Friday, March 29, 2019

Top 16 Highest Paying URL Shortener to Earn Money Online 2019

  1. Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  2. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  3. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  4. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  5. Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  6. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  7. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  8. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  9. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  10. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  11. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  12. Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  13. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  14. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  15. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  16. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

Black Throne Tattoo Games


Design Tattoo Games

This Tattoo game Design Gallery From Pinterest And Pinspire Pictures

Sekiro: Shadows Die Twice Tournament

YES, IT'S HAPPENING: the first Sekiro: Shadows Die Twice Tournament is April 6.

This going to be HUGE. More details soon. Follow @McRaptorTV on Twitter to stay up to date.


People Of Frictional: Gregor Panič

WHO AM I?


Hi there! I'm Gregor and I'm a designer and programmer at Frictional, which means I'm responsible for all the fun events in our levels. Okay, maybe they're fun just for us.

It's me! And the sign on our door, printed on an A4 and a little crumpled...

I'm a more recent recruit, having joined around September 2016. My job description, gameplay programmer / designer, is purposefully vague. While I mainly work on level scripting, I also spend time on AI, gameplay systems and level design. I also worked on our collaboration with the Tobii Eye Tracker, which I will talk about later. The great part about this is that my work never gets stale and almost none of my days feel the same.

I'm originally from a little known country called Slovenia, but I've recently moved to the land of the vikings to become one myself. Or, in other words: I moved to Malmö around two months ago and now work from our fairly new office.

My setup at work - right next to the fanart wall! No deskmate yet, though. :'(
I absolutely adore our office and go there pretty much every day to socialize with and get inspired by my co-workers. I'm also the one who nags everyone with occasional movie and gaming nights, where we usually grab some snacks, relax and watch a horror movie (obviously), or games like FIFA and Jackbox Party Pack!

BACKGROUND


I can't really remember the time when I first started playing games. I do know that around the late 90s my dad brought home an Intel 80186 PC one day, thinking he would use it for work. He was wrong. After he showed me a couple of MS-DOS games and I realized I could make things move by pressing buttons, I became glued to that PC. My parents didn't manage to pry me from it, so I've been playing games ever since. Not on the same machine, obviously.

I played a lot of games, but didn't touch the horror genre for the longest time. I still remember having vivid nightmares and being unable to sleep whenever I saw something remotely scary on television. When I was older, however, a friend of mine bought me Amnesia as a "gift". It was a dare, of course, but because I didn't want to disappoint my friend, I played through it. It was just as scary as everyone was telling me, perhaps even more so.

But while I was playing it I also realized that it was about more than just scaring the living hell out of me. It managed to fully immerse me in its world and story, which I had not experienced to this degree before. This is how I got introduced to the horror genre, and to Frictional, which would later impact my life more than I could have possibly imagined.

Making games has been my dream ever since I can remember. Given how much fun I had playing them, I thought it would be great if I could make my own – which is why I always liked messing around with settings, seeing what I could do with cheat codes, and figuring out damage formulas so I could get an advantage. It wasn't until I got sucked into a game called Jedi Knight: Jedi Academy, however, that I actually made my first array into creating my own content. I made lightsaber hilts, maps, and even modified some scripts to make the game play like I wanted to.

Unfortunately, growing up in Slovenia there was no real game dev scene there, so I forgot about my dream. It simply never occured to me that I could make games for a living. However, since I was already using my computer so much, I thought it would be fun to work in IT. So I learned some basic C++ programming in high school, then went to a computer science university where I learned a lot more about programming and software in general.

For a long time I resigned myself to becoming a web developer, taking some summer jobs and part-time work in that field. The job became more and more mundane and boring, until I finally realized that I couldn't do it long term, and that I had to find something more fulfilling. That is when I remembered my dream of making games, how much fun they brought me and how great it would be to be able to help someone else have the same experience. I already had a lot of programming experience, so I became determined to join the games industry.

I immediately quit my part-time job and started working on my first small game. I wanted to do everything on my own so that I would learn all the intricacies of game development. A year or so of studying and work amounted to Welkin Road, a little puzzle platformer with grappling hooks.

In Welkin Road you use your two grappling hooks to solve movement-based puzzles.

While I was in the process of finishing Welkin Road, I started looking at potential studios I could join. That's when I saw a tweet from Frictional, mentioning that they were looking for a designer / programmer. I didn't think I was ready, but I figured this was my only chance to work with the company, so I sent my resume in anyway.

To my big surprise they offered me a work test, to see whether I was suitable for the role. I gave it my best, but after I sent in my project I tried to prepare myself for the inevitable let-down. Instead I got a positive reply and an invitation to an interview. The final decision came a couple of weeks later.

Spoiler alert: I got the job.

Given that I was a big fan of Amnesia and SOMA, the decision to accept was a no-brainer. However, it took me quite a while to properly register that I had fulfilled my lifelong dream. A year and a half later I realize how lucky I am to be one of the few people who can wake up on Mondays with a smile on their face.

