Category Archives: Games ‘n’ Stuff

Blood Bowl Blog #2: Up the Irons!

Building on my previous entry in this series, which discussed some of my efforts to paint the little buggers, perhaps it’s now time to introduce my team. Behold: NULN CITY F.C. – the IRONCLADS.

When I have previously explored the world of Games Workshop games, I had always leaned to the more humanoid races (humans, elves, etc.) and “medieval”-type themes, so I knew that I always wanted to field an Imperial Nobility team; even though they are a Tier 2 Blood Bowl team and, as a result, slightly more of a challenge for a newbie. Because I tend to engage better with things when I have some attachment to it, I was keen to embed myself in creating lore for the team and assigning individual players unique personalities; giving me opportunity to role-play things. So, I started doing some research into The Old World’s towns and cities to identify a good match in terms of origin story.

I zeroed in on Wissenland; the industrial workhouse of the Empire and epicentre of Imperial munitions and war machines: obvious themes which are relevant to my interests. I immediately felt an attachment to the description of the Wissenland people:

“At their best, Wissenlanders are stoic, dependable, and willing to endure hardship should it be needful. Known to be a dour lot, they are a hardy people, given to few words and little emotion.” [from the Warhammer Wiki]. 

The capital city-state of Nuln is a bustling metropolis of engineering expertise from Humans and Dwarves, and also the home of the Imperial Gunnery School for the training of recruits for the military. My research highlighted the existence of Iron Companies; a standing guard force which accompany the mobile artillery of the Empire. I settled on a Nuln-based team, then; seeking to draw on the ‘Iron’ aspect and building on that. Lo! The Nuln City Ironclads were born.

I created a team logo based on a random Wissenland badge that I found via Google images, before upscaling the image using an online AI tool then doing some basic editing, recolouring, addition of a new text banner and general touching-up. With this team, I generally wanted a “grittier” version of the Imperial Nobility than are traditionally maintained within the official Games Workshop material, hence the dark (black ‘n purple) colour scheme and a slightly more ‘industrial’ look.

As such, I arrived at the following backstory for the team, which will soon be syndicated within an upcoming issue of SPORK! magazine:

Forged in the fires of Wissenland, the Ironclads are the official football team of the Nuln Ironsides; one of the famed Iron Companies drawn from the Imperial Gunnery School located in the capital city-state of Nuln. Clad primarily in iron breastplates and other plating (as their name suggests), they are typified by grit, determination and a strong whiff of anti-rust lotion.

The team are coached by Hugo Schinkenfaust, who has been tasked by Wissenland Grand Countess Emmanuelle XV von Liebwitz with carrying this inexperienced team through their first ever season of Blood Bowl. Captain of the team is Imperial Thrower Detlef von Sturm (#10); an Ironsides veteran. The team are also deftly assisted in attack by Noble Blitzers Otto Schädelbrecher and Albrecht Panzerblitzen, whilst star player Griff Oberwald is held on a retainer with the team.

The team is known for their “Iron Curtain” formation – a ‘wall’ of bodies lined up on the Line of Scrimmage to nullify opposition movement across the pitch: the frontline of Imperial Retainer Linewomen, around whom this wall is constructed, have already gone down in fan folklore as the “Night Witches”.

Whilst mostly playing by the book, the team have been known to carry pouches of gunpowder to throw in the faces of the enemy or use their iron armour to reflect sunlight and dazzle opponents, so opposing teams had better watch out…

I have a few other snippets of lore that I didn’t have space to fit within the SPORK! article which might also give a bit of a flavour of what I think the team is ‘about’:

  • It’s become a challenge for opposition players to steal feathers from the helmets of the team’s two Noble Blitzers: although, due to the nature of the team’s uniform plume arrangement for different positional players (for which the Blitzers have four feathers, Bodyguards have three and Linemen have two), many an opposition player has been surprised when they had been expecting to encounter a Lineman and, instead, a Blitzer turned up.
  • The team uniquely source their leather (for boots and gloves) from Rhinox skin and solid gold buckles: such equipment has been funded by generous benefactors from among the principal Houses of Wissenland, and whom also help to bankroll the (extortionate) retainer currently held on Griff Oberwald.
  • Captain von Sturm’s victory spoils include the lower jawbone of General Skreech Barbstriker after punching it clean off during a skirmish in the Skaven Assault of Nuln in 2499 IC.
  • They host an annual ‘Best Moustache’ competition, which the “Night Witches” join in with through an array of facial wigs. The incumbent winner is Wilhelm (Willi) Flascher, whose lustrous ginger beard has gained widespread fame on the team’s promotional material.

Anyway, here is the current squad for the Ironclads for Southampton Blood Bowl League (SO:BBL) Season One:

#NamePosition
1Wilhelm (“Willi”) FlascherImperial Retainer Lineman
2Frederika HechtImperial Retainer Linewoman
3Dietrich SauerbuttImperial Retainer Lineman
4Heidi BierflascheImperial Retainer Linewoman
5Greta BusterfliegenImperial Retainer Linewoman
6Günther GüntherssonImperial Retainer Lineman
7Griff OberwaldStar Player
8Albrecht PanzerblitzenNoble Blitzer
9Otto SchädelbrecherNoble Blitzer
10Detlef von Sturm (C)Imperial Thrower
11Hermann GrimevögelImperial Thrower
12Gundolf LichtenfelsBodyguard
13Wolfgang DunkelpoppBodyguard
14Helmut SchleiferBodyguard
15Franz UmlautBodyguard
16Big HelgaOgre

I’ll perhaps save some player backgrounds and further backstories for a later post, but the season kicks off tomorrow (09 Mar 2024), so wish me luck. I’m not massively hopeful for my chances within the league, but I have certainly enjoyed putting together the miniatures and coming up with the narrative behind them so I guess I will satisfy myself with having had A Good Time™ doing that.

Anyway, that’s it from me, so I’ll leave it there for now. Up the Irons!

[Zinar7]

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Blood Bowl Blog #1: Ironclads, Assemble!

Kind of by accident, I’m embarking on a new hobby: Blood Bowl.

Having been curious about the game for a while but never played it, it was a happy coincidence that a friend decided to spin up a league amongst a few friends local to home. I was initially a little apprehensive – having never been hugely into miniatures board games and cautious about the regular commitment to field games – but, having done a little more research about the game, it appealed more and more. I managed to inherit an unbuilt team from a friend (Imperial Nobility), so I bought a few paints and started coming up with team ideas.

At time of writing, I’m yet to actually play a full game of tabletop Blood Bowl, so this first entry will mostly be about my initial (albeit mediocre) efforts to paint the little buggers.

I briefly dallied with the world of miniature painting back in the ‘90s when I first picked up a copy of Warhammer 40,000 but, having been devastated by my inability to paint them with any finesse (the results were very similar to the famous “Duncan’s first mini”), I refused to pick a paintbrush ever again. As such, any grey resin miniatures that have been bundled with any of the board games I have purchased ever since have remained in their unpainted state. But, I am older and wiser (in theory, at least) so it seemed sensible to perhaps give things another try.

It’s been a long while since I painted any miniatures, so I felt it important to practice before letting myself loose on my spangly new team of Blood Bowlers. By happy chance, I managed to pick up a Tyranids: Termagants and Ripper Swarm + Paints Set for free when I was out at GENCON last year, so I cracked this open and started piecing them together. The results were modesty successful so, when I was content enough that I could make a decent stab at painting my Nobility team, I made a start. My general approach to prepping the players was as follows: [all paint colours are from Citadel Colour unless stated otherwise]

  • Two thin primer/base coats of Abaddon Black (thinned with water water) in order to get into all the nooks and crannies
  • One spray of The Army Painter Matt White Colour Primer from above to recreate zenithal priming

Here’s kind of what they looked like at this point:

After that, I proceeded to get base paint on plastic in the following way, with a general flow of starting with the ‘underneath’ stuff (often flesh under helmets, material within fabric pleats, that sort of thing) before basing the features which are more on top (armour, boots, etc.):

  1. Flesh Tones

    Luckily, the Imperial Nobility don’t have a huge amount of flesh on show, so there wasn’t really a lot to do here – most of their bodywork is armour or linen breeches, and many of the male members of the team have rather impressive beards or moustaches. That said, what is on show is hidden under helmets and around those facial hair, so paint application was a little fiddly. I modelled the team with White Caucasian-style tones (even the Ogre) by mixing (roughly 50-50) Bugman’s Glow with either Wraithbone and/or Corax White; although there is a small amount of variation in skin tones amongst the players due to the imprecise nature of the mixing.
  2. Undermaterials

    The colour scheme for my team is mostly purple, black and silver, so I’ve plenty of cases where there is black present in folds and cleats of breeches and undershirts so I delicately applied Abaddon Black onto those areas, as well as pretty everywhere else which shows up as black. The exception to this was where there are adjacent blocks of black colour that could do with breaking up – mostly this was true where players had black socks adjacent to black trousers: here, I mixed things up by colouring the sock base with Corvus Black, which gave a nice metallic sheen to these to make them sparkle a bit.
  3. Gloves and Balls

    The next area I worked on was players’ catching gloves: I wanted these to appear like brown leather gauntlets (with metal spikes and attachments), so I glazed these with Rhinox Hide which seemed to work pretty well as a base. At this point, I didn’t yet make a start on things like the metal clasps, knuckle-dusters and spikes: those would be tasks for when I would later tackle the armour.

