Download Just Dance 2019 For SWITCH

Download Just Dance 2019 For SWITCH

NSP | Update v1.0.1 | HACKED


Dance to your own beat with Just Dance® 2019, the ultimate dance game featuring 40 hot tracks from chart-topping hits to family favorites, including "Havana" by Camila Cabello, "Bang Bang Bang" by BIGBANG, "No Tears Left To Cry" by Ariana Grande, and many more! With a one-month trial of Just Dance Unlimited included, dance to more than 400 songs!
Your Just Dance experience is now personalized as the game learns your dancing habits and suggests content!
Experience eight exclusive choreographies created with the help of kids' development experts to encourage healthy movement.
Featuring seasonal and special-event content for an even more dynamic experience on a new curated homepage.
Platform
 
Nintendo Switch
Release Date
 
Oct 23, 2018
No. of Players
 
up to 6 players
Category
 
Music, Party, Training, Simulation
Publisher
 
Ubisoft
Developer
 
Ubisoft Paris / Ubisoft Pune / Ubisoft Shanghai




 DOWNLOAD LINKS

 DOWNLOAD NSP JUST DANCE: 

 
 
 
 Download-Part-4

 GAME SIZE: 7.4 GB
Password: After 10$ payment is done

Logo

When a company changes their logo, it's generally a group exercise in self pleasuring. It's rarely necessary. If you look at the Starbucks logo, the 1987 or 1992 logo is in color, a big transformation, but I personally wouldn't change my coffee drinking decisions based on any of their logos. As for 1971, I'm not sure what's more offensive nowadays, bare mermaid breasts or a black and white logo. And what in the hell is she holding? Are those her mermaid legs? What exactly does this imply?  Is this a coffee shop or a brothel? Sick bastards. Logos are ridiculous and nobody cares.


When I was told we needed to change our logo, my first concern was the circle jerk of pointless design and then cost. Clearly there's no financial benefit to the exercise. We've had the same logo for 15 years. Is it a good logo? It looks good. I like the colors. I like the knight. As for the design itself, I have to admit, it's a giant pain in the ass. Our original logo is terrible, practically speaking. It's an impediment to its very purpose.

The use of black means it looks great on screen with a white background, but it's problematic with other forms of media, which require a very light background. It's so difficult to use, we tend either not to use it at all, making the brand identity somewhat weak, or we reverse the colors to put it on a black background with the logo in white. We mutilate the logo to make it work. It's a problem. But is it worth fixing? Enter the business case.

When it came to staff shirts, we resorted to white embroidery on black shirts. originally I had white shirts with a full color logo, but those were loathed by everyone, and they were hard to keep clean. You may not know this but everything we sell sits in a dirty warehouse before getting to us and gets even dirtier as it sits on our shelves. Keeping a retail store clean is a major feat, as it starts dirty and only gets worse. White shirts were always getting stained and looking bad.

The black, embroidered shirts we currently use, with a boring plain white stitched logo, turned out to be incredibly expensive. Each shirt costs $70 with embroidery. They also need to be made in batches in various sizes, so we're almost always buying more than we need, in sizes we hope will be useful. Invariably, those sizes don't match our diverse staff. So over time, we've been stuck with a box of very expensive shirts in the wrong sizes. The cost of bad design turns out to be very high.




Our new shirt design features a full color patch that can be sewn onto a variety of shirts. We choose the shirt from the Work Wear store next door, grab a patch, and sew it on. No big batches of variable sized, expensive, embroidered, logo perverting shirts. Also, if I want one of my robust, tactical shirts from 5.11, I buy it in the right color and sew on the patch, something not available before. Total cost per shirt for employees will be $25 or so, with no waste.

Then there's the increased merchandising we tend to avoid with the old logo. We've already ordered new patches, pins, stickers, and more. We'll have hats and t-shirts eventually. These were difficult to design with the old logo requirements and they sold poorly.

