Thursday, May 23, 2019

People Behind The Meeples - Episode 165: Aaron Smith

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Aaron Smith
Email:magicsquare15@gmail.com
Location:Los Angeles, CA
Day Job:Writing code for video games. Computer graphics is my specialty. Here's an old demo reel: https://www.youtube.com/watch?v=oz2dn8fOuE8
Designing:Over ten years!
Webpage:http://sheeplethegame.com/
Blog:http://sheeplethegame.com/ (pretty empty at the moment)
BGG:Aaron Smith
Facebook:Aaron Smith
Twitter:@asmithgames
YouTube:asmithgames
Instagram:@asmithgames
Other:pinterest.com/asmithgames
Find my games at:They can feel free to email me. I also have some free games I'll be sharing to my email list. If they shoot me an email, I can put them on there.
Sheeple Late Pledge: jetbacker.com/sheeple
Old World New World - out of print, but could be bought secondhand via BGG
Today's Interview is with:

Aaron Smith
Interviewed on: 8/21/2018

Last year Aaron Smith successfully funded his first Kickstarter as a self-publisher for his game Sheeple (the pledge manager is open now for late pledges). He's also published a game through Victory Point Games and as a whole slew of titles he's working on. Read on to learn more about Aaron and his current projects!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Over ten years!

Why did you start designing tabletop games?
Overactive imagination as a child

What game or games are you currently working on?
SHEEPLE: The Best Game in the Ewe-niverse. And many other prototypes

Have you designed any games that have been published?
Old World New World (published by Victory Point Games)

What is your day job?
Writing code for video games. Computer graphics is my specialty. Here's an old demo reel: https://www.youtube.com/watch?v=oz2dn8fOuE8

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
Anywhere - brick and mortar game stores, at home, at a bar, at a gaming convention

Who do you normally game with?
Friends and strangers

If you were to invite a few friends together for game night tonight, what games would you play?
Normally my games, to be honest. Playtesting is just so valuable to a game designer.

And what snacks would you eat?
Pizza and beer

Do you like to have music playing while you play games? If so, what kind?
Music is too distracting while playing SHEEPLE. If playing a war game, Ride of the Valkyries

What's your favorite FLGS?
Paper Heroes Games in Sherman Oaks. Really cool gamer community there - who's down to play any type of game, try new games out, and invite other gamers to join their game. I like that kind of mixing and friendliness.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Favorite: Avalon Hill's Civilization. Least favorite that I enjoy: Terraforming Mars. Worst game ever: Nuke War

What is your favorite game mechanic? How about your least favorite?
Favorite: All of them, but if I had to pick one, Tile laying. Least favorite: Player Elimination

What's your favorite game that you just can't ever seem to get to the table?
I'm really looking forward to playing Big Trouble in Little China. The challenge of the game designer is balancing playtesting and promoting your own games, with having time to check out new games.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games, Video Games, Other Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
Absolutely! My game SHEEPLE even has a CAH-inspired NSFW deck.

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Both, but mechanics first a little more than half the time.

SHEEPLE: mechanics first. It was originally going to be called What Were You Thinking? - but it turns out Richard Garfield had already designed a game with that name. The Sheeple theming was inspired by the book Animal Farm (animals walking on two legs), and my exploration of conspiracy theories at the time ("sheeple"), although I decided the sheeple world should be a positive spin on the whole thing - sheep thinking like people, instead of the other way around.

Old World New World: mechanics first. Inspired by Quoridor, but I thought, what if instead of labyrinth walls, pieces were constrained by the border between land and water? Crossing from one side of the board to the other led to the discovery theme, where the player crosses from the Old Word to the New World

Undisclosed word / strategy game: mechanics first. This was years before I had seen any other games combining word mechanics with strategy - although I'm starting to see more on the market now. I don't want to give too much away, but there will be a fast-paced, frantic part of the game, and a more Euro-feeling part of the game.

Undisclosed vehicle combat game: theming first. The cards were prototyped with playing cards, and the board was originally drawn with pencil and paper and Circus Maximum gameplay... and eventually a hexagonal card-driven movement system was added.

Undisclosed abstract strategy game: mechanics first. I was originally playing around with transitioning Go to a hexagonal board. The resulting game was terrible. But crossing it with Pente started to yield good results, and tweaking / simplifying the mechanics led to something good, with depth of gameplay roughly equivalent to chess, but with more emphasis on position and less on material.

Undisclosed horror game: theming first. I had an idea for a game combining the movies Saw and Cube, with both co-op and competitive gameplay modes. Who wouldn't want to be in the middle of a horror movie? I played around with the concept being a tile-based game, a tile-based game with intentionally-stressful party elements, and a video game. Nothing was really working. While I was travelling, I prototyped it with normal playing cards. A 20-year-old French kid came over and wanted to play. I told him I had no idea if it was any good yet, since it was literally the first playtest, and to my surprise, it worked out quite well. Of course, the playing cards will become tiles.

