Say you have 2 keepers (Love and War for example), and the current rules allow you to play 2 cards. In your hand you have All you Need is Love (goal) and Trash a Keeper (action).
Can you trash your own War keeper, play the appropriate goal, and win? Trash a Keeper says you can trash any keeper; to me that includes your own.
Similar situations include when the goal is already played, and various configurations involving Peace (no War) and The Brain (no TV).
This came up in my hand in a game with my daughter the other night, I house-ruled against myself and she went on to win.
“At the beginning of your end step, if a land entered the battlefield under your control
this turn and you control a prime number of lands, create Primo, the
Indivisible, a legendary 0/0 green and blue Fractal creature token,
then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19,
23, 29, and 31 are prime numbers.)”
Whenever a creature you control with power 4 or greater enters, draw a card.
Does Garruk’s Uprising (and other cards like it) see Primo when it is first created as a 0/0 or do they only see it after the +1/+1 counters are added to it?
If you are a Game Pass subscriber, you’d better start clearing your calendars and storage space for the next few weeks, as Microsoft has dropped a list of games that you are not going to have time to play, all of which are arriving before the end of the month.
As ever, some are going to get your attention more than most, and we will give you the full list in a moment, but first let’s cherry-pick some of what has caught our eye.
Grounded 2
Grounded was a really great game. Its setting, writing, and gameplay all appealed deeply to gamers like us who grew up watching movies where kids got shrunk and put into mild peril. Movies such as Inner Space and Big were staples of our entertainment, and Grounded took us back to a time when that all seemed possible.
Grounded also became a little infamous for being one of the first games to cross the Xbox exclusive divide and enter the enemy camps of Nintendo and PlayStation.
Grounded 2‘s Day One release will follow a similar path, being available only on Xbox and PC at launch.
It’s going to be very cool, and we can’t wait to play this one.
RoboCop: Rogue City
Not new by any means, and with standalone DLC on the horizon as well, RoboCop: Rogue City caught everybody by surprise by being great, and also doing a fantastic job of recreating one of our favorite 80s movies. With appearances by original actors and a game that didn’t fall into the trap of just making another twitch shooter, RRC was really fun, and finding a new audience on Game Pass is its deserved reward.
Farming Simulator 25
Giants Software can do little wrong when it comes to Farming Simulator. Its audience is nailed on, and the size of it is mindblowing. Now, after healthy sales, it is obviously deemed the right time to spread the word further, so get your crops sown before the winter sets in and relax to the sounds of your combine harvester.
Games coming to Game Pass in July’s Wave 2
Outside of those three, we have the return of the excellent High on Life, which was a Day One game back in the day before leaving the service. That’s back from today, and we also have new Souls-like, Wuchang: Fallen Feathers, which looks beautiful but challenging.
Here’s the full list of what to expect between now and the end of the month.
Date
Game
Available On
July 15
High On Life
Game Pass Standard, Ultimate, PC Game Pass (Console, Cloud, PC)
July 17
RoboCop: Rogue City
Game Pass Standard, Ultimate, PC Game Pass (Console, Cloud, PC)
July 17
My Friendly Neighborhood
Game Pass Ultimate, PC Game Pass (Console, Cloud, PC)
July 18
Back to the Dawn
Game Pass Ultimate, PC Game Pass (Console, Cloud, PC)
July 22
Abiotic Factor
Game Pass Ultimate (Console)
July 23
Wheel World
Game Pass Ultimate, PC Game Pass (Console, PC, Cloud)
July 24
Wuchang: Fallen Feathers
Game Pass Ultimate, PC Game Pass (Console, PC, Cloud)
July 29
Grounded 2
Ultimate, PC Game Pass (Console, PC, Cloud)
August 1
Farming Simulator 25
Game Pass Ultimate, Standard, PC Game Pass (Console, PC, Cloud)
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We are only a couple of months out now from Borderlands 4’s September 12th release date, and lively Gearbox CEO Randy Pitchford has gone ahead and released the game’s map and the locations of over 200 collectibles on a post on his X account.
The collectibles will be scattered across the map and will take some getting to nab them all, with Pitchford saying, “I had challenged Andrew Reiner, who some of you know spent nearly 30 years at Game Informer Magazine, to find those unreachable spots and, well, reach them. The goal was to discover all the places that we never expected players to visit and, well, visit them.”
From there, Borderlands 4 designers were tasked with making these areas look great and then adding collectibles to them, to make it worthwhile for players who took the chance to visit them. We at The Escapist think that is pretty cool.
