17 April 2011

Board Game Review: Princess Bride 'Storming the Castle'

Today, I will be reviewing the board game based on the film The Princess Bride. This game is called Storming the Castle, and the players in this game are attempting to storm the castle. The winner is the first to reach the castle.

Here's how it works. The ratings:
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.
Strategy: 2
Randomness: 4
Complexity: 2
Humour: Derivative.
Attractiveness: Useless.
Expected Length of Game Play: 30 minutes.

19 March 2011

Board Game Review: Dominion

This isn't strictly a board game review, because it's not really a board game. It's a card game, but the cards are arranged in a very novel fashion, so it's more like a board game than most.

We'll start with the ratings:
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.
Strategy: 3
Randomness: 3
Complexity: 3
Humour: None.
Attractiveness: Useful
Expected Length of Game Play: 30 minutes to an hour

13 February 2011

Board Game Review: The Three Musketeers

I know it's been ages again. Life has been so amazingly busy and stressful. Hopefully, in a month or two more, things will settle down and I can resume my usual every-week-or-two posting schedule.

In the meantime, I would like to review for you the board game The Three Musketeers: The Queen's Pendants. I stumbled across this game in my local game shop and decided it would make a perfect birthday present for my wife. She is, after all, a major fan of Alexander Dumas. So, without further ado, the ratings.:
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.
Strategy: 4
Randomness: 3
Complexity: 3
Humour: None.
Attractiveness: Average
Expected Length of Game Play: 30 minutes to an hour

01 December 2010

Kingdoms of the Kithain

Ok, I know I'm three months overdue for an update (for which I apologise). The last update was supposed to be a map of the continent, but I'm having trouble getting that finished. Maybe I'll accomplish that task one day, but for now, I think it's best to move on to other topics.

So I would like some input on an issue that has bugged me in the past. I was looking through the old image files I created to develop a complete set of maps for the kingdoms in Changeling: the Dreaming. And I remembered a point of contention; the four kingdoms of the Iberian Peninsula.

Here's the only thing that it says in any canonical release from White Wolf Studios:

Spain and Portugal -- Sometimes the allies of Neustria, four kingdoms comprise these lands of the Iberian Peninsula: Navarre along the Pyrennees, Aragon in the east, Leone in the Northeast, and Castille in the central and southern regions. Commoners, whether in service to a noble or not, are always welcomed; eshu and boggans are an integral part of the society.

26 August 2010

Eiru: Part 5 - Setting

We're nearing the end of the Eiru series. This post will introduce the general setting of Eiru: magic and technology. The previous four posts will be useful in understanding the information below.

This being designed for GURPS 4th edition, it will of course describe everything in GURPS terms. Thus, the GURPS Basic Set will be useful in deciphering the gibberish below, as well as the 4th edition version of GURPS Magic. And of course, the disclaimer:

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

Technology in Eiru

Eiru is a TL 2 world, but their technology is retarded in the areas of construction and warfare. With the exception of the Fir Bolg, who know how to create any of the items crafted by the other races but simply choose not to do so in most cases, all the people in Eiru have the same weapons, buildings, farming techniques, and so forth.

15 August 2010

Eiru: Part 4 - Fir Bolg

We conclude the series of races in Eiru with our last entry: the Fir Bolg.

Again, for safety's sake, we include the disclaimer.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

The Fir Bolg are a race of humanoids, smaller than humans (around 4 feet tall), with a thin covering of fur. Although they are slightly more bestial than the other races in Eiru, they are not animals. They have a true culture and possess technology just as the other races do. They are not fully bipedal, having a stooped posture. But they speak the same languages as the other races (in fact, they have more languages than even the humans do).

06 August 2010

Eiru: Part 3 - Fomors

As we continue to examine the land of Eiru, we come now to the third race: the Fomors.

Let's stay safe: here's the disclaimer again.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

A Fomor is an amphibious humanoid. They generally look quite similar to humans; however, they all have black hair and black eyes, except for specific individuals who are the offspring of one Fomor parent and one Human or Danu parent, who may have blonde or brown hair, and can have brown or blue eyes. They live near coastlines and seldom venture more than a mile or so inland, unless they have good reason to, and even then, they prefer to stay near rivers or other large sources of water.