As Grinding Gear Games buffs its unforgiving loot drops in Path of Exile 2, fellow ARPG No Rest for the Wicked is getting similar treatment from developer Moon Studios. Several months in the making, new NRFTW update The Breach introduces more zones, weapon types, boss fights, and endgame systems to the soulslike spin on Diablo. However, it might have been a little too vicious – with the arrival of The Breach, the game’s recent Steam reviews have fallen dramatically to just 43% positive. In an attempt to course correct, Moon Studios delivers a first major hotfix to make overcoming the hordes more manageable.
The Breach has dramatically expanded No Rest for the Wicked, but its focus on challenging encounters has left players complaining that fights felt too long and laborious, gear upgrades are too rare, and the overall grind is too slow. “We’ve seen your feedback roll in, and we want you to know we hear you,” the RPG‘s developer writes at the top of the patch notes for its new hotfix. “Not everything landed the way we hoped, and that’s on us.”
To start with, the new hotfix increases the experience you earn from defeating enemies, including bosses, and there’s no longer a cap on the amount of XP that overcoming high-level enemies can award. The parry window on enemy attacks has been widened, and there are more invincibility frames for the medium roll. The focus cost of firing arrows is “significantly reduced,” and has also been lowered for the Illuminate and Return runes. The Polished Caretaker boss gets a rebalance, while attacks from the Bonded Witch, Nith Screamer, and Shackled Brute can now be interrupted.
The price of gear upgrades has been reduced to one-third of what it was, and repairs are now a little cheaper. Changes to the gear score system will make it more likely that “a really nice item drops for you every once in a while.” You’ll find less plagued gear, but more herbs, fallen embers, weapon shards, and ore veins. Both Filmore and Whittacker have additional shop inventory (including two extra weapons for the former to increase early-game variety), and you can craft the Cleric armor set directly.
Moon Studios has also made some additional UI improvements, including an overhaul to the bounties and challenges screen that should make it clearer to sort them and judge the expected difficulty of each one. The backstab indicator will now appear (and disappear) more quickly, giving you a clearer indication of when you can take advantage of an opening.
No Rest For The Wicked: The Breach Hotfix 1 is out now. You can look through the patch notes courtesy of Moon Studios for a full list of bug fixes and tweaks. “Thank you for sticking with us,” the developer says. “We hope these fixes make your time with No Rest for the Wicked better. Please continue to share your feedback with our team. We are fully committed to delivering an amazing experience, and, with your help, we will.”
Can’t get enough loot? Dive into more of the best games like Diablo to keep yourself rolling in it. Or seek out more tough encounters with the best soulslikes in 2025.
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.
It’s rough out there, even for video game characters. It looks like Sackboy, from the beloved Little Big Planet series of games, has been removed from the PlayStation Productions intro sequence. This was discovered by Twitter user Radec who sat down to watch the Until Dawn movie, a horrific start to an already shocking movie.
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As such, Sackboy isn’t the star of the office like he used to be. A newer generation of Sony stars are in the office, and old man Sack has sort of been pushed to a desk in the corner of the room. With his face off the PlayStation Productions intro, it’s as if he’s been removed from the office entirely. His stuff in a cardboard box as he waits for a taxi. Or maybe it’s all in a big sack, who knows.
Upon hearing the news, folks were obviously upset. There’s a range of responses that sum up the final nail in Sackboy’s career coffin rather well, from usersr on Twitter called ‘LittleBigPlanet™ for the Playstation®3’ or what have you. I’d like to personally jump in here to say don’t lose hope just yet. Instead, you should wait to see if Sackboy gets dug up for an Adi Shankar adaptation.
Are you sad about Sackboy being thrown out into the street like this? I am. Let us know below, as well as whether you think Sackboy will every come back!
Got a geek in your life who’s hard to shop for? Welcome to our latest Festive Top Five: Gifts for Board Game Geeks. The following are all fairly recent releases or slightly obscure so it’s unlikely they’ll already own them, and they are also all very good indeed!
The Red Cathedral is a bonified ‘small box stonker’ that manages to pack all the complexity, interest and replayability of a full-sized Euro game into a very moderately sized (and priced) package. The components and artwork are excellent too.
