Monday, February 24, 2020

ProtoCON 2020 Bringing Together Board Game Developers And Play-Testers


Having a place to gather with others who share similar interests is important when you want to advance in your field. Salt Lake City (SLC) had its first ever ProtoCON this month, an event bringing board game designers together along with play-testers to showcase and improve their artful creations.

Play-testing at ProtoCON 2020
Some people play and collect board games because of the art used in the game. But game designing is, in itself, an art form. And, in at this one day event around a hundred designers came together to share what they were working on, and gain insight on how to make their games even better. Game enthusiasts were there to share in the gaming event and give their insights and thoughts.

David Gonsalves was a driving force in bringing this event to SLC. He had a lot of support from the Board Game Designer Guild of Utah (Facebook), local game companies, and other board game events, but it was his idea to make this happen in SLC this after attending a similar event in Toronto. As he was bring the event together we had talked and he told me what he felt ProtoCON was about in an interview (link). After the event we talked again about the outcome.


There was enough interest from developers that two showcase sessions were done. Each showcase was a time for developers to set up and give a pitch about their game to get people to play during the scheduled play-testing sessions and the open gaming time. The showcases had to flow into two rooms. There was a lot of excitement and interest from the developers and the play-testers. And there was good reason for it.

There were many different types of games. Some were designed to be completed in less than fifteen minutes while others would take well over an hour. Some were designed for younger players and others were higher strategy that were for experienced players. There was something for everyone in attendance, and that was a group of wide ranging interest.


Individuals and families were in attendance, as both play-testers and designers. This gave everyone the opportunity to play something they liked, and insightful feedback to the developers from the audience they are creating their games for. There were many comments being made that were clearly encouraging to the creations being displayed and played.

Some games were early in development while others were further along. I had the opportunity of playing games that were still bits and pieces being put together in their early stages. There were others going through final run-throughs before going to a Kickstarter campaign or pitching to a publishing company (in fact after the event I heard that at least one designer was invited to make a private pitch to a publisher). No matter what the stage of the game they were enjoyed.


Game designing can be a career and a hobby. The age of the designers was clearly covering several generations. Some of the developer's feet didn't touch the floor when they were sitting and showing their game. The creativity of these younger developers is impressive and ProtoCON was an excellent event for them to be able to showcase their creativity in their games.

Through the sponsorship there were prizes being given to both play-testers and designers. There were several tables of games, supplies and research material that were given out during breaks.


This first ProtoCon gave clear indications there is plenty of interest in SLC for game design. I am sure now Mr. Gonsalves and his supporting committee have successfully completed their first year this can be an annual event. To me it is clear that it is something that will attract more designers and players. For many gamers in the Rocky Mountain region SLC might be a more accessible.

I am not writing any specific reviews about the prototypes I played. I want to give the designers the opportunity to look over their notes. They might not make any changes to their designs, but I want to make sure I don't misrepresent what they have coming—and I am looking forward to seeing some of these games make it to market.


My thanks to being invited to attend ProtoCON. I will keep an eye out to see when this event will be coming around again to make sure I have it on my calendar. I recommend board gamers, who are interested in designing or even seeing what is on the horizon, to check out ProtoCON next time.

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Friday, February 21, 2020

Op Compass Game 8 - Don't Wake The Sergeant


After a few games clearing forts it was time to get back in the open desert, pack away those almost indestructible Matildas and break out the wafer thin armoured early Cruiser Tanks. Here is the scenario / orbat and AAR of Game 8 of our  Op Compass Campaign.

A9 Cruiser Tanks
If you want more information on the Campaign I have set up a separate page which is updated regularly with updates on rules along with links to all the previous games,

https://yarkshiregamer.blogspot.co.uk/2018/04/opcompass-1940-resource-page.html


The games are based on an excellent book by Robert Avery which is available from The Toofatlardies, there is a direct link to purchase the 
book on the Resource Page.We use 28mm figures with this scenario taking place on an 12 x 6 table using a home brew set of rules, based on Iron Ivans Disposable Hero's.



A10 Cruiser Tank
Historical Background 

The Italian troops in the area had been bottled up in Sidi Barrani and the British paused to reorganise before making their attacks on the afternoon of the 10th December 1940. The defenders crumbled quickly and by night fall the last defenders of the town were pinned back to the sea.

