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  • Can I move from a mine to any other mine?


    About mine movement: can I move from a mine where I am to any other mine in the map? or only to the closest one?



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  • Can I cast adventures from my graveyard?


    Say I have a creature with Adventure in my graveyard, for example Murderous Rider, and something allowing me to cast creatures from my graveyard (for example Liliana, Untouched by Death ).
    Am I allowed to cast the adventure part of the card from my graveyard?

    What if I’m allowed to cast instant and sorceries instead of creatures?



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  • Any Monopoly Simulators That Estimate Win Chances from a Game State?


    I wonder if there are simulators that estimate the win probability in Monopoly, based on a given game-state. A game-state include the entire situation: properties, monopolies, houses, hotels, cash and the location of each player.

    Example: I won a game after giving an opponent the green monopoly in exchange for the maroons. I won the game because I had $1200 cash (and quickly built three houses on each) while my opponent had only $200 cash. (Consider the remaining properties to be "evenly" distributed, including two railroads and one utility for each person.) I would guess that the outcome might very well have been different if my opponent had the $1200, and I the $200.

    Probabilities in Monopoly isn’t a simulator, but it is a calculator that calculates the theoretical value of properties given various states of building development. The main thing that is missing is the role of players’ cash positions in win chances, because more cash means that you can develop faster than your opponents.

    Is there a simulator that can estimate win chances given the game state?



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  • The board game from *The Book*


    In The Book, a fictional “Guide to Rebuilding Civilization”, which freely mixes factual and imaginary concepts and objects, one double page is a devoted to a board game.

    I have only access to the Italian translation; here the game is described on pages 372-3 and is called La griglia (literally, “The grid”). It is a 2-player game on a 5×8 board with ten tokens for each player, five initially on the board and five to be added in later moves. Enemy pieces are captured by creating a row of own pieces, that allows one to “shoot” at an enemy piece as far as the row is long (if I understand correctly). The goal is to be the first to take five enemy tokens.

    Does anyone know more details about this game? Is it an existing game or was it invented for the book? (Of course, it has in any case elements of many historical board games.)



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  • American checkers largest possible number of legal move choices from any board position


    I want to know what is the maximum number of legal move choices from any board position, in the game of checkers, assuming official rules.

    I’m creating a program that plays checkers, and for performance reasons, I need to know in advance the largest number of legal moves. I expect it to be quite low, like under 50, but just making a guess is not an option for me.

    I searched for this, but couldn’t find an answer. Maybe I missed something.

    Edit:

    Thinking for a moment, I think (one of) the largest theoretical number(s) of legal moves might be where all 12 pieces are kings, like in the position W:WK5,K6,K7,K8,K13,K14,K15,K16,K21,K22,K23,K24:BK30, which has 42 legal moves. That position is not valid and is not possible to occur. I’m more interested though in the largest possible moves from a valid checkers position. An upper bound might be fine.



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  • Brutal Escape from Tarkov rival Road to Vostok reveals major improvements

    Brutal Escape from Tarkov rival Road to Vostok reveals major improvements


    Road to Vostok, a punishing FPS coming to Steam Early Access, has received some major improvements. These range from dynamic seasons to a new game mode that’s only for the most hardcore of players, in case you thought the likes of Stalker 2 and Escape from Tarkov weren’t challenging enough.

    It’s going to be a while before Road to Vostok hits Steam Early Access, but the developer of this brutal survival game has revealed just what’s in store for future players. They’ve spent the last few months making some major, major updates to this game and punishing doesn’t begin to describe it.

    That’s not to say that Road to Vostok has to be complete hell. Its solo developer, Antti, makes it clear that you can tweak this post-apocalyptic experience as you see fit. But their development update video has me grinning at the prospect of diving into it at maximum difficulty, if only once. Unlike Escape from Tarkov, this is a single-player title so there’s no-one coming to your rescue.

    The half-hour video, which you can watch below, highlights a host of improvements Antii has implemented. Dynamic seasons is one stand-out, with each season lasting a set number of days. You can opt to stay in one season, or progress through the full gamut, it’s up to you.

    YouTube Thumbnail

    If you’re a fan of grenades, you’ll be happy to hear you can now choose the hand position you use to hurl them. Another welcome tweak lets you prioritize magazines with the most bullets; based on what we’ve seen, every bullet counts in Road to Vostok.