    My team’s two throwers (plus star player) are handling a ball, so I had to apply a roughly 50-50 mix of Bugman’s Glow and Mephiston Red to give a orange-red colour (circa #DF684F) to the ball.
  1. Purple Flashing

    With the above areas reasonably well-coloured, I wanted to make a start on the purple flashes that will really characterise my team: these appear on the ruffles of the breeches; on bows, tassels and other piping on the outfit; as well as (often) on the players’ helmets. I applied these trim sections with Naggaroth Night on top of the black primer – with the assumption that I’d apply some layer highlights on top to brighten this all up a bit. 
  1. Armour

    After some further touching-up of the above bits in cases where I had daubed paint over bits I shouldn’t have, I made a start on the team’s armour: pretty much all of the players have solid metal torso plates, shoulder plates and knee pads, so I applied a base layer of Leadbelcher and hoped for the best. I assumed that I would touch this up with some drybrushing, highlights and layering later to cover the fine details. Many of the players have armoured gauntlet plates that I also covered in Leadbelcher, but I left the spiky knuckledusters for now.

    It was at this point where the players actually started to resemble actual humans: it was impressive how finishing the armour really tied the miniatures together and took them from looking 40% complete up to around 80% complete.
  2. Belts and Accessories

    The Imperial Nobility models have a bunch of bits and bobs and accessories on them, so here is where I started filling in the remaining blanks on the model:
    • Belts and straps in Rhinox Hide
    • Clasps and buckles in Retributor Armour
    • Knuckledusters, pins, chains and other metallic elements in Leadbelcher
    • Bows and sashes in Naggaroth Night
  3. Hair

    There isn’t a lot of hair on show with Nobility (see #8 below), but there is a smattering of head and facial hair that need decorating so I pressed ahead. I wanted to replicate typical “Imperial” hairstyles, so there’s no crazy/wacky colour schemes going on; just the below tones that I tended to make by mixing a bunch of base colours:
    • Dark Brown: Corvus Black and Rhinox Hide
    • Grey: Corvus Black and Corax White
    • Blonde: Averland Sunset, plus a tiny touch of either Leadbelcher or Retributor Armour
    • Ginger: Mephiston Red and Retributor Armour
    • Light Brown: Rhinox Hide and Wraithbone
    • Black: Straight-up Corvus Black
  1. Helmet Plumes

    Finally, Pretty much all of the team (minus the Throwers and Ogre) are blessed with fabulous feather-topped helmets, so I was anticipating that a lot of care – and very fiddly painting – would go into preparing their plumes. At present, the team are replete with a thorough coat of Corvus Black over all of their plumes, upon which I have plans to emphasise the detail with highlights of Leadbelcher, Retributor Armour, Wraithbone and Corax White – although that’s a job for the next phase of painting. The metal hilt from which the plumes emerge was daubed in Leadbelcher, for further highlighting later.

So that’s where things currently are – I have eleven match-ready players all covered in a base colour scheme, but the fine-detail, layering and highlighting are all still to-do. Here’s what they currently look like, alongside some unpainted Imperial Retainer Line(wo)men that are still in their naked resin state:

I’m reasonably pleased with my progress – they aren’t the greatest paint jobs ever, but they’re really not that bad for effectively my first attempt at painting minis.

What I have learned from this so far is:

  • I am slow at painting
  • Despite the above, I still make mistakes a lot
  • Painting is fiddly and I should (arguably) have considered painting some appendages whilst they were still on the sprue rather than when assembled
  • The purchase of an LED magnifying glass clamp thing was an excellent decision (I went with this one)
  • I shouldn’t have bothered zenithal priming my minis and just left them with the original Abaddon Black base coats that I’d already given them
  • Games Workshop / Citadel paints and equipment are kind of more expensive than other brands, but they’re really quite nice and just work
  • As a counterpoint to the above bullet, the inside lid of a Quality Street plastic tub makes an excellent paint palette

So that’s that: I have my first preseason friendly match coming up this weekend, so I look forward to seeing the team hit the gridiron; and, presumably, get bashed into oblivion by a superior opponent… wish me luck!

[Zinar7]

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Café Carnage

Since it has been a while since my last post (where I revealed my new board game design tool, Board Game Jam Dice), I am pleased to deliver my latest creative project into the world: the ‘remastered’ edition of Café Carnage!

Café Carnage is a card game for 4-6 players, and was originally created in the space of 48 hours as part of the Global Game Jam 2015 and Southampton Game Jam [#SotonGameJam]. It was technically the first board game I ever designed to completion (along with my collaborators on it; Marco and Dickson) and it retains a special place in my heart because of that, but I’ll be the first to admit that we never quite managed to do it proper justice within the time allotted in the original jam. [I even blogged about it here, way back in February 2015: Café Carnage – Dev Update #1].

So, time felt nigh to give it a bit of spit ‘n’ polish and some new graphics to bring it up to date and into the modern world – thus, behold! A ‘remastered’ version with a brand new rulebook, some minor tweaks to gameplay and proper artwork:

What is Café Carnage all about, then? Well: you and your friends have chosen to eat out together for five nights in a row, but must vote as to how to pay up each night. Do you share the bill, pay separately for your own meals, or do you cheat your friends and…run?

Over five rounds, the players will choose a Starter, Main course and Dessert from a menu of cards, considering how much money they have remaining from the initial $30 budget and how much they’d like to eat. Then, as the maître d’ arrives with the bill, they must choose to vote to either split the bill evenly, pay just for their own items or attempt to run away without paying … but if multiple people try to abscond at the same time, then the player(s) who ate the most will be caught by the restaurant’s security guards and will have to pay a penalty. Oops!

At the end of end of the fifth round, whoever has managed to eat the most food over the course of the game (without running out of money or taking an “IOU” token) will have won the game! Hurrah!

You can view and download all of the necessary files for Café Carnage for free right here; including the rulebook, print ‘n’ play materials and assembly instructions: [alternatively, you can also find these on my itch page at https://zinar7.itch.io/cafe-carnage, where you can also toss a few coins my way if you think the game deserves it]

If you’re curious to see what it looks like in the flesh, then here are a few photos from my personal copy:

Otherwise, if Tabletop Simulator is more your thing, you can download a Steam Workshop mod for Café Carnage here: https://steamcommunity.com/sharedfiles/filedetails/?id=3055828785

So that’s that: I hope you enjoy the wonderful world of Café Carnage! If you enjoy the game (or have feedback or ideas towards how to make it better), then I’d be delighted to hear how you got on – please use the feedback form here: https://docs.google.com/forms/d/1Eao9Ey2e924aAPye4j1QUX8IUG5ip7_BuMkrew1uV10

Thanks!

[Zinar7]

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Board Game Jam Dice

Just in time for the 2023 Global Game Jam (which starts in a little over two weeks), I am pleased to announce the fruits of my latest creative ponderings: Board Game Jam Dice (BGJD)!

BGJD are a creative tool for game designers to aid in the ideation and development of tabletop games during game jams. Rolling the dice generates one of 46,656 different unique combinations – which a budding board game designer can use as inspiration for a brainstorming session.

They take heavy inspiration from Atomic Shrimp, whose Invention Dice triggered the idea in my head: it is possible to come up with a system that helps an author design a tabletop board game?

Simply take all six dice, roll them simultaneously and try to think up ideas for a game design which matches the concepts or game mechanics shown on the upper faces. Try that a few times then, once you have spent a few minutes on each, choose the idea that you most prefer and try to develop it into a fully-fledged board game. If it doesn’t work, or you’d like some additional options, feel free to roll the dice again to come up with a new idea – it’s up to you!

You can view and download all of the files here; including the instructions, print ‘n’ play materials and a glossary of terms:

If Tabletop Simulator is more your thing, you can download a Steam Workshop mod for BGJD here: https://steamcommunity.com/sharedfiles/filedetails/?id=2914346381

If you have successfully used these dice in design of your game, or you have feedback to help improve future versions, then please post in the comments section below – I’d be really interested to hear how the dice worked for you!

[Zinar7]

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DRAGONBALL 24HR: Lights Out

Tomorrow, I embark on the race of the lifetime. I’ll be attempting to virtually drive non-stop1  around the Le Mans race circuit for 24 hours entirely solo, raising money for Hampshire and Isle of Wight Air Ambulance. I’d be delighted if you could join me.

Earlier this year, I jumped head-first into the hobby of simulation racing [sim racing] by buying my first wheel-and-pedals set; a Logitech G29 Driving Force Racing Wheel. I’ve long been a fan of racing video games and motorsport ever since I was child, but this was my first foray into the heady world of sim racing. I’d love to race in real life, but sadly lack enough of the talent (and money) to go motor racing for real – so this is the closest I can do.

Behold, the rig:

Last weekend (10-11 June 2022) was the 90th edition of the famous 24 Hours of Le Mans: an endurance motor race around the city of Le Mans in the heart of France. I’ve twice attended the race in the past (in 2010 and 2011) as a spectator, and there is such an incredible feeling and ‘buzz’ around the whole event; it is proper electric. I’ve got huge respect for the drivers, who are able to stay on the limit for so long; each sharing two-hour stints with two other drivers in a car over duration of the 24-hour race.

Before rules were introduced which mandated that each car had to be piloted by a three-driver team (for obvious safety reasons), two-driver teams were common – I can only imagine how demanding that must have been to keep alert through day and night for so long. However, only one driver in history ever completed the full 24 Hours of Le Mans entirely solo: Edward (“Eddie”) Ramsden Hall, who undertook the feat during the the race in 1950:

“When asked what provision should be made for the, er, more fundamental of human functions during a 24 hour solo drive, Eddie Hall’s advice was short and succinct: ‘Wear green overalls.’”

Frankel (2017), ‘The One-Man Squad that Took On Le Mans

When I started sim racing earlier this year, I was really intrigued to try to see if I could do the same – race for 24 hours straight, and live to tell the tale. But I didn’t just want to tell the tale – I was keen to put it to good use to raise some awareness about a good cause at the same time. 

