is a bag to hold it all. Currently I use a set of straps I had for carrying a PC around to LAN parties to secure the bins and hold my dice bag + widgets.  This works but isn't exactly pretty.

I am lucky in that my wife is a quilter, and she's currently sewing up a bag to hold this in, complete with pockets, straps for easy carrying, and all the rest. I realize not everyone can do this or has the luxury.  The alternative was trying to find a piece of luggage or a transport/case for a sewing machine that would have the internal dimensions to hold my bins. With better planning up front (buy bins that fit in luggage more easily) this is probably more achievable, but again you're still spending a decent amount of money this way. It's still probably less than a equivalent sized Battle Foam bag + rack system, but it's a lot of work to find the right combo of bin + case. 

Costs and Benefits

I started this project thinking it'd be good long term going forward wargaming wise and would save me money. Did it? Yes, but partially because I've cheated.

I am saving a good bit of money and getting a custom case + transport system, but that's really only because my wife isn't charging for her labor to assemble the bag, Ray didn't charge me for cutting the metal to size, and I don' t have to pay myself for all the work I've done getting the bins setup.  I also didn't have to buy lots of my strongest magnets because I already had a bunch from when I played 40k/WHFB. 

I probably could have just spent the extra money up front and bought Battle Foam's Magna-Rack system and one of their cases. They're pretty damn expensive, and you still have to buy the magnets, but it's basically none of the work and it looks great.  My custom case will look as good if not better, but not everyone is married to a quilter with sewing equipment to make a custom bag. 

The real savings are in the fact that going forward for any new armies I ever pick up, I'm using magnets, not foam. 

Magnets can cost up to $0.50 per magnet of the right size/strength, so 100 models is $50 in magnets. Is there really a cost savings here?  I think so, but in hindsight, it's probably not much.

Typically $50 in foam is not going to store 100 models, especially if you're counting lots of bigger models (30mm to 50mm bases) which take up a lot of foam space, but still only require one strong magnet.   Huge bases (120mm) require multiple magnets per, but even then it's only like $2 in magnets as opposed to $22 for a foam tray. 

You can also use weaker magnets for small based plastic models, where the magnet costs are significantly cheaper, especially if you look around on Amazon where you can get 50 to 100 magnets of the right size for something like $15. 

The real savings comes in the fact that once you've bought+built your bins to transport the minis, you can use them with basically any model set you want. Compared to foam where you need to pluck out whatever kind of foam for your specific models. The other benefit is storing models that have long reach weapons or stick out oddly...like Inverters or Reciprocators. 

When it comes to storing models long term (ie. when I'm switched to another army), I can put some metal sheet in larger storage bins and just put my models into one decent sized bin. This is probably more efficient than what I have to do now to store foam trays for models. 

The other benefit is when it comes to going to tournaments. I can fit my two list pair onto a single baking sheet, which makes for a great tournament tray that securely holds everything. I've already attended one event this way and it has worked out great. The baking sheet was something like $5 and slips easily into my bag. 

Overall I'm pretty happy with how the project has come out and I've certainly saved some money going this route, but it's definitely a lot of work to get here.

2018-2019: A Playtesting Retrospective

Back in late 2017 I started formally tracking my weekly playtest sessions in a google doc. One up-side of this is that I can go back now and review what was played each week, by whom, and what aspect I was looking to test that day. It's also interesting to see how much time we dedicated to each game, or how much time passed in between playtests of a game.

I'd like to use this post as a sort of retrospective on the last two years (or 28 months) of playtesting. Let's take a little trip down memory lane...

2017

Late August 2017 was the first session I'd logged, and that day we were evaluating 3 games I'd brought home from GenCon for TMG: Margrave, by Stan Kordonskiy, which turned into Old West Empresario, Rolled West, by Daniel Newman, and Embark, by Philip duBarry. Not only did we end up signing each of these, but all three are on store shelves now!

In September of that year we continued evaluating games: Pixel Factory was a neat one, but ultimately TMG did not sign it. Back to Earth was also neat, and we did sign it, but due to unrelated circumstances we ended up releasing it later. Railways is a game by some British designer friends of mine, and I liked it, but it needed some work. We did suggest the new title: Railblazers. My understanding is that at this point it has improved greatly, but the main mechanism which I was interested in (like the Mancala-rondel in Crusaders) has changed completely.

