After my last post in this short series, it is is time to return to the familiar realm of the unfamiliar with our next item, The Front Nine. A game designed by Nick Case and published by A-Muse-Ment. A game that I know very little about.
But from the little I picked up discussing the finer points of this game with the stall holder at the UK Games Expo this year, I believe the game plays a little something like this..
Players spend their turns gaining and managing resources (sand, water, and probably other stuff), which they then use to build holes on their golf course; which is where things start to get interesting. The hole cards are physically laid end-to-end, with the end of one hole leading directly to the beginning of the next. So it is my understanding that if you can't lay the the hole, then you can't play the hole.
This gives the game a certain "take that" quality, as players vie for real table space; which is something that the game really runs with in one of its expansions (although I can't recall which one off the top of my head as I bought them both on the day); where rules and resources for fly-tipping and constructing electric pylons on your opponents courses are added.
However, whilst I'm familiar with these small details of the game; quite how you win, what the overall goal of the game is, or how you even play it still remains a mystery to me (as I haven't sat down with the rules just yet). It does look like fun though.
Showing posts with label UK Games Expo. Show all posts
Showing posts with label UK Games Expo. Show all posts
Monday, 24 July 2017
Saturday, 22 July 2017
Expo '17: The Haul - Part #9
Our next item from the haul is Codinca, a tile swapping strategy game; designed by Leonard Boyd and David Brashaw, and published by Backspindle Games.
Unlike a lot of the items that i have looked at previously from the haul, Codinca is a game that I don't anticipate having too much in the way of surprises up its sleeve. It is what it is. Which is an abstract strategy game where you swap tiles in order to form the patterns present on the cards you were dealt at the beginning of the game with the tiles of your color.. And that's about it.
You do have a few special cards at your disposal each game that you can use to manipulate the tiles in ways you couldn't with the standard two actions you get a turn, but largely you're simply trying to form your patterns before your opponent does following only a couple of simple rules (or at least as I recall from my demo game), which are:
1: As an action you can flip a tile or swap it with an adjacent tile.
2: You can't manipulate the same tiles that the last player did.
Other than though, you can go about resolving your key cards (which contain the patterns that you need to form in order to win the game), in any order; and you're even free to move any piece on the board following these basic rules, including your opponents tiles.
In terms of actual gameplay this freedom can lead to instances of purposely moving tiles that give you no direct advantage, so as to make your opponent believe you're playing for a pattern that you're not; and likewise swapping tiles to prevent patterns forming that you believe your opponent is playing for.
In summary, for such a simple game that has what could be said to be the bare minimum of rules, there is a surprising amount of depth and complexity.
Unlike a lot of the items that i have looked at previously from the haul, Codinca is a game that I don't anticipate having too much in the way of surprises up its sleeve. It is what it is. Which is an abstract strategy game where you swap tiles in order to form the patterns present on the cards you were dealt at the beginning of the game with the tiles of your color.. And that's about it.
You do have a few special cards at your disposal each game that you can use to manipulate the tiles in ways you couldn't with the standard two actions you get a turn, but largely you're simply trying to form your patterns before your opponent does following only a couple of simple rules (or at least as I recall from my demo game), which are:
1: As an action you can flip a tile or swap it with an adjacent tile.
2: You can't manipulate the same tiles that the last player did.
Other than though, you can go about resolving your key cards (which contain the patterns that you need to form in order to win the game), in any order; and you're even free to move any piece on the board following these basic rules, including your opponents tiles.
In terms of actual gameplay this freedom can lead to instances of purposely moving tiles that give you no direct advantage, so as to make your opponent believe you're playing for a pattern that you're not; and likewise swapping tiles to prevent patterns forming that you believe your opponent is playing for.
In summary, for such a simple game that has what could be said to be the bare minimum of rules, there is a surprising amount of depth and complexity.
Sunday, 16 July 2017
Expo '17: The Haul - Part #8
Next up from this years expo haul is Creature College. A board game of battling monsters for 2-6 players; designed by Orhan Ertughrul, and published by Happy Otter Games.
Creature College is a game that in essence tries to capture elements of the very popular Pokemon franchise; and bring them together as a board game. Specifically the acquisition of battling of fantastical creatures.. Which could have been a nice little game had the designer stopped there.
Instead however you are bidding in auctions, rolling dice, collecting cards, gaining both positive and negative VP, and tracking resources.. In short, it's a real cacophony of mechanics; and even the beautiful illustrations of the creatures on the cards isn't going to save a game from that level of "noise".
At this point, I had thought that I would go through a turn step-by-step in order to illustrate my point; but it does occur to me that making a noise about the noise is just, well, noisy. So instead I found the below YouTube video.
Once you've given it a watch, I'd love to hear your thoughts; so please feel free to comment below.
