mi

Surviving The World - classic comics


This comic was originally posted in 2008.

Thoughts from 1/27/2020: There were three comics of this "Sports vs." theme. This is probably the best of the three? I used to play several sports in high school for my Catholic high school, and they would want us to pray as a team before each game, and then we'd usually follow with someone saying the name of a saint, and then the rest of the team responding "pray for us". Usually someone would say "St. Sebastian", who was the patron saint of sports, so the "pray for us" made sense. There'd be a "St. Bernard", since that was the name of our school, and the "pray for us" was obvious. And since we were terrible in almost all sports, I'd throw in a "St. Jude", and everyone would readily respond with a "pray for us", as a matter of practice ... not knowing that St. Jude was the patron saint of hopeless causes. It is fair to say that St. Jude did not come through for us in most cases, or perhaps he stayed true to his cause and thus did come through? Anyway high school sucked.

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mi

Surviving The World - classic comics


This comic was originally posted in 2010.

Thoughts from 1/28/2020: The dumbest thing I did was ending recitations on the site, and I did that just 2 or 3 years in. At that point, I was getting 10 to 20 emails a day from people trying to get a question on the site, and when I ended it, that dropped off completely. Ah well! Of course, I realized this and tried to recapture the connection not long after with 'homeworks' or 'big questions', but it was too late. On the other hand, my actual students would have had a field day with recitations if I was still doing these by the time I became a professor.

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mi

Surviving The World - classic comics


This comic was originally posted in 2018.

Thoughts from 1/29/2020: The day after STW ended, my youngest child, Torpedo, lectured the hungry hungry hippos on making sure to share the food. I remain endlessly delighted by this memory.

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mi

Surviving The World - classic comics


This comic was originally posted in 2018.

Thoughts from 1/30/2020: I think this came out the day after my joke about Batman and Conditioner Gordon that continues to pop up and send out Google alerts with my last name that continue to irritate my Dad.

A few months after STW ended, I did a way-too-long thread on Twitter that ran with and completely beat into the ground this rhyming wordplay scheme.

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mi

Surviving The World - classic comics


This comic was originally posted in 2012.

Thoughts from 1/31/2020: This seems like the totally mature comic that a person would publish just two months before they became a dad. Setting a strong example for the youth of near-tomorrow!

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mi

Surviving The World - classic comics


This comic was originally posted in 2008.

Thoughts from 2/2/2020: The first raptor impression on the site! I totally stole the whole raptor thing from a guy I knew freshman year of college, and he was perfect at the noise and movement, but he transferred out after that year anyway.

There was no re-run yesterday because I briefly participated in Hourly Comic Day. Here are eight I made before giving up on it. Not sure I'll do it again, unless I start actually drawing.

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mi

Surviving The World - classic comics


This comic was originally posted in 2017.

Thoughts from 2/3/2020: This was very hard to make, given a 10-second timer on the camera, and needing to get the book prepared in-between my monkey toes, let alone raising everything to the right height. Also no one appreciated how clever this was, because, alas, that's the way of things.

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mi

Surviving The World - classic comics


This comic was originally posted in 2016.

Thoughts from 2/4/2020: There is a real problem with making endless comics for ten straight years that have your face in them, as you will get set in your mind that is what you look like, and anyway I'm 37 today and I'm now trying to remind myself that that's the way of things. The sad thing is I know I somehow got a little more mature along the way, and that's the real depressing thing. Hurray!

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mi

Surviving The World - classic comics


This comic was originally posted in 2016.

Thoughts from 2/14/2020: Westley was a good dog and he was forced into a labcoat far too many times.

The 'roses are red' rhyming scheme joke is my favorite part of this stupid holiday.

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mi

Surviving The World - classic comics


This comic was originally posted in 2014.