October saw us switch gears a bit. We spent a lot of time playing my games: Eminent Domain Origins (a Terra Prime reboot) and Eminent Domain: Chaos Theory (a dice game version of EmDo -- I should add those to the BGG database). This went on into November as well.

December was spent almost entirely on a dozen games of Embark, which had been signed by that point. I also see a lone play of Eminent Domain Origins at about Christmas time.

2018

We started off the new year with 2 more games of EDO, but then spent the rest of January, February, March, and half of April playing about 3 dozen (!) games of Old West Empresario, working on game balance and player powers. The only other playtests in those months were a few games of Harvest to test some potential expansion characters (unfortunately, we never did do an expansion to Harvest).

Late April through mid-May we tested the Crusaders: Divine Influence expansion, which was in pretty good shape to begin with, but we hammered out a few details. That one has now been printed, and is about to ship from the manufacturer in China and should be out later this year.

My son was born at the end of May, and my playtest sessions went on  hiatus. The only other testing that happened in 2018 was at Rincon -- Michael was in town and we played a game of Deities & Demigods (now Olympus on the Serengeti), and several games of Imminent Domain (now Sails & Sorcery, but that title might not be final either), which is the game Michael designed based on the deck learning of Eminent Domain and the area control of El Grande.

2019

After an extended hiatus, I finally got back to regular playtest sessions in February of 2019, and we spent that first month back playing Eminent Domain Origins some more, fine tuning some last details.

March was spent on Emperor's Choice. TMG is doing a Deluxified version of that game, and we developed a 2 player variant which went over well with Richard Ham of Rahdo Runs Through, who famously only plays games with his wife.

April and May were dedicated almost entirely to developing Sails & Sorcery, changing up the format so it would play better, but keeping the core ideas of the game.

June was spent working on a new design of mine, Apotheosis. We iterated through several big changes as we quickly honed in on what worked and what didn't.

We started out July with a quick couple tests of a 5/6 player expansion to Crusaders. This worked out well, and we've got art done, but this won't come out until October. Then it was back to Sails & Sorcery through August. Most of the game was pretty solid by that point, but we were trying to fix this one niggling dynamic that just didn't work right.

We switched gears again and spent September and half of October playing Alter Ego, my co-operative deck learning game. We played quite a few games considering that one of my main testers doesn't like co-op games!

We ended October and spent most of November working on expansion content for Pioneer Days that we got from the designers.

We revisited Alter Ego once in November and once in December, and spent the rest of December testing Eminent Domain: Chaos Theory, and another one of my games: Riders of the Pony Express. Riders was in pretty good shape, but was a bit fiddly. We fixed a couple of small issues, and brainstormed how to remove some of the process a little bit.

In addition, we played a few non-playtest games including Tapestry (which did not go over well), In the Year of the Dragon (my favorite Feld game), and we tested a game for one of my playtesters (we actually did this a couple of other times, but I hadn't recorded those). Also, I took my players out for an annual Playtester Appreciation Day to see the new Star Wars movie (we saw Solo last year, and Episode VIII the year before that) -- only one of them could make it though.

Finally, we capped off the year reviving my oldest game design that was any good: All For One! I initially got involved in that co-design 17 years ago, and it had been so long since the last playtest (2012?) that I didn't try any changes, we played straight from the rulebook. It was great to revive this old classic, and we started off 2020 with some significant changes to All For One, which worked well and felt great!

Monday, March 16, 2020

Peter Dimitrov Lands Job At MilkyTea Studios!


Great to see our talented graduate @PeteDimitrovArt using his skills on new projects in the
@milkyteastudios.

Peter is a 3D environment artist and games designer and he's just joined the team at MilkyTea in the Baltic Triangle, Liverpool. The company are famous for 'Hyper Brawl Tournament, Coffin Dodgers and Roller Rally.
Huge Congratulations to Peter who has a real passion for art and games design. He created a great portfolio of work and it paid off.



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Sunday, March 15, 2020

Ishar: Legend Of The Fortress: Won! (With Summary And Rating)

Our hero does . . . something . . . in celebration of his victory.
          