I considered a number of charitable causes that I could do this challenge in aid of: however, I wanted to choose one where I thought my contribution/donation would be able to have a direct and noticeable effect – a meaningful impact, rather than being just a drop in the ocean. The answer was somewhere close to home: the Hampshire and Isle of Wight Air Ambulance (HIOWAA).

In the current time (post-pandemic, cost of living crisis, cuts to public services), it feels important to be able to ensure that critical medical services are available to anyone when needed; where urgent medical attention could, quite literally, be a matter of life and death.   

It’s the only facility (and charity) of its type in this local area and so it is one-of-a-kind – every time I hear or see the chopper going overhead, it’s kind of reassuring that there is an air ambulance facility still flying and helping save people’s lives: you never know when it might be you (or someone you love) that needs it.

As a side note: when I was originally designing the car livery for this challenge before I had even settled on HIOWAA as the primary recipient, I chose the car number ‘56’ simply due to its similarity to my initials (“SG”) and a naïve pipe-dream that it would one day grace a race helmet of mine. However, little did I know that the number 56 is the call-sign of the HIOWAA air ambulance (“Helimed56”) – clearly this was, as they say, a sign.

It’s not going to be easy – it might not be a physical challenge in the ‘traditional’ sense (I guess I’ll get a bit of cardio from steering the wheel and putting pedal to metal, but that’s about it), but it will be a challenge to keep up the energy and focus for a full 24 hours; especially as I’ll be live-streaming and potentially engaging with any viewers who drop by.

This is also all going to be pretty “new” to me: so far, the longest I’ve spent racing at a time has been a few hours – this will be quite a different beast. I’ve also never live-streamed before – in the run-up to this challenge, I’ve had to learn how to operate and set up livestreaming software, and practice being on camera whilst talking-and-driving. I think I’m up to the challenge; though I might need a constant supply of coffee to avoid sleeping at the wheel.

The hardest part will be when the Sun goes down – I’ll need to devise strategies to keep the momentum going and avoid drowsiness coming on. I estimate that I’ll complete around 360 laps over the course of the challenge, so I’m going to be seeing the same landmarks (grandstands, trees, road signs, advertising hoarding) over and over so will have to avoid the impulse to switch off completely – hopefully I can get into a rhythm of good lap times to keep me alert.

At the time of publication, we’ve already raised over £700, which is mind-blowing – I’d like to say a huge huge huge “thank you” to everyone who has contributed so far, it is absolutely amazing. The JustGiving campaign has already exceeded my wildest expectations – there has been strong support from family and friends and even some more far-flung supporters, and the green light hasn’t even gone out yet!

Thank you SO SO SO much – your support really makes a difference to the charity and the services provided by the air ambulance team, and I hope that I have even helped to raise more awareness of HIOWAA and their good work – even amongst motorsport fans further afield who may have stumbled across some of my posts or videos on social media. 

Right, we’ll there’s just around 24 hours to go now ’til it’s lights out and away we go – so I’m gonna go get prepared. See you at the end of the race 🏁

[Zinar7]

1 Well, minus the occasional bathroom break. I’m not a monster (!)

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Dragonball 24HR: FAQs

Over the 2nd-3rd July 2022, me and my co-driver David will be attempting to virtually drive non-stop around the Le Mans race circuit for 24 hours in the Project CARS 2 racing simulator to raise money for Hampshire and Isle of Wight Air Ambulance [HIOWAA].

Since this is a frankly barmy idea (and one that we will livestream via YouTube) that will subject both of us to a fair amount of public humiliation regarding our bad driving, it that would be massively appreciated if you can help us make it through this ordeal by sparing a few bob for the fine folksHIOWAA.

You can find more details, including links to donate towards our £1000 target, here: https://www.justgiving.com/fundraising/dragonball24-for-hiowaa

  • Why are you raising money for Hampshire and Isle of Wight Air Ambulance?

The Hampshire and Isle of Wight Air Ambulance (HIOWAA) is an air ambulance service serving the counties of Hampshire and Isle of Wight in Southern England, responding to major trauma injuries and other incidents in need of a fast response/transfer to hospital.

HIOWAA’s Air Ambulance and Critical Care Team Vehicles are operational 7 days a week and attend an average of four incidents per day; many of them life-saving. The Air Ambulance can be anywhere in Hampshire within 15 minutes, and operates from 7am until 2am, 365 days a year. 

To support this work, HIOWAA rely entirely on donations from the community: it costs approximately £15,000 a day to keep their life-saving service operational, and they receive no direct government support.

  • Where does the money go?

All of the money raised from fundraising events (like this!) get funnelled back into keeping the HIOWAA vehicle fleet in the air and on the road, supporting their medical personnel in treating critical incidents across the South Coast. Every £50 donated could help HIOWAA purchase two high-quality thermal blankets, five packs of tourniquets, or replace a complete set of defibrillator pads.

HIOWAA’s Critical Care Teams are made up of Specialist Critical Care Paramedics, HEMS Doctors and Pilots; all equipped with state-of-the-art technology and advanced medication. The Air Ambulance is a twin-engined Airbus H135 helicopter (“Helimed56”): they can be at the scene of an incident within minutes, ready to deliver the same level of care that you would expect from a hospital emergency department.

You can find out more about where your donation goes by clicking: here.

  • Why aren’t you using <INSERT RACE SIMULATOR HERE> ?

It might be a few years old now (2015), but Project CARS 2 still looks fantastic and we wanted to give viewers something pretty to look at; especially the weather and day/night cycle effects.

As racing sims go, it might not be quite the pinnacle of physics realism when compared to something like Assetto Corsa Competizione, but it’s more than enough for a silly challenge like this. Plus, it natively supports multi-class, 24-hour races at Le Mans, so that’s ideal.

  • What race conditions are you using?

We’ll be playing an offline (single-player) race vs 90% AI difficulty. Between us, we have only been sim racing for a few months, so this AI difficulty setting is reasonably well-matched to our current skills.

We’ll be driving for 24 hours of both real and “in-game” time: we can only swap drivers for bathroom, food and rest breaks when the car goes into the pits – much like the real racers at Le Mans – and won’t be permitted to pause the game unless there’s a severe issue.

Weather is on RANDOM and with a realistic day/night cycle for July in the centre of France. We might get rain, we might get clear skies – we’ll leave it up to the RNG Gods.

All damage will be visual-only, i.e. not performance-limiting: we don’t want bad luck (or bad driving, which is much more likely) causing our race to end and ruining the challenge. Likewise, all flags and penalties will be suppressed, so we don’t run the risk of disqualification if one of us accidentally exceeds track limits too many times. The Toyota TS050 Hybrid is fitted with a native Traction Control (TC) and Anti-Lock Braking System (ABS), but otherwise we’ll be using no driving aids.

There’s a grid of 31 other cars on the track, across three classes of car: LMP1-H [the class we’ll be in], LMP2 and GTE. Our starting grid position will be RANDOM, and the race gets underway via a rolling start.

  • When does it start / finish?

It’ll be lights out and away we go at around 0700 UTC on Saturday 02 July 2022 (that’s 08:00 UK time). Unless there’s any technical issues, the finish time will be at 0700 UTC the following day, Sunday 03 July 2022.

  • How will you go to the toilet?

We’ll have to wait until the next time the car comes in for a scheduled pit stop for fuel or tyres, and let the other driver jump into the rig.

  • What happens if the game crashes mid-race?

We’ll just restart in a new race, and drive until we’ve done a full 24 hours of in-game time. Hopefully we get through the whole race without any technical issues this time, but if any pop up then we’ll get back into the game as quickly as possible and continue until we’ve completed the full stretch in the car.

  • What happens if the steering wheel breaks?

If there’s a critical failure of the sim rig, then we’ll switch over to a gamepad to finish the rest of the race; even if that means having to switch to another video game. We ain’t quittin’.

  • What does “Dragonball 24HR” mean?

When me and my friends travelled to France by car & ferry to spectate at the 2010 and 2011 24 Hours of Le Mans, we stickered up our cars like racing cars; pretending that we were entrants in a fictional endurance race called the “Dragonball 24HR” (riffing on the Cannonball Run and the Gumball 3000, but more geeky). We even designed a logo for it, which you can find below on the left:

When choosing to do this challenge, it made sense to resurrect the monicker and pretend that we’re a part of a legendary and lucrative 24-hour race myself, for great justice. You can see the updated logo above, on the right.

So, the short answer is: “it doesn’t mean anything”; but the long answer is: “it means everything.”

  • What race track are you driving on?

This is the Circuit de la Sarthe, the 8.5-mile route around the Southern end of the town of Le Mans in central France. It’s a mix of purpose-built racetrack and public roads (which are closed for the 24 Hours of Le Mans event) and has been supporting motor races for around one hundred years.

  • What car are you driving?

Unfortunately, due to technical issues, it’s not possible to drive the Lola-Aston Martin DR1-2 Le Mans Prototype 1 (LMP1) car which was mocked and stickered up in aid of this challenge (see screenshot below) – instead, we’ll be in a Toyota TS050 Hybrid from the 2016 World Endurance Championship.

The Toyota has a 2.4L twin-turbo petrol engine with an 8 MJ hybrid-electric system, which can be deployed for short bursts via a button on the steering wheel. And it is fast.

  • How far do you expect to get?

Based on my estimates, we’re likely to complete around 12 laps between each pit stop; meaning that we can cover (12 x 8.47 = 101 miles) and fuel back up every 45 minutes.

So, with a fair wind, we should be able to complete around 375 laps in 24 hours; or 3175 miles – that’s about the same distance as London to Boston as the crow flies. However, we’ll be tired and sleepy, and probably crash a lot, so you can’t rule anything out.

  • Do you have any sub-challenges?