Now let's get onto the minor controversy of our design choices. We spent about a month defining the needs of the new logo with half a dozen designers. We identified core requirements. It should maintain the design elements of the old logo: the knight, the horse, the lance, the direction it's all headed (very symbolic) and of course, a diamond. The logo needed to remain fairly simple. The name needed an updated font that was compact with the design. The previous font used long, horizontal text and has been nothing but trouble for 15 years. The color black is problematic. It goes with nothing but white. Those who use black in their logos hamstring themselves design wise, so we omitted that. In fact, I would probably pick a different store name without a color in the title if I were to do it over. I have few regrets, but "black" is one. Let's take a look at the new design:




I think it pops. Rather than black, we have a dark blue, which works much better and represents one of our colors. It's a darker blue than our original logo (which some say was purple, a color I love). The diamond color, away from black, represents a shift in store colors that came about with our big construction project, three years ago.



This orangish yellow is called Curry in Sherwin Williams colors, which is the color we painted our staircase. It's a color that matches our birch fixtures. It provides a pleasing blue and gold ambience, the colors of the local university, UC Berkeley. 



This shift in store colors came in a moment of crisis. The Curry color came from a decision I made with the architects when it was clear our paint color choices weren't working in practice. I was distracting myself at the time with another project, a used Jeep I was about to buy in Utah, because Utah was the closest location of a Jeep in this exact color I was smitten with. I had to have not only the features I was looking for, but it had to be in that color. It was clearly on my mind. Originally the Curry color was white, but when we painted it on on the staircase, it looked terrible.



So the color of the staircase and thus the logo got their color from a Jeep. The Jeep is in a Chrysler color called Amp'd. And thus our staircase became Amp'd, and our logo became Amp'd. And for the foreseeable future, we shall be Amp'd. Most people like the new logo, once they've accepted (or more often overlooked) the diamond isn't black. It's a tough ask, but if people can accept the Starbucks mermaid isn't holding up her legs suggestively any longer, I think this can be overlooked. Personally I love the direction of the logo. I especially love I won't be paying $70 each for a box of useless shirts. 




Planet's Edge: Two Seasons

The Moonbase commander congratulates us on retrieving one of the eight artifacts.
           
As several commenters have noted, Planet's Edge has shaped up to have a real Star Trek feel, with the quest titles obvious analogues for episode titles. In fact, it's safe to say that without budget constraints for things like costumes and special effects, Planet's Edge's scenarios are considerably more imaginative and innovative than the typical Star Trek episode (particularly the Original Series). Like their counterparts on Starflight II, the authors here clearly don't believe in convergent evolution. We've seen aliens based on birds and plants and lizards, some with no mouths, some with multiple arms, although all exhibiting fairly human-like personalities and flaws. I just wish the game had given us more portraits for these creatures; there's only so much you can tell from the icons.

I remarked last time that their stories were "a bit silly and trite," and I'll back off a bit now. At the time, I was thinking primarily of the princess looking to escape her arranged marriage, but the subsequent stories have been a little more interesting.

But while I concede that this game could be fun and interesting, I still don't like it. There's nothing in it that I particularly like about RPGs. A certain quality of narrative and variety of quests are important to me, yes, but only when accompanied by meaningful character development or tactical combat. Still, I think the thing that bothers me most about Planet's Edge is not what it lacks but rather a particular quick unique to me: I don't like to know exactly how long something is going to last, or exactly how much time I have left. When I have to do a long, boring chore, I typically find a way to hide the amount of work I have to do or how much time I have remaining. For instance, when I decide to walk on the treadmill for two hours, I put a magazine over the display so I never know exactly how much time I have left. If I have to clean 200 data records, I'll write a process that feeds them to me one at a time without showing me my overall count. I prefer the unknown even when making it unknown makes a task longer or require more effort. If I have to drive somewhere, I'll often take a longer route with an unknown time rather than stick to the empirically shortest route. Yes, I know I have issues. Irene tells me all the time.
             
