Posted in Games, theory

The Meta Moments from The Fallout 4 DLC

Like most gamers who are into the RPG/ FPS areas, I have played Fallout 4.  The thing I loved best (besides blowing things up – and if that’s a spoiler then you’re really not paying attention) was the DLC. Not for the story, or what you can do with the raiders, but for the little meta moments found within.

DiMAs Memories -> Portal

Moving blocks and redirecting cubes to move energy beams in order to accomplish puzzle like goals (set by an AI) in a clean, cub-ish environment. Sounds a lot like Portal to me. See for yourself:

Lizzy’s Holotape -> BioShock

Lizzy, an operator working out of their headquarters in The Parlor, leaves a holotape lying around. The tap is about experiments in mind control. Its not as successful, but when she asks with a “please” she hopes to make the subject do what she wants, even if it would hurt them. Does that remind you at all of Suchong’s tape with the little girl and the puppy? Compare it in the links, would you kindly.  Then go make some Persuasion Grenades.

And before you say I’m reading too much into it, don’t forget this series does a lot of these little references. You can play a knock off Donkey Kong (The Red Menace) and Missile Command (Atomic Command) in the game. So clearly, they’re not adverse to adding other games into theirs.

Posted in Games

Darwinism and Machi Koro

1417067027irp5sI’m a big fan of board games, and I’m also a big fan of winning. Because of that, I’m a big fan of devising and testing strategies. I have one that I really love for Machi Koro, and while I wont be sharing it in full, to spare myself from my friends figuring me out and trying to find work around tactics to my current strategy.

(Who am I kidding they don’t read my blog. Actually I’m not sure who you are lovely readers, but I know you must exist because you show up on the analytics in Word Press. )

Anyway here are my tips for survival of the fittest in Machi Koro:

  1. Cover the spread: Don’t bet to heavily on one number coming up to often. By taking advantage of a variety of rolls you can maximize your potential to get coins the most often.
  2. When it doubt, take cards that give you coins “no matter who rolls the dice” as this ups your odds of getting coins on any given round. Make sure you have a decent set of these (which cards you choose will depend on whether or not you have one or both of the expansion games on hand.
  3. Stay in the lower six mostly. Yes you can roll two dice after your first monument, but there are several combinations of two dice that can result in a number six or below being rolled. One die will never give you seven or above.
  4. Roll one die. Since you’re staying in the lower six, don’s roll two dice without a very good reason. If you’re trying to maximize your chance of getting coins, and you have covered your spread you should always make coin on your own turn.
  5. Don’t buy your monuments one at a time. Nothing in the rules prevents you from buying more than one at once, so after the first two are bought (or after the first depending on how weak you want to appear) hang back with your coins. Then once you reach the magic number you ca swoop in and buy multiple monuments at once. Done right, this can be a game changer.

Its a start to developing a play strategy of your own.  Let me know in the comments if you have any other tips/tricks for Machi Koro, or if you want tips for any other game.