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Thursday, November 26, 2020
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Tuesday, September 22, 2020
Download Lego Marvel Avengers
Avengers System Requirements (Minimum)
- CPU: Intel Core 2 Quad Q6600 (2.4 GHz) / AMD Phenom x4 9850 (2.5 GHz)
- CPU SPEED: Info
- RAM: 4 GB
- OS: Windows XP/Vista/7/8/10
- VIDEO CARD: GeForce GT 430 (1024 MB)/ Radeon HD 6850 (1024 MB)
- PIXEL SHADER: 5.0
- VERTEX SHADER: 5.0
- SOUND CARD: Yes
- FREE DISK SPACE: 14 GB
- DEDICATED VIDEO RAM: 1024 MB
=============================================
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💘 IMPORTANT 💘:-
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Thank You For Watching My Video.....
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Monday, September 21, 2020
Buds, Blooms, And Thorns Kickstarter Preview Of The Whatnot Cabinet By Pencil First Games
Buds, Blooms, and Thorns Kickstarter Preview of The Whatnot Cabinet by Pencil First Games
DisclaimerSupport me on Patreon!
Vitals:
Title: The Whatnot Cabinet
Designed by: Steve Finn
Publisher: Pencil First Games
Year Published: 2021
MSRP: $??
1-4p | 20-30 min | 8+
DisclaimerSupport me on Patreon!
Vitals:
Title: The Whatnot Cabinet
Designed by: Steve Finn
Publisher: Pencil First Games
Year Published: 2021
MSRP: $??
1-4p | 20-30 min | 8+
Kickstarter Link: The Whatnot Cabinet
Kickstarter Price: $39
Kickstarter Price: $39
Disclaimer: This review is for a prototype version of the game. Art and components may not be final and are subject to change.
Introduction:
Blooms:
Blooms are the game's highlights and features. Elements that are exceptional.
Buds are interesting parts of the game I would like to explore more.
Thorns are a game's shortcomings and any issues I feel are noteworthy.
Buds, Blooms, and Thorns Rating:
Pictures:
Back in 2017 I was fortunate enough to review A game called Herbaceous by the board game design supergroup of Steve Finn on design, Eduardo Baraf on development and publishing, Beth Sobel on art, and Keith Matejka on solo gameplay. I absolutely loved the game. And since then have been equally impressed with their other games: Herbaceous Sprouts and Sunset Over Water. All three games are excellent, relaxing filler games that play in about 30 minutes. When I heard about The Whatnot Cabinet by the same dynamite team, I was very excited. I'm thrilled to have the opportunity to review The Whatnot Cabinet while it is still on Kickstarter, but let's see if it holds up to this team's other games.
Blooms:
Blooms are the game's highlights and features. Elements that are exceptional.
- Fast, simple gameplay.
- Good player interaction.
- Puzzly moments.
- Fun solo play.
Buds are interesting parts of the game I would like to explore more.
- The Fascination Pack mini-expansion adds more variety.
- The game plays great at all player counts I've tried, I look forward to trying at the other player counts.
Thorns are a game's shortcomings and any issues I feel are noteworthy.
- Turns can sometimes feel a bit limiting when bad luck won't get you the tiles you need.
- There are limited ways to mitigate bad luck.
- Ran out of tiles in a two-player game.
I really like The Whatnot Cabinet, however, I do feel it had one flaw. My biggest concern was with the amount of luck in the game and an inability to mitigate it occasionally. It is pretty easy to get yourself in a situation where one tile is the difference between a bunch of points or none and if that tile doesn't come up when you can get it, you're out of luck. There are several ways that tiles in the "ouutdoors" (the publicly available tiles in the game) can be cleared and replaced, which is fine for when you are digging for that desired tile, but when someone else does that and dumps your tile before you ever have a chance to acquire it, that can be frustrating. Additionally, at the end of every round the "outdoors" is refreshed, so tiles can be discarded before you ever have an opportunity to acquire them.
I'd love to see a way to get discarded tiles back, or at the very least, only have the "outdoors" refill every round instead of getting wiped completely.