Welcome to the Moon is a full-blown sequel to the excellent Welcome To. This time, the box comes complete with ALL SORTS of goodies, including eight sets of different player sheets (all dry-wipe compatible) and a ‘choose your own adventure’-style campaign mode. Deciding where to write a number has never been so much fun!
Watergate is a super-thematic, two-player game in which one player takes on the role of the Nixon administration trying to bury signs of wrongdoing, and the other the free press trying to uncover what they’ve been up to. With great components, bags of tension, and stacks of historical detail, this game tells a memorable story every time.
Fort is a curious and characterful deck builder about making a cool fort, eating pizza and making friends – all the most important aspects of being a kid. Don’t be fooled by the theme though: there’s a grown-up level of depth and interest here, not to mention exceptional artwork on every card.
Quest is a remake of Avalon, one of our favourite hidden role party games in which loyal servants of King Arthur pit their wits against wily Minions of Mordred who are trying to secretly sabotage their effects without revealing themselves. Quest brings stunning artwork into the mix as well as a STACK of new roles to keep things spicy over multiple play-throughs.
Find all of the above and a whole lot more in our shop. We’ll be back with more ‘top fives’ in the next few days as the countdown to Christmas continues…
Panic over. At least for now. Sort of. Fresh off of the news that Helldivers 2 is getting some fresh content in May, April’s closed with the Illuminate’s planet-eating death ball being stopped in its tracks – something players have been working towards for ages.
Yep, this is not a drill. The Illuminate have gone into hiding too. Take that, the colour purple! I’m sure this relative peace will last forever, and that “more exciting news to come” not long after the next Warbond won’t have a chance of kicking off more squid shenanigans.
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If you take a glance at the Galactic War map right now on April 30, you’ll see no trace of the faction the divers have been going at it with on the reg for the past few months – there are only Automatons and Terminids left, because those two old foes will never totally die out. Though, as Arrowhead explained in its latest briefing, neither have the Illuminate.
“The Meridian Singularity has come to a halt,” this briefing reads, “The Illuminate have disappeared completely; Ministry of Defense analysts have concluded this is likely explained by too few remaining to present a significant threat. The enemy is likely attempting to evade detection in order to survive a second total annihilation.”
MAJOR ORDER: The Meridian Singularity has come to a halt. The Illuminate have disappeared completely; Ministry of Defense analysts have concluded this is likely explained by too few remaining to present a significant threat. The enemy is likely attempting to evade detection in… pic.twitter.com/oF9Ohtlkml
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So, the big wormhole thing that was on its way to try and add the Helldivers’ home planet of Super Earth to the list of worlds it’s blown to smithereens has stopped in its tracks, and the squids have made a tactical retreat. Nice.
This is Helldivers 2 though, meaning the fighting’s never over and there’s still a fresh major order. “The Terminids and Automatons remain significant threats,” Arrowhead continued, “In the Illuminate’s final hours, they dealt significant damage to the defenses of multiple strategic sites across both battlefronts, granting the opportunity for our foes to capture formerly well-defended territory.” Damn. It can never be easy, can it.
So, players are now taking on the task of holding on those weakened sites – the planets Fenrir III, Turing, Claorell, Mastia, and Achernar Secundus. As of writing, the latter two are being battled for, while the first two are currently held by Super Earth with just over five days left on the order. So, by the time it runs its course, that next Warbond reveal on May 8 will be just around the corner.
Are you glad to see that the death ball has stopped rolling towards your Super loved ones? Let us know below!
With no one vulnerable at match points, right hand opponent dealt and opened one heart. I passed, left hand opponent raised to two hearts. and all passed. I led ace, king and third of clubs from the following:♠J985 ♡J76 ♢Q72 ♣ AK2.
Partner captured the third club with the queen (both opponents following to all three rounds), and led the ace of spades. At this point dummy (to my left) showed the following: ♠ Q2 ♡K93 ♢K853 ♣J.
