Category Archives: Thursday in the Zone

Gaming-related posts, covering games of my particular interest from the collectible, video, and PC genres.

My Favorite MTG Angel Ever Printed

myfavoriteangel
As far as favorite creature types go, Angels are number one, and have been since I started playing the game. I’ve collected one of most of the Angels printed (minus a few of the really expensive/hard-to-get-hold-of Angels), and I even have an Angel deck put together. To say I’m an Angel fan in Magic is an understatement.

But who is my favorite Angel? Surprisingly, not Akroma, as awesome as she is. Instead…

empyrialarchangel
image credit: MagicCards.info
THIS not-so-little lady became my absolute favorite Angel when Shards of Alara came out. Sure, she costs 3 different colors of mana, but she has lots of fun things going for her as well:

  • Shroud, meaning she can’t be targeted even by burn and kill spells
  • The protective “redirecting damage” clause
  • That crazy high toughness; she might not have as much punch as Akroma, but she can take more damage!

In short, Empyrial Archangel is a different flavor of Angel–less ROAR and more steadfast, less aggressive and more defensive. She’s almost like a Planeswalker Lite, since she takes damage for you. In this way, she’s very, VERY different from most of the other Angels, especially the ones which were already printed at the time she came out, but this is another plus for me. I like playing high-defense, life-protecting stuff in Magic anyway, and having all that on a favorite creature type is just icing on the MTG cake.

Sure, she may not be a battle-leader; heck, you probably won’t be sending her into combat at all, either for attacking or blocking. But Empyrial Archangel isn’t meant for that anyway. She’s meant to defend those Life Points of yours in a very different way, an unexpected way (for MTG Angels, at least)–not with a sword, but with her wings. She is one of the few Angels that exemplifies a quieter, humbler power…even while she blocks your way with an 8 toughness. 😛

Guimp.com: Smallest Game Site in the World (Literally!)

guimp_actualsize The screenshot at left is the actual size of Guimp.com, home of the tiniest miniature games, Flash toys, and galleries I’ve EVER seen. Right within that 18×18 pixel square is where all the magic happens. Zoom in and get ready for itty-bitty pixel fun–awesome things DO come in small packages!

How to Play the Games

guimp_games Click the beginning water-drop animation to be brought to the home screen (pictured above), then click “Flash” and you’ll see this screen. Click the left and right arrows to browse through the catalog of fully-playable miniature retro games and other Flash delights–to activate one, click the word and it will bring up a loading and instructional screen. Then you can enjoy your favorite games, like the following:
guimp_pong
Pong (woot!)
guimp_breakout
Breakout
guimp_pacman
Pacman (mad skillz required)
guimp_pinball
Pinball
guimp_piano
Piano (this is awesome!)
guimp_simonsays
Simon Says

Other Available Games Not Pictured Here:

  • Asteroids
  • Tic-Tac-Toe
  • Football
  • Life
  • F1 Racing
  • Maze
  • Space Invaders
  • Drum Machine
  • Fruit Slot Machine
  • 3D Arena (REALLY COOL)

Other Attractions

guimp_site If you click “HTML” at the home screen, you’ll get to browse through the World’s Smallest Blog, Graphics Showcase, Art Gallery, Haiku Gallery, Famous/Pop Culture Gallery, and Webcam, as well as news and links. Also, don’t forget Guimp’s CafePress Shop–click left once after you click “Flash” and you’ll see a link to it.

Summary

All in all, Guimp.com is a wonderful little game and timewaster site (to pardon the pun). If you’re feeling nostalgic and want a tiny taste of retro gaming, or if you want a crazy novel take on gaming, click and enjoy!

HeroClix Tournament Ideas

clixtourneyideas

HeroClix tournaments, at least in my neck of the woods, are a fairly big affair. Everyone brings their strongest figures (usually out of the very newest sets), and most people spend their team-building time (and most of the week before the tournament) trying to figure out how to break the format for maximum wins in 50-minute rounds. In other words, there’s a list of reasons why I’ve quit playing the tournaments; I’m a casual player, I don’t have the money for updated figures, and I hate trying to play within a time limit.