After joining, I immediately started working on my introductory tasks aimed at learning the new tools. I joined at the same time as Max, so we bonded over struggling to understand all the new stuff. When those tasks were done, I started working on my first real project: designing and implementing eye tracking features in SOMA, which I will talk about in more detail in the next section.

A while after I was brought on, the company started looking to set up a studio in Malmö. I already knew that if I wanted to make games, I would most likely have to move, so the decision to move to Malmö didn't take me long to make. Finding a place to stay took a while, but I eventually managed to find a nice apartment and settle in, in no small part thanks to my incredibly kind and welcoming co-workers.

The setup in my new home in Malmö!


FIRING LASERS (more commonly known as Eye Tracking)


As promised, I will now spend some time talking about my adventures in eye tracking. After receiving a unit from Tobii, I first tested it with a bunch of games that already had eye tracking support. Deus Ex: Mankind Divided was a particularly useful use case study, since it had a robust implementation and used the eye tracker in interesting ways. I was initially very surprised at how well the eye tracker worked in that game, and how seamless and intuitive it was to use without putting any strain on my eyes. This gave me the confidence that we could use this to enhance SOMA.

Once I got a feel for what the technology was capable of, I read through Tobii's SDK documentation and code samples to figure out how it all worked. In simple terms, the Tobii eye tracker provides a continuous data stream of screen coordinates that represent the location on the screen the user is looking at. Think of it as firing 60+ laser beams per second from your eyes to your monitor. Bring it on, Cyclops!

After I was done feeling like a superhero, I looked into how we could use this in our own engine, HPL3. Since Tobii's SDK was easy to use, integrating it into HPL3 wasn't too difficult, especially with the help of our engine programmer Peter.

With the technical aspects more or less dealt with, I started thinking about the design of our eye tracking features, and how we could best make use of this technology to enhance the game. This included brainstorming sessions, quick prototyping and a lot of feedback from the rest of the team.

It quickly became clear that while controlling and moving stuff around on the screen with your eyes is fun, it becomes tiring and uncomfortable really fast. For a good experience, the player must never be actively thinking about using their eyes. Instead, the game should react to the player's natural eye movements and try to enhance the experience. A negative side effect of this design principle is that unfortunately quite a lot of features become very subtle and hard for the player to notice consciously, despite having an overall positive effect.

The white circle is where the player is looking.

Another interesting aspect of designing these features was how eye tracking could be used in a very immersive first person horror game. Horror games often rely on where the player is looking to trigger certain events, which always means a certain level of uncertainty about whether the player actually registered what was happening on the screen or not. With eye tracking, this uncertainty became very minimal, which meant that the timing of a lot of the events in SOMA naturally improved.

In the end, we ended up with a number of eye tracking features we were happy with. The most noticeable ones are extended view, which makes the viewport pan towards where the player is looking, and the ability to control the flashlight with your eyes. A number of enemies also react to the player's gaze, such as the flesher monster becoming aggressive when looked at and teleporting when the player blinks, or the deep sea diver stopping when the player maintains eye contact.

Other features are much more subtle and designed to enhance immersion and mood. For example, staring at creepy and gory scenes zooms the screen slightly, giving the impression that Simon is in a trance or shock-like state and can't look away. When the player looks at enemies, the screen distortion effect intensifies to further discourage players from looking at them.

Additionally there are some really secret ones, such as Ross' distorted computer messages appearing exactly when the player blinks, to further reinforce how Ross is inside Simon's head. My personal favorite, however, is a subtle reaction from K8, the incredibly friendly and helpful swimbot, which gives the player a small opportunity to communicate with it.

The developer showcase of eye tracking features.


In summary, working on eye tracking has been an incredibly fun and rewarding experience both because of the challenge, knowledge gained and the creative freedom. Besides, who doesn't enjoy firing lasers with their eyes? The end result hopefully enhances the SOMA experience, even if just a tiny little bit. So if you have the PC version on Windows and a Tobii eye tracker, consider giving an even more immersive version of SOMA a go!

The official trailer for eye tracking in SOMA.

Eye tracking is just a small part of my work at Frictional though, as I'm currently working on one of our next projects. I'm already really proud of what we're creating and I'm happier than ever with my choice to follow my dream of making games. We're all really excited to be able to share more of what we're doing, but until then we'll just keep doing our best. This also reminds me it is time for another gaming night, to keep our spirits up!

Quality Frictional Humour™ from a recent Jackbox Party night.


Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!

McGuire House Rules For Coup


Coup is a new indie card game for 2-6 players. It enjoyed a successful Kickstarter and was the darling of PAX 2016.

I describe it to hardcore board gamers as "Citadels meets Love Letter and played in five minutes", to casual gamers as "this is what poker would be, if it was fun," and to poker players as "a bluffing board game you'll love."


Coup plays in rounds of about ten minutes, fits in a large pocket, and costs only $10. The artwork is beautiful and depicts diverse characters. There's a throwaway dystopian cyberpunk theme.