Our game represents an attack by the Cruiser Tanks of 6 RTR against this final line of Italian troops. The original attack happened during the hours of darkness, I have decided to run the game under normal daylight rules.



Table Set Up and Terrain 

The photo above shows the table, we are playing on the full 12 x 6 layout. A flat area of desert with some undulating sand dunes and some areas of Scrub, a track runs down one edge of the table. I added two buildings post photo one in the far top right of the table and a second to the left of the green hill.




The following Special Rules are in force (see Resource Page for full details)

Bad Going
Breakdown 

Italian Prisoners - when Italian Infantry become pinned roll 1d6, on a 5 or 6 the unit surrenders, add +2 to the die roll per additional pin. Once surrendered the unit will March towards the British entry point, it must be accompanied by a British Unit (within 9") until it leaves the table. 1 Tank can safely escort or hold 20 Figures of Italians. Once the prisoners leave the table the vehicles can resume normal duties.

Italian Artillery Crew Morale - they do not take morale tests and fight to the last man.

Dunes - all the hills are soft sand, any bad going rolls made on the hills are subject to a one shift on the dice. I.e. a roll of 3 and 4 on two d6 would not normally bog a vehicle down but a dune, the 3 is modified to a 4 to make it a double 4.


Italian Prisoners (marked with white counter) March towards the British 
British Briefing 

With the fall of the forts it's a case of mopping up the last bits of resistance in the area, Intel suggests there are some small Infantry units supported by a decent amount of Artillery. Be careful, your tanks are thinly armoured and not that reliable !

Squadron HQ 1 x A10 Cruiser Tank and 1 x A10 CS Tank
1st Troop - 3 x A9 Cruiser Tanks 
2nd Troop 3 x A10 Cruiser Tanks 

You have a two fold objective, One, destroy all the Italian Guns (Artillery and Anti Tank) and two, capture (alive) the Italian Captain who is sound asleep in the house at the opposite end of the table.

All units enter the table on the track, in column from the bottom left hand corner of the table (as viewed in the photo above).


A9 tank "Amos" in the dunes

Italian Briefing 

The lakes of Northern Italy seem a distant dream now and you long for home as this war goes from bad to worse.

You are in Command of a group of mixed Guns supported by some infantry units. Morale in the foot soldiers remains very low and you know they could break at any point. The pride in the Artillery units gives you some confidence but this is going to be a long day.


The Commander sleeps soundly whilst his driver waits outside.
Your Mission is to do as much damage as you can to the advancing enemy whilst keeping your Commander safe.

1 x HQ 2 Figures with Staff Car 
4 x 10 man Infantry Squads each with 1 Sgt with SMG and 9 Rifles 
2 x 47mm Anti Tank Guns and crew
2 x 65mm Infantry Guns and crew
2 x 75mm Fields Gun and crew

Free set up, all units begin the game hidden.


Italian Anti Tank Gun
How did we get on

The Italians set up with some infantry in the forward house, the oasis and the long sand dune, the final squad was guarding the Commander, the first three to act as Art observers. The Artillery was set up by the Commanders house whilst the Anti Tank Guns were both on the long sand dune. The Infantry Guns were split, One near the Oasis and one in the far top left palm grove.

Italian Infantry spotting for the guns

In what was going to be the first of many mechanical issues for the British one of the A10s broke down on the turn of the first event card.



A couple of A9s quickly located one of the Italian Squads.



Some sustained MG fire from the two tanks persuaded the Infantry to surrender and it was round 1 to the British.



It wasn't all plain sailing for the Brits as Italian Guns rained shells down on the advancing tanks.



Things got a little hairy for the prisoners (and the A9s) when some random Artillery rounds landed close by.



It wasn't long before the Italian Artillery hit home as a 75mm shell landed on the roof of one of the A10s.



One of the A9s located some Italian Infantry at the last minute hidden by the Oasis and was safe in the knowledge that they only had rifles.



What they didn't see was the Anti Tank Gun hidden in the dunes behind the Infantry.



The first line of the Italian positions were clear after the Infantry in the house surrendered and the remaining 6 British Tanks advanced towards their objectives.



The CS Tank remained near the base line, it's ranged capability allowed it to both support the attack with its 3 inch Howitzer and remain near the base line to escort the prisoners away.



