Update 9 May 2015: Back at the beginning of November 2014, I returned to making counters for the Warmaster games after a 10-year hiatus. My first set was for the New Kingdom Egyptian army, simply called "Egyptian" in the game. This set replaces that set and updates it, improving their look and versatility. Plus, I've added over a third more counters in this version! This NKE army makes a great enemy for the Assyrian counter set I created.
These NKE counters are meant for Warmaster Ancients but can be used with any game that has 20mm x 40mm basing, such as DBA or even Warmaster Fantasy. The images primarily come from Wargames Foundry.
Printing the Counters
I hope some of you find these counter sets useful.You can print these at office printing places, like Staples, using heavy card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Currently, I'm printing the counter sets at Staples using regular paper, spray gluing the back of each sheet with Super77, attaching the sheet to old comic book backing boards, and then cutting them out. This makes for cheap, sturdy counters.
New Kingdom Egypt (Warmaster Ancients)
The archers and infantry are core units of the New Kingdom Egyptian army. The chariots supported by chariot runners gives the army some hitting and skirmishing power. The lack of armor saves makes the NKE army weaker against heavily armored armies, but the NKE make up for it with larger numbers of infantry and archers. While I've provided 1000 and 2000 point army lists that kind WMA players have created, it seems WMA armies play well at around 1,250 points to 1,500 points.
Click on the counter set image above to download the complete NKE counter set in PDF format. The set has enough counters to create any of the sample armies below. Of course, if you need more counters simply print more copies!
2000 points
1x General (Ramses) in Chariot Mount
1x Leader in Chariot Mount
2x Leaders on Foot
6x Infantry
8x Archers
2x Marines
3-4x Mercenaries
3-4x Skirmishers
4x Chariot Runners
8x Chariots
1000 points
1x General in Chariot
1x Leader in Chariot
3x Infantry
4x Archers
1x Marines
3x Skirmishers
2x Chariot Runners
4x Chariots
1000 points
1x General in Chariot Mount
1x Leader in Chariot Mount
6x Archers
6x Infantry
4x Chariots
1000 points
1x General in Chariot Mount
1x Leader in Chariot Mount
5x Infantry
5x Archers
4x Chariots
2x Chariot Runners
1000 points
1x General in Chariot Mount
1x Leader in Chariot Mount
7x Infantry
6x Archers
1x Marines
3x Chariots
Selamat Datang
Jumat, 29 Maret 2019
Space Station Silicon Valley (N64)
| Developer: | DMA Design | | | Release Date: | 1998 | | | Systems: | Nintendo 64, PlayStation |
This week on Super Adventures I'm playing Spacestation Silicon Valley! Or Space Station: Silicon Valley, as it's written in the manual. The PlayStation version claims that it's called Evo's Space Adventures but I think it's lying.
The first thing I've noticed about the game is that there's an inflatable spaceship on the title screen, not a space station, and I don't appreciate this blatant attempt to mislead me. Plus it keeps orbiting the letters and I couldn't decide on the best time to take the screenshot. I tried to catch it in good place but I'm not sure I managed it.
I feel like I should pad this intro out with some interesting trivia taken straight from Wikipedia, so here's a couple of Space Station Silicon Valley facts for you:
First, the game's by Scottish developers DMA Design (now called Rockstar North), who are famous for the Lemmings and Grand Theft Auto series. In fact a lot of the people who worked on the game went on to create Grand Theft Auto III and kick off the 3D sandbox mayhem genre, so I guess it was a good thing this didn't sell enough to get a sequel. We could've ended up in the
Second, it's no surprise it didn't sell well considering it came out in 1998: The Year of Good Games. Sure the N64 didn't get ports of Resident Evil 2, Unreal, Half-Life, Thief, Baldur's Gate, Fallout 2, Pokémon Red/Blue, Starcraft, Grim Fandango, Sonic Adventure, Metal Gear Solid etc. that year, but Nintendo fans did have Banjo-Kazooie, Body Harvest, Star Wars: Rogue Squadron, Turok 2 and Legend of Zelda: Ocarina of Time competing for their pennies (and Nintendo's marketing budget).