You can learn to play the game five minutes. After about half an hour will have the basic strategies down. It takes a few weeks to exhaust most play situations, and it plays a little differently with different numbers of players (six is best).

I usually ease players into Coup by first playing Love Letter, often with our house rules.

Our house rules make the game work well with as few as three players and introduce some new strategies without adding to the learning curve.
The Inquisitor from Reformation. I wish
this art had been paired with better rules!

There are also two official expansions--Reformation, and the standalone Rebellion (which includes Reformation and the base game as well as new cards). We prefer our modification to the official expansions. We think the official changes add too much complexity while undoing some of the core mechanics that made the original so much fun.

Reformation also is plagued by card back printing that doesn't match the original game. So, if you think you'll want an expansion, then you should probably just buy Rebellion outright to avoid this mismatch problem.

Coup is the second game by "Indie Boards and Cards," and is also set in their same "Dystopian" universe from their original game, The Resistance. The universe is irrelevant and The Resistance is interesting, but not as good as Coup.

Card Sleeves

As with Love Letter, there is a small deck in Coup and the cards are handled a lot. You run the risk of your deck quickly becoming marked by fingerprints and dinged edges. For a game in which you hold the same two cards the entire time and there are only five types of cards, marking breaks gameplay badly. 

Unfortunately, the 65mm x 100mm Coup cards are the wrong size for high-quality card sleeves made for Magic: The Gathering. They are the same size as 7 Wonders cards, however. This means that you can use the Mayday sleeves, which are inexpensive. They don't feel great and don't have opaque backs (exacerbating the Reformation printing problems), but are better than risking marked cards. 

We're working on a custom version of Coup laser-etched into thin plastic. If this comes out well then I'll post laser-cutter/engraver templates for them.

Base Rules

In the base rules, each player begins the game with a hand of two cards and two ISK (money). Each player takes one action on their turn:
"Play: Starting with the player to the left of the dealer and going clockwise, players take turns performing one of the available actions:
  1. Income: Take one coin from the bank. This cannot be Challenged or Blocked. 
  2. Foreign Aid: Take two coins from the bank. This cannot be Challenged but it can be Blocked by the Duke. 
  3. Coup: Costs seven coins. Cause a player to give up an Influence card. Cannot be Challenged or Blocked. If you start your turn with 10+ coins, you must take this action.
  4. Taxes (the Duke): Take three coins from the bank. Can be Challenged. 
  5. Assassinate (the Assassin): Costs three coins. Force one player to give up an Influence card of their choice. Can be Challenged. Can be Blocked by the Contessa.
  6. Steal (the Captain): Take two coins from another player. Can be Challenged. Can be Blocked by another Captain or an Ambassador. 
  7. Swap Influence (the Ambassador): Draw two Influence cards from the deck, look at them and mix them with your current Influence card(s). Place two cards back in the deck and shuffle the deck. Can be Challenged. Cannot be Blocked. 
Blocking: If another player takes an action that can be Blocked, any other player may Block it by claiming to have the proper character on one of their Influence cards. The acting player cannot perform the action and takes no other action this turn. 
The acting player MAY choose to Challenge the Blocking player. If they win the Challenge, the action goes through as normal.
Challenge: When the acting player declares their action, any other player may Challenge their right to take the action. They are saying "I don't believe you have the proper character to do that." The acting player now must prove they have the power to take the action or lose the Challenge. If they have the right character, they reveal it and place the revealed card back in the deck. They then shuffle the deck and draw a new card. The Challenging player has lost the Challenge. If they do NOT have the proper character, they lose the Challenge.  
Losing a Challenge: Any player who loses a Challenge must turn one of their Influence cards face up for all to see. If that is their last Influence card, they are out of the game.  
Losing Influence: Any time a player loses an Influence card, THEY choose which of their cards to reveal."
Official clarifications to the printed rules:

  • If you claim to have an Assassin, are challenged, and lose the challenge (because you don't reveal an Assassin), then you do not have to pay 3 ISK.
  • If a challenge against you fails, then you complete the action after replacing your card (even though you likely will not have the card anymore).
  • If an Assassination is Challenged and there really was an Assassin, then the target may still claim to have a Contessa after the Challenge is resolved.

Strategic Advice

As in most bluffing games, don't bluff too often, and only bluff at critical plays if you are desperate. I almost always claim to have a Duke on the first round...and almost never bluff on my final attacks.

Time and information are the key commodities in Coup. It is often worth suffering an early setback or intentionally playing poorly to avoid revealing information about your hand. For example, you might start with a Captain but claim that it is an Ambassador to fool others into challenging you later.

Plan two attacks forward. You are extremely vulnerable after performing a Coup because you will have no ISK for your next attack (unless you loaded up to 10 and plan to follow with an Assassination...)

It often feels like you have a hand at the end game from which you cannot possibly win. For example, the other player has more ISK than you and you are holding only a Contessa. In these cases, it is true that you cannot win by playing your hand directly. However, the key is to recognize early in the game when this situation is going to arise, and start bluffing that you have the cards you would like to have in the end game. It is almost always your own fault if you are stuck in the end game, especially using our house rules.