Planet Edge's sin was telling me that I had to recover exactly eight pieces, then giving me a map that shows the galaxy divided into eight roughly-equal sectors with similar numbers of stars, so that I know each part is going to require about the same amount of time--and that means a 40-hour game at least. I want to know I'm facing a 40-hour game at Hour 37, not Hour 10. This is why I always insists that quests that are about assembling n parts of something always vary the length and difficulty of finding each part. Some you should just be able to walk up and grab. Ultima VI did that particularly well.
           
I had to get rid of all my weapons just to get six cargo units on board.
         
My final complaint, though, is that I don't particularly enjoy blogging plot-heavy games. It's a bit exhausting. If I ran The Adventure Gamer, I probably would have given up already. There's always a question of how much I should include and how much I should summarize. Challenge of the Five Realms was a recent challenge; in blogging that game, I erred on the side of describing nearly every plot point. Other times, I've tried to summarize large sections of plot. My readers don't seem to have a strong preference either way. I'll try to take a middle path here.
               
When I left off last time, my crew was in Sector Algieba, where we managed to get ourselves appointed as emissaries from the Magin to President Ishtao. The president was on Ishtao station, orbiting Algieba, and I couldn't even scan the planet until I'd paid 6 cargo units to the orbiting platform. I had to go back to Moonbase, remove all weapons from my ship, and load up with cargo.

Upon my return, I donated the units and the crew was able to beam down to an episode titled "Inauguration Day."
          
On television, this would have been a two0-parter.
        
It was the best scenario so far. The Algiebians are a reptilian race fond of extra-long "s" sounds in their speech, which would normally make them evil, but they don't seem to be here. They were in the midst of a celebration for the second inauguration of their president, Ishtao. The festivities had been infiltrated by the Geal A'nai, the Algiebian faction that had also tried to kill the princess in my previous session. They also plotted to cripple Ishtao's space yacht and drive it into the sun, killing all of the visitors to the inauguration, and using a body double of Ishtao to give the order. It was a complicated plot. There were signs that the Geal A'nai may not in fact be the "bad guys" of the scenario, and that Ishtao had been mercilessly persecuting them, but it wasn't fully explored.
          
I ended up on the yacht almost immediately after entering the palace, owing to my order of exploration, but I think the events could have been done in any order. The inhabitants of the yacht were obsessed with a card game called, probably, "Chasqua." I say "probably" because the natural speech of the Algiebians put a variable number of letters "a" and "s" in the name. It involves a group of five cards, each aspected to a particular color, which must be inserted into a number of slots in a defined order--specifically, red, yellow, green, orange, and blue. The problem is that there's no objective way of telling which card goes with which color. They all look the same to humans, I guess. You have to show the cards to other denizens in the station and get their opinions. They look at them and say things like, "I'm pretty sure this #2 card is blue," but they give no indication how they're coming up with that information. In any event, they're often wrong, so you have to take notes to whittle it down and go with the highest probability.
          
I'm going to get a second opinion.
         
In the midst of this exploration, a bomb went off on the ship, crippling the engines and the electrical system. The engineer explained that to fix the doors and teleporters, he needed a "gravity bar," which happens to be the prize for winning Chasqua. President Ishtao's doppelganger came over the P.A. and announced that he had ordered the yacht to plunge into the sun so that the Geal A'nai saboteurs would die, trusting everyone else would be willing to sacrifice themselves for such a noble end. The ship's captain, shaking his head at such an out-of-character moment for Ishtao, begged us to get the ship's engines back online and return with the command code so he could override the order. Meanwhile, the fake president demanded the command code for himself.

In due order, I figured out the Chasqua sequence, gave the gravity bar to the engineer, used the now-functioning teleporters to move around the otherwise-inaccessible parts of the yacht, and got the engines back online. Re-starting the engines involved inserting Chasqua cards in a particular sequence; one of the NPCs remarked that the game had been "designed by engineers as a mnemonic for complicated tasks."
       