Creature College is a game that in essence tries to capture elements of the very popular Pokemon franchise; and bring them together as a board game. Specifically the acquisition of battling of fantastical creatures.. Which could have been a nice little game had the designer stopped there.
Instead however you are bidding in auctions, rolling dice, collecting cards, gaining both positive and negative VP, and tracking resources.. In short, it's a real cacophony of mechanics; and even the beautiful illustrations of the creatures on the cards isn't going to save a game from that level of "noise".
At this point, I had thought that I would go through a turn step-by-step in order to illustrate my point; but it does occur to me that making a noise about the noise is just, well, noisy. So instead I found the below YouTube video.
Once you've given it a watch, I'd love to hear your thoughts; so please feel free to comment below.
Saturday, 8 July 2017
Expo '17: The Haul - Part #7
This year I made a conscious decision, that with the exception of a few items on my mental shopping list; I was going to do as little research on the latest releases and, what was new. I wanted to my trip to the UK Games Expo to have an element of wonder about it, and I wanted to be surprised by what I found on the day.
Little did I know that I'd still be consciously trying to keep myself in the dark about some of my purchases over a month down the line!
But why?
Well, the purchases in question are a trio of games designed by Inka and Markus Brand that recently saw an English language release via Kosmos; in the "Exit: The Game" series of titles. Each of which recreates a themed escape room experience, in the comfort of your own home, for a fraction of the price that you may pay to attend such an event.
There is a catch however.
The catch being that much like the real life experience; these are one-shots. To which you might think, "Fine, I'll donate it to a friend or charity once I'm done with it".. I know I did. That's however where there's another catch. Some of the games opponents apparently get (intentionally) destroyed during the playthrough (something which I only found out today in trying to gather some information together for this post); and honestly I'm not sure how I feel about that.
On the one hand, I know that if I'm unwilling to destroy certain components I won't be able to play the games; which sucks. However, on the other hand; wanton and wilful destruction of games just seems wrong - even if that is how the game is intended to be played.
It's a bit like destroying a book, which is something else I'd never want to do (or indeed have done). No matter what your opinion of the authors work is; there is something sacred about the written word, something important, and something permanent. To destroy it feels wrong, and that's how I feel about the idea of tearing into these games.
So, I'm curious. How would YOU feel about playing a game that you had to destroy parts of to win? Would it make a difference if it wasn't your copy of the game? Please feel free to post your thoughts on a comment below, and I look forward to reading them all.
Little did I know that I'd still be consciously trying to keep myself in the dark about some of my purchases over a month down the line!
But why?
Well, the purchases in question are a trio of games designed by Inka and Markus Brand that recently saw an English language release via Kosmos; in the "Exit: The Game" series of titles. Each of which recreates a themed escape room experience, in the comfort of your own home, for a fraction of the price that you may pay to attend such an event.
There is a catch however.
The catch being that much like the real life experience; these are one-shots. To which you might think, "Fine, I'll donate it to a friend or charity once I'm done with it".. I know I did. That's however where there's another catch. Some of the games opponents apparently get (intentionally) destroyed during the playthrough (something which I only found out today in trying to gather some information together for this post); and honestly I'm not sure how I feel about that.
On the one hand, I know that if I'm unwilling to destroy certain components I won't be able to play the games; which sucks. However, on the other hand; wanton and wilful destruction of games just seems wrong - even if that is how the game is intended to be played.
It's a bit like destroying a book, which is something else I'd never want to do (or indeed have done). No matter what your opinion of the authors work is; there is something sacred about the written word, something important, and something permanent. To destroy it feels wrong, and that's how I feel about the idea of tearing into these games.
So, I'm curious. How would YOU feel about playing a game that you had to destroy parts of to win? Would it make a difference if it wasn't your copy of the game? Please feel free to post your thoughts on a comment below, and I look forward to reading them all.
Monday, 26 June 2017
Expo '17: The Haul - Part #6
The next piece of loot from this years haul is Time Management: The Time Management Game; designed by Nathaniel Levan, and published by Greater That Games.
This will be quite a short post, as whilst I knew that I knew very little about a lot of the items that I bought on the day, it turns out I knew even less about this one; mistaking it for a small box card game, when it is in fact a tile game.. I think.
So why did I buy it? Well, as it goes I'm a sucker for a gimmick, a joke, or a pun and on one small stall at this years expo I found an abundance of them gathered in a cluster. There was Deck Building: The Deck Building Game, Traitor Mechanic: The Traitor Mechanic Game, Trick-Taking: The Trick-Taking Game.. You get the gist.
Scan reading the backs of the boxes however (which also led to me mistakenly taking this for a card game based upon appearances), I found that Time Management: The Time Management Game was the only one amongst the collection that was playable solitaire; and as I am largely a solo gamer this is what sealed the deal for me.