Undisclosed war game: mechanics first. Was looking for a game in between the complexity of two very popular war games - one that is low complexity and lets you do anything, and one that is medium complexity and locks you into a particular historical country and war. It's only been playtested once, but the results were promising.

Have you ever entered or won a game design competition?
Two: * Hippodice - Old World New World was a finalist (top 10)
* Rio Grande Games Design Contest - Old World New World was a finalist (top 10). It turns out Jay Tummelson (the owner) hated the game from the very pitch. Since I had flown all the way to Chicago, I kind of insisted he play a round. He still hated it. To each his own, though. Jay's a great guy.

Do you have a current favorite game designer or idol?
Richard Garfield, though perhaps he's somewhere between someone I look up to as a game designer, and a rival, hehe. I've had a lot of fun playing Magic: The Gathering over the years, however I dislike that it's a money game; also, I had to change the theme of my game What Were You Thinking, as I previously mentioned... and he also game up with another party game involving puns that some people have compared SHEEPLE to. Well, I think I did the better job with the puns on this one. But he's definitely a very talented game designer. Any time I'm thinking along similar lines to Mr. Garfield, I know I must be on the right track.

Where or when or how do you get your inspiration or come up with your best ideas?
Every time I get an idea, whether I think it's a good idea or not, I write it down on a notepad app on my phone. I travelled around Asia for 16 months - that was an amazing source of inspiration. Playing new games is very important. As a child, I was an only child, so I think that was a positive in that inventing new ideas was key to overcoming boredom. I also dabble in multiple creative endeavors, watch movies, read books, read the news, check out the newest games on the game store shelf, etc. There's no telling where the next great idea will come from.

How do you go about playtesting your games?
1. Inviting friends over to playtest it. 2. Bringing it to family gatherings. 3. I belong to SoCalPlaytesting, a group of game designers in LA who playtest each other's games.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
Both. I've invented plenty of games on my own. There are also certain friends I've collaborated with to create games. SHEEPLE started as a collaboration.

What do you feel is your biggest challenge as a game designer?
I have so many ideas, yet following through on one idea takes a lot of time. Working on a Kickstarter takes a ton of time. I plan on balancing Kickstarting with working with publishers, just so I can get more of my games out there.

If you could design a game within any IP, what would it be?
I haven't thought about it a ton. Probably Star Wars, MTG, or Game of Thrones.

What do you wish someone had told you a long time ago about designing games?
Put less work into the art upfront, and when looking for a publisher, hit up 100-200, then do some analysis and pick the best one. This is a great rule for business, in general.

I also had the idea that self-publishing makes more money than going through a publisher. I think, this is not always the case. Self-publishing requires a ton of time and money on the front end. Working with the right publisher could be a benefit in some cases - it just depends on the publisher.

What advice would you like to share about designing games?
Before playtesting with your friends, you should auto-playtest (playtest with yourself). You can discover quite a bit this way, and playtests are a scarce resource, so you should try to get the most out of them.

You need to consider the type of game you enjoy designing, the game itself (whether it is fun), and your playtesters tell you, and what type of game the world is looking for. Definitely, browsing games stores, both the FLGS and Walmart variety, is a good idea.

For getting your game published, there are a few options, each with their pros and cons:
1. Work with a publisher.
2. Self-publish, via Kickstarter.
3. Self-publish the old fashioned way - print 500 copies of your game, and start selling it at gaming conventions.
4. Work with an agent.

So far, I've tried 1, 2, and 4. I'll let you know when I discover which is the best.

My take on each:
1. For working with a publisher, be picky - Try to find the best publisher for your game. Going with a publisher is not necessarily any better or worse than doing it yourself with Kickstarter. You're getting a smaller piece of the pie, but it could be a much bigger pie.
2. For Kickstarter - A big opportunity, but tons of work. And not all games do equally well on Kickstarter. I found out the hard way that party game are harder to sell. But a mega strategy game with tons of miniatures can do quite well.
3. have a designer friend who prints 500 copies of his game and sells it at conventions, and does quite well. Definitely something to consider, especially for card games.
4. An agent actually reached out to me after the success of the Sheeple Kickstarter. So far, working with him has been amazing, and has opened up a ton of new doors. Definitely something to consider. Great in general for party games or mass market games. Tons of potential opportunities are coming in - I'll keep you posted when something breaks.

