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New Social Media "Pinterest" | What Is Pinterest ?
What Is Pinterest and What Makes It So Attention-grabbing?
Pinterest is a Visible Picture (and Video) Social Bookmarking Site. You possibly can consider it an internet pin-board or album, where folks "pin" issues they like and wish to share with individuals to enjoy. However there could be also a really fascinating visitors supply facet to this

Storytelling Game Review - Do: Pilgrims of the Flying Temple

Lately, I've become fascinated with cooperative storytelling games. I've always had a soft spot for roleplaying, but some part of me has always thought it was not fair that one guy had to do endless hours of work, and everyone else just has to show up and ruin everything that first guy created. Since I'm usually that one guy, and since it's hard to keep coming up with stuff to feed those ungrateful louts who shoot all my bad guys before they destroy all my evil temples, it's great to see games where everyone participates in the game at the same level.

Do: Pilgrims of the Flying Temple is a pretty wild little game that allows a remarkable amount of storytelling without anyone having to be in charge. It can run the gamut from light-hearted and silly to gritty and thrilling, and when everyone is in on the story all the time, you never know where it's going to wind up until you get there.

The basic premise of Do is that all the players are teenagers raised in the temple at the center of the universe, which is a huge place full of breathable air and populated by thousands of tiny planets. The monks teach them how to fly, but these kids can't be full-fledged monks until they finish their pilgrimages. So the earnest do-gooders fly out into the universe, read letters written to the temple, and solve problems.

That's the concept, at least. In actuality, the pilgrims are trouble-prone teens who are exceptionally likely to cause considerable property damage before they finish whatever they started. This dichotomy is expressed in each pilgrim's name. For example, Pilgrim Bushy Finger might help people by growing leaves out of his butthole, but get in trouble by getting his fingers stuck in embarrassing places. Man, if I had a dollar for every time that has happened to me...

Well, I would have eight dollars.

The way the game works, you're almost guaranteed to get into trouble. And when you do, your friends will help you, by gleefully coming up with some ridiculous tale of how you did something incredibly stupid. You can try to get out of trouble on your turn, and you'll need to get free, because you can't help until you do.

This is all accomplished by an incredibly simple but thoroughly brilliant mechanic. Each turn, you'll draw three stones from a pouch, and choose to keep from zero to three. If you keep three, you can perform some amazing act of heroism, but if you choose zero, you'll be able to extend the story. Since your goal is to use all twenty of your 'goal words' (as detailed by the letter-writer you decide to help out), it's not a good idea to end the game too fast. You need to keep it going, so that you have a chance to write enough story to solve the problems. The game becomes a careful balance between routinely getting in over your head and attempts to be at least mildly heroic. If you maintain this balance, you'll overcome obstacles and save the planet that was swallowed by a giant air whale. If you fail, the whale will poop you out, and the planet will still be swirling around the whale's lower intestine.

There are a lot of elements of Do that make it a pretty great game, but there are also sacrifices made to make it a more collaborative exercise. When one person is in charge, you've got at least one person who can guide the story and keep it on track. If your game master is good, he can maintain good pacing and keep everyone involved, make sure the story moves forward, and otherwise make sure the end result is fun. Without that controlling factor, you may find yourself subject to considerable down-time, meandering plots, and frustrating developments.

In fact, this is really my biggest complaint with playing Do - it's a free-for-all. There are rules in place to keep it from flying too far off the tracks, but if you've got any control freaks in the audience, they're going to be pulling out their hair by the roots. To be able to enjoy Do, you have to be relax, roll with the sudden changes, and improvise wildly.

But even though Do is like driving a freight train downhill with no brakes, it's also a ton of fun. Discovering the end of the story is a blast, but the journey is the important part, not the derailment that takes out Barstow. You might not have expected Pilgrim Dopey Farts to wind up covered in whale snot and hanging upside down from a tree, but as long as you can laugh about it, you can have a good time. And the stories you tell will be fresh, authentic and totally your own (as long as, by 'your own', you mean 'belonging to you and the handful of miscreants who thought it would be funny if you were stuck down at the beach wearing only a sock and a woman's high-top sneaker').

Summary

3-6 players

Pros:
Roleplaying without the GM
Innovative, fresh and fun, like DJ Jazzy Jeff, but not as urban
Fun, clever setting

Cons:
Can be pretty chaotic
Good chance of boring downtime

If you want to try a new kind of story game, Do: Pilgrims of the Flying Temple is a great place to start. Noble Knight Games has it, and you can even save some green on it:
PILGRIM SAVING MONEY

Board Game Review - Flash Point


When I was a kid and my parents were half-hippies (incidentally, nearly every parent whose kids were born in the 70s was at least half hippie, especially if they were academics like my old man), we had a game called The Un Game. It was a game you played where nobody won and there was no competition. It was dumber than goat cheese, but it did highlight an important point about games - people don't really like losing. I could have told my parents this little tidbit without having to play such a retarded game, but they were half-hippies so we played it anyway.

