برچسب: the

  • The Tale of the “Spectre” – “Infernal Machine’s” Scenario Ten from a ‘Northern Aspect’ – InsideGMT


    As our play testing of “Infernal Machine” continues apace, it is interesting to see how our teaching scenarios can be tinkered with to make sure they are providing much-needed information on game play and hints on strategy, as well as have some fun with the game system.

    Scenario Ten has the Player fill the shoes of the Inventor, the “Man with the Dream”, who wants to design, build and then sail an Underwater Marvel of the Industrial Revolution, something that the newspapers have called a “fishboat.”

    In the original Scenario Ten, the Player is a citizen of the Confederacy, who sees his fishboat as the means to drive off the Union Navy from the mouth of the Mississippi River.

    I decided to see if we could work the scenario in reverse, and have the Union Navy under Admiral David G. Farragut send a ‘fishboat’ of their own up the Mississippi River to blow a hole in the obstructions that the Rebels had built to block the Yankee fleet in front of two fortifications protecting the lower River: Forts Jackson & St. Philip.

    Here is what happened:

    This time we are on the USA side at start, with our Machine Shop located in Boston, MA. 

    (Our fishboat is to be constructed at said Machine Shop in Boston, then assigned and shipped to the US Navy’s West Gulf Squadron. They are currently anchored at the mouth of the Mississippi River known as Head of Passes, south of New Orleans. Once there, our fishboat will be ordered to conduct raids (via Towed Launch) on the Rebel defenses centered around “Big Muddy’s” forts “Jackson” & “Saint Philip.”

    The Union Player’s time factor is the same as that of the Confederate’s. 

    Union Adm. Farragut wants to see if “this new-fangled fishboat thingie” can help by raiding ships, clearing obstructions, destroying wharves and generally raising hell near the two forts. 

    Failure means Farragut’s plan to take New Orleans will hit a snag. 

    This won’t do Union General Benjamin “Beast” Butler’s short-fuse temper any good either The first image (see below) is at the end of Summer 1861, with hull built and Magnetic Engine installed, and an Air Lock next up for inclusion. This looks promising, with 2nd Mechanic converting a Journeyman to (Oh joy!) Sam Eakins of “Alligator” fame! Investments made on both Spring & Summer were middling. Autumn 1861 will have action beginning on Contract to keep funds flowing. Yep, Autumn ’61 is looking very interesting.

    As I was running a previous playtest, I surmised that, if the Union Admiralty was less sold on traditional sailing warship practices and kept up with the advances being made through nautical engineering, they could have gotten out of the fishboat starting gate at the same time as Horace Hunley, James McClintock & Baxter Watson did in New Orleans. 

    If so, then the best place in Yankee-dom for a civilian contractor wanting the most up-to-date technology, along with the mechanics and engineers to wield it would be Boston, Massachusetts. 

    There were the Sciences and Engineering Departments at Harvard University, and also to the newly-founded (1861) Massachusetts Institute of Technology just next door to Harvard in the Cambridge suburb. 

    MIT’s engineering wizards of the era were a marvelously rich source; the Inventor’s team would be up-to-date on all the latest technical advancements, and just might  be able to get their educated hands on a real engineering marvel: British physicist & inventor Michael Faraday’s battery-powered Magnetic Engine.  

    The choice of an Air Lock as the fishboat’s primary weapons delivery system would be easy to obtain from any competent steamship chandlery down at Boston Harbor, and a reputable salvage operation would be a source for a salvage and demolition Diver with the proper credentials.

    Two guidelines to follow when starting this scenario: 

    1) Get a good Investor to start with. Mine is French émigré Brutus de Villeroi, a wealthy ex-French aristocrat, who is a naval designer, engineer and a self-described “Natural Genius.” 

    (At least that is what he told the Immigration folks his occupation was upon his arrival in New York City.)

    2) Make sure you are hiring a capable multi-Expertise gang of Mechanics. You will need at least 12 Expertise total between your Shop and your crew so you can install the Magnetic Engine as soon as possible.

    My plan is to finish building and training by Winter, 1862. 

    The fishboat and team will then deploy to the Gulf in Spring of 1862 where training missions and final tinkering occurs. 

    This will leave the Summer of 1862 is the only season for any additional training, plus the all-important attack mission.

    “Fish Boat” under construction at Boston, Summer 1861

    One more thing: you’ve got to make sure of your money. 

    Once you’ve got that key Mechanism in hand, (Mine will be the Magnetic Engine), you are looking at adding the Prow and Stern, plus one or two Boat Sections, a Steering Linkage, Ballast Tank, Propeller and Hatch. 

    Autumn 1861 is coming up. To scare up some ready cash, I plan to shift some Journeymen over to Contract work at that time, plus make another run at the Investment Table.

    Hey, if it was easy being an Inventor of Fishboats, everybody would be one!

    So here’s Autumn, 1861 where the “Spectre” (cool name, huh?) is being fitted out in Boston, MA. 

    Of course, I hadn’t paid attention to the weather.  

    In game terms, Boston in Autumn is little different from Boston in Winter, the only difference is that you still have a relatively active Machine Shop that brings in $7. In Winter, that Shop income plummets to $3. 

    Autumn is also the season our Boston machine shop will “promote” a Journeyman to Mechanic. This got me Mechanic Lodner Philips who can, once per game, promote a Journeyman to Mechanic all on his own, which he will do in Winter of 1862.  

    Praise the Autumn 1861 “Fortunes of War” table.

    I rolled a 7 and got another Investor (instead of a Black Cube), one Professor Eben Horsford, currently on sabbatical from MIT who is Investing his grant money in our little fishboat project here. 

    His initial stipend plus that of Prof. de Villeroi’s funded the purchase of two hatches, a set of keel weights, plus a propeller and its shroud.  

    Fingers crossed, I should have enough for a steering linkage plus a snorkel and maybe a ballast/level tank pair. 

    With Winter 1862 coming up,  Horsford and de Villeroi should “invest” a total of $15 as their “Holiday Gift” to the shop to bolster that meager $3 shop intake for the season. Despite there being only one Action this season, it has been a productive one for Project Spectre.

    (Incidentally, I decided to drop the one season transfer cost for moving the completed fishboat from Boston to Head of Passes. Per the American Enterprise Institute, travel by steamship in 1857 between New York & New Orleans took just six days, with Boston to New York adding a half day steaming time.)

    Thus, I have Spring, 1862 to complete building “Spectre” and deploy her to Head of Passes in Louisiana, leaving one Training mission and one Attack mission for Summer, 1862. 

    This is a tight schedule. 

    Each season’s Fortunes of War/Event could easily mess things up. 

    “Spectre” shown in final stages of construction. Note Magnetic Engine and improved propeller.

    Winter 1862 turn finds Mechanic Sam Eakins exercising his Special Ability to add a second Action for the season. He’s quite the motivator, that one! 

    True to form Brutus de Villeroi & Professor Eben Horsford together add their $15 yearly benefit. 

    While at Eakins’ party, Mechanic Lodner Phillips uses his Special Ability to convince de Villeroi’s wife Eulalie to replace a departing Journeyman, which results in Eulalie de Villeroi joining both the project and the crew!