In the video game world, I have seen a lot of rookie designers come up with a great pitch on paper, but they haven't thought through the core gameplay mechanics enough to actually turn it into a fun game. There might be enough art and music to distract from the game. I've also worked with some excellent designers. That's a difference with board games - all you have is the game, so it's either fun or it's not. There's nothing to hide behind. But on the plus side, prototyping a new game is a lot faster. A lot of video games I've worked on focus test near the end - it should be one of the first things you do.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Old World New World - was published by Victory Point Games. May be republished by Queen Games, we're talking at the moment.
Games that will soon be published are: Sheeple: The Best Game in the Ewe-niverse. * The Kickstarter: https://www.kickstarter.com/projects/asmithgames/sheeple-the-best-game-in-the-ewe-niverse
* You can Late Pledge here: https://www.jetbacker.com/sheeple

Currently looking for a publisher I have: * Sheeple - Though I'm self-publishing this, I'm also reaching out to larger publishers for this one. It's a great mass-market game, and I'd like to see it at Targets and Barnes and Nobles.
* Old World New World v. 2 - This is a huge update to the classic Age of Exploration / tile laying / abstract strategy / racing across land and water game, adding new mind-bending twists like diagonal movement, and more ways to shift the terrain on the board and change paths dynamically.
* (Secret name) - A fast-paced game involving trading letters with other players, building words, and scoring points. A little something for everyone from word freaks to strategy gamers.
* (Secret name) - A really crazy twist on charades, something that has never been done before.
* (Secret name) - A beautiful hexagonal abstract strategy game. Chess meets Go, meets Tic Tac Toe. With the depth of chess, but more positional.

Games I feel are in the final development and tweaking stage are: Too many to list!
And games that are still in the very early idea phase are: Tons of games - one involving Mediterranean shipping, one involving zombies, another game inspired by Go, one involving Goblins, one involving space, etc.

Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Tabletop Game Publisher's Guilde

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Used to be Star Wars. With some of the recent Star Wars abominations coming out, Star Trek is starting to look better. Coke; Pepsi is too sweet, although Cherry anything is even better. Betamax was before my time.

What hobbies do you have besides tabletop games?
Rapping (I made and will be releasing a SHEEPLE rap very soon), travelling the world, volleyball, skydiving, bungee jumping, scuba diving.

What is something you learned in the last week?
Octonions may be fundamental to understanding the fundamental forces of physics. Octonions are 8D numbers, the natural continuation from complex numbers (a + bi, where i = sqrt(-1), which are useful in physics) and quaternions (4D numbers, useful for blending animations and rotations in video games). It was a suspicion I'd had for a couple years, and physicists are pretty excited about it - it may answer some questions about the Universe. We'll find out. What an exciting time to be alive! [GJJ Games] - I was reading about these types of numbers a few weeks ago, too. Wow, they're a challenging concept to wrap your brain around, but it's fascinating how they can be used to help explain some of the universe's greatest mysteries!

Favorite type of music? Books? Movies?
Music: Rap, electronic, classic 90's / early 2000's.
Books: sci-fi, nonfiction
Movies: The Matrix, Princess Mononoke, Dark City, El Toppo, etc.

What was the last book you read?
A Beginner's Guide to Reality (a philosophy book deconstructing what you think you know about reality)

Do you play any musical instruments?
keyboard - a little, enough to read basic sheet music, or compose a simple A minor song
guitar - even less
rapping, if that counts as an instrument

Tell us something about yourself that you think might surprise people.
I was a play-it-safe introvert as a child, and only became a risk-taking extrovert later in life. The movie Fight Club inspired me to be more daring.

Tell us about something crazy that you once did.
Travelling across Asia for 16 months, including a 6 month motorbike trip across Vietnam.

Biggest accident that turned out awesome?
Accidentally discovered an orphanage while I was exploring Vietnam, instantly bonded with these kids. I started both a fundraiser for them and a volunteer program. Big Family Orphanage is the name.

Who is your idol?
Elon Musk

What would you do if you had a time machine?
Prevent the burning down of the Library of Alexandria

Are you an extrovert or introvert?
Both. I can be super extrovert (and have to be to run a Kickstarter), but I definitely need to recharge and be an introvert at times.

If you could be any superhero, which one would you be?
Magneto. When I watch movies these days, I'm finding myself rooting for the villian, more often. They're more interesting, more realistic, more human, less cringe-worthy. Don't get me wrong, I want to make the world a better place and all that.

Have any pets?
No, but I love both dogs and cats. My parents have a little 4-pound Yorkie, he's considered to be my little brother, and I have no problem with that.

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
chess; cockroaches

If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
My dad

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

I'm going to be starting a creativity blog on my YouTube, where I break down the pattern behind all creativity. The method behind the madness.

EXTRA ---

Sheeple Late Pledge: jetbacker.com/sheeple




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Pleasse show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Games Designer And UCLan Alumni, Steven Thornton In MCV Interview.

Lead games designer at 'Sperasoft' Steven Thornton, who worked on Assassin's Creed Odyssey, Rainbow Six Siege and over ten Lego games, explains how QA is still a route to games design and what he looks for in applicants.




























See the interview with Steven at the following link:























Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.

We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.


















Harlequins: Not Sure If Good

Harlequins are decent at best.

I'm just going to come out and say it:  I don't think Harlequins are looking too good from a competitive standpoint.  With the book firmly in hand now, I don't see quite as much value from them compared to Dark Eldar when the army first got teased.