Although a bit more of an adventure game than an RPG, at least Planet's Edge doesn't put you in a lot of "walking dead" moments. There's a lot of backtracking, sure, but I've found that if I simply stick to an exploration pattern, talk to everyone, and search everything, I'll eventually get what I need.
      
There were several battles with Geal A'nai during the exploration, and combat isn't any more exciting than it was last time. A lot depends on luck. So far, I haven't found a battle that wasn't easy enough to win by reloading. I've found a few weapon and armor upgrades, which I've been distributing according to skill. It also makes sense to keep a couple of different types of armor on you because certain armors defend better against certain weapons. Each item comes with a detailed item description, incidentally, which is something that few RPGs have done thusfar in my chronology.
          
A description of Reflec Armor.
          
Once I had the command codes, I tried both potential endings. If I gave them to the fake president, he continued the ship's course into the sun, rejoicing that, "News will soon reach Algieba IV that a ship full of innocents were killed and they will believe that Ishtao was responsible!" Giving the codes to the commander saved the ship. Either way, my party was allowed to escape in a pod. I decided to go with the "good" outcome (save the ship) because it's my natural tendency, but it occurred to me while writing this entry that 90% of players probably do that. Since I'm not really that excited about the game anyway, why not spice things up by taking the evil path? Maybe you'll see that reflected in the next entries.
           
The party gets the command codes after inserting more cards in those slots.
           
Anyway, the Geal A'nai weren't done. They had also infiltrated the kitchen staff and other key positions in the presidential palace and had plotted to kill Ishtao through a mechanism I completely didn't understand. It somehow just involved pulling a lever. I found a Geal A'nai in a prison cell, and when I showed him one of the amulets I'd looted from a corpse, he thought we were part of his faction and told us where we could find the "sixth key" in a crate in the kitchen. Using it on the lever somehow resulted in the president's death--which I tried, then reloaded.
            
The causal mechanism escapes me here.
          
The "good" path involved getting to see Ishtao by pretending to be reporters (one of his minions assumed we were and gave us a press pass). He wanted proof that the Geal A'nai had infiltrated the palace, which we provided in the form of the amulet. He then wanted us to find the sixth key, which apparently isn't just a key, but the "holiest of relics from the ages of darkness!" Fortunately, we already had that. He rewarded us with an amulet that would grant us passage to the depository on Koo-She Prime.
           
The party enables the president's self-destructive war.
        
I had originally thought I would finally find the sector's quest item--Algiebian Crystals--at Koo-She Prime, but they actually turned up as the result of an innocuous side quest in the presidential palace. One of the rooms housed a museum of Algiebian history--each of the exhibits making that history sound all the more brutal. The curator hinted that she was thirsty, so we bribed her with a bottle of wine we'd received from a bartender. She wandered away from her post, allowing us to throw the switch that controlled the force fields over the exhibits. By now accustomed to searching everything, I searched each exhibit and serendipitously found the crystals in one of them. To solve this quest if you already knew where the crystals were, you'd just need to beam down, get into the palace, and kill the curator.
             
Search everything, kids.
              
Koo-She Prime kicked off an episode called "Solitaire." Shortly after we arrived--and got in with the presidential amulet--we tripped a trap that caused three of the party members to get beamed away and held in stasis. William had to solve the area by himself, some of which required referring to clues from random NPCs back on Algieba. There were a lot of traps, hostile beasts, and reloading. After puzzling his way through a series of caves, he arrived in a science facility, where he had to switch bodies with a four-armed creature to operate four levers at once. Ultimately, he released his friends and found some technical plans that allowed for better weapons and ship parts back at home.
   
Back at Moonbase, Commander Polk congratulated us for getting the Algiebian Crystals and suggested we explore Sector Kornephoros next. I was unhappy with being told where to go, so after I scrapped the Ulysses for an upgraded ship--which the game named Calypso--I headed for Sector Caroli for no other reason that it was clockwise from Algieba.
              