That said, I was still definitely tempted to pick up all of the other titles in what I assume is a series, but decided on balance against it; as there was a good chance that they'd go unplayed, and there is nothing sadder than a game going unplayed..
Okay, there are lots of things sadder than a game going unplayed. Way WAY sadder, but it still seems like an apt point. I mean, why buy a game that you doubt you're ever going to get to play?
Tangent aside, I am quite looking forward to breaking this one out, and seeing what it's all about.
This will be quite a short post, as whilst I knew that I knew very little about a lot of the items that I bought on the day, it turns out I knew even less about this one; mistaking it for a small box card game, when it is in fact a tile game.. I think.
So why did I buy it? Well, as it goes I'm a sucker for a gimmick, a joke, or a pun and on one small stall at this years expo I found an abundance of them gathered in a cluster. There was Deck Building: The Deck Building Game, Traitor Mechanic: The Traitor Mechanic Game, Trick-Taking: The Trick-Taking Game.. You get the gist.
Scan reading the backs of the boxes however (which also led to me mistakenly taking this for a card game based upon appearances), I found that Time Management: The Time Management Game was the only one amongst the collection that was playable solitaire; and as I am largely a solo gamer this is what sealed the deal for me.
That said, I was still definitely tempted to pick up all of the other titles in what I assume is a series, but decided on balance against it; as there was a good chance that they'd go unplayed, and there is nothing sadder than a game going unplayed..
Okay, there are lots of things sadder than a game going unplayed. Way WAY sadder, but it still seems like an apt point. I mean, why buy a game that you doubt you're ever going to get to play?
Tangent aside, I am quite looking forward to breaking this one out, and seeing what it's all about.
Wednesday, 21 June 2017
Expo '17: The Haul - Part #5
It's been a few days since I last updated you all on "The Haul" I picked up during this years visit to the UK Games Expo, and coming up for a month down the line; I don't think we're even halfway through!
Today's installment is Stak Bots: Red Expansion; designed and illustrated by Tom Norfolk, and published by DogEared Games.
Stak Bots: Red Expansion was probably one of only a couple of things on my mental shopping list that I managed to pick up on the day (as 100 Swords Season 2 wasn't available, and given a straight choice on the day I bought Guards Against Insanity instead of Cards Against Humanity.. Or Guards over Cards as I've come to think of it post expo).
The reason that I wanted to purchase this on the day was because I've been very happy with it's predecessors (Stak Bots & Stak Bots: Yellow Expansion), and having spoken to the guys on the stall are always very friendly. Not Games Workshop, jumping on you to make a sale friendly. Genuinely friendly. The product itself is also pretty nifty.
Rather than being just one set of cards, with one set of rules; the Stak Bots deck can be used to play a handful of games. A couple of them solitaire games, which is just perfect for me; and at the price point (£22 for the base game, and both expansions; I'm certainly not complaining). In fact, the only issue I would take is that as an early adopter (and having picked up each deck as it was released), I've probably paid half of that again.. But £9 a deck still isn't bad.
Each deck adds something new too, so there are plenty of reasons (although no actual requirements) to pick them all up.
All I'm missing now is the Kickstarter promo stuff (which as I'm never planning to use Kickstarter, I'm never likely to qualify for), and the bot given away to tournament champions (of which I believe there are only two out there!)
Today's installment is Stak Bots: Red Expansion; designed and illustrated by Tom Norfolk, and published by DogEared Games.
Stak Bots: Red Expansion was probably one of only a couple of things on my mental shopping list that I managed to pick up on the day (as 100 Swords Season 2 wasn't available, and given a straight choice on the day I bought Guards Against Insanity instead of Cards Against Humanity.. Or Guards over Cards as I've come to think of it post expo).
The reason that I wanted to purchase this on the day was because I've been very happy with it's predecessors (Stak Bots & Stak Bots: Yellow Expansion), and having spoken to the guys on the stall are always very friendly. Not Games Workshop, jumping on you to make a sale friendly. Genuinely friendly. The product itself is also pretty nifty.
Rather than being just one set of cards, with one set of rules; the Stak Bots deck can be used to play a handful of games. A couple of them solitaire games, which is just perfect for me; and at the price point (£22 for the base game, and both expansions; I'm certainly not complaining). In fact, the only issue I would take is that as an early adopter (and having picked up each deck as it was released), I've probably paid half of that again.. But £9 a deck still isn't bad.
Each deck adds something new too, so there are plenty of reasons (although no actual requirements) to pick them all up.
All I'm missing now is the Kickstarter promo stuff (which as I'm never planning to use Kickstarter, I'm never likely to qualify for), and the bot given away to tournament champions (of which I believe there are only two out there!)
Sunday, 11 June 2017
Expo '17: The Haul - Part #4
Flip City: Wilderness by Chih-Fan Chen is the next item on the list from my Expo '17 haul.