The Brits approached the last Italian positions and we were in for an exciting conclusion.



The slower moving A10 Tanks ended up in a cross fire from the Anti Tank Guns on the dunes around the Commanders house, the Infantry Gun in the Palm Grove and the indirect Artillery. It didn't end well for the British who lost two tanks in quick succession (see first photo), One A10 was lost to an Artillery round which went off under it's right side track turning it over, the other from an Infantry Gun shell in its side (boy those Cruisers are thinly armoured)


It wasn't all Team Italy though and the remaining Anti Tank Guns were taken out by the British machine guns.


It was desperate stuff, the Italians only had one spotter left for two Artillery pieces and as a last ditch defensive move one of the 75mm guns exposed itself to the machine guns so it could fire over open sights. 

Just at that moment the above A9 set off to get a better shooting position at the gun, only it didn't move, years ground and engine smoked but it was completely broken.


The British had three tanks left now but the A10 CS was about 10 feet in table distance from the action and the other remaining A10 was bogged down near it's destroyed friends which just left 1 A9, the ever dependable "Arnold".


In a rather unfortunate twist of fate as the final A9 advanced towards it's final objective an Event Card draw came up, it was a breakdown, the British roll for how bad it was, a 6 was rolled, total mechanical break down and a very rare total victory for the Italian Forces.


So a 4 point victory for the Italians narrowing the scores for the campaign to a single game span, British 18 Italian 14.

Another extremely close game, both sides had chances to win. On table now is our traditional WW1 Mesopotamia game, expect some more Compass early in the new year.

Thursday, February 20, 2020

ELEGANT BATHROOM + DOWNLOAD + TOUR + CC CREATORS | The Sims 4


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Need For Speed Games Part 4: Need For Speed: Hot Pursuit 2, Need For Speed: Underground

Today on Super Adventures, I've reached the end of the first decade of the Need for Speed games. We're in the EA GAMES TRAX era now, where every time a new song comes on, the TRAX box slides onto the screen to let you know who you're listening to. Even on the title screen.

This also means we're in the licenced soundtrack era, and the sixth gen console era! And Underground brings us to the era of perpetual twilight, where daytime is banned. Unless it's literally set underground, I don't think they ever say.

Anyway this is it, the last part. After this you won't be reading about any racing games here for a long long time, so enjoy it while it lasts (or endure it for just a little longer). Earlier parts are here, here and here.

(If I don't mention what system a screenshot came from, it's from the PC version.)

Read on »

All Too True!


Wednesday, February 19, 2020

Dragon Ball Z Kakarot Free Download

 Experience the story of DRAGON BALL Z from epic events to light-hearted side quests, including never-before-seen story moments that answer some burning questions of DRAGON BALL lore for the first time!
Play through iconic DRAGON BALL Z battles on a scale unlike any other. Fight across vast battlefields with destructible environments and experience epic boss battles against the most iconic foes (Raditz, Frieza, Cell etc…). Increase your power level through RPG mechanics and rise to the challenge!

Don't just fight as Z Fighters. Live like them! Fish, fly, eat, train, and battle your way through the DRAGON BALL Z sagas, making friends and building relationships with a massive cast of DRAGON BALL characters.

Relive the story of Goku and other Z Fighters in DRAGON BALL Z: KAKAROT! Beyond the epic battles, experience life in the DRAGON BALL Z world as you fight, fish, eat, and train with Goku, Gohan, Vegeta and others. Explore the new areas and adventures as you advance through the story and form powerful bonds with other heroes from the DRAGON BALL Z universe.


 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.

Dragon Ball Z Kakarot 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.

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

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• OS: Windows 7 SP1 64-bit
• Processor: Intel Core i5-2400 or AMD Phenom II X6 1100T
• Memory: 4 GB RAM
• Graphics: GeForce GTX 750 Ti or Radeon HD 7950
• DirectX: Version 11
• Storage: 36 GB available space

Recommended:
• Requires a 64-bit processor and operating system
• OS: Windows 10 64-bit
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• DirectX: Version 11
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Supported Language: English, French, Italian, German, Spanish, Polish, Czech, Russian, Hungarian, Dutch, Danish, Portuguese, Finnish, Norwegian, Swedish, Korean, and Simplified Chinese language are available.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D