Ishar: Legend of the Fortress
France
Silmarils (developer and publisher)
Released in 1992 for DOS, Amiga, and Atari ST
Date Started: 22 February 2020
Date Finished: 10 March 2020
Total Hours: 21
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
 
Summary:
First of a trilogy for which Crystals of Arborea (1990) served as a prologue, Ishar offers a classic kill-the-evil warlord adventure with tile-based, first-person gameplay similar to Dungeon Master or Eye of the Beholder. It has excellent graphics and sound but limited RPG mechanics, including combat and spell tactics, character development, inventory, and puzzle-solving. A couple of original features include a party morale system by which party members can override the player's choice to recruit or dismiss a character and a saving system that requires the party to pay gold, but neither really plays much of a role in the end.

****

I could have gotten three more entries out of Ishar, as this final entry covers more than 15 hours. But I played it over a week-long period in which I was moving from one house to another, and something about the process made it easier to just keep playing than to stop and write. I apologize if I elide anything important in my summary below, but the good news is that a lot of Ishar's gameplay is repetitive. The constant need to replenish your supplies and find a tavern for food and sleep means that you backtrack frequently to the towns of the west while overall gameplay drives you east.
               
Approaching the titular fortress.
        
When I blogged last time, I had explored about half the game, having just crossed the bridge into the land of Silmartil. Lands further along include Kandomir, Urshurak, Vargaeon, Baldaron, Zendoria, Gil-Aras, Uldonyar, Elwingil, Halindor, Fhulgrod, and finally Valathar. That sounds like a lot of territories, but each one generally only has a couple of (respawning) monsters and a couple of encounters. The entire game world consists of four outdoor villages, two indoor cities, two dungeons, and a smattering of huts and other wilderness encounters. It spreads across the entire game what Might and Magic would have on a single 16 x 16 map.

The culmination of the game was far to the east, in the large dungeon (or, I suppose, fortress) actually called Ishar. But to survive its perils, I had to solve several sub-quests in the main game area.

When I last blogged, my party consisted of Aramir the warrior (the starting character), the monk "Unknown," Nasheer the spy, Kiriela the priestess, and Golnal the warrior. Golnal and Unknown were pretty ineffective, and redundant, so I soon replaced Golnal with a paladin named Karorn, and eventually I dumped Unknown for a wizard named Zeloran. To get around party members overriding my dismissals, I simply put the unwanted characters at the front of the party with no armor, and I let them get killed by the next enemy.
         
This is infuriating. I don't know why some NPCs do it and some don't.
        
Nasheer eventually took off while we were sleeping, so I replaced her with a third warrior named Manatar. I liked that balance, but soon afterwards I had to get rid of Manatar to accommodate a quest NPC--a spoiled princess named Deloria who had been kidnapped from her village in Baldaron. I found her in a building in Elwingil, the furthest city to the east.
           
Manatar had good stats, but he wasn't with us for long.
         
Returning her to her father rewarded the party with a vital key to Ishar, but getting her out of the party was a bit of a chore. Karorn decided he was in love with her and refused to let her go. I tried killing Karorn, but his infatuation simply transferred to Aramir, and I didn't want to kill him.
              
Oh, boy. Here we go.
          
The solution to that problem involved a potion. Potions become important in the game during the second half, and it took me a while to figure out how they work. First, you have to find an empty vial, of which there is only one in the entire game, in the dungeon in Rhudgast.
         
The manual gives you the formulas but not the effects.
        
I had previously noted that various shops sell reagents like rat's brains and salamander oil. The manual tells what proportions of these reagents you need to make various potions, but it gives them nonsense names like "Trillix" and "Bymph." What you have to do is find an alchemist named Jon the Unique in Kandomir, who gives you a scroll that translates the nonsense names into actual potion effects. (I think these might be randomized for each game as a copy protection exercise, but I'm not sure.) The manual has recipes for 15 potions, but the scroll only translates eight of them: "Physical Regeneration," "Psychic Regeneration," "Invulnerability," "Cure Blindness," "Apnea," "Disrupt Charme," "Pig Detransformation," and "Brain Wash."
         