Right hand opponent dropped the 4 of spades, and I signalled with m 8 of spades, my second lowest. Partner led another spade, which dropped the opposing K and Q together, leaving my J high (but leaving the opponents void of spades).
Partner complained about being misled by my signal but conceded it didn’t matter. She was out of clubs and wasn’t about to lead trump, so it was a choice between spades and diamonds. I didn’t particularly want a diamond lead with the K in dummy sitting over my Q. Of course, she could have led the ace of diamonds if she had it, but she didn’t.
I quoted what I had been taught (by the late Dorothy Hayden Truscott). With regard to following with four of a suit:
Follow with lowest (5) means, “You’ll get no help from me if you lead another one.”
Second lowest (8) means, “I can accommodate another one.”
Second highest (9) means, “Please lead another one.”
Highest (J) means, “lead another one for crying out loud.”
I believe that partner was “disappointed” that I didn’t have the controlling honor after I played the 8. My understanding when playing the is that it means, ” I don’t see any better lead than another spade, whether or not it wins.
Did partner have a good reason to complain about my signal?
The Division 2 fans have been waiting for the new Battle for Brooklyn DLC for quite some time. While there’ve been plenty of live service seasons and updates to keep players entertained, it’s been just over five years since the first story expansion landed. That’s made the setbacks and delays it experienced particularly painful, but soon, the wait comes to an end. The Division 2 Battle for Brooklyn release date has been locked in.
Battle for Brooklyn has been pushed back a couple of times now – most recently, it was booted out of Ubisoft’s Year 6 roadmap for The Division 2 and pushed into the upcoming slate for Year 7. Taking players back to some new and familiar New York streets, all with an autumnal atmosphere, the co-op game‘s new expansion has been highly anticipated. Now we know much more about it, and while crisp blue skies, cascading brown leaves, and some relatively peaceful residents may make Battle for Brooklyn seem a bit tame at first, it’s anything but.
Those living at the Bridge settlement have done a pretty good job in rebuilding after the hurricane that ravaged New York in the previous expansion. But they’re still in need of protection, and that’s where you (and some notable characters like Theo Parnell, Agent Hoskins, and Dr. Jessica Kandel) come in.
Your main opposition in Battle of Brooklyn are the Cleaners, who have managed to mass-produce a lethal weapon that some endgame grinders will recognize from the Paradise Lost Incursion mission. Now all wielding the power of the Purple Flame, they can dish out lethal, fiery attacks that also stack on a new status effect, corrosion, which gradually lowers your max armor over time. The longer you stay in battle, the less armor capacity you’ll have when it comes to replenishing it.
Smart Cover also returns from The Division 1 as a reworked skill that will let you pick from either a Precision or Fortified variant, giving different benefits to anyone positioned behind the cover points. Precision Smart Cover provides buffs to weapon handling and damage and auto-reloads your guns after swapping, while Fortified Smart Cover grants you extra armor, resistances, and stagger immunity.
In its reveal stream for Battle of Brooklyn, creative director Yannick Banchereau says that the new DLC will give fans around six to ten hours of playtime – so it’s not a monster. However, there still seems to be plenty packed in, with four new Control Points, 12 overworld activities, eight Hunter Riddles, ten bounty locations, and a new collectible bounties set. As mentioned, we now know when this heavily delayed expansion will be launching.
The Division 2 Battle for Brooklyn DLC release date has been locked in for Tuesday, May 27.
The showcase for the new DLC also shared updates on Year 7 of The Division 2, which aims to massively improve the onboarding process for new players, add more depth to the endgame loop, and further expand its seasonal content offerings.
For more, check out some of the best multiplayer games on PC right now. To plan your gaming schedule around the new expansion for The Division 2, head to our upcoming PC games guide.
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.
If you’re into Phonk, you’ll probably enjoy checking out our list of 50 Phonk Song ID codes for Roblox. It’s one of the most popular genres on the platform right now. Chances are, most players have some kind of Phonk track playing in their favorite games without even knowing it.
Best Roblox Phonk ID Codes List
Here’s a curated list of Phonk tracks in Roblox with influences from different cultures, great for adding atmosphere to your Roblox world. There’s a good mix of sounds, so you’ll find something that fits no matter what vibe you’re aiming for. Out of the 50 songs, Ultimaand Sinistraare my top picks. Their beats are so catchy, I end up looping them without even knowing it.
