نویسنده: BinaAli

  • Ludology: Ludology 330 Phantom Tax

    Ludology: Ludology 330 Phantom Tax


    Welcome!

    Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.

    We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.

    On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.

    Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.

    Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.

    We hope you enjoy the additional content!

    Our History

    We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.

    Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!

    Contact Us 

    Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.

    You can also email us at hello@ludology.net.

    Ludology is part of The Dice Tower Network, the premier board game media network.

    If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish! 

    Burning Questions for Ludology

    Burning Question

    Support the Show

    Ludology is made possible through the support and donations of listeners like you.

    We currently have 3 “First Listen” series that will go out to Patrons well in advance of the audio being released to the wider audience.

    • The Memories that Made Us (monthly) – memories about gaming experiences that helped shape the people that bring modern games to life
    • Tales from the Designer Toolbox (monthly) – tips and tricks from industry pros learned from both success and failure
    • Ludology Live – recordings from conventions around the world

    Patrons will also get extra consideration for any giveaways that we might have!

    Become a Ludology Patron

    Become a patron

    You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!





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  • Axis and Allies 1940 American Bonus

    Axis and Allies 1940 American Bonus


    Yes, but only in Axis & Allies Pacific 1940, not in Axis & Allies Global 1940 (or Europe)

    The quickest reference to the bonus is in the Second Edition rules FAQ, see the section on Page 9, The Political Situation, The United States, which indicates the appropriate rule should read

    The United States
    begins the game neutral. It may not declare war on Japan unless Japan first declares war on it or makes
    an unprovoked declaration of war against the United Kingdom or ANZAC. Following any such unprovoked
    declaration of war by Japan, the United States will receive an immediate one-time bonus payment of 30
    IPCs
    , representing the total mobilization and transfer of military assets within the continental United
    States. However, if the United States is still not at war with Japan by the Collect Income phase of its third
    turn, it may declare war on Japan at the beginning of that phase. This is an exception to the rules for
    declaring war (see “Declaring War,” page 11), which may normally be done only at the beginning of the
    Combat Move phase.” (Note that this change applies only to the Pacific rules, and not to the Global
    rules.
    )



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  • The Lay of the Land – InsideGMT


    We have introduced in the precedent entry of these Histories the main players and movers of things in Hubris – Twilight of the Hellenistic World: the Kings and their Friends. Now we are going to examine what they were fighting over, i.e. as in most of history, land and the resources that could be obtained from it.

    Introduction

    In Hubris, the key geographical element is the Satrapy, an old Persian word for province that was for the most part retained by Alexander and his successors. In the game, Satrapies are defined by their borders, their possible value in terms of Victory Points and/or Tax Revenues, their Supply Costs to undertake military campaigns, and the Places that they comprise. Some Satrapies include additional features such as Rough Terrain, Shipyards, Military Colonists or are a recruitment market for Mercenaries.

    Each Satrapy contains a number of Places, from one to a maximum of six, whose alignment determine who Controls the Satrapy, and to what extent. These Places can be either walled Cities or wild Tribes, implying various means of controlling them.

    There is also a number of Sea Areas that touch a number of coastal Satrapies, which allow wide movements of diplomats and mercenaries and, under some constraints, armies. Naval Squadrons based in friendly Port Cities will vie for dominance of these Sea Areas, from where friendly ports can be supported, straits crossings denied, or enemy coastlines plundered.

    Most Actions in the game, whether military Campaigns, Envoy (diplomatic) missions or attempts to raise additional taxes target Satrapies or Sea Areas as a whole, rather than individual Places.

    Description of a Satrapy

    Every Satrapy on the board is shown by a banner which lists:

    • its name;
    • its value in Victory Points (VPs), if any, for the various Kingdoms (between laurels, in the appropriate color);
    • its Tax Value, if any (gold coins icon);
    • its Supply Cost value (loaded mule icon);
    • if the Satrapy has a Shipyard, an icon of a warship in construction is also shown on the banner.

     To the side of the banner are shown a number of small square or circular weights, representing the number of, respectively, Cities and Tribes included in the Satrapy.

    Every Satrapy has a corresponding half-size Satrapy Card with the same information, plus a general indication of its location on the map and attached Units (if any). The use of the Satrapy Cards is optional but is quite handy to easily track what Satrapies you control and compute VP totals and Tax revenues when needed.