Before I completely put them aside, just note that I think there are a few things that Harlequins bring to the table.  These are few, they're niche, and they're certainly conditional, but I think Harlequins can have some interesting options that no one else can really pull off.  For example, when you look at some of the things that Soaring Spite can do with their Masque Form, you'll know that the army will be able to move 16"+6" and still shoot with 6" Fusion Pistols without penalty for 28" threat range.  This awesomeness simply cannot be ignored.  Similarly, if you take Faolchu's Talon for your Soaring Spite Warlord, you can move an additional 6" in your movement, and when you blow up, nothing happens.  No explosion, no models dying, you just roll out of your drive-by mobile and find another joyride to blow people up in.  This is great and all, but it's also very niche.  Hell, even their big fancy Webway Gate wants me to drop multiple Talos or a fat unit of Grots out of them instead.

So here's where I have problems with the army:  They're melee Horrors.  They're melee-based units that cost a ton but still have the same statline as those little pink dudes.  You have an army of 1W T3 4++ melee Horrors that desperately want to be relevant in a meta filled with resilience and anti-alpha.  Everyone and their mother knows that T3 and 4++ with a single wound just get absolutely murdered by almost any type of shooting and even below-average melee fillers that play much better in attrition simply because of the points.  Harlequins are great if you think that killing MEQ with 3+ for almost 30 points is great.  You know what else is 30 points?  A Grot, and a Grot comes with so much more resilience because a single Grotesque can be T6 with 4 wounds and 4++ with FNP.  Speaking of 4W, this is actually much bigger than people realize.  It takes 2 D2 shots to kill, out of kill scope of D3 weapons, and makes D6 weapons very nervous.  It's pretty much the sweetest spot for being infuriating at 30ppm.  When it comes to bashing in a Marine's face, a Grot does just as much damage but can stay alive much longer vs. almost any kind of shooting and any kind of melee.  In fact, Harlequin melee stopped being relevant ever since stronger alternatives came out:  Genestealers, Grotesques, Dawneagle Shield-Captains, the list goes on and on.  Hell, even Wyches are better for the points if you want a melee option.  Marines are dead easy to kill with any competitive army worth their salt because single-wound that cost a lot are just not cost-effective in today's meta.  Attrition matters and Harlequins play the game the worst out of all the units in the game.  Every other army that wants to be in melee does it better for the cost.  For me, since I play Dark Eldar in a very shooty manner, why bother being in melee if you can shoot them to death from far away?  My T3 5+ AS with an FNP Warrior that cost 6 points is looking a lot more cost-effective next to a 28-point Harlequin with a Fusion Pistol and an Embrace.  You are essentially paying a premium for a luxury that's not needed.

Arguably the best Form in the book.

This brings me to match-up.  In any given competitive setting, you're going to be looking at your local meta or even the greater meta (GTs or national events) and comparing yourself to all the other armies out there.  You have to factor in the fact that Harlequins are not cheap, not in the slightest.  Their unit choices are limited already, but what you pay for is a unit that's not very durable but has a ton of bad match-ups.  If you run into a Tyranid list with a lot of Genestealers for example, you know for the points that you're going to fight an attrition battle that you're not going to like.  If you're fighting a lot of Gaunts, forget about it because you already lost the points game here (anything with Fearless sucks).  God forbid you to run into a unit of Wyches, or even worse, a unit of Grots.  With Meat Mountain being so popular these days, just running into a unit that you're not going to be able to really hurt while still taking assloads of damage in return is going to suck.  The worst part is when you start thinking about this from a points perspective.  Having Harlequins killing cheap fodder units is a waste of time and it's only going to get you shot up afterward and killed.  A canny opponent is just going to spread out his line so he sets up kill zones for your units afterward (why Midnight Sorrow might be pretty decent).  IG carparks are going to be super annoying and so are most armies with cheap armor and plentiful shooting.  I feel very confident with my pure Kabal army vs. any army that takes a decent amount of Harlequins for example.  When you bleed expensive models, your firepower and melee threat goes down a ton.  That's one of the reasons why I prayed to the dice gods that GW was going to give the army -1 To Hit all-around.  Alas, this was not to be.  Instead, you have to pay up the ass in CPs and bet on Psychic powers or other instances to keep your basic stuff alive long enough to be relevant.