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Song Title
Song ID Code
Above Phonk
89824897586105
AB4T
17422173467
Alanwaad
17422074849
Assassin’s Ride
73326647630445
Back & Front
14145627474
Bell Pepper
14145626111
Black Seed
14145622615
Blackout Drift
85290495098172
Brazil Fiesta
125498129824026
Cowbell God
16190760005
Dark Phonk Damage
105529482486905
Dionic
15689445424
Down2Kill
16190760285
Drooly
8053389869
End the Soft
93203762220779
Emotional Damage
14145621151
F-Phonk
101326109963284
Gabbermix
18841887539
Ghostblade Phonk
90441404910975
Gigachand Phonk
134366188285514
Heptraxous
8185857772
Hellfire Highway
136757074728111
HR -Eeyuh
16190782181
Infinite
16190784875
Invade Groom
15689453529
Invasion
15689453529
Killer Energy Phonk
100489964626259
Mad Phonk Energy
123636731441495
Metamorphosis
15689451063
Metaverse
17422168798
Monster Bass
14145623658
No Lights
14145623221
Pac Man Phonk
120889371113999
Phonk of Darkness
116896498238234
Phonk Da Rua
104596909675653
Phonk Killaz
86179292245507
Phonk’t Out
14145625743
Pure Phonk Violence
96461852889782
Raven Theme
14145621445
Raw Phonk Energy
135549022646779
Reckless Drift Run
83348506277910
Redemption
16190783774
Robo Phonk
136932193331774
Savage Slay Phonk
71837666565538
Sinistra
15689443663
Soul Crusher’s Ride
120296689321275
Stupid Remix
16662833837
Ultima
16190756998
Uzipack
18841894272
Wassa
17422207260
How to use Song ID Codes in Roblox
In most Roblox games, playing songs or music is something that’s typically part of the premium features. So, what does that actually mean?
If you want to play songs or sometimes even just hear them in certain games, you’ll usually need a Boombox or a Radio Pass, which you can get by spending some Robux.
Also, you need to ensure that the game you’re in offers those kinds of Gamepasses if you want to play music there, and players usually buy them with Robux.
Right now, a few popular games like Fisch, Murder Mystery 2, GPO, and A Dusty Trip let players play music after they get the passes offered by the game’s developers.
After you’ve got the passes, you can either equip them from your inventory or use the in-game menu. There, you can copy and paste the music codes to start listening. Simply click the ‘Play!’ button after pasting the code to start the party.
That is all for our Top 50 Phonk Song ID Codes list. Check out our other Roblox Articles to learn more and see what the newest updates are.
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
Note: All of the images depicting game components in this article show early concept or playtest art.
A Time to Plant.
It was 18(!!) years ago that Chad and I started talking about designing a Combat Commander: Vietnam game together. Of course, Chad was the master crafter of Combat Commander and knew the CC design a bazillion times better than I did, but he didn’t really know anything about Vietnam. I probably know more about that war/period than I know about any other in military history, and I love Combat Commander, so a co-design with Chad and myself seemed like a good fit. But we both were really busy with other projects, so we decided to work on CC: Vietnam in the margins, not caring if it took even a decade to get to our game tables in finished form.
So we went slowly but had a ton of great conversations as we crafted the project—and I learned even MORE about the genius of Chad Jensen when he sent me his master CC spreadsheets to adapt for CC: Vietnam. Wow. Over time, we honed the design document, unit spreadsheets, and scenario scope, and I finally put together a very ugly test CC: Vietnam map that we used to maneuver and “fight” our imaginary battles. Here you can see both that original map and Chad’s enormously better version of that map at right, which depicts mountainous jungle terrain that we envisioned as a base map for an “Assault on a US Fire Base” scenario, Marine defenses of a hilltop position, and US assaults (mini-Hamburger Hills) on dug in NVA/PLF forces.