    Pontos Satrapy and Pontos Satrapy Card

    We see here the Satrapy of Pontos, on the north coast of Anatolia. It has VP values of 0|½ for both Macedon (purple) and the Seleucids (yellow), but none for the Ptolemies (blue). Its Tax values are 0|1 Talents (Ts), and its Supply Costs a forbidding 8 (meaning that every Unit Campaigning in Pontos will have to pay 8 Ts each! Not a very enticing area, though it does have a Shipyard. One can understand how it remained essentially a backwater for centuries…

    Note that various Satrapies often offer different VP values for different Kingdoms, showing their relative strategic importance to these. Some Satrapies also have no Tax value, one (Parapotamia) even has neither VP nor Tax value, being on the map only to allow (at the prohibitive Supply Cost of 8…) to bypass the heavily fortified coastal regions of northern Syria…

    Pontos borders four adjacent Satrapies (namely Bithynia, Galatia, Kappadokia and Armenia) and one Sea Area (Pontos Euxinos). It presents a textured background evocative of its mountainous character, indicating that, in game terms, it is considered to be Rough Terrain, favoring the defender in battle.

    It includes three Places: two Cities (Sinope and Amaseia) and one Tribe (Paphlagones). Let us now look at these in detail.

    Places: Cities and Tribes

    There are two types of Places in Hubris: Cities and Tribes. Cities are represented by square frames, and Tribes by circular ones. Cities on the map are walled, which means they may only be captured by Siege but can received a garrison (though it may create resentment, especially among Greeks). Tribes represent a number of small villages and hilltop fortresses, typically located in difficult hilly or mountainous areas, which must be subjugated and cannot be garrisoned.

    Types and Categories of Places

    Places are further categorized as being either Subject, Free or Greek:

    • Subject Places (shown by a plain unadorned frame and a white name background) have no meaningful civic constituency (or none that Hellenistic kings would accept to deal with) and cannot be the target of diplomatic Actions: one may only bring them to one’s alignment by force, and one may not place Alliances on them;
    • Free Places (shown by a flowery frame and a yellowish name background) do have a civic body and can be the target of diplomatic Actions;
    • Greek Places (shown by a Greek frieze frame and a blue name background) are essentially a subset of Free Places, with the added characteristic of being Greek communities, which means that they are subject to a number of specific game effects and events, nearly all of them meaning trouble for the players…

    Every Place on the map shows an illustration within its frame: these are purely to give you a feel for the type and predominant culture of the communities represented, and have no gameplay signification. Note that they are typically hidden by the Alignment marker when there is one, leaving only the frame to show.

    Going back to our example of Pontos, we see that Sinope if a Greek City, Amaseia a Free City and Paphlagones a Subject Tribe.

    You will also notice that each of them presents additional icons along its frame:

    • Sinope displays an icon including a small anchor and five ship sheds, denoting that it is a Port City which can serve as a naval base, making its bordering Sea Area (Pontos Euxinos) a “Friendly Sea” where friendly Squadrons may operate;
    • Amaseia displays at its top right corner the icon of a siege tower with two red pennants flying in the wind, showing it is a particularly formidable stronghold which will impose a To Hit Modifier (THM) of -2 to any would-be besieger;
    • Paphlagones also displays a similar icon (this time an armored soldier, showing that, as a Tribe, it must be subjugated rather than besieged like a city such as Amaseia) with one orange pennant, indicating a -1 THM to an attacker.

    Alignment: Garrisons and Alliances

    In game terms, Places are not “Controlled” (this term applies only to Satrapies), but “Aligned”. Alignment can be achieved by placing either a Garrison or an Alliance (which are, in Hubris, literally the two sides of Alignment markers!).

    Alignment Markers

    Garrisons are full square markers in the color of their Kingdom, with its symbol and the black silhouette of a soldier. The shape is a reminder that they can only be placed in Cities (square frames).

    Conversely, Alliances are full disks in the color and with the the symbol of their Kingdom, with two white interlinked rings. Again, the shape intends to remind players that only they can be placed on Tribes (circular frames).