Read on »
Rabu, 27 Maret 2019
5 Reason You Shouldn't Start A Game Store
Here are five reasons you shouldn't start a game store, right now, in California specifically. Some of these apply to other regions, but it's specifically my market. Later I'll write about five reasons you should start a game store in California right now. There are few times when it's clear you absolutely shouldn't start a business, and they tend to involve national catastrophes. Most of the time, there's a little of column A and a little of column B. But for today, here are five reasons you shouldn't start a store in California right now:
1. Wages. While other regions of the country work with the very low national minimum wage of $7.25 an hour, California's minimum wage is at $10.50 an hour and rising dramatically with no end point in sight. In three years it will be double the national minimum and it will continue to rise by law. This is because we've got a mismatch of education and jobs and we're trying to turn every job into a living wage position. I don't know how traditional retail stores will survive this without double digit growth and robots. Retail stores that use an MSRP system cannot raise prices to make up for higher wages and the only hope is a "rising tide" scenario where all these workers (about 50% of the workforce and climbing) have more money to spend with us. But you know where they'll spend it? Let's look at number two.
2. Rising Inflation. The Western region consumer price index rose at 3.4% last year, over 50% faster than the rest of the country. This means not only are your expenses rising, but the expenses of your customers are on the rise. The game trade addresses inflation by shrinking your margin, which we'll get to, rather than raising prices. With all that wage growth in California, you may wonder about the net result. California income rose 4.5% this year, which only leaves a small 1.1% net if you look at that 3.4% inflation. Wages are rising, inflation is rising, nobody is getting richer, but your store is become more expensive to run.
3. Retail Apocalypse. The report of the retail apocalypse is mostly overblown, however, there is some truth to this as the United States has roughly ten times more retail square footage than other developed countries, with large retailers falling off cliffs regularly at this point. There are simply too many stores, that are too large, selling the same things and scraping by. The likelihood of a recession nuking as many as half of retailers -- permanently -- is rather high, leaving survivors like us in strip mall ghost towns. There are only so many nail salons and massage parlors to fill in the holes. At least half of retail, right now, are dead stores walking. A recession is coming (it's always coming) and there will be a retail reckoning. Although game stores are counter-cyclical, meaning we'll survive fine, the retail infrastructure is likely not to be the same afterward.
4. Shrinking Margins. The big publishers like Wizards of the Coast and Asmodee reduced retailer margins by several percentage points each. This means you have to sell more product to make the same amount of money. My store needs to sell $7,500 more each month, just to offset Wizards of the Coast's margin shrink. That's an extra 150 D&D Player's Handbooks, or 1,500 copies if you're Amazon, who sells these books at our cost. That's pure fantasy. We're moving towards mass market margins, which means you'll need rapid growth and high sales velocity to stay in business in the future.
This makes it increasingly difficult to start a store with Magic as the cornerstone, and that's probably half or more of new stores. When Magic is no longer the cornerstone, it also means stores will be smaller, with less game space and less marketing power for the rest of the game trade. Those who don't believe game stores are a positive marketing force for their game, may be in for a surprise when they change formats.
5. Massive Instability. Traditional retailers, who rely upon a catalog of games, built over decades, are struggling to survive due to the constant pressure of one-off crowdfunded games. There are ten new board games released each day. While traditional retailers build a business with traditional relationships with publishers, crowdfunded game designers are interested primarily in getting a game directly to the consumer, rather than building a catalog and a brick and mortar company. This instability leads to disintermediation by desperate game publishers, which often harm brick and mortar retailers. Crowdfunding is something we've embraced as retailers, but for the most part it's a disintermediating force. Publishers of all stripes desire to get as many direct sales to consumers as possible. You are the middle man. The middle is friction and cost. Nobody wants to feed the middle, if they don't have to.
Conclusion:
Doom and gloom is easy. Retail is about two steps forward and one step back. Anyone can talk about that step back. In the next post I'll talk about the two steps forward, why you should start a game store. In reality, it's a poor business model in a ramshackle industry and you should do anything else if you can. However, if this is really what you want to do, there are good reasons to get in now. Or at least that's the sunshine I'll be selling with my next post.
1. Wages. While other regions of the country work with the very low national minimum wage of $7.25 an hour, California's minimum wage is at $10.50 an hour and rising dramatically with no end point in sight. In three years it will be double the national minimum and it will continue to rise by law. This is because we've got a mismatch of education and jobs and we're trying to turn every job into a living wage position. I don't know how traditional retail stores will survive this without double digit growth and robots. Retail stores that use an MSRP system cannot raise prices to make up for higher wages and the only hope is a "rising tide" scenario where all these workers (about 50% of the workforce and climbing) have more money to spend with us. But you know where they'll spend it? Let's look at number two.