    Remember, these are Mechanics, not superstitious Sailors. 

    Being French, de Villeroi is very proficient with pistol and saber. 

    As is Eulalie! 

    Winter, 1862’s first Action is an Investment Check of $5 

    A dr of 8 yields not only a $10 return but adds Investor Augusta Price, who adds $40 more to the project’s treasury. 

    This allows the crew to use the remaining Action to complete the “Spectre’s” mechanism manifest by adding a ballast tank combination, snorkel, periscope and gearbox. 

    A cold February Saturday finds all hands present on the wharf at Boston Harbor as the “Spectre” is loaded onto the deck of the USS “Varuna.” 

    With Investors Horsford and Price waving goodbye, “Spectre” and crew set out for Head of Passes, Louisiana and warmer climes.

    Spectre construction completed

    [Caption: “Spectre’s” Gauges Board at the close of Winter 1862. The crew positions assigned by de Villeroi have him Steering, with Eakins & Lodner Phillips in reserve if needed. 

    Log entry:

    Acting Master Samuel V. Eakins, USS “Spectre.” 

    17 February 1862 – Aboard U.S.S. “Varuna” at Sea, off coast of Long Island, NY.

    (At this point I will let excerpts from Master Eakins’ personal log book tell the story of the “Spectre” and her crew on their journey from Boston to the mouth of the Mississippi River.) 

    -X-

    We left Boston Harbor this morning about 10 o’clock. All passengers affiliated with the “Spectre” were assigned bunk space in officer’s quarters and had their gear stowed. The “Spectre” itself is currently tied down atop the central hold access gratings, lashed fore and aft between fore and mainmasts to prevent pitching during rough seas. 

    Which we’ve had plenty of, as the ship’s captain, Commander Charles S. Boggs, is determined to set a record for the fastest passage between Boston and the Gulf. To that end, “Varuna” was bouncing off a heavy snow squall in Long Island Sound that forced Boggs to tack continuously across the wind, with only the foretop sails set to assist “Varuna’s” remarkably noisy steam engine. 

    I’ve offered Boggs our mechanical assistance to help speed “Varuna” along. 

    Boggs sniffed at me, stole a glance at “Spectre” gently rocking in her stays on the main deck, and spat a large brown stream of tobacco juice over the side. Apparently, Captain Boggs enjoys his tobacco in its natural state.

    The storm is really kicking up a fuss, with winds in excess of 20 knots and seas of 10 to 15 feet and increasing the further south we go, which is bad news for my crew of landlubbers.

     Most of them are seasick, as is Madame de Villeroi who is being ministered to by the ship’s surgeon and de Villeroi himself. 

    I’ve avoided the effects of “mal de mer” by placing a sliver of fresh-cut ginger root under my tongue. 

    The “Varuna’s” helmsman, a garrulous Irishman named Reagan says we should be sailing out of the storm by the time we reach Cape May off New Jersey, 

    ” – an’ that be some-toyme ter-night,  Lord willing yore worship, sorr.” 

    We will see.

    Log entry 18 February 1862 – Aboard USS “Varuna” – at sea off Cape Hatteras, North Carolina.

    It is late afternoon (“Six Bells of the Afternoon Watch.”) 

    We’ve sailed out of yesterday’s snow storm and into a steady rain that has soaked through just about everything on board “Varuna”. 

    Thankfully, we’ve not encountered the usual gales found here above the “Graveyard of the Atlantic,” but that may just be “Sailors Luck,” as the “Varuna’s” crew have it. Commander Boggs’ men are about as taciturn a gang of bluejackets as their skipper. 

    Though they are professional seamen, to a man they do have a sailor’s curiosity about “new-fangled equipment” and were very curious about “Jus’ whut be thet thang lashed down on th’ Main be, sorr?” 

    I’ve told my team to be friendly but not informative to the sailors about “Spectre.” The ship’s officers are another matter, and de Villeroi and I will be discussing where we are heading exactly, and when will we get there? 

    Before we left, the telegraph had brought news of Admiral Farragut’s West Gulf Squadron departing Pensacola for Head of Passes, which means he and the Squadron should be there by tomorrow afternoon. 

    The clock is ticking on our little venture.

    Log entry, 19 February 1862 – USS “Varuna” at Sea off St. Augustine, Florida.

    We are making good time on our journey to Head of Passes. As we sailed past Flag Officer DuPont’s South Atlantic Blockade Squadron off Savannah, a US Navy cutter hailed us, then came along side “Varuna” and delivered the mail and a communique from Flag Officer DuPont, who wished us “…good luck in your endeavor, and death to the Rebels, every one!” 

    Commander Boggs read the communique to the ship’s crew, and to our crew as well. It got the usual response of sniffs, coughs and suppressed chuckling from the swabbies at the back of the gathering. Boggs glared back at those assembled but said nothing, then pulled his hat down in front and stalked off to his cabin.  

    Seems our crew of jolly tars have several among them “from Maryland,” which means they are Southern by birth; not necessarily “from Maryland” but still loyal to the Union, as far as that goes. 

    Serving on “Varuna” is Master’s Mate Henrik Schenderhans, a likeable Dutchman from Hoorn in Holland. 

    Henrik (he prefers this “familiarity” over my stumbling over his last name all the time) says that “Dis regionalz grumblin’ vill schtop!” as soon as “Varuna” joins Farragut on the Mississippi. 

    The meeting with Boggs’ officers over dinner last night was a frost. 

    None of them saw any advantage in sneaking up on the Rebels, blowing things up, then sneaking away again. 

    If sneaking means you get home with an undamaged fishboat and an uninjured crew, then I’ll have a double-helping of “Sneaking” and keep it coming, thank you very much.

    Log entry, 20 February 1862 USS “Varuna” at Sea off Tampa, Florida.

    We entered the Gulf of Mexico sometime last night, leaving cold, rainy and snowy weather behind for the balmy sun-soaked breezes of the Caribbean at about Six Bells in the Forenoon Watch (10:30 am). 

    Because of high winds in the Straits of Florida, we had to hug the coast, which brought us past Fort Jefferson to starboard. If there is any place more remote and forlorn than the Dry Tortugas islands, I don’t know of it. 

    God help the men who are building this monster way out here in the middle of the ocean, and it being all brick and masonry for the most part. 

    The February sun beating down was hot enough on board to have sailor and crew stripped to the waist for comfort. 

    Poor Eulalie, being a lady, could not partake, though she did strip down to her chemise and a skirt and sported a parasol while on deck. 

    We should be off Mobile, Alabama soon, perhaps by tomorrow. 

    The next day should find us at Head of Passes, where our work really begins.

    Log entry, 21 February 1862 USS “Varuna” at Sea off Mobile, Alabama.

    Early this morning at Six Bells in the Morning Watch (6:30 am), we joined the Navy’s West Gulf Squadron off Ship Island, Mississippi. 

    Commander Boggs went ashore to report. 

    The harbor master at Ship Island promptly told Commander Boggs to get back on “Varuna” and “report to Admiral Farragut at Head of Passes. Now, Commander!” 

