I was at GP Warsaw last weekend and saw this weird situation, where there was a woman (**gasp**) playing in the match next to ours.
Now, women in GPs aren’t unheard of. They are still – in terms Magic players will understand – Mythic Rares, but they are around. Based on the attitudes of the guy playing with the aforementioned woman, I do really get why many women want to stay out.
According to Jane McGonigal, who has plenty of research to back her claims, games are excellent learning tools, but the learning is enchanced, when you have an idea what you want to learn. What can we learn from games? Planning, problem-solving, resource management, most importantly self-efficacy and so-forth. Games can also train our memory, reaction times and many other skills.
This is something that’s being actively studied, but the problem is that these studies tend to focus on video games. This is understandable, because you don’t need to organize a game group to study these things and obviously, the market for them is much, much larger than other kinds of games (as evidenced recently by the success of Red Dead Redemption 2).
After starting Arkham Horror the Card Game I have yet again heard the all too familiar comment about not playing true to the Lovecraft’s vision. So on this post I’m going to discuss my opinions about how Lovecraftian games and the stories linked to Cthulhy Mythos are linked.
Spoiler alert: I think it is one of the best games I have played.
Just to fill up this space next to the ArkhamLCG box cover before the “more”-line I’m adding the fact that this product is not a new game and it is not similar to the older Call of Cthulhu LCG by FFG. I condemned this game to be just a newer edition of that and I was so wrong in this.
What is a good gift? Depends on who you are giving the gift to.
For example, if you, for some reason, were buying a gift to me, that’s a hard hurdle to cross, because in general I have enough money to buy what I want, so in order to buy me a gift, you need to come up with something I was not aware of. In general, this is difficult, but some people are able to do it.
My general advice on buying gifts: Keep your eyes open. When you come across something interesting you know someone would like, get it for the next occasion. Or, like me, don’t worry about special occaions and give gifts when you feel like it. With that in mind, here’s some places to start.
(No sponsorhips involved despite some direct links.)
I could have sworn we have done this numerous times before but all I could find was the Guide from 2014… Oh well! Here come the recommendations for this year’s holiday season!
(By the way – those recommendations by Aki? They are still relevant. As are the Top 5 Boardgames I listed in February.)
This year I have been working in my local gaming store Puolenkuun Pelit (Tampere) and have quite a bit better grasp of thing I would like to recommend for holiday gifts. I have a few absolute favorites so let’s get them out of the way first. Continue reading →
Old School Renaissance is a wonderful trend. I don’t know it too well myself, but every time I take a peek or venture a little deeper into the jungle, I find endless adventures, ideas, hacks, additions, and other stuff that all seems very cool. That, of course, means that it can be really difficult to spot the stuff that’s the best for you.
I’ve looked into a lot of games. Many of them promise room for imagination and a return to a rules-light approach, but to me, they don’t live up to the promise. Still, I have kept looking. To find a treasure. A real treasure: a game that would encapsulate OSR ideas and energy but whose design felt modern enough.
With David Black‘s The Black Hack, I may have found what I was looking for.
As Lauri said in his review, I have never played or read any edition of Warhammer Fantasy Roleplay or WFRP. My own experiences in RPGs are mostly horror and then American indie games during the last 10 years. My tastes have been drifting as of late, though, which is why I was eager to set my eyes upon a relaunch of a British classic.
Disclaimer: Cubicle 7 was kind enough to send us a pdf for review.
A draft costs you 1500 gems. You gain more gems by winning enough matches.
You can keep playing until you’ve either won 5 matches or lost two. To win your gems back (and some packs, but you can’t use packs to draft, so that’s not part of going infinite), you need to win 3, so it would seem that you need a win percentage of 60% to go infinite, but it’s not that simple.
Warhammer Fantasy Roleplay 4th edition was published by Cubicle 7 quite recently. They were kind enough to send us a pdf to review and we will be reviewing this game in two parts. This first part is written by Lauri who has been there since (almost) the beginning. And the second part is the newcomers view written by Ville who has not played any edition of WFRP (published later).
Disclaimer: We haven’t actually played this fourth edition yet so all of my opinions are based on my earlier knowledge and reading the book so they must be taken with a hint of salt.
As said in the intro I have played WFRP a very long time. I started in the 90’s with the Enemy Within campaign (as player) and have GM’ed every edition since. My most active era of Warhammer was in 2002-2010 when I ran several campaign, wrote for Liber Fanatica and created the Daily Empire as a base for all fan material. So my approach for this game couldn’t be farther from Ville’s view which should create an interesting contrast to our views.