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  • Scoville 2nd Edition Review – One Board Family

    Scoville 2nd Edition Review – One Board Family


    The original game of Scoville was published in 2014 by Tasty Minstrel Games (R.I.P.). This auction and set collecting game has been out of print for a while but is highly regarded by friends who have played it.

    For years, I’ve wanted to add this game to our collection but wasn’t ready to spend the money for a used copy. Trick or Treat Games picked up the license and recently published Scoville Second Edition. Now that I’ve played this modern classic from Ed Marriott, does it live up to the hype that was in my head?

    Scoville field board

    Mornings on the Farm

    In Scoville, players are pepper farmers who are planting, harvesting, fulfilling pepper orders, and making chili. Each round starts with an auction where players will bid for their turn order in the round. The turn order allows players to choose a pepper card from the auction display, earning the pepper(s) on the card. Choosing your position matters because planting and order fulfillment takes place in turn order, but harvesting takes place in reverse turn order.

    Each round follows this order:

    Planting: In turn order, players will place a single pepper from their supply into the central board. Peppers will cross-breed with the peppers next to them. Each player has a player aid showing the color pepper that is created between two pepper colors.

    Harvest: In reverse turn order, players will move their farmer up to three steps in the garden. The player will harvest a new pepper(s) from the supply based on the two peppers they are between on the board. For example, being between a blue pepper and a yellow pepper will produce a purple pepper.

    Fulfillment: In turn order, players can turn in peppers to fulfill cards in the farmers market and/or fulfill a chili recipe card. This is how you earn more money and victory points. Players can also earn money by selling a single color of pepper, earning $1 for every two peppers of that color in the field.

    Scoville chili recipes

    Each game is broken into two halves, the morning and afternoon. Once players trigger the start of the afternoon phase, the auction block will gain better cards and the Farmers Market cards become tougher to fulfill but earn much better rewards.

    Players also have three one time use actions that allow them to double-back with their movement, plant an additional pepper, and move an extra step. If you don’t use these special actions, they are worth four victory points each at the end of the game.

    Scoville player board

    A Slow Burn

    The gameplay is Scoville is a bit of a slow burn as you increase your pepper supply, gain new pepper colors, and move your way into the outer edges of the field. In your first couple turns, you’ll plant and harvest some of the same peppers. Players can choose to be selfish with their new cross breeds by planting a new pepper color out of reach of the other players.

    Once players unlock the coal and white colored peppers, things really open up to fulfill high point chili recipes. Players are always looking to gain white and ghost peppers since they are present on the highest value cards in the game.

    Scoville cross-breeding chart

    Scoville plays up to six players but I would rarely suggest playing with the max number of players. Often, players are referencing the cross-breed player aid and looking at what chili recipes they are close to fulfilling. This can make rounds drag out at the highest player count. If everyone knew how to play the game and had some experience with Scoville, I think playing with six players could be smooth. I would never play with new players at this player count.

    Scoville harvest phase

    When you get into the five and six player count, the pepper field begins to have hot spots where all the best peppers are located. We’ve seen two players break away from the center, dropping important pepper colors as far away as they can in order to limit access to other players. It’s important to watch what other players are doing during the planting phase and anticipate where the best peppers are being placed.

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

    What’s New?

    This second edition printing has a lot of upgrades that players should know about. The original printing came with wooden peppers, and colorblind players had big issues with the color choices. Trick or Treat Studios fixed this with new plastic peppers that have a very clear letter embossed on each pepper that helps players to know what color they have. I love the rounded, plastic peppers in the game and think it’s an absolute upgrade from the original wooden ones.

    Scoville chili recipe fulfillment

    Vincent Dutrait also did a complete overhaul of the artwork which looks fantastic. His signature style is present on the board, cards, game box and even player screens. The board pieces together like a puzzle and is double-sided with the solo player experience on the back.

    The game also comes with a brand-new solo experience for players to check out. At the time of this review, I’ve not played it yet, but I’ve been enjoying the game enough that I will absolutely check it out. Also in Scoville Second Edition is the Scoville Labs expansion that many struggled to find for the original game.