    Boggs did just that, and has driven his crew like John Paul Jones with a wasp in his pants; telling his engineers and stokers to make all steam possible and the navigation officer to plot the fastest course to the mouth of the Mississippi, “Because I mean to beat Farragut there or know the reason why!” 

    de Villeroi and the rest of us are busy attending to “Spectre,” getting her ready for her debut tomorrow on “Big Muddy.”

    Log entry, 22 February 1862 Head of Passes, Louisiana.

    This will have to be short, as we are casting off on our first training mission. 

    A while ago, Commander Boggs mustered the Spectre” crew on the aft deck and addressed us. 

    In his gruff manner, Boggs complimented us on our skills, our perseverance and our bravery, and said “that we could ship with him anytime we asked to.”    

    There’s been some argument between de Villeroi, Philips and myself over who will be at the helm of “Spectre”. 

    de Villeroi won the toss, darn his luck…

    … and there’s Philips blowing his bosun’s whistle, which means we are about to get underway. 

    Faraday’s Engine has been tuned up, and that gearbox we got from Robert Stephenson has been quietly whirring away in its machine oil coating in anticipation of the trip we will be making. 

    I’ve also had a word with our Diver. Signor Stefano Rojas knows the Air Lock’s operation, both out and in. 

    We are as ready as we will ever be!

    -End of excerpt-

    -X-

    Turn 5 – Spring 1862 – 

    After settling an argument on the merits of Union General Hunter’s emancipating the Carolina Sea Island slaves, (-$1 to the Pilot Town Tavern’s keeper for breakage) “Spectre’s” crew began its first training mission, sailing up the Mississippi past Tripod, then past Alligator Station and Northeast Point, then returned to Head of Passes, both “Spectre” and crew passing their first sea trial. 

    In the process they repaired a snag-clogged propeller shroud at send-off. 

    Next, “Spectre” passed Alligator Station while surfaced.

    de Villeroi then ordered “Spectre” to be crash-dived thru Awash depth to Below Shallow on her first dive to show that the Ballast/Level system worked as he had designed  it to. He then ordered “Spectre” back to the surface and sailed home to Head of Passes.

    With a total of four black cubes against one red cube earned on this mission, “Spectre’s” success attracted a new Investor (per Rule Book p. 43), and Russell Sturgis joins the team, adding $15 to the treasury (that is now at $52). 

    Sturgis’ Special Ability is to bring another Investor on once per game. 

    On being informed by de Villeroi of the success of this first training mission, Admiral Farragut ordered another training mission forthwith.

    “Spectre’s” second training mission had Northeast Point as its goal. 

    Almost from the start, equipment began to malfunction. 

    First, the Gearbox began acting up. 

    Next the Steering Linkage locked, but Eulalie de Villeroi was there with her toolbox and repaired it while dodging her husband’s feet at the helm. 

    At Alligator Station, a seal in the forward Ballast tank ruptured which submerged “Spectre” to Awash depth (and caused Lodner Philips to Panic), before Eulalie got that Malfunction repaired. 

    Entering Northeast Point, de Villeroi ordered a descent to Below Shallow. At that point the gearbox began to Malfunction again, this time dropping the Power Grade from “A” to “B”. de Villeroi immediately surfaced the boat, reversed course and headed back downriver to Head of Passes. 

    Arriving there, the “Spectre” got caught in a current drift and sprung a leak in an aft hull seam. Recovery was uneventful, with repairs being needed on the gearbox and an aft hull seam.

    Back alongside USS “Varuna” that was now serving as tender for “Spectre,” de Villeroi and Eakins determined that the aft-section Leak was caused by an impact to the Shroud’s support framing that had cracked through into the lower propeller mount, and then carried along the lower hull seam for about a foot and a half. Fortunately, de Villeroi had requested that the “Varuna” be fitted with a forge and metalworking shop, whose machinists and shipwrights joined “Spectre’s” crew in lifting and positioning “Spectre” on “Varuna’s” main deck to repair the aft hull leak. As for the jammed gearbox, mechanic J.B. Morrell discovered that the clutch mechanism responsible for changing gear speed had broken a tooth in its cog, which caused the jam. Morrell and Lodner Philips got busy fashioning a new clutch gear for the mechanism. 

    Spring slowly changing to Summer found that repairs to “Spectre” had been completed satisfactorily.  

    An examination by de Villeroi, Eakins and the assembled mechanics declared the “Spectre” fit for duty. 

    As the “Varuna’s” launch carried de Villeroi and Eakins and their good news to USS “Hartford,” (Admiral Farragut’s flagship) the West Gulf Squadron’s mortar schooner fleet opened a thunderous barrage upon the Rebel forts ”Jackson” and “St. Philip.” 

    In the din, Eakins leaned over, tapped de Villeroi on the leg and pointed back towards “Varuna.” 

    de Villeroi turned just in time to see the “Spectre” being swung over “Varuna’s” starboard side and lowered into the Mississippi. 

    Turning to look back at Eakins, de Villeroi realized that “Spectre’s” and their time to act had just gotten significantly shorter.

    Union Gauges sheet shows “Spectre” with 2 Training Levels at the start of her Attack mission. Note that Brutus de Villeroi and wife Eulalie occupy the steering helm under the forward hatch. The Faraday (Magnetic) Engine occupies the whole of the next tile aft, with the rest of the crew occupying the stern. Also note that the second successful training mission netted another Investor.

    And so, to war. 

    “Spectre” departed the fleet anchorage to the cheers of the sailors on board USS “Varuna.” 

    de Villeroi, standing in the fore and aft hatches took the cheers, doffing his hat as “Spectre” passed under “Old Glory” on the stern of USS “Hartford.” 

    His hat tip was returned by both Admiral Farragut, Commander Boggs.  

    “Spectre” leaves Head of Passes heading up the Mississippi River.

    Steering for the westernmost bank of the “Big Muddy,” de Villeroi ordered half speed on the Faraday Engine, to which Mechanic Lodner Philips complied. de Villeroi chose his course well, staying in the calmer shore current as “Spectre” passed the old semaphore “Tripod” on the eastern river bank. Alligator Station also proved to be a calm passage, the Faraday humming along as fresh air whistled through the open hatches. A solid blanket of clouds kept Ol’ Man Moon from an unwanted appearance, while the wind gusts tested de Villeroi’s steering ability. Northeast Point saw the first malfunction, being a ballast pump valve stuck open, diving the “Spectre” from Surface to Awash.  Eulalie de Villeroi assisted Acting Master Sam Eakins in freeing up, replacing the defective ballast pump valve and then surfacing the “Spectre” once more. Rounding the bend just south of The Jump, Lodner Philips spotted some watch fires ahead, whereupon de Villeroi had Eakins crash dive the boat to Below Shallow to avoid detection.

    “Spectre” passes The Jump.

    de Villeroi kept the “Spectre’s” bow pointed into the river’s current as it slowly passed the old Salt Works factory. 

    At this point the Faraday Engine decided to kick up a fuss. 

    Though making a racket (and panicking Lodner Philips) it was still capable of forward motion at the current Easy pace, but needed fixing should de Villeroi need flank speed at any point in the journey. 