Thoughts from 2/16/2020: This comic was made in honor of my sixth wedding anniversary. I then self-plagiarized it for when I officiated my friend Ron's wedding this past summer, and then self-plagiarized it again for when I officiated my sister's wedding last fall. And now I'm posting it on the day of my parents' 40th wedding anniversary. I have better comics about love but this one kind of drives the message home better than any of them.

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mi

Surviving The World - classic comics


This comic was originally posted in 2018.

Thoughts from 3/8/2020: It's International Women's Day so let's destroy the old system, if that's okay with all of you.

Both Torpedo and Cannonball seem likely to continue on this path, as most people of their generation will be, I assume.

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mi

Surviving The World - classic comics


This comic was originally posted in 2014.

Thoughts from 3/10/2020: I remember making this comic six years ago but I did not remember that 'file under' tag, I must have been feeling particularly blasphemous that day.

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mi

Surviving The World - classic comics


This comic was originally posted in 2012.

Thoughts from 4/12/2020: I remember this comic coming out just days before Cannonball was born and even though I was hallucinating to the point that the chair I was sleeping on was literally talking to me, those were certainly simply times than right now.

I hope that all of you and your families are healthy, both physically and mentally. May we all make it through these times as best we can.

Get the STW Book!




mi

Surviving The World - classic comics


This comic was originally posted in 2010.

Thoughts from 4/13/2020: This was originally thought of in 2003 after a bad summer camp experience, and was developed in response to dumb political talking points in 2010. I have no possible idea why I've been reminded of it now ...

I hope that all of you and your families are healthy, both physically and mentally. May we all make it through these times as best we can.

Get the STW Book!





mi

Localz wins IBM SmartCamp Australia 2015 with innovative micro-location technology

IBM (NYSE: IBM) today announced Melbourne start-up Localz as the winner of IBM SmartCamp Australia 2015, a global competition that brings together entrepreneurs, investors and experienced mentors. Localz provides software that connects the digital and physical worlds for enterprise, using the latest micro-location technology to enhance customer’s in-store experience, improve asset and inventory tracking and provide frictionless mobile payments, at scale. One of the key differentiators of the solution is that it works across different technologies (iBeacons, Bluetoth Low Energy, GPS or even QR Codes).




mi

IBM Customer Experience Index Shows Aussie Retailers Missing Omni-Channel Opportunity

IBM, (NYSE: IBM) today announced the findings of its 2016 Global Customer Experience Index (CEI) Study, which showed that Australia is above the global average when it comes to providing a good shopping experience for consumers, with a CEI rating of 43 percent compared with 40 percent globally. The results provided a snapshot of the Australian retail sector, revealing that some businesses are still struggling to provide a seamless cross-channel experience, personalisation and convenience for customers.





mi

Promise by Gryffinclaw_31 [G]

One-shot between Harry and Ginny a day before his Auror-training began. Canon, R&R




mi

Framed by MichiganMuggle [R]

With Voldemort dead, Harry Potter is training to be an Auror and is finally back together with Ginny Weasley. But when a young woman dies of poisoning at the Ministry’s Midsummer Ball, Harry is the first suspect, and he can only uncover the true murderer by working with his childhood rival, Draco Malfoy.




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2019-2020 Novel Coronavirus outbreak: mathematics of epidemics, and what it can and cannot tell us (Nicolas Jewell)

At the most recent MSRI board of trustees meeting on Mar 7 (conducted online, naturally), Nicolas Jewell (a Professor of Biostatistics and Statistics at Berkeley, also affiliated with the Berkeley School of Public Health and the London School of Health and Tropical Disease), gave a presentation on the current coronavirus epidemic entitled “2019-2020 Novel Coronavirus […]




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Mathematics Seminars List

My student, Jaume de Dios, has set up a web site to collect upcoming mathematics seminars from any institution that are open online.  (For instance, it has a talk that I will be giving in an hour.)   There is a form for adding further talks to the site; please feel free to contribute (or make […]




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20 Minute Delay Gail and Piper are Back! and with Video!