    Scoville Labs expansion board

    Players are given a lab board where they can plant additional peppers, immediately gaining the cross-bred peppers that are created based on adjacency. This expansion also adds a few new cards and will speed up the access to more rare peppers for individual players.

    On top of all this, there are new fulfillment cards that haven’t been seen before. The number of chili recipe cards is impressive and no two games will have the same cards. This is nice for replayability.

    Final Thoughts

    Did Scoville live up to the hype that I had in my head? For the most part, yes.

    Scoville has been a “grail game” for me for a long time. It connects with my love of spicy food, gardening, and includes some of my favorite mechanics. I’m a big fan of this game and I think the upgrades that were made in this second edition are fantastic.

    Scoville farmers market

    I started to appreciate the slow burn of the game in those first few rounds after a couple games. Scoville is a game that is going to take every bit of 60 to 90 minutes but I really enjoy everything it does. Players are always working to fulfill orders, with their turn order in the round playing a very important part. The bidding and turn order felt less important at three players but is absolutely vital at four to six players.

    If you missed out on owning the original printing of this game or just want the upgrade, Scoville Second Edition is a great addition to your game collection. This is one that I’m proud to finally have in our collection.

    Scoville Second Edition is now available at your local game store, or on the Trick or Treat webstore.

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

    Highs

    • Big fan of the updated visuals from Vincent Dutrait
    • New edition includes new solo experience and Labs expansion
    • Loads of chili recipes and Farmers Market orders
    • Bidding mechanic really shines at the higher player counts

    Lows

    • Would probably never play at 6-players
    • First couple turns can be slow

    Complexity

    2 out of 5

    Time Commitment

    3.5 out of 5

    Replayability

    4 out of 5



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  • Historical Events in Tsar – InsideGMT


    This is the second in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the first article here.

    As part of Nicholas II’s coronation in 1896, the Tsarist regime planned an event to placate the common people of Moscow: a giveaway of food, kvass, and souvenirs at the fairgrounds known as Khodynka Fields. By early morning, hundreds of thousands of people had already gathered in eager anticipation. As often happened, the government’s plans were incompetent. The number of police on hand was woefully inadequate and the terrain dangerously uneven. When rumors of a shortage circulated, the crowd surged forward, people began to stumble and fall into ditches, and mounted police were swept along with them. Within minutes, 1,300 people were crushed to death. That evening, Nicholas attended a ball as scheduled, leaving the impression he was indifferent. The “Khodynka Tragedy” (or “Khodynka Massacre” as some called it) became a symbol of the regime’s callousness. People took it as a sign that Nicholas’s reign was cursed.

    In the game, a Coded Card recreates this event at a fixed point in time. In the first round of 1896 (the winter Quarter), players get an instruction to seed this card in the game board’s “Q+2” slot, meaning it will be played two Quarters later, in summer 1896. The card is viewable at any time so players can plan for it. Like all the events in Tsar, Public Banquet on Khodynka Fields presents a mix of historical reality and player agency: the event might unfold as it did in real life or, through careful planning, the players might achieve a happier outcome.  To avoid the tragedy, players need a competent government (as measured by the Total Adviser Rating in the red circle) and at least 2 Gold (to buy adequate supplies).

    These requirements are not particularly difficult to achieve, but like the real-life regime, players will be distracted by their own factional ambitions, which exist in tension with the need for responsible government. Will you appoint the most competent advisors, or prioritize your own Faction’s Characters to maximize power for yourself? Will you leave enough Gold for this event, or spend it on your Faction’s scoring goals? One player has an immediate incentive to avoid disaster: the player who controls the Tsar’s current “Favorite” Character.  The Favorite occupies an asymmetric role in the game, with enhanced authority over government appointments and scheduling, but with the burden of personal responsibility for setbacks. If the Khodynka tragedy occurs, the Tsar will direct his anger at the Favorite, as represented by the yellow “Favor -2” icon shown on the card. The other players in the game might also want to avoid destabilizing the regime or, if they’re in a more aggressive mood, might deliberately maneuver toward disaster to unseat the Favorite. These factional problems drive the game’s strategy as well as its simulation of the weak government that plagued Russia in the Tsarist period.