The Ambassador doesn't just let you switch cards. It also allows you to look at the deck. After playing it a few times, you have a very good idea what cards are in the deck, and thus a large advantage for challenging and for bluffing. Remember: information is a commodity.

House Rules

Motivation

The Brazil Edition. There are a lot of different artwork
versions of Coup due to its Kickstarter launch. I prefer
the sci-fi theme from the version linked above.
Coup is best with five or six players, played in several rounds. It is often hard to find six people, so our house rules are designed to help the bluffing and feints scale down to as few as three players.

In a pinch, you can play with two players using our modifications, or the base game's special rules for two players.

Our modifications are designed to prevent players from ganging up to take out one player early in the game. Ganging up is a fine strategy, but not very fun if it happens to you every round because the others think that you are the strongest and should be taken out first.

These modifications also provide the extra information that is available in a game with more players. The changes accomplish this by delaying the first attacks, providing extra information in the early game, and reducing the deck size.

Base Coup has a few degenerate situations. For example, if you don't defend against a Captain on his first Steal attack, you're going to be the victim of stealing on every subsequent round. Likewise, if you don't challenge a Contessa, that player will end up being Assasination-proof for most of the game. We encourage challenging as a strategy for eliminating a card that is creating a degenerate strategy by reducing the penalty for losing a challenge and adding a small reward for instigating a challenge. This is similar to the role of the Inquisitor in the expansion pack, however we feel that our version better maintains balance.

The modifications also compensate for some hands that are hard to recover from in a small game when down to one card by granting extra powers to the cards that are weak in that situation. Even if you might not have the right power in a bad situation...but the point of Coup is that the other players won't know that you don't have the power, and often a threat is as good as the right hand in this game.

Modifications

1. An Ambassador can reduce the Captain's stealing to 1 ISK, but not block it entirely.

2. The first player starts with 0 ISK. The others start with 1 ISK.

3. On challenging, the challenger immediately receives 1 ISK before the challenge is resolved (regardless of whether the challenge succeeds.)

4. Whomever loses the challenge may pay 5 ISK to the bank instead of losing a card. This player must have at least 5 ISK at the time to exercise this option. The payment occurs before the action, so a Captain may end up not being able to steal if the target loses a challenge and thus their money in the process.

5. Modify the cards as follows to add powers. We slip a note into the face side of the card sleeve. You can also permanently mark the face of the card, since that doesn't affect your ability to still play with the base rules if you later change your mind about using these rules.
  • One Ambassador: Inheritance. Gain 4 ISK when this card is Killed.
  • One Assassin: Vengeance. Automatically execute a free Assassination (against anyone) when killed by a Coup (which can cause a tie if it ends the game). That assassination can itself be blocked by a Contessa.
  • One Contessa: Treaty. Can override a Duke's block of Foreign Aid (against anyone). This can be challenged, as with any card. Note that you don't have declare that you're using the Treaty until a Duke tries to block you.
The other two copies of each of those cards are unmodified. In all of these rules, "kill" means in a coup or assassination. A card lost in a challenge is a "death" but not a "kill."

6. A special mat is marked with five events. The first player is responsible for executing these rules:
  1. Flip before 1st turn. A card is dealt face down on this at the start. The first player flips it before their first turn.
  2. Collect before 2nd turn. 1 ISK is placed on this at the start. The first player collects it before their second turn.
  3. Flip before 3rd turn (For four or fewer players). A card is dealt face down on this at the start. The first player flips it before their third turn.
  4. Flip after first death (For four or fewer players). A card is dealt face down on this at the start. The first player flips it after the first Death of any player's card.
  5. Flip after second death (For three or fewer players). A card is dealt face down on this at the start. The first player flips it after the second Death of any player's card. 
7. No self-challenges, self-assassinations, or self-coups are allowed.

An updated rules summary sheet for our modifications is:



Print that sheet at 45% of full-size in portrait orientation to exactly fit in the original Coup box.

The player who won the previous game becomes the new first player. Reverse the order of play (or change seats) around the table between games.


Morgan McGuire (@morgan3d) is a professor at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Project Rocket Golfing for iOS and the Skylanders series for consoles. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

Ep 43: Undercoat It Black Is Live!

Ep 43: Undercoat it black

https://soundcloud.com/user-989538417/ep-43-undercoat-it-black

Neil Schuck and Jay talk about gaming the Vietnam War.