Inspecting the box and reading over the blurb, this game appears to be being billed as both an expansion to the original game (which I also own a copy of) and, also as a stand-alone game. Although, from what I recall of the solitaire variant of the original game (which is the version of the game I play most); it wouldn't be practical to just combine the two sets.
This is because that variant very much relied on having only a small number of cards in the game in order to maintain the level of challenge for the player; which personally I found was significantly reduced just by adding the in-box "Office Expansion" included with the original Flip City game. An expansion that consisted of only one additional pile of cards.
The problem (if problem is the right word) was that the solitaire variant included with the original game had the player remove a card in one of the remaining piles from the game at the end of each of their turns as a form of timer. If at the end of a players turn they could not remove a card from the game (because all of the piles have been depleted), and the player had not yet met one of the victory conditions; then they had lost the game.
It was simple, and it worked; but it's far from flexible, leaving little to no wriggle room for expansion.. Yet here we are!
It'll certainly be interesting to see just how (and if) the designer has addressed this issue; and how these two sets come together. Personally, I suspect it'll be resolved by only playing with a set number of card types, possibly being selected by their respective purchase and upgrade costs. We'll see though.
Inspecting the box and reading over the blurb, this game appears to be being billed as both an expansion to the original game (which I also own a copy of) and, also as a stand-alone game. Although, from what I recall of the solitaire variant of the original game (which is the version of the game I play most); it wouldn't be practical to just combine the two sets.
This is because that variant very much relied on having only a small number of cards in the game in order to maintain the level of challenge for the player; which personally I found was significantly reduced just by adding the in-box "Office Expansion" included with the original Flip City game. An expansion that consisted of only one additional pile of cards.
The problem (if problem is the right word) was that the solitaire variant included with the original game had the player remove a card in one of the remaining piles from the game at the end of each of their turns as a form of timer. If at the end of a players turn they could not remove a card from the game (because all of the piles have been depleted), and the player had not yet met one of the victory conditions; then they had lost the game.
It was simple, and it worked; but it's far from flexible, leaving little to no wriggle room for expansion.. Yet here we are!
It'll certainly be interesting to see just how (and if) the designer has addressed this issue; and how these two sets come together. Personally, I suspect it'll be resolved by only playing with a set number of card types, possibly being selected by their respective purchase and upgrade costs. We'll see though.
Expo '17: The Haul - Part #3
Next up from "The Haul" we have a pair of small box card games by designer Lewis Shaw - Downsize and Mined Out. Unlike a number of my purchases on the day, I did play through a brief demo of each of these games; and despite sharing a box size and creator these games both play and feel very different.
Downsize
Published by Braincrack Games, Downsize is a fast playing card game where the goal is to make as much money as possible whilst firing your entire staff. Something that you will be doing every turn, as you fire pairs of workers to generate effects; such as taking a returns card (which are the games equivalent of victory points), or forcing another player to hire a new employee.
On top of this there are specialist workers with one-shot abilities, that can be fired by themselves; and I believe a number of mutator cards that change the flow of the game (although the demo game that I played on the day did not use these).
Another card that was left out of the demo game on the day, that I feel is certainly worth a mention is the "Trump Card". Both satirical and powerful, the Trump Card allows you to fire all of your employees at once; which could effectively end the game there and then.. Because Donald plays by his own rules, and when he says the game is over; it's over!
Now all we need is "Director of the F.B.I" card, and the job's a good 'un!
Mined Out
Also published by Braincrack Games and designed by Lewis Shaw; Mined out is a very different style of game. For a start, the cards in this game function more as tiles; that randomly form the play area as your miner meeple explores them. Unlike Downsize, there are also a number of other components in the box; that are used to track things such as your action points, the gems you have collected, and the upgrades you have accumulated.
So despite having the outward appearance of a card game; Mined Out would be better and more accurately described as a board game. Quite an involved one too for its size. It's another one of those games that manages to pack a lot of "oomph" into a small box; and whilst I would not go as far as to say that it has that "big box" feel, it certainly delivers at a level somewhere between the two.
If I had to pigeon hole it though, it's more what I would describe as a "backpack game". In that it's compact enough to take with you when you're on the go, has quite a small footprint (so you could break it out almost anywhere), and can be played within the time that you might typically get for a lunch break.
Downsize
Published by Braincrack Games, Downsize is a fast playing card game where the goal is to make as much money as possible whilst firing your entire staff. Something that you will be doing every turn, as you fire pairs of workers to generate effects; such as taking a returns card (which are the games equivalent of victory points), or forcing another player to hire a new employee.
On top of this there are specialist workers with one-shot abilities, that can be fired by themselves; and I believe a number of mutator cards that change the flow of the game (although the demo game that I played on the day did not use these).