    The Port Arthur Coded Card is another example of a card based on a specific historical event. After winning the First Sino-Japanese War (1894-95), Japan forced China to cede Port Arthur, a strategic port city in northwest China known today as Dalian. This move alarmed the Tsar, who coveted Port Arthur for its year-round, ice-free access to the Pacific Ocean. With support from France and Germany, Russia pressured Japan to give up its claims to Port Arthur, supposedly out of concern for Chinese territorial integrity. Next, Russia shamelessly grabbed Port Arthur for itself by pressuring China to sign a long-term “lease.” Japan was infuriated, and this incident became a key cause of the 1904-05 Russo-Japanese War.

    The Port Arthur Card has several functional differences as compared to Khodynka Fields. The latter card applies one of two possible outcomes based on current conditions without giving players any choice—although it does depend on choices players made before resolving the card. Port Arthur, however, is a Council Decision with two numbered options: as long as players meet the requirements for Option 2, they may choose between the two options. The choice is made collectively through a simple bidding process using Influence Cubes (we’ll discuss decision mechanics in more detail in a later article). Tsar uses a mix of condition-type cards like Khodynka Fields and decision-type cards like Port Arthur, but either way events always have alternate outcomes, ranging from two to six different possibilities.

    Although Port Arthur is initially seeded at a fixed point in time (Winter 1896), it can be reintroduced through the randomly-drawn Era Card The Kaiser, so that if players fail to secure Option 2 on their first attempt, they might get a second chance later in the game. This is why Port Arthur’sOUTLOOK instruction for Option 1 tells players to return the card to its deck (so that it can be drawn again), while the OUTLOOK instruction for Option 2 tells players to remove the card from the game (so that players can’t seize Port Arthur twice). Likewise, The Kaiser’s Option 1 removes the card but Option 2 leaves intact the default discard rule for Era Cards. Many cards have distinctions like this in their OUTLOOK fields, so that the game can distinguish between outcomes that might recur and outcomes that can happen only once.

    Another difference compared to Khodynka Fields is that Port Arthur is a scoring goal for the Autocracy and Pragmatism Factions, so this card is more likely to provoke a struggle in multiplayer games. But like all scoring goals in the game, seizing Port Arthuralso contributes some non-scoring benefits: it boosts Russia’s Trade Capacity, raises Navy Morale, and increases Popular Support in the Bourgeoisie Sector. It also avoids the Favor penalty that comes with Option 1. These other features give non-scoring players something to consider: in a solitaire game, Dynasty or Reform players might still want Option 2, and in a multiplayer game, they might dial back their opposition.

    Aside from its immediate effects, Port Arthur also impacts the game’s narrative direction and legacy-style play. The “Japan -2” effect means that Russia’s relations with Japan are dropping by two points, putting Russia and Japan closer to war. You still have a chance to avoid war through diplomatic maneuvers or by shoring up your defenses, but otherwise, seizing Port Arthur means you will fight the Russo-Japanese War in Era II. (Each Era is played as a separate game in a legacy style, with Era II bifurcated into peacetime and wartime tracks.) This is one of the clearest examples of the way your choices in Tsar can change history.

    Tsar’s Coded Card and Q-Slot system can also support longer-term, multi-stage events such as Trans-Siberian Railway. During Era I setup, you’ll place this Coded Card in the active Hand that players share; if players choose Option 1 (“Begin work . . .”), they’ll have a chance to apply Option 2 and complete a stage of the railway two Quarters later. At that point, the card will be reseeded in the Q+4 slot, so that work on the next stage can begin one year later. This card will remain in play until the railway’s three stages are complete. Aside from advancing the players’ scoring goals for Industrialization and Grain Production, Trans-Siberian Railway also alters the historical story, albeit in a more subtle way than Port Arthur. This card is one of many that shape the game’s economic history, which in turn affects the regime’s ability to project its power and survive. When war arrives, you will find the outcome depends on Russia’s infrastructure, economy, and political stability.

