Tuesday, July 1, 2025

My June PnP

It originally looked like June would be a minimal PnP crafting month because our printer was acting up. However, near the end of the month, it decided to connect back to devices and I was able to make up for lost time.

I made:

Control (first edition)

Solo Dice (half sheet)

Six Sons of the Sultan

Roll for the Goal

Rolling Realms vol 9

Wayfarer - Switzerland 

Wayfarer - Spain

Wayfarer - Poland

Cosmic Run (Doctor Finn)

Crunch the Numbers (Doctor Finn)

Leftover Letters (Doctor Finn)

The Little Flower Shop: Open for Business (Doctor Finn)

My Perfect City (Doctor Finn)

Nanga Parbat (Doctor Finn)

Pen Pals (Doctor Finn)

Spell It Out (Doctor Finn)

Word Wrap (Doctor Finn)

Caterpillar Feast

Bowling Solitaire (skinny cards)

Seal (Creative Kids)

TetriGo (Creative Kids)

Koala Rescue Club - Map 3

Paper App Golf - Course 1


My big project for the month was the first edition of Control. I actually printed, cut and laminated it over two years ago. I decided that it was time to trim it, particularly since I wasn’t getting any printing done.

I’m giving Bowling Solitaire another try with Pack O Games style cards. I’ve tried it with regular cards and the tile set. It’s a Sackson design so I want to like it but I have yet to like it. The charming design of these cards was the real reason I made them.

However, what has led to the most fun and laminating has been Dr. Finn’s Book of Solo Strategy and Word Games. It’s exceeded my expectations and I thought it would be good to begin with.

The end of the month gave me a lot of Roll and Writes, ones I can see getting a lot of play out of.

Monday, June 30, 2025

Paper App Dungeon’s flaws make more sense to me… but they are still flaws

While my interest in Gladden Design’s PnP products was primarily on their Paper Apps Golf and Galaxy, I knew I would have to start with Dungeon. Because I also knew I probably wouldn’t try it if I didn’t get it out of the way first.

Paper Dungeon App is a very, very simple dungeon crawl. Each dungeon floor is a 12x12 grid (not counting the framing outer wall) with inner walls, monsters, treasures and traps. You roll a D6. You draw a line to show your path, moving the number of squares you roll. You start off diagonal on odd numbers and orthogonal on even ones. You only change direction if you hit a wall, not unlike Ricochet Robots.

If you pass through or end on an object, you interact with it. Hearts add to your life, with this version of the game having a 25 heart cap. Coins and treasure chests add to your money. Monsters subtract health. Spiderwebs stop you and subtract coins. And there are teleport warps.

There are 45 floors in the dungeon. Periodically, in between floors, there is a shop where you can spend those coins on an increasingly powerful set of one shot items.

Okay, Paper App Dungeon was designed to be carried around as a little spiral notebook. Potentially played while standing in line. And there are elements in the game that are clearly built around that mission statement which get in the way of, well, making the game more deep or interesting.

The biggest example of that is how there are no combat rules. Monsters subtract from your hit points. End of story. To be honest, if this was themed around something like cyberpunk net hacking, I think it would work better. Black Ice eating up processing memory, that sort of thing. A dungeon crawl without combat is just plain awkward.

I don’t have a problem with this but I have to note how the game is also designed for you to do all of the paperwork after you complete a floor. Monsters cannot kill you on the spot. After you finish a floor, you add up all of the hearts you got and subtract the monsters to find out if you’re still alive. Again, that’s clearly part of the goal to make the game as simple and portable as possible. And, unlike the lack of combat, I don’t have a problem with this. I just find it kind of interesting.

From what I can tell, paper app dungeon has had a few rules revisions. At least one version stated that you had to pick a direction that wouldn’t have you hit walls if you could and that you couldn’t backtrack or cross over your path if possible. Which would eliminate most of your decision-making ability. The rule set on the PDF version doesn’t have a rule about avoiding walls and just says not to backtrack on the same move if you can help it.

(Also, the printed version had procedurally generated floors, so each one would be different. Not necessarily balanced. The PDF version seems to be designed with balance in mind.)