We are aiming to:

  • Complete over 360 laps over the course of the race
  • Crash fewer than 24 times (i.e. less than one major inchident per hour)
  • Set a fastest lap better than 03:30.000
  • Not fall asleep at the wheel
  • Finish “not last” in the LMP1 class by the end of the race
  • Raise as much money as we can for HIOWAA

  • What are those logos on the car?

[Fictional]

  • Penistone Oils: A joke from the British version of Top Gear. When you cover up the last eight letters, it sort of spells a rude word… I’ll let you work that one out for yourselves.
  • JLB Credit: This is the fictional loan and credit company that Mark works for in the Channel 4 show, Peep Show. I watch a heck of a lot of Peep Show, so it made sense to include the brand here.
  • Larsen’s Biscuits: Another one from Top Gear – this time, if you cover up the “L” and “N’s” then the remaining letters spell “Arse Biscuits”, which is obviously funny.
  • Racing Sports Network: This is the sports channel that broadcasts motor racing in the Disney-Pixar movie, Cars. It made sense to nick a bunch of the fictional brands from the franchise, hence why you’ll also see Hostile Takeover Bank, Clutch Aid and the Piston Cup logo smattered around the bodywork.
  • Octan: A bit of a retro one here; it’s the fictional gas and oil company from LEGO City playsets from the mid-90s onwards. For some reason, it’s always stuck with me even though it’s not the most recognisable LEGO marque these days.
  • Xero Gas: Another fictional gas and oil company, this one is from the Grand Theft Auto series of video games; particularly GTA V.
  • Mr. Fusion: The Mr. Fusion Home Energy Reactor is the power source used by the Mark II DeLorean Time Machine from Back to the Future. BttF is one of the greatest films ever made, hence it’s appearance here.

[Real]

  • Nurofen: I strongly suspect that, after 24 hours of gaming, my head will be pretty sore and in need of some pain relief.
  • Rich Energy: Well, I couldn’t not include this one, could I? The whole saga is far too long to go into here, but suffice to say that it’s become a bit of a meme in the F1 world. I’m yet to actually track down a can of it but, if I can, then I will attempt to taste-test it during the livestream.
  • Haribo: I like sweets.
  • Michelin: The original Aston Martin DBR1-2 livery was already plastered with Michelin logos given that those were the tyres that it ran, and I was too lazy to photoshop them out. So, yeah.

  • Are you really sponsored by any of those brands?

Haha, no, of course not.

  • What steering wheel are you using?

It’s a Logitech G29 Driving Force wheel (with pedals). It’s towards the budget end of force-feedback steering wheels, but seems to suit me just fine.

FYI: I also have the Logitech G Driving Force Shifter but, since the Toyota TS050 Hybrid has a flappy-paddle system that we can control from the steering wheel, we don’t need to use it for this challenge.

  • What are those gloves that you’re wearing?

They are F33L IT SR2 sim racing gloves. You can buy them for yourself here: https://www.f33l.gg/shop/sr2-sim-racing-gloves-new (they didn’t pay me to say that, either).

Thank you for the donations and support so far – we still have a little way to meet the next target of £1000: if you are able to help us make it through this challenge by sparing a few bob for this fantastic cause, then that would be most excellent 😊❤


You can find more details, including links to donate towards the fundraising target, here: https://www.justgiving.com/fundraising/dragonball24-for-hiowaa

[Zinar7]

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That’s A Puzzlin’: Part 2

Puzzlin_2

In my entry last week [That’s A Puzzlin’: Part I], I chronicled a little about the curious puzzle-box that Pete and I put together for a holiday I took with a two handfuls of friends at an impromptu board games retreat out in Devon last month.

In that post, I covered the first three of the five puzzles which made up the quest; so it seems only fair to document the final two, and apply some closure to what it all led to. Let’s find out:

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Puzzle #4: Rings

The purpose of Puzzle #2 (Lovecraft) was, in essence, to lead the player’s brains to think about using the Study as a hint mechanism for future clues involving books. Pete had always wanted to put in book cipher as one of the puzzles; so, having pre-prepped a candidate book with which to hide a cipher in the form of coordinates to specific page numbers, lines and words, we dropped the envelope containing Puzzle #4 on the hallway calendar on Friday evening.

I’d already hidden a copy of J. R. R. Tolkien’s The Hobbit on the bookshelf in the study when I placed the Lovecraft code within Puzzle #2, so all the players had to do for this one was to interpret the riddle and hunt for a copy of the book – which they dutifully did after a minor amount of head-scratching. Then, using the three-number combinations, they would then need to construct a sentence (to be even more accurate, a question) using the specified coordinates; likely using a bit of trial-and-error to work out what the number combinations meant before stumbling on the correct structure: [PAGE NUMBER] [LINE NUMBER] [WORD NUMBER].

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Doing so would, eventually, translate the following trivia question, giving the solution to Puzzle #4 (and on which we had banked on our player’s Lord of the Rings knowledge to come up with the correct answer; an assumption which stuck):

HOW
MANY
RINGS
OF
POWER
WERE
GIVEN
TO
MEN
?

The answer, of course, is nine; giving the directional combination (←↑) corresponding the runic ‘H’ symbol on the original “combination lock clue page”.

Now, I haven’t (yet) explained the importance of this so, before I introduce the fifth (and final) puzzle of the game, I’ll briefly go into the meaning of it all.

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Early on, Pete and I had identified that, if we dropped the various directional combinations in order across the weekend, it wouldn’t be impossible for a brute-force method (of trying all of the combinations for the last code) to bear fruit once four-fifths of the code had been ‘unlocked’. To counter this, we aimed to drip-feed the combination parts not in order, such that the risk of brute-force entry would be minimised. To add an extra layer of puzzling to the game, the players would be given clues which associated with five directional combinations (associated with five symbols) which then would then need to work out what was linked with what.

The symbols for each would be hinted at in the form of small markings on each of the initial clue envelopes containing each puzzle: Puzzle #1 (Jigsaw) had a rudimentary London Underground symbol; Puzzle #2 (Lovecraft) was a love-heart for obvious reasons; Puzzle #3 (Pigpen) had a ‘#X’ representing the two pigpen keys; Puzzle #5 (Limes) had a five-pointed star for reasons that will be revealed in the next section; but Puzzle #4 (Rings) had a runic ‘D’ because this is the symbol which is drawn on Tolkien’s map in The Hobbit marking the secret door on the Lonely Mountain. When placed all together, they would lead to a string of directions to be entered into the padlock, eventually releasing the goodies within.

Puzzle #5: Limes

The fifth, and final puzzle, drew experience from a meme that has been orbiting our circle of friends for many years: the meme of hiding limes in each other’s houses.

This tradition kind of started at the annual party at Dan’s house (“OckFest”) whereby limes would be hidden in bizarre places in Dan’s kitchen, intending them to be uncovered while performing unrelated tasks; for example: finding a lime in the box of Crunchy Nut Corn Flakes when pouring out the morning cereal; discovering a lime hidden inside the tube of kitchen roll when reaching to mop up a spillage; hearing a lime fall out of a hollowed-out French baguette when beginning to make a sandwich.

Without wishing to blow one another’s trumpets too heavily, Pete and I are professionals when it comes to the international sport of Lime-Hiding. It was inevitable that we would initiate this tradition at The Winter Games 2017, but I forget which of us had the genius of incorporating it into the Puzzle Box game. Either way, the task for the players would be to figure out how many limes were hidden in a particular room, and then to use that number as the final directional combination.

The initial clue was provided in riddle form:

How many of I
Are plucked from the tree
And made into pie
You’ll find that’s the key

See? It’s a pun. KEY LIME PIE. Like, a key to a box that’s also a hint for the players to try and find some limes somewhere.

On each lime, we drew a five-pointed star and a number specified in Roman numerals: however, the trick was that the limes would not be numbered consecutively. Overall, four limes would be hidden, with numbers I, II, IV and VI; the twist being that, if the players simply entered ‘six limes’ as the solution, they would be incorrect. Y’see, we had circled the ‘I’ in “How many of I”, indicating that the players should not – in fact – be counting the number of limes, but instead the number of ‘i’s in the numerals written on the limes; equaling five, yielding the directional combination (↓↑).

Furthermore, the missing numerals (III and V) were simply a red herring designed to make the players hunt even harder. Yes; I know I’m a meanie.

Because our original plan to hide limes in the kitchen became untenable because of the sheer people traffic that would be present in the kitchen at any one time, we were forced to change tack to hide limes in the games room annex where it was much easier to steal away time to distribute some fruit about the place. Hence, to do this, and while deployed at #TheWinterGames, I hastily mocked up an additional sheet of paper giving a hint towards the players looking in the games room by scribbling “Want to play a game?” and including it in the envelope right before deployment.

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However, due to a simple lack of properly thinking through the implications of that phrase, we kind of didn’t realise that that’s also a quote from the movie Saw, spoken by the main antogonist, ‘Jigsaw’; causing everyone to suddenly barrel down the hallway into the Dining Room (where Puzzle #1 [Jigsaw]) was still set up, frantically searching for an answer. Secondly, everyone appeared to miss the “key lime pie” solution to the clue and instead immediately leapt to the solution of “four-and-twenty blackbirds”; since, like limes, these are also a Thing™ which can be found in a tree but also baked into a pie, according to the nursery rhyme. In retrospect, it was actually a little satisfying to have the players burrow down the wrong rabbit-hole in search of this unintentional red herring [let’s call this “Winter Games Puzzle Box Stroke of Luck #2”] but, at the time, it was immensely stressful to have to watch them struggle down a futile path and yet not be able to interfere, lest I give the game away.

However, some gentle nudging highlighted that the solution was in fact ‘limes’; at which point, several reconnaissance groups were despatched to the various rooms of the house to hunt for round, green objects. After a short while, one of the search  parties returned with four limes, and fairly swiftly cottoned on the Roman Numerals code; arriving at the answer of ‘five’.