    Many other events in Tsar are generated randomly through the shuffled Era Decks. These decks include “All Era” cards that mostly feature generic, repeatable events like Drought and The Tsar Greets a Crowd, mixed together with Era-specific cards like Bosnian Crisis (Era III), Greco-Turkish War (Era I), and Maxim Gorky (Era III). Because they are shuffled randomly, the timing of these cards is unknown and they may not be drawn at all. This enhances the variability of the game and gives players a mix of long-term planning goals and short-term opportunities. The more problematic events in the “Unrest” and “Famine” decks are also shuffled randomly, but these are drawn only under certain conditions. (Drought is one example of how a Famine Card might be triggered.)

    The game also includes many events that never happened in history, but might have happened. During the Russo-Japanese War, the British Empire came very close to entering the war on the side of its ally Japan—and in this game, that can happen if you don’t manage your relations with Britain carefully enough. Other alternate histories include political reforms that Nicholas II rejected in real life, Russian control of the Turkish Straits (see the Coded Card above), a military alliance with Germany, and construction of the Moskva-Volga Canal. That last one is something that actually occurred later (during the Stalinist period), and there are a few other features in the game that draw their inspiration from post-1917 events.

    In the next InsideGMT article in this series, we’ll examine how Tsar’s game engine simulates the regime’s stability and the possibility of revolution.


    Previous Article: The Historical Figures in Nicholas II’s Regime



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  • bidding – Did I have too strong a hand for my “weak” bid?

    bidding – Did I have too strong a hand for my “weak” bid?


    With both sides vulnerable, partner opened one spade in second seat.

    After the intervening opponent doubled (takeout) I jumped in a minor (clubs) with ♠ K3 ♡93 ♢Q4 ♣ KJ87632. We are playing 2 over 1 (game forcing), so this hand is too weak for two clubs. We are also playing inverted minors so three of a minor after one of the same minor means 6-9 points and a six card suit (partner may have only two clubs for a one club bid). I would have opened three clubs if first to speak except in fourth position.

    Give me a third spade and I would raise spades. Replace the king of spades with a spot card and I would definitely bid three clubs. Take away the queen of diamonds instead, and I would probably bid three clubs. In any event, I felt I was bidding a single purpose hand that couldn’t play in either red suit, and could play well opposite a singleton spot club (which she had). It could make game in spades, but only if partner had heavy “extras,” say 17 points with a good five card suit, or 15 points with a six bagger. It might also make game in no trumps if partner had stoppers in the red suits AND “transportation” to my hand.

    I felt I was too strong to pass, but too weak to make an encouraging bid. I had a “standalone” hand that could make four or five tricks by itself but only if clubs were trump, and nine tricks if partner came through the with four or so tricks promised by an opening hand. On the other hand, I felt that my long but weak clubs were useless opposite partner’s presumed singleton and that my five high card points and two trumps (outside my clubs) did not constitute enough support to raise to two spades.

    Was mine a good response or was there a better bid, perhaps 1NT, that would have been less descriptive but imposed fewer limitations on partner?



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  • This October in Shut Up & Sit Down!

    This October in Shut Up & Sit Down!


    SU&SD

    Tom: October! Spooky Month! This one’s packed with TREATS! No tricks, I promise! It’s candy! Go on, bite it! BITE IT! Mmmmmmmm. Yum. Isn’t that nice? Tasty Tasty Cardboard.

    Videos! Let’s talk about those! We’ve got absolutely loads this month – a double bill of Emily sandwiching the second part of myself and Quinns’ Reiner Knizia Special, alongside a playthrough of Undaunted: Normandy previously only seen by donor eyes. How exciting!

    Podcasts, as mentioned the other day, will be on hiatus until we’re back from Essen – I’m personally really looking forward to a bit of a spring-clean and sharpen of one of our favourite things to record – as well as getting the promised donor-exclusive episodes rolling.

    We’re also hoping to do a few more streams with Emily when we’re back from our convention double-bill, as well as release a new fun batch of bonus bits! We’ve got two more playthroughs, a pilot of a new format, AND a travel vid! Goodness! What a busy month!

    What have you been up to, everybody?



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  • BloxBase Launches as a Dedicated Roblox Wiki Platform

    BloxBase Launches as a Dedicated Roblox Wiki Platform


    BloxBase, a professionally made Roblox wiki site, is launching this month, aiming to become the go-to destination for all things Roblox! Unlike most wiki sites, BloxBase features entries made by a dedicated Roblox content team. The writers and editors are active players with firsthand, in-depth experience of the games they’re covering. The team also consists exclusively of well-versed content creators, guaranteeing accurate information, as well as easy to understand, quality writing.