To my surprise, the PDF version has improved my opinion of the game compared to the demo I earlier tried. More detailed rules is a big part of that. Smaller rooms with a lot more chances to pinball around also helped. I also decided that, even after a couple floors, playing the game as a campaign (which, to be fair, is what it is designed to be) is the only way to make it interesting. Treating a floor as a stand-alone game just doesn’t give me enough.

Paper App Dungeon is still painfully barebones and simple. I still feel that the lack of combat is a major thematic dissonance. Bad die rolls can make your path a tangled mess. However, seeing the game in its proper context does make me appreciate more what it’s trying to do.

While I will only play it when I’m in a brain fog situation, I can see myself completing the campaign. However, I am enjoying and playing the other two Paper App games more.

Friday, June 27, 2025

Dr Finn crunches some numbers

Crunch the Numbers is part of Dr. Finn’s Book of Solo Strategy and Word Games. I am going to get so tired of typing that name out by the time I get to the last game in it. That said, Steve Finn does design a good game so I’m glad to have the PDF of the book.

Crunch the Numbers consists of three 4x4 grids. And each column and row has a scoring condition. Every number being odd or even or different or the same or being smaller than a given number. And if you fill out a row or column properly, you get points and, in a couple of them, a one-shot dice manipulation.

Oh, gameplay consists of rolling three dice in writing a number in each of the grids. When they’re full, the game is over and you figure out your score.

Crunch the Numbers was the first game in the book I tried. Honestly, because it looked like the simplest game and a quick way to start. (As I’ve continued through the book, it honestly isn’t the mechanically simplest but it was still a good place to begin)

Filling out a grid and having the numbers have to fit within specific requirements, that’s nothing new. I am not even sure if filling out multiple grids at the same time is all that new.

However, as I routinely say, innovation is not a requirement for quality. You don’t need to make a new wheel in order to make a really good bicycle. Steve Finn has taken pre-existing elements and put them together into a package that is accessible, interesting and fun.

I have steadily been going through Dr. Finn’s Book of Solo Strategy and Word Games and I am not seeing a collection of games that are about breaking new ground. I see a collection of games that are easy to learn and that I think people will enjoy playing.

Wednesday, June 25, 2025

You don’t have know indie music to appreciate Phonogram

Until earlier this week as of my writing this, I had never heard of the comic book Phonogram until I saw a clickbait article saying it was one of the all time greats of comic book-dom. So I found a copy of the first volume and read it.

Summary: It isn’t some forgotten V for Vendetta but it is a solid, even thoughtful read. In fact, Phonogram is one more (of oh so many) arguments that comic books are literature, not mindless gloop.

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In the world of Phonogram, phonomancers are magic users who use music to reinforce or change their identities, how people see them, things like that. In other words, pretty much what people do in the real world. And, indeed, it is set in the ‘real’ world and real music is so imbedded in it that there are extensive annotations for someone like me who just likes to listen to music and not be an authority on it.

The first volume, Rue Britannia, is about phonomancer David Kohl looking into a group of retro fans trying to resurrect the patron goddess of Brittpop. And, if you are like me, you’ll need to look up that it was a mid-90s indie movement and that you do know some of the bands.

The actual underlining plot, while it involves undead goddesses and cultists, is David realizing what a shallow, pretentious little git he is. And, by the end, he is still a pretentious jerk but he’s gained some awareness and empathy.

And Phonogram also has something to say about music. Or, really, our relationship to music. That a song can be shallow or objectively terrible but still meaningful to us. And that’s okay. That the music we listened to when we were nineteen will always be the best music. (Don’t actually agree with that but I understand the idea)

Hellblazer was clearly a major influence on at least the first volume of Phanogram. David Kohl and the Garth Ennis-flavor of John Constantine have a lot in common. Some of David’s lines I would have been right at home in one of Ennis’s scripts. But since it is a self-contained story, David is allowed to actually grow.

After reading Rue Britannia, the second volume, The Singles Club, considered to be the best of the three volumes, is on my shortlist to read.