On a somewhat related note, we used the actions to refresh the "outdoors" so often in one two-player game that we ran out of tiles before the end of the game. I'm not sure if that's a common occurrence, but maybe returning discarded tiles to the bag each round could help with both of these issues.
Overall though, I really liked The Whatnot Cabinet. It fits in perfectly with the other relaxing themes this team has released. The puzzle the game presents is engrossing, the artwork is gorgeous, and the game plays a lot faster than you expect. I especially liked the solo game. It plays fast, presents an interesting challenge, and is quick and simple to set up and take down, all attributes I look for in solo games. Steve Finn, Eduardo Baraf, Beth Sobel, and Keith Matejka have knocked out of the park again with this design.
The Whatnot Cabinet earns a Bloom from me. It's a perfect addition to this team's game catalog. If you enjoy any of those other games, or any of Steve Finn's other games, then you'll love The Whatnot Cabinet. Check it out now, on Kickstarter, for only the next week!
Bloom! This game is great and worth adding to your collection! It should be on just about every gamer's shelf. |
Pictures:
Did you like this review? Show your support: Support me on Patreon!Also, 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.
GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation. I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions. There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100. Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game. Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game. Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.
Friday, September 18, 2020
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Saturday, September 12, 2020
Ten Ideas From Reiner Knizia About Playtesting
Reiner Knizia is one of the biggest names in game design around the world. The German game designer is a mathematician and has his name associated to more than 700 games launched in many different countries. I had the honor to talk personally to Knizia in 2011, at DIGRA's conference in Hilversun (Netherlands) and I watched a great keynote about the game designing process in the same event.
On that occasion, I gave Knizia my board game, YN, and had the opportunity to talk a little bit with him (a great achievement for my game designer career).
I follow Knizia in social media and I'm always taking notes about the knowledge on game design he shares on those platforms. In this post, I will reproduce 10 ideas Knizia showed recently on Twitter about playtesting (one of the most fundamental topics in the game designing process). Below, I listed the 10 points. Follow him by clicking here.
Playtesting 1. Those who do not play do not live. Those who do not playtest do not design.
Playtesting 2. Designs always work perfectly in your mind. The first playtest is the (often cruel) moment of truth.
Playtesting 3. Regardless of how much experience you have, you cannot develop a game on the drawing board – only at the playing table.
Playtesting 4. Game design is a classic iterative process of playing and improving – nowadays popularised as "design thinking".
Playtesting 5. When your playtesters do not like your design, (usually) your design is to blame – not your playtesters.
Playtesting 6. I recognise good playtesters by my (frequent) urge to strangle them.
Playtesting 7. For your design to appeal to one group, test with one group. For your design to have broad appeal, test with many groups.
Playtesting 8. You can make (most) designs interesting through your play-talk - but when published, your design needs to speak for itself.
Playtesting 9. Blind playtesting, without you taking part, is as useful as other people going on a rollercoaster and reporting their experience.
Playtesting 10. When you have playtested your design to perfection, let it rest some time, then play again. – Expect to be surprised!
#GoGamers
On that occasion, I gave Knizia my board game, YN, and had the opportunity to talk a little bit with him (a great achievement for my game designer career).
I follow Knizia in social media and I'm always taking notes about the knowledge on game design he shares on those platforms. In this post, I will reproduce 10 ideas Knizia showed recently on Twitter about playtesting (one of the most fundamental topics in the game designing process). Below, I listed the 10 points. Follow him by clicking here.
Playtesting 1. Those who do not play do not live. Those who do not playtest do not design.
Playtesting 2. Designs always work perfectly in your mind. The first playtest is the (often cruel) moment of truth.
Playtesting 3. Regardless of how much experience you have, you cannot develop a game on the drawing board – only at the playing table.
Playtesting 4. Game design is a classic iterative process of playing and improving – nowadays popularised as "design thinking".
Playtesting 5. When your playtesters do not like your design, (usually) your design is to blame – not your playtesters.
