Saturday, February 17, 2018

PinkFae Archive #9: Changeling: The Dreaming - Why I Love It So Much

Welcome, gentle readers, to another PinkFae article. This one refers to Archive #8, from three weeks ago. It was originally published on 28 February 2016, just one week after Archive #8.

The Changeling: the Dreaming main rule book, with the cover art representing a stained glass window of a gryphon holding a sword.

Last week, I wrote an article about the tabletop roleplaying game Changeling: the Dreaming. Included in that article were links to descriptions of the setting and in-game history. Anyone who is familiar with the Storyteller System (the original World of Darkness in particular) already knows the basics of the system. But what I didn't describe was why I am such a fan of the game. So I think I will do that today.

Saturday, February 10, 2018

New Resolution

A ten by ten challenge chart. The centre is a retro eighties image of light purple text reading 'ten by ten' of metallic letters that spell out 'challenge' with twenty eighteen in plain white italics below that, all over a glowing triangle emblem on a background of a starry night sky, hovering over a glowing neon grid. From both sides of this graphic, a five by ten grid in metallic texture extends, curving to become wider as it gets further away from the central image.

Very shortly after I had posted my Resolution: Failed article on 30 December, a friend invited me to partake of a 10×10 Challenge. I had never heard of it, so I did a bit of research. It turns out that a few years ago on Board Game Geek, someone created this challenge to counteract what she called 'the cult of the new' (more on that in a moment).

Here's how it works: you play ten games, ten times each, over the course of a calendar year. There are two levels of difficulty: Normal and Hardcore. In the Normal level, you are considered successful if you play any ten games ten times. Just keep track of how many times you play any game, and if at the end of the year, you have at least ten games in which you logged ten plays or more, you succeed.

In Hardcore, you decide at the beginning of the year which ten games you're going to count. You only log those games (and any plays you may have had before you accept the challenge don't count).

Saturday, February 3, 2018

Board Game Review: Tiny Epic Galaxies

I got to try my first 'Tiny Epic' game recently. If you don't know what that means, I'll tell you. Gamelyn Games publishes a series of 'Tiny Epic' games which come in a small box, take up a small amount of table space, are easy to learn, but pack in a great deal of enjoyable gameplay. And if Tiny Epic Galaxies, the game that I played, is any indication, that description is very apt.

So let's get into it! Here are some numbers to look at:
Strategy and Randomness are rated from 0 to 6. A 0 means the rated aspect plays no part in determining the game's outcome; and a 6 means that it is the only factor that determines the game's outcome. Complexity is also rated from 0 to 6; a 0 means that it's so simple a six-year-old can play it, a 3 means any adult should have no trouble playing, and a 6 means that you'll need to refer to the rulebook frequently. Humour can be rated as 'None,' meaning the game is not meant to be funny, or it may have one or more of the following: Derivative (meaning the humour is based on an outside source, such as a game based on a comedy film), Implicit (meaning that the game's components are funny, such as humourous card text), or Inherent (meaning that the actions the players take are funny). Attractiveness has nine possible ratings. Ideal: the game is beautiful and makes game play easier. Pretty: The design is beautiful and neither eases nor impedes game play. Nice: The design is beautiful but makes game play harder than necessary. Useful: The design is neither beautiful nor ugly, but eases gameplay. Average: The design is neither beautiful nor ugly, and neither eases nor impedes gameplay. Useless: The design is neither beautiful nor ugly, but makes gameplay harder than it needs to be. Utilitarian: The design is ugly, but eases gameplay. Ugly: The design is ugly, and neither eases nor impedes gameplay. Worthless: The design is ugly, andmakes gameplay harder than it needs to be. Average Length of Game Play describes how long an average game will probably last, give or take. Gamer Profile Ratings measures how strongly a game will appeal to players based on their interest in one of four areas. These areas are measured as High, Medium, or Low. Strategy describes how much a game involves cognitive challenges, thinking and planning, and making sound decisions. Conflict describes how much direct hostile action there is between players, from destroying units to stealing resources. Social Manipulation describes how much bluffing, deceiving, and persuading there is between players. Fantasy describes how much a game immerses players in another world, another time.
Strategy: 5
Randomness: 2
Complexity: 1
Humour: None
Attractiveness: Useful
Average Length of Game Play: 45 minutes
Gamer Profile Ratings:
  Strategy: Medium
  Conflict: Medium
  Social Manipulation: Low
  Fantasy: Medium