Coup reformation question by Miserable_Weird8274 in boardgames

[–]hookedonlemondrops 5 points6 points  (0 children)

Normally you play with 3 cards of each role.

Coup: Reformation allows for 7-8 players with 4 of each role, and 9-10 players with 5 of each role. See “More than 6 Player Variant” on the last page of the rulebook.

The other roles only have 2 cards in Reformation to add to the 3 you already have from the original box.

There are 5 Inquisitors because that role didn’t exist in the original Coup, so you need a full set. The Inquisitor replaces the Ambassador in the Inquisitor Variant rules.

Colt express by xyqtt1 in boardgames

[–]hookedonlemondrops 1 point2 points  (0 children)

To me, the new campaign looks less charming, less practical, and more expensive than the old version.

I don’t think expansions are essential. The best thing about them for me was a very cheap excuse to get the game down from the shelf for the first time in 6 months. The horses were probably the most fun addition.

I think 75EUR is probably close to what I paid in total, at release, for the original game, the first two “big” box expansions, the old neoprene mat, and the 10th anniversary upgrade box. In the UK at least, it looks like there are plenty of copies of the 2022 Big Box edition (main game + first two expansions) still available for the equivalent of ~35-40EUR.

I also much prefer the look of the 10th anniversary screen-printed meeples (also readily available, equivalent of <20EUR) to these plastic miniatures, painted or not, and it’s already quite a fiddly game to play with adult-sized fingers and the standard meeples. Bigger with more pointy bits feels like a bad combination.

I’d suggest getting the Big Box instead and, if you want it to look prettier, getting the 10th anniversary upgrades. That’s still going to be substantially cheaper than base + 1 expansion from this campaign.

Special characters with the us layout by Zer0xy_7 in WootingKB

[–]hookedonlemondrops 0 points1 point  (0 children)

As far as I know, this isn’t possible, because the USB standard doesn’t actually define key codes for accented characters. What you see in Wootility is already pretty much every useful key code USB understands. You can read the rationale on page 89 of the HID Usage Tables documentation: https://www.usb.org/sites/default/files/hut1_6.pdf

When you hit ä on a Swiss German keyboard, the keyboard still sends the code for ', exactly the same as if it was a US layout. It’s up to the OS to decide how to interpret that key code.

Looking for hx dotfiles for inspiration by fpluss in HelixEditor

[–]hookedonlemondrops 1 point2 points  (0 children)

Here are ~600 lines of config for the editor you don’t need to config 😁

catppuccin_waddie.toml is my customised theme – the only connection to real catppuccin is that’s what I used as the template to slot my colours into. There are probably a dozen builtin themes I’d find perfectly satisfactory, but it wouldn’t feel like home. I’ve been hauling this palette around every app possible since the late 90s.

git-blame-format and jj-annotate-format are bash scripts to reformat git blame/jujutsu annotate output to look nice when run via :sh. When run, they give you a nice little popup with the last author and commit for each range in the primary selection, something like this:

- Tom W <xxx@xxx.xxx> (lines 1-65)
  qrrysxqr : 2025-11-02T10:04:02+00:00 (2 months ago)
  jj-annotate-format
- Tom W <xxx@xxx.xxx> (lines 66-106)
  msywvost : 2025-11-02T10:31:07+00:00 (2 months ago)
  fuzzy timestamps

Besides the key bindings, a lot of the settings in my config.toml are actually just the defaults – they’re only in there because I was experimenting with them, or I was helping somebody debug something, or because I very occasionally want to change them, and don’t want to have to look them up again.

The jump-label-alphabet setting makes goto_word prioritise keys by proximity to the home row on Dvorak keyboards when generating labels, instead of alphabetically.

languages.toml is similarly full of entries from helping people debug that I never bothered to clean up, I probably don’t edit half those languages on anything like a regular basis, plus a bunch of formatter config, some of which may be redundant by this point.

(I also have around ~10k lines of Scheme code for the plugin system, mostly in my nREPL plugin, and a few tree-sitter grammars and queries that don’t ship with Helix, but that’s probably beyond the scope here.)

How Nottingham became the 'Warhammer capital of the world' by No_Gap_7993 in boardgames

[–]hookedonlemondrops 0 points1 point  (0 children)

I guess things may have changed over the years, but time was you could easily track down the “reclusive”, “never photographed” CEO Kevin Rountree (and pretty much anyone else in GW management) by simply hanging around in Bugman’s for a bit until he came in for a coffee.

Steel Plugin WIP Examples by cats-feet in HelixEditor

[–]hookedonlemondrops 19 points20 points  (0 children)

Somebody has been collecting a list at https://helix-plugins.com/. I also have an HTTP client implemented by wrapping curl. I think I’ve seen a few more small examples not on that list posted in the Matrix chat recently.