Follow Neil on Twitter! @mandmpodcast

Jay's Mission Analysis Article http://henrys-wargaming.co.uk/the-tactical-tutor-part-1/

Empress Miniatures FNG Indo-China Range http://www.empressminiatures.com/userimages/procart60.htm

Charlie Don't Surf - Too Fat Lardies -  https://toofatlardies.co.uk/product-category/charlie-dont-surf/

Charlie Company Rules - Rafm - http://www.rafm.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=RAF&Product_Code=RAF00015&Category_Code=CCR

Charlie Company Miniatures - Rafm - http://www.rafm.com/Merchant2/merchant.mvc?Screen=CTGY&Store_Code=RAF&Category_Code=CCM

Fireteam Vietnam - Buck Surdu https://www.amazon.com/Fire-Team-Vietnam-John-Surdu/dp/1889584096

Ambush Valley - Ambush Alley Games - http://www.ambushalleygames.net/force-on-force-core-rules-pdf/ambush-valley-pdf-version

FNG - Two Hour Wargames - http://www.wargamedownloads.com/item.php?item=556&Site=BGG

Men of Company B and AK 47 Republic - Peter Pig - http://www.peterpig.co.uk/rules.html

Carport Gaming - Chain of Command DMZ Blog - http://carportgaming.blogspot.com/

Full Moon Jacket - Strangley Games - https://www.kickstarter.com/projects/266751851/full-moon-jacket/

Thud Ridge - Tumbling Dice - http://www.tumblingdiceuk.com/shop/thud-ridge-vietnam-war-196572

Check Your Six Jet Age - http://www.i-94enterprises.com/products/check-your-6-stuff/

Baker Company Miniatures  - http://bakercompany.co.uk/18-vietnam

The Assault Group - http://theassaultgroup.co.uk/product-category/up-country/

West Wind Miniatures - https://www.westwindproductions.co.uk/index.php?route=product/category&path=192_67

Eureka Miniatures - http://www.eurekamin.com.au/index.php?cPath=87_126_189

SHQ Miniatures - https://www.westwindproductions.co.uk/index.php?route=product/category&path=192_67

Britania - Grubby Tanks - https://www.grubbytanks.com/product-category/britannia-miniatures/20mm-vietnam-conflict/

Platoon 20 - East Riding Miniatures - http://shop.eastridingminiatures.co.uk/vietnam-wars-51-c.asp

Elhiem Miniatures - https://www.elhiem.co.uk/ourshop/cat_811852-Vietnam.html

Under Fire Miniatures - http://www.underfireminiatures.com/page14.htm

Esci - http://plasticsoldierreview.com/Review.aspx?id=103 - http://plasticsoldierreview.com/Review.aspx?id=104

Flashpoint Miniatures - http://flashpoint-miniatures.com/

Peter Pig - http://www.peterpig.co.uk/vietnam.html

Old Glory Command Decision - https://www.oldgloryminiatures.com/categories.asp?cat=488

GHQ - http://www.ghqmodels.com/store/modern-micro-armour-vietnam-riverine.html

PicoArmor - https://www.picoarmor.com/product-category/modern-miniatures-3mm/

Fire In the Lake - GMT - https://www.gmtgames.com/p-566-fire-in-the-lake-2nd-printing.aspx

A Distant Plain - GMT - https://www.gmtgames.com/p-656-a-distant-plain-3rd-printing.aspx

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Video Game Deals - Free Console Skin

Get Your Free Console Skin

video-game-deal-free-giveaway

Its that time again! Our first freebie giveaway of 2015. This year has great things in store for our followers with more giveaways and video game deals than ever before. If you are not yet following us on Twitter, we would suggest doing so by clicking the Follow Us button at the top of the screen
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Wednesday, March 27, 2019

A Week In The Life

My weekly scheduled as a hobby game store owner is based on the needs of my business, my personal needs and desires, along with financial considerations. I could afford right now to not work at all, to not go into the store. However, I have the same problem as every semi-retired person. If you don't go to work, then what?

That does not mean I'm financially independent, only that I've created a system that works independent of my continual input. As I don't have a better use of my time, it is best spent maximizing the value of the business until I have my 'then what" answer. That answer might be a second business, a second location, or who knows, I might buy a boat and sail off into the sunset and work remotely. I spent a bunch of time writing a book in 2017, so there are answers to these "then what" questions.

Do you dread going to work on Mondays? So do I! So I don't go. I work from home Mondays, placing orders online from about 7am to 1pm. That's a decent day of work for me, but to be entirely honest, I could send off this entire workload to distributors to do this job. Many store owners do this, and when I'm on vacation, I do it as well. However, I think manually ordering every single item ties me into the store "hive mind." I may not play as many games as I would like, but I know what's hot, what's available, what isn't and why. I know things.


Tuesday is shipment and meeting day. The vast majority of the stuff I ordered on Monday shows up on Tuesday. Having next day arrival means we can rely on just-in-time delivery -- probably a little too heavily. I would like to have about 20% more inventory in the store and we could probably double the inventory, if we had the money. As we're paying down debt, we run lean. We only stock best sellers and we drop the bottom 20% to make room for what's hot. There is always a bottom 20%. The store makes over seven figures in revenue, despite only stocking the best of the best.

On Tuesday, I help receive all those things I ordered, another way I feel connected to the store when I'm essentially off the sales floor most of the time. I learn what each thing is, get an idea of the value proposition now that it's in my hand, and get a chance to see where it fits in the store. Later on I go to lunch with my manager. We have an agenda of items we go over as part of our process improvement plan. I'm usually responsible for about 20% of those items and the rest go to the manager and staff. My job is to remove obstacles and occasionally take over thorny issues. We make a point of doing this every week and the goal is to constantly "fill the hopper" with new issues. It's a process I learned from Dave Wallace.