So, our players now had everything they needed to open the box; and open the box, they did. Also: I’d love to say that I’d planned to paint the box green to match the limes, but that was simply happy coincidence.

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Puzzle #Z: Endgame

So, with great expectation and encircled by a perimeter of excited (if still confused) faces, one plucky adventurer keyed in the winning combination (↓↑↓↓↑↓←↓→←↓←↑), undid the chains and, with mild trepidation, lifted the lid of the confusing green box.

Inside was a map.

20170221_200349

A map of the house, with an ‘X’ marked on in big, black pen. (Which Pete and I had to scribble in on location, after we’d figured out a good place to hide the prize).

The ‘X’ on the map led the participants out to the back garden where, under the cover of darkness in the late hours of the previous night, I had wrapped the final prize booty in an old carrier bag under stone lawn roller in the approximate location of the ‘X’ marking. Following a brief period of scurrying and scouting, the booty was located by a tall, loud Spaniard and brought inside to the metaphorical sound of bugle-horns heralding the arrival of a monarch returning from a crusade.

20170221_191904

And so, with the ‘pop-thmph’ of the cork ejaculating from the bottle and reverberating off the living room’s wall, the adventure was over; the puzzle was solved. I’ll be honest: it was a heck of a lot of fun putting it all together and I adored the act of thinking to think laterally to come up with mysteries and conundrums that would (hopefully) confuse, but enthuse, an odd assortment of my friends.

Undoubtedly, there will be another #TheWinterGames; where Pete and I join forces to do something like this again remains to be seen. Perhaps it’d be not quite as fun if the players knew who was doing it all, but perhaps that would give us even more scope to add complexity given that – in event of them getting “stuck” – they’d be able to ask for help. I don’t know, we’ll have to see what the future brings.

Either way, it’s been mighty enjoyable recapping and documenting what happened in a wonderful house a month or so ago; and I hope it has been for you, too. Godspeed, puzzlers.

[Zinar7]

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That’s a Puzzlin’: Part 1

Puzzlin_1

Almost a month ago now, myself and thirteen other board game fanatics whisked ourselves into the wilderness a house in rural Devon to spend five days (#TheWinterGames) playing board games, chilling out and having a good time.

With the above in mind, and knowing that our cohabitants were the type(s) of people to appreciate a good mystery, my friend Pete and I hatched a plan to make a series of puzzles; beginning with a simple box locked with a directional padlock and a series of cryptic clues, that would entertain throughout the weekend.

Our initial aims of this endeavour were as follows:

  1. Make an interesting puzzle-box, treasure-hunt thing to amuse people during #TheWinterGames
  2. Have a series of puzzles, each yielding a number with which to punch into a combination lock; roughly one per day
  3. Have something interesting/rewarding to find once all the puzzles have been solved and the box has been opened

To complete the above three objectives, we proceeded to put together a spiffy wooden box, some chain and a wonderful combination lock (that you unlock using a combination of directions and which looks enthusiastically like the D-pad from a video game controller) which would serve as the booty for a treasure hunt-slash-escape room-style puzzle that would blossom over the long weekend.

After sourcing a plain, pine wood box and decorating it colourfully using some bright green ink, we had a serviceable lockbox that would mysteriously appear after everyone had arrived for the weekend and, hopefully, prove sufficiently interesting to pique their curiosity. For all of the puzzle materials (letters, envelopes, etc.) I wanted to give it an ‘aged’ feel to it to sort-of imply that it was all spooky and mysterious and done by some sort of benevolent ghost, so went to great efforts to tea-stain and crinkle the paper to make them look like aged manuscripts, and used a fountain pen (and my best joined-up, slanty-posh handwriting) to make it look old and not easily identifiable as mine. It worked.

We came up with five puzzles in total, each one of which would yield a directional code which, when all put together, would each lead to a letter or number; equating to a two- or three-digit combination of UP-DOWN-LEFT-RIGHT directions when cross-referenced on a cheat sheet (see above). Discovering the complete code and entering it into the padlock would, eventually, unlock the box and reveal its clandestine contents; but not before the previous five puzzles had been solved.

Thus, at circa 1800 on Wednesday night, the lockbox (and first clue) was deposited in the study. Game on.

M11

Puzzle #1: Jigsaw

We’d always wanted to include a jigsaw puzzle in the remit, but had some initial difficulties in figuring out how to make it lead to a single number for input into a combination lock.

While visiting family over the Christmas holidays, I stumbled upon a jigsaw puzzle of the classic (modern) London Underground map in my parents’ games cabinet and hatched an idea to have the players identify a single station on it to find the solution. The plan was to leave out a piece showing Camden Road, and then for the players to look that up on a sheet to get the right code; see below. So far, so good.

 

Except: in my eagerness to make the puzzle not quite as time-consuming as it could be, I went through the jigsaw bag removing all the blank white pieces of the jigsaw, so that only the map itself was there, and two things happened:

  1. I accidentally took out some parts of the map itself, including the whole of Leicester Square station, and
  2. When writing the list of stations with associated letters/symbols, I kind of forgot to write Camden Road, because I’m an idiot.

However, because (1) and (2) happened at the same time [let’s call this “Winter Games Puzzle Box Stroke of Luck #1”], we could change the first solution to be “Liverpool Street” (giving an ‘R’ and therefore ↓↑↓) and pretend that it was always supposed to be like that. So, taking great effort to be VERY QUIET INDEED, we snuck downstairs very early on Thursday morning while everyone was still sleeping and re-programmed the lock suck that the new code made sense. Thanks to good fortune that no-one walked in at the wrong time to find us fiddling around, I think we got away with it. Bingo.

Puzzle #2: Lovecraft

We’d kind of figured that it made sense to put the most time-intensive puzzle (the jigsaw) at the beginning, just in case it took longer than expected for the players to finish it; from which point we could drip-feed the following, smaller, puzzles which would be less mandraulic to solve. In reality, we needn’t have worried at all, because the keen-fingers badgers had smashed it out before the end of the first night.

So, with that in mind, the next puzzle was dropped mid-morning on Thursday, where an envelope bearing a love-heart was left on the mantelpiece of the sitting room. In contrast to the speed at which the jigsaw was complete, the envelope sat above a wooden love-heart dangling in the fireplace and which NO-ONE SPOTTED for TWO WHOLE HOURS, despite Pete even setting up a Nerf gun target range trying to pew-pew at the dangling heart immediately below it.

When it was finally discoverd, the players found a riddle, in French, thus:

P21

Dans le Salle de Dessin,
La clé que vous trouverez,
Ou l’Ombre Jette,
Dans le Métier d’Amour

Loosely translated (I used Google Translate, so don’t judge me), this says:

In the Drawing-Room,
The key you will find,
Where the Shadow is Cast
In the Craft of Love

Earlier that morning (whilst also re-programming the padlock code), I’d planted a copy of H.P. Lovecraft’s The Call of Cthulhu and Other Weird Stories on the bookshelf in the Study, in amongst a bunch of other books belonging to the house. In essence, the clue aimed to lead the players to the drawing-room, and find where a shadow is cast in the Craft of Love – i.e., find a Lovecraft book on the shelf and turn to the chapter for The Shadow Over Innsmouth; one of the most famous Lovecraft stories and which we banked on at least some of the players knowing.

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After some brain-racking and some book-searching, the players eventually deciphered the clue and found the book; identifying a little ‘26’ mark at the bottom of the first page of The Shadow Over Innsmouth and giving them the direction key ↓←↓. With that, Puzzle #2 was complete.

Puzzle #3: Pigpen

I always wanted to weave in a traditional cipher into the puzzle series, and Pete liked the idea of having an “X Marks The Spot”-type puzzle with a treasure hunt inside the house, so we opted to combine the two:

Having found the blueprints for the house on the interwebs, we tried to figure out a clever place to hide something and lead to with a map. Realising that the Study and the Apple Store bedroom were identical and size and shape, this seemed a logical place to roughly sketch a room and get players to figure out a) which one it is, and b) to search inside it for the next clue.

The clue they had to find was a small, square envelope on which a “#X” was drawn on the front, matching one on the map sketch. Once found, they would open it to find a pigpen alphabet key, and a series of symbols which they must decode. The “clever” bit [note: author’s inverted commas] was making the code upside-down, meaning that the players would have to rotate the code by 180 degrees and then translate it, else it would not make sense if translated directly. To hint at this, I drew a little rotate-y arrow and a line, which had the added bonus of players thinking that they had to translate the code’s mirrored reflection instead of rotating it by π radians. I love red herrings.

Anyway; translate it correctly, and the players would reveal the solution:

X M A R K S T H E S P O T

giving ‘X’ (←↓) as the solution, and Puzzle #3 complete.

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Divider

And with that, and because I’m all out of words for one week, I will leave the second half of the story ’til Part 2, which I’ll post in a weeks’ time. All that’s left to say is: good puzzlin’, y’all.

[Zinar7]

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Close Encounters

CloseEncounters

DISCLAIMER: What is documented in this article represents a summary of all that transpired at the recent Little Woooden Houses presents Watch the Skies! (which took place on 06/06/15 in Aston Tirrold, Oxfordshire [UK]); told from the perspective of one of the Alien players.

It is published in the form of a semi-fictional battle report; hoping to provide some entertainment as well as semi-accurate documentary of what transpired up on the Aliens’ balcony.

If you are planning on playing the megagame of Watch the Skies! at any point in the future, then I would recommend refraining from reading this – and any related posts –, as it is possible that some clues as to the (clandestine) operation of the Aliens may be inadvertently revealed through the telling of this fictional short story.

Otherwise, I hope you enjoy this semi-fictional account of LWHpWTS! and all that it brought. Godspeed!

Intercepted communications, bound for Zeta Reticuli.