    With Lodner cowering behind the Leveling Tank it was up to J.B. Morrell and Eulalie de Villeroi teaming up to effect repairs. 

    After several tentative crackles and a whiff of ozone, the Faraday recovered its comfortable hum. As they approached Beaver Station, de Villeroi told the rest of the crew that “Spectre’s” mission was to blow a hole in the submerged river obstructions near the eastern shore of the river. 

    Raising the boat from Below Shallow to Awash enabled de Villeroi to use the periscope to confirm that “Spectre” had arrived in the right place. 

    de Villeroi ordered Eakins to dive the boat back to Below Shallow, and to get Diver Stefano Rojas ready for duty.

    Diver Rojas prepares to disembark with his demolition charge.

    Lugging his demolition torpedo, Diver Rojas exited “Spectre’s” Air Lock. 

    J.B. Morrell and Eulalie both kept an eye on the Faraday Engine at this crucial moment of the mission. 

    Rojas’ journey to his target was slowed by the inevitable silting up that the Mississippi had “dusted” the fascines and “dragon’s teeth.” 

    Diver Rojas plants the demolition charge on target

    Uncovering a pre-existing Rebel-made passage through the line of Obstructions, Rojas placed the Large Charge on the left side base of the obstructions. 

    Upon detonation, the charge would widen the Rebel’s current passage, and the stronger river current would carry additional debris of the explosion downstream, making the breach even wider.  

    Once set, Diver Rojas carefully returned to the “Spectre’s” Air Lock and climbed inside, cycling the water-filled Air Lock and replacing it with air. 

    Rojas hooked the charge’s insulated electrical wires to a bank of Leyden Jar batteries, then climbed through the Air Lock access hatch and into the main cabin. At a nod from Rojas, Eakins threw a nearby switch. 

    A most satisfying “THUMP!” resulted, that was not only heard but felt through the hull. Success!

    Image 9: (Tactical Board)[caption: The demolition charge destroys the Obstructions.]

    The demolition charge destroys the Obstructions.

    “Let’s get out of here,” bellowed Eakins, as de Villeroi executed a classic pirouette that reversed “Spectre’s” course heading to downstream and home. 

    Instead of skulking along in the shallows to avoid the worst of the Mississippi’s current, de Villeroi now swung “Spectre” into the main channel, letting Big Muddy take the strain of travel while the Faraday engine was recharging the Leyden Jars. Double the number of watch fires now burned on both banks of the Mississippi, while picket boats swarmed like angry hornets on the river’s surface.

    But “Spectre” lived up to her name, ghosting along safe in the rivers depths. 

    As “Spectre” passed opposite Northeast Point, a mid-evening fog bank rolled in which further hampered Confederate pursuit –

    Image 10: (Mission Board) [caption: “Spectre” passes Northeast Point as the Fog rolls in.]

    “Spectre” passes Northeast Point as the Fog rolls in.

    When “Spectre” arrived back at Head of Passes, the Faraday Engine conked out again just as “Spectre” pulled alongside USS “Varuna.” 

    As de Villeroi opened the forward hatch, a sailor on “Varuna’s” fo’csle hollered “How was yer huntin,’ boys?” 

    Standing in the aft hatch, Lodner Philips reached down, pulled a broom out and waved it energetically over his head: a “clean sweep!”

    The “Varuna’s” crew erupted in cheers, and Commander Boggs ordering a signal gun fired to alert Admiral Farragut of “Spectre’s” safe arrival. 

    Sighing, de Villeroi pulled a cigar from his vest pocket. 

    Lighting it up, he took a long drag of Havana tobacco smoke and permitted himself a rare smile.  

    Looking down through the hatch he saw his wife Eulalie looking up at him.

    Eulalie was smiling, too.

    May, 1862. 

    Having visited the White House and been feted by President Lincoln and Washington society, the de Villeroi’s were taking the train back to their Machine Shop in Boston, Massachusetts. 

    The destruction of the Confederate river barriers below Forts Jackson & St. Philip allowed Farragut’s fleet to sail virtually unchecked past those two old piles of now-smoldering masonry.

    The massive Confederate ironclad CSS “Louisiana” took a close-in pounding from the West Gulf Squadron and was last seen, adrift and on fire from stem to stern, floating downriver to the Gulf of Mexico, together with the wrecked remnants of the Rebel river fleet.   

    Upon a unanimous vote by the city council, New Orleans was declared an “Open City.” The councilmen then fled upriver to the state capital at Baton Rouge.

    Union General Benjamin Butler and his soldiers were received by the now-leaderless Crescent City with something less than open arms. 

    Though there were still a number of firebrands calling for guerilla and urban warfare, most of the populace shrugged their collective shoulders and got on with life.

    On de Villeroi’s recommendation, Acting Master Samuel Eakins was inducted into the US Navy and promoted to the rank of Lieutenant. 

    Lithograph image showing the Washington Navy Yard during the Civil War {source: history.navy.mil}

    de Villeroi’s crew all returned to the Washington Navy Yard as contracted civilian Mechanics in the Navy’s newly-created Bureau for Underwater Research.

    And they all lived (those that survived the war, at least) happily ever after.


    Previous Infernal Machine InsideGMT Articles



    Source link

  • magic the gathering – Do exchanged creatures’ equipment still grant you benefits?

    magic the gathering – Do exchanged creatures’ equipment still grant you benefits?


    I’ve been thinking about building a Slicer, Hired Muscle commander deck where I load it up with equipment/auras and have it reap the “on attack/combat” benefits multiple times a turn cycle. The only problem: is this how it actually works?

    I know that if, for example, an equipment you control grants hexproof to an opponent’s creature, you still can’t target it since the creature has the keyword and you don’t control the creature (explained here). But is the general rule, therefore, that if an equipment/aura controlled by you grants a keyword or ability (i.e. “creature gains/has ‘X’”), it benefits the opponent, whereas if it doesn’t grant the keyword or ability it benefits you?

    As an example, take Diamond Pickaxe. It has:

    Equipped creature gets +1/+1 and has “Whenever this creature attacks, create a Treasure token.”

    So when an opponent attacks with my Slicer equipped with Diamond Pickaxe, who creates the treasure token? I assume the opponent, in this case, since the treasure creation is an ability given to the creature, which my opponent controls. On the other hand, I assume that if Slicer was instead equipped with a Bitterthorn, Nissa’s Animus, which says, in part:

    Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

    then when Slicer attacks on my opponent’s turn, it’s still me that gets to search for a land, since the ability is on the equipment, which I control. Have I got the right understanding in both cases, and in either case, where is this addressed in the rules?



    Source link

  • magic the gathering – Is it a crime if the target is no longer valid?

    magic the gathering – Is it a crime if the target is no longer valid?


    Yes

    Targets are selected when a spell or ability goes on the stack. Magda’s ability goes on the stack as soon as it’s triggered, i.e. when the target of Lightning Bolt is selected upon casting. Her ability is triggered and on the stack even before the targeted creature can become hexproof. The creature becoming hexproof will not remove Magda’s ability from the stack, nor prevent the targeting which already happened. It just turns the targeted creature into an invalid target.