Monday, June 23, 2025

I can’t quit Paper Pinball

I recently played Paper Pinball - Ski ‘93 for the first time. I can’t really say that I learned it because every game in the Paper Pinball series follows the same basic formula. Roll two to three dice and fill in a blank.

I actually own every board except the Advent Calendar set but I save learning new boards for when life is so crazy that I can’t fit in anything more complex. So I’m happy that it’s been a couple years since I’ve learned a new board.
 
Which isn’t to say I haven’t been playing Paper Pinball. It isn’t something that I play every day or even every week but the system does have a way of coming back out. And I play a lot of Roll and Write games so even doing that much counts as praise.

Paper Pinball is a very bare bones approach to both pinball and Roll and Write. As I already said, it’s really just roll dice and write down numbers. In fact, when I first played it, I really wasn’t impressed at all. 

However, there actually is some theming in the game, something I wasn’t convinced of to start with. The boards have artwork that definitely evokes pinball machine art. And some elements, like ramps requiring ascending numbers, are thematic.

As the series progressed, I feel that both the theming and mechanics tightened up. Every board has its own little touches and special gimmicks but the second season/set of boards made the final scoring less random and the mechanics reflected pinball more.

Wolf Hackers is marked as the earliest board and it really is little more than spaces for numbers. Ski ‘93 has inner areas that the ball has to jump to, creating an actual environment that reflects the pinball theme. 

I have found, while I don’t want to binge any individual board, grabbing a stack of them and playing one at a time. So, it’s more binging a tv show than binging a board game.

I have found Paper Pinball to be really solid brain fog games. The worse the brain fog, the earlier the board I reach for. (Yes, I’ve played Wolf Hackers the most) But Dice Fishing D6 is my reigning champion for brain fog gaming. I can tell how exhausting a month was by how much I played that particular game.

And I cannot express enough how, if you really want to play a game that _feels_ like a pinball machine, play WhizKids’ Super-Skill Pinball. Super-Skill Pinball does an excellent job recreating pinball. Paper Pinball is a dice game with a pinball theme. Super-Skill Pinball is a pinball game that uses dice. 

I came across Robin Gibson early in my PnP exploration in the form of Paper Pinball and Legends of Dsyx. While I think the Legends of Dsyx games are more innovative, experimental and ambitious, Paper Pinball is more solid and reliable. I know what I am getting into when I get a Paper Pinball board out. Paper Pinball has kept going for me for over five years.

Friday, June 20, 2025

A free bit of fluff made me reassess Gladden Design

Last year, I tried out a demo of Paper App Dungeon. And I did not enjoy the experience. And I really did not like that there wasn’t a PnP option, particularly since the spiral notebook format doesn’t lend itself to lamination.

Then, I learned there is a PnP option. In fact, I learned that Gladden Design has a number of PnP products. Including later Paper App designs that have been better received than dungeon.

At some point, I do plan on properly looking into their catalog. However, they had a tiny free game  Roll for the Goal. That I felt like I could try out right now.

It’s a soccer game where you draw a line to the goal on a dot grid. Roll a die for distance. If you end next a defender, roll off against their value. Roll under, you lose.

It’s a nothing little exercise but it answered all my issues with Paper App Dungeon. You actually have choices and there’s a combat system.

In fact, I went back and tried the Paper App Dungeon again to see if I had been wrong about it. Nope. Still don’t like it. 

However, Roll for the Goal has made me decide I want to eventually look further into Gladden Design and Tom Brinton’s work.

Wednesday, June 18, 2025

Can’t Stop Express as a game and as a historical artifact

I have been revisiting Can’t Stop Express, a game that I actually started playing before I had any idea who Sid Sackson was. 

My introduction to it was through BrettspielWelt, where you could open up a smaller window to play it (or Black Box) as a solitaire fidget. Sometimes, around the same time, one of my friends and I would play it on scrap paper while waiting for D&D games to start.

I find that I approach Can’t Stop Express from two directions: as a historical artifact and as a game.

Of the two, the historical one is more interesting for me. Sackson published the rules as Solitaire Dice in his book Gamut of Games in 1969. In it, he wrote that he wanted to create a dice game that wasn’t about gambling.