2. Rising Inflation. The Western region consumer price index rose at 3.4% last year, over 50% faster than the rest of the country. This means not only are your expenses rising, but the expenses of your customers are on the rise. The game trade addresses inflation by shrinking your margin, which we'll get to, rather than raising prices. With all that wage growth in California, you may wonder about the net result. California income rose 4.5% this year, which only leaves a small 1.1% net if you look at that 3.4% inflation. Wages are rising, inflation is rising, nobody is getting richer, but your store is become more expensive to run.
3. Retail Apocalypse. The report of the retail apocalypse is mostly overblown, however, there is some truth to this as the United States has roughly ten times more retail square footage than other developed countries, with large retailers falling off cliffs regularly at this point. There are simply too many stores, that are too large, selling the same things and scraping by. The likelihood of a recession nuking as many as half of retailers -- permanently -- is rather high, leaving survivors like us in strip mall ghost towns. There are only so many nail salons and massage parlors to fill in the holes. At least half of retail, right now, are dead stores walking. A recession is coming (it's always coming) and there will be a retail reckoning. Although game stores are counter-cyclical, meaning we'll survive fine, the retail infrastructure is likely not to be the same afterward.
4. Shrinking Margins. The big publishers like Wizards of the Coast and Asmodee reduced retailer margins by several percentage points each. This means you have to sell more product to make the same amount of money. My store needs to sell $7,500 more each month, just to offset Wizards of the Coast's margin shrink. That's an extra 150 D&D Player's Handbooks, or 1,500 copies if you're Amazon, who sells these books at our cost. That's pure fantasy. We're moving towards mass market margins, which means you'll need rapid growth and high sales velocity to stay in business in the future.
This makes it increasingly difficult to start a store with Magic as the cornerstone, and that's probably half or more of new stores. When Magic is no longer the cornerstone, it also means stores will be smaller, with less game space and less marketing power for the rest of the game trade. Those who don't believe game stores are a positive marketing force for their game, may be in for a surprise when they change formats.
5. Massive Instability. Traditional retailers, who rely upon a catalog of games, built over decades, are struggling to survive due to the constant pressure of one-off crowdfunded games. There are ten new board games released each day. While traditional retailers build a business with traditional relationships with publishers, crowdfunded game designers are interested primarily in getting a game directly to the consumer, rather than building a catalog and a brick and mortar company. This instability leads to disintermediation by desperate game publishers, which often harm brick and mortar retailers. Crowdfunding is something we've embraced as retailers, but for the most part it's a disintermediating force. Publishers of all stripes desire to get as many direct sales to consumers as possible. You are the middle man. The middle is friction and cost. Nobody wants to feed the middle, if they don't have to.
Conclusion:
Doom and gloom is easy. Retail is about two steps forward and one step back. Anyone can talk about that step back. In the next post I'll talk about the two steps forward, why you should start a game store. In reality, it's a poor business model in a ramshackle industry and you should do anything else if you can. However, if this is really what you want to do, there are good reasons to get in now. Or at least that's the sunshine I'll be selling with my next post.
The Pokémon Sanctuary Project
Alola! Welcome to my new writing project!
I've been a Pokémon fan since I picked up Pokémon Red in 1998 just before my 18th birthday. Over the years, I have toyed with the idea of building a comprehensive Pokémon zoo of sorts. It's a huge undertaking that grows with every passing generation of Pokémon game that adds more Pokémon to collect. I've started and failed a few times over the years to create a comprehensive collection of Pokémon to carry forward into future generations.
The closest I came was in a Pokémon Emerald run I did in 2008 (roughly). I'm not sure if those creatures are still on a copy of Emerald, or stored in the Ruby/Sapphire Box on some Gamecube memory stick somewhere. I may try to hunt them down in the future, but for the purposes of this project I'm starting from scratch, and I'm starting where it all began. I'll be playing through the Virtual Console version of Pokémon Red.
