Saturday, March 28, 2020

ASOIAF: Getting Started With Army Building

That Throne didn't build itself in a day.

I don't know about you folks, but building army lists and theorycrafting is one of the biggest draws for me when it comes to a miniatures game.  I just absolutely adore designing my own army with a theme that I appreciate and then playing them on the battlefield.  If I was to timebox it, I would say that at least half the time I spend with the hobby is designing armies to play and the other half is actually playing them.  Yes, that's correct.  I spend almost all my time playing the game, writing about it, and building army lists.  What about painting?  Well... that's another story for another time!

The first tool you will need when designing armies for this game is the ASOIAFBuilder.  The second tool you will want if you want to build army lists on your phone is War Council.  Both of these army builders are super useful for you to get an army up quickly and start playing the game.

Ah yes, so what do you do first when you want to build army list?  Well, picking a faction will be a good start.  If you read my previous article when I gave an overview of the Starks and the Lannisters, you'll know that the two factions are very different mechanically.  You need to find the house that best cater to your personality and what kind of playstyle that best suits you on the battlefield.  For a lot of fans of the show, you must have a favorite house by now right?  What I think would be pretty safe is that if you have a favorite house that is not yet in the game, it might be worthwhile for you to explore similar traits associated with those different houses in the ones that do currently exist.  For example, I would say that the Tyrells share many of the same traits as the Lannisters while Targaryens are more similar to the Starks.  Might as well start prepping for the future because sooner or later, those houses will come out.  If you're still hungering for those Dragons or upset the Greyjoys are not raiding the game yet, then I don't know what to tell ya, you're missing out on an otherwise great minis game.

Each Commander's Tactics Cards are different!

So back to business:  Once you find a faction that you like, it's time to pick a Commander that suits your playstyle.  There's a ton of Commanders in the game and all of them are free.  Most of the Commanders in the game will want to lead units from the front, but there are also some Commanders who like to take command from the back lines or maybe even issue orders from Court.  Yes, there are NCU Commanders and all of them are 0 points!  You just need to find one that best suits your playstyle and what you want them to do.  Each faction comes with 14 generic Faction Tactics cards (7x2) and each Commander adds 6 more to that, 3 of which are unique and will change the dynamics of your army.  For example, if I was looking at Lannisters and I was to pick The Mountain for my Commander, I know that my army will be using tactics cards geared for bloodthirsty aggressive vs. someone like Tyrion Lannister, who will be more cunning with plenty of tricks up his sleeve.  Just remember this, whoever you choose as a Commander will change the playstyle and layout of the rest of your army.  This means that whoever you choose will likely influence your choices for NCUs, your units, and which game modes they will be most effective in.  To get started, check out one of the army builders I linked above and look at the Tactics cards of the different Commanders your faction can take.  Look at their tactics cards and read the special abilities on their card and see if that jives with what you want to run.

Even Jamie as a Commander works wonders in a Guard unit!

With your Commander selected, the next thing you want to do is build a 40 point army list.  This is the most commonly-played points range and a large portion of all competitive events and tournaments are ran at this.  One of the things I advise players to do if they want to get serious with the game is getting very familiar with the points range that the meta, your LGS, and your tournament events play at.  It's a very different game going from 30 points to 50 points for example, and you want to get familiar at the one that's most commonly played.  Treat this as your 2K points of ITC and stay at this point range for your first couple of games.  Each of the Core sets has just enough for you to get a taste of the game and that's well and good, but I don't think I've ever played a minis game that you can get full satisfaction from the game by just playing with what's in the starter box.  I've been playing minis games for a long enough time that when I first started with this game, I did a ton of research into looking into the meta, and what I thought were some competitive options.  Trust me, it will save you an epic ass ton of time and money if you do a little bit of research ahead of time and see what's currently out there and what looks fun and interesting to you.  That's what the army builders are for, and that's for theorycrafting and proxying some of the units you already have before you go out there and buy them.

Alright, now with 40 points as your gold standard and a Commander to lead the army, you now have to add units.  For the purposes of this article, I will briefly go over unit selection as well as NCUs (Non-Combat Unit) even though I feel that NCUs deserve their own article.  There is a lot to cover for them, but I will say that from what I read/talked/seen being played is that at 40 points, you want 2 NCUs in your army.  Most NCUs cost points and those points directly contend with your units on the battlefield so you really have to think carefully about how you want to spend your points.  For example, a unit of Guardsman costs 5 points while someone like Tywin Lannister as an NCU costs 4 by himself.  That's 1 point less than a unit that has actual battlefield performance vs. an NCU who has an amazing once-a-game ability but also has the ability to claim zones on the tactics board.  Without getting too deep into the tactics board and NCUs, I will say that in some cases, the NCU might be better because they have better synergy with the rest of your army.  Just realize that 1. NCUs cost points 2. They can sometimes contribute to your battleplan more than actual units and 3. Count as an activation.