Since then, it was formally published as Choice, Einstein and Extra before Can’t Stop Express seems to have stuck. It’s never gone away but it doesn’t have the punch of the younger Can’t Stop. Which, to be fair, is an amazing game.

Mechanically, Can’t Stop Express is simple. Roll five dice. Pair up four of them and also mark down the fifth die. There aren’t any rerolls or any other dice manipulation. Your control and choices comes from the number of dice.

A few thoughts:

The fact that if you start a number, it’s negative two hundred points until you get a fifth check mark, adds a lot of stakes to your choices. And that fifth mark just zeroes it out. Getting just a positive score requires luck and good choices.

The reject numbers function as an automaton opponent before that was even a thing. In fact, your unused rolls working against you might be the biggest legacy of Can’t Stop Express. It’s a mechanic I’ve seen in many games and it’s the earliest example I’ve seen. The game might not have had the biggest mass appeal but A Gamut of Games is a book that game designers read.

I knew that the game is now a multi-player solitaire with everyone using the same die rolls. However, when I went back to look at the rules in A Gamut of Games, I found that it also listed that for competitive play. Fourteen years before Take It Easy. I had no idea there was an example that old! Heck, I think my friends and I just took turns, back in the day.

These days, there are Roll and Writes I would pick before Can’t Stop Express. It is dry and it’s actually quite difficult to do well. However, virtually all those games are post-Qwixx. For over forty years, Can’t Stop Express was one of the best Roll and Writes I can think of. It blows Yahtzee or Kismet or the justifiably obscure 6 Steps out of the water.

From a contemporary standpoint, Can’t Stop Express is decent. From a historical perspective, it keeps impressing me.

Monday, June 16, 2025

Lil Gator Game is a perfect, golden afternoon

Our family loves us some cozy indie video games. In fact, that's almost all of what I’ve personally played video game-wise for the last couple years lol And we really enjoyed Lil Gator Game.

You probably didn't think you needed a violence-free reimaging of Breath of the Wild as a kid running around a park, smacking cardboard monsters and making friends. I certainly didn't think that. But I turned out I was wrong.

I believe that the official description of the game is a 3D platformer but it's really an open sandbox that just happens to be very small. However, since you are playing a child, the park still feels huge.

The game has two parts. Knocking down cardboard monsters while collecting the scraps for arts and crafts and making friends by doing 'quests'. While some of the quests actually involve some work, others are very simple. One of my favorites is a girl who's fallen down and all Lil Gator needs to do is giver her a hug to make her feel better.

The game wears its Breath of the Wild influence very much on its sleeve. In fact, the game all but name checks the Legend of Zelda several times. While they can't use the name, the designers using the hero of legend with their sword and shield and hat and paraglider make it clear what they're talking about.

While running around a lovingly rendered park is charming and fun, the heart of Lil Gator is the relationship between the title character and their older sister.  When they were younger, they played legend of hero games in the park all the time. Unfortunately, with college, grownup responsibilities have made her pull back from that. The entire game is Lil Gator creating a massive version of their game to try and win her back.

One of the things that the game makes very clear is the sister very much loves Lil Gator and that the game was (and is) important to her. The park is full of memories of the two of them. However, grownup responsibilities are pushing down on her. She is fully sympathetic. 

Lil Gator manages to capture a sense of innocence that you usually need Ray Bradbury to find. It also manages to have some real emotional heft. Not as bittersweet as Ray Bradbury's feels though. It is fun to explore the park but it also has a center that reminds you why you're there.

Lil Gator Game is a very short game and it’s not a difficult game. My wife has to watch me play platformers with her eyes shut and preferably in another room but I could handle it. Instead, it has loads of charm. It is the perfect afternoon with the knowledge that it can’t last.

Friday, June 13, 2025

AKA Goldfish is a flawed early work but still delivers devastating gut punches

Humble Bundle recently let me go down a rabbit hole and revisit the past with their Brian Michael Bendis bundle. 

