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Spy World


There are good reasons why the Cold War (the period between the end of WWII and the fall of the Soviet Union in 1991) is such a compelling genre for stories and games. The massive distrust between America and Russia combined with a fear of all-out war, plus the rapidly advancing but still largely analog stealth and surveillance technology made it a unique time in world history, both thrilling and terrifying.

Covert, designed by Kane Klenko and published by Renegade Game Studios, does a good job of evoking the cold war with what on first glance seems to be a disparate group of game mechanics. The goal of the game is to collect sets of cards representing spy gear like listening devices, travel documents and hidden escape kits, and then turn those cards in for points, but as usual there's a bit more to it than that. The sets players are going for are determined by mission cards that will sometimes also include the need to have a pawn in a particular spot on the board.

Movement around the board is also one of the principal ways of gaining more cards, either by having a pawn in a certain part of the board when it's time to draw cards, or by following other players around and collecting clue tokens that they leave behind as the move from city to city on a board representing Europe during the Cold War.

But that's not even the most interesting part of the game. Player actions are determined by a dice placement system where at the start of each round, each player rolls 5 dice and uses them to determine what of 6 possible actions they'll be able to do that turn. The first player to choose a particular action can do so freely by placing a die showing any number on that part of the board, but the next player who wants to be able to do the same action has to place a die that comes either before or after the dice that are always there. For example, if your opponent plays a 2 on the "draw a card" action, you have to play either a 1 or a 3 in order to also do that action.

If the numbers just aren't cooperating and there's nowhere on the board you can play, you can spend a die to draw a random token that gives you a one-time special ability, such as being able to switch the number on a die or play two in a row. You can also just end your turn early, which guarantees that you'll get to go first on the next turn.

On top of all that, there's a code-breaking phase consisting of two rows of random numbers, and a deck of equipment cards with 3-digit codes on them. If you can manipulate the numbers so that any 3 of them match the code on your card, you can either use that card as part of a set of equipment (the main way of scoring points), or cash it in for bonus points at the end of the game.

Covert is be complex without being complicated, and it manages to make all of its different abstract game mechanics work together well, and also feel like they're intrinsic to the theme. When I play this game I really feel like I'm getting a sense of what it must have been like for those Cold War spymasters, managing tons of moving parts, manipulating events to work out in their favor, and taking advantage of situations they might not have control over.

Rating: 4 (out of 5) A very entertaining game that combines theme and mechanics well.

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Internships At Blizzard


Some of you might have heard of this company. They are looking for Interns...

http://us.blizzard.com/en-us/company/careers/directory.html#showonly=Internship


Good luck!


Allan

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Need For Speed Heat Free Download


Hustle by day and risk it all at night in Need for Speed Heat, a white-knuckle racer that pits you against a city's rogue police force as you battle your way into street racing's elite. By day compete in the Speedhunter Showdown a sanctioned competition where you earn bank to customize and upgrade your garage of high-performance cars.
When your ride's perfectly styled and hyper-tuned, and you're ready to ramp up the intensity, drive out into the night where you and your crew take on the competition in illicit street races that build your reputation and grant you access to bigger races and better parts. But under the cover of darkness patrols a rogue task force looking to bring you down and swipe all you've earned. Take them on and risk it all for underground glory or head back to your safehouse and begin another thrilling day.

The roads, the risks, and the rides never end in this street racer where your crew rolls deep, your garage is full of hot cars, and the city's your nonstop playground.

GAMEPLAY AND SCREENSHOTS :




DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

Need for Speed Heat Free Download
http://pasted.co/af29b5ae

INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ Once the download has been finished or completed, locate or go to that file.
➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.

SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)


Minimum:

• OS: Windows 10
• Processor (AMD): FX-6350 or Equivalent
• Processor (Intel): Core i5-3570 or Equivalent
• Memory: 8 GB
• Graphics card (AMD): Radeon 7970/Radeon R9 280x or Equivalent
• Graphics card (NVIDIA): GeForce GTX 760 or Equivalent
• DirectX: 11 Compatible video card or equivalent
• Online Connection Requirements: 320 KBPS or faster Internet connection
• Hard-drive space: 50 GB

Recommended:

• OS: Windows 10
• Processor (AMD): Ryzen 3 1300X or Equivalent
• Processor (Intel): Core i7-4790 or Equivalent
• Memory: 16 GB
• Graphics card (AMD): Radeon RX 480 or Equivalent
• Graphics card (NVIDIA): GeForce GTX 1060 or Equivalent
• DirectX: 11 Compatible video card or equivalent
• Online Connection Requirements: 512 KBPS or faster Internet connection
• Hard-drive space: 50 GB
Supported Language: English, Italian, Spanish, Polish, Russian, Portuguese-Brazil, Simplified Chinese language are available.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

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UCLan Games Design Graduate Peter Dimitrov Attends BAFTA GURU LIVE


GURU LIVE

BAFTA's annual festival of talks, workshops and masterclasses


We are delighted that our recent Graduate, Peter Dimitrov 
was selected for the BAFTA GURU LIVE event in London, 
13th and 14th Sept 2019.