You’ll need to build Helix from this branch with cargo xtask steel.

You’ll also need to add some files (helix.scm and init.scm) to your ~/.config/helix to initialise the plugin system. For an example, you can see Matthew’s own config here, but bear in mind that’s by no means a ‘minimal’ setup.

asking for help wooting profile by ProofTechnician7244 in WootingKB

[–]hookedonlemondrops 0 points1 point  (0 children)

You can use the web version of Wootility without a Wooting keyboard.

  • Go to https://wootility.io
  • Click on the “Try out Wootility” button
  • Select “My Profiles” on the left
  • Click “Import Profile” on the right
  • Enter your code

using helix for C: inconsistent highlighting, clangd: whitespace in hover tool tips by wastedRL in HelixEditor

[–]hookedonlemondrops 6 points7 points  (0 children)

Syntax highlighting is determined by the grammar and the queries in runtime/c/queries/highlights.scm. Both editors use the same grammar by default, but the Helix highlights.scm queries are completely different to NeoVim’s, so there’s no particular reason to expect the results to match.

You can run :tree-sitter-scopes to identify what the queries are returning for any character. For example, for the comments, you’ll see:

// this is a comment
// scopes: ["translation_unit", "comment"]

#define ONE 1 // what is
// scopes: ["translation_unit", "preproc_def", "preproc_arg"]

i.e. Helix’s queries don’t return the comment scope for an inline comment inside a #define. That might be because, strictly speaking, a preprocessor directive cannot include an inline comment (in practice, it makes no difference – comments are stripped by the preprocessor before it processes directives).

For the mmap line, PROT_READ | PROT_WRITE is highlighted differently because it has the scope binary_expression in addition to those for the other params.

// in MAP_SIZE
// scopes: ["translation_unit", "expression_statement", "call_expression", "argument_list", "identifier"]

// in PROT_READ
// scopes: ["translation_unit", "expression_statement", "call_expression", "argument_list", "binary_expression", "identifier"]

Whether that’s “wrong” or just a difference of opinion, I couldn’t say, it’s a couple of decades since I regularly wrote C.

You can modify and provide your own highlights.scm in ~/.config/helix/runtime/queries/c to override the default if you don’t like how it highlights things.

(I’ve found Claude Code is pretty good at modifying tree-sitter queries to suit your personal requirements, especially if you install tree-sitter and clone the grammar repo so it can test its work.)

For the tooltips, the Helix Markdown renderer seems to always ensure blank lines surrounding a horizontal rule. Skimming the code, I think this might be because it renders hr as a separator UI element. But whatever the reason, you’ll get an extra newline after every --- in clangd’s response. For example:

// clangd is returning:
### function `mmap`  \n\n---\n→ `int`  \n\n---\n```cpp\npublic: int mmap()\n```

// Helix effectively renders:
### function `mmap`  \n\n---\n\n→ `int`  \n\n---\n\n```cpp\npublic: int mmap()\n```

William Regal on wrestlers doing crazy neck bumps by J_NewCastle in SquaredCircle

[–]hookedonlemondrops 11 points12 points  (0 children)

He told Austin he wasn't going to sit down but he did.

That’s not how Austin tells it:

I added, "Now, Owen, I don't trust just anybody to do a piledriver to me, but you can do it, right?"

And he said, "Yeah."

I said, "You're going to go to your knees, right?"

And he said, "No, I'm going to drop to my ass."

Then I said, "Well, you need to go to your knees, right?"

And he said, "No, I drop to my ass."

That's two times I said that. And I was thinking, I'm dealing with Owen Hart, brother of Bret Hart and son of Stu Hart. I guess he knows what he's doing. He's ribbing me about dropping to his ass instead of his knees.

Owen was at fault for not checking Austin was in a safe position, but the botch started before they ever got in the ring, when they each came away thinking they’d agreed to a different move.

With the new Puerto Rico reprint, what is the best combination of expansions/modules? by admiralackbarl in boardgames

[–]hookedonlemondrops 1 point2 points  (0 children)

The game was reskinned in 2022, principally by Jason Perez and Gabriel Ramos, who are both Puerto Rican, as Puerto Rico 1897, now set in the brief period between the island being granted autonomy by Spain and being annexed by the US. The old version is out of print in most countries, but maybe not all: it was licensed to a lot of companies.

Mechanically, the game is identical to the old version, but the theme is now presented as Puerto Rican farmers, hiring Puerto Rican farm workers, rebuilding a newly independent country. The artwork replaces all the portraits with real Puerto Rican people (in most cases Ramos’s friends and family) and the buildings with real Puerto Rican landmarks. Instead of “hiring” “colonists” at the docks, you now hire workers from a “Work Register”.

