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All posts for the month December, 2017

Man, this is a great episode about Picard and Wesley and NOTHING ELSE. My experiences with handed-down wisdom probably aren’t singular, but they aren’t universal either. Ah, being Southern.

*Sigh*

Will Riker continues being a bit disappointing. He’s getting offered commands left and right and episodes like this make him seem not ready at all for them. Not at all. I wonder if there’s another Will Riker around that they keep recommending for commands and the offers keep ending up in this Will Riker’s mailbox or something.

I don’t know if it’s conceited that I want “I live an alternative lifestyle of austere bachelorhood” on a t-shirt.

The Beige and The Bold is available on iTunes, Stitcher, and other podcasting platforms. It updates Monday mornings at 2:00 AM ET / 1:00 CT.

(Most) Every Thursday, 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.

Current Progress: Set Skeleton (cont)

A set skeleton is a list of the cards being made and listed by function. The set skeleton for DPD needs certain themes to be present. It doesn’t mean that I need to nail down every card right now, just as long as I have enough cards to do the things I need to do. It’s just another part of trying to get the most out of playtesting before I have to completely rebuild every card after the first playtest.

This week it’s Rumor and Twist! cards, the adversarial cards. The Twist!s I had were flavorful, they didn’t do the work I needed them to do. They need to push cards and weed out parents. I mean, ideally parents would die in the dungeons, but I’m flexible on this point.