    There are plenty of visual upgrades, too, from grass to trees and beyond, something to look up at when you’re bleeding out. But it’s Road to Vostok’s Ironman mode that really has our attention. This mode will throw you into a map without a single item. Combine this with the seasonal options, and you can start the game in the freezing cold, with absolutely nothing to your name.

    Antti has yet to give a date when Road to Vostok will enter Steam Early Access, but they estimate they’re about halfway there. If you’re a fan of Escape from Tarkov, Stalker or anything with a gloomy Eastern European flavour, this is one to watch.

    In the meantime, you can play Road to Vostok’s Steam demo. And for more in the same vein, we’ve rounded up the best apocalypse games and the best FPS games.

    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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  • Sackboy has been removed from the PlayStation Productions intro sequence, so much for job sack-urity

    Sackboy has been removed from the PlayStation Productions intro sequence, so much for job sack-urity


    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.

    Sackboy has been in a bit of a rough spell as of late, it’s safe to say. Media Molecule was hit by layoffs in late 2023, while Little Big Planet 3 had its servers turned off indefinitely last year, with years of community-created levels gone with the wind.

    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!





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  • Days Gone Remastered Review: Back From the Dead

    Days Gone Remastered Review: Back From the Dead


    Days Gone Remastered Horde

    Days Gone Remasterered Deacon Horde via IGDB

    Days Gone occupies a weird place in gaming culture. It sold nine million copies, but barely made a dent in day-to-day culture and gaming discussions. In a strange way, that makes it perfect for a remaster. Old fans get to replay the game optimized for PS5, while new ones can discover it for the first time.

    A common criticism – and one that rings true, to an extent – is that Days Gone has an identity crisis. The open world exploration brings to mind Red Dead Redemption. The focus on biking is very Sons of Anarchy. The zombie apocalypse and day/night cycle bring to mind Dying Light, while the emotional beats are reminiscent of The Last of Us. However, Days Gone Remastered manages to feel distinct from all of these.

    Deacon facing a rager in Days Gone Remastered
    Image Source: Sony Interactive Entertainment via The Escapist

    You play as Deacon St. John – a violent but ultimately good-hearted biker whose beloved wife, Sarah, dies in the opening hours of a zombie outbreak. Two years later, Deacon ekes out an existence living in the wilderness of Oregon, doing jobs for the various survivor camps dotted around the wilderness.

    A Bloody Good Time

    Gameplay largely consists of travelling around the countryside and abandoned towns, fighting freakers (Zombies, in classic “Not-using-the-Z-word” fashion) and human enemies, ranging from marauders to the deadly Rippers. There’s plenty of side content to enjoy, ranging from clearing outposts to taking down hordes of up to 500 freakers.

    While taking down hordes seems impossible at first, it’s a huge moment when you clear your first one. It’s always fun to race through obstacles, waiting for the perfect moment to spring a trap.

    Along the way, you’ll find various encampments filled with survivors, which offer an interesting, if ultimately shallow, morality system. Most camps will offer either guns or upgrades to your bike, and early on, you’ll be forced to choose whether to send any survivors you find to a work camp or one under martial law and run by a conspiracy nut. It’s a dilemma, but one that’s instantly solved as soon as you unlock the third camp. Lost Lake offers bike upgrades and guns, and quickly cements itself as the good option. While you might need to send survivors elsewhere from time to time, sending them here just feels right.

    Topless Deacon in Horde Mode in Days Gone Remastered
    Image Source: Sony Interactive Entertainment via The Escapist

    Compared to a lot of post-apocalyptic worlds, the Farewell Wilderness feels alive. Everywhere you go, you’ll see deer darting across the path, enemy camps, or survivors to rescue. Deacon will meet plenty of people he can interact with and do missions for. While none of the bonds feel as strong as one like Joel and Ellie’s, these characters still feel important and deep. You’ll see his annoyance at a happy-go-lucky addict, or his protectiveness of a mentally broken young woman. Missions are separated not just into what they are but who they focus on, so you can see these relationships progress; however, there are no choices to make here, and many of them are story-mandated, so you’ll complete most of them as you play the game.

    Blood, Bikes, and Booms

    The best new addition is Horde Assault mode, an endless game mode where you’ll face progressively bigger and bigger hordes until you eventually die. There are different zones for the mode, each of which thrusts you into a different section of the map. Unlike something like The Mercenaries it’s a frankly huge chunk of the map, and there’s no time limit – you just keep going until your inevitable death.