Playtesting 6. I recognise good playtesters by my (frequent) urge to strangle them.
Playtesting 7. For your design to appeal to one group, test with one group. For your design to have broad appeal, test with many groups.
Playtesting 8. You can make (most) designs interesting through your play-talk - but when published, your design needs to speak for itself.
Playtesting 9. Blind playtesting, without you taking part, is as useful as other people going on a rollercoaster and reporting their experience.
Playtesting 10. When you have playtested your design to perfection, let it rest some time, then play again. – Expect to be surprised!
#GoGamers
Tuesday, September 8, 2020
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Thursday, September 3, 2020
Podcast Episode 39 - The Barbarian
Join me as I continue my a series of episodes where I read through the (in)famous supplement to AD&D: Unearthed Arcana! Will I use UA in my campaign? Let's find out!
By Crom, I've finally reached the (infamous) Barbarian class as I read through 1st edition AD&D's Unearthed Arcana! This episode, I review the class and share if I'd use it in my campaign.
Episode Link: https://anchor.fm/thedungeonmastershandbook/episodes/Episode-39---Reading-Unearthed-Arcana---The-Barbarian-eemkaq
What do you think?!
Leave me a voice message and let me know what you think or ask questions if you have them!
(312) 625-8281 (US/Canada)
You can also leave a message on Anchor: anchor.fm/thedungeonmastershandbook/message or email me at chgowiz@gmail.com.
I stream at: http://twitch.tv/chgowiz
Credits
Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)
All music used with permission.
By Crom, I've finally reached the (infamous) Barbarian class as I read through 1st edition AD&D's Unearthed Arcana! This episode, I review the class and share if I'd use it in my campaign.
Episode Link: https://anchor.fm/thedungeonmastershandbook/episodes/Episode-39---Reading-Unearthed-Arcana---The-Barbarian-eemkaq
What do you think?!
Leave me a voice message and let me know what you think or ask questions if you have them!
(312) 625-8281 (US/Canada)
You can also leave a message on Anchor: anchor.fm/thedungeonmastershandbook/message or email me at chgowiz@gmail.com.
I stream at: http://twitch.tv/chgowiz
Credits
Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)
All music used with permission.
Sunday, August 30, 2020
Webkiller Tool | Information Gathering | Github
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CEH: Gathering Network And Host Information, Types Of Scan
In Hacking the main focus is over gathering the information about victim or victim's machine. Which will help to find out which type of exploit will works according to the given circumstances. Gathering the network and host information means to find out by which network, the which victim's machine is connected and communicating over the network. Moreover, scanning is also performed for gathering information about open and closed ports. After that they'll able to find the vulnerabilities in the target system and try to get access to the system.
Types Of Scan
As a CEH you should know the scan types and uses:SYN
SYN scan doesn't complete the TCP three way handshake that is why it is known as a half-open scan. An attacker send a SYN packet to the victim machine if SYN/ACK packet is received back to attacker, then it clarify that the port is listening due to the acknowledgment by the victim that it has completed the connection. While if the attacker is received the RST/ACK packet then it assumed that the port is closed or open.XMAS
XMAS scan works only on target system that has the RFC 793 development of TCP/IP and it doesn't works against any version of windows.XMAS scan send a packet with by setting up the FIN, URG and PSH flags of the TCP header. The function of this scan is if the port is active there will be no response but if the port is closed the target responds with a RST/ACK packet.
FIN
A FIN scan send a packet by setting up only the FIN flag of the TCP. This scan is similar to XMAS scan. FIN scan receives no response if the port is active while if the port is closed it receives the RST/ACK packet.NULL
NULL scan is also similar to the XMAS scan. But the only difference is that it sends a packet without setting up the any flag of TCP header. NULL scan receives no response if the port is open but if the port is closed it receives the RST/ACK packet.IDLE
It is just like spoofing an IP address by sending a SYN packet to the victim's machine to find out which services are available over the system. This scan is completed with the help of another system called as "Zombie" (that is not receiving or transmitting any information).Related posts
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