Another great attachment option is the Guard Captain!

When it comes to units, you really want units that jive with your commander.  You want to be able to amplify the Commanders' strengths rather than mitigate their weaknesses IMO.  There's a couple of reasons for this but the biggest one is that there are units in the game that will play very nicely with your Commander's tactics cards and if you have units that don't utilize these tactics cards, you won't be able to use them as effectively.  That's what I recommend doing first, and that's finding units that play well with your Commanders overall battleplan and takes advantage of their tactics cards.  For example, if you take a unit like the Lannister Guards above who already have an excellent 3+ defense save and pair them up with Jaimie's tactics cards, not only will you have a unit that will be even more difficult to take down, but you will also get tactics cards that allows you to parry/riposte and make up for that lower damage curve (6/5/3).

Hell, there's just so much to talk about when it comes to this game that I haven't covered yet when it comes to army building.  Tomorrow, I'll go through some Lannister and Stark list construction so you can take a look at some of the army lists I've been playing with.  I'll talk more about unit selection specifically for the Lannister and Stark armies as well as unit attachments, NCU choices, activations, and other good synergies.  Like I said, army building is one of my favorite aspects of the hobby and I can geek out for days about it.

Soulcalibur 6 | Review, Release Date, Gameplay, & More...| Pro-GamersArena

Soulcalibur 6 review, soulcalibur 6 gameplay, soulcalibur 6

Soulcalibur 6 | Review, Gameplay, & more...

Following a six-year absence from the 3D battling scene, Soulcalibur makes a triumphant return in its seventh passage in the principle series. The following in Bandai Namco's line of arcade battling games holds consistent with its extraordinary image of weapon-based battle while sprinkling in simply the appropriate measure of new mechanics. The mix separates it from its predecessors, as well as keeps it aggressive against all others in its class.

SoulCalibur is, at its center, a straightforward game. You just have three assault buttons – flat and vertical assaults and a kick – and in addition a button to block. There's a substantially more prominent accentuation on 3D development in SoulCalibur – dividing is vital, yet in addition position, as a few moves will hit avoiding rivals and Ring Outs are much more incessant in SC than some other battling game and a critical piece of triumph. You have to consider where you are consistently and attempt to make the best course of the move.

The story returns to its foundations, retelling the occasions of the first Soulcalibur, and gives two altogether different however similarly advantageous story modes that tissue out the story of swords and spirits in a way that is more digestible than any other time in recent memory. 

Be that as it may, regardless of anything else, Soulcalibur 6 is super fun game. It's enjoyable to play, amusing to learn, amusing to watch, and even when some dated introduction issues raise their heads, they do almost no to discolor Soulcalibur 6's shine.

Recent Article: Anthem | Review, Gameplay, News & more...

Quick Facts:

  • Release Date: October 19, 2018
  • Genre: Fighting
  • Developer: Project Soul
  • Platforms: PS4, Xbox One, PC

New to the series is a mechanics called Reversal Edge, which puts your character in a position that enables them to assimilate a few hits previously conveying their own strike. This assault starts a stone/paper/scissors-like minigame to choose who bargains the following hit and recoups the energy of the battle. 

At first glance, this may appear as though a good fortune constructed a speculating game with respect to best of a duel of aptitude, however, once you truly delve into it, it opens the entryway for some extremely precarious personality games.

Each character currently additionally has a Soul Charge. Players can fabricate meter via landing assaults, at that point at the expense of a bar of meter, give themselves an interesting buff and access to new intense moves and combos. It's an incredible option that adds distinction between characters. What's more, Soul Charges include a decision for players when spending their meter: Either dump a bar of meter on one immense move that arrangements harm in advance, or utilize a Soul Charge to possibly bargain more harm over a more extended timeframe. 

Whatever is left of Soulcalibur 6's mechanics feel like a refinement of an effectively awesome battle framework. I'm appreciative protect impacts never again cost meter. I cherish that deadly hits are new "super" counters that are fundamentally the same as pound counters in Street Fighter 5. Furthermore, even with all the new mechanics that could entangle Soulcalibur 6, it's as yet one of the most effortless battling game to hop into, begin hammering button and still have an awesome time.