A scroll in the game tells you which words correspond to which effects.
         
"Disrupt Charme" turned out to be the potion I wanted, but it required a unique ingredient, "turtle slobber." Fortunately, I'd managed to obtain a vial by first finding a turtle near the sea in Silmatil and then giving it to an alchemist in Zendoria. I fed the potion to Karorn, and he got over his objection to losing Deloria.
             
Where did Jarel get the key to Ishar?
           
By this time, I was so enamored with my wizard, Zeloran, that I decided to fill the empty NPC slot with another one. I found one named Khalin in Elwingil. I spent a fortune getting them both equipped with the "Lightning" spell, which damages all visible enemies on the screen and makes wizards more valuable than warriors except that psychic energy runs out faster than physical energy.
             
Blasting dwarf-bandits with "Lightning."
          
A lot of the game's magic system is wasted. It costs so much to purchase spells that even by the end of the game, each of my spellcasting characters only had three or four. There's no point wasting money on "Healing 3" when three castings of "Healing 1" do the same thing. I never explored a lot of useful-sounding spells like "Dissolve" (turns the party into a gas cloud that can blow through enemies) or "Inversion" (changes NPC alignments). Some of them seem useless--I never encountered any poison for "Cure Poison" or any invisible enemies for "Invisibility Detection" (except for one that you can't detect that way). "Radar," "Invisible Party," and "Invulnerability" aren't even described in the manual, just listed. "Regeneration," "Resurrection," and "Repulse" (sends all your enemies to hell!) could have been useful but I just never had the money. I basically had my wizards cast "Lightning" (and "Mental Shield" when it was clear it was needed) and my priest and paladin cast "Healing I," and that was it.
           
I never learned most of these spells.
          
Money is tight throughout the game. You need it for sleeping and eating--one meal and one night's rest costs over $2,000 in the eastern cities--saving ($1000 each), reagents (enough for a single potion might cost $7,000), spells, weapons and armor, and the occasional training. The shop in Elwingil sold high-level weapons and armor, and by the end of the game I was able to get my two warriors into magic armor and wielding the best swords, but no one else. I spent most of my spare gold on potion reagents because potions of "Physical Regeneration" and "Psychic Regeneration" are worth every penny if you're far from a tavern.

Meanwhile, the places that train characters in strength, agility, and intelligence (I never found one that trained constitution) seem to be there to compensate for very weak characters, not to provide regular character development to already-strong ones. Every time you try to train, there's a chance that it will go very well (increasing the attribute by 2 points), just okay (+1), or poorly (+0). I don't think I ever saw an attribute increase when it was already past 10. Thus, for most characters the only form of development is by leveling, which improves maximum health. Several of my characters hit level caps (Level 10) near the end of the game, but not everyone did.

I grinded quite a bit for my gold and still arrived at Ishar mostly broke. (Ishar itself has tens of thousands of gold pieces, but you'd have to slog them back to civilization while very near the endgame.) I decided the best way to grind was to repeatedly enter and exit the two indoor cities in Elwingil and Urshurak. Each one spawns about half a dozen orcs that leave 500 or 1000 gold pieces each. Repeatedly entering and exiting the city was a good way to build both wealth and experience.
         
By killing a large knight in Osghirod, I got a special helmet that allows you to see invisible enemies. This let me kill the invisible lizardman Brozl, who roams the huge area called Fimnuirh, and to loot from him five fire protection rings.

I spent a lot of time tracking down five rune tablets that you need for the final battle, or you can't hit Krogh. One was out in the open, on a pedestal in Lotheria. A second was in a hut in Zendoria called "The Forbidden House," so-named because my characters got cursed and slowly died of a wasting sickness after entering. I had to inoculate them with a potion before entering. Another was in the dungeon in Rhudgast. A fourth was on a pedestal in the outdoor area called Gil-Aras, but the party went blind the moment I entered the province. I had to use the "Cure Blindness" potion to see well enough to explore the small area. The fifth was in Ishar itself.
            
A rune tablet in an area that causes blindness the moment you enter.
         
In a house in Elwingil, one of Jarel's companions from Arborea, Thurm, gave the party five monks' robes that would disguise us as initiates in a certain place in Ishar.
          