Wednesdays and Thursdays are slower days and I'm there with just my assistant manager. The idea is I do mostly office work during these days, along with covering for him and helping customers. As we grow larger, I expect I'll have extra coverage these days, freeing me up to do more officey things, whatever those may be. Thursdays are also order days, but as I may get pulled away from those if it gets busy, I often spend Wednesday night placing my orders for a couple hours. In fact, if I'm home at all, I'm often logged into the point of sale making adjustments and tweaks pretty much all the time.

Fridays are another receiving day, like Tuesdays, but not nearly as heavy. Before construction, I used to take half the day off and go to the gym and the range, but the financial burden after construction meant I dropped those activities. I'll usually do a little office work, help with receiving, work with customers and if it's slow, take off a little early. I'm not really needed, which was great today (Friday), because I'm home sick (I was sick yesterday, but had to go to work anyway).

Saturdays are a big day for the store. In year four, I got weekends off and one of the goals of the manager was to keep me away from weekends. That was by design. Saturday morning I'll get an email from my main distributor of all the new items that week. I'll spend a couple hours researching each one and send that in. I do not look at email solicitations, the "dailies" restock listings, or other day to day buying related communications. I pre order absolutely everything for my store so I can free myself from the daily burden. If I look at a daily, I'll buy stupid crap, guaranteed. If I talk to you on the phone, I will likewise make bad buying decisions. I need to research at home, in a calm manner, with my POS history open, over a long period of time.

Sundays are off, right? It depends. During the holidays, while traveling, of if I know I won't be in any condition to place a Monday order, I might spend my ordering hours on Sunday instead of Monday. I will also be checking the POS constantly to see what's going on, making sure events are firing, items are selling, and checking performance metrics on sold items. I don't really need to do this, but it's part of my taking the pulse of the business.

Could I save money? My manager and I just talked about coming in Mondays to save money, but having that one day off is both a luxury and a bit of a necessity. I get a lot of work done at home that day.

Could I work less? You bet. I went on vacation for two months. I delegated my buying job to my manager and spent about three hours a week managing the business. Most of that included my finance work, making sure we were paying bills and had enough money in the bank.

My time on-site is pretty low, about 20 hours a week, maybe 30 when it gets busy (like last week with our ding & dent sale). My time running the business, if I'm focused on that, is probably a full 40 hours a week, with a lot of time spent on the laptop at home. That's sub optimal work, as I can see when I'm on vacation. While on vacation, a few hours a week course corrects, but it would be foolish to think I could do that all the time. How much time could I spend away before it all began to break down? That's an interesting question I may one day answer. This may all sound rather lazy, but the less reliant the business is on my being there, the more value it possesses. So my goal is to maximize value in a fashion that's independent of me. I wish to be highly effective while also being dispensable.

I've got a job I enjoy with an environment I've crafted, with a management team I've selected. I can take trips when I want of just about any length, provided I can afford them. There's not much better than that when it comes to actual work.

Hatred


The Short

Pros
- Reasonably fun dual-stick shooter
- Art aesthetic reminds me of early-isometric era PC games, like Fallout
- Black and white color scheme (with explosions being in color) is striking
- Character's one-liner's are so bad, it has to be intentional
- Made me feel edgier than I did playing Doom in secret back when I was a kid

Cons
- Shooting controls are fairly lackluster
- Black and white makes it hard to differentiate objects in the environment
- The same button for executions (aka healing) is the same as swap weapons. Why.
- Very hard, with a minimal continues
- Short, especially for retailing at $20
- Subject matter and its "extreme edginess" will certainly turn off a few people
This guy should probably just go to a metal concert, he'd fit in better.
This guy should probably just go to a metal concert, and let of some steam.
The Long

I don't know whether to praise or condemn Destructive Creations (makers of Hatred), but I will say this: like Scott Cawthon of Five Night's at Freddy's fame, they know the state of the current gaming climate.

Hatred is a game about a mass-murderer. There is no beating around the bush here, no subtext or anything like you might have with Grand Theft Auto (or all the Call of Duty games for that matter): Hatred is about a dude in a trenchcoat wandering around town gunning down everybody he sees. If you are already grimacing, then this probably isn't the game for you. Because apparently it also wasn't the game for a lot of people, especially game journalists.

Due to its obviously controversial subject matter, Hatred got lampooned by a large number of blog style gaming websites. For a while there was nothing but a stream of posts about how repulsive the game was, how it should be banned, and so on. This was only exacerbated when the game not only got an AO rating (which the ESRB usually reserves for hentai games), but Twitch outright banned it, and it was temporarily pulled from Steam Greenlight despite being Greenlight within 24 hours (it was later returned). Like I said, Destructive Creations knew the state of game journalism. Like Scott used YouTubers as free press, these guys kept pushing the "edginess" of their game out there and sat back as the game marketed itself. On it's release (at the rather inflated price of $20) it became the best-selling game on Steam.