Retro Rack is also on facebook where I post additional images and fashion thoughts.

You can shop my recommendations via the following lists:
Steampunk, Retro Jewelry, Makeup, Retro Clothes, Lifestyle



Product links on this blog are usually to Amazon using my associate code. At no additional cost to you this means I get a slight kick back if you make a purchase. Thank you! This allows me to continue to produce this blog without sponsors.




mi

Did the U.S. have to drop atomic bombs on Japan?

A friend wrote to me today urging me to read Killing the Rising Sun as, by he said, Bill O’Reilly, since it made the case that the U.S. had to drop atomic bombs on Japan. My reply: You underestimate me, my friend; I’ve already read to Killing the Rising Sun. The key issue out of […]




mi

Did the US have to drop the atomic bomb on Japan?

In my new novel, The Oppenheimer Alternative — coming June 2, 2020, and available for pre-order now — the following exchange occurs between J. Robert Oppenheimer and his wife Kitty (with Kitty employing a racial slur that was regrettably all-too-common during the Second World War): “They … they’ve dropped a second bomb,” Oppie said, holding her. […]




mi

Serve up Blue Milk Pudding, a Tatooine Treat

That trip to Tosche Station can wait!



  • Recipes
  • Star Wars Day
  • Blue milk pudding
  • star wars day
  • star wars recipes

mi

“The Most Physically Grueling of Them All”: Mark Hamill on Star Wars: The Empire Strikes Back

The actor behind Luke Skywalker takes StarWars.com on a journey through filming the Star Wars sequel in time for the 40th anniversary of its release.




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Academy Award Winner Taika Waititi to Direct and Co-Write new Star Wars Feature Film for Theatrical Release; Oscar Nominee Krysty Wilson-Cairns to Co-Write Screenplay with Waititi 

Emmy Nominee Leslye Headland to write, produce, and serve as showrunner for new untitled Star Wars series for Disney+.




mi

Game Review: Dynamite Nurse

Three years ago Japanime released an English version of Dynamite Nurse (originally published in 2011) via Kickstarter. Although we added this take-that deck building game to our collection earlier this year, it took a bit of time to find some friends from our various gaming circles willing to play the game given the boundary pushing artwork. The character illustrations are in the style of anime - colorful and detailed - but bordering on pornographic.

In making a case for the game's merits, I pointed out that Dynamite Nurse is centered on strong female characters (sure, the nurses are barely clothed and poses provocatively but they’re the main focus of the game and hold all the power). Also, the game has an interesting storyline. In Dynamite Nurse, players take on the role of nurses competing to save patients who have been severely wounded while out exploring dungeons. Fun fact: in an odd parenthetical note, the rulebook states the characters are actually doctors that are simply referred to as nurses in the fantasy realm of the game.

Components for Dynamite Nurse include 214 double sided glossy cards, 30 cardboard tokens, and a 34 page rulebook. You’ll definitely want to sleeve the cards for frequent use.

Gameplay is straightforward and easy to learn. In the first phase of each player’s turn, they do the following:

(1) play cards from their hand

(2) decide between treating patients in their hospital or purchasing a new card to add to their discard pile

These two main actions can be done in any order. If a player elects to treat patients, the treatment points on cards in their hand are used to conduct surgery (to fully heal a patient and add them to their victory point pile) or treat with care (to bring a critical care patient about to die to stronger health, while still leaving them in their hospital for further treatment). If electing to buy a card, a player is limited to purchasing a single card from the purchase decks, as is common in a traditional deck builder.

In the next phase of a player’s turn, they draw a patient from the Dungeon Deck and lay them out in the back of the ambulance, ready to be moved to a waiting hospital. When a patient is admitted to the ambulance, they are tagged with the hospital marker of one of the players, signifying they are under the care of that nurse. If there is no room in the ambulance for the patient (the ambulance can hold a number of patients equal to the number of players in the game), instead of drawing a patient from the Dungeon Deck, the patient in the front of the ambulance is flipped over, entering critical condition. This is bad for the player whose hospital tag is on that patient as the patient may eventually die and accrue Kill Mark Cards (also known as penalty points) for the associated player.