Intercepted communications, bound for Zeta Reticuli.

 

 Divider

 

PRAISE ZETA RECULI

To: Great Minds [Alpha], [Beta] and [Gamma]
From: Commander <xx.zx/A2>, Alien Conclave One.

Dear Great Minds,

The programme of Earth Crisis Intervention [ECI] was initiated, as planned, on the first diurnal cycle of the Earth year 2020. Expeditionary ships from Moon bases Alpha and Beta, consisting of abduction agents and a number of decoy (hologram) shuttles, were despatched to Earth Targets 1-4 (“Angola”, “Antartica”, “Arabia” and “Australia”) and to establish a greater understanding of the local flora, fauna and intelligent life on Earth.

Our agents were instructed to limit operations to isolated areas of Earth, and to ensure the safe return of any life samples following the preliminary (intrusive) physical examinations. These endeavours were proceeded on the basis that our incursion would be broadly unopposed, and that the relative scale of the landing target countries would allow our teams a greater opportunity to land unnoticed at their target destinations of scientific interest. Henceforth, extraction units were despatched to major landmasses in Earth’s southern hemisphere for collection of plant and animalian DNA for delivery to our Earth Research Laboratories on Moon bases Alpha & Beta.

As soon as our scout ships were deployed, a high level of resistance was encountered from a number of the observed Earth divisions of Gene Splice XII bipeds [designated ‘Humans’], with multiple military factions responding with airborne interceptors and movement of ground troops. Many of these interceptions were successful in eliminating, or rallying, our – peaceful – expeditionary force; however, a small number of extraction units were successful in their mission, and landing successfully in their target areas. A number of life samples and rare Earth metals were extracted and transported to Moon Base Alpha for scientific study, as well as a small quantity of rare Human artefacts and technologies which were despatched by hyper-shuttle to the Great Library on Zeta Reticuli for Cultural Curation.

Captured Human foodstuffs, revealing liittle or no nutritional value for Reticulan needs.

Captured Human foodstuffs, revealing liittle or no nutritional value for Reticulan needs.

From the outset of the programme, it was universally agreed by all nine Reticulan Select Commanders that our command structure should form one, single, unified mind-unit aimed at locating efficient resolution to the Earth Crisis. In the spirit of true Reticulan values of peacefulness, pacifism and co-operative thinking, Conclaves One to Three formed coalition of expertise; effectively deploying our great Reticulan power of Mind-Meld.

The initial phase of the initiative was pre-planned to be a two-forked strategy of “passive offense”: firstly, to instil an effective operation mild terror and panic among the Human herds such that they would descend to outright madness among themselves; supported by B) a programme of capture of Human and animal DNA to progress with our primary ‘solution’ to “The Earth Crisis”: that of genetically engineering (“geneering”) the human populace towards pacifism and calm.

Our early phase of the conquest focussed on extraction of DNA samples from mammalian subjects that were returned, unharmed, back to Earth. Research programmes on all three bases (Moon bases Alpha and Beta, and the primary Cydonia base on Mars) were steered towards projects associated with eradicating the virus-like Human genomes responsible for destruction and betrayment, and instilling civility and compassion to their pre-developed minds. An additional, secondary, scientific programme of sample return and delivery of exploitative Earth materials to Zeta Reticuli, which appeared to show considerable success in further understanding the nature of the Earth rock and its current occupants.

It became clear, though, that Humanity was intensely suspicious of our activities; being inherently paranoid about sightings of our ships at various airspace incursions across the Sphere. Before it was possible to capture Human communication equipment and relay broadcasts of our non-threatening activities in Earth airspace, acute hostility against our presence (both in orbit and on ground) was experienced. The Select Commanders of the Earth Crisis force were deeply saddened to have our fears (of Humanity being a mistrustful and traitorous society, hell-bent on turning to violence at unnerving rapidity) proved so distressingly correct.

Following the hostile first contact experienced in the preliminary phase of the initiative, our commanders were forced to maintain a DEEP-Thinking (Direct Extrasensory Engagement Procedure) communication panel throughout the Initiative in order to effectively utilise our species’ superior grasp of collective consciousness. Efforts were made to demonstrate our peaceful presence on Earth – from our gifts of traditional Reticulan food cubes to the nation of “Japan” (which, we understand, shows great similarity to their energy source known as “Soo-Shee”), to our repeated communications to almost all nations throughout the period encouraging peaceful operations.

Reticulan food cubes, presented as gifts to the combined Human nations.

Reticulan food cubes, presented as gifts to the combined Human nations.

As our primary geneering mission demanded constant supply of abduction subjects and/or DNA samples, our Select Conclave Commanders came to agreement to sacrifice minor aspects of our advanced Reticulan technology and resources (including the highly-sought after Red Mercury) with select Earth colonies, in order to establish a routine supply of prime Human samples for our geneering research programmes. While these tradings were not explicitly sanctioned by the Great Minds before departure of the ECI force from Zeta Reticuli, the Select Commanders arrived at unanimous decision to commence communications with key Human elements; the aim, to encourage Reticulan values of pacifism and agreement through direct engagement with certain members of the Earth conglomerate.

Private communications were transmitted to a number of host colonies; however, it became apparent that our transmissions were being intercepted by one or more nations and either undelivered; or delivered to their recipients in modified form, portraying us to have different intentions for Earth. For these actions we suspect the nation of “Japan”, who appeared to demonstrate considerable enmity to our sub-galactic intrusion.

The Select Commanders observed intense mistrust from the combined Earth colonies regarding our visible actions of civility; suspecting, instead, a programme of subterfuge distracting from a militarised coup of their blue planet. However, targeted communication and infiltration of a number of minority nations showed a considerable success; particularly in the famine-filled landmass of “Africa”. Efforts to develop a local Reticulan facility on Earth were assisted by the political and military leaders of the inter-oceanic colony of “Madagascar”, where our infiltration agents had observed significant success over the preceding Earth demi-year.

Following our preliminary expedition to Southern Hemisphere landing sites, our research on animalian samples revealed breakthroughs in the DNA geneering required to make Earth life flourish; a science that was delivered to the puppeteered political leaders of “Madagascar” as a gesture of goodwill in return for building a permanent station within their territory. A series of Infiltration agents aided in convincing dissentive voices and quashing political resistance. Our efforts in this vein were prosperous, and an underground Infiltration facility and landing zone was put into operation, from which Agents were deployed across the territory of “Africa” using their modified sub-orbital personal shuttles to infiltrate neighbouring colonies.

Human resistance was intense across both the “Africa” and “South America” landmasses.

With a fully-operational scientific research facility functioning at 100% capacity, the primary goals of PHASE ONE of the Earth Crisis Initiative were considered finalised and preparations for PHASE TWO were swiftly assembled among the Select Commanders.  The Humans appeared confused by our interest in “Madagascar”; being unaware that a peaceful ground station and scientific facility had been constructed and, instead, assuming a far more aggressive incursion. Spies from all primary Earth nations were despatched to investigate our operations there, although our cloaking technologies and convincing puppeteering of local officials of “Madagascar” succeeded (with a success rate of 83.71%) in directing attention from our geneering research activities on the island.

However, a number of Human spies – dressed in the traditional Reticulan clothing of black-and-red robes, grey overwear and breathing-masks – were able to bypass our grunt security and access the facility; in the process, conducting minor sabotage operations and theft of key Reticulan technology. All guard units responsible for the breach of security were immediately transported back to the primary Cydonia ECI headquarters on Mars for re-instruction and “re-deployment”, and all electronic and physical weaknesses were re-assigned with doubled security measures. Despite this, the attacks continued.

To further promote our image of peace, and to display of our advancements in science such that the Humans may be convinced of our non-threatening envoy, our PR divisions devised a convincing promotional montage of the prosperity now inherent across “Madagascar”. In tandem with an Infiltration raid on the streets of “Paris” (in which an elite strike agent succeeded in obtaining temporary acquisition of the media barracks of Reuters/Global News Network in the primary conurbation of the “France” territory of the Northern Hemisphere), a moving picture transmission was broadcast globally; depicting “Madagascar” as a rich, famine-free nation of prospering fauna, Humanitarian aid and hoverbikes. The Humans appeared to show considerable interest in Reticulan hoverbike technology from both a scientific and commercial interest, and intense radio chatter was intercepted which discussed ravenous Human excitement at obtaining such fantastic science.

However, the Human condition is one of suspicion and mistrust (escalating to outright betrayal) and it was, at this time, that extreme hostility was experienced arising from the slanderous nation of “France”; perhaps, in response to our operations within their garlic-smelling colony. Military forces from “France” appeared extremely interested in our activities, leading the charge to intercept any and all of our landing or transport craft, whatever their mission; peaceful or otherwise. Other forces in the Northern Earth hemisphere also displayed considerable aggression towards the presence of our ships in Earthian airspace, despite our efforts to limit extraction activities to Earth territories far from the jurisdiction of the G8 Conclave of Nations. As we understand it, the Humans became suspicious that we were building an Ark for extraction of their endangered, or protected wildlife within the “Madagascar” facility.

A Human impression of the so-called "Grey Ark" being constructed by Reticulan operatives on "Madagascar".

A Human impression of the so-called “Grey Ark” being constructed by Reticulan operatives on “Madagascar”. [http://maronski.deviantart.com/]

Early in PHASE TWO of the ECI, a full-scale invasion of our “Madagascar” base was processed by a united Human coalition; led, we are to believe, by military units belonging to this, so-called, “France”. Our facility was breached from multiple entry-points, converging on our main research facility with the apparent aim of halting our scientific geneering of “Madagascar”-based fauna and animal life. During the breach, the Human forces were successful in disabling our escape ships, as well as effectively destroying our nutritional supplies and Reticulan culture-chambers. The last communication we received from the Local Commander before transmissions ceased was a single-line radio message, repeated over and over: “Of course. Of course. Of course.” We mourn for the demise of the brave Reticulan operators who perished during the assault.