But what if tournaments weren’t always cutthroat like this? What if there were a few tournament days thrown in there where the competition is still there, but the challenge is a little different? Read on to find out what I mean!

Idea #1: Draft-ish Tournament Out of Somebody’s Extras

Most Clix players have a huge box of extra figures lying around, figures they normally wouldn’t play with much, figures they’d be willing to trade. What if there was a tournament where the judge brought a huge box of extras and everyone built their teams on the spot, strictly out of that box?

Rules

  • Could be either a free or pay-to-play tournament (see last rule)
  • Extras box should be edited carefully to take out obvious “power pieces,” instead focusing on lesser-known pieces
  • Roll a dice to select the order of figure selection; each player then chooses one figure at a time until they each feel they have enough figures
  • Players get an hour to fine-tune their teams once the extras box is brought out
  • At the end of the tournament, players can either offer to buy any figures they really liked (if the tournament was free), or can take any of the figures they liked (if the tournament was pay-to-play).

Pros

  • Stops players from being able to search out killer combos online and acquire the figures before the tournament
  • Forces players to get creative as they search through unfamiliar figures to build a team
  • Introduces players to figures they might never have seen before, let alone played
  • Gives new or casual players a chance to try new figures and to even acquire them later if they like them

Cons

  • More experienced players can spot the better figures right away and scoop them up before newer players can get a chance
  • How do you define “power pieces?” Some figures are really awesome even though they don’t look like much (Checkmate Knight White and Experienced Destiny, anyone?).

Idea #2: Build a Team–for Someone Else!

This is a pretty simple idea; for this tournament, pure chance decides who’s going to play the team you built, and what team you’re going to end up playing with!

Rules

  • No players are told beforehand about the “switching teams” rule, just so people don’t build terrible teams for each other
  • Players are simply told to build a basic team that they feel represents their personal HeroClix style
  • All players roll two d6s at the same time; players whose dice rolls match switch teams with each other. (In the event that 3 or more people match on dice rolls, reroll between them to decide who matches up with who)
  • Once all players have been matched up and their teams switched with each other, allot 30 minutes for players to exchange team strategy ideas (basically “how does this team win,” “what do these pieces do for the strategy,” etc.”)
  • Play a normal tournament format with the switched teams; prizes should ideally be split between player and creator, because they are both responsible for any wins/losses. (See “Cons” below)

Pros

  • Builds community and cooperation as pairs of players walk each other through their strategies
  • Gives players a double challenge: play someone else’s figures AND someone else’s strategy!
  • Exposes all players, especially newer players, to how other people construct their teams–this can help new players understand what Clix strategy is all about and how they can find their own style.
  • Gives each player a chance to appreciate how another player thinks

Cons

  • Requires mature players (i.e., people who won’t break each other’s figures out of spite, try to steal said figures, purposefully make the other player’s team lose, etc.)
  • Splitting prizes between player and creator could create tension; you may have to award prizes differently (prizes go just to team player, just to team creator, etc.). If the issue comes up, put it to a vote, and then be consistent.
  • Depending on the players, there might be a few high-dollar Clix pieces on the table; again, players must be mature enough to take care of another person’s Clix figures.

Idea #3: Tournament Loser(s) Pick the Next Tournament’s Challenge

This isn’t a tournament challenge per se, but rather a way to reward all players for playing.

Rules

  • At the end of the tournament, either the lowest-scoring person or the lowest-scoring 4 players are asked what kind of tournament they would like to play next
  • Ideas are written down on slips of paper, which are folded and put into a hat or box; judge picks out an idea at random
  • The chosen idea may be improved upon/edited as needed, and then implemented for the next week’s tourney; ideas which were not chosen may be saved for later tournaments

Pros

  • Gives people who didn’t perform well in this tournament a chance to suggest a tournament idea they would be better at playing
  • Depending on the venue, this may be the only prize for losing players; it could make the experience better overall
  • Encourages creativity
  • Is another form of prize, similar to “Fellowship” prizes

Cons

  • Could possibly create a “drive to lose” in the other players, just to have power over the next tourney’s format
  • Losing player(s) could choose a terrible tournament format out of spite (this is why the judge should have power to improve or edit the chosen tournament idea)

Summary

As the above ideas show, tournaments can be challenging enough and still encourage creativity to win. Think about how you could implement these ideas at your venue!