To wrap up a player’s turn, they complete hospital admissions (optional) and check for patients in critical condition in their hospital. If a player decides to admit patient(s), they move one or more patients tagged with their hospital token with from the ambulance to their hospital. Admissions must be carefully balanced as a hospital only has 2 beds. If there are more patients than beds available, the player must select a number of patients equal to the bed shortage and put them in critical condition. Patients in critical condition are at risk for death if bed shortages continue over subsequent turns.

The title of Dynamite Nurse is held by the player with the most dead patients. It’s initially acquired by the first player to have a patient die. It’s a traveling status, in that, it will immediately shift to any player whose dead patient count exceeds the player who previously held the title. The designation provides some strategic advantages during the game (perhaps as a catch up mechanism) but earns -2 victory points at the end of the game for the player still holding the title.

The game ends when either the Dungeon Deck or the Kill Mark Card deck runs out. A player wins by amassing the highest victory point total. Victory point formula: healed Patient Card VP total – Kill Mark Card penalty point total. 

Dynamite Nurse is subject to a bit of analysis paralysis, but it’s very limited because the pressing tasks required to keep from losing (treating sick patients) clearly take priority.

I really enjoyed the gameplay here. It was competitive without being too complicated, which is just how I like my card games to be (card games always have a bit more of a casual feel to me and I turn to them when I want a relaxing game). We had a lot of laughter during our games and the take-that actions didn’t upset anyone too much as they were pretty evenly distributed among all players. I love almost everything about Dynamite Nurse. That being said, I’m disappointed Japanime doesn’t publish a family-friendly version of the game so that I can play with a wider audience. I’m not naïve; I understand that racy artwork adds to the appeal for a certain demographic but the sexualization of the characters in Dynamite Nurse isn’t subtle – it’s right in your face on every card and a major turn off for players who are more conservative, have strong feelings about portraying women as sexual objects, or those who want to play the game with the under 18 crowd. There is no way we could play this with our kids and it’s only because of the artwork. During one of our games, we spent four minutes debating what the inanimate object was between one of the nurse’s legs pressed up against her panties (cell phone was the consensus but one of my friends insisted it was a cheese grater). Another minor complaint - we found the included rulebook to be a bit confusing. Multiple times we had questions that the rulebook did not seem to provide a clear answer on and so our group had to come to a agreement on a house rule. For example, under Transport, the rulebook notes to draw a Patient Card from the top of the dungeon and place it in the ambulance in “the furthest location from the dungeon”. As the dungeon is left of the ambulance, this would mean placing the card to the right of any existing patients in the ambulance like so:

D   P1  P2 P3 NewPatientHere

However the drawing two pages later in the rulebook meant to illustrate how to transport shows the new patient being added to the ambulance in the the location closest to the dungeon like so:

D NewPatientHere P3 P2 P1

Aside from the rulebook confusion and the risqué illustrations, Dynamite Nurse is a compelling game that can be played in under an hour.  I’m giving it a OUI rating (take note Japanime – the rating will climb to a OUI OUI should a family friendly version be released).