    However, Days Gone Remastered isn’t quite as beautiful or as detailed as many of its contemporaries. It’s pretty, but doesn’t look as good as the games it emulates. The remaster improves the lighting, the number of enemies on screen, and the skybox is gorgeous, but it doesn’t quite look as good as it wants to. There are a few floating textures from time to time, or somewhat cheap visual effects.

    Deacon riding a bike in Days Gone Remastered
    Image Source: Sony Interactive Entertainment via The Escapist

    As good as the story is, it does make an odd habit of cutting things out. Cutscenes will occasionally jump from Point A to Point C, going from cause to effect without showing us the action. Deacon will frequently discuss the bounties he’s picked up as if we’re supposed to know who they are.

    There were also a few glitches – nothing major, but it was annoying to see an aura around a character. A few times, I saw freakers flying through the air or fighting with nothing while I took potshots at them. Most annoyingly was a recurring glitch where the music would play so loudly that it drowned out the dialogue. It only happened a few times, but it was always frustrating, despite the gorgeous soundtrack.

    Overall, Days Gone Remastered is a fantastic, if flawed, game. It isn’t quite as good as the games it emulates, but if “It’s not The Last of Us” is a valid complaint, then it’s one you can throw at most titles. It’s a game that absolutely deserves your time, either as a replay or for the first time.


    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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  • From Prototype to Publication – The Bazaar Diaries Part 3: Preparing to Playtest

    From Prototype to Publication – The Bazaar Diaries Part 3: Preparing to Playtest


    [Read our full Froggy Bazaar series here: www.pineislandgames.com/bazaar-diaries]

    As I wrote about last week (in a regular blog post), as a game evolves through the development process the goals of your playtests, as well as the target playtest audience will change.

    We’re now at the point for Froggy Bazaar where I need to broaden our play tester base (beyond my immediate circle), and so have a few important questions to answer.

    1. What is the medium of playtesting?

    2. Who is playtesting?

    3. What are our goals for playtesting?

     

    Playtesting Medium

    We enlisted the help of Tabletop Simulator wizard Alexei Menardo to script our Froggy Bazaar mod. Alexei is great at getting TTS to do what you want including what could otherwise be fiddly set up [if you’d like to commission Alexei to build a mod for your game, you can reach him at pixelandboard@gmail.com].

    As such, most of our playtesting in the near term will be online through Tabletop Simulator. That said, if you’d like to print out your own version of Froggy Bazaar, we have PNP materials here, and very rough written rules here.

     

    Playtesters

    Since we’ve been through this process a couple of times, I am fortunate to have an audience of Pine Island Insiders who are excited to play our upcoming games. Over time I’ll be reaching out on the various forums to source an even broader audience.

    If you are looking for playtesters for your game, check out last week’s article Playtesting & Playtesters.

     

    Playtesting Goals

    These first rounds of playtesting are aimed at tightening up the game mechanically, finding pain points, and making sure every inch of the game is fun. Since this series focuses on a specific game, I’m going to go into a little more detail of my primary goals for this round of playtesting

    1. Make sure that the BIG HOP action is balanced.

    2. Figure out if we have the best end of game trigger (a player filling their rucksack).

    3. Balancing group bugjectives & figuring out whether we should separate them into separate color and number bugjectives.

    You can check out my full playtesting feedback form here. What I also love about these early rounds is that I run the playtesting, so can talk with players in real time about how they feel about different aspects of the gameplay.

    While I think each playtest should have a focus, it’s always helpful to have some level of consistency in what you are asking your play testers. JT Smith over at The Game Crafter put together a pretty decent starting point for a playtesting form. You can download a free pdf or buy printed booklets of it here.

    The Game Crafter Playtest Form

    I prefer to come up with my own forms rather than use a template, as the specifics of the playtest and game will determine the kinds of questions that are relevant. But, JT’s form is definitely a good starting point for inspiration.

     

    Do you want to playtest Froggy Bazaar?



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  • In Battlestar Galactica can a character use actions from cards while in the brig?

    In Battlestar Galactica can a character use actions from cards while in the brig?


    In Battlestar Galactica can a character use actions from cards while in the brig or is the sole action available to the character, during his turn, is to try to get out? Also can other action cards that have effects on rolling, crisis resolution, etc. be used? Thanks in advance for the help!



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