Another card that was left out of the demo game on the day, that I feel is certainly worth a mention is the "Trump Card". Both satirical and powerful, the Trump Card allows you to fire all of your employees at once; which could effectively end the game there and then.. Because Donald plays by his own rules, and when he says the game is over; it's over!
Now all we need is "Director of the F.B.I" card, and the job's a good 'un!
Mined Out
Also published by Braincrack Games and designed by Lewis Shaw; Mined out is a very different style of game. For a start, the cards in this game function more as tiles; that randomly form the play area as your miner meeple explores them. Unlike Downsize, there are also a number of other components in the box; that are used to track things such as your action points, the gems you have collected, and the upgrades you have accumulated.
So despite having the outward appearance of a card game; Mined Out would be better and more accurately described as a board game. Quite an involved one too for its size. It's another one of those games that manages to pack a lot of "oomph" into a small box; and whilst I would not go as far as to say that it has that "big box" feel, it certainly delivers at a level somewhere between the two.
If I had to pigeon hole it though, it's more what I would describe as a "backpack game". In that it's compact enough to take with you when you're on the go, has quite a small footprint (so you could break it out almost anywhere), and can be played within the time that you might typically get for a lunch break.
Thursday, 8 June 2017
Expo '17: The Haul - Part #2
Today's installment from "The Haul" is Modern Horrors; a satirical card game created and illustrated by the very talented Nick Swift.
This won't be a very long post though; as the game itself whilst beautifully illustrated with modern monstrosities, is just a reimplimentation of Top Trumps. A game I'm sure we all know well from our youth, and that needs no explaining. So instead I'd like to take this opportunity to discuss the art on the cards; which is without a doubt it's USP (unique selling point).
In short, the art is pretty damn good! This is no cheap knock-off of Top Trumps; that uses stock photography to cover dry subjects that have little to no appeal. Nope. The art here jumps out, and grabs your attention. It amuses and engages the player.
So even if I had no real interest in playing Top Trumps (which is generally the case); I would still be happy that I bought this deck just for the art. Not only is it enjoyable in it's own right, but it also reminds me of a sticker album that I nearly completed as a child (odd tangent I know); called The Sloppy Slobs.
I was very attached to that album (and I still think it's cool to this day), so seeing these cards took me on a real trip down memory lane; and buying them offered me a means of recapturing that small piece of my childhood.. Not bad for a deck of cards!
This won't be a very long post though; as the game itself whilst beautifully illustrated with modern monstrosities, is just a reimplimentation of Top Trumps. A game I'm sure we all know well from our youth, and that needs no explaining. So instead I'd like to take this opportunity to discuss the art on the cards; which is without a doubt it's USP (unique selling point).
In short, the art is pretty damn good! This is no cheap knock-off of Top Trumps; that uses stock photography to cover dry subjects that have little to no appeal. Nope. The art here jumps out, and grabs your attention. It amuses and engages the player.
So even if I had no real interest in playing Top Trumps (which is generally the case); I would still be happy that I bought this deck just for the art. Not only is it enjoyable in it's own right, but it also reminds me of a sticker album that I nearly completed as a child (odd tangent I know); called The Sloppy Slobs.
I was very attached to that album (and I still think it's cool to this day), so seeing these cards took me on a real trip down memory lane; and buying them offered me a means of recapturing that small piece of my childhood.. Not bad for a deck of cards!
Wednesday, 7 June 2017
Expo '17: The Haul - Part #1
Okay, let's get this show on the road; and start working our way through what is quite the haul of new games that I have I picked up at this years UK Games Expo. Before I do though, just a brief word on what you can expect from "The Haul" posts; and more importantly where I am going with this.
Rather than going into any great detail with the items featured, "The Haul" post are more a way of showcasing what I picked up on the day; as well as capturing my initial impressions. Something which I can then compare my actual experiences to when I look at these items again in more detail further down the line; as many of the items I bought, I bought blind.
So without further ado, let's take a look at the first items(s)..
Item #1: Guards Against Insanity - Asylum Pack
The Asylum Pack of Guards Against Insanity collects together the first four editions (there are five in total, but number five was sold out on the day) of the game that is described on the box as "An Unofficial Naughty Expansion"; referring to the Cards Against Humanity format which it reimplements.
I'd say it's more than that though.
One of the items on my loose shopping list for the day was Cards Against Humanity; but when I was presented with a straight up choice between the two (although I could have bought them both I guess), I chose to purchase Guards over Cards.
There's no doubt that this was in no small part due to the great pair of guys on the stall who I had a good laugh with on the day; but then there was also the matter of the billing of Guards Against Insanity as "darker" than its predecessor.
