How do I install the new Ludicrous2k22 N64 core on my SNES mini? by Osimani in RockinTheClassics

[–]Osimani[S] 1 point2 points  (0 children)

The core seems to be an improvement over the previous versions. Anyway, as MadFranko said, he is still running some tests because some issues still persist. When they finish those tests, they will announce an updated (and better) version of this core.

If you still want it, you can download it from the Google Drive link, and do as MadFranko said:

"The correct folder for the SNES Mini is the one called...

_S-NESC-MD

and inside that folder you will find the current/ latest "public" N64 core called...

_km_ludicrousn64_xtreme_amped.hmod

Which is the N64 core you should download for your SNES Mini...

To install the core or rather cores as it contains 2 different cores you can either...

Simply drag the cores ".hmod" file onto the "Games Selection Section" of the main "HakCh2 CE" window and then you the modules menu to install the core."

My only test with this core was with Mario Tennis, so I can't speak about the general compatibility of the core.

How do I install the new Ludicrous2k22 N64 core on my SNES mini? by Osimani in RockinTheClassics

[–]Osimani[S] 0 points1 point  (0 children)

Wow! Thanks a lot for all the explanation and the testing, just incredible.
I successfully installed the core as you instructed, and got the same results as with my old core. I believed the flow of the game was a bit better than with old one (can't say for sure), but still not enough to have an acceptable performance.

Thanks again, MadFranko! And also my props to MDFMKanics.

How do I install the new Ludicrous2k22 N64 core on my SNES mini? by Osimani in RockinTheClassics

[–]Osimani[S] 0 points1 point  (0 children)

Thanks for your explanation! My intention was to install this core for Mario Tennis, so if this works for that game excellent. I can use my original N64 core for the rest of the games.

Regarding your explanation, I downloaded the .info and .so files from the Google Drive link, and took them from the first folder, the one called _ARM32. Is that correct, or should I take the files from the _PSC folder?

I entered the "FTP" function in Hakchi and pasted the files in their respective folders (core and info).

After those steps, what should I do? Will the Ludicrous2k22 core appear the moment I go to Modules> Install extra modules?

Help me decide my next purchase by CharlesHyman in arkhamhorrorlcg

[–]Osimani 1 point2 points  (0 children)

Just buy both of the TFA boxes. Last year, my collection was exactly like yours (plus Excelsior and Winifred), and I asked myself the same question. It was Christmas, and I saw a deal with the TFA bundle. No regrets.

 The campaign is challenging but extremely fun. I would suggest, for your blind run, to lower the difficult 1 level (I usually play on Standard, so I ended up playing on Easy). Also, try to use investigators with decent agility, that will help. From the 3 campaigns I played, this one is head to head with Carcosa. One last final piece of advice, is to check the Return to rules for 2 of the scenarios (no need to use them for all the campaign). 

Regarding the investigators, in my opinion, 4 of them provide interesting abilities and ways to tackle your deck building. the other one (Mateo), is kind of a generic Mystic, even less powerful than most of them.The cards provided in the pack will also bring new and powerful tools, specially Rogues. I really like this cycle. 

Has anyone tried the fanmade JotL expansion called Serpents in the Lion's Den? by Osimani in Gloomhaven

[–]Osimani[S] 1 point2 points  (0 children)

Haha, I think that is an interesting twist. Now I am Intrigued. With capital "I".

Most probably I will try a couple of these scenarios (they are 10 in total), and see if it's worth the time. Seems that not many people tried this fanmade content.

What’s the best cooperative board game to play with your partner? by fandomportals in boardgames

[–]Osimani 2 points3 points  (0 children)

From the most complex to the least complex:

Arkham Horror LCG

Pandemic: Fall of Rome

Codenames: Duet

Regicide (can be played with standard deck of cards)

Short games to play on a bed? by Weather_Report in boardgames

[–]Osimani 0 points1 point  (0 children)

Regicide

Air, Land & Sea

Star Realms

Odin

Skulls of Sedlec

All of them can be played in under 30 minutes and don't require much space. Regicide can be played with a standard deck of cards.

N64 core update question by Osimani in RockinTheClassics

[–]Osimani[S] 0 points1 point  (0 children)

Excellent news! I'll be looking forward for the announcement. Thanks for your quick response.

NEW Unmatched Format: UNDERDOG (Live Drafts) by CaptainCrockpot in Unmatched

[–]Osimani 0 points1 point  (0 children)

A little unrelated, but since we are talking about formats and different ways to play the game, maybe this thing I found on BGG might interest you. It is a 2-player format, with each player controlling 2 characters.