    Garrisons are typically placed as a result of a successful Siege, while Alliances can be placed either through a successful Envoy diplomatic Action, or (for a City) a successful Siege or (for a Tribe) Subjugation, both as part of a Land Campaign Action. Note that garrisons are not military units and cannot be moved, nor do they cost any maintenance. You may wonder how an Alliance may be placed as the result of a violent capture (Siege or Subjugation), but it was always possible, and often advisable, to simply eliminate or exile opponents and install sympathizers in power in their stead rather than needlessly antagonize such touchy communities as Greeks or tribal groups, not to mention (later in the game) the Romans who can proclaim themselves as the guarantors of the freedom of the Greek cities…

    Existing Alignment markers make eligible Places more resilient to adverse Envoy Actions, especially Garrisons, where only the most gifted diplomats (or those with the deepest coffers!) can hope to sway such Cities from their current master. However, a number of game events may play havoc with Alignment markers, especially among the Greeks. I told you Greeks were trouble… 😉 In general, where possible, Envoy Actions are the cheapest way to extend one’s control, and are not considered acts of war, but they place only Alliances which are more fragile than Garrisons. On the other hand, Garrisons are typically the surest way to maintain control, but require very costly military campaigns to impose, and may generate considerable ill will.

    A few Places are also marked by a banner icon in specific colors and sporting assorted symbols. These mark either the Capital Cities of the three Kingdoms or Heartland Places of Minor Powers, which, when holding an Alliance, allow usage of their associated Minor Units. We will discuss these more in detail in a subsequent entry on military campaigns.

    Alexandreia and Rhodos Places

    Degrees of Control

    You may remember that the VP and Tax values of Pontos are actually showing two numbers, separated by a vertical dash: this is because two different degrees of Control can be achieved, and most Satrapies grant different values according to the degree of Control achieved.

    Simple Control is achieved by having more than half the Places in a given Satrapy Aligned with one’s Kingdom: in the case of Pontos, this means at least two of them (out of the three in the Satrapy).

    Full Control is achieved by having all Places in a given Satrapy Aligned. Note that, in Satrapies with only one or two Places, Simple and Full Control are the same, since the only way to have more than half of them is to have them all.

    When only a single number is shown for a given value, that value is granted as soon as any degree of Control (Simple or Full) is achieved.

    Obviously, only one Power may achieve any degree of Control over a given Satrapy, since no Powers may simultaneously have more than half of its Places Aligned with themselves.

    Going back to our example of Pontos, this means that Macedon or the Seleucids need Full Control (all three Places Aligned) to be granted the ½ VP available to them, and so does any Power (including the Ptolemies) to get the 1 T in Tax. Luckily, not all Satrapies are so poor in VPs or Tax revenues: see the Delta in Egypt, which is the richest on the whole map, for contrast!

    Delta Satrapy

    Note that Tax values may be reduced in three cases:

    • Should a Satrapy be Controlled through an absolute majority of Alliances, its Tax value is halved;
    • Should a Satrapy be Ravaged as a result of military Campaigns or Events, its Tax value is halved;
    • Even worse, should a Kingdom be At War during the Revenue Phase (i.e. at the beginning of a turn), its total Tax revenue is halved: bear in mind that game turns are 5-years long, so this represents the economic disruption resulting from colonist-soldiers being called to war and trade patterns being disrupted over a long period.

    All these are cumulative…

    Military Colonists and Mercenaries

    As mentioned in the introduction, some Satrapies are home to Military Colonists, typically veterans installed by Alexander’s successors in their new kingdoms to provide them with a local and ready source of Greeks and Macedonians for their armies, though it may also include some local peoples with a strong military tradition such as Medes in the Upper Satrapies.

    Whoever Controls such a Satrapy may Muster this Military Colonist when needed, for the duration of the turn. For instance, the Cleruchs Unit is a Military Colonist Unit attached to the Satrapy of Delta.

    Cleruchs Unit

    Other Units that can join a Kingdom’s armies are Mercenaries. Similarly to Military Colonists, Mercenaries have one or several Home Satrapies. Unlike them however, Control of these is not mandatory to add them to one’s forces, but simple presence through possession of an Alignment marker in any of these Home Satrapies. Such presence allows a Kingdom to bid for the services of the attached Mercenary Unit during the Mercenary Phase preceding the Action Phase, or to Muster them if left unhired during the Action Phase.

    For example, the Mysians Mercenary Unit may be Hired by any Kingdom with an Alignment marker in either Mysia, Lydia-Phrygia or Ionia, as shown on the map.

    Mysians Mercenaries & Home Satrapies

    It should be noted that Kingdoms cannot create new Units (except through some very few Events), and so are limited to those few Royal, Military Colonist, Mercenary and Minor Units that exist to wage war. Control or presence of the Satrapies providing access to these Units is hence a critical dimension of the game.