Borderlands 4 map
Pitchford also took the opportunity to show off the map for Borderlands 4, too, a move which angered some fans who accused him of revealing too much of the game before its launch.
Complaints flew in with fans asking why Pitchford had given away the locations of all 200 collectibles months before the game had even been released.
Pitchford replied, “Quit clutching your pearls. Literally all the information will be instantly accessible with simple internet searches. If you want to enjoy the challenge, don’t look at or search for walkthroughs. Also, even with the map you’re looking for needles in haystacks. Good luck!”
Quit clutching your pearls. Literally all the information will be instantly accessible with simple internet searches. If you want to enjoy the challenge, don’t look at or search for walkthroughs. Also, even with the map you’re looking for needles in haystacks. Good luck!
Pitchford’s gonna Pitchford. Borderlands 4 is set to be a huge success following on from the incredible games in the lineup previously, but more recently from the shocking movie.
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A new monitor is one of those purchases most people tend to make when their old one either packs in or they finally decide they want a bigger one.
Over the years, I have had double-monitor and triple-monitor setups. I’ve toyed with portable monitors as a second screen and even projectors. Much of this has been led by my penchant for driving and flight simulations, where extra screen real estate can be beneficial. But the problem is, with working at the same desk as well, it also has to fit right for my writing needs, so that means dangling stuff at weird angles doesn’t always work for me.
A couple of years ago, when the Samsung G9 came out, I really wanted one but simply couldn’t justify the cost – you can buy a first car for a teenager for that price – trust me, you can. As tech moves forward, though, we see a lot of prices coming down, especially in the TV and monitor spaces. The speed at which new panels are developed is pretty astounding. All this means that tech that was out of the price range of the masses not that long ago is now more than in reach.
So, in this growing landscape of ultrawide monitors, the INNOCN 49Q1R stands out immediately — and not just because of its size. This is a 49-inch monitor aimed directly at users who want a huge, immersive workspace or gaming setup without the eye-watering price tag of some better-known brands. It’s still not exactly cheap, but compared to rivals like Samsung’s Odyssey G9 series, it’s priced pretty well at a good level. The big question is whether it delivers enough quality and performance to make it a worthwhile investment. The answer, after a couple of months of use for me, is a resounding yes, with a few caveats.
Design and Build
Unboxing the 49Q1R – and it is huge when it arrives. It’s not that it is heavy per se, but with the box and secure packing inside, a second pair of hands is useful to get it to its final resting spot. It’s hard not to be impressed, and possibly a little intimidated, by its sheer footprint.
This is a 32:9 aspect ratio display with a resolution of 5120×1440, essentially two 27-inch 1440p monitors fused together by magic with no bezel gap. The curve (1800R) helps make that size manageable on a desk, though it still demands a fair amount of space — you’ll want a deep desk to get the full benefit without craning your neck. I have it on my Flexispot, and I dispensed with the previous monitor arm I was using and went with the included stand for ease – mainly because I couldn’t find an Allen key. This takes up a bit of desk real estate but is decent and allows height and swivel adjustment, and I had no problems getting it exactly where I wanted it.
The build quality is solid enough. It’s not flashy — mostly matte plastic with minimal Innocn branding (while I’m on the subject, doesn’t it need an extra vowel – what do I know?) — but nothing feels cheap or flimsy.
Ports are generous. You’ve got two HDMI 2.1 inputs, one DisplayPort 1.4, USB-C with 90W PD, and several USB-A ports for peripherals. The USB-C charging is a nice touch for laptop users, and it’s good to see full-fat HDMI 2.1 support for console gamers. They, like most monitors, are not the easiest to get to, and with the sense of this thing reaching around the back, it is not as simple as I would love it to be. A little breakout box would be a fabulous addition. I pre-empted future issues by attaching all the cables I might ever need before finishing the setup, but if I ever need to change it, it will be a pain, I know it will.
As you can see in the image below, the screen is also backlit with some ambient lighting. This doesn’t change with what’s on screen and in practice, somewhat weirdly, even in a dark room, I don’t even notice it is on. I discovered it by accident when I was messing around the back a few weeks into this review. I don’t really understand how they are that dim.
Image Quality
This is where things get interesting. The 49Q1R is a low-cost OLED panel, and it delivers the sort of deep contrast you’d expect to pay a lot more for. Blacks are genuinely dark, and there’s decent colour pop out of the box. INNOCN rates it at 95% DCI-P3 coverage, and while we didn’t run lab-grade tests because nobody but the dorks really cares, it looks stunning in games that truly support the 32:9 aspect ratio on offer here.