Harlequins are points-prohibitive.  If you take them, you won't have a lot of anything else.  If you want to run them in any meaningful way, you will take them as a Battalion.  You will already need multiple HQs to get the most of your army like the Shadowseer and Troupe Master, and Troupes just naturally fill in the rest of the core choices.  The difficult part here is getting into a points zone where you can still be relevant and be a threat to the enemy without costing an arm and a leg.  It's not just the points that matter here, it's about being relevant and a threat to the enemy.  What I mean by this is that you need to pack anti-tank in any competitive list as well as being a threat in melee because that's what you're taking Harlequins for.  The army, in general, is bi-polar.  If you want them to be a strong AT threat, you take Fusion Pistols.  If you want them to be a big melee threat, you mix up Caress and Embrace.  The problem is that they both go on the same model and when that model dies, he takes both of those upgrades with him.  Some people argue saying that you can take them stock, or leave specials off them as extra wounds, but why the hell would you do that?  If you're just looking at a few models that can do damage, Wyches can fill that role for much cheaper.  Unfortunately, you have this current situation where both ranged and melee special weapons cost a good deal of points on an already expensive model to begin. This is why the attrition factor sucks so much for this army.  It's not very durable and every model lost feels like chunks out of the army's total strength compared to other armies.  Hell, most would agree with me when I say that Soaring Spite is arguably the best Form right now for Harlequins, but what people talk about but don't consider is how many points a boat filled with Fusion Pistol Troupes really are.  If you want to decrease the cost by removing Fusion Pistols, you lose out on the Form's benefits.  You cut the melee weapons and you're now a glorified Wych.  Grats.  More importantly, for how many points you're spending trying to make this clusterfuck work, you're also taking away points from allies who can possibly perform the same role better.  Case in point, you can buy an entire Black Heart Spearhead for less than 500 points if you just want something to shoot.

Too much, too little.

So what am I getting at here?  It means that if you put a lot of points into Harlequins, you need them to be a decent standalone force.  But if you need them to be standalone, in the fact that you need your points to also equate out to the ability to kill tanks and infantry, then you're simply increasing the cost of each Troupe unit.  Taking a deeper dive:  For 500 points, I can buy a Black Heart Spearhead with 3x Ravagers with Dissies on all of them.  What do Dissies do?  They can pretty much wreck anything because this buys the army 27 BS3+ S5 AP-3 D2 shots that can threaten GEQ, MEQ, multi-wound, single-wound, high-armor, whatever, you name it.  This is just from shooting because you're not counting access to Agents of Vect, Living Muse, Cunning, or FNP on all your vehicles.  You put 500 points into a Harlequin force and what do you get?  You do the math and get back to me with exactly what firepower you have in shooting and in melee and see if the numbers pay off for you.  First, you need to be a certain distance from the enemy to threaten them with AT Fusion Pistols, then you need to be in combat to get the most out of them.  To get in, you have to brave the Overwatch, hope none of your 28 point models die, roll to get in, and then you can really shine.  You have to play much cleaner, much more precise and pray for some good ol' dice rolls because there's a lot that can go wrong.  With Grots, you just push models forward and results happen.  With Ravagers, it's the same thing, but you don't need to commit because you're 36" away from your target.  With Harlequins, it's all risk, and I hate risk.  And so do most competitive players.

You know what else is risky?  Conditional effects.  When you look at Harlequins, almost everything in the army requires you to be within 6", roll something to enable (Veiled Path), cast a psychic power, drop multiple Strategems across multiple phases, or something else.  Most of these things can fail to bad luck, some can be outright countered (Vect, Denied), and others can be counter-played sufficiently to really take the wind out of your sails.  The best counter to melee-oriented armies is proper spacing and understanding threat range and averages.  A good player with solid understanding of melee threat range and bubble-wraps will be murderous to Harlequins.  In general, the army is almost too much fluff and not enough consistency when it comes to a lot of their army mechanics and that is a huge risk to competitive players looking to win a GT.  The variables are already great, with matchups and different strength of schedules and players, so you don't need more randomness.  It's almost like you're playing Orks, but you're trying to build a competitive army so you took Eldar or Dark Eldar allies and they're all looking at you like WTF, you took up half of my army points?  A common theme within competitive armies is that they're consistent in their performance.  Just look at some of the discussions around Harlequins being a competitive threat.  It always starts with:  Oh first you take this, then you do this, then you cast this, then you play this Strategem, and then you shoot and lel you embark back in your transport!  Yeah, that's nice, but I play Prophets of Flesh and my entire army has 4++.  That's what consistency looks like and that's why it wins games.  That's why Meat Mountain is doing so much work right now.  That is until people figure out how to beat it.

There is a mild saving grace for the army though, is that they're Battle Brothers with both Dark Eldar and Eldar.  I would say that both of these armies are very competitive with a multitude of unit options.  Eldar arguably has the best psykers (Doom, Jinx) in the game, Shining Spears, Dark Reapers, Wave Serpents, and both the Hemlock and Crimson Hunter Exarch are insane.  Dark Eldar can run Meat Mountain down your throat and cost-effective Kabal units, Ravager Spearheads, Agents of Vect, and CP manipulation up the wazoo.  There is a lot of good stuff in both of these armies, but ultimately it comes down to the points question all over again.  Is Harlequins competitive enough to share the same points as these armies here if you're trying to build competitive?  Only time will tell.  Personally, I think the best Harlequin lists will be the ones mixed with either Eldar or Dark Eldar.  Cegorach knows that I've been trying to make it work.