    Geographical Continuity: Land and Sea Paths

    It is useful to bear in mind the time scale of Hubris: every game turn represents a period of five years. In game terms, this means that, barring any kind of opposition, any person or force could traverse the map from one end to the other within any given turn. As a result, there is no concept of movement allowance or movement points in the game.

    Instead, one should think of one’s Kingdom as a coherent core, provided that all its Controlled Satrapies are Adjacent by land: we talk of a “Land Path”. Accordingly, leaders, forces and individual units can freely be moved or mustered from one Satrapy to another as long as a Land Path exists between them. However, as soon as one leaves that core to enter its uncontrolled periphery, or meet an enemy Force, movement halts and war ensues.

    A similar concept exists for naval operations, involving chains of Friendly Sea Areas, i.e. Sea Areas bordered by at least one Aligned Port City. Here, the restriction is even stronger as, lacking the support provided by friendly naval bases, Squadrons cannot even enter a non-Friendly Sea Area, meaning that control of a adequate Port City, either through diplomacy or land action must always precede the extension of naval power. Note that, unlike a Satrapy which can only be Controlled by at most a single Kingdom at a time, a given Sea Area may be Friendly to several Powers at the same time, as long as each of them holds an Aligned Port City bordering that particular Sea Area, making contestation of sea power possible…

    Diplomatic Actions, called “Envoy”, are the least limited of all, being essentially allowed to target any Coastal Satrapy as long as one owns an Aligned Port City somewhere. Landlocked Satrapies must be targeted from adjacent Satrapies. Similarly, freshly Hired Mercenaries may be freely repositioned during the Mercenary Phase along Land Paths or any chain of Sea Areas (Friendly or not).

    Now that we have looked at the leaders and the map, I will cover in the next installment of these Histories the particulars of War and Peace in the game…


    Previous Articles: 

    The Hubris Histories – Book 1: Historical Overview

    The Hubris Histories – Book 2: The Kings and their Courts



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  • In Lowball versions with 7 Card hands is the “best” (least best in Lowball) or “worst” (best in Lowball) Used?

    In Lowball versions with 7 Card hands is the “best” (least best in Lowball) or “worst” (best in Lowball) Used?


    In Razz Lowball, or A-5 Low 7 Card Stud, which combination of one’s cards is used?

    If one has 2-3-4-5-7-7-7, are you required to use 7-7-7-4-5 or can you choose 2-3-4-5-7?



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  • magic the gathering – How Threefold Thunderhulk interact with Ability Boosting effects?

    magic the gathering – How Threefold Thunderhulk interact with Ability Boosting effects?


    Absolutely it would.

    611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.

    Example: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2.

    Threefold Thunderhulk will enter with three +1/+1 counters on it, and also get the +1/+1 from Anthem of Champions, meaning that it enters as a 4/4 creature, and so when its enters trigger resolves you will get 4 token creatures.

    Even if this weren’t the case (e.g. if the anthem effect were applied as some kind of state-based action) then it would be fine – Thunderhulk is already on the battlefield once the trigger resolves, so it will definitely have 4 power at that point. However, it does mean that Thunderhulk will trigger, for example, Garruk’s Uprising, which says

    Whenever a creature you control with power 4 or greater enters, draw a card.

    because its power is equal to 4 as it enters which wouldn’t be the case if rule 611.3c worked differently.



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  • Ludology: Ludology 331Pixelate Those Pieces

    Ludology: Ludology 331Pixelate Those Pieces


    Welcome!

    Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.

    We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.

    On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.

    Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.

    Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.

    We hope you enjoy the additional content!

    Our History

    We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.

    Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!

    Contact Us 

    Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.

    You can also email us at hello@ludology.net.

    Ludology is part of The Dice Tower Network, the premier board game media network.

    If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish! 

    Burning Questions for Ludology

    Burning Question

    Support the Show

    Ludology is made possible through the support and donations of listeners like you.

    We currently have 3 “First Listen” series that will go out to Patrons well in advance of the audio being released to the wider audience.

    • The Memories that Made Us (monthly) – memories about gaming experiences that helped shape the people that bring modern games to life
    • Tales from the Designer Toolbox (monthly) – tips and tricks from industry pros learned from both success and failure
    • Ludology Live – recordings from conventions around the world

    Patrons will also get extra consideration for any giveaways that we might have!

    Become a Ludology Patron

    Become a patron

    You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!