Soulcalibur: ' The Libra Of Soul '

The real attraction is the other story, called 'the Libra of Soul'. Here you make a custom character from a genuinely hearty suite, enabling you to make everything from a normal knight in sparkling shield to some extremely ignorant stuff.

Libra of Souls begins moderate with a story introduced on the whole without voice acting or cutscenes. Be that as it may, following two or three hours, it rapidly wound up one of my most loved story modes I've ever played in a battling game. Libra is testing, its main goal assortment works admirably of keeping the battle new, and it constrained me to investigate movesets in manners I generally wouldn't have. There's likewise an extraordinary feeling of movement on account of the RPG components and adroitly composed weapon overhaul framework that kept me returning. 

Shockingly, that absence of voice acting and those static screens mean the plot can get somewhat dry now and again. Be that as it may, its general account kept me contributed enough to need to see it all the way to the finish, with experiences with different characters including a pleasant dosage of setting to the next story mode, Soul Chronicle.

What is 'Chronicles Of Soul? '

Soul Chronicle is the fundamental story that runs parallel to Libra of Souls. Its completely voice-acted offering is the more customary single player Soulcalibur story encounter including the reviled sword Soul Edge as it pursues the principal trio of Kilik, Maxi, and Xianghua, and their quest for Nightmare. You can likewise choose every individual character and experience a brisk smaller than expected battle that spotlights on what they're doing at a particular period on the course of events. Fundamentally, it takes the individual character accounts of an arcade mode, lays them full scale helpfully on a course of events, and gives you a chance to handle them in any request you need. It's an extraordinary expansion and ties the character program together in an exceptionally strong manner.

The Verdict.

In spite of some minor issues, the spirit of Soulcalibur 6 is strong to the point that it feels like a genuine continuation of SoulCalibur 2, in a way that none of the others oversaw. The new Reversal Edge and Soul Charge mechanics include new layers of technique and mind games while the one-two punch of Libra of Soul and Soul Chronicle will give a long time of phenomenal single-player content. Despite that Soulcalibur 6 is only straight up a good time for players of any expertise level.

That's all about for Soulcalibur 6 for now, but as soon as Pro-GamersArena get some new info, we will let you know, till then keep loving and sharing, And be in touch with "Pro-GamersArena", "THE PRO-BROS ARENA"

Existentialism And Essentialism

The problem with so many modern RPGs, post Snes era RPGSs is that whilst many of the great titles  pushed the boundaries in graphics, gameplay, FMVs etc, in the characterization and storyline we find made major concessions to dodgy philosophies and false values.

How many of then however strayed into typical "enlighten the deluded masses that need to be rescued from their perverse religion"?

(That is no bad thing in one sense as most religions are false. There is only one true religion the Catholic Faith and all the rest are evil in some way or another- Islam, Hinduism, Judaism, Buddhism, Calvinism, Pentecostalism, Anglicanism- they are false religions.)

But even worse, and even more toxic, how many of them essentially preach the doctrine of existentialism.

Man comes to realise that he does not have an essence- his essence is simply his existence- he makes who he is. Man is. There are no laws he must obey, no standards he is called to and no way of life that makes sense of the world.

This is problematic. Deeply problematic.

The challenge of the Christian RPG is to promote essentialism- you have a nature, you have a destiny, you have an end point, you are charged with a mission, you have inbuilt rules, you inhabit a world in which you have a place even if you don't know it yet, religion can help you discover who you are, your essence, your vocation, the meaning written into every fibre of your being.

This can be exciting too. In fact it can be far far more exciting that having a revelation that you are nobody and that your life is in fact empty of meaning.

We all find joy and experience a sense of expansion even in discovering some weird fact about a biological relative, say a grandfather. Imagine tomorrow you discovered your great great great grandfather was a prince who had been exiled from some small European state 150 years ago. Wow! And you are in fact the heir to that kingdom! Wow!

The joy of discovering your true place in the story of the world is awesome and the amazing thing is- God does have a place for you in this story.

Freedom means you can deviate and reject this role,

in eternity you will discover it, you will see your essence, who God had intended and designed you to be.

Unfortunately the vast majority of souls will gaze upon this essence in rage, amidst the fires of hell, for only those who conform themselves to this image, this vocation, this essence will make it to purgatory and through purgatory to heaven.

Domine ut videam.