Back in the day, I picked up the collected Goldfish from Caliber. I remember that there had been some buzz about it, that it had led to the well regarded Jynx series. It was also set in Cleveland, a city I was familiar with. I also remember how I wasn’t able to get through the thing.

So Humble Bundle gave me a second chance. I found it much easier going this time. This edition was called AKA Goldfish. Apparently, the title has flip flopped over the years.

AKA Goldfish is a crime story. It’s also very much film noire. And it’s a tragedy. Those three things tend to go well together. It’s far from perfect and I think it’s reputation is partially based on nostalgia and the fame Bendis justifiably earned farther down the road but there’s some heft to it too.

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Conman Dave Gold, AKA Goldfish, comes back to Cleveland after ten years away to take custody of his son. The mother is his estranged lover Lauren Becall, who has become a crime boss during those ten years.

And, yes, it all falls apart and ends horribly. So horribly that it manages to be emotional gut punch to the reader even though you can see it coming a mile away.. And, no, she isn’t the real Lauren Becall. 

Bendis does his own artwork in AKA Goldfish and it is a fascinating mixed bag. It’s black and white but it isn’t line outlines. Instead, it is full of huge slabs of black with lots of negative space. One reviewer compared it to making a comic book out of movie posters and I can’t give a better description than that.

And when it works, it’s good. Striking still images. However, too often it is so dark and muddy, it’s hard to figure out what it going on. In particular, I had problems figuring out what character was on the page at times. Bendis as an artist, particularly in his use of black ink, makes Mike Mignola look like Charles Schulz. And I mean that as a compliment to both Mignola and Schulz. It’s just so murky and unclear.

Bendis’s strength is his writing and that’s the strength of AKA Goldfish. It manages to be compelling even though every single character is a terrible person, even though you know from the start that it will all end in tears. The hook is how broken everyone is. 

One of the through lines in the book (major spoilers) is the gun Becall gave Goldfish when they were younger and he refused to use. In ultimately ends up in their son’s hands and he uses it to kill Becall. Not because he is lashing out or out vengeance of her abusive parenting but just to stop her from killing. And the kid gets killed almost immediately afterwards. It’s so bloody obvious but Bendis manages to make it work. Possibly through sheer audacity.

In many ways, AKA Goldfish is clearly a very early work. But it also feels so world weary. It reminds me of how I always do a double take when I’m reminded that Tom Waits was in his twenties when he recorded albums like Nighthawks at the Diner and Small Change.

AKA Goldfish is not my new favorite Bendis work. Far from it. It is so bleak I can’t recommend it in good faith to a lot of people. It is too often confusing and clunky. However, when it hits, it makes your head spin.

Tuesday, June 10, 2025

Koala Rescue Club is a series of knife fights in phone booths with just one die

Koala Rescue Club is the second collaboration between Joey Games and Postmark games. It’s a Print and Play, Roll and Write game for as many players as you can cram in. It’s designed by Phil Walker-Harding, the same guy who designed Sushi Go, Imhotep and Barenpark. And part of the proceeds go to real life koala conservation.

Well, that’s a lot to unpack.

Okay. The idea behind the game is that you are planting trees and rehoming koalas in them. The actual boards are collections of irregular grids connected by bridges.

The mechanics are very simple. Roll a die to determine a polynomial (or is it polyhedral?) shape. You then use that shape to either plant trees OR rehome koalas. No
mixing and matching. You can also disregard the roll and fill in one space. The rules say to draw a circle for a tree and an inner circle for a koala. I have ended up marking a slash for a tree and a back slash for a koala so a completed space is an X. 

On each board, you initially only have access to one area. You get bonuses by filling in rows and columns with koalas (meaning you have to fill in trees first) One of these bonuses is bridges to new areas.

The other bonuses include filling in a tree, filling in a koala, gaining a volunteer (which can be used as +/- 1 to a roll) or filing in a circle on a small group of hospitals on the edge of the map. Fully completed hospitals are worth points. And getting to fill in a bonus tree or koala is actually a big deal. You will end up with holes.