So all that aside...is the game actually, I dunno, any good? Is it a cess-pool of evil and filth and should be banned from society? Or is it really just mediocre and would have probably been ignored if people hadn't made a big stink about it?

Read on to find out (though you can probably guess where my money is).
Jack Thompson must be having an heart attack right about now.
Jack Thompson must be having an heart attack right about now.
There isn't much in terms of story to Hatred. Much like Postal and it's titular "Postal Guy," "Hatred Guy" is an angry trenchcoat wearing, dreadlocks donning crazy person. After a tutorial that could have been replaced with the game saying "it's a dual stick shooter," you leave your house and just start shooting people. While this is going on, they scream and run and beg for mercy (which you can't give them, as the objective is literally "Kill all the civilians"), and Hatred Guy mouths off some absurdly stupid one-liners. Honestly, I kind of chuckled at the one-liners, which probably makes me an awful person. But him saying things like, "Where's your guardian angel? Oh wait, I killed him." is such an absurd attempt at being EDGY that I can't help but chuckle.

To be honest, I was secretly hoping that this whole game was gonna pull the rug out from under everybody who criticized it and end up being some sort of elaborate critique of game violence. Seriously, I was really hoping for it. Considering how ridiculous the entire thing was, I was waiting for the Spec-Ops: The Line moment where the game became self aware of its atrocities and critiqued me, the player, for continuing to engage in them. Honestly, as some sort of meta-analysis of gaming violence and outrage (especially seeing as this is literally the sort of "school-shooting simulators" Jack Thomson was warning us about back when he attacked Grand Theft Auto in the early 2000s) it really could have done something brilliant.

It doesn't, in case you were wondering. It's just some vain, B-movie attempt at EDGE. 
For some reason, the police aren't really cool with your murdering rampage.
For some reason, the police aren't really cool with your murdering rampage.
Gameplay itself is dated, as in "the indie scene finally got over dual-stick shooters like three years ago." Essentially, it plays like Alien Shooter or Zombie Shooter (both better dual-stick shooters where you murder tons of stuff in gory violence and for great stress relief, but lacking EDGE) but set to the idea of Postal. You can have three weapons and three grenade types at any given time, and can switch them on the fly. You also find new ones as you run around. Weapons have surprisingly small clips, so you'll have to reload frequently and play somewhat strategically if you're going to survive. Shotguns, in particular, suck really bad because not only do they have next to no range and do trash damage, reloading them takes exceptionally long. You also have very limited ammo, as it is only dropped by the police (and they can be hard to take down), so the game advises you to use handgun ammo on civilians (or just kick them and execute them) and save the heavy artillery for those who can actually fight back.

On that note, civilians are essentially just walking health potions. The only way to gain life is to "execute" fallen enemies, which is done by putting them in a wounded state (either by shooting them or kicking them) and pressing Y. You then get one of several canned charming executions, usually involving the person begging for their lives as you gun them down. It sounds shocking (and it arguably is), but context is important here, because most shooter games also have similar execution animations (complete with begging) as part of their systems. I'm not making a statement one way or another, just tossing out facts.
You also have a plethora of side-missions, which actually end up being part of the main objective for each area. Completing the side missions gives you respawn points (of which there is a very limited number) should you fall in battle. Fall and not have any respawns and you're done, game over, but luckily there's a stage select so you don't have to start the whole game from the beginning.
Executions range from quick to long and tedious.
Executions range from quick and painless to long and tedious.
Hatred looks decent in stills, not as much in execution.

There are lots of problem here, though, and I don't mean just the content matter. Hatred's dual-stick controls feel sloppy all around. Normal aiming puts a reticule only a short distance from you, and the option for a longer-distance zoom (with the left trigger pressed in) makes the camera sloppy and somehow harder to aim (despite giving you a laser sight). I found myself gravitating towards a "spray and pray" style, meaning using the handgun was more of a chore than fun. Keep in mind: I love dual-stick shooters, and consider myself pretty good at them (I got all the achievements in Geometry Wars 2, so there's that). The controls just felt overtly stiff, and the aiming straight up bad. A little auto-aim probably wouldn't have hurt. That or some sort of visual indication when dealing with height/obstacles blocking your vision.

Another big problem is the difficulty. Hatred feels unnecessarily punishing, both in delivering you ammo to continue fighting, to recovering life, to its archaic checkpoint system. I managed to beat the game on Easy only failing once or twice, but on Normal it proved a considerably harder challenge. On the harder difficulties it turns into a game of hide and seek with the cops, praying a weak enemy is close enough for you to execute and get health. It isn't particularly fun, nor stress relief, which is what I envisioned this game being when I first took an interest in it.