    115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or
    player(s) the spell or ability will affect. These targets are declared
    as part of the process of putting the spell or ability on the stack.
    The targets can’t be changed except by another spell or ability that
    explicitly says it can do so.

    The stack and resolution will look something like one of the below – things can resolve in slightly different orders, but the outcome is basically the same barring other effects:

    1. Lightning Bolt is cast and goes on the stack. Magda’s ability triggers and goes on the stack. Hexproof spell/ability is put on the stack. Hexproof resolves. Magda’s ability resolves and creates a treasure. Lightning Bolt fails to resolve with an invalid target.

    2. Lightning Bolt is cast and goes on the stack. Magda’s ability triggers and goes on the stack. Magda’s ability resolves and creates a treasure. Hexproof spell/ability is put on the stack. Hexproof resolves. Lightning Bolt fails to resolve with an invalid target.



    Source link

  • If you’ve avoided Commandos Origins until now, the WW2 RTS just got a lot better

    If you’ve avoided Commandos Origins until now, the WW2 RTS just got a lot better


    Between Civilization 7, Kaiserpunk, Stellaris, and Commandos Origins itself, I’m still torn between which type of strategy game I like most. 4X is the biggest and bulkiest, but the longer a playthrough goes on, the more you can get lost in the micromanagement. City builders are more focused, and I’m a sucker for good road-building tools, but, by their nature, these games are limited to one type of strategy. So maybe it’s the RTS – challenging but accessible, tactical but faster-paced, the return of Commandos also marks a comeback for one of the genre’s best. Origins may have struggled a little so far, but if you’ve stayed away, the big new update could be enough to win you over.

    Tough, intense, and an occasional test of your patience, our own Commandos Origins review explains precisely where the new RTS game shines and where it could use some improvement. Behind Enemy Lines, Commandos 2, and Destination Berlin are all legitimate PC classics – Commandos Origins naturally has a lot of expectation on its shoulders. But alongside our 7/10 rating, the response from players has so far been solid, and the WW2 game has a reputable ‘mostly positive’ rating on Steam.

    YouTube Thumbnail

    However, a few key performance issues and problems with crashing have held Origins back. Released on April 9, if you’ve been cautious about playing the strategy game up until now, the new update could assuage your concerns. There are 29 general fixes, alongside 18 fixes that target issues specific to Commandos Origins’ campaign missions. Until now, some of the game’s foliage was inexplicably causing sharp drops in performance and there were cases where the framerate could slow to a crawl.

    Those have both been remedied, alongside other “rare” crashes, and a significant problem where using the Marine’s abilities could also send you back to the desktop. The user interface has been tweaked and improved, and there is no longer a problem with broken achievements. It’s a big fix and it arrives just over a week since launch – hopefully, any other issues with Commandos Origins will also be promptly addressed. If you want to give the game a shot, you can get it here.

    Otherwise, try some of the best 4X games, or maybe the best grand strategy games out now on PC.

    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.



    Source link

  • I Spent a Day Hands-On With the Nintendo Switch 2 Playing Games Like Mario Kart World and Donkey Kong Bananza. Here’s What I Learned

    I Spent a Day Hands-On With the Nintendo Switch 2 Playing Games Like Mario Kart World and Donkey Kong Bananza. Here’s What I Learned


    The Nintendo Switch 2 in all of its glory

    The Nintendo Switch 2’s dedicated Direct has come and gone. Games were revealed, a release date was set, and there was no pricing information (though this hit the internet, and everything is quite expensive). But how do the games PLAY? Thankfully, yours truly was part of a select few who got to play the Switch 2 at a special New York event. I tried out a good mix of first-party titles and came away impressed by most of what I experienced.

    Racing goes open world

    Mario Kart World

    Of the titles I played, Mario Kart World was the one I spent the most time with. For the first section, I played two two-player exhibition races on the television screen and two single-player matches on the handheld, meaning I got a feel for the Switch 2 Pro Controller and the Joy-Con 2. Playing on the television racing against an attendee next to me and the various CPUs was thrilling. Every track was new to the series. There were various character options, including the amazing Moo Moo cow. Many outfits were selectable, too.

    The Switch 2 Pro Controller was a joy to hold and control. It and the Joy-Con 2 felt more comfortable for people with big hands, which was great for me. Races start a little differently now: instead of waiting at the starting line, you drift into the race with everyone else, though Lakitu still shows up to count you down and you can still boost if you hold the gas at the right time. Lunch bags are a new pickup you can grab; doing so will cause your character to eat a snack and change their outfit during a race. I noticed some new powerups: a Gold Shell that launches forward and drops many Gold Coins (these boost your speed) and a wand-like item that calls in the sorcerer Kamek to do some damage.

    The best part of Mario Kart World was Knockout Tour. 24 racers, back-to-back courses flowing together seamlessly, and if you don’t place high enough by the time you reach each of the five checkpoints, you’re eliminated. It’s the most frantic I’ve ever seen Mario Kart; people were downright bloodthirsty. The race allowed you to go anywhere, meaning falling off a track or going off the beaten path wouldn’t necessarily spell your doom. Getting to each checkpoint felt exhilarating. I placed fifth overall!

    Donkey Kong is happy he is in a new 3D adventure

    Donkey Kong Bananza

    We haven’t had a new 3D Donkey Kong title since Donkey Kong 64 so Donkey Kong Bananza is a pleasant surprise. It’s reminiscent of Super Mario Odyssey, except you’re collecting and eating Gold Bananas instead of nabbing Power Moons. Donkey Kong is a simian with one philosophy: punch everything in his path. He can punch forward, punch downward, and even slam the ground from the air. The amount of destruction he can wreak is unparalleled; you’ll be leaving craters in the ground and smashing through terrain. Donkey Kong can even grab a rock slab and ride it like a surfboard. He can also pick up explosive purple crystals and lob them at enemies or rock formations. Donkey felt great to control, especially while climbing the scenery (no Stamina Wheel, thank goodness). My only gripe was that the A button was jump and the B button was ground pound. It was hard to get to grips with but you can remap the buttons.

    Mouse controls return in Prime 4

    Metroid Prime 4: Beyond

    As a big fan of the Metroid series, I had to make a beeline to the Metroid Prime 4: Beyond play area. The game did not disappoint. It’s gorgeous, running at a full 60 FPS in 4K Quality Mode and an astounding 120 FPS in 1080p Performance Mode. If you’re a Metroid Prime expert, everything will click into place: you have a dedicated button for Morph Ball mode, a button to switch to the Scan Visor, a jump button, a missile button, and a button for shooting and charging your beam. Prime 4 looks to follow Prime 3 in the way it presents its plot: there are other characters you can interact with and a bevy of cutscenes. It’s a different feel from the original Metroid Prime, which evoked a feeling of isolation, so whether you like this approach or not depends on your preference. The best part of the gameplay was realizing you can switch from standard controls to gyro aiming by just flicking your wrist and aiming at the screen, no menu changes required. It certainly helped with the demo’s boss fight, which required shooting different points on its body.