BAFTA's nationwide festival offering inspiration and advice straight from the experts!

















Peter's work is available to see on the ArtStation Competition
Peter has detailed blogs about the making of his projects -
bit.ly/pdJapan and https://www.artstation.com/peterdimitrov/blog

Peter was also commended in @TheRookiesCO competition and his 3D environment work was included in Epic Games Unreal Engine Student Showcase Reel 2019, featured on YouTube.
Peter got to meet a lot of people in video games and film and movies at the BAFTA GURU live event in London.

Peter said:

"It all started with a complementary breakfast at 9. There were about 60 people like myself who had been selected to attend. Everyone was talkative and approachable, and an event like this is really cool for networking and making new connections.
An hour after the breakfast, it all kicked off, with a "round table" with a professional. Mine was with Will Byles, I got to meet and ask questions, and he even gave us his email, so I can drop him a message if I have questions for him. 
After that was one-to-one sessions of 15 minutes where we had opportunity to speak to more people. I actually got to speak to an Environment Artist I met over at the Feudal Japan Challenge at ArtStation. He had even had downloaded my CV and made some comments and feedback on it. Extremely useful! His name is John Griffiths. I also spoke to Amanda Allen who is current writer and designer at 'No Man Sky.' Masterclasses and talks were also super useful."























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Playtest Day: Revisiting Automatown And Riders Of The Pony Express

The ball is back in Michael's proverbial court for the game I've been testing lately (Sails & Sorcery), so Saturday I brought two games I've had on the back burner for a while: Automatown and Riders of the Pony Express.

Automatown

It's been 2 years since I initially prototyped this worker placement game where you use your workers to build more workers, and it's been almost as long since I got it to the table. The basic premise is that you're building robots out of head, arm, torso, and leg pieces of high, medium, and low quality (as well as scrap). You can make a generic robot with anything, which gives you another works, and adds 1 strength to your army of robots, but if you get the correct combination of head, arms, torso, and legs, then you can complete a blueprint and make a better robot -- stronger, or with a cool ability you can use each time you send it out.

Challenges with this one include things like (a) the scary look of 13 different resources (even if there are really only 4, each with 3 levels of quality -- but since the blueprints require specific levels of quality, it kinda IS like there are 13 different resources), and more importantly (b) the "combo-y" nature of the abilities does not seem to be coming through, so there isn't a strong feeling of engine building to be had.

I got some good notes, some of which had come up in previous tests, but it's been so long I'd forgotten about them, and I hadn't updated my prototype (friendly reminder: keep our prototypes up to date!). Things like making a specific set of starting worker placement cards, to ensure the first round has useful actions for example. Also, reducing the game end trigger for 4 players, so that the game ends before players have 10+ workers each and the blueprint deck runs out (also, I could make more blueprints). Also, I think I need to improve the engine building aspect / combo-y nature of the robot abilities (again), because it seems like players weren't feeling like they were able to build combos.

Some good ideas that came up this time include:
* Rather than taking any card from the 3 available blueprint cards, take the 1st (if you placed 1 worker), 1st-2nd (if you placed 2), or 1st-3rd (if you placed 3 workers). Ether that, or take any one you want, but to access the cards deeper in the row, pay resource cubes onto the ones before it (as is common in games with a card row). I like both of those ideas, and I'm not sure which I like better.
* Possibly making the higher level resources cost more to get, since currently it felt easy to get what you needed. Currently things are designed and balanced such that the high quality resources are worth more than the low quality ones -- a low quality torso is worth 2 (scrap + upgrade), and a high quality torso is worth 4 (scrap + 3 upgrades), which IS more, but with so many workers, and so many ways to get, upgrade, and swap resources around, it didn't feel hard for players to get what they needed (though by definition, they were paying more for it). I think overall the system might just be too flexible. If I re-balance things so that going up a level requires not just an upgrade action, but also a scrap (+2 units), then that might make the higher level resources somewhat harder to get, and it might also simplify the worker spaces, some of which are oddly designed in order to get the values right.
* Maybe cut a whole resource type, and just have head/torso/legs, reducing the resource variety by 3, and the cost complexity by 25%