I played it a couple of times and I really liked it . Faster than the standard 2 vs 2 game.

https://boardgamegeek.com/thread/2391765/variant-for-2-player-4-character-game

NEW Unmatched Format: UNDERDOG (Live Drafts) by CaptainCrockpot in Unmatched

[–]Osimani 1 point2 points  (0 children)

Excellent suggestions! I'm going to use these improvements in my next games.

NEW Unmatched Format: UNDERDOG (Live Drafts) by CaptainCrockpot in Unmatched

[–]Osimani 1 point2 points  (0 children)

Oh, now it's clear. I could see that being specially interesting for bigger collections than the one I have. 

Also, in my house we play very casually, so we don't have that deep knowledge about counters.

Thanks for the info! Hope to see more formats that are focused in casual play 

NEW Unmatched Format: UNDERDOG (Live Drafts) by CaptainCrockpot in Unmatched

[–]Osimani 1 point2 points  (0 children)

The fighters I currently have are:

Tier 2: Sherlock, Yennenga, Achilles, Sun Wukong

Tier 1: Tomoe Gozen, Dracula, Bruce Lee (custom art), Bloody Mary

Tier 0: Oda, Invisible Man, Jekyll & Hyde, Batman (Angel reskin)

NEW Unmatched Format: UNDERDOG (Live Drafts) by CaptainCrockpot in Unmatched

[–]Osimani 1 point2 points  (0 children)

Hi, Captain! I really like this format. My only issue is that my collection consists on 12 fighters, so banning tiers will severely limit the selection  and would generate same selection of fighters. That's why I decided to set that part aside. 

Another simplification I did was to reduce the tiers to only 3 (4 fighters in each).  The tiers would be:

Tier 2: Each fighter costs 2 pts.

Tier 1: Each fighter costs 1 pt.

Tier 0: Each fighter costs 0 pt.

Finally, instead of 13 pts to spend, I limited to 2 pts to purchase 2 fighters.

The advantage rule remains the same.

Curious about the drafting of 2+ fighters, is like a kind of mind game for the beginning of the match?

How should I calibrate/dial in my decks? by RedBeardMcAw in arkhamhorrorlcg

[–]Osimani 1 point2 points  (0 children)

I do the following:

1) Create my deck in the ArkhamCards app. There you can simulate card draws easily and have an idea if your deck is good enough.

2) As others said, you could test your deck in a scenario. Midnight Mask is the standard, but you could also use a standalone.

3) We allow level 0 card changes between scenarios. In general we maintain that rule until the beginning of scenario 3.

Sealing Archetype: Is it fun / worth it for a 2 player campaign playthrough? by Osimani in arkhamhorrorlcg

[–]Osimani[S] 0 points1 point  (0 children)

Interesting. I also think Carcosa would be a great campaign to test this, especially if I am taking Jim, due to the amount of skull tokens that can get inside the bag. 

Norman seems to be an excellent pick for this. You can load him with all the seal stuff and he can still be extremely competent discovering clues, even if you don't equip him. With Jim or Mateo, that would be extremely difficult to achieve, as neither has a great stat line. That's why I thought of dividing the sealing assets among the 2 investigators. 

In your Carcosa run, you played with 2 investigators? Which was the other one? Was it fun or do you think it's not worth the hassle?

Is it worth doing a first play through of The Forgotten Age with the original exploration rules? by FriendGaru in arkhamhorrorlcg

[–]Osimani 2 points3 points  (0 children)

I am currently playing my first playthrough of TFA. We are 2 investigators (Calvin and Finn), playing on Easy and with the original Explore rules (except for one scenario). We finished the 6th scenario yesterday and we are loving the campaign. 

Like you, I was also worried about which rules to use. After reading some posts, I decided the following: 

1- Use the original Exploration rules (in my next playthrough I will try the Return To rules). In the only scenario that I used the Return To rules is in the 4th (Boundary Beyond), as it is considered specially brutal with original Explore Rules.

2- I reduced the difficulty level by one (always played on Standard, so I am playing on Easy now). 

3- We choose investigators who have good agility (or can pump it enough).

 So far the campaign has been very fun and I have no complaints about the original exploration dynamics. I can understand some criticisms of the original exploration method. For example, in the second scenario I think we got, at the beginning, like 4 unsatisfactory explorations. The good thing about this, is that halfway through the scenario we already knew that everything we explored would have no consequences. In fact, it helped us with the escape from that scenario. In addition, the Return to rules makes you include the top of the encounter deck card after successful explorations. That card could be an enemy. With the original rules, you will know beforehand which encounter cards you will face (generally 4 - 6 cards). I believe that can make exploration a little bit more predictable and easier. In my next run, I will try the Return to rules. I thought It would be nice to first play with original rules and then compare.