    Not Your Ordinary Wiki

    The primary idea behind BloxBase is one of a reliable source for Roblox games. All of the info in each wiki is triple-checked, and everything that enters a BloxBase page must first go through the editorial team. This approach addresses the most pressing issues related to other wikis most commonly found online. It’s a wiki HUB made by highly active Roblox players for active Roblox players and you can find it here along with our most recent projects:

    Focus on Accuracy and Up-To-Date Information

    Wiki sites usually serve as public platforms where community members can create and edit posts, which can be a double-edged sword. While open public access may serve as a form of peer-review, it also leaves specific entries unprotected from trolls. The casual nature of such wikis makes them more prone to being abandoned or not updated regularly. BloxBase consists of active Roblox players that are always seeking to proof-check information and update it regularly.

    For Roblox Players By Roblox Players

    Although not everyone can create new entries or edit old ones on BloxBase, the platform is fully dedicated to both Roblox developers and players. For developers, BloxBase offers an in-dept resource for their games, releasing game creators from the burden of developing websites and their own wikis.

    When it comes to players, the comment section is a noteworthy feature of BloxBase. Through it, members of the community can exchange ideas, tips, and information through their unique gameplay experience. The result is an ever-growing knowledge base that strictly controls the quality of posts while allowing individual voices to be heard and valued!

    Easy Access for a Personalized Experience

    BloxBase is developed with reader interaction in mind. To make the experience tailored to the reader’s interests, the platforms allows for easy signups via the Google email address. Users can also link their Roblox accounts to the wiki for smoother cross-site connectivity.

    Creating an account on BloxBase lets you participate in the comment discussions. Plus, once logged in, you can get to the pages for your favorite games directly.

    The Future of Roblox Wikis

    BloxBase is intended for all members of the Roblox community, be them developers, casual, or hardcore gamers. With fact-checked and proofread entries, the wiki site has a genuine chance of becoming the world’s leading repository of reliable information on Roblox games.

    Should BloxBase take off as intended, it will gather a community of Roblox fans who know what they’re talking about and who may, as a collective, become a leading influence in the wider world of Roblox gaming.

    If you consider yourself a part of the Roblox community, feel free to visit BloxBase and become an early member of the Roblox wiki of the future!


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • Oblivion Remaster “changes nothing” for giant fan remake Skyblivion, dev says

    Oblivion Remaster “changes nothing” for giant fan remake Skyblivion, dev says


    2025 is, to my delight, the year of Oblivion. Not only is the long-rumored Oblivion remaster seemingly just days away, but the equally impressive Skyblivion mod – which brings all of Cyrodiil into Skyrim – is out this year as well. With two versions of Bethesda’s 2006 classic at our fingertips, it’s natural to assume that they might come into competition with each other. Skyblivion’s project lead doesn’t feel that way, though, making it clear that an imminent official remaster “changes nothing” for them.

    Rumors of an official The Elder Scrolls Oblivion remaster have reached a fever pitch recently. After weeks of insiders claiming it’s real, several screenshots and promotional images of the project have leaked from the website of developer Virtuos, suggesting it’s been working with Bethesda for some time. There’s still no launch date for Oblivion Remastered, but reputable sources say it will be very soon.

    YouTube Thumbnail

    Where does Bethesda’s official remaster leave Skyblivion, then? According to an update from the modding team back in January, we should be playing its own take on Cyrodiil sometime this year. There’s still work to be done and the team needs help, but the finish line is close.

    Now, with the Virtuos leak of Oblivion Remastered, Skyblivion’s project lead ‘Rebelzize’ is weighing in on how the two versions can co-exist. After initially replying “uh-oh” to news of the game, they clarified their position:

    “To be clear this changes nothing for me. This always was a passion project and still is until the end. For the community it’s a win-win as you get twice the amount of Oblivion this year. All love and no hate towards the people who made the official remaster.”

    With so much Oblivion on the way, we’re about to be spoilt for choice. Bethesda and Virtuos’ version is likely coming out in April, and the Skyblivion modding team still has plans for launch sometime in 2025.