Some ideas that I'm less sure about, but which certainly bear considering or trying include:
* Separating scoring from building robots. Make it so you build robots for workers and abilities, but then do scoring some other way.
* Making a sort of Master Blueprint that you could improve/update, to give a better sense of "that player wants that type of resource," so that you can plan and block better.
* Maybe don't require 1 of each type per robot -- instead maybe have a robot that requires multiple heads and only 1 torso, for example. Or change the resources to be things like actuators and power cores instead of heads and torsos. With good iconography, the costs would be clear enough, it's not necessary to make sure each robot has each of the 4 types of resources. This may also help the engine building aspect, since you won't need to always get all 4 resource types (something the swap ability was supposed to help with)

I definitely got a lot to think about for this one, and I'll be revisiting my prototype soon to try another version.

Riders of the Pony Express

This is another "oldie-but-a-goodie" from the back catalog. My last blog post about playtesting this one was 4 years ago (whew!), but I might have played it since and not posted about it. The premise of this one is that you're a rider for the Pony Express, tasked with delivering parcels to various towns on our way from Missouri to California and back. You haggle with your fellow riders, trying to get people to take your parcels for you, and offering to take parcels that are on your way, before riding from town to town to make deliveries. This was my attempt at a low-bid auction, initially a "count-up" auction, where the auctioneer would count up from 1 to 10 or until another player jumped in to claim it, I think it works better as a blind bid (even though generally speaking I hate blind bids). However, it's possible that the "count up" auction could be a variant rule, because non-designer/social gamer types seemed to like it.

This game went over pretty well with my playtesters, and a new rule I found hand written on the rules page was a great change that I don't think I'd tried before. In the past I'd had some trouble with the 5 player game, and decided maybe it should just be a 4p max game, but this new rule might actually make 5p work just fine after all. The rule is that you leave your bid card out, so you can't bid the minimum ($3) over and over again. We clarified that to be that the bid winner leaves their card out, which must be what I had meant in the first place :)

I was hard pressed to find anything I really wanted to change for the next test of this. I think I'll boost the Bear hazard up by 1, to make them more different than the Bandits, and to make the Shotgun item more attractive. I also might try a tweak to the delivery phase based on some comments that one of my testers felt strongly about.

All in all, a good playtest day. We even played Dave's video game prototype, which is a pretty fun spaceship building/dogfight/king-of-the-hill ting based largely on one of my favorite old arcade classics, Rampart.

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Episode 23 - Attracting Old School Game Players, Keeping Old School Elders




Link to episode: https://anchor.fm/the-dungeon-masters-handbook/episodes/Episode-23---Attracting-Old-School-Game-Players--Keeping-Old-School-Elders-e9ogku

Taking a cue from how Tim Shorts of Gothridge Manor Podcast makes episodes in his car, I do some philosophizing about attracting players to old school games. I also talk about the difficulties of some of the elders of the RPG community have with the changing world.

On behalf of the Shorten family, we want to wish each and everyone of you a very Happy Holiday! Merry Christmas, if you celebrate. May your season be joyful and full of fellowship and games!

I'll have a "end of year wrapup" next week and then we'll get back to AD&D crunchy topics in January!

Leave me a voice message and let me know what you think! (312) 625-8281‬ (US/Canada) OR on Anchor: anchor.fm/the-dungeon-masters-handbook/message

Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)

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Playing Some Guild Ball

Once our local Scrum (month long Steamroller) has finished, I kind of got sucked into Guild Ball again.  This is a fairly odd development, partially because I haven't played the game in roughly 7 months.  Back in July of last year I had to stop all miniature gaming to help my wife through the end of the pregnancy and then birth of my youngest daughter, but before that happened I was a bit upset at the way Guild Ball was played because of how imbalanced things were.

Of course when I stopped gaming, Steamforged released an Errata in July that largely fixed a lot of the problems, and while I was raring to get back into Trolls as soon as I could start gaming again, a few things pulled me into playing Guild Ball and I've really been loving the game all over again.  I figure I'll go through what that was, as well as some of the things I really like about the game in general.

Pulling Me Back In

During the same month of our Warmachine Scrum, a Guild Ball Scrum was also being run, with some playing in both games.  This was handled as promotional event that would allow players who played to get a Lucky model. Since my first team was Brewers and my friend Brian has no intention of playing Masons or Brewers, he was kind enough to give me the model.