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Publisher: Japanime Games
Players: 3-5
Actual Playing Time (vs the guideline on the box): About an hour
Game type: deck building, take-that
Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.




mi

Board Game Review > Middara: Unintentional Malum Act 1

I don't keep my finger on the pulse of all the independent Kickstarter campaigns running at any given time. There's just too much unique content being produced month after month for me to sift through everything. I leave that to those who write previews and reviews for a living (I am an IT Consultant for a living; I write reviews as a hobby because I'm passionate about board gaming). The only way an independent Kickstarter campaign is going to be on my radar is if the designer/publisher reaches out to me to let me know the campaign is running or if it's created a bit of buzz already in the key circles that I frequent. I definitely wasn't closely monitoring Kickstarter campaigns four years ago when the original edition of Middara  was initially funded. It was an adventurous dungeon crawl that promised to be so much more than an ordinary dungeon crawl. With options to run in campaign mode for an ongoing narrative or crawl mode for one off gameplay, it could work as a long term project for committed game groups as well as a fun game for casual players. It was a long road from its 2015 campaign to its 2019 fulfillment with a lot of unhappy backers along the way who voiced frustration at the late fulfillment of the game. In early summer 2019, a few months after delivery of the original Middara  game was completed, Succubus Publishing launched their Middara: Unintentional Malum Triology  Kickstarter campaign. This offered a reprint of the original game (retitled Middara: Unintentional Malum Act 1), expanding it to over 80 hours of content, as well as two new adventure expansions (Acts 2 and 3) and a host of other Kickstarter exclusive add-on and stretch goal content. It also promised a faster turnaround on delivery to backers. Suddenly Middara  and its designers (Clayton Helme, Brooklynn Lundberg, Brenna Moncur, and Ian Tate) were the talk of the town and my husband Chris and I had an intense discussion about backing the second campaign. We were torn - yes the game sounded really cool, but we already own one behemoth campaign dungeon crawl (I’m looking at you Gloomhaven). Did we really need another? We hemmed and hawed and let the decision hang in the air. And then then publisher decided for us, by sending us a review copy of Middara: Unintentional Malum Act 1 (M:UMA1).

As soon as the box arrived at the end of June, I poured over all the components. So much stuff! Such a huge box! The artwork (conceived and illustrated by Stephanie Gustafsson, Alex Hansen, Hector Sevilla Lujan, Rhett Mason, and Jon Troy Nickel) is absolutely beautiful. The illustrations are well drawn, well detailed, and bursting with color.
The game could have an audience in the tween set if the drawings were a little less risqué, but as marketed to older teens and adults, everything is within decency standards.

The minis are of good quality; well sculpted. I do wish that at least the starting adventurer minis came pre-painted (I always wish that because I have no painting skills or supplies) especially when M:UMA1 is priced at $150. The components are sturdy and should hold up to regular usage. We haven’t sleeved our cards yet and because of the sheer quantity of them (hundreds) they’ll likely remain unsleeved. I especially enjoy the custom dice, separated by color to indicate which dice should be used during dice rolls.

After examining all the game contents, my interest was definitely on the upswing and Chris and I  set about assembling a crew to play the game in adventure mode. It’s daunting to find others willing to commit to 80+ hours of gameplay, but soon enough we had a happy foursome. One of the players, Craig, actually owned the original edition of Middara but hadn’t found the time to assemble a group and get it on the table. Our other player was his coworker and friend Matt.
Craig showed up for our first night of gameplay with a sweet surprise – he had ordered the fancy game mats and was happy to share them with us for our adventure.