The game lasts two rounds of fifteen turns. You score at the end of each round. You get one point for each area completely filled in with trees, one point for each area completely filled in with koalas. Completed hospitals are worth varying points. Each map also has three bonus goals which just get scored at the end of the game.

I went into Koala Rescue Club with mixed impressions. On the one hand, both Walker-Harding and Post Mark Games have solid track records for me, including their previous collaboration Scribbly Gum. On the other hand, drawing shapes on grid is a very heavily used mechanic and only using one die flattens the odds and limits the possibilities.

(And, yes, Waypoints, also from Post Mark Games, also only uses one die. It’s not a hard-and-fast rule)

It took a bit for Koala Rescue Club to grow on me but it did grow on me. The game is all about tight spaces and tight margins. Each space is its own little knife-fight-in-a-phone-booth. And because you have to fill in every area entirely before it scores any points, every single point is tight.

But if that is your jam, and sometimes that’s exactly what I am in the mood for, having your plan come together in Koala Rescue Club is very satisfying. And you definitely have to maximize the use of the bonuses.

However, while I have come to definitely enjoy the game, I also know that it is designed for classroom use. And, having run games in classrooms, I can definitely see a lot of students getting really frustrated with Koala Rescue Club. It is honestly more of a gamer game.

(On the other hand, I can see the other Joey Games game I’ve played, Scribbly Gum, working much better in the classroom. It has a much more open decision tree.)

Koala Rescue Club might not be for everyone but it is a solid, top tier Roll and Write. And it has the bonus of going to a good cause.

Friday, June 6, 2025

Die rollers versus actual dice

 I had already overcome my initial resistance to Roll and Writes when the 2020 lockdown hit but  that really pushed me further into that particular niche of gaming. Not that I am alone in that.


But that did lead to me using die rollers more often instead of physical dice.

Looking back, there were a number of games that were being developed to be played while social distancing (via video conferencing, for instance) like Rolling Realms or Pointree. And those games are designed to be played with little to none dice manipulation. No rerolls or dice flipping or the such.

And one of the ways I often play R&Ws is via clipboard. When playing without a table, die rollers are practically key. My smart phone or my smart watch are my dice when I’m playing on a clipboard.

However, I found also started actively looking for R&Ws that were die roller friendly. While there is a time and place for those games, that was extremely limiting. Even games like Yahtzee or Bunco don’t qualify for crying out loud.

Not including the very valid argument that if you are playing a physical game with paper and pencil, you should go the whole nine yards and play with physical dice, actually having physical dice expands the toolbox that designers have to work with. 

Depending on the sophistication of your die roller (and the one on my smart watch is quite limited), basic mechanics like rerolls or flipping or banking dice can be tricky to impossible. And some games, like Battle Pages, have you place dice on the page. Trying to draw in dice would just be asking for trouble.

Now, I’m not reversing course and condemning die rollers. When a clip board or the equivalent are what you have to work with, die rollers become essential. However, when I have the time and space, I now reach for a dice bag.

Die rollers are very useful tools. They are just not an actual replacement for dice.

Wednesday, June 4, 2025

Katrielle Layton deserved a better video game

 When my wife, then fiancé, wanted to bring me back to the world of video games, two of the things she did was get me a DS and a copy of Professor Layton and the Curious Village.

Worked like a charm.

The game is a collection of puzzles that are strung together by the story of Professor Hershall Layton (an archeologist, gentleman and the possessor of one devil of a top hat) and his assistant Luke Triton investigating a mysterious town. Unlike many games that have puzzle-like elements, the action stops in the Layton games and you actually solve a puzzle that has little to do with the actual story.

For me, at least, the Layton games were right hot stuff.

Earlier this year, we decided to try out Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy, the seventh main game in the series. Professor Layton has mysteriously disappeared and his daughter Katrielle has taken up the mantle of the detective and puzzle solver. It started out on the 3DS but was also released for the Switch.

Critics viewed it as one of the weakest entries in the series. And I have to agree.

From what I read, it is the first game that didn’t have Akiro Tago work on the puzzles, on account of him passing away. And the puzzles are definitely weaker. More than that, instead of one fairly serious story, it’s a collection of fairly light hearted stories. The story elements lack the weight and gravitas of the earlier games.