The pervasive control problems continue throughout the game. The button for execute (Y on a controller) is the same as "Change Weapon," and since executions are necessary (and hard to see if they're in the right state due to the homogeneous black and white graphics) I often found myself changing weapons instead of executing, or ending an execution with the wrong gun equipped. It can also be hard to see objectives and where to go, though the mini-map does provide a little bit of help in that regard. All in all, what should have been a fun stress-relief orgy of violence is instead a clunky, mildly frustrating mess. At least I get to hear Hatred Guy's stupid quips while "crashing" a party.
Hatred looks decent in stills, not as much in execution.

Graphically, Hatred is as mixed a bag as its gameplay and controls. I actually found the black and white visual aesthetic striking (also giving the game more EDGE), with only certain things (red barrels, explosions, blood, police lights) providing a splash of color on the bleak world. If I were going to actually analyze this game, I'd praise them for having the world appear mundane in the eyes of the protagonist until he's doing something awful (blowing up stuff, killing people, etc. are the only actions that have color in them), but honestly they probably didn't think that far ahead when making the game. But, to be fair, it does do some really cool stuff with shadows, particularly in the mandatory sewer level. Also the explosions (and the destructible environments) look pretty rad. I like the 2000s-era Fallout style of isometric visuals they went with.

The color scheme does have a lot of issues, however, especially in darker areas (which is...like everywhere, but especially the sewers). Since it's all gray, it can be extremely difficult to see enemies in the dark against the also-gray backgrounds. This got me killed several times, where I was being shot at but couldn't quite spot the enemies in the darkness. Yes, I could click in the right stick for a quick scan, but you try clicking the right stick while also aiming with it, moving with the left stick, zooming with the left trigger, and firing with the right. It's bloody controller Twister, and considering how inconstant the aiming is anyway it probably wouldn't have worked out regardless.

Music and sound is...there. The music is generally uninteresting, and the voice work mostly consists of people screaming and Hatred Guy saying stupid stuff. I'll say it's all just mediocre and leave it at that, because I can't think of anything else to say.
Lastly, I'll mention that (since this is a PC only game), Hatred stutters from time to time, even with a souped-up rig like mine. I imagine that's just poor optimization, but those load times? Really?
The roof...the roof...the roof is on FIYAH!
The roof...the roof...the roof is on FIYAH!
In closing, I'll address the obvious elephant in the room: how I felt about Hatred's content matter. Honestly? I did feel a little like a horrible person the first few minutes I played through it. But the game's so blatant attempt at EDGINESS actually became kind of endearing after a while. Is Hatred's subject matter all sort of screwed up? Yeah, kind of. I mean, video games as an industry often feel built around violence, and the fact that a game like this just cuts any pretense of giving that violence justifiable context and essentially is a school shooting/murder simulator is weirdly...I don't know, honest? Is it damaging the industry by existing and should be condemned? Nah, and honestly the uproar given to it was predictable and probably not justified. But even so, a game is only as good as its actual gameplay and mechanics, and Hatred just falls short on so many levels.

To me, this is fairly synonymous to me playing Doom as a child. My parents outright banned it in the house, and even banned me playing it at friends' houses. I'd have to sneak over to the right friends at the right time in order to play the game, talking about it in hushed tones when we'd meet and hope our parents didn't hear about how we blew demons away in bloody viscera. Both were EDGY at the time, and both caused a lot of uproar, but honestly I don't see anything wrong with something like this existing. If anything, it could prove that games, even mainstream ones, have no limits in the content they'll dare to tread on. I'm just really annoyed they didn't pull the rug out during the final act and do something clever with it.

The game released at $20, which is kind of absurd considering both its length (only a few hours, if that), mediocre controls, and general repetitiveness of the gameplay. If you still have some interest in it, I'd say you could at least sate your curiosity at a lower price tag (say, $5 or less or in a bundle), but honestly there are much better dual-stick indie shooters out there.

Plus then you won't cut yourself on the EDGE!!!!!

Two out of five stars.
Carmageddon, eat your heart out.
Carmageddon, eat your heart out.

Digital Entries In Serious Game Award Program Due Feb 15


LOS ANGELES – Jan. 15, 2018 -- Digital Entries in the International Serious Play Awards due Feb, 15, 2019

Serious Play's 11 year old award program recognizes outstanding games designed for education or training in business, government/military, healthcare, museums, higher ed, K12. Any single user browser, mobile or VR game launched after April 2018 is eligible. Simulations and multiplayer games that can be evaluated via online access by judges playing alone can also be entered.

Digital games created by high school or college students with minimal faculty involvement may be entered in a separate student category. Entries in the student category are due May 1, 2019.

Games in English, Spanish, French and Dutch may be entered. Other languages possible on request.

Serious Play will have 2 conferences this year, both in July: at Université du Québec à Montréal (UQAM) in Montreal, July 10-12 and at University of Central Florida (UCF) - Downtown Campus, July 18-20.

To submit a game, use the following link: http://seriousplayconf.com/awards/ 

Contact:
Sue Bohle
sue@seriousplayconf.com

Related Posts:
15 Educational Games Win Awards in Serious Play Competition
11 Corporate, Healthcare, Government, Museum Training Games Win Awards in Serious Play Competition