Lord help me to see who I am, who you have made me,  help me to live according to your design for me, to flourish and to lead others to this fulfillment that solely comes through relationship with you- in and through the one church you founded.

Monday, March 23, 2020

Newly-Made High Quality Controllers For Vintage Consoles

When you see new controllers being sold for your retro video game systems in your local retro video game store and in many online stores, they are typically of the atgames, Tomee, Cirka, Retro-bit, Gamerz-Tek or Hyperkin quality, which is essentially no-quality.  When you buy these controllers, expect cheap plastic, stiff or rattling buttons, thin and short wires, useless turbo options and terrible D-pads.  Occasionally one can find quality products that go above and beyond and try to compete or exceed the quality of original, first-party controllers.  Let's take a look at some of the respectable options for your classic consoles.

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Friday, March 20, 2020

Suzy Cube Update: March 9, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
One more week closer to GDC! Let's see what we've got this Friday!
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Thursday, March 19, 2020

D-E-D Dead!

What's going on everyone!?

Today for the #2019gameaday challenge I played a game of Colt Express on the mobile app.  It was a great game but I'm a little biased about the game, lol!

I didn't end up winning but I felt a bit rusty with the game. I can't wait to play it again and trying to win!

As always, thank you for reading and don't forget to stop and smell the meeples! :)


Download Counter-Strike: Global Offensive For PC

Download Counter-Strike: Global Offensive For PC

| Counter-Strike: Global Offensive [ Danger Zone ] | Steam Backup |

 Platform:  PC
 Game Size: 9.6 GB
 Type: Online, Network
 File Type: .RAR
 Game Language: English
 Publisher: Valve
 Price: 5$
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Processor: Intel® Core™ Ϋ² Duo E6600 or AMD Phenom™ X3 8750 processor or better✔
Memory: 2 GB RAM✔
Graphics: Video card must be 256 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0✔
DirectX: Version 9.0c✔
Storage: 17 GB available space

Download Link

The Storm Is Everywhere

Stewards is how I describe our relationship to the gaming subculture. The days of stores as taste makers are long behind us, although you can leverage and channel interest through events and demos. I felt this strongly selling role playing game during the holidays.

We certainly sold our share of gaming books, but with the slower, wiser, release cycle of 5E, there are a tremendous number of players who just don't need any books, most of the time. The sheer number of these new customers and the slow book release schedule meant dice and miniature sales have been stratospheric in the trade. You couldn't have enough of either in 2019. Customers have money and they want to spend it and it will be with you, or increasingly, elsewhere. This season I could feel the Etsyfication of the hobby.

There have always been low volume makers of stuff for gaming, but players are now tied into an omnichannel environment, where games are bought and played and talked about virtually everywhere. We are just one channel and perhaps not their primary. I know game trade buyers at distribution and they do their best to follow trends, but there are just too many makers and Kickstarter projects to keep up with and not enough budget to follow every line. 

We have customers that have gravitated away from our sales channel nearly entirely, as well as those who live and play the games we sell without knowing or caring we exist. It's not that they have better options (selection and price), like in the past, but they have different options. Their experiences and purchased products only have vague overlap. My store is full of customers three nights a week, and if I could just read their mind, tap into their other channels. 

I had holiday customers arrive with a list of titles with little resemblance to my reality, as if they were stringing random words together. There is not a strong understanding amongst casual consumers that these channels don't merge at the end point of brick and mortar retail. When that light bulb goes off, we'll find ourselves marginalized, if we haven't been already. Who wants to shop where they sell half of what you're interested in, when there's a source with 100%? If you have the budget and the knowledge, attempting to get in on the action of another channel is a wise move, although you'll never really tap the potential of the other channels. You don't need to be all channels but you don't want to be the worst channel. You don't need to outrun the bear, just outrun your buddy.

Breaking out of our channel requires budget, insight and being on trend. As I get older, I am often not on trend, such as my mystification as to why people watch hours of gaming when they can just do it. I understand why people watch professional sports, but gaming seems more accessible, especially when there's always hours of research and prep for a D&D game. I mentioned this on my personal page and have been educated, so you don't need to explain it to me. I get that there's evolved mastery of the game on display, rather than a scripted farce, which is what I see because I'm so very far from personal mastery of the game. I'm more in the Colvillian camp of slight deviations from the baseline.