Lucky is my first PVC model and Steamforged is making all new teams come in very cheap $50 boxes with 6 PVC models that require no assembly, plus some extra terrain.  They also recently changed the Official Play Document to say that you can now use unpainted PVC models in their tournaments. While I'm pretty good at modeling, it's not really my favorite thing to do, so this kind of setup seems great to me, it's also a great value for starting a new guild.

Another old friend of mine, Kevin plays mini games off and on, but he's not a modeler or painter, so this PVC setup is perfect for him.  After talking about it and him watching us play at the local shop  Kevin ended up buying the Kick Off set which has to be one of the best values in miniature gaming at the moment.

Since he was free to come over on Friday's when my wife would get a girls night out, I could strap my youngest to my chest, have my oldest help roll dice, and get some extra games in each week!  I effectively became Kevin's unofficial Pundit, teaching him the game.


Since I already played Brewers and they're considered a lower tier team, myself and others recommended Kevin start with the Kick Off Masons, which is actually quite a strong team. 

Since then I've basically spent the last three weeks playing only Guild Ball with my gaming night out and then again on Friday's while my wife has her girls night out.  I've gotten double the games in for nearly a month now!

I'm actually good friends with Paul who runs the My Life With Dice YouTube Channel and you can see me play my first game of Pin Vice ever, and my first engineers game in 6+ Months:




Please note, I'm extremely rusty here - many mistakes were made.

Since then, I've been playing some Brewers, Engineers, and I've purchased the last few models to flesh out my Union - getting something akin to Guild A.D.D.

Hobby

One of the nicest thing about Guild Ball is the fact that it's a small model count game that has as much intensity as larger miniature games.  Small model counts plus the fact that you're really only ever painting a model once (ie. no units with duplicate models), it's so easy to get a fully painted force.  This has triggered a kind of OCD for me to immediately paint my Guild Ball models within a few days of purchase.

I'm not a good painter by a long shot, but I truly enjoy playing with fully painted forces, and that's hardly ever the case when I play Warmachine (or when I played 40k or Fantasy).  As such, I really like how achievable it is to play fully painted in Guild Ball.

The game is also nice that you are encouraged to build an optional goal post for your teams that can let you flex your hobby muscles if you wanted. I was excited to finally use my old Bugman's model from Warhammer Fantasy, mostly because it enabled me to put a beautiful Dwarf model I love on the table and actually have it be fun (Dwarfs were miserable to play with and against back in Fantasy). He makes a great Brewers goal post.



My Guilds

The game is also sort of dangerous since it's really not expensive to get into a guild at all, and that was back when everything was metal and starters only came with 3 models.  I started with Brewers with a few Union models added slowly over time, then got a very different team in Engineers to play a more goal scoring game, and then it was "only two more models" (Captain and Mascot) to make a fledgling Union team.

Coming back into the game in the last month, I elected to buy the last few models I wanted to flesh out my Union with Grace and Benediction and getting a captain I'm very excited to play in Blackheart.  Since Brewers are more of a Take-Out team, and Engineers a more Goal-Scoring Football team, the prospect of playing an all 2" Melee team lead by Blackheart that can adapt to whichever game plan I want, but easily do 2 Goals - 2 Take Outs to win is very appealing to me.



Brewers

Engineers

Union
As it is, every model I own besides Lucky is metal, and after assembling the new Grace and Benediction models, I really am looking forward to when I can just buy PVC models from here on out.

Gaming Nirvana

Out of all the options I have to play with in Guild Ball at the moment, I'm spoiled for choice and I'm liking the way things are going. Apparently the game still has some balance issues with Thresher and Farmers, and Corsair Fishermen are still a bugbear in the meta - but supposedly an errata is coming soon.  I've not played against either of those things yet though, and I'm not good enough to expect to win against competitive players so I just look forward to playing and learning in the near term.

Plus with my Hooch Hauler finally arriving, and with two local players getting the new God Tear early access/beta set, I've got a LOT of really interesting gaming time coming up in the weeks and months ahead.

I hope to put up some more content for each of the games I'm playing shortly.

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Thinking About Game Design

I found this excellent graph in @joebaxterwebb's site. It's a synthetic and great game design lesson to think before gaming development. You can read the complete article HERE.

Sure I'll use in my game designing classes next semester. =)



Thanks, Joe for this great content.

#GoGamers

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Brave Browser the Best privacy-focused product of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

Get $5 in free BAT to donate to the websites of your choice.