In M:UMA1  adventure mode, players begin the first game by taking on the roles of young students preparing for their Magical Aptitude and Skill Test (MAST). We spent that first evening getting to know the four starting characters (called adventurers) and deciding who would role play each one. Every adventurer has their own unique backstory, motivations, starting equipment (armor, weapons, relics, consumables, etc.), and vivid personality.  I chose Nightingale because I saw myself in her and thought I would really enjoy playing her. Chris chose Rook, Craig took Remi, and Matt selected Zeke.
M:UMA1  adventure mode breaks down the overall campaign (called the adventure) into many sessions called encounters. We typically play one or two encounters each evening we get together, with each encounter lasting anywhere from one to two hours. To start an encounter, all players gather round the table and lay out their adventurer cards and equipment. The narrative is read from the Adventure book, or alternatively listened to on the Middara app. We all really love the app. It’s available on the Apple App store or Google Play store and allows players to hear the narrative bits of the story without requiring one of them to do the reading aloud. The voice actor Succubus Publishing hired is fantastic; she is an expressive reader who brings the characters alive. While the entire adventure in M:UMA1  is narrative driven and so every encounter advances the plot at least a little bit, there are some encounters that have several pages of story so using the app is really nice. After the narration is finished, the location boards are set up for the encounter, forming the terrain, similar to any other dungeon crawl. Directions for setup are given in the Adventure book with modifications in the Diagram book. Some elements of the terrain may have their details partially hidden, such as loot tokens (which hide the exact reward until a character performs an encounter adjacent to the token) and totem tokens (which hide what they represent until an adventurer comes within line of sight of the token). The starting spaces on the board for each adventurer and the monsters (called combatants) are specified in the Adventure book. Once everything is setup, the game begins; turn order for adventurers and monsters is driven by initiative cards that were shuffled and randomly laid out in a row during setup.
During the encounter, players spend their turns moving their adventurers around the terrain, following movement rules, as they work to complete the encounter goals. Usually this involves reaching the exit token, but other goals are possible. Since players typically get rewards (gold, equipment, experience points, etc.) each time their adventurer slays a monster, most will want to prioritize battling the monsters over making a quick run for the exit token. There isn’t a lot of analysis paralysis during game play as the best options for next steps on a player’s turn are usually fairly obvious. Combatants spend their turns completing actions as specified on their description cards. Those that are designated as adventurer opponents are called intelligent combatants and have intelligent combatant cards, while the ones that players control and that fight on behalf of adventurers are called command combatants. 

Exploring the terrain and battling intelligent combatants are governed by an extensive set of rules (60+ pages!) provided in the rulebook. It took us at least three encounters before we really understood most of the basic rules and even now, we find ourselves frequently checking the summary poster we printed out as a giant player aid. There’s just too much information to memorize it all, especially when the information is subject to change due to errata. Which brings me to one of the few complaints I have about this game -the large volume of errata. You either have to remember to frequently check the long list of corrections and changes (to the 1.0 rulebook and to the text printed on various components such as equipment cards, combatant cards, etc) and update gameplay as you go along,  or dedicate a session to reviewing all the changes and corrections and marking up the components with the correct text in one sitting. We started off trying to do the former but it was so frustrating that we switched to the latter and it took me at least an hour.  For the rulebook errata, you can take a shortcut to getting the updates in place (if you don’t mind the ink and paper expense) by printing out the updated 1.08 rulebook from the Succubus website. Another note on the rules- deciding which rule set to play under has become a complicated issue that players will need to come to agreement on as Succubus has compiled and released an entirely new version of the rules (v1.1) that changes several of the fundamental aspects of the game. This was done in response to the feedback from players who have extensively played through the game using the original 1.0 rulebook with errata corrections. The major overhaul is meant to strengthen aspects of the game that felt too weak and weaken aspects that seemed overpowered, but not all players agree on the changes. Also, the 1.1 changes are still in Beta release and so they are subject to change as they continue to be finalized. Our little group likes to keep things simple, so we opted to stick to the 1.08 rule set, at least for now.
Theme is really important to me, so I was very happy to discover that Middara’s theme is well implemented across all components and the gameplay thus far in M:UMA1 . This is where the game really shines over its competitors. Its narrative is extremely detailed and offers so much depth in the characters. More so than Gloomhaven. More so than any other board game I’ve played. An experienced  screenwriter could easily adapt the storyline into a fantastic adventure film for the big screen and I’d go see it. My two year stint playing through the Pathfinder Skull and Shackles Adventure Card Game is a distant second in plot development, and even then, that game only had such a rich narrative track because we employed a user written storyline that we found on BGG (the publisher offered little in the way of quality narrative for the game). I come back to the table each week to play M:UMA1 , not just for the fun of fighting monsters and gaining rewards, but also to find out what happens next in the story. Bonus: as the plot unfolds, adventurers grow in skill and discipline and new content becomes available.
At the time of this writing, we've played through all of Chapter 1 and are partway through Chapter 2 (about 10 distinct sessions). Once we are finished with M:UMA1  in adventure mode (we estimate it will take us over a year, meeting weekly) there are plenty of scenarios and special content for us to replay M:UMA1  in crawl mode.  In fact, a large portion of the Kickstarter promo box is content exclusively for use with crawl mode and I’m excited about eventually digging into that.
Based on my experience with M:UMA1  so far, I highly recommend the game. Not only is the game worthwhile on its own merits, but the friendship building that comes from playing a year+ long adventure with others is wonderful. You can make a full afternoon or evening out of each session, sharing a meal together before sitting down to play the game. Although I was given a review copy of Act 1, I like Middara so much that I’ll be purchasing Acts 2 and 3 myself (or putting them on my Christmas list). You can pre-order the entire trilogy or any part of it on the Succubus Publishing website once the publisher reopens wave 2 pre-orders.
-------------------------------------------------
Publisher: Succubus Publishing
Players: 2-4 (We played with 4)
Actual Playing Time (vs the guideline on the box): About 1 - 3 hours per encounter
Game type: narrative driven, dungeon crawl, campaign, action points, role playing, cooperative, dice rolling, grid movement
Rating:

Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.







mi

Starfightercomic.com redesign

Hello everyone! The website has been updated but it's still under construction! Bear with us while we make a few changes, merchandise will be avilable soon! Thank you so much for reading! -HamletMachine

Hey all, this is Thisbe, I helped Hamlet get the new website up and running and I'm also giving her a hand with some of the merchandising stuff. I just wanted to give you all a little more detail about the T-Shirts. We've got one shirt up on the Starfighter Shop already, and you can preorder it if you like, but they won't be shipping out for another two weeks or so.

That's all for now - if you have any questions or notice any bugs on the site let me know at starfightercomic@gmail.com

Hope you like the new look! -Thisbe




mi

Comic printing and T-Shirt thank you!

Hamlet and I have been super busy getting the first Chapter of Starfighter ready for printing - it's actually kind of a complicated process and we're both learning as we go. On the plus side, it's going to be a really nice looking volume, I think you all are really going to like it.

Also, I want to give out a HUGE thank you to everyone who ordered a t-shirt, the response was fantastic and I know Hamlet was really touched by all the supportive comments you guys left. So the pre-order is officially over, anything you order from the shop now will be shipping immediately. Did I mention how much you guys rock? -Thisbe

P.S. We got some requests for additional sizes of the Starfighter shirt so we now have a few each of the larger sizes (2X and 3X Large) in stock at the Starfighter Shop.




mi

COMIC: CHAPTER 2 - PAGE 1

Page 1 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 2

Page 2 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 3

Page 3 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 4

Page 4 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 5

Page 5 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 6

Page 6 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 7

Page 7 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 8

Page 8 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 9

Page 9 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 10

Page 10 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 11

Page 11 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 12

Page 12 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 13

Page 13 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 14

Page 14 of the second chapter of Starfighter.




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NEWS: Toronto Comic Arts Festival

I'll be at TCAF in Toronto this weekend with thepapermouse -- just for fun! I won't be at a table, but YOU CAN buy Starfighter: Chapter 01 from the Saicoink's (romanshoubu) table! I don't have a number for where Saicoink will be, but I do know it's on the first floor somewhere (I'll update if I find out more!). If you find me, I can give you a sticker and my sweet love. Don't worry, I'll be gentle.

Con Info

See you there! -HamletMachine




mi

COMIC: CHAPTER 2 - PAGE 15

Page 15 of the second chapter of Starfighter.




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COMIC: CHAPTER 2 - PAGE 16

Page 16 of the second chapter of Starfighter.