The new D&D book, Explorer's Guide to Wildemount, is a web series tie in by Matt Mercer, of Critical Roll. Even Wizards of the Coast has no choice but to get on trend, to figure out what players want, and of course, they are omnichannel oriented, including deep discounting on Amazon. The grognards like me shake our fists, demanding a reboot of Planescape, much like how the grognard retailer in me shakes my first about those deep discount Amazon D&D sales. 

But Wizard's knows to follow the trends, to tie into the energy in the room, to play the channels. My employees weren't even alive when Planescape was published, which is true of most customers. Maybe ride the channel while the riding is good? Critical Role is right now, at the subcultural forefront, with 758K subscribers with dozens of videos with over a million views. 

These problems are opportunities, don't let me depress you. These are problems you want to have, the catching of raindrops in a thimble during a hurricane. The mass marketization of the game trade is really an omnichannel endeavor, as the mass market is mostly dead. Hobby game stores are closing in droves, as they're unable to catch enough water in their thimbles. The smart ones, the larger ones for the most part, are making larger thimbles, sometimes creating their own literal channels. We saw the clouds and knew the storm was coming, but we were wrong about its origin. The storm is everywhere. 

Monday, March 16, 2020

A Fresh-faced Warmaster Army

I finished the leather on the dwarves this week, man did that suck. There's just a bunch of tiny leather details everywhere. Anyway, the base-coat for the flesh is down now so it's that and the hair, plus decals and basing.

Warmaster Dwarves Warmaster Dwarf Command Warmaster Dwarf General

It's unlikely that I'll get to these before Fall In! but they're playable at least.

Warmaster Dwarf Artillery Warmaster Dwarf Butts Warmaster Dwarf Thunderer Hero Warmaster Dwarf Anvil of Doom (+2)

Sunday, March 15, 2020

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Thursday, March 5, 2020

Storium Basics: Challenges And Cards

Continuing my Storium Basics series, today we'll be taking a look at the basic gameplay mechanics of the Storium system.

Storium is played, primarily, by making moves that lay cards onto challenges. These cards tell the story, move by move, of what happens during the challenge.

When you play a card, write a move explaining what your character does, and how those actions impact the challenge.

The effect depends on the card you played. Strength cards improve the situation covered by the challenge. Weakness cards make it worse. Neutral cards, which might be subplots, assets, or goals, push it closer to conclusion without making things feel better or worse.

To think of it from another angle: Challenges have Strong outcomes and Weak outcomes. A Strength card pushes the challenge closer to the Strong outcome, and a Weakness card pushes it closer to the Weak outcome. A Neutral card pushes it closer to a conclusion - a Neutral card doesn't change the direction or push it closer to either outcome, but it does shorten the amount of moves left in the challenge. Thus, a Neutral card might feel good if the challenge is trending Strong or bad if the challenge is trending Weak, as you show things continuing along the lines they have been so far.

It is a very good idea, actually, to check the possible outcomes before you play any moves on a challenge. You can do this simply by clicking on the challenge title / challenge card - this will also show some descriptive text, which can help guide your writing as well. The outcomes tell you what the possible range of results of a challenge are, and where you should be focusing your writing. Knowing them in advance gives you something to work towards. You know that if you play a Strength card, you should be writing something that pulls things closer to the Strong outcome, and if you play a Weakness, you should be writing something that pulls things closer to a Weak outcome. This gives the scene more of a feel of a full story, rather than a bunch of independent moves.

When you lay a card, be sure to involve that card in your move—if you play a Strength card labeled "Agile," for instance, your move should be based on your agility in some way, showing how it helps. If you play a Weakness card labeled "Cowardly," your cowardice or tendency to be overcautious should affect things and make them worse somehow. And if you play your subplot, it's a good time to get a little introspective and show how that subplot is driving you to do what you do, or how the events of the game have changed your view of your subplot.

Note that when you're starting out in a game, it's usually easier to play your first move as either a Strength or a Weakness. Subplots are great cards (my favorite type, in fact), but they can be hard to use for your very first move.

Because you know what impact you're having on the challenge when you lay your card, you should go ahead and write that impact. Don't feel that you need to keep to just your actions—write how you changed things.

A lot of narrative power rests with the players here. Don't worry if you don't quite get it right away—it can take some time to learn the right balance, especially if you're used to a tabletop or MUX method where someone other than you determines your results.