Cards Against Humanity is all about dark and twisted humor; so to create something "darker" is as I see it a step forward. It's taking what makes the game work, and building upon that foundation in order to create what might be arguably a more satisfying playing experience for the right group of gamers.
If this sounds like a game you might enjoy, or you're just plain old intrigued as to how an already dark game could get any darker; be sure to tune into my forthcoming Meeple Madness posts, where I'll be sharing UNCENSORED random draws (one black card, and however many white cards I need to fill in the blanks).
If however you're easily offended, I'd strongly recommend that you give Meeple Madness a miss; as giving offense isn't my goal here, and some of the humor might be a bit much for the more sensitive amongst you.
Rather than going into any great detail with the items featured, "The Haul" post are more a way of showcasing what I picked up on the day; as well as capturing my initial impressions. Something which I can then compare my actual experiences to when I look at these items again in more detail further down the line; as many of the items I bought, I bought blind.
So without further ado, let's take a look at the first items(s)..
Item #1: Guards Against Insanity - Asylum Pack
The Asylum Pack of Guards Against Insanity collects together the first four editions (there are five in total, but number five was sold out on the day) of the game that is described on the box as "An Unofficial Naughty Expansion"; referring to the Cards Against Humanity format which it reimplements.
I'd say it's more than that though.
One of the items on my loose shopping list for the day was Cards Against Humanity; but when I was presented with a straight up choice between the two (although I could have bought them both I guess), I chose to purchase Guards over Cards.
There's no doubt that this was in no small part due to the great pair of guys on the stall who I had a good laugh with on the day; but then there was also the matter of the billing of Guards Against Insanity as "darker" than its predecessor.
Cards Against Humanity is all about dark and twisted humor; so to create something "darker" is as I see it a step forward. It's taking what makes the game work, and building upon that foundation in order to create what might be arguably a more satisfying playing experience for the right group of gamers.
If this sounds like a game you might enjoy, or you're just plain old intrigued as to how an already dark game could get any darker; be sure to tune into my forthcoming Meeple Madness posts, where I'll be sharing UNCENSORED random draws (one black card, and however many white cards I need to fill in the blanks).
If however you're easily offended, I'd strongly recommend that you give Meeple Madness a miss; as giving offense isn't my goal here, and some of the humor might be a bit much for the more sensitive amongst you.
Tuesday, 6 June 2017
Expo '17: Coming Soon To A Blog Near You!
Originally when I thought about how I was going to cover this years expo experience; I envisioned doing it across three posts, covering my purchases on the day (The Haul), the people I met (The People), and an overview of some of the interesting games I played on the day (The Games).
On reflection though, this was a bad plan.
I'd either have to massively edit the events of the day, or type up three MASSIVE posts. Neither of which strikes me as being a good option. With the former, I wouldn't be doing stuff justice; and with the latter I'd end up with posts that were too long to keep people's interest.
So as a solution I have decided to keep the categories (The Haul, The People, and The Games); but break them down into a series of smaller posts. Not only does that mean I can go into as much depth as I like, but also that when I do I won't be bombarding anyone reading it with reams of text. The best of both worlds as I see it, with none of the drawbacks.
As an added bonus to myself, this flexible model of keeping posts short(ish) means I can blog throughout the week; with the limited time I have free in the evenings, without resorting to burning the midnight oil.
That's the plan anyway. Short(ish), more frequent posts; that should make for easy reading.
What do you guys think?
On reflection though, this was a bad plan.
I'd either have to massively edit the events of the day, or type up three MASSIVE posts. Neither of which strikes me as being a good option. With the former, I wouldn't be doing stuff justice; and with the latter I'd end up with posts that were too long to keep people's interest.
So as a solution I have decided to keep the categories (The Haul, The People, and The Games); but break them down into a series of smaller posts. Not only does that mean I can go into as much depth as I like, but also that when I do I won't be bombarding anyone reading it with reams of text. The best of both worlds as I see it, with none of the drawbacks.
As an added bonus to myself, this flexible model of keeping posts short(ish) means I can blog throughout the week; with the limited time I have free in the evenings, without resorting to burning the midnight oil.
That's the plan anyway. Short(ish), more frequent posts; that should make for easy reading.
What do you guys think?
Monday, 24 April 2017
Operation: Swordfish - Mission Accomplished
It is with great pleasure that I can announce that I now have a new job, that I begin in early May.
It certainly meets the criteria I was looking for in a "better job" too. It's significantly closer (being little more than 20 minutes door-to-door), and the work I'll be undertaking is similar to that I was carrying out in the last role I was happy in.
There's also room for growth and development too, which is a plus.
Operation: Swordfish has been a success, and we all know what that means..
It certainly meets the criteria I was looking for in a "better job" too. It's significantly closer (being little more than 20 minutes door-to-door), and the work I'll be undertaking is similar to that I was carrying out in the last role I was happy in.