Eventually, having explored everything else, I entered a teleporter in Halindor and found myself across the channel in Valathar. The entrance to Ishar is in the northeastern part of this island, but there were a few things to do first, including defeating the wizard who guarded the entrance. In the far southeast past some encounters with much tougher dwarf-bandits than I'd faced before, I found a pig standing in the middle of the forest. Since a wandering alchemist had recently given me some toad eye, a necessary ingredient for "Pig Detransformation," I figured that's what I wanted to use. I mixed the potion and applied it to the pig, and it transformed into an old woman named Morgula who offered to join my party.
             
When there's a potion called "Transform from Pig" and you find a pig, it's not hard to figure out what to do.
                       
I was reluctant to get rid of Khalin, but I figured Morgula must be special in some way since I had to go through so much trouble to get her. Sure enough, although she's weak as hell and her physical energy depletes while you watch, she has a spell called "Anti-Krogh." After I won the game and was doing my usual post-game research, I found that several web sites claim that Morgula is Krogh's mother, but I don't know where they get that, as her name appears nowhere in the backstory or in any of the NPC dialogue.
           
How do you turn down that kind of appeal?
         
It was finally time to take on Ishar. The fortress is quite large, with three separate sections separated by teleporters. There are numerous doors that you have to find keys to open, and one area that serves as the game's only real puzzle: a sequence of six levers, each controlling two doors in a small maze of corridors. You have to find the right sequence of levers to open the right doors, which I did through trial and error. There's a huge area full of poison gas that you have to mix five "Apnea" potions to successfully traverse.
          
A lever puzzle took much of the time in the final dungeon.
          
At one point, I killed a mage and looted from him an object that looks like the Silmarils logo, but I never found anything to do with it.
          
Anybody want to take a guess?
         
The final corridor features multiple encounters in succession. First, a medusa, for whom you need "Mental Shield" active for everyone to avoid petrification.
          
Why does it look like medusa is a statue? She's supposed to turn people into statues?
          
Then there's a huge red dragon. It takes a long time to kill him--and my primary fighter had to drink two "Physical Regeneration" potions during the process--but he doesn't do much damage as long as you have the gold rings from Brozl.
           
Poor dragon looks like he's cramped.
          
After the dragon was a door we had to be wearing our robes to enter . . .
            
This is the first I've heard of Krogh starting some kind of cult.
         
. . . then a corridor full of individual fights with spellcasters.
          
Killing wizards in the final corridor. I thought this was Krogh at first.
         
It all culminated with Krogh himself. He had a powerful magic attack, but it only took three castings of "Anti-Krogh" to kill him. I assumed it would be harder. I guess maybe it is if you don't take Morgula.
          
The evil Krogh. Fortunately, Morgula has a spell called "Anti-Krogh."
           
Alas, there was no real endgame. After Krogh died, the game played some triumphant music while one of my characters--Aramir, I guess--knelt in a circle of rotating pillars and held a crown above his head.
            
One element of the game that I never solved: there's a sword in a stone that was supposedly left there by Jarel when he swore off violence. Despite the message, I couldn't pull it out at any level or with the highest strength statistics.
          
Any ideas?
         
In a GIMLET, the game receives:
         
  • 3 points for the game world. I like the layout, but otherwise it's a generic high-fantasy place with a generic high-fantasy quest. 1992 CRPG addicts are no longer satisfied with vaguely-described evil overlords trying to take over the world just because they're evil.
  • 3 points for character creation and development. There's no creation process, just an assemblage of party members from the NPCs you find across the land. Development is quiet, almost invisible, and besides those of wizards and warriors, the game really doesn't call upon the varied skills of its other classes. 
  • 4 points for NPC interaction. There are a few fixed NPCs who provide hints and items, and then there are the NPCs who can join the party. I'll allow a point for the uniqueness of Ishar's approach to alignment, where party members must vote to admit or expel new members, and apparently you can order one NPC to kill another, perhaps creating ramifications down the line (I never explored this), but none of it amounted to anything.
            
A few unnecessary hints do not constitute much in the way of "RPGs."
          
  • 2 points for encounters and foes. There aren't really any non-combat encounters, and monsters are generic high-fantasy denizens with the standard types of attacks. They're not even named on-screen. I thought the respawn rate was useful.
         