I really hope I made some solid points here.  Don't get me wrong, I own a ton of the little fuckers and I love them to death, but they're definitely more of a fluffy choice than a competitive choice for me.  There are just too many good unit choices out there that makes army building with them difficult.  I know, I've been trying to design a good army list with Harlequins/DE and/or Eldar for the last couple of days and it's mind-boggling.  When I have something good, I'll show it off.

2017 Holiday Gift Guide

This guide includes games for young and old, for every sex, generation, temperament, and culture.

Whatever you do, and whatever you celebrate, there is no better way to spend a Christmas, Hanukkah, or what have you than together with friends, family, and neighbors with a warm cup of (fair trade) cocoa and a stack of casual board and/or card games.

Remember that the most valuable gift you can give is time. Don't just give your loved ones a game; play it with them. Find or start a local game group and join or form a community.

I hope you enjoy the guide. Remember: the holidays are not only for sharing the warmth with family and friends, but also for sharing with those who have no one else to share with them. Give to your local shelters, hospitals, and so on, because that's the gift that keeps on giving.

Samsung Galaxy Tab 4 10"

Tablets are perfect platforms for playing thousands of face to face games for two to four players. Because you don't need to buy the physical components, you can stack all your games in a teeny space, the games (if not the tablet) cost very little, and you don't have to cut down old trees to make them or use fossil fuels to ship them. Tablets have their own environmental impact in their making, so that's a trade off; but if you're getting one anyway, most of the games on this list are available electronically.

Nowadays, most games are also available on consoles, too.
7 Wonders: Ages 9+, 4 to 7 players

This is a game of drafting cards and building a wondrous city. You get a hand of cards; pick one and pass the rest. Everyone reveals the card they picked and puts it into their tableaux. Repeat. Done. Score points based on the combinations of cards you have at the end of all the passing.

The graphics are fantastic, the theme not so visible. It's easy to learn, provides great choices, with depth enough to spare.

Antike II: Ages 8+, 2 to 6 players

Risk is a long game of laying low, with player elimination and just too much in the luck department; this game (and its predecessor but very rare and expensive Antike) is the perfect evolution to, and replacement for, Risk.

It plays quicker, there's dice-less conflict, no one gets to lay low watching while others fight, and - excepting truly poor play - everyone has a chance for most of the game. There's also a lot more to the game than just conflict, but the rules are short and elegant.

Other alternatives for the Risk player are Antike Duellum (for two players) and Risk Legacy (an odd game that moves in one game affect the next).

Backgammon: Ages 6+, 2 players

Backgammon is a classic game that can be enjoyed by children and parents alike. While there is a large amount of luck in the game, there are also many meaningful decisions, which makes this a good stepping stone to future games with more challenge, such as Checkers or Chess.
Blokus, Blokus Trigon, Blokus Duo: Ages 8+, 4 players (Blokus), 2-4 players (Blokus Trigon), or 2 players (Blokus Duo)

Blokus, Blokus Trigon, and Blokus Duo are abstract games with very simple rules. Each round you take a piece and place it on the board such that it touches any previous pieces you have played, but only corner to corner. It can touch other players' pieces along corners or sides.

The rules are easy, the components are beautiful, and it's fun.
Boggle: Ages 8+, 2 to 10 players

Boggle is a word game, whose simple rules - find all the words you can within three minutes - make it a game that is both fun and quick. Adults can play with kids by restricting the adults to have to find words of four or five letters.

The pictured version is a little quieter and less bulky than the old boxy version, and comes with a built-in electronic timer.
Candle Quest: Ages 6+, 2 to 4 players

A little plug for my own game. This is a simple set-collection auction game with a Hanukkah theme. It fits in well with the other games on the list: easy to learn, quick to play, lots of replayability. The theme makes it appropriate for all ages, and there's nothing overtly Jewish about it, other than that it's a menorah, so anyone should feel comfortable playing it.

Of course, I may be biased, since I designed it.
Carcassonne, variants, and expansions: Ages 10+, 2 to 5 players

Carcassonne is a bit more complex than some of the other games here, but the beautiful pieces and the fun game play are worth the time to learn. Pick a piece from the pile, rotate and place it so that it fits on the board (like dominoes), and then optionally place one of your pieces on that tile. There are several ways to score, some of which occur during the game and some of which only at the end of the game.

There are some more rules than that, but not too many more. The game play is engaging enough to make you want to play it more than once in a single sitting.

There are dozens of versions to the game, and some of the versions have several expansions.

Catan: Ages 8+, 3 to 4 players

This game, formerly known as The Settlers of Catan, and Ticket to Ride, are the perfect adult games for beginning gamers.