The amazing Blade-Runner-esque city builder Distopika, which you haven’t heard of but you need to buy on Steam immediately, is mind-blowingly beautiful spread across all 49 inches of screen.
Having said that, I’ll be honest, the HDR setting didn’t do it for me. It seemed to wash things out, and I much preferred the 49Q1R’s normal settings. Still, HDR support is there, and in practice, it makes a subtle difference in well-lit scenes and games — just don’t expect OLED-style contrast or blooming-free highlights because you won’t get them. Corners have had to be cut somewhere for the price, and this is an example of that, perhaps.
Productivity and Workflow
For work, this monitor is a dream. The pixel density is the same as a 27-inch 1440p monitor, so text remains crisp, and you’ve got acres of horizontal space for multiple windows. Whether you’re video editing, coding, or juggling multiple browser tabs, the workflow advantage is immediate. I have Windows tracking analytics, Google Docs, Discord, and Plexamp up and running with plenty of space to spare. Windows 11 is much better equipped for snapping your windows into place where you want them these days, so fiddly resizing is a thing of the past.
The panel also supports Picture-in-Picture mode, which effectively turns it into two separate displays. This is genuinely useful if you’re working across two machines, like a desktop and a laptop — you can keep both onscreen at once without any external switchers. You might think who does that, but I did and had a Raspberry Pi 5 in one window and my main PC in the other.
One minor gripe: while the on-screen display is functional, the controls (located underneath the bezel) can be fiddly to use. It’s not a deal-breaker, but it’s one area where more premium monitors offer a smoother experience. You are restricted to a single button, which takes you into the menu. You will mostly use it for on/off, but if you are messing around with PiP or input modes, it can occasionally frustrate.
Gaming Performance
The 49Q1R supports up to 144Hz refresh rate with Adaptive Sync, and gaming on this thing is undeniably immersive. The wide field of view in racing sims and FPS titles feels genuinely next-gen, and you get the smoothness benefits of high refresh, assuming your GPU can handle pushing 5120×1440 at those frame rates.
Input lag is low, and response times are decent, if not blistering. This isn’t a monitor aimed at esports pros, but for most gamers, me included, it’s plenty fast enough. There is a bit of smearing in dark transitions, but my eyes are so bad these days I barely notice — but nothing that ruins the experience.
If you’re on a PS5 or Xbox Series X, you’ll want to double-check game support for ultrawide resolutions. Most console titles will fall back to 16:9 and leave black bars on the sides. PC gamers, meanwhile, will get the full benefit in titles that support 32:9, which not all do. When you find something that does it well, though, you will want to show off your new toy, and settings for 32:9 are becoming more readily available out of the box. This is more of a monitor you will be interested if you game on a PC though.
Verdict
The INNOCN 49Q1R gets such a lot right it still makes me smile. It offers a massive ultrawide experience with strong contrast, good colour accuracy, and solid gaming credentials — all at a price that undercuts the big names in the space by several hundred of your local dubloons. It’s also on sale at the moment in this iteration. You can pick one up for $799 or £586 directly from the manufacturer.
It’s not perfect: HDR is limited, occasional smearing is present, and the physical footprint may be a challenge for smaller desks. But for the price, it’s madness. In the arena of new screens, you shouldn’t be afraid of going with a brand you may never have heard of. You are paying a premium for certain name tags, and, if funds are more limited, or you are simply more frugal with your cash but still want a close approximation of what you get from a Samsung, the INNOCN 49Q1R is highly recommended.
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RoboCop: Rogue City took more than me by surprise when it came out. It was not only the RoboCop movie tie-in we always wanted, but it is easily one of the best “based on a movie character” games of all time. It felt like RoboCop and the devs really leant into the fact that RC is a clunky, slow-moving death machine, and didn’t attempt to speed everything up for all the Fortnite kiddies out there.
Sure, there were a few edges that would have been more polished with a bigger budget – NPC voice acting for one was a bit grating, but the game was a blast.
It’s also currently on sale on Steam for around $5 as well if you missed out. I highly advise a purchase there.
More good news is that RoboCop: Rogue City is to get a standalone expansion (so, a new game then really) called Unfinished Business, which brings RoboCop into a new mission – to clear out the bad guys from OCP’s new tower block of apartments. Think Full Metal Die Hard.
So the whole thing is set in the tower with you needing to ascend to complete the mission, the various floors will each throw different kinds of enemies at you, including jet-pack equipped baddies and katana-wielding cyborgs.