But…

We did still have fun.

And it comes down to this. Even a weak Layton game is still a Layton game. Better than nothing is a very weak argument but it is an argument. 

But, while the puzzles aren’t the best, I could forgive that. The story is what really drags the game down. While the Professor Layton stories were bizarre to the point of nonsensical, they still had drama in the context of the settings. Not only is this game broken down into individual, only loosely related, stories, some of the cases would fit right into Richard Scarry’s Busy Town Mysteries. While a couple of the cases are more serious, the overall tone feels like the intended audience is small children, not a general, all purpose audience.

The funny thing is that the three main characters all have the potential to carry a much stronger story. The story we were given made both my wife and I rush through the story elements so we could get to the puzzles.

All said and done, I’d recommend the first two Layton trilogies to anyone who likes puzzles without qualification. Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy, on the other hand, gets lots of qualifications. It is okay as our seventh Layton game but it shouldn’t be anyone’s first.

Monday, June 2, 2025

My May Gaming

 While May was a month where I made a lot of Print and Play Projects, it wasn’t a month where I learned a lot of new games. To be fair, I was making fresh copies of games or systems I was already familiar with. 

I learned:

Mysticana - Sorcerer’s Showdown

Advent of the Wyrms

Paper Pinball - Ski ‘93

Super Dice Heroes

99 (traditional card game)


Out of those games, the most interesting one I learned was Advent of the Wyrms, a Decktet solitaire game. And that was still pretty light. But worth playing again.

Ski ‘93 had the biggest impact, though, since it made me take a deep dive into the Paper Pinball system. Each individual game isn’t much but taken as a collective, the system becomes a lot more fun.

Super Dice Heroes checked the box for learning a new Roll and Writes game. Honestly, it was one of the most basic R&W I’ve seen in a long time but I want to look into its sequel in June.

And I learned 99 on BGA just to learn a game. And that’s about all that amounted to. 

Some months are not gaming heavy months. 

Sunday, June 1, 2025

My May PnP

May ended up being a month with more PnP crafting than I had expected. A lot of them were small projects, laminating Roll and Writes pages. Still, it added up.

Mysticana - Three Spires

Decktet (minimal art deck)

Paper Pinball - Ski 93

Flip Freighters

Letter Snake

Paper Pinball - Sherwood 2146 (vol 1&2&2.5)

Paper Pinball - Wave Wizard

Paper Pinball - Squishington Goes to Venus

Dungeon of Gems

Judgement: A Nine Card Deck Building Game

Ukiyo

Paper Pinball - Wolf Hackers (vol 1&2&2.5)

Paper Pinball - Laser Sisters (vol 1&2.5) 

Paper Pinball - Goblin Circus (vol 1&2)

Paper Pinball - Championship Boogerball

Paper Pinball - Sorcery School Sleuths

Paper Pinball - Fight Back the Winter

Paper Pinball - Space Marines vs Dragons

Super Dice Heroes

Delve - Starter Adventure

Devil Bunny Needs A Ham

Some Kind of Genius?

One Card Mazes

Shut the Box Cards

Escape of the Dead

Mysticana - The Queen’s Interests

Flipword 


My big project was making a copy of the Decktet since I wanted to mess around with that game system and I’m not sure where any of the other copies I’ve made are. I found a low ink variation, which isn’t as much fun as the proper Decktet but used a lot less toner.

I also did a lot of house cleaning, laminating Roll and Writes sheets that I’d printed out at some point or another and told myself I’d get around to laminating. I also swear that I make fresh copies of Devil Bunny Needs a Ham and Escape of the Dead every few years.

My decision to make the Ski ‘93 board for Paper Pinball ended up having me kicking off making copies of almost all the Paper Pinball boards I’d played before. (A couple survived the last move) Paper Pinball had been a guilty pleasure for a while but each individual board isn’t able to support binge play. But it occurred to me that a stack of them would. I guess twelve boards was the critical mass.

I did not expect to make more than a couple projects in May. And I have no idea what June will bring.