All you need to do is collect ten points through building settlements and cities, connecting roads, adding developments and trading with your fellow players. A unique board that changes each time you play, constant interaction even when it's not your turn, and a great balance of luck versus strategy makes this The Game to acquire if you still think that board games are only for kids.

Chess / Xiangqi / Shogi: Ages 6+, 2 players

These three games, Chess, XiangQi (Chinese Chess), and Shogi (Japanese Chess), are all top-tier 2-player games that can occupy a curious mind for an entire lifetime. They also have wide followings, so learning the game is learning a language that will admit you to a culture of fellow players around the world.

Board and piece prices range from inexpensive to very expensive, and Chess pieces come in many different themes.
Chinese Checkers: Ages 6+, 2 to 6 players

Another great abstract, and a pretty one if you find one with nice marbles. The rules are simple: move or jump your pieces from one side to the other. Finding chains of jumps is a thrill for all ages.
Carrom / Crokinole / Nok-Hockey / Air Hockey / Billiards / Foosball, etc.: Ages 6+, 2 players

Carrom is the most played tabletop game in India. Like Billiards, the object is to knock pieces off the table area, which you do by flicking wooden disks with your fingers. Crokinole is another classic finger flicking game, as is a racing game called Pitchcar. I finally picked up Crokinole for myself this year, and it is a constant hit with my nephews and their friends.

All kinetic tabletop games, from snooker to billiards to foosball, are loved by players of all ages.
Cards: Ages 3+, 1 to any number of players

Decks of cards, whether they are the well known Western type with 52 cards in 4 suits, or special European or Asian decks, are a great starting point for any number of wonderful games, including Bridge, Hearts, Skat, Cribbage, Pinochle, Oh Hell, Bullsh*t, Durak, President, Spades, Solitaire, and many others.

Check out Pagat.com for the rules to these games and to thousands of others.
Codenames: Ages 10+, 4-10 players

Codenames is a new, fun game that uses words in an unusual way. Two teams, the clue givers alternate trying to give one word clues that match as many of their team's cards as possible. You must find a word that matches multiple other words, but not any of your opponent's words or the assassin's word. It's mindbending, and the game is infinitely replayable.

A great game for non-gamers and gamers alike.

Dixit: Ages 10+, 3-6 (12) players

Dixit is an incredible game, especially for non-gamers. It is loved as a creative exercise: pick a card and give a word, phrase, song, dance, or any other clue to describe it, but not too perfectly. The other players try to play cards that also match your clue. You only get points if some people guess which was your card and some people don't.

The fun is in the creativity of the clues, and I've yet to see a game where even the most stodgy non-gamer doesn't have fun.

There are now several expansions, which are all good. This game, like many others, was inspired by Apples to Apples, another nifty game for the casual non-gamers who walk among us.
Froggy Boogie: Ages 3-9, 2 to 4 players

Froggy Boogie is a brilliant game to frustrate grownups and please younger children. All you have to do is remember where the picture of the fly is, under the left eye or the right eye? The dice have only colors - no counting necessary. It's a perfect first game.
Go / Pente: Ages 6+, 2 players

Beyond Chess, Checkers, or XiangQi is the absolute perfect game of Go (aka Weiqi); it's so popular, there are twenty-four hour television stations dedicated to it, an anime series based on it, and it's considered one of the four arts of the Chinese scholar.

It really is that good, and the rules are easy, too. Best of all, a built-in handicap system allows two people of any skill levels to enjoy a challenging game against each other.

You should play with the nicest board you can afford.

Pente, a game of getting five stones in a row, can be played on the same board. The rules are just as easy as Go, and while the game has much less depth, it is also a little less intimidating to new players.
Jungle Speed: Ages 8+, 3 to 8 players

There are several games of speed reaction / pattern recognition on the market; I chose this one because of the components. Players flip cards in turn and grab for the totem in the middle as soon as two matching cards are revealed. Don't play with friends who have sharp nails or finger jewelry.

Love Letter: Age 8+, 2-4 players

This game has just 16 cards, but it packs a full, replayable deduction, bluffing game into 10 minutes. It's a top seller, takes 30 seconds to learn, and is challenging to play.

It's not my type of game, but I'm in the minority.
Magic the Gathering: Ages 8+, 2 players

After two decades, Magic is still The Bomb when it comes to collectible card games, although Yu-Gi-Oh sells more cards. These are not easy games to learn, but quick start guides can get you off the ground fairly quickly, and then you have months and years of challenging game play ahead of you.

Don't get sucked into having to buy endless amounts of boosters; to play the game outside of a tournament, you only need a few hundred common cards which can be picked up for a penny each on various sites.
Mancala: Ages 5+, 2 players

This is widely known around the world under various names (e.g. Oware), and the national game of many African countries.

The rules are easy: pick up all the seeds in one of your bowls and place one in each bowl around the table. If you land on an empty space on your side, you win the seed and any seeds opposite.