(By the way, experts disagree on what, exactly, makes a parent half a hippie. There are some who insist merely smoking weed while you were pregnant makes you a hippie, and others who say that just makes you a dumb sack of crap who could still be a Republican. My parents did not smoke weed, but my mom had very long hair and my dad had a huge beard, and I remember more than one church service that took place outside, and we played instruments made from cleaning supplies. Not sure if that qualifies, but I'm still pretty sure my parents were at least quarter-hippie, if not full-fledged half-hippies.)

Now we don't have hippie games any more, unless you count anything that Looney Labs ever created, but we do have cooperative games. Interestingly enough, most cooperative games are not born of a desire to avoid making someone lose, but rather to make everyone work together toward a common goal. These are practically corporate games, not hippie games, and could probably be used as team-building exercises (this is a term used in big business to describe anything that is not your actual job but that you have to do anyway, as long as it involves other people).

There are many cooperative games that utterly fail to be interesting, unfortunately, largely because they end up being mostly like a puzzle that one person solves and then he tells everyone else what they have to do. Happily, Flash Point is not one of these. Flash Point is a very fun cooperative game where you and a few friends sit around a table and save innocent people and their pets from a randomly blazing house fire.

Right from the start, Flash Point is better than most cooperative games because it is not some lame puzzle game. You won't be saying, 'OK, you go here, then I'll draw this card, then you play over there, and I'll do this, then you hit me in the face for being a micromanaging asshole and then I will try to stop the blood from coming out of my nose.' Instead you will be saying, 'holy crap, save the dog! I'll try to put out the fire!' And then something will explode and you'll be thrown out a window and the dog will be cooked like Christmas ham.

In fact, in terms of allowing individual decision-making instead of group think, Flash Point is closer to Arkham Horror than Pandemic. Because fire can pop up anywhere, a move someone suggests on their turn could be pointless by your turn. Sometimes the move that everyone says is stupid could be the one that saves Little Johnny's life, as you cut through the wall with your fireaxe and drag him off the toilet to safety when everyone was screaming for you to put out the blazing inferno. Then the blazing inferno explodes and demolishes the house, and you end up polishing your medal for bravery and telling the others that they can suck it. By the same token, the move that everyone agrees is the best maneuver could end up costing you the game, so nobody can blame you for using your best judgment and just doing what seems like a good idea at the time.

Flash Point could not exist in a vacuum. It draws elements from lots of different cooperative games. You can see ideas from Pandemic and Shadows Over Camelot, Forbidden Island and Ghost Stories. And then it takes the parts it borrows, improves them and focuses them, and applies them to a completely different idea to make a different game that is more fun than most of its predecessors. For one thing, you're all firemen. All by itself, that's pretty awesome. The only way it could be better is if one of you could be an astronaut and one could be a policeman, but then you would be uncomfortably similar to the Village People.

As you play Flash Point, the fire that rages around you will keep you guessing and running around in circles. People will cry out from inside closets and underneath tables. The gallon drums of gasoline that the parents store under their bed will explode and throw fiery debris all over the living room. You'll force your way through an inferno, just to find out that the cries you heard came from Little Rosie's realistic baby doll. And for no reason I can imagine, you'll save the family cat.

With all this excitement, it's hard to stop playing after you win. In every game we played, we kept going even after we knew if we had won or lost. The first time, we got our seven victims, but went back for the other three - but then the house collapsed and killed a firefighter and made orphans out of the five kids (and two pets) we had already rescued. Once we kept running around, dragging people out of the house until we had nine (sadly, Aunt Edna died on the toilet). Every time we played, we kept playing - four times, in fact, which is coincidentally exactly how many times I've played this game. It says something about how much fun Flash Point is when we all want to keep playing even after the game is over. We don't even do that with Arkham Horror, and we love Arkham Horror.

Maybe the reason Flash Point is so easy to keep playing is that it's fast-paced, tense and most of all, short. You can finish the whole game in 30-45 minutes, and with four different levels of difficulty and two different houses to put out, there are plenty of reasons to go back and try it again. Can you still save all those people if they have a box of bottle rockets in the attic? Would it be better to send in the fire chief and leave the paramedic in her ambulance? Why on Earth do we keep saving the stupid cat?

Flash Point might not be a hippie game, and it's certainly not one you can win every time. But it does have a ton of excitement and thrills, which is not something I can say for The Un Game. That just had everybody singing Kumbaya and saying nice things about people we barely knew.