Here was a powerful thing from inside the final dungeon.
         
  • 2 points for magic and combat. Even if I'd bought all the spells, I don't think they really would have afforded much in the way of combat "tactics." There isn't much to do in combat but attack, cast, and keep an eye on the related meters. The party deployment grid is mostly wasted, and you can't even do the "combat waltz" or other strategies common to Dungeon Master-style games.
  • 4 points for equipment. You have a reasonably good selection of weapons and armor, with numbers denoting their relative effectiveness. The potion system isn't bad except that you only have one flask.
         
This shop in Elwingil offers the best weapons and armor.
        
  • 6 points for the economy. It remains relevant to the end, and I like the way that it forces you to make tough choices throughout the game. It just lacks a certain complexity that I would need for a higher score, plus perhaps more of a "money sink" in those attribute trainings.
  • 2 points for a main quest with some sub-quests but no side-quests. There are no alternate endings or player choices.
  • 6 points for graphics, sound, and interface. The graphics and sound are some of the best we've seen, just about perfect for the scale and nature of the game. I particularly appreciated the ambient sounds (including a murmur of voices in the taverns that I came to believe was "I'm riding down to Livermore with some recruits"). The music is suitably epic, though in my case turned off. The interface was only okay; too much mouse, too little keyboard.
  • 6 points for gameplay. It has some minor nonlinearity and minor replayability (with a different party configuration). It's almost perfect in its challenge (including its enforcement of limited saving) and its length.
            
That gives us a final score of 38. That seems about right. I was thinking that it should at least cross into "recommended" territory, but in the end the game is too sophomoric in core RPG mechanics to break into the "truly good" range.
           
          
I expected the Amiga version to do quite well in European reviews (most U.S. publications, including Computer Gaming World, don't seem to have taken note of it), so I was surprised to find mostly low scores even in Amiga magazines. Scores ranged from 48 (Power Play, September 1992) to 89 (CU Amiga, July 1992). The consensus seems to be the same as mine: the graphics are great, but it lacks in RPG mechanics like combat and character development, and it doesn't have much of a plot. A few noted that with a Dungeon Master-style interface, they expected Dungeon Master-style puzzles. A paragraph from the British Amiga Action (July 1992), which gave it an 82, is representative:
           
Noticeably distinguished in the graphics area, Ishar: Legend of the Fortress plays almost as well as it looks . . . Perhaps the downfall of Ishar is its simplicity; you begin to wish for more activity, interaction, and involvement, more problems and less roaming . . . Certainly a valiant effort by Silmarils and, if they can learn from this, a firm foundation for a sequel.
           
Not everyone felt as positively as I did about the pay-to-save mechanism. My fellow blogger, Saintus, abandoned it after one session for that reason. Magazines, if they mentioned it, mentioned it negatively. In contrast, a lot is made in the magazine reviews about the party morale or alignment system in which characters form bonds, defy orders, and "have their own personalities," none of which is reflected in the game in any interesting way. I suppose Ishar did some trailblazing here, but I'll concede that an NPC "has his own personality" when he actually says something. Yes or no votes on other party members aren't quite enough.
                                             
Does this really add that much?
              
Silmarils will have plenty of opportunities to continue to improve on this system. Ishar 2: Messengers of Doom will be along in 1993 and Ishar 3: The Seven Gates of Infinity in 1994. We also might have them for Robinson's Requiem (1994) depending on my decision on the genre. After that, Silmarils changes its focus to action games and ultimately goes out of business in 2003.

Although some commenters have suggested a certain amount of "Frenchiness" to this game, I think it's safe to say that we've long-since exited the era of truly outré French titles like Mandragore (1985) and Tera: La Cité des Crânes (1986). Instead, Silmarils seems to be following early-1990s Germany by producing copies of successful American games, albeit with some of their own twists. I'll miss the bizarre nature of the 1985-1989 French "golden age," but then again there are still a few titles on my clean-up list.

I gave the choice of the next "upcoming" game to Sebastian, who designed my banner, and he opted for Lands of Lore (1993). That'll be along in a few games. Next we'll finally take a look at Planet's Edge.