I'm going to be documenting this journey in the form of a serial narrative. I hope to upload a short story every week as I progress through Pokémon Red with my created character, Fox, who aspires to be a world renown Pokémon collector and zoologist. In order to make his story more interesting to read, I will also be doing the initial playthrough as a Nuzlocke Challenge that I will detail below. As I handle the writing, my brother will be doing some original art for the series to spice up the adventure. I hope this will make the experience fun and interesting for personal friends and Pokémon fans alike.
The Nuzlocke Challenge
I've been a Pokémon fan since I picked up Pokémon Red in 1998 just before my 18th birthday. Over the years, I have toyed with the idea of building a comprehensive Pokémon zoo of sorts. It's a huge undertaking that grows with every passing generation of Pokémon game that adds more Pokémon to collect. I've started and failed a few times over the years to create a comprehensive collection of Pokémon to carry forward into future generations.
The closest I came was in a Pokémon Emerald run I did in 2008 (roughly). I'm not sure if those creatures are still on a copy of Emerald, or stored in the Ruby/Sapphire Box on some Gamecube memory stick somewhere. I may try to hunt them down in the future, but for the purposes of this project I'm starting from scratch, and I'm starting where it all began. I'll be playing through the Virtual Console version of Pokémon Red.
I'm going to be documenting this journey in the form of a serial narrative. I hope to upload a short story every week as I progress through Pokémon Red with my created character, Fox, who aspires to be a world renown Pokémon collector and zoologist. In order to make his story more interesting to read, I will also be doing the initial playthrough as a Nuzlocke Challenge that I will detail below. As I handle the writing, my brother will be doing some original art for the series to spice up the adventure. I hope this will make the experience fun and interesting for personal friends and Pokémon fans alike.
The Nuzlocke Challenge
- Any Pokémon that faints must be released.
- Only the first Pokémon encountered in each area can be caught. No second chances.
- All Pokémon will have personalized nicknames to make them more endearing.
These are the basic rules of the challenge and speaking retrospectively they really make the early game quite challenging and intense. I've never had more tense encounters in an RPG in my life. In addition to these rules, I have also decided that (for the sake of the narrative) I will not be using a starter Pokémon. The challenge starts for me when Fox catches his first Pokémon on Route 1 and then trades away the Charmander he used to catch it. I've run from all battles before that point and just rushed to a point where you can catch your Pokémon. So Rattata or Pidgey (no spoilers! don't look at the episode title!) will be the first and only Pokémon on my team leaving Route 1.
Addendum: I will not be catching an HM Slave. All HMs will be taught to actual members of the team unless I hit a roadblock. If the path forward requires an HM that I absolutely cannot teach without catching a new Pokémon, then an HM Slave may be caught. If that occurs, that Pokémon will only exclusively be used for the HMs and never for battle, but I will be trying to avoid this at all cost. Having one of four battle moves taken up by an HM adds to the challenge, but I won't accept it as a loss if I get to an impasse due to HM nonsense and am forced to catch an extra Pokémon.
Addendum: I will not be catching an HM Slave. All HMs will be taught to actual members of the team unless I hit a roadblock. If the path forward requires an HM that I absolutely cannot teach without catching a new Pokémon, then an HM Slave may be caught. If that occurs, that Pokémon will only exclusively be used for the HMs and never for battle, but I will be trying to avoid this at all cost. Having one of four battle moves taken up by an HM adds to the challenge, but I won't accept it as a loss if I get to an impasse due to HM nonsense and am forced to catch an extra Pokémon.
- Episode 1 - Tabula Rattata
- Episode 2 - Nibbles & Kiwi
- Episode 3 - The Lone Wolf
- Episode 4 - A Trainer's Resolve
- Episode 5 - Monumental Heartbreak
- Episode 6 - Battle for Boulder Badge
- Episode 7 - The Dread Rocket Raticate
- Episode 8 - The Nugget Bridge Rematch
- Episode 9 - Something Oddish in Cerulean
- Episode 10 - Kanto Underground
- Episode 11 - All Aboard the S.S. Anne!
- Episode 12 - A Tremendous Chop to the Team
- Episode 13 - The Team Surges Forward
- Episode 14 - A Wild Side Quest Appears
- Episode 15 - COMING SOON
14 Bizarre Restaurants That Seem to Belong to a Parallel World

In our modern world, people fight for a unique concept. 88% of restaurants have a dedicated space in their budget for marketing! And some of them are really successful in an extraordinary way. In this article you'll find restaurants that attract people not just with their food, but with their exclusive design.