    Doing a sick trick with the Joy-Con 2

    Drag x Drive

    Nintendo wanted to show off its mouse functionality with the Switch 2, so it’s no shock to see a game run hog wild with that gimmick. Drag x Drive is that game. There was an extensive tutorial for this title, and for good reason. It takes time to get acclimated to the controls, especially turning left and right, since you use the opposite Joy-Con 2 to turn in that direction. You can’t expect to go fast in short bursts, either, as you need to do long strides with the controller to build up speed. Once you get used to the layout, it’s fairly intuitive. The 3 v 3 match I was thrown into after the tutorial seemed to last for less than five minutes, but it was fun to pass the ball and use the Joy-Con 2 to angle shots at the basket. It was entertaining, but I had a huge flat surface to glide my Joy-Con 2 across. I wonder if the game will feel as good in tighter spaces or on different surfaces.

    Kirby can bounce now

     Kirby and the Forgotten Land – Nintendo Switch 2 Edition + Star-Crossed World

    This is the only enhanced Switch 2 Edition game I played, but it’s great. The demo throws you right into the Star-Crossed World expansion, and the game runs at a smooth 60 FPS now, improving the gameplay, especially with setting up your dodge rolls. The new spring powerup feels great, bringing to mind Rattly the Rattlesnake from Donkey Kong Country 2 (though using the timing from that title will cause you to miss your jumps and plummet to your death). For all you completionists out there, this add-on has you covered, with many hidden paths and collectibles to uncover. No word yet on how long this expansion will be, but hopefully it’s hefty.

    Gameplay-wise, I was impressed with the Nintendo Switch 2. All the peripherals felt solid, and many of Nintendo’s first-party games are stellar. However, the price of the console, accessories, and games is frankly unaffordable, so I believe the Switch 2 will not reach the heights of its predecessor. Hopefully, prices will go down in 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



    Source link

  • 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.



    Source link

  • magic the gathering – Trick Bind for end game

    magic the gathering – Trick Bind for end game


    You can use Trickbind with Flubs or Song of Creation to make it very difficult for your opponent to stop you from winning with Laboratory Maniac.

    Once Laboratory Maniac resolves, any card draw instruction allows you to win the game. If you have Flubs, the Fool or Song of Creation and you cast Trickbind or another spell with Split Second, the card draw triggered ability will trigger from casting that spell, and go on top of the stack over the Trickbind. That means that it will resolve while Trickbind is still on the stack, so it will be protected from all of the types of interaction that Trickbind prevents.

    Depending on what exactly you cast the Trickbind in response to, the opponent may have the chance to cast a spell before you cast the Trickbind. But that doesn’t help your opponent, because you can just cast the Trickbind in response to their spell and win while their spell is still on the stack. If they have their own Split Second
    removal spell and a chance to cast it, you would have a problem.

    I said this makes it “difficult” for your opponent to stop you, not “impossible”, because Split Second does allow for some interaction. Split Second does not prevent players from activating mana abilities or taking special actions, and doing that can in turn trigger abilities that may be able to interfere with the combo. For example, your opponent could sacrifice Perilous Myr to activate Ashnod’s Altar‘s abiltiy, and have Perilous Myr’s triggered ability deal 2 damage to Laboratory Maniac.

    I also want to address a common misconception with using Split Second to protect combos like this: you cannot use Split Second to protect spells and abilities that are already on the stack. Spells and abilities on the stack resolve one at a time. After the top spell or ability on the stack resolves, each player has an opportunity to play spells or activate abilities before the next object on the stack resolves. This means that if you try to use Trickbind to stop an opponent from interacting with a spell or ability that would win the game that is already on the stack, the opponent can simply wait for Trickbind to resolve before using their interaction.



    Source link

  • Shut Up & Sit Down, Quinns Quest, and The Year Ahead

    Shut Up & Sit Down, Quinns Quest, and The Year Ahead


    SU&SD

    Tom: Hey folks! We wanted to kick off the year with an update that goes over what Shut Up & Sit Down is going to be up to in 2024. This is the kind of thing we normally reserve for the newsletter, but we wanted this to be broadly accessible so that everyone’s in the loop!

    First off, Quinns is going to share an exciting new project he’s been cooking up! Then, afterwards, I’ll take you behind the scenes on what to expect from the site going forward! It’s a long one, so let’s get into it…

     

    Introducing: Quinns Quest!

    https://www.youtube.com/watch?v=c29Ecut4K_E

    Quinns: So! My news, here goes….

    I think the TTRPG scene is in a similar place to the board game scene in 2011. When we launched Shut Up & Sit Down it was with a sense of frothing confusion that board games were so good, they weren’t getting the attention they deserved, and at least part of that was because the kind of coverage we wanted to see just didn’t exist. So, we decided to try and make it.

    Now I want to tackle that for tabletop roleplaying games, with an entirely seperate new programme I’m calling Quinns Quest. It’s me once again deciding to try and get a whole host of underreported, extraordinarily designers the attention they deserve, and helping everybody to have a bit more fun along the way. Shut Up & Sit Down is of course where I’ll cover board games whenever I feel the itch – and you can expect to see more of me on the new Top 100 Board Games feature – but Quinns Quest is where I’m putting my immediate focus.

    This is a bit of a new chapter for me – and so I wanted to take a second to say thank you to the SU&SD community. You folks have been so generous with your attention over the years, especially in the earliest days of SU&SD when I had literally no idea how to be a presenter. I remember my loved ones giving me suggestions in 2012 along the lines of “What if you smiled when you were on camera?” and “What if you talked slower, so people could understand you?”. The fact that you folks stuck with me while I learned the trade, video by awkward video, has been life-changing, and I can’t wait to put all that learning into a new project that I’m more excited about than anything else right now.

    But whilst I’m scaling down my role with SU&SD, I wanted to say how happy I am that the site has been in such capable hands!

    Tom is editor-in-chief of Shut Up & Sit Down, but that’s been true for a while now. The guy’s a f***ing marvel, and – troublingly – he only seems to be getting better? Have you seen his video on John Company?? Apparently he plans to focus on making equally ambitious videos in the future??? The world isn’t ready.

    Tom, you’re an extraordinarily rare talent. You’re hilarious, insightful, and technically-minded in a way I’ve never been (don’t know if you noticed this). But more importantly, you’re hungrier and more passionate about board games than my decrepit ass. Part of knowing when to step back a little is knowing when it’s time to make room for the next generation, and it’s past time I do that.

    Matt- my time spent making 2-person videos with you is what I consider my most creatively fulfilling time with SU&SD. I have so, so many happy memories with you, not just of workshopping jokes in your living room, but just playing games with you.

    In fact, if I had to name my favourite single instance of a game I’ve played, it would be the afternoon we spent playing head-to-head Tigris & Euphrates in advance of our marvellously unhinged review. London was caught in a sweltering headwave and sweat was literally beading on my forehead as we were locked in a near-silent, utterly intense battle, punctuated only by each of us complimenting the other’s move. You are the kind of collaborator a creative can only dream of, but you’re an even better opponent. You’ve made me so much sharper, in comedy, in editing, and in strategy. I have no choice but to be my best around you. I think you’ve even beaten me at a game once or twice.