Outfitting my second ship.
          
Caroli had a lot more stars than Algieba, most with absolutely nothing to do, not even elements for my higher-capacity starship. One planet--Zavijava Prime--had an orbital platform occupied by those goons again, and it was here that I fought and (badly) lost my only attempt at ship combat this session.
          
I stumbled on the sector's quest at Alula IV, in an episode called "Desolation." It soon transpired that Alula IV was the agricultural planet of a species called the Eldarini. I never found a description of them, but the species apparently goes into hibernation for long periods of time and then awakens ravenous, killing and eating anything nearby if there's no other obvious source of food. Alula IV and its "Iozam" grain was supposed to be that food, but both the harvester and the transport ship had broken down. The place was also swarming with hostile carnivores that we had to kill.
             
The alien explains what's going on with his species.
        
We had to get the local boss, Agricol, to take us on as field hands before we could explore the place. This involved a puzzle where he put us in a room with seven items and said they could all easily fit into a pack, but I should select the one that he wouldn't want to take with him. They were an industrial badge, a levitator, a stone, an assault laser, a gold wire, ceramic armor, and a rifle. I chose the stone because it was the only item that had no real utility, and it turned out I was right. I'm just not sure I was right for that reason. As he welcomed us aboard, he gave us tickets for the "life gallery" on Merak I.
     
Solving the quest required us to go to two other planets--Denebola IV and TK--for the parts for both the vehicles. Denebola IV was the Eldarin homeworld, and its episode was titled "Forsake the Wind." Exploring the area, we had to be careful not to brush against sleeping Eldarins, or they would wake up and try to kill us. The surface of the planet was filled with hostile sandworms erupting from pools of lava. They occasioned enough reloading that we were definitely here a bit too early. Still, I pushed through.
          
These worms were no fun at all.
        
We had to solve a variety of navigation puzzles not worth recounting to get the part for the harvester. Returning to Alula IV, we fixed the harvester, which promptly went out of control when we turned it on and bashed through a fence. This allowed us access to a new area and ultimately the station commander, who gave us the requisition form to take to Oortizam Labs on Cor-Caroli Prime.
          
The next episode.
         
Cor-Caroli Prime's episode was "A Small Matter." The core part of it involved the party being shrunk to microscopic size and having to navigate our way through the circuit board of some computer while battling hostile nannites. I either missed or didn't record the encounter text or NPC conversation that explained why or how this happened. We had to switch a couple of computer chips and pull a lever to get out. When we did, one of the items enlarged along with the party was the Gravitic Compressor, needed for the Centauri Device.
         
Navigating the circuit maze.
           
Eventually, we were able to get the requisition form notarized, at which point an engineer gave us the "ComNav" needed for the ship on Alula IV. We returned, got that ship repaired (thus saving the Eldarins from famine), and were given a note to give to the supervisor on Denebola IV. He in turn allowed us access to the "rare treasures room" and suggested he'd look the other way if anything went missing. The room held two more sets of technical plans.
           
Good. My newly-evil party is going to need better weapons.
          
Overall, Sector Caroli's quests were the first that didn't seem to have any "evil" or otherwise alternate options, except I suppose just killing everyone instead of actually solving the quests.
         
Before I ended this session, I was interested in checking out this "life gallery" on Merak I, also in the Caroli sector. But when I visited, I found it guarded by hostile blue aliens who killed me when I resisted, so we went back to Moonbase with our tail between our legs.
             
His assessment of our capabilities was, alas, accurate.
          
Expect a change in tone in future entries as my party loses patience with this increasingly hostile and irrational universe.
           
Time so far: 15 hours
 


        

99005, Robin Hood!

Thank you all once again for your patience! Today's episode is about Robin Hood by Xonox. Xonox seems to be a company that people are split on, so tune in to see how it goes for Robin Hood. Next up is Z-Tack by Bomb. Please send me your feedback by March 29th to be included in the show. I will supply all the info about the game, you tell me your thoughts. Please. Stay safe out there everyone, I wish you all the best and I thank you for listening.