Summary

2-6 players

Pros:
Tense and exciting, with barely predictable randomness and occasional flaming death
Not a game where you have to listen to one dickhead who thinks he's in charge
You get to be firemen

Cons:
The wooden pawns would have been 236% cooler if they were little plastic firemen

Flash Point is a bad-ass cooperative hootenany. You can find it at Noble Knight Games, where you will totally save some money on it:
THE ROOF IS ON FIRE

Board Game Review - Rallyman


I really like racing games, but there are just not enough of them that are awesome. There are some that are very smart games, but they feel about as action-packed as a geriatric bowel movement. Then there are fast-paced romps where you have less control than a horse on roller skates. It's hard to find one that hits that sweet spot of being intellectually stimulating and high-octane kick-ass. So far, I've found exactly two.

Rallyman is not one of those two, but it sure is good-looking. It's actually a pretty smart racing game, but if you ask me, it fails in one fundamental aspect - it's not all that exciting. If Rallyman were a woman, she would be a sexy MIT grad student who just lays there and wonders what color to paint the ceiling.

Rallyman recreates the thrilling world of rally racing, which is apparently done without having other drivers on the track. You'll race, but the starts are staggered so that you rarely have to worry about running into the other racers. In the end, you'll compare your time to determine who won the race, which means that you won't be blocking the passing lane, slipping past your opponents on the inside, or gunning it to ram the leader into a ditch. You'll just drive smart and shoot for the best possible time.

It's kind of sad, really, because the basic mechanics of Rallyman are pretty damned sweet. You have a handful of dice, each representing a different gear, and you roll them to move. Every die you roll lets you move forward one space, but if three dice come up with the danger symbol, you wipe out. That part is pretty cool, combining elements of pushing your luck and planning for optimal positioning.

There are even some really clever mechanics for going around corners and hitting ramps and driving in the snow. Rallyman actually has tons of really groovy features that make me want to play it again, even as I sit here writing about a game that I know I don't much want to play again. If they had just tweaked it a little, I would have been drooling at the chance to race my friends just one more time.

Really, there are two things that would have made Rallyman awesome. One, they need to get rid of the staggered starts and let us all mix it up right out of the gate. Plus they need some rules for banging into each other and drafting and stuff. Less smart driving and more aggressive driving - that's what I need.

And two, the boards needs some fixing. They're really cool, and you can set up the four different boards to make hundreds of different tracks, from short jaunts to lengthy endurance hauls. But if you let us all take off at the same time, we need more room for cars to share space. Of course, without the first change, the second isn't needed at all, but I maintain that if you had fixed these two things, Rallyman would have been di-no-mite.

OK, now, I concede that rally racing is generally a race against the clock, not a street-racing bump-and-grind, and so in that way, the game does a good job of simulating that particular sport. Maybe I'm just the kind of adrenaline junkie who watches NASCAR to see crashes (though I do not watch NASCAR), but I think I would be horrifyingly bored by rally racing in real life, which explains why I'm not a fan of it in a board game.

Rallyman is undoubtedly a decent racing game, especially if you want to play it solo. Because really, even if you are playing against other people, you're still playing it by yourself, it just takes longer between your turns. While I can definitely appreciate the technical brilliance of Rallyman and its intriguing dice-based speed mechanic, it just comes roaring out of the box and falls flat on its face. Because when I race against other people, I want to be a speed demon in a killing machine. I don't want to be a hot science chick who is boring in the sack.

Summary

1-4 players

Pros:
Cool, innovative speed rules using lots of dice
Seriously easy on the eyes, with neat components
Four boards that can be used to make an enormous variety of race tracks
Lots of replay, if you like playing alone

Cons:
A racing game with no outright competition

Rallyman is one of the games you can get from Game Salute, and that's it. So if you like technical racing without much competition (which, I gather, is what rally racing is all about), you can get it right here:
DRIVE BY YOURSELF

Mengeruk Dollar dari AMAZON Tanpa Modal

Simak RAHASIA mereka yang mengeruk Dollar Amazon hanya bermodal Blogspot dan Facebook GRATIS!


Untuk kamu yang frustasi dibanned Google Adsense atau yang baru memulai Bisnis Online, Amazon adalah salah satu opsi yang tepat! Siapa sih yang kagak tau webstore terbesar di dunia Amazon? Sepertinya saya tidak harus menjelaskan lebih dalam lagi siapa, bagaimana dan APA ITU Amazon?

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First Look: Acer Aspire Timeline Ultra M3

First Look: Acer Aspire Timeline Ultra M3


Believe it or not, this big 15-inch laptop is an ultrabook...and it has next-gen Nvidia graphics and a DVD drive to boot. So, what makes it an ultrabook, exactly? Answer: it's complicated.
First Look: Acer Aspire Timeline Ultra M3
Source : youtube.com

Pixa: Complete Screenshot for Mac

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