To mix things up, there are even levels where you take control of the iconic ED-209 (You have 20 seconds to comply) in a wave shooter level, and, for the first time ever in a RoboCop game, a chance to step into the shoes of Alex Murphy before his transformation.
I hope Unfinished Business offers enough new to get the same plaudits as the original. It’s nicely priced at under $30, but the word “expansion” suggests it may turn out to be on the shorter side. We will find out soon enough.
When is RoboCop Unfinished Business released?
RoboCop: Rogue City – Unfinished Business will be available on PlayStation®5, Xbox Series X|S and PC on July 17, in both physical (on consoles) and digital versions, priced at $29.99/€29.99/£24.99. A Mac release is also planned at a later date.
RoboCop: Rogue City is not required to play RoboCop: Rogue City – Unfinished Business.
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Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
Contact Us
Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.
If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish!
You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!
They will be able to provide shipping rates by geography – like this shipping estimate for Sigil from Fulfillrite. Most will break down their picking fees, the cost of packaging, and postage costs.
Key Considerations
Price isn’t the most important consideration when finding your fulfillment partner.
Reputation: Reputation and surety that they will get the job done smoothly, and without undue product damage, is far more important than a dollar or two savings on picking and packing. I recommend asking around in game design and publishing forums for peoples’ experiences with your with your most competitive.
Ease of Communication: You’ll need a good relationship with your sales rep to smooth the freight delivery process, and address any hiccups that come up during fulfillment. Make sure your sales rep is responsive and can help you workshop your fulfillment options.
Technology: My favorite thing about Fulfillrite is their tech platform. They have a dashboard where I can manage inventory, upload shipping details, and best of all, it automatically ties into our Shopify storefront.
I haven’t queried manufacturers to find out the cost of the game at ~64 dice and 4 players, but I don’t expect it to be cheap. I know that keeping a laser focus on unit economics will be very important if we want to publish a profitable game.
Ways to Keep Costs Down
A rule of thumb is that board games retail for about 5x their landed cost. This is because games sell into distribution at about 18-20% msrp, which works out to a 50% unit margin. For reference Nut Hunt which we are now selling for $39 (we recently reduced the price from $49) had a landed cost of $9.68. The breakdown was:
Manufacture & Component Testing – $29,415 / 4,000 = $7.35 per game
Freight – $6,154 / 3,732 = $1.65 per game
Customs Inspection Fees – $2,529 / 3,732 = $0.68 per game
This was for a 4,000 unit print run with most of the units shipped Stateside. The $2,529 customs inspection fee was due to our container being pulled for inspection (which is a rare occurrence).
As you can see, we are breaking the 5x rule for Nut Hunt.
Our original MSRP was $49, but the $39 price point resonates more with consumers and is in line with peers (also a family weight gateway game although a bit higher complexity & component skew than its closest comps).
The main point of this new patch is to fix some of the known issues and bugs introduced with TU1, and solve a couple of other issues that have been lingering there for a while.
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The new Monster Hunter Wilds patch fixes the slightly hilarious bug that caused the game to crash when you spoke to Nata and specifically requested trading with Sekka. When the bug was first identified, Capcom asked players to just fire up the BBQ and wait before trying again. That is, thankfully, no longer necessary.
With many Wilds players now firmly in the endgame, a lot of the focus has now shifted to the newly-introduced Arena Quests. As more of those quests are played, however, an unusual bug kept popping up. The bug caused the Powercharm and Armorcharm to be added to your pouch whenever you decided to bring them to the quest, but that has now been fixed.
On the topic of Arena Quests, some require you to use specific weapons the game chooses for certain fights, but crafty players managed to break that and bring their own weapons – well, no more.
Switching over to the slightly bizarre and unusual bugs, certain cutscenes – in some cases – go rogue and decide not to respect the voice pitch settings you’ve chosen for your Hunter and Palico. So, if you’ve not been skipping cutscenes, and noticed that your pals sound different, this is why – though you thankfully won’t have to worry about that anymore.
Yes, sometimes your Palico sounds different. | Image credit: Capcom
That one might only break your immersion, but one other cutscene bug actually caused a progression block involved your Palico refusing to get on the Seikret to progress the story, which has now been fixed, too.
Patch 1.010.01.00 also brings a few other crash fixes caused by your choice of weapon and gear, alongside a fix to an issue that prevented players from being able to redo the Mizutsune assignment.
As with any new patch, however, there remains a list of known issues, which Capcom has outlined in this blog post. You should check that page if you run into any issues after installing the patch. Until then, our Monster Hunter Wilds guide remains your faithful companion.
Published: Jul 15, 2025 10:24 am