Robin Hood on Random Terrain
Thread on Atari Age by Arthur Krewat from Computer Magic
Computer Magic entry on GDRI website
No Swear Gamer 276 - Robin Hood 
No Swear Gamer Robin Hood Gameplay

Game 117: The Legacy: Realm Of Terror (1993) – Introduction

By Voltgloss

In 1992, Infogrames released Alone in the Dark, which put the player in the role of an unsuspecting investigator who experiences the horrors of the mansion of an eccentric magnate, after said eccentric magnate committed suicide. The player tries to escape from the mansion, the unspeakable lurking fears that haunt it in the dark and from the raving madness that the secrets of the mansion could deliver. It is exciting, deadly and … why do I suddenly have this overwhelming sense of déjà vu?


All the pictures into the mind/There's a flashing in my eyes
(Image still from here)

Yes, it's time for a horror double bill here on The Adventure Gamer. The year after Alone in the Dark saw, not only Infogrames's own Shadow of the Comet, but a competitor's entry placed even more solidly in the "haunted house" genre. Because in 1993, Microprose released The Legacy: Realm of Terror, which puts the player in the role of an unsuspecting inheritor who experiences the horrors of the mansion of an eccentric Massachusetts family, as said family's last surviving heir. The player tries to escape from the mansion, the unspeakable lurking fears that haunt it in the dark and from the raving madness that the secrets of the mansion could deliver. It promises to be exciting, deadly, and … why do I suddenly have this overwhelming sense of déjà vu?


We've just been in this place before

So the setup for Legacy is decidedly familiar. What about the gameplay? What we've got on our hands here, based on the manual and a bit of make-sure-everything-works tinkering, is an Adventure/RPG hybrid: a game where the player controls a single character exploring a "dungeon" (the mansion) in first-person perspective, with tile-based mapping and over fifteen different character statistics, all apparently with gameplay significance down the line. Something in the Elvira and Waxworks vein, then - but leaning even more heavily on the RPG side. Will the game stand on its own as an Adventure? Will it navigate the narrow straits of hybridization successfully, or will both halves combine to make less than a whole? We're about to find out.


Higher on the street

The Legacy: Realm of Terror (also called simply The Legacy outside the United States) was the last game developed by British adventure game developer Magnetic Scrolls, after their acquisition by MicroProse. Between 1985 and 1990, Magnetic Scrolls had previously developed six graphical parser-based text adventures (and one "mini-adventure" offered to those who joined the short-lived "Official Secrets" adventure gaming club): The Pawn, The Guild of Thieves, Jinxter, Corruption, Fish!, Myth, and Wonderland. We've not covered any Magnetic Scrolls games previously on this blog - perhaps some Missed Classics treatment is in order down the line? [Admin note: Well, a reviewer did start Wonderland as our sixth Missed Classic, but he vanished after barely scratching the game. A replay is definitely in order.]  For now though, I'm playing through their first and only foray into mouse-driven, RPG-hybrid adventuring, published in 1993 for PC (and released digitally on GOG in December 2019).


See your body into the moonlight

Loading the game treats us to a cinematic intro where someone (our protagonist? someone else?) drives up to the spooky Winthrop House, accompanied by lightning flashes and tense, fast-paced music. Between the glowers of gargoyles our perspective passes through the front door, into a foyer (that we'll see "for real" soon enough), up stairs and through a door - and promptly face-plants into the floor in a dimly lit hallway, blood filling our vision. An omen of things to come? The fate of the last visitor before us? We may never know! What we do know - as the game next tells us after showing a newspaper about the "Winthrop House heir" (us) being located - is that it's time to select (or create) our character.