With an apparently-united Human front leaving us decimated upon the planet’s surface, we were forced to re-evaluate our position regarding the Earth Crisis. In the face of advanced hostility towards our presence (despite no hostile manoeuvres on our part – it is believed that inter-nation conflicts and espionage were incorrectly attributed to our presence rather than subterfuge on behalf of the treacherous nations of the “United States”, “France” and “Japan”), a simultaneous strategy of terror and extraction was defined and motioned by the Select Commanders. Simultaneously, consultation of Great Mind Alpha was initiated in the second half of the programme: reinforcement troops were despatched from Zeta Reticuli by unanimous agreement among the Great Minds, on the basis that our initial efforts to tackle the Earth Crisis were showing significant signs of success, despite some resistance.

Evidence seized of Human attempts to reverse-engineer Reticulan propulsive technology.

Evidence seized of Human attempts to reverse-engineer Reticulan propulsive technology.

Reinforcement units were deployed, at great cost to our remaining stocks of Resource Discs, across a number of sites in the Northern Hemisphere. Psy-Ops teams were positioned in target metropoli in partnership with infiltration and espionage using our elite agents, deploying a range of psychotropic drugs and steroids to directly influence the minds of the population. Coincidentally, and unbeknownst to us, the Humans had partially agreed a ceasefire with respect to landing craft, in response to our global radio broadcast expressing our deep disappointment at the outright conflict aimed at us in the preceding Earth Quarter-Year. Our terror attacks were extremely successful in significantly elevating the level of Global Terror to unprecedented levels; our aim, to spread mistrust among the primary Northern Hemisphere factions and to generate inter-nation conflict such that their focus would remain internal to the Earth solar system, and not on the broad expanses of peace and political civility existing in the Reticulan Galactic Sphere.

During the terror strikes, a successful threat operation of the “United Kingdom” helped to inspired a national panic which succeeded in psychologically damaging the moral fibre of the populace – our terror agents planted convincing seeds of doubt in the leading minds of the nation; alluding to Extra-Terrestrial eggs being lain across the countryside, waiting to ‘hatch’ and deliver physical and chemical harm to the terrafirm. Furthermore, a Human female spy from the “United States” conclave was intercepted and smuggled to Moon base Beta aboard a Heavy Shuttle to be questioned and probed by the combined Select Commanders stationed at Beta. Such an asset was interpreted as a significant resource for facilitating Human-Reticulan discussions, as well as an opportunity to progress our geneering technologies focussed on creating Hyper-Pacifistic Human sleeper drones using our high-Reticulan science of biotechnological implantation.

Not wishing to openly reveal the existence of our species to the Human populace, information about our existence among the sentient Earth lifeforms was kept tightly-controlled. Instead, our policy was one of coercion: to covertly instil our vision of peace such that it would be assimilated by the unified inhabitants of Earth. However, despite our initial Paris incursion and continuing Infiltration attempts, it appears that efforts to position puppeteer agents within the GNN – to subvert and scatter the Human populace through their exposure to disturbing and incorrect factual information – showed limited, long-term success.

However, during a broadband global announcement broadcast, the “United States” colony formally acknowledged the existence of [our] Extra-Terrestrial activities on Earth; rather unsettlingly referring to the entire Reticulan species as “The Gray Menace” and alluding to our existence as hostile enemies.

Mass-produced, hard-copy communications produced by the Humans, formally acknowledging Reticulan presence on Earth.

Mass-produced, hard-copy communications produced by the Humans, formally acknowledging Reticulan presence on Earth.

Such outright discussion appeared to unite the Humans more strongly together against us, and our efforts to pierce the coalition displayed outright failure. In response, a Mind-Meld between the Select Commanders resulted in unanimous decision to focus on one key nation of the G8 conclave who had shown minimal hostility to our presence: that of the “Brazil” colony. In the psyche of the democratic heads of the “Brazil” conclave, we found a vision of Earth close to that of true Reticulan ideals; demonstrating a sense of Universe-wide peacefulness and cooperation that appeared absent from hostile, splintered and conflict-focussed attitude of the other primary Earth factions. Initial efforts at establishing a private communication channels were positive, and an effective dialogue was constructed which would eventually show significant results.

Whilst direct alliance with any individual Humans (or governmental Human sects) was not condoned directly by the Great Minds during the initial ECI planning committee, the infrastructure heading the “Brazil” regime demonstrated sufficient enmity towards all species (both Human and Reticulan; along with the myriad other lifeforms existent on Planet Earth) that the Select Commanders elected to covertly encourage its primary leaders further towards Reticulan ideals, such that these attitudes may spread throughout the rest of homo sapiens. Our primary mission, in this respect, was to establish a routine supply of Human and animalian test subjects to ensure the success of the Geneering solution to the Earth Crisis: all of which would, of course, be returned unharmed (aside from some minor genetic and biotechnological enhancements) back to Earth soil.

Reticulan shuttle operations observed over  "Europe", as observed by Human picture-box.

Reticulan shuttle operations observed over “Europe”, as observed by Human picture-box.

The governmental conclave of “Brazil” demonstrated acceptable Reticulan principles throughout in the exchange, which concluded an with agreement for continual delivery of four-limbed Earth beasts to be Moon bases Alpha and Beta, to fuel our Gene Splice XII research programmes (although, it was necessary to disguise these programmes from the Humans; instead, convincing them that our research was associated with ‘Bovine Enhancement’ to solve the dual Human problems of famine and climate change. In exchange for this resource supply, an agreement to enhance key units of the “Brazil” military column with biotechnological implants was delivered upon which, unbeknownst to the Humans, would not enhance their battle abilities but – instead – accelerate the units’ personalities towards that of pacifism and diplomacy. Our perception of “Brazil” as a pseudo-Reticulan ally on Earth eventually escalated to a successful diplomatic meeting on Moon Base Alpha, where the Lead Minister of the “Brazil” faction was provided with a guided tour (making sure not to reveal our more sensitive research facilities and barracks) of our so-called “Bovine Analysis and Research Facility” [BARF].

It must be emphasised that our entanglements with Human subjects were, at all times, maintained with a stoic Reticulan vision. Any concerns of the united Great Minds that our involvement in Earth’s matters was in any way reflective of a softening of the Select Commanders’ Reticulan principles, or of Human sympathisation, should be resisted.

In spite of the great work of the “Brazil” initiative in undermining the Human genetic leanings towards conflict and treachery, attempts at creating disorder among the united Earth factions were nullified by the continued resistance experienced in the Northern Half-Sphere. With unanimous approval of the Great Minds, the Great Reticulan Orbital Mind-Laser (which was deployed with such efficiency in our last campaign on Threxil IV) was despatched with immediacy from the Cydonia Mars base and placed in a highly-elliptical diurnal orbit around Earth. At 0100 (local time) over the densely-populated landmass known as “Europe”, the Laser was activated; targeting a number of key metropolis in the nations designated “Spain”, “Italy” and “Germany” and instilled a vast disorder among the local populace. Reports of extreme psychological unease were intercepted from a variety of these conclaves where intense, riotous panic was observed due to terror of a perceived insectoid plague. Minor unrest was seen to spread to neighbouring nations, adding to a rise in Global Terror and minor tension among the major states in the upper half-sphere.

Humans discuss global conflict matters. Discussing global conflict matters requires huge stocks of biscuits, apparently.

Humans discuss global conflict matters. Discussing global conflict matters requires biscuits, apparently.

At this time, the genetic modifications imposed on the captured agent from the “United States” were finalised, and our efforts to geneer a perfect Hyper-Pacifist agent were completed to the satisfaction requirements of our science personnel. The operative was returned to a Human ambassador from the “Brazil” conclave during a diplomatic exchange on the Earth landmass of “Antartica” under the illusion that the operative had undergone considerable, invasive biotechnological enhancement to improve battle capabilities. To exploit this progress towards Gene Space XII Hyper-Pacifism subjects, a programme of pacifistic-branch Human breeding (using a two samples acquired from the “Brazil” initiative) was commenced which, it was hoped, would allow more control of the populace via highly-geneered, rapid-growth Human sleeper agents deployed among key personnel. While this particular project did not see full completion during the extent of the ECI campaign, the Great Minds should regard the significant advance[s] in this field as an encouraging preliminary experiment which would likely form a strong core of any future engagement with the Humans of Earth.

In the face of the pre-planned withdrawal of ECI units and the Select Commanders in Earth year 2023 should a resolution to the Earth crisis not be found, efforts in all areas were escalated in order to conclude the campaign in our favour. With continuing difficulties in completing our goals according to spread of terror and/or infiltration of local governments (the ‘Terror’ and ‘Puppeteer’ Policies), our final opportunity for a timely resolution was to divert all resources towards the Gene Splice XII project and enact the ‘Geneering’ Policy; genetically modifying the entire Human populace towards more peaceful enterprises than petty conflict and treachery, and reducing their capabilities (and desires) towards exploring the rest of Galactic Space.

Poor-quality image transmitted to Conclave One from "Russia", identifying the captured Commander.

Poor-quality image transmitted to Conclave One from “Russia”, revealing identity of the captured Commander unit from Moon base Alpha.

All research facilities were programmed to operate at maximum capacity, using the remaining supply of gene samples and those subsidiary specimens collected from the cooperative “Brazil” science conclave. However, it was during a penultimate incursion into Earth airspace (as part of a targeted specimen harvest led by elite infiltration commanders) that a Light Shuttle was downed in an isolated area of the Northern Hemisphere – of the Human designation “Siberia” – and the head agent (itself, one of the Select Commanders who personally undertook escort with the team) received into custody by military officials from the “Russia” territory. Communications, offering a trade for the intercepted Commander in return for resources and intelligence, were received in Radio Frequency form (and arising, our defence analysts were able to verify, from the ice-crusted colony designated “Moscow”) with immediacy and displaying a convincing promise of honour.