Card Type Subtype Theme Slot Proposed Implementation
Rumor Trapped No actual trap ability; just enables traps on select monsters.
Rumor Trapped No actual trap ability; just enables traps on select monsters.
Rumor Trapped No actual trap ability; just enables traps on select monsters.
Rumor Trapped No actual trap ability; just enables traps on select monsters.
Rumor Trapped No actual trap ability; just enables traps on select monsters.
Rumor Undead buff Undead monsters get +1 to their C threat.
Rumor Elemental buff Elemental monsters get +2 to their M threat and -1 to their S threat.
Rumor Mechanical buff Mechanical monsters get +2 to all threats and -1 to all threats for each Mechanical monster in the loot pile
Rumor M buff / C penalty or Monster buff Adventurers with [M] get a Ranged Attack against each monster. [C] may not be rolled on those attacks.
Rumor All cards in loot pile may be used as spell components and all monsters are Harbingers All monsters are Harbingers in addition to their other types. All Adventurers have Spell Component – You may discard a Harbinger card from the loot pile to gain [M] on a combat roll equal to that monster’s bounty value.
Rumor
Rumor Whenever a Mage passes on their baby card due to death, the player of their child may discard one of that child’s baby cards and draw a new one for that Adventurer.
Rumor
Rumor
Rumor
Twist! Clears out oldest gen/Heirlooms  An Old Foe – Put the top monster from the monster deck into the village as a Level 1 monster. The Adventurers of the village have a round of combat against it. If it is defeated, each player may hone. In addition to it’s other consequences, it has, “Kill the most screwed member of each family.”
Twist! Clears out oldest gen/Rumors  The Hunter’s Lair – Each player Asks Around, except that Rumors played are placed on top of Village cards instead of used to lead a party. An player who does not play a Rumor kills their most screwed Adventurer. Players may take a village action to lead a party into a Rumor on the village (this counts as the one dungeon party per turn). Village cards under other cards may not be played or moved.
Twist! Oldest Gen/City Size  The Greater Good – Each player may kill their most screwed Adventurer. If every player does, increase the Village Size by 1. Otherwise reduce the Village Size by 1 (to a minimum of 1).
Twist! Oldest Gen/Babies  Valravne Order – This Twist! is a monster. Only one member from each family can fight this monster. C4, M2, S5. Valravne Order’s level is I if there are less than three players, level II if there are 3-4 players, and level III if there are more than four players. Consequence: Kill every Adventurer who fought Valravne Order. When you defeat Valravne Order, each family’s least screwed adventurer has a baby.
Twist! Oldest Gen  Plague – Each player rolls [S]. For each [S] result, they sacrifice either a baby or their most screwed Adventurer.
Twist! Oldest Gen  Right on the Box – Each player rolls [M][M] for each of their babies. The parents of the babies with the most M results all die (even if they are in a dungeon).
Twist! City Size/Adventurers  Heroes’ Hub – Increase Village Size by one. Each player may Mentor for free.
Twist! City Size/Adventurers  If most players have three or more Adventurers, decrease city size by one. Otherwise, each player with less than three Adventurers can Mentor for free.
Twist! City Size/Rumor The Completely Related Oddity – Put this card into the Village with five monster cards from the top of the monster deck under it. During the next dungeon phase, discard a monster card under this card each time the party suffers a consequence. At the end of that Dungeon Phase, each player may Ask Around and discard a monster card under this card or take that card as loot. When there are no cards left under this card, discard it and increase village size by one.
Twist! City Size/Babies  Uh-Oh – The least screwed adventurer in the family with the least screwed Theytriarch has a baby.
Twist! City Size/Loot Hard Times – This card is placed in the village and removes a village card, but it does not count for village size. Heirlooms and upgrades cost -1 and at least one loot from the purchase of Heirlooms and upgrades are placed on this card. Once this card has 10 loot worth of cards on it, discard it and all loot (this will increase Village Size to its previous level).
Twist! Heirlooms/Adventurers  Savage Raiders – This Twist! is a monster. All Adventurers in the village must combat monster. Players may play Adventurer cards in their hand onto babies before combat starts. Each player who has an Adventurer with their Heirloom in the Dungeon may play an Heirloom from their hand which may be used by their family for this combat (and then discarded at end of turn). C5, M3, S3. Valravne Order’s level is I if there are less than three players, level II if there are 3-4 players, and level III if there are more than four players. Consequence: Each family kills their two most screwed Adventurers, but returns one of those Adventurer cards to their hands AND reduce Village Size by 2 (to a minimum of 1). After combat, each player who participated in combat may either Hone or Mentor for free.
Twist! Adventurers  Old Man McGillicutty – This Twist! is a monster. When Old Man McGillicutty is played, reduce Village Size by 1. Only the least screwed Adventurer from each families may join a party to fight Old Man McGillicutty. C2, M2, S2. Level I. Consequence: Families with one or more retired members lose one loot card. When old Man McGillicutty is defeated, increase City Size by 1.
Twist! Heirlooms/Babies Time Passes – Each player’s most screwed player dies, then that player may choose to either Hone for free or have one of their most screwed Adventurers have a baby.
Twist! Heirloom/Retirement  Cashing in the Retirement Fund – The next Adventurers who exit a dungeon alive move 2 cards from their heirloom to their loot pile. Those cards are worth one loot each and may only be used to pay for retirement cards. Those players may then immediately Consider Retirement (changing keyword for the search/play retirement action to “Consider Retirement” for reasons) for free.
Twist! Retirement  This card stays in the village until the end of the Dungeon Phase. Adventurers in the dungeon may deplete a retired Adventurer in their family to gain one of their die for a single combat in this dungeon.

I know a lot of folks are ironically over these. “Oh, a movie with too many superheroes in it. How droll.” That’s fair I guess.

I’ve enjoyed The Avengers movies and Civil War, but they’ve been a case study–like a study one could undertake because it’s a perfect case–of me liking the promise of a thing that never seems to deliver on that promise.

Also, I don’t know if it’s because of the video about it, but I noticed the Avengers theme. I know they’ve used it a lot in other movies, but now I’m noticing it. Did the Marvel guys push it harder because of the video? Or am I just noticing it because of the video?

On a weird note, the “Every Frame A Painting Guys” announced they were retiring recently (on a quick review, they haven’t made a video in about a year).

Q Who

I’m holding onto this “Q is a benign, albeit adversarial, guide for humanity” idea for as long as I can.

Sometime in Season 3 if I remember correctly.

I think I was wrong about the number of Borg episodes in The Next Generation. I think it’s six, including this one. The Borg cast a big shadow over the series though, especially season three. I knock Voyager for running them into the ground, but what could have been a better villain for Voyager? Could you have made anything as iconic as the Borg when Voyager was on the air?

The Beige and The Bold is available on iTunes, Stitcher, and other podcasting platforms. It updates Monday mornings at 2:00 AM ET / 1:00 CT.