When you have a character who is a badass killing machine, you want to set up a scenario when they’re allowed to go all-out. Maybe not on the cogs in the wheel of an unjust system. The cogs Kovachs just gunned down in the corridors.

What’s interesting about media is that characters are rarely called upon to make the banal moral compromises most of us have to to pay rent. So when our dude starts killing every minimum wage worker and middle-manager trying to get by in a world run by disengaged Methuselahs it takes me a minute to realize we’re supposed to be rooting for him. Ew.

I’m also angry he only uses his gun’s retractable bullet thing once in this whole series. Like…what’s the point, man?

You may be excited to learn that this is the last Blood and Chrome to get pushed to the feed. The other six episodes will be linked on VanVelding.com as I edit them and next week we will resume Star Trek: The Next Generation with “The Best of Both Worlds, Part II.”

Blood and Chrome:

Episode 5: The Wrong Man

Episode 6: The Man with My Face

Episode 7: Nora Inu

Episode 8: Clash by Night

Episode 9: Rage in Heaven

Episode 10: The Killers

The Beige and The Bold is available on iTunes, Stitcher, and other podcasting platforms. It updates Sunday nights at 12:00 PM ET / 11:00 PM CST. Season four of Star Trek: The Next Generation begins October 21st.

(Most) Every Wednesday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Progress: Second Rules Draft

The Turn
Each turn has two phases: the Village Phase–where families search for rumors, raise their children, and plan for retirement–and the Dungeon Phase—where adventurers look for rumored dungeons and fight the monsters inside.

The first part of every turn is creating babies. Adventurers with a free space in a lower generation of their family draw one baby card from the baby deck and put it into a free space below them. Free spaces that are in a higher generation are filled before free spaces in a lower generation.
Then, players take actions, starting with the first player. During each player’s turn, they may take one of four actions. Some cards may create additional actions late.

Train – A player may play an Adventurer card from their hand onto a baby in their family. That adventurer keeps the baby card—and its die—underneath the Adventurer card.
You cannot train a baby if there is an untrained baby in a higher generation in your family.

Retire – The player plays a retirement card and chooses an Adventurer from their oldest generation. They then remove the retirement card’s cost from their family’s hoard and place them into the monster discard pile.
The chosen Adventurer transfers all of their baby cards to Adventurers of the next-younger generation in any way they see fit.
This retiring Adventurer is placed on the retirement card, and the family tree shifts, just as if that character had died.
Then, check for victory. If a player’s total points from all Retirement cards is greater than or equal to 10, they win the game.

Rumors – The player plays a Rumor card. Then all players bid monsters for the right to send their adventurers into the dungeon. Then, for each winning bid, each player marks one of their adventure as going into the dungeon. Those Adventurers cannot interact with any other Village Actions this turn and are not affected by any Village Actions.
If a player has played a Rumor card, after the Village Phase there will be a Dungeon Phase. Only one Rumor card can be played per turn. If there are 6 or more players, a second Rumor card can be played, but an Adventurer can only enter one Dungeon per turn.

Go into The Village – Take a card from the Village and replace it with the top card of the Village Deck or draw 2 cards from the village.

Last Card Type: NPCs. NPCs give abilities while in the Village and can be removed with an action, often times, to be replaced with a card from a player’s hand.

Two people fight to the death and I’m still fighting a hardcore case of yawns here. This episode’s central theme is that the wealthy are corrupt, but it can’t even draw a clear bead on that point and fire. It’s allegory that fails to link its allegory–the long life of the Methuselahs–with what it represents–obscene wealth and the detachment it brings.

Also, there aren’t enough frowny faces on the emoji menu of your keyboard to express my disappointment with the Kovachs-sleeps-with-Miriam plot. It just fizzles out and it’s not no one gives, a damn; it’s that Altered Carbon works so hard to inform us that someone would and then never pays that off.

Can I make it through seven more of these?

This episode does not currently have a video version.

The Beige and The Bold is available on Stitcher and other podcasting platforms. It updates Sunday nights at 12:00 PM ET / 11:00 PM CT. Season four of Star Trek: The Next Generation begins October 21st.

Rulah: Gahncai, open this door. We can defend this room better than the hallway!

Ularon: I could be a trap-

Bria: I’ve got the rear. Ularon and Rulah, get the front.

Ularon: But what if-

Gahncai: The statues in here have gemstones!

Ularon: Those are definitely warded!

Gemstone: ZZzzzap!

Gahncai: The stones were warded!

(Most) Every Wednesday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Progress: Second Rules Draft

I rewrote the rules again to try to align everything to how it ought to be. I’ll add those new rules–with notes–over the next few weeks. I’m going to start with Setup, then The Turn, Dungeons, Combat, and finally Looting.

The Setup

Shuffle the Village Deck, the Monster Deck, the Baby Deck, and the Deck of Family cards.

Each player draws and plays a Family card.

Each player starts with a hand size of seven cards. Each player draws 5 village cards, then draws monster cards until their hand is full.

This is a core rule. When a player has fewer than their hand size in cards in their hand, they draw up by drawing Monster cards until their hand is full. Don’t draw if you’re in the middle of something a card is telling you to do. If you are instructed to draw cards, draw those cards and then discard card until your hand is at your hand size again.

Then the top three cards of the Village Deck are turned face up and laid out beside each other by the Village Deck. These cards comprise The Village.

Players then play Adventurers to fill out the roles on their Family cards. They have to play a Theytriarch first and have at least one Adventurer in one generation before the play an Adventurer on a lower generation.

Example: Arthur draws the Dorgin Dynasty as his family card. The Dorgin Dynasty has a Theytriarch with one descendant who in turn has one descendant. Arthur then draws five Village cards and two Monster cards.

Arthur has two Adventurer cards in his hand, a Ranger and a Fighter. He has to play one as his Theytriarch. He plays the

Ranger has his Theytriarch. He may then play the Fighter in the next generation of his family.
If a player doesn’t have any Adventurer cards, they may take an Adventurer from the Village and play it as their Theytriarch.
Players then compare the luck numbers of their families. The player with the Adventurer with the highest luck number among all Adventurers is the player who goes first in the first turn.