With the prospect of full withdrawal of all Reticulan units from the Earth system within the remaining Earth quarter-year should a secure resolution to the Earth Crisis not be enacted, the remaining Select Commanders were unanimous agreement to extract all remaining Reticulan operatives from Earth space, leaving no Reticulan behind. As such, a full exchange was initiated with the “Russia” leadership, and all seized units were immediately escorted to Moon base Alpha). With the sacrifice of significant Resource Points diverted to the re-patriation of our captured Select Commander, operational efficiency of our research facilities was compromised. It was discovered, during the final cycle preceding the end of the campaign, that our remaining key research projects (focussing on both bovine and Human subjects) had become infected with the harmful effects of a reactor leak. The results of all projects were lost, scuppering our remaining hopes to ensure the completion of the Gene Splice XII programme within the timeframe of the campaign.

Despite the eventual failure of the Geneering Policy in solving the Earth Crisis, the Select Commanders wish to commend the crucial efforts of the Reticulan Science Facility for the valuable genetic research on Earth-based lifeforms which, while not bringing an explicit solution to the Human problem, have vastly improved our species’ understanding of the Human condition and lay down the basis for future endeavours enacted by the Great Minds and the Larger Reticulan Council. Whilst the ECI task force displayed an honourable failure in bringing a resolution to the Earth Crisis, the Select Commanders wish to emphasise the success of the experiment in validating the need for interference in the matters of Humanity; especially from the perspective of Galactic peace and civility.

Puny humans gather to listen to another strategic report regarding the current global situation. Look at their miserable, puny faces.

Puny humans gather to listen to another strategic report regarding the current global situation. Look at their miserable, puny faces.

As Reticulan units prepared to withdraw from Earth and tactically destroy all operational compounds on Mars and Earth’s Moon, Humanity demonstrated the exact behaviour we had feared: with the final military and political resolution phase of our incursion in Earth’s skies, “China” and the “United States” progressed to outright conflict with our terrestrial allies; using heavy, atomic missile systems to terraform much of the “Brazil” territory. Almost in tandem, it was discovered that the Select Commander recovered from the deceitful “Russia” organisation had been, akin to our own -technological developments, been modified at a genetic level; making him a bio-organic weapon levelled directly at infecting our Moon base Alpha and obliterating one-third of our ECI defence force.

Our greatest fears were proved distressingly correct: Humanity is not yet ready to join the Galactic Alliance and it is, with significant displeasure and regret, that we must report the full withdrawal of all Reticulan ground- and air-units following unsuccessful resolution to the Earth crisis. Humanity is a corrosive bight that will, if unchecked, infect Galactic Space with its primitive attitudes to conflict, order and civilisation.

As this transmission reaches you, all Reticulan ships are in transit to Zeta Reticuli for debrief, decontamination and decommission of the Earth Crisis Initiative. We must prepare for invasion: it may take Humanity two Earth-years or two-hundred, but make no mistake; they will come, and – even in the face of unrelenting civility – they will destroy. All we can hope is that, before that time, they destroy each other first.

Be ever watchful.

Until our next meeting, ALL HAIL THE GREAT MINDS.

[xx.zx/A2]

Let us return to the stars. There is nothing for us here. [http://magicland70.deviantart.com/]

Let us return to the stars. There is nothing for us here.
[http://magicland70.deviantart.com/]

 

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All in all, I had an awesome time at Little Wooden Houses presents Watch the Skies!. In terms of running a full-scale, all-day event, the combined efforts of Mac and Charlie (as well as the rest of the ‘control’ team and helpers behind-the-scenes) were monumental: both deserve a massive, massive, round of applause.

The game itself was unique, engaging and – most importantly – a whole bunch of fun. Without the passion of the LWH organisation team, as well as all the Human and Alien players, it wouldn’t have felt anywhere near as enjoyable as it did so, in reality, everyone deserves a mega round of applause. *claps*

Here’s a short timelapse I made of the game’s setup and first couple of turns, as observed from Aliens’ balcony. Well done to everyone!

Also, following here are a bunch of other reports of the day from the perspectives of Game Control, a GNN journalist and the Russia Minister of Defence, respectively. Hopefully, with this (in retrospect, ill-advised) undertaking to orbit a fictional narrative around the happenings of the Little Wooden Houses game of Watch the Skies!, I can add in some minor way to the overwhelmingly positive experiences of the day; and perhaps raise a chuckle along the way. With that, I must now sign off.

Watch the skies, always.

[Zinar7]

 

[Additional Reports] ~

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Crystal Chronicles

CrystalChronicles

I’m going on a quest.

A quest to play through all of the Final Fantasy main series, in order.

All of them. In order.

Why? Well, for a start, I’ve only really, properly played Final Fantasy VII, VIII and X (even if I have dabbled in III and IX along the way). For a person that claims JRPG to be their almost-favourite genre, that’s sort of embarrassing. So yeah, recently, I booted up my copy of Final Fantasy (the PlayStation port of the SNES version) to prepare my four Warriors of Light for my opening assault on the series. I’m calling this quest #FinalOdyssey, which – hopefully – will last longer than my New Year’s resolution to play more point-and-click adventure games (which kind of didn’t really happen, did it?­). Also, it gives me a perfect excuse to listen to a whole bunch of The Black Mages material, which is never a bad thing.

The Final Fantasy series is often seen as one of those untouchable, unquestionable serieseses, but is it entirely justified? It’s certainly not without its flaws, and (perhaps with respect with the most recent iterations of the series) there are far more qualified rivals that populate the JRPG arena these days: the likes of Xenoblade Chronicles, Persona/Shin Megami Tensei and the Tales series leap to mind. In fact, on reflection, I’ve played more Dragon Quest [aka. Dragon Warrior; FF’s long-term rival and now sibling in the Square-Enix catalogue) games than I have actual, proper Final Fantasy games. Final Fantasy VII still remains probably my favourite game of all time, though, and – graphical niggles aside – it still holds up in both storyline and gameplay in spite of its eighteen-year frame.

So, seeing as I’ve only touched the series at certain, key tangents, it makes sense for me to properly appreciate everything Final Fantasy; beginning with the main series, I-XIII. Of course, now that the ‘no sequels’ rule has been well and truly broken, this means that I’ve fourteen (I, II, III, IV, V, VI, VII, VIII, IX, X, X-2, XII, XIII, XIII-2, XIII-3: Lightning Returns) games to play before I die or the world comes to a premature end [whichever arrives first]. Also, there’s also a bunch of the FF spinoffs to look at – the Crystal Chronicles series, in particular, is vastly underrated and (perhaps) deserving of a more favourable appraisal – and, maybe, I’ll get round to them afterwards.

I’m not particularly in a rush to marathon my way through all of the main FF series in a row; more that I’ll play one, take a break, play another, etc.  Fr’instance, I’ve just started hammering through The Bureau: X-Com Declassified in preparation for similar things going on at Watch the Skies! on the weekend (and which I alluded to in last week’s Friday blog), so there’s that. But yeah, games.

XCOM

So, what else have I been playing?

Well, I recently got very, very excited about Sherlock Holmes: Consulting Detective, which is a semi-board game (hey, it’s got a BoardGameGeek listing so it counts) based upon 1-8 people playing as members of the “Baker Street Irregulars” to solve ten fictional cases. It’s more of an interactive novel than a board game, not least because there’s no ‘board’ as such; just a casebook, an address directory and a map of Holmes’ London. And you know what? It’s awesome fun.

Each case begins with an introduction and background to the crime – usually a murder, with some starting information and a few (obvious) leads to chase up. Then, as a group, players follow leads by deciding on a relevant location to investigate or witness to question; look up their location in the directory, and turn to the relevant casebook page to follow up the lead (which may give extra clues, confirm a suspect’s alibi, or provide no information at all). The team continue following leads, gathering data and evidence, until they have enough to report back to Holmes with a ‘confirmed’ suspect and answers to the CHECKSUM question that Holmes will pose.

Of course, at heart, it’s a deductive game; but one that’s unlike any other game I’ve ever played. It’s got more in common with a Choose Your Own Adventure book; except you’re not limited to the options of “Turn to Page 45 / Turn to Page 32” but have almost complete freedom to follow up any lead at any time and to draw your own conclusions (perhaps, in the process, accusing the wrong suspect). To draw video game analogies, where the likes of Choose Your Own… are like on-rails shooters, Consulting Detective is like a fully-3D FPS. It’s most fun with a group of 5-6 participants, and is presented in the form of a ‘story’ – following a lead in the casebook reveals a story that must be read out to the other investigators; which may be helpful, may reveal nothing new, or which may send you on a merry trail yielding nothing revolutionary at the end.

Moriarty

Despite the sheer amount that I’m enjoying it, I am a little apprehensive that there will, at some point, come a time when we run out of cases to play. On that day, I will be a bit sad.

Oh well, not to worry; because someone is already working on a Cthulhu-themed version of Consulting Detective, by the name of Arkham Investigator. And it looks badass. You can get the first two cases as Print-n-Play versions already, but it looks like there might eventually be 8 cases, and also that the game might get a proper, printed release at some point. Either way, go and check it out because why the hell wouldn’t you.

[While we’re on the subject, how awesome would a Commander Vimes: Watch Detective be? Whilst I was poking around the internet for Consulting Detective­-alike games, I stumbled across {mistery.io} and I’m rather tempted to make a few Discworld stories, just for my own amusement.]

Anyway, so yeah; that’s what I’ve been up to. What have you been playing recently?

[Zinar7]

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