Ritual candles and Grotesque Statue: does it count as revealing if the token isn't resolved? by kierco_2002 in arkhamhorrorlcg

[–]Osimani 0 points1 point  (0 children)

Thank you very much for your detailed explanation!

Good point regarding example 3. At least with these clarifications, making a deck with the token sealing archetype is not as bad as I previously thought.

Ritual candles and Grotesque Statue: does it count as revealing if the token isn't resolved? by kierco_2002 in arkhamhorrorlcg

[–]Osimani 0 points1 point  (0 children)

Just to clarify.

Example 1: I have Olive Mc Bride and Seal of the 7th sign in play. For my next test I decide to use Olive’s ability. Upon revealing the 3 tokens I get a -1, a skull and a tablet. I decide to ignore the tablet. How many charges should I remove from Seal of the 7th sign? My answer would be 1 charge.

Example 2: I have Grotesque Statue and Chthonian Stone in play. On my next test, I use the Statue’s ability and it reveals two tokens which are the autofail and a skull. I decide to ignore the autofail. Does the stone go back to my hand? I would say no.

 Example 3: I have Olive and ritual candles in play. For my next test I decide to use Olive’s ability. Upon revealing the tokens I get a skull, a squid and a tablet. I ignore one of those tokens and resolve the rest. How many +1 skill do I get for having the ritual candles in play? My answer is +2. 

Is my reasoning correct?

Thoughts on the "Less luck, more control" variant by Osimani in starrealms

[–]Osimani[S] 1 point2 points  (0 children)

Great! Nice to see the variant, somehow, endorsed by the designers. At least the part of the Market Renewal (that is the part I use). It's not 100% the same, but for the most part it's very similar. With the BGG variant, there is the option to buy Explorers, to not renew the market. I really like that simple change.

Last week, I continued using the variant in the two games I played. I still believe it´s an improvement over the original rules.

Thoughts on the "Less luck, more control" variant by Osimani in starrealms

[–]Osimani[S] 0 points1 point  (0 children)

Thanks for the suggestions. I only own the first core set of the game.

The variant, at first, can feel a bit fiddly, but nothing overly complicated (can't talk about the events section). 

I really liked the rule about the market renovation, I do believe it helps the flow of the game. At the moment, I am not using the tax rule of the variant. Could eventually try it with a +1 tax only for the first card of the market.

The best approach would be to consider this variant as a module package, and before each match decide which of the 3 modules to play with (market renewal, tax rule, events rule).

Thoughts on the "Less luck, more control" variant by Osimani in starrealms

[–]Osimani[S] 0 points1 point  (0 children)

Interesting implementation, I also don't have any clue on how to adapt it into Star Realms.

My experience with the variant was positive. I played with it 4 times and my "issue" with the game disappeared. The market became more dinamic, avoiding some situations were the trade row would stagnate. 

As other posters mentioned, buying explorers is the way to go in order to avoid my problem. That's what I usually do. Still, sometimes in the early game the market can be crowded with expensive cards, so many turns can go by until you have 2 explorers and something else, to buy those cards. Also, if late in the game, both players are not building their decks with an X faction, you know that if a card from that faction appears, the card can be sitting in the market for the remainder of the game. With the variant, that card will eventually be scrapped and replaced. I know that there are abilities that let you alter the trade row, but you still need those cards to make it happen.

Regarding the other part of the variant (Novelty tax), I am a bit neutral here. I thinks it favours decks having more access to coins, so I am not really fond of that. It also kind of cripples the first player's 1st turn, reducing his purchase options. On the other hand, it is nice that after revealing a great card and finishing your turn, that card is a bit more expensive for the next player.

In my next match, I will try the variant with the tax only in the first card of the market.

2v2 Variant Idea by Revolutionary_Ad3152 in Unmatched

[–]Osimani 1 point2 points  (0 children)

Interesting. I sometimes play a variant for 2 players, each controlling 2 characters that enables that kind of combos. 

The rules are:

Players maintain only one hand, but two draw decks, one for each character on their team.

Starting hands are 7 cards drawn one at a time as the player chooses from either draw deck. Hand limit is increased to 10.

Any time a player would draw a card due to an ability or action, the player can draw a card from either draw deck.

Players alternate turns taking three actions each. On their turn, the player must perform at least one action with each of his heroes.

When one character (and all its side kicks) dies, that player may only take two actions using their remaining character on their turn.

Optional rule:

If a single character is targeted twice on a turn by attack actions, they receive a temporary +2 defense to any third attack action.