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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for blinks</title><link>http://disqus.com/by/blinks/</link><description></description><atom:link href="http://disqus.com/blinks/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Wed, 30 Aug 2017 12:08:15 -0000</lastBuildDate><item><title>Re: RPG Review: Blades in the Dark</title><link>https://www.shutupandsitdown.com/rpg-review-blades-in-the-dark/#comment-3494269328</link><description>&lt;p&gt;The "hyperbaton" sounds like something a Blades character might start with, and I think we all need to show up in more reviews.&lt;/p&gt;&lt;p&gt;*Plug*&lt;br&gt;Sage [LaTorra, of Dungeon World fame] and I recorded a podcast on Blades in the Dark last month, if you want more of a designer's take on it: &lt;a href="http://www.anotherquestion.com/2017/07/blades/" rel="nofollow noopener" target="_blank" title="http://www.anotherquestion.com/2017/07/blades/"&gt;http://www.anotherquestion....&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Wed, 30 Aug 2017 12:08:15 -0000</pubDate></item><item><title>Re: Games News! 08/02/16</title><link>https://www.shutupandsitdown.com/games-news-080216/#comment-2503195223</link><description>&lt;p&gt;That'd be awesome.  You could do it by dealing out the cards as normal, having the Spy reveal (and turn into the Handler), and then everyone closes their eyes while the Handler walks around the table, tapping one person on the shoulder; that person's the Spy.&lt;/p&gt;&lt;p&gt;Questions get asked around, but not to the Handler.  At any point, the Handler can guess the location to end the game.  If they're correct, the rest of the players can simultaneously point at who they think is the Spy -- if a plurality is correct, the Handler/Spy team loses, otherwise they win.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 08 Feb 2016 16:23:17 -0000</pubDate></item><item><title>Re: Games News! 08/02/16</title><link>https://www.shutupandsitdown.com/games-news-080216/#comment-2503189752</link><description>&lt;p&gt;CO2 is a strange game for Vidal -- very group-dependent because of the ability for a player to tank it for everyone.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 08 Feb 2016 16:19:57 -0000</pubDate></item><item><title>Re: Games News! 08/02/16</title><link>https://www.shutupandsitdown.com/games-news-080216/#comment-2503187820</link><description>&lt;p&gt;Vinhos: Not as good as the 'ist, but better than Kanban. Strange kind of rondel, always fun to make wine, age it, and sell it to the States.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 08 Feb 2016 16:18:45 -0000</pubDate></item><item><title>Re: Review: Blood Rage</title><link>https://www.shutupandsitdown.com/review-blood-rage/#comment-2494067760</link><description>&lt;p&gt;"They might have played a vitally useful combat card, some trash, or even something that wasn’t even a combat card, which then returns to their hand." -- quick rules note: cards always return to your hand unless you won the fight, at which point you lose the card even if it wasn't a combat card.  (Also note: you _must_ play a card in combat, unless you have no cards.)&lt;/p&gt;&lt;p&gt;Got to agree with you on the point track.  Such a strange thing for this game, and makes the occasional runaway leader (or trailer?) in age III a sad time.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Wed, 03 Feb 2016 12:08:07 -0000</pubDate></item><item><title>Re: Games News! 14/09/15</title><link>https://www.shutupandsitdown.com/games-news-140915/#comment-2253073082</link><description>&lt;p&gt;"We really should put together a tips guide for Kickstarter pitches one of these days."&lt;/p&gt;&lt;p&gt;Yes, please.  Sometime this year, before I have to make my own Kickstarter pitch. ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 14 Sep 2015 12:01:30 -0000</pubDate></item><item><title>Re: SU&amp;#038;SD&amp;#8217;s Top 25 Games Ever! #10 to #6</title><link>https://www.shutupandsitdown.com/susds-top-25-games-ever-10-6/#comment-1737104557</link><description>&lt;p&gt;And bonus game zero.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Thu, 11 Dec 2014 12:20:05 -0000</pubDate></item><item><title>Re: Review: Fire in the Lake</title><link>https://www.shutupandsitdown.com/review-fire-lake/#comment-1678506014</link><description>&lt;p&gt;I don't know; TS is all about the bluffing and brinksmanship to me.  The COIN games are great, but they satisfy a different niche.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Wed, 05 Nov 2014 16:04:15 -0000</pubDate></item><item><title>Re: Review: Fire in the Lake</title><link>https://www.shutupandsitdown.com/review-fire-lake/#comment-1678154481</link><description>&lt;p&gt;Solitaire play is good (the AI is difficult and intelligent), but doesn't hold a candle to a full contingent of human players.