Gene’s playtest map (left) vs. Chad’s playtest map (right). Yeah, I know… 😊
As most of you know, Chad’s design plate was continually busy during those years. There wasn’t a time I can remember when Chad didn’t have a couple games on our P500 list and a few more in his head. Here’s an ad we did back around 2015 that showed just a few of the Family Games that Chad had completed or in the works:
So Chad was busy. And starting around 2014, I got into serious development and testing on the game I’d wanted to do forever, Mr. President. So both of our design time for CC: Vietnam was minimal, but we kept honing the design document and both thought it was coming together and that we’d do it “someday.”
A Time to Weep.
Sadly, we were wrong. Even 5 ½ years later, I still have trouble thinking and talking about that incredibly heart-wrenching period of Chad’s sickness and passing. I lost a good friend, Kai lost the love of her life, and the gaming world lost an absolute rock star designer. So gaming-wise inside GMT, everything Chad-related just stopped while we all grieved his passing.
A Time to Build Up.
Probably a year later, allowing some time to pass and the hard edges of grief to soften a bit so we could get through a phone conversation without crying, Kai and I began to talk about finishing Chad’s unfinished or unpublished designs. And he had a bunch of them. Honestly, I didn’t think at that point that CC: Vietnam would be one of them because, frankly, I didn’t want to design it without Chad (and there was STILL Mr. President dominating my design time). And so we did other games instead—games that either Kai or I had a team in place or recruited to finish. Of all those games we talked about and have worked on, I’m especially happy that John Butterfield volunteered to finish Downfall with Kai. And it won the CSR Game of the Year last year! What a tribute to Chad, and to John, a forever friend to Chad and Kai.
In 2022, Kai and I began to seriously discuss the Combat Commander series and agreed to create an Anniversary Edition of the CC: Europe/CC: Med. games which was packaged as Chad originally intended, in one big box. And we had designers ask us about taking the CC game to other theatres and periods. But no movement for CC: Vietnam. Until there WAS!!!
A Time to Seek.
Two of our newer GMT designers whose work I’m really excited about are Non-Breaking Space (NB) and Stephen Rangazas. NB created Cross Bronx Expressway(nearing heading to the printer now) and Stephen designed The British Way. Both have other designs on P500 now and also on the design table. Well, in the fall of 2023, NB came to our Weekend at the Warehouse and showed a couple games to Jason, Kai, Rachel, Mike Bertucelli, and me. I liked his games, but more importantly, I liked HIM. After the weekend, we were all excited about working with NB—I heard several “he fits with us” comments (and he DOES!)—on various projects. And Stephen’s The British Way and The Guerrilla Generation demonstrated both his design skill and the depth of research that he puts into game design. I was particularly impressed with the way he engages with customers online: he communicates clearly and humbly and is open to feedback and other interpretations while being committed to making the best product that he can.
So, at that warehouse meeting, being really impressed with NB, I mentioned in passing that I’d really love to find a team to get the Combat Commander: Vietnam project moving forward. NB surprised us with “I need to make a phone call.” That call was to Stephen (they often work together in a design partnership). NB has since told me that it was Stephen’s background in Vietnam research that prompted the call. Stephen’s design of Sovereign of Discord, the expansion to our hit COIN game Fire in the Lake, already benefited from his depth of knowledge (and I would note here that your work has to be pretty impressive to get Mark and Volko to sign off on doing an expansion for one of their best-selling games!). After the call, NB told us something along the lines of “We’re interested, but it’s a divergence from the path we are on right now. So we need to take some time to think about it and discuss it in depth before we give you an answer.”
Fast forward to January of 2024. NB contacted me and Jason and let us know that he and Stephen were definitely interested in working on a Combat Commander: Vietnam game! We had an online meeting a week later where they walked us through a slide show of how they intended to move forward with the design, assuming we approved it. Here are a few of the slides from that meeting:
Stephen and NB’s scoping of the Factions that they proposed including in the game.NB and Stephen’s early overview of Faction Deck Force Composition and Timelines
It was a really good meeting. We had a lot of questions, and NB and Stephen answered them with skill, honesty, and transparency and were not shy to share what their research showed. I liked that when they hadn’t figured something out yet, they said so. It was clear to me that they had the chops to research, design, and deliver a new Combat Commander: Vietnam that aligned with Chad’s and my vision for the game but was not limited by it. I left that meeting IMPRESSED. And we gave them the go ahead to push forward into the “create the physical game” stage, which they proposed to have to show us by the Fall 2024 Weekend at the Warehouse.