    If you just can’t wait to dive into any new version of Oblivion, we’ve got all the best games like Skyrim you can check out today. Otherwise, dive into the best open-world games out now.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • Monster Hunter Wilds patch has stopped Nata from crashing your game, and your Hunter/Palico from sometimes not sounding like you expect them to

    Monster Hunter Wilds patch has stopped Nata from crashing your game, and your Hunter/Palico from sometimes not sounding like you expect them to


    Capcom has rolled out a fresh new update to all Monster Hunter Wilds players. The patch, version 1.010.01.00, follows on from the major release of Title Update 1, which arrived earlier this April.

    The main point of this new patch is to fix some of the known issues and bugs introduced with TU1, and solve a couple of other issues that have been lingering there for a while.

    The new Monster Hunter Wilds patch fixes the slightly hilarious bug that caused the game to crash when you spoke to Nata and specifically requested trading with Sekka. When the bug was first identified, Capcom asked players to just fire up the BBQ and wait before trying again. That is, thankfully, no longer necessary.

    With many Wilds players now firmly in the endgame, a lot of the focus has now shifted to the newly-introduced Arena Quests. As more of those quests are played, however, an unusual bug kept popping up. The bug caused the Powercharm and Armorcharm to be added to your pouch whenever you decided to bring them to the quest, but that has now been fixed.

    On the topic of Arena Quests, some require you to use specific weapons the game chooses for certain fights, but crafty players managed to break that and bring their own weapons – well, no more.

    Switching over to the slightly bizarre and unusual bugs, certain cutscenes – in some cases – go rogue and decide not to respect the voice pitch settings you’ve chosen for your Hunter and Palico. So, if you’ve not been skipping cutscenes, and noticed that your pals sound different, this is why – though you thankfully won’t have to worry about that anymore.


    Yes, sometimes your Palico sounds different. | Image credit: Capcom

    That one might only break your immersion, but one other cutscene bug actually caused a progression block involved your Palico refusing to get on the Seikret to progress the story, which has now been fixed, too.

    Patch 1.010.01.00 also brings a few other crash fixes caused by your choice of weapon and gear, alongside a fix to an issue that prevented players from being able to redo the Mizutsune assignment.

    As with any new patch, however, there remains a list of known issues, which Capcom has outlined in this blog post. You should check that page if you run into any issues after installing the patch. Until then, our Monster Hunter Wilds guide remains your faithful companion.





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  • Cleariosity Review – One Board Family

    Cleariosity Review – One Board Family


    Cleariosity is a new title that might tickle the fancy of gamers looking to add a small box word-based game to their collection. The game features dozens of small, square transparent cards that feature a few opaque letters, taking up spaces in a 3×3 grid. Each player is given a stack of these cards that they will all flip simultaneously to begin the game.

    Cleariosity transparent cards

    Three Letters at a Time

    The goal here is to figure out a configuration of cards that can stack on top of each other and spell a three-letter word in one column, row, or diagonal. There are a few rules that apply:

    • vertical words must start at the top and end at the bottom
    • words cannot contain any letters that overlap letters from other cards

    When a player finds a word, they shout it out and point out their word, then take the cards they used and add them to their scoring pile. Play continues until all combinations of words have been exhausted, at which points players count how many cards are in their scoring pile. Whoever has the most cards wins!

    Cleariosity - two card score "wed"

    When we played this game, it brought up a lot of memories of the game SET, which I played a ton as a student and later on as a teacher. If you don’t know that one, it involves laying out cards, then trying to find three cards whose shapes meet patterns. While Cleariosity involves letters, you’re still having to use your brain in a similar way.

    You have to keep certain things in mind about some cards while you look around at the others. You’re also trying to move quickly, hoping to shout out your word before any other players. It’s the kind of mental gymnastics that can get some players standing, jumping up and down, and shouting out words at the top of their lungs.

    Cleariosity - three card score "shy"

    Final Thoughts

    Cleariosity is quite simple, and it only takes a few minutes, so you can probably sneak it in between your “main” games. Word games don’t always hit with every audience, and there are some who will hate the real-time aspect of the game, so there may be some people who won’t really enjoy this title. For those looking for a new letter-based challenge, though, this could be a good portable game that is worth adding to your collection.