NightSky for PC

nightsky_top
I don’t play a whole lot of computer games these days, but when a friend bought me NightSky on Steam for my birthday, I decided to give it a whirl. It looked interesting, with a very different concept from most of the games I’ve been used to playing. As I soon discovered, it’s a great little challenge!

Screenshots and Tips

nightsky_first
Your game begins with a little story introduction and tutorial, helping you learn how to control this strange little glass sphere you’ve found on the beach. (The main controls use Left and Right arrow keys for movement, as well as A and S for special controls which change with each stage’s needs.)

nightsky_jump
During the game, you learn how to roll the little ball up and down hills (and use the terrain to your advantage to make long jumps)…

nightsky_environment
…and how to use the various mechanical things in the environment to get through each level.

nightsky_contraption
On some levels, you even pilot strange contraptions with your glass ball! (Take time to experiment with how controls interact with the contraption before you start trying to conquer the level.)

nightsky_setoff
In other levels, you have to set off switches with the Enter/Return key in a precise order to make the level passable. Use the Up and Down arrows to select which switch you want to highlight and set off.

nightsky_yellowcircle
Sometimes, certain conditions must be met before you can advance through the level; usually you have to roll through the yellow circle to unblock the level.

nightsky_secretstar1
On the level selection screens, some levels will be marked with a black star in the upper right corner. This means that the level has a Secret Star entrance to complete the level a different way. Find these so you can finish the game’s last group of levels.

nightsky_secretstar2
When you’ve found the Secret Star entrance in a level, the star on the level screen will show up white instead of black. But how do you find them? Read on…

nightsky_findingstar1
On a starred level, take a VERY close look around in the level for something that just looks out of place. In this case, the bricks around the Secret Star entrance have no mortar–it just looks different, and there are angled bits above and below the entrance as well.

nightsky_findingstar2
On more organic levels, look for parts of the walls or floor that just look too straight and perfect. (This one also has a handy ramp leading up to it–pay attention to how the terrain is arranged as well!)

My Personal Impressions

I really enjoy this game most of the time. Admittedly, I have cursed and raged over a few levels which were more frustrating to complete, but that notwithstanding, I still like the game. It provides a challenge without having to use boss battles and enemy groups–in this game, your only enemy is your own frustration level. There is no penalty (as far as I know right now) for having to try to complete a level multiple times; all it cares about is that you finally got through in the end. It encourages retrying and thinking out of the box to solve the various problems it presents you with, which I like quite a bit.

My biggest personal tip: Just don’t get agitated and try to rush through levels. The slower, easier, and calmer you take this game, the better. If you get frustrated and start hurrying, you’ll have to repeat a lot more levels. TRUST ME. LOL

Game Information

My Favorite 2014 Clix Rulings Change

fav2014clixrule
After catching sight of the 2014 Rules thread on HCRealms, I scanned through it, and I found something amazing.

Rule Book, p.20-21: The Relic Roll is no longer once per game per character.

COMMENCE THE HALLELUJAH CHORUS! 😀 The old version of the rule had kept me from playing the Relics, essentially, because I am notoriously horrible with single-die rolls (not sure why). Shapechange, Leadership, and especially Super Senses are once-in-a-blue-moon wins for me, so I merely glossed over the Relics, thinking, “Well, with my rolls, I’ll never get to pick up the darn things anyway!”

This, I think, could bring Relics as a type of Special Object back into more routine gameplay (read: Casual). Special Objects in general can inject elements of fun and thoughtful playing into a casual game–whacking somebody with a Stepladder or having to play carefully around a Shield Disruptor, for instance. I could see the same happening with Relics, as long as everybody agrees to keep it casual and fun. Now that there are multiple chances for a character to pick up a Relic, the object can affect the game for a longer time, and it could pass from hand to hand, like teammates passing a basketball back and forth.

What do you think about this ruling? Do you think it makes Relics more or less playable? (And while we’re at it, how about the other 2014 rulings changes in the linked article?) Leave your thoughts in the comments!

For Further Information

Search Relics on HCRealms‘ Units section by choosing “Special Objects” under “Rank” on the Advanced Search!