There are a few more rules, but that's about it. It takes a few games to get up to speed; early victories tend to be lopsided. Once you get the hang of it, you can play several, quick, challenging games in succession.
Memory: Ages 3 to 12, 2 to 5 players

This is a first game for kids and adults, and a great game for it, because kids get the hang of it very quickly and adults find it a real challenge without having to pretend. All you need are one or two decks of cards, but an infinite number of these games are sold with various different pictures and themes.

You can play with more than 5 players, but I wouldn't recommend it.
Nefarious: Ages 8+, 2 to 6 players

This is a game of mad scientists that is great for 2 to 6 players, and doesn't sacrifice speed with more players. Each round, you select one of four actions. collect money from any neighbors who selected actions that your minions are invested in, perform your action, and then check to see if you won. The actions are: invest minions, play cards, take cards, or take money.

The cards are fun and the game is quick and replayable, because, in each game, you play with some random twists that make that game's experience unique.
No Thanks: Ages 7+, 3 to 5 players

This is an easy to learn and addictive little card game. A card is flipped up, and you either take the card and any tokens on it or place one of your tokens on it and pass it to the next player. Cards are bad, and tokens are good. But runs of cards only penalize you for the lowest valued card.

A simple and fun game.

Pandemic / Pandemic Legacy

Cooperative games used to be either very boring, very childish, or very hippy. A new breed of cooperative games are nail-bitingly challenging and fun.

Pandemic is a cooperative game of saving the world from disease. Other cooperative games include Lord of the Rings, Shadows Over Camelot, and the much simpler Forbidden Island.

The new Pandemic Legacy (like Risk Legacy, mentioned above), is a version that plays out: each time you play the world is permanently changed with stickers and torn cards; after dozens of plays, the game is over.
Poker: Ages 6+, 2 to any number of players

Playing for money is not a good habit, but a nice set of poker chips and some decks of cards is a great way to spend an evening. There are countless poker games, too.
Scrabble: Ages 8+, 2 (or 2 to 4) players.

Scrabble purists will tell you that you should only play with 2 players and a Chess clock, but for casual purposes it can be played with up to four. It is The word game, and for a good reason.

My favorite way to play is to ditch the board and just play Anagrams: turn over tiles, and first to call a word gets it. A similar, recommended game is Bananagrams, where players race to create their own crossword boards.
Set: Ages 6+, 2 to 10 players

Those who don't have it won't enjoy it. For those who do, it hits just the right spot in the brain. All you have to do is call out matches when you see them, but the matches have to match or not match in all four characteristics.
Stratego: Ages 6 to 15, 2 players

By the time I was in my teens, I had outgrown this, but it remains a seminal game for early players, a great introductory war game with all the basic elements: strategy, tactics, and bluffing. Avoid the electronic ones; they break and they're noisy.

Splendor: Ages 8+, 2 to 5 players

The new game on this list, this is a little resource management game of taking jewels and buying trade routes (i.e. cards). The components and decisions are few and pretty, and there are a few options for strategy, but they are well balanced, making this a tight game every time.

Very simple to understand, challenging to win.
Ticket To Ride: Ages 8+, 2 to 5 players

Many of my fellow bloggers think that this, rather than Catan, is The Game. I used to disagree, but I think I have come around. New players will find this a great intro game, with lots of choices and great game play.

There are several editions of the game, and the 1910 expansion is recommended.
Tichu: Ages 8+, 4 players

A partnership "ladder" game, similar to the game President (sometimes known by its crude name). It's similar, but the addition of a few special cards, a partnership, and passing elevate this to a perfect game for two couples. This is THE card game in gamer circles, and it's not at all complicated.
Time's Up: Ages 8+, 4 to 10 players

This consistently ranks as the number one party game on all of my fellow bloggers' lists. It's the number one ranked party game on Board Game Geek. Which says something.

It plays a lot like the parlor game Celebrities.
Uno: Ages 6 to 12, 2 to 8 players

This could be a child's second game, after Memory, and before moving on to real games. There's not much in the way of thinking involved, but its simple rules, portability, and quick play make it an ideal game for younger kids in almost any situation.

Just be sure to move up to better games when the kids are ready.
Wits and Wagers / Balderdash: Ages 8+, 4+ players

These are party trivia games where knowledge of trivia is not so important. The question is asked, and each player writes down an answer. These are revealed and players then bid on the answers they think are best. The winning answer, and the winning bids, all score points.

Wits and Wagers does this in the form of a poker game setting, while Balderdash requires you to make up funny possible answers. Both have won awards and acclaim as an order of magnitude better than you-know-which famous trivia game.
Zooloretto: Ages 8+, 2 to 5 players

Winner of dozens of awards, Zooloretto is a cute game for kids and decent game for adults. Simply take the animals as they are revealed from the deck and try to fit them into your zoo without overcrowding.

A few extra rules and some clever mechanisms makes the game enjoyable for all ages.


Enjoy,
Yehuda

It's My Birthday!

Just thought I would share that.