    And Emily! Holy kittens. Hiring Emily feels like going for a walk and finding a ruby on the ground. Her reviews are so good that it makes me ashamed of myself. It took me the better part of a decade to become as good a video reviewer as Emily was instantly. Emily, your future is inconceivably bright. I also understand you’ll be seeing more of the inimitable Pip Warr in the future of Shut Up & Sit Down, and nothing could make me happier. I also know nothing will make fans of the show happier, since one of the only pieces of feedback SU&SD fans were ever brave enough to give me in person – over and over again – was “More Pip”.

    What a team. What an unbelievable, beautiful, side-splittingly funny clutch of folks.

    Tom: Wahoo! Anyone who watched Quinns’ fantastic Get into RPGs video, or Alice is Missing coverage has probably felt this shift coming for a while now, and Quinns making a dedicated space for RPG fans is fabulous! We’re excited to keep working with him on the brand new Top 100 Series and any other board game shenanigans that take his fancy, and of course we can’t wait to see all the… roles he…. plays? Is that how it works?

    Quinns: You’re sort of making it sound like a sex thing. It’s not a sex thing.

    Matt: It’s definitely a sex thing.

    Quinns: Shut UP!

    Tom: And… sit……?

    RIGHT! So! With Quinns taking on this new project, what’s happening with the rest of SU&SD? Let’s talk about the cracking year of board games ahead!

     

    The First Ever Top 100

    https://www.youtube.com/watch?v=8ojqjk5k9sA

     

    Tom’s New Hat

    Tom: With Quinns formally changing his position within the site to ‘contributor’, I am taking up the mantle of SU&SD’s editorial lead, a hat you’ve already seen me sporting for the last year or two!

    To address an obvious question about this change in role, though – “Why not Matt, apparent heir to the cardboard throne”? There’s one reason! It’s because he’s an incredibly talented creative with years of experience making brilliant work who, with all the love in the world, has the organisational talents of a level one goblin.

    Matt: It’s true! I once accidentally put my passport in the bin. My wife rescued it for me.

    Tom: He’s doing just fine, and we’re very proud. Me, on the other hand? I’m an organisation freak! I’m a dweeb! I like lists and bullet points and sorting my socks by colour! I’m the guy who likes packing away my board games into custom labelled bags. This one’s for me, gang!

    Realistically, this expanded role does little to actually affect our creative output one iota – like I say, you’ve been watching this restructured SU&SD for the past two years! Matt and I are creative partners on most everything we put out – we’ve got workflows to help each other with edits, we love filming together, and we’re very much aligned on what we want the site to be.The studio is finally a place where we can easily film (don’t worry, it’s not replacing our classic “reviews from the living room”), and we’re going to get stuck right in, and bring our growing roster of contributors right along with us! It’ll be a treat, and I’m so excited!


    Videos and Podcasts

    We’ve got one main goal for this year, and it’s sustainability. We’re really proud of this website, and we want it to exist… forever? That might sound crazy, but we truly want the spirit of things to continue on even if the faces might vary. To that end, we’re pushing our resources in 2024 towards creating a dependable and stable slate of videos to gently branch out from.

    The precedent set when SU&SD was growing the most was to upload a video every single week, no matter what. This (sometimes!) worked, but simply does not scale with the production values and ambition we’re looking for in videos these days. Attempting this approach in this more modern, less ‘handheld and poorly white-balanced’ era of SU&SD? It led to a whole lot of trying to make more elaborate and high production videos within a schedule that didn’t fit – and subsequently getting said videos delayed, pushed back, completely canned… or otherwise just completely knackering us.

    We want everything we put out to be of exceptional quality, and we want to be energised by every project! So, in 2024, we’re shedding that old and often-missed schedule to instead focus on three videos per month, one of which will consistently be an entry in our Top 100 series. It’s not a huge change, but it’s a meaningful one.

    Already this simple, semantic shift is making me feel better, more creative, and more in control of my work. I think this is an excellent baseline to work from, and I’m certain you’ll agree that the ‘fewer and better’ approach to video is going to result in some of the best work we’ve done in recent memory. I’m not going to spoil some of the chunkier projects we’ve got planned, but I think they’ll be exceptional.

    What about the podcast? Exactly the same deal here. We never truly managed to sort out one a week, so we’ll take a week out for every three podcasts released from now on. I want to make sure those podcasts are of dependable quality – so nailing down our format to three games per podcast discussed by two hosts will be the norm. However, I do want to pursue more ‘topic’ episodes where we have wider conversations with more people involved – but I want to get a dependable offering running first!

     

    What’s Going on with SHUX?

    Goodness, deposits are just so expensive. We love it as much as you do, and we really want it to come back… it just might be a bit of a wait. When it does return, we want it to be as good as ever and to be in a position to run it in a healthy way that doesn’t obliterate the team completely! We’re going to be quiet on this front for a good while, but you’ll know about the future of SHUX as soon as we do.


    Bonus Bits?

    Everything with our bonus bits and donations will stay exactly the same. We’re going to shoot for monthly newsletters with a couple fun extra videos to go along with them. This month, we’ve got a video where I ramble about Shadow Gambit, and a Bonus Podcast! I’m also really excited about some potential weirder directions for this – we’ve heard you loud and clear that early access isn’t as exciting as odd exclusives, so I want to focus on making exactly that.

     

    A Personal Note

    Finally, I wanted to take a second to share something from the heart. Shut Up & Sit Down has been around for about thirteen trips around the sun, which is about eighty seven in ‘Internet Years’. Managing the trajectory of this creaky old ship is a real challenge – one that I feel in a uniquely odd position to tackle. I was a fan of the site before I started working here, watching videos whilst I was still in secondary school! I want to make sure I protect the soul of the thing that got me into board games, but I also want to make sure I’ve got my own voice within it. I want this site to be run in a way that’s healthy and exciting for everyone involved, without losing the spark that got me hooked.

    But it’s often tricky to achieve that. Foundational to my role as the ‘new face’ on the site is a constant background radiation of comparison. That comparison starts in my own brain, and then takes up more and more room as the internet-at-large pumps air into it until it dominates my headspace and paralyses me to continue. I’ve always felt like there’s another pair of shoes to fill, that I’ll never quite satisfy people’s desire for something they can no longer have.

    I’m pretty done with that thinking. 2024 marks a subtle new chapter for SU&SD, where we’re going to play to our tempo and make great work for the people who like what we do for what it is now.

    I truly hope you’re as excited for that as we are!


    Questions?

    Of course there will be! What do you want to know? For a couple of weeks or so we’ll be keeping an eye on this page and will reply to queries to build up something of an FAQ for people to take a peek at when one of those ‘What Happened to SU&SD?’ Reddit posts inevitably crops up within the next… week? Day? Those things are maddening, aren’t they. Thanks to everyone who engages in those in good faith and can accept that we are only human, and that in 13 years, things do change. We’ll do our best to build and maintain a site you can love, and if you don’t? A reminder that we’re out there on the internet as well, and we’re human beings too!