There are limits: until all pips on the challenge are filled, neither of the final results of the challenge should happen. For example, let's assume that the following two challenges exist:
  • Drive Back the Assault!
    • Strong: You and the other defenders solidly repel the enemy army, driving them away from the town with a minimum of damage or casualties. The battle isn't over and the bandit lord still lives, but the town has some breathing room.
    • Weak: You drive back the bulk of the army to give the village some breathing room, though the bandit lord still lives. However, several of the bandits break through the defenses and make it into the village proper. There, they light several more fires and snatch whatever limited wealth the villagers have.
  • Rescue the Villagers!
    • Strong: You manage to get most civilians - including the mayor - further into the village, to relative safety, without any of them getting notably hurt.
    • Weak: You get most of the civilians to safety, but a few - including the mayor - are killed either by the bandits or by being trapped among fires started in the midst of the battle.
Until "Drive Back the Assault!" is finished, you shouldn't get the enemy army totally clear of the village, and no bandits should get into the village proper.

Likewise, until "Rescue the Villagers!" is finished, you shouldn't state that all the civilians are free of danger, and you shouldn't state that any significant number the civilians have been killed, especially not the mayor.

However, while playing on "Drive Back the Assault!" you might kill some of the bandits on any card play, organize some villagers into a strong defensive line, take down an enemy champion, slip up and let some bandits surround you, get knocked aside and let the bandits get closer...any of these things, and more, are within the bounds of the challenge.

And on "Rescue the Civilians!" you might certainly get some civilians free, kill a bandit or two threatening them, rescue some from a burning building, be unable to find a way past some threatening bandits or into a burning building, or otherwise show the situation developing.

It's a balancing act—the trick is to show development but leave the final conclusion for the last card. Be guided by your own card play as well, of course, and by which Outcome the challenge is headed towards.

When you play the last card on a challenge, you need to write the conclusion. You'll do that based on the result the game displays. Strong or Weak results are written totally by the player.

Take a look at the outcomes above - they state, in low detail, what happens when those challenges conclude Strong or Weak. If you finish the challenge Strong or Weak, the applicable outcome text will show, and you should use it to guide your writing.

For example, if you play the last card on "Rescue the Villagers!" and it finishes Strong, then by the end of your move, it should be clear that most civilians, including the mayor, are in relative safety further into the village and away from the bandit threat, and none are notably injured. How that happens, though, is up to you!

Remember: The challenge outcomes are important. Don't just stick them in at the end of your move - if you're writing the final move of a challenge, involve the outcomes in your move. Make them a central element of that move's story.

An Uncertain result - which happens if there's an even number of Strength and Weakness cards played or if none are played - is written by the narrator. If that comes up, you'll leave the final results open and the narrator will write something for them. I generally advise that in those cases, you pretend you're writing the second-to-last move of the challenge rather than the last.

Though there are only 3 result types—Strong, Weak, and Uncertain—Storium does track the actual number of each card type played, and if more cards of, say, the Strength type are played, it will take more Weakness cards to bring it back to neutral—or vice-versa. In Storium, every card play does matter, even if the results only fall into three basic fields.

And, of course, the scene can feel very different depending on the card play flow. If the group plays 3 Strength cards followed by 4 Weakness cards, the scene will read differently than if it played 1 Strength, 2 Weaknesses, 2 Strengths, and 2 Weaknesses, or some other combination—even though the final result is Weak either way. The first way will feel like a situation that was promising at first and took a drastic disastrous turn from which it never recovered, while the second way will feel like it went back and forth.

In Storium, by default, you can play up to three cards on a single move, and up to three cards per overall scene. This can vary by game based on settings the narrator chooses, but bear it in mind - if you blow all your card plays on a single challenge, you will have a major impact on that challenge...but no impact on the rest of the scene. Sometimes that's entirely right and proper, mind! It's just something to be aware of.

Some narrators will set up special rules regarding card plays - for instance, some narrators want players to generally only play one card at a time. If your narrator has set up rules for how to play cards, be sure to follow them, as they are part of how the narrator sets up the feeling and tone of the game.

For more information on playing on a challenge, see...well, most of the articles I've written. But especially these ones:

Black Friday Sale And So Much More....

Black Friday Sale! Up to 60% off select items!
We dug pretty deep on our discounts for this sale, so much so we offered a special discount to our retail and wholesale partners.
Speaking of retail and wholesale partners; If you have not heard, we are now warehousing and distributing our own products. WOOT!
But that's not all…. Wait for it…. We are also stocking and distributing some legacy Wargames Factory products. For now, just the WWII line, both 15mm and 28mm scales but more is on the way.
Soooo much going on around here I am looking forward to the Thanksgiving holiday but dreading stepping away. I hope you all have a wonderful holiday.
All the best!