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Wed, 05 Nov 2014 13:07:07 -0000</pubDate></item><item><title>Re: Review: Fire in the Lake</title><link>https://www.shutupandsitdown.com/review-fire-lake/#comment-1678029473</link><description>&lt;p&gt;COIN (the series of games) is about the same complexity level as Twilight Struggle (albeit with more than two players, which adds its own weight).  FitL is probably the heaviest of the COIN games; Cuba Libré is the lightest, so if you're interested, I'd start there.&lt;/p&gt;&lt;p&gt;They're elegant as all get out, though.  Once you understand the general concepts, the mechanics generally fade into the background -- political discussion, plotting, strategizing; that's the game.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Wed, 05 Nov 2014 12:17:18 -0000</pubDate></item><item><title>Re: Review: Fire in the Lake</title><link>https://www.shutupandsitdown.com/review-fire-lake/#comment-1677993587</link><description>&lt;p&gt;A beautiful review of a beautiful game.  I've put my self on GMT's auto-order for the COIN series, so my heart is on my sleeve here, but when I heard the Vietnam game would be co-designed by Mark Herman (For the People, Empire of the Sun, SPQR), I knew it would be amazing.&lt;/p&gt;&lt;p&gt;I've only played the short game myself, though -- glad to hear that the long game adds a bunch of depth.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Wed, 05 Nov 2014 12:01:56 -0000</pubDate></item><item><title>Re: Games News! 21/07/14</title><link>https://www.shutupandsitdown.com/games-news-210714/#comment-1496184060</link><description>&lt;p&gt;Thunder Alley is _far_ more euro than Virgin Queen.  You set the cars up, and then move 'em the number of spaces listed on your card.  Where the card has arrows, your car is moving _other_ cars along with it.  When everyone has moved all their cars, draw and resolve an event, and continue to the next turn.  Easy.&lt;/p&gt;&lt;p&gt;To that end, if you ever want to attempt Here I Stand / Virgin Queen again, my friends and I are playing a turn-per-week game online, using Vassal and Google Hangouts.  We'd love to have you, if we can make the time difference work.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 21 Jul 2014 15:40:08 -0000</pubDate></item><item><title>Re: Shut Up &amp; Sit Down | Review: Blueprints</title><link>https://www.shutupandsitdown.com/videos/review-blueprints/#comment-1437842142</link><description>&lt;p&gt;I still want to lock them in a room and play Here I Stand / Virgin Queen.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 16 Jun 2014 12:03:34 -0000</pubDate></item><item><title>Re: Shut Up &amp; Sit Down | Review: Blueprints</title><link>https://www.shutupandsitdown.com/videos/review-blueprints/#comment-1437823090</link><description>&lt;p&gt;"Beware of Knizia" in the background cracked me up. :-D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 16 Jun 2014 11:50:30 -0000</pubDate></item><item><title>Re: Review: A Distant Plain</title><link>https://www.shutupandsitdown.com/review-distant-plain/#comment-1170315348</link><description>&lt;p&gt;You like Labyrinth more than ADP?&lt;/p&gt;&lt;p&gt;I'll have to give it another look.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Thu, 19 Dec 2013 11:52:51 -0000</pubDate></item><item><title>Re: Review: A Distant Plain</title><link>https://www.shutupandsitdown.com/review-distant-plain/#comment-1170314125</link><description>&lt;p&gt;The Vassal module actually does all the state tracking itself, and is great if you have the game (for the rules) and a couple more people.  (I've done it solo via Vassal, and that's great, too.)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Thu, 19 Dec 2013 11:51:54 -0000</pubDate></item><item><title>Re: University of Reddit : Game Development with Unity 3D and C#</title><link>http://ureddit.com/class/77428#comment-856773076</link><description>&lt;p&gt;Sweet, currently hacking up something now.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Mon, 08 Apr 2013 18:25:10 -0000</pubDate></item><item><title>Re: 802.heaven: Nothing so formal...</title><link>http://www.802heaven.com/2013/01/nothing-so-formal.html#comment-768773258</link><description>&lt;p&gt;What are you writing the book with?  I'm a huge fan of Git + LaTeX (so I can keep revisions and get it nicely typesetted).  :)&lt;/p&gt;&lt;p&gt;Exciting!