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  • Will it Game? Episode 98 with Parker Simpson

    Will it Game? Episode 98 with Parker Simpson


    This week, we’re taking a trip to space to see what we can find with our guest judge Parker Simpson. This episode is a little off the rails. One of our hosts didn’t understand the theme of “weird space”.

    Parker is the creator and illustrator of Trash Dash and runs Shiny Pigeon Games. He’s currently got the game Starfront Scouting Academy, a new print and play game that is funding through Kickstarter. Check out the campaign and learn more about this excellent space game today.

    Like the content that is filing your ears? Consider giving to our Patreon and connect with One Board Family even more. https://www.patreon.com/oneboardfamily

    The track “Balkana” was created by 4bstr4ck3r. http://freemusicarchive.org/music/4bstr4ck3r/



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  • Pros and Cons Ep 12

    Pros and Cons Ep 12


    Welcome!

    Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.

    We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.

    On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.

    Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.

    Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.

    We hope you enjoy the additional content!

    Our History

    We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.

    Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!

    Contact Us 

    Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.

    You can also email us at hello@ludology.net.

    Ludology is part of The Dice Tower Network, the premier board game media network.

    If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish! 

    Burning Questions for Ludology

    Burning Question

    Support the Show

    Ludology is made possible through the support and donations of listeners like you.

    We currently have 3 “First Listen” series that will go out to Patrons well in advance of the audio being released to the wider audience.

    • The Memories that Made Us (monthly) – memories about gaming experiences that helped shape the people that bring modern games to life
    • Tales from the Designer Toolbox (monthly) – tips and tricks from industry pros learned from both success and failure
    • Ludology Live – recordings from conventions around the world

    Patrons will also get extra consideration for any giveaways that we might have!

    Become a Ludology Patron

    Become a patron

    You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!





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  • Rebel Princess: Happily Never After Expansion Review

    Rebel Princess: Happily Never After Expansion Review


    Rebel Princess from Bezier Games is one of our favorite trick-taking card games. Happily Never After is the first expansion for Rebel Princess. Inside the box you’ll find two new princess abilities, six new round cards, new score sheets, and a rulebook that explains each of these new elements in the game.

    In this video review, I’m taking a look at each card and how they can affect the gameplay. Note: This expansion is only compatible with the Deluxe Edition of Rebel Princess.

    https://www.youtube.com/watch?v=JAwSLpypcsw

    You can purchase the Happily Never After expansion at your local game store, the Bezier Games webstore or online through Amazon today.

    This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.

    Highs

    • A couple of round cards add some nice twists to the game
    • Expansion content all fits the Rebel Princess theme really well
    • Excellent presentation and packaging

    Lows

    • Expansion may not be a big draw if you don’t play Rebel Princess often

    Complexity

    2 out of 5

    Time Commitment

    2 out of 5

    Replayability

    3 out of 5



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  • magic the gathering – How does a card’s “Impending” ability work while there are still time counters on it?

    magic the gathering – How does a card’s “Impending” ability work while there are still time counters on it?


    A creature cast with the impending cost with time counters on it is just a regular enchantment permanent.

    A spell cannot be on the stack for multiple turns

    In Magic: the Gathering, each turn is divided into a sequence of steps, and each step can only end if the stack is empty. This means that any spell must leave the stack, either by resolving or by being countered, in the same step in which it is cast. So, no spell can ever be on the stack in a turn after the one in which it was cast, and you cannot ever counter a spell that was cast in a previous turn.


    “Not a creature” does not mean “not a permanent”

    The impending ability says that if you pay the impending cost, the object is “not a creature” as long as it has a time counter on it. “Creature” is just a card type, like “artifact” or “enchantment”. If an effect says that something is “not a creature”, that just means that it doesn’t have the creature type, or any associated subtypes, or power and toughness. Nothing else about it changes; if it would otherwise be a permanent, it’s still a permanent, just one that isn’t a creature.


    Impending

    The ability is defined in rule 702.126a:

    702.176a. Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N–[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.

    All of the existing cards with the Impending ability are Enchantment Creature cards, so if one of them is cast by paying its impending cost, it resolves just like any other permanent spell, except that as long as it has a time counter on it, it is just an Enchantment. It can be interacted with just like any other Enchantment. A counterspell targets spells on the stack, and this is a permanent on the battlefield, so they do not interact. Terror targets creatures, and this is not a creature, so they do not interact. Naturalize, for example, targets enchantments, so it could interact with one of these permanents.



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