There's also room for growth and development too, which is a plus.
Operation: Swordfish has been a success, and we all know what that means..
Expo baby!
Thursday, 6 April 2017
Smells Like Victory
It's always nice to have some good news to post. So it makes me incredibly happy to share with you all that things on the job front are starting to look a lot more positive.. And that my attendance of this years UK Games Expo is looking a lot more likely.
On the one hand, I have been headhunted by a leading financial institute for my analytical and reporting skills, and whilst it is far too early to say with any certainty that this will come to anything more than the phone call and couple of e-mails we have exchanged; it does look promising. They sought me out after all.
Then there's also another job prospect that looks even more solid!
This one again was just at the calls and e-mails stage; or as I like to think of it the feeling out and eyeing up stage; but in checking out the spec for the above role I noticed another e-mail from this recruiter, inviting me in for an interview next week.. At my own convenience none the less! Now tell me that doesn't sound positive and then some!
Now all I need to do is see if I can get the time off!
Wish me luck guys.
On the one hand, I have been headhunted by a leading financial institute for my analytical and reporting skills, and whilst it is far too early to say with any certainty that this will come to anything more than the phone call and couple of e-mails we have exchanged; it does look promising. They sought me out after all.
Then there's also another job prospect that looks even more solid!
This one again was just at the calls and e-mails stage; or as I like to think of it the feeling out and eyeing up stage; but in checking out the spec for the above role I noticed another e-mail from this recruiter, inviting me in for an interview next week.. At my own convenience none the less! Now tell me that doesn't sound positive and then some!
Now all I need to do is see if I can get the time off!
Wish me luck guys.
Sunday, 2 April 2017
UK Games Expo: T-Minus Two Months
Time really does fly. It seems like only yesterday that I had a whole brand new year ahead of me.
Yet here we are, April 2nd. Four months and change into that new year, and two months away from the UK Games Expo. Not that it looks like I'll be going this year. Not at this rate. Not unless I pull my finger out at least.
This all goes back to the pact that I made with myself:
"If I don't have a better job by the time expo (the UK Games Expo) comes round, then I don't get to go"
Those were my words, and I intend to honor their intent.
Now I know some people may find it strange if I don't end up going because of this. That I don't end up doing something I want to do, when the only factor stopping me is my own stubborn pride; but I think it's important. After all, if I went back on my word so easily what good is my word?
So it's less about being stubborn and prideful, and more about my word being my bond; and the value I place in that.
Making good on this particular pact in time for this years expo however is going to be a push. Not that I mind hard work, but given all the graft that I am already putting in with regards to job hunting; it's hard to see what more I can realistically do.. Still, I'm not one to admit defeat that easily.
The way I see it, you haven't lost until you've given up.
So with every fruitless job hunting session, rejection, and set back; I'll just pick myself up, dust myself off, and press onward. It isn't over until the fat lady sings!
Yet here we are, April 2nd. Four months and change into that new year, and two months away from the UK Games Expo. Not that it looks like I'll be going this year. Not at this rate. Not unless I pull my finger out at least.
This all goes back to the pact that I made with myself:
"If I don't have a better job by the time expo (the UK Games Expo) comes round, then I don't get to go"
Those were my words, and I intend to honor their intent.
Now I know some people may find it strange if I don't end up going because of this. That I don't end up doing something I want to do, when the only factor stopping me is my own stubborn pride; but I think it's important. After all, if I went back on my word so easily what good is my word?
So it's less about being stubborn and prideful, and more about my word being my bond; and the value I place in that.
Making good on this particular pact in time for this years expo however is going to be a push. Not that I mind hard work, but given all the graft that I am already putting in with regards to job hunting; it's hard to see what more I can realistically do.. Still, I'm not one to admit defeat that easily.
The way I see it, you haven't lost until you've given up.
So with every fruitless job hunting session, rejection, and set back; I'll just pick myself up, dust myself off, and press onward. It isn't over until the fat lady sings!
Saturday, 11 March 2017
A Game Of Moans
You might think that finding yourself living a fantasy epic would be pretty cool. Let me tell, you; it gets old, fast!
When I started up in my most recent role only a few weeks ago I thought to myself, "what a nice bunch of guys". The commute (nearly two hours each way) was crap, and the pay wasn't much better but at least the people I'd be working with were a decent bunch; which from past experience goes a long way towards making a job workable. I was wrong though. So so wrong.
I can't believe I fell for it!
In my defense though, it does stagger belief to think that so many conflicting personalities and agendas could be crammed into such a small office. At least in Game of Thrones they had a whole continent to work with! Here we're talking little beyond 25 square feet. Still, for its size, it seems to have harnessed quite a collection of volatile personalities.