A Time to Dance.
We didn’t hear much from Stephen and NB from January to September. We just left them alone, knowing that what they were creating was a huge task. Occasionally they’d have a question, but mostly they just worked away on their own, sculpting what we all hoped would become a masterpiece.
Then, just before the Weekend at the Warehouse, NB sent us the image below and told us he’d have the playtest kit ready for the Weekend. We were so excited!
At the Weekend, we were all really happy about where the design was and ready to move forward to getting it ready for P500. I was thinking it might be ready to go on the P500 list in a year. Then NB said, “Please give us a deadline. We work better that way.” So I said, “April 2025.” NB didn’t blink, so that was our target date.
Then, in January, Stephen and NB informed us that they had EIGHT maps (pictured below) they were now testing on and anticipated they’d double that within a month.
They also included a Map of Vietnam with a Scenario and Reference guide for all the planned Battles (below).
And then they COMPLETELY blew me away. They built a campaign system! WHAT??!!??
Campaign Scenario Generator (left) and the CC: V scenario it generated (right)
They then noted that they thought they’d be ready for a MARCH P500 addition instead of April. Looking at the quality and completeness of their work (I’ve shown just a fraction here), I had no problem giving them the March slot. So here we are, with Combat Commander: Vietnam hitting the P500 list with this week’s customer newsletter. I hope you’ll order yours now!
I hope this article gives you all some insight into how Combat Commander: Vietnam has come to exist. What a long journey this has been. I am HUGELY excited about what NB and Stephen have created and how they’ve taken Chad’s system and our vision and combined it with their own research and added so much that we probably wouldn’t ever have thought of. I still can’t believe we’re going to have a Campaign System for CC: Vietnam!!!!!!
I believe (and hope) that the Combat Commander community will be blown away by how cool this game is and by the amount of value they’re going to get in this big box of Combat Commander love. And I know Chad would be SO happy to see this game that we planted the seeds for finally come to fruition. As with everything in the Combat Commander world, every time I play this, I’ll be thinking of Chad. And I’ll always be thankful that NB and Stephen took up this challenge and have honored Chad with the care, attention to detail, and general awesomeness that they’ve created for us to enjoy as we play Combat Commander: Vietnam.
More than a decade ago, Assassin’s Creed 3 came out, serving as the follow-up to a trio of well-received games featuring fan favorite character Ezio Auditore da Firenze. Set during the American Revolution and featuring a more stoic protagonist, far removed from the previous games’ roguish Ezio, AC3 garnered a reputation among many players for being a series misstep. Approached with fresh eyes and many years of hindsight, though, it’s easier to see that Assassin’s Creed 3 is perhaps the strongest AC to date thanks to its unique world design and strong story. Now, anyone looking for a cheaper alternative to the more recent Assassin’s Creed Shadows is in luck as AC3 is currently available at a steep discount.
Assassin’s Creed 3 takes the series’ stealth game design out of the European cities of the AC2 trilogy and into the forests, waters, and less densely constructed settlements of North America. Because of this choice, players spend as much time clambering between tree limbs as they do scaling towers, and, in one of the smartest expansions to the AC formula, take part in naval battles.
Aside from the change in setting, Assassin’s Creed 3 stands out for an engaging exploration of its time period, which follows the birth of the United States from the perspective of a protagonist whose parents are Mohawk and British and whose personal journey across the game reflects the chaos of the era. The ‘present day’ plot line is as drab as most of the series and the game is still plagued by the repetition and bloat of many Assassin’s Creed entries, but, for those willing to overlook its flaws, there’s plenty to appreciate.
Assassin’s Creed 3 Remastered is currently available with a 75% discount, bringing its price down to $9.99 USD / £8.49. Grab a copy on Steam right here.
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
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?