    Be gentle, folks, it’s been a mad few years but we’ve still got our whole hearts in this wonderful thing. If you do too, then everything we do is for you, and we hope you’re able to enjoy it with us in the years to come!

    Big Love,
    Team SU&SD



    Source link

  • HUTAN: Life in the Rainforest Review

    HUTAN: Life in the Rainforest Review


    I’m a big fan of games that have a nice table presence, so I was excited when we received HUTAN: Life in the Rainforest from The Op and Sidekick Games. This puzzley, nature themed game is for 1 to 4 players and plays in around 45 minutes. HUTAN was created by the design team of Asger Granerud and Daniel Pedersen who are known for Heat, Flamme Rouge, and Copenhagen. Let’s dig in and see what this game is all about.

    Flora and Fauna

    Players will have a board made up of four rainforest segments. The first player will decide the board layout that each player has to follow. In each of the nine rounds of the game, players will take two turns as they build up their unique rainforest board.

    HUTAN rainforest board

    Your turn starts by drafting a flower card from the market. There are five different flower types/colors represented on the cards. Once you draft one of these cards, you’ll add the new flowers onto your board, obeying a couple of rules:

    • The first new flower has to be placed next to a previously placed flower (except for the first round).
    • The flower(s) on the card have to be placed adjacent to one another (not diagonal).
    • Flowers can be placed on top of flowers of the same color.

    Your rainforest board is broken into areas of two to five blocks that are separated by waterways. Ideally, players want to fill these sections with a single flower color to score the points listed on the area. Players want to pay attention to the three water spaces on their rainforest board since flowers cannot be placed in these locations.

    HUTAN drafting flowers

    After adding the flowers from the card you drafted, you’ll move onto checking for the growth of trees. When you place a second identical flower color on a place, a tree grows on that space. HUTAN comes with four unique tree types which are different sizes and shapes to give player boards some variety. Each tree on a player board will be worth two victory points at the end of the game.

    A Perfect Habitat

    The final phase of your turn is checking to see if you’ve created the perfect habitat. Players earn big points by filling an area with a single flower color and having trees on each block in the area. When you place the last tree in an area, you can attract an animal of the same color on the space. Having a wildlife token in an area will earn you the points shown on that space at the end of the game.

    HUTAN perfect habitat

    The wildlife tokens in HUTAN are limited to only three in each flower color. Once a token is exhausted from the supply, they’re unavailable for the rest of the game. Even though you earned a wildlife token, you don’t have to place one. On occasion, players will create two perfect habitats in a single turn. You’re limited to earning one token per turn, so players have to decide on which area receives this token.

    Another perk of earning a wildlife token is that they can fertilize the spaces orthogonally adjacent to their location. You can place any color flower in the spaces around the wildlife token. This is an optional perk but is almost always worth taking.

    HUTAN flower card

    One player will take the start player token during the round which comes with a single flower of your chose. HUTAN is a game where being the start player can be incredibly useful.

    Advanced Gameplay

    In the early rounds of HUTAN, gameplay is pretty simple and the options are plentiful. It’s in the later rounds where players will start to feel the complexity of optimizing points and trying not to earn negative points.

    At the end of the game, areas that have a mixture of flower colors are called mixed areas. Players score negative points for each mixed area and each incomplete areas. Strategically keeping away from some areas can be helpful. An area that doesn’t have any flowers will be zero points, keeping players from incurring negative effects.

    HUTAN ecosystem cards

    Once players get the basics down, players can introduce Ecosystem cards into the game. Pull five Ecosystem goal cards that will award points to each player who completes these goals by the end of the game.

    Final Thoughts

    HUTAN is a beautiful and puzzley game that draws you in with its table presence. The game has a nice flow to it and keeping your negative points to a minimum is a challenge. After your first game, adding in the advanced scoring of the Ecosystem cards is a must for most gamers.

    This game has the same publishing duo as Aqua, a 2024 release that we really enjoy. Not only did Vincent Dutrait do the artwork, but it also includes a couple extras that I love. There’s a family variant that adjusts a couple rules and removes the negative scoring.

    HUTAN challenges

    In the back of the rulebook, you’ll find scenarios that have preset board layouts and Ecosystem cards. You are working toward hitting a specific score to accomplish the goal. There are also challenges and game modifications that you can tackle at any player count. Having these achievements adds a lot to the replayability of the game.

    HUTAN: Life in the Rainforest is a great addition to our game library. If you enjoy games like Life of the Amazonia and Harmonies, two of our absolute favorites, HUTAN is a game that you have to check out.

    HUTAN: Life in the Rainforest is available at your local game store, from The Op 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

    • Excellent table presence and box organization
    • Puzzley gameplay that gets more challenging each round
    • Achievements and scenarios adds to the replayability
    • Drafting the first player token in the late game is key

    Lows

    • Negative points can be a turn off to some (family variant removes this)
    • Trees can come apart easily after a couple plays

    Complexity

    2 out of 5

    Time Commitment

    2 out of 5

    Replayability

    4 out of 5



    Source link

  • Zelda: Breath of the Wild’s Nintendo Switch 2 edition will make you fork out for DLC separately, but hey, it’s not like you’ll already have spent a lot on other Switch 2 stuff

    Zelda: Breath of the Wild’s Nintendo Switch 2 edition will make you fork out for DLC separately, but hey, it’s not like you’ll already have spent a lot on other Switch 2 stuff


    Since Nintendo revealed its new console, the prices of Switch 2 itself, Mario Kart World and the Nintendo Switch 2 Welcome Tour have all discourses.

    There’s even been some spamming of ‘DROP THE PRICE’ by fans in Treehouse livestream chats and some subtweeting by Reggie Fils-Aimé about the Welcome Tour not being free. It’s ok though, it’s not like if you get the Switch 2 edition of Zelda: Breath of the Wild, you’ll have to buy the DLC/expansion pass separately. Oh no, hang on, you do.

    Nintendo has confirmed as much in a statement to IGN, saying: “The Legend of Zelda: Breath of the Wild – Nintendo Switch 2 Edition does not include The Legend of Zelda: Breath of the Wild Expansion Pass DLC. That DLC is available as a separate purchase.”

    Very to the point, but what it’ll mean for you depends on your current Breath of the Wild ownership status. If you already own the game on OG Switch as well as all its DLC, and opt to buy the $10 “upgrade pack” that turns it into the Switch 2 edition on that console, you’ll not need to buy the DLC again.

    However, if you don’t already own the DLC, just upgrading isn’t gonna hand it to you for free. The main folks affected by this are people who don’t own the game at all, and buy the Switch 2 edition, which will costs $70. Since it’s not included, they’ll end up paying $90 in total for Switch 2 Breath of the Wild plus DLC, since the game’s expansion pass costs $20.

    Is it that egregious a decision on its own? Not really, even if it’s kinda taking p**s with a game from 2017. However, when taken alongside all the other stuff I mentioned earlier, it does seem like Nintando kinda bumbling into kicking itself in the dick again from a PR perspective.

    Are you currently staring at your bank account wondering how you’re going to send half of your lide savings to Nintendo and still afford unimportant things like rent and food? Let us know below!





    Source link