    Cleariosity is available at your local game store, through the White Beetle 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

    • Small box makes it very portable
    • Overlaying clear cards is clever
    • Great filler game for players who enjoy word games

    Lows

    • Real-time aspect may be a turn off

    Complexity

    1.5 out of 5

    Time Commitment

    1.5 out of 5

    Replayability

    3 out of 5



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  • Men of Iron Historical Look – Battle of Montgisard 25 November 1177 – InsideGMT


    As seen on TV, or at least in the movie Kingdom of Heaven, the Leper King Baldwin IV of Jerusalem was a striking figure in a silver mask to hide his leprosy. There is no evidence that Baldwin IV wore a mask, though he suffered from disfigurement of his face and limbs as his disease advanced. When he was young, he was considered quite handsome, though sometime after ascending the throne at around the age of thirteen his leprosy accelerated. How disfigured he was at the time of Montgisard is unclear with some sources saying he was unable to lead the army and others saying he was at the head of it. What is known is that six years later he could not walk unaided and was blind.

    King Baldwin in Kingdom of Heaven (2005)

    Baldwin was thirteen when he ascended the throne and a regent was appointed. When he reached the age of fifteen and was King without a regent, he planned an invasion of the Ayyubbid Kingdom of Egypt. He had some success against Saladin in 1176, but needed ships to besiege the port cities along the coast. He formed a short-lived alliance with Byzantium that fell apart before they could make headway in the invasion.

    While the army of Jerusalem was engaged in the north helping Raymond of Tripoli attack Hama, Saladin planned his own invasion of the Kingdom of Jerusalem from Egypt. Learning of Saladin’s plans, Baldwin IV, a teenager with leprosy but a most able commander, left Jerusalem with, according to William of Tyre, only 375 knights to attempt a defense at Ascalon, but Baldwin was stalled there by a detachment of troops sent by Saladin, who, again according to William of Tyre, had 26,000 men. Accompanying Baldwin was Raynald of Chatillon, Lord of Oultrejordain, who had just been released from captivity in Aleppo in 1176. Raynald was a fierce enemy of Saladin, and was the effective commander of the army, with King Baldwin too ill to command it personally.

    The Christians, led by the King, pursued the Muslims along the coast, finally catching their enemies at Montgisard near Ramla. Saladin was taken totally by surprise. His army was in disarray, out of formation and tired from a long march. The Islamic army, in a state of panic, scrambled to make battle lines against the enemy. As Saladin’s army rushed to prepare, Baldwin began the charge across the sand.

    The Jerusalem army smashed into the hurriedly arranged Muslims, inflicting huge casualties. The King, fighting with bandaged hands to cover his terrible wounds and sores, was in the thick of the fighting and Saladin’s men were quickly overwhelmed. They tried to flee but hardly any escaped. Saladin himself only avoided capture by escaping on a racing camel. Only one tenth of his army made it back to Egypt with him.

    The historical text above was lifted from the Infidel Battle Book’s Historical Background for the Battle of Montgisard. In the game, the Army of Jerusalem is only 10 units arrayed against 65 Ayyubid units. That sounds like it should be a one-side loss for Jerusalem, but the Ayyubid army begins in complete disarray and within Charge range of the Knights!

    (Note that the stream and hill in the image is ignored for the Battle of Montgisard)


    You can learn more or pre-order the Men of Iron Tri-Pack 2nd Printing here.



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  • magic the gathering – Does Maddening Imp affect creatures cast after combat?

    magic the gathering – Does Maddening Imp affect creatures cast after combat?


    Maddening Imp does destroy creatures that enter after its ability has resolved.

    The main relevant rule is rule 611.2c:

    If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.

    The first part of Maddening Imp’s ability is a continuous effect that does not change any objects’ characteristics or controller, so it can affect objects that weren’t affected when the ability resolved. The delayed triggered ability is then not associated with any particular set of creatures when it is created, so it determines the set of creatures to destroy as it resolves in the end step.

    This is confirmed by the rulings in this Reddit thread.



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