Each personality with it's own agenda, and more than a fistful of gripes and snipes for all the people in the very same, small and sinking boat
As much as they're all in this for themselves however; their selfishness does not preclude them striking together like a pack of hyenas picking off the weak and wounded in activity that falls nothing short of bullying. The victim of which has now left the company.
As you can well imagine, adjusting to such an environment has been rather a lot to take in, and keeping one eye on your back with the other on your work at all times is exhausting. Not to mention the difficulty in having to deal daily with behavior that I find highly reprehensible.
So what to do?
Well, I could take the official route and direct my concerns towards management. It is however the lack of authority in the little management that we have that has allowed the pack to run wild; as I have no doubt that they too have seen what I have seen. They just can't do anything about it, being both outnumbered and inexperienced.
I could seek to best the pack at their own game. I have no doubt that I could, but what would that really achieve? I'd end up dragging myself through the muck in the gutter, and I'd be no better than they are. So, not really a viable choice.
No, what I have decided is that the best role in a situation mirroring the Game of Thrones universe, if a role must be played at all, is that of the reader / viewer. That is understanding that just because I can see into this world; I don't have to become a part of it, or allow it to become a part of me.
That is only a band-aid though, and I know it.
Being in this environment for the short time I have has already taken a swipe at my health, and I have to admit I am finding it hard to write and concentrate at the moment. Even stringing together simple sentences is difficult. With getting as far as I have with writing this current post taking well over two hours! That's ridiculous. Ridiculous, and not good!
Nil desperandum
I'm not giving up though. I never give up, and when things get tough; well I just push harder.
So I've hit the job search hard today, and made a pact with myself. One that I feel pretty certain will help me push on when times are hard. The pact is that if I don't have a better job by the time expo (the UK Games Expo) comes round, then I don't get to go.. And I want to go! Also no buying board games until things pick up either. Even post expo.
It might seem unusual to some people to sanction yourself when what you really need is support; but I prefer to think of it as tough love. I need a focus, so I'm giving myself one. Something I can look forward to if I achieve my goal, as opposed to something I have to reflect upon every working day that my goal goes unrealised.
Here's to making expo happen this year!
When I started up in my most recent role only a few weeks ago I thought to myself, "what a nice bunch of guys". The commute (nearly two hours each way) was crap, and the pay wasn't much better but at least the people I'd be working with were a decent bunch; which from past experience goes a long way towards making a job workable. I was wrong though. So so wrong.
I can't believe I fell for it!
In my defense though, it does stagger belief to think that so many conflicting personalities and agendas could be crammed into such a small office. At least in Game of Thrones they had a whole continent to work with! Here we're talking little beyond 25 square feet. Still, for its size, it seems to have harnessed quite a collection of volatile personalities.
Each personality with it's own agenda, and more than a fistful of gripes and snipes for all the people in the very same, small and sinking boat
As much as they're all in this for themselves however; their selfishness does not preclude them striking together like a pack of hyenas picking off the weak and wounded in activity that falls nothing short of bullying. The victim of which has now left the company.
As you can well imagine, adjusting to such an environment has been rather a lot to take in, and keeping one eye on your back with the other on your work at all times is exhausting. Not to mention the difficulty in having to deal daily with behavior that I find highly reprehensible.
So what to do?
Well, I could take the official route and direct my concerns towards management. It is however the lack of authority in the little management that we have that has allowed the pack to run wild; as I have no doubt that they too have seen what I have seen. They just can't do anything about it, being both outnumbered and inexperienced.
I could seek to best the pack at their own game. I have no doubt that I could, but what would that really achieve? I'd end up dragging myself through the muck in the gutter, and I'd be no better than they are. So, not really a viable choice.
No, what I have decided is that the best role in a situation mirroring the Game of Thrones universe, if a role must be played at all, is that of the reader / viewer. That is understanding that just because I can see into this world; I don't have to become a part of it, or allow it to become a part of me.
That is only a band-aid though, and I know it.
Being in this environment for the short time I have has already taken a swipe at my health, and I have to admit I am finding it hard to write and concentrate at the moment. Even stringing together simple sentences is difficult. With getting as far as I have with writing this current post taking well over two hours! That's ridiculous. Ridiculous, and not good!
Nil desperandum
I'm not giving up though. I never give up, and when things get tough; well I just push harder.
So I've hit the job search hard today, and made a pact with myself. One that I feel pretty certain will help me push on when times are hard. The pact is that if I don't have a better job by the time expo (the UK Games Expo) comes round, then I don't get to go.. And I want to go! Also no buying board games until things pick up either. Even post expo.
It might seem unusual to some people to sanction yourself when what you really need is support; but I prefer to think of it as tough love. I need a focus, so I'm giving myself one. Something I can look forward to if I achieve my goal, as opposed to something I have to reflect upon every working day that my goal goes unrealised.
Here's to making expo happen this year!
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