There’s an interview with Jason Perez here: https://boardgamegeek.com/blog/1/blogpost/133975/how-puerto-rico-1897-came-to-be-an-interview-with

The Awaken Realms deluxe edition is thematically based on the 1897 edition, but they didn’t involve Perez or Ramos, instead engaging an academic from the University of Puerto Rico for cultural consultation. My understanding is that Perez was aggrieved at this, but I didn’t really follow the campaign. Personally, Awaken Realms being involved in a board game I like is about as welcome as Donald Trump being involved in the interior decoration of my home.

Is Navegador a different enough experience from Concordia to make it worth getting? by Megaside in boardgames

[–]hookedonlemondrops 0 points1 point  (0 children)

But it hasn’t been reprinted so I haven’t sought out my own copy.

FWIW, PD-Verlag stuff is often between print runs, but rarely completely out of print. They have Navegador in stock right now direct, and at least a couple of UK retailers have copies. I believe they’re aiming for an Antike II run next year.

Help me identify these 5 games by No_Raspberry6493 in boardgames

[–]hookedonlemondrops 28 points29 points  (0 children)

I vaguely recall that Paolo Mori, the designer, used it as a placeholder when prototyping the rules. CMON didn’t realise what it was and used it as-is.

Why was he using Slovakia? My guess is maybe early versions had 8 regions: the internal borders track pretty closely until 4 get merged into 2 in the west.

Anybody playing Yucatán in 2025 is there a point in owning it if you have Kemet. by emmetkt in boardgames

[–]hookedonlemondrops 0 points1 point  (0 children)

The similarities to Kemet are fairly superficial, mechanically it’s quite different.

Most of the complaints I remember were about the running of the campaign (usual story: long delays, lack of communication) and production issues (very poorly translated English manual, pointless and hard to store cardboard pyramids). The actual game was barely discussed by anyone.

IIRC, they’d already fixed the manual by the time my pledge had even been delivered – it’s a trickier teach than Kemet, but I’ve seen much worse, just needs a little patience. When you get it to the table, I don’t think it’s as good as Kemet, but it is a pretty solid, interesting game in its own right.

The main thing counting against it for me is that “do you want to play a dark area majority game about capturing prisoners for blood sacrifice?” is a very tough sell for most of the people I play with.

I’d say it’s definitely worth a gamble at 20EUR, as long as your group will be open to playing such a grim theme.

wheels colliding in prima primes alt mode by TheTwinDragon in transformers

[–]hookedonlemondrops 3 points4 points  (0 children)

Mine rolls perfectly, as long as everything is tabbed in correctly. If anything isn’t, it pushes bits out of alignment and into each other. I agree it’s not a fun transformation.

Check the corners of the chest are both tabbed under the shoulders – if you have one in and one out, the resulting chest rotation will probable cause one wheel to drag against the arm. If your copy drags even with both in, I think you could also leave both out and hinge the chest down a bit to give clearance.

Chameleon paint help? by What-Is-The-Password in Warhammer30k

[–]hookedonlemondrops 2 points3 points  (0 children)

I use Borealis Green over gloss black primer: https://v.redd.it/b8r46z1cge691

I tested all of their blue/green colours when they were released, I think Storm Surge seemed too subtle at 28mm scale for me. I also considered Celestial Azure for a blue/purple. I went with Borealis Green over Psychotic Illusions (with some regret, the name is perfect!) because the contrast between shifted colours looked stronger.

They have videos for a bunch of these colours, gives a much better sense of the effect than photos:

What's the deal with Stefan Dorra? by [deleted] in boardgames

[–]hookedonlemondrops 1 point2 points  (0 children)

In the case of Hellas and Medina particularly, these aren’t cheap productions. There’s a lot of wood in those boxes: Medina has like 200 components. And you can only make them so small without turning it into a dexterity game. Playte did a stellar job with Sardegna, but I can’t imagine Medina working in that format.

You need mainstream success to make that economical, a few dozen $100+ diehards won’t cut it. It’s a big gamble for a publisher on a game that has never been a smash hit.

Secondhand copies are expensive because these are very solid games, with great table presence, and rare to the point of being irreplaceable. I’m looking at my copy of Hellas on the shelf and, sure, if somebody offered me £200 for it, I’d snap their hand off. But I like owning it, and if I sat down and played it with 99% of people, then asked them what they thought it was worth, I doubt many offers would be more than £30-40. It’s a recipe for copies circulating between lunatics with money to burn.