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Tue, 15 Jan 2013 10:30:25 -0000</pubDate></item><item><title>Re: Daniel Solis: Three Best Practices of RISK: Legacy-Style Game Design</title><link>http://danielsolisblog.blogspot.com/2012/06/three-best-practices-of-risk-legacy.html#comment-545046183</link><description>&lt;p&gt;I know I occasionally play multiple games of Dominion or Puzzle Strike that way -- at the end of the game each player can swap a pile out for something else.&lt;/p&gt;&lt;p&gt;In that sense, you could definitely include a record book with a game, which would both track changes over time as well as provide a way to set up the game based on those changes.&lt;/p&gt;&lt;p&gt;That'd actually be very cool for the long-term narrative aspect... FFG's doing something like this for the campaign mode of the Descent reprint, iirc, but it could totally apply to other genres... hmmm...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Fri, 01 Jun 2012 11:53:52 -0000</pubDate></item><item><title>Re: Daniel Solis: Three Best Practices of RISK: Legacy-Style Game Design</title><link>http://danielsolisblog.blogspot.com/2012/06/three-best-practices-of-risk-legacy.html#comment-544980843</link><description>&lt;p&gt;I'm not sure about #3.  #1 is practically a given (in particular, "satisfying in its own right" should be applied all the way down in most designs), and #2 is important to remember.&lt;/p&gt;&lt;p&gt;I'm not sure if #3 is necessary, though.  It seems like you should be able to make non-destructive, but still persistent changes to the field of play.  As a strawman, imagine Risk Legacy with some kind of removable stickers.  They'd stay on the board between sessions, but when you ran out you'd cycle back -- or, perhaps, an event would allow you to pull _off_ a sticker and return it to the box.&lt;/p&gt;&lt;p&gt;In this way, the variables defining the game still change each session, and removing an "ammo dump" (iirc) sticker would be satisfying: "you won't get that _next_ game, hah!"  I'm curious how well it would work, and if we have the materials tech necessary to make it work well, but it doesn't seem impossible. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Fri, 01 Jun 2012 10:26:11 -0000</pubDate></item><item><title>Re: Part 49: Sound</title><link>http://www.sea-of-memes.com/LetsCode49/LetsCode49.html#comment-453756775</link><description>&lt;p&gt;Ah, from the snippet I couldn't tell that saucer-&amp;gt;m_origin.x was a double; with 150 and 300 as ints I thought it may have been an int/long.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Thu, 01 Mar 2012 16:30:34 -0000</pubDate></item><item><title>Re: Part 49: Sound</title><link>http://www.sea-of-memes.com/LetsCode49/LetsCode49.html#comment-453532188</link><description>&lt;p&gt;&amp;gt; saucer-&amp;gt;m_origin.x = -150+ 300*(rand() / (double) RAND_MAX);&lt;/p&gt;&lt;p&gt;Why not this instead:  saucer-&amp;gt;m_origin.x = (rand() % 300) - 150;&lt;/p&gt;&lt;p&gt;It avoids division, the double cast, the RAND_MAX magic number, and reads somewhat nicer (random integer from 0 to 299 minus 150). &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Thu, 01 Mar 2012 12:27:09 -0000</pubDate></item><item><title>Re: Let&amp;#039;s Open a Booster &amp;#8211; Zendikar</title><link>http://www.gatheringmagic.com/lets-open-a-booster-zendikar/#comment-181314526</link><description>&lt;p&gt;Ah, it's true.  I still root for [card]Decree of Annihilation[/card].  :-D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Thu, 01 Oct 2009 17:42:30 -0000</pubDate></item><item><title>Re: Let&amp;#039;s Open a Booster &amp;#8211; Zendikar</title><link>http://www.gatheringmagic.com/lets-open-a-booster-zendikar/#comment-181314518</link><description>&lt;p&gt;Desecrated Earth: *Almost* the first time; what about Incendiary Command?  Decree of Annihilation might also count, but it's a bit of a stretch.  Most of the other ones combine discarding for the active player with land destruction for the target.&lt;/p&gt;&lt;p&gt;Of course, Nicol Bolas, Planeswalker also might count, but would you ever get to the ultimate ability?&lt;/p&gt;&lt;p&gt;&lt;a href="http://mtgcauldron.com/search?q=destroy+land+discard" rel="nofollow noopener" target="_blank" title="http://mtgcauldron.com/search?q=destroy+land+discard"&gt;http://mtgcauldron.com/sear...&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Thu, 01 Oct 2009 12:17:33 -0000</pubDate></item><item><title>Re: Gmail Now Tells You Who You Want To Email</title><link>http://techcrunch.com/2009/04/17/gmail-now-suggests-extra-recipients-for-group-emails/#comment-71528283</link><description>&lt;p&gt;The "list" feature you speak of is in Contacts -&amp;gt; select a few people -&amp;gt; Groups [dropdown] -&amp;gt; Add to... -&amp;gt; New Group.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Adam Blinkinsop</dc:creator><pubDate>Sat, 18 Apr 2009 12:44:34 -0000</pubDate></item></channel></rss>