Spam Blog Comments!
For some reason, one of my recent blog posts (not even a good one, really) has garnered quite a lot of attention lately, but not in a good way.
Since 11/22, there have been 301 spam blog comments on that post (and none on any other post)! That's THREE HUNDRED AND ONE spam comments AND COUNTING -- I have no idea when they will let up.
Fortunately (?), I have comment moderation turned on, so these comments aren't actually being published on that post. However, it means I get about 60 emails a day from the system telling me that some robot has left me a comment.
Amusingly, the vast majority of the spam is highly complimentary, telling me how great my post is, how nice my site looks, or how much I seem to know what I'm talking about on the topic. Then every once in a while there's a negative one, telling me they USED to find useful info n my blog, or saying
I've gotten many spam comments like this before, often in small bursts, and often on old, irrelevant posts. This is the first time I've gotten such a deluge, and all on the same post. To be honest, I don't really understand the goal of these robo-comments. I guess the point is to trick me into whitelisting the sender, who might then lie in wait for a few weeks before suddenly posting more comments with spam links? I recall spambots doing something similar when I ran the Board Game Designers Forum -- they would create an account, lie dormant for 2 or 3 weeks, then suddenly make a handful of spam posts (before promptly getting banned by me).
It sucks that spam is even a thing, really. It sucks to get spam blog comments, spam emails, and even physical spam in the mail. But what sucks the most is the thought that if they're doing it, it must work. The whole point of spam is that you cast a bazillion hooks, and you only need to catch 1 fish to make it worthwhile.
If only the entire population would just not click, then maybe over time the phenomenon would fade away. But with how easy and inexpensive virtual spam is to produce and send, I think we'll be stuck with it forever. Though I do still wonder how physical spam is really worth the actual cost of printing and sending out all of that mail...
Since 11/22, there have been 301 spam blog comments on that post (and none on any other post)! That's THREE HUNDRED AND ONE spam comments AND COUNTING -- I have no idea when they will let up.
Fortunately (?), I have comment moderation turned on, so these comments aren't actually being published on that post. However, it means I get about 60 emails a day from the system telling me that some robot has left me a comment.
Amusingly, the vast majority of the spam is highly complimentary, telling me how great my post is, how nice my site looks, or how much I seem to know what I'm talking about on the topic. Then every once in a while there's a negative one, telling me they USED to find useful info n my blog, or saying
"Next time I read a blog, Hopefully it does not disappoint me just as much as this one... I actually thought you'd have something interesting to say. All I hear is a bunch of whining about something that you can fix if you weren't too busy looking for attention."It's easy to tell when a comment is from a robot. They're all completely generic, never referring to any specific content. The formatting is often wonky, with double periods after a sentence, or random line breaks. They use words like "weblog," and they're always posted by "Anonymous." But none of these spam comments have any links to other sites, or advertisements for watches, drugs, or gambling.
I've gotten many spam comments like this before, often in small bursts, and often on old, irrelevant posts. This is the first time I've gotten such a deluge, and all on the same post. To be honest, I don't really understand the goal of these robo-comments. I guess the point is to trick me into whitelisting the sender, who might then lie in wait for a few weeks before suddenly posting more comments with spam links? I recall spambots doing something similar when I ran the Board Game Designers Forum -- they would create an account, lie dormant for 2 or 3 weeks, then suddenly make a handful of spam posts (before promptly getting banned by me).
It sucks that spam is even a thing, really. It sucks to get spam blog comments, spam emails, and even physical spam in the mail. But what sucks the most is the thought that if they're doing it, it must work. The whole point of spam is that you cast a bazillion hooks, and you only need to catch 1 fish to make it worthwhile.
If only the entire population would just not click, then maybe over time the phenomenon would fade away. But with how easy and inexpensive virtual spam is to produce and send, I think we'll be stuck with it forever. Though I do still wonder how physical spam is really worth the actual cost of printing and sending out all of that mail...
TL;DR
If you leave me a legitimate blog comment, please make sure you're logged in, because if it comes from "Anonymous" then it's probably going straight into the spam bin with the hundreds of other robo-comments!Minggu, 24 Maret 2019
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