The fiction is gonna run it again

Character selection/creation lets you pick one of eight different protagonists, each with different backgrounds, character model design, and statistics. You can also manually adjust statistics for any one of the eight characters to tailor their attributes to your liking. The manual also promises that skills can be improved as we progress through the game, although there doesn't appear to be any dedicated "experience" score or character "level"; rather, the game suggests that repeatedly using a particular skill can increase your proficiency at it, Quest for Glory-style. There are seven primary statistics, three of which have four secondary sub-skills, as detailed in the manual:

1. Knowledge - ability to "perform various operations requiring special training." Sub-skills:
  • Electronics - for opening "electronic locks" and dealing with other "electronic objects"
  • First Aid - for restoring health via first aid kits
  • Meditation - for restoring magic power via "Power Crystals"
  • Mechanics - for opening "mechanical locks" and dealing with other mechanical objects
2. Strength - prowess with hand-held weapons, and boosts Health. Sub-skills:
  • Brawling - bare-handed punching prowess
  • Club - prowess with club-type weapons
  • Force - for forcing open doors
  • Lift - for picking up heavy objects
3. Dexterity - a "value for basic agility." Sub-skills:
  • Blade - prowess with bladed weapons
  • Dodge - ability to avoid ranged weapon attacks
  • Firearms - prowess with firearms
  • Throw - ability to throw objects or weapons
4. Stamina - poison resistance and boosts Health

5. Willpower - prowess with magic and resistance to magical attacks

6. Health - our character's life meter; death at zero "hit points." Derived from Strength and Stamina.

7. Magic - or "magic points"; expended by casting spells.

And now, let's meet our eight potential protagonists. Whom shall we pick? That's up to you! I'll be accepting votes in the comments to this post as to your first, second, and third choice of protagonist; I'll then assign 5 points per first-choice pick, 3 points per second-choice pick, and 1 point per third-choice pick, and then using whichever character gets the most points. Ties will be broken by random roll. I'll accept votes up until 72 hours after this is posted. Here we go!


Brad Norris. Sophomore at NYU, ski team captain and Debating Society member.
Planning a "mondo party." Never claimed to have deep motivations.

Brad is the default choice if you're just clicking through as fast as possible, and perhaps by design he's one of the most well-rounded statistically, with equal Knowledge, Strength, and Dexterity scores. Most of his sub-skills have a few bonus points added (the gold line segments extending to the right of the blue, red, or purple line segments below each sub-skill's name).


Charlotte Kane. CEO of the charmingly-named Golgotha Holdings.
Planning to turn Winthrop House into a luxury hotel and conference center.

Charlotte is one of the four options who comes with a spell already learned. No idea why a CEO knows the secrets of the Crimson Mists of Myamoto, but apparently it's a spell to reduce physical damage taken. Statistically, she's got very low strength, mediocre dexterity, but high knowledge (and particularly good at patching herself up with first aid kits). Lower health than Brad, but higher willpower.


Charles Weiss. Stage magician and self-described astrologer and occultist.
Implicated in the Arlington "sacrifice" scandal. We don't talk about the Arlington "sacrifice" scandal.

Charles eschews protective magic for a good old-fashioned fireball spell, leveraging the arcane power of not one, not two, but three words ending in "-eth." Base statistics are generally low across the board (even his Knowledge score is just equal to Brad's, though he's specialized in Meditation where Brad isn't). Where Charles put his bonus points is into his fire magic; see the length of the gold line segment below the "Flames of Desolation" spell name.


Lucy Weston. Sophomore at UCLA. Orphan who worked her way through school.
Tennis and volleyball player. Thinks her inheritance is "totally rad" and "almost tubular." 

Possibly modeled on horror films' "final girl" trope, Lucy here is just as strong as Brad, has extremely high dexterity and health, and is apparently a crack shot (with the best skill in firearms out of all eight characters). As a tradeoff, her knowledge is at rock bottom.


Henry Jones. Head of the Department of American History at Penn State.
Authority on the Salem witch-trials. No word on whether he has a son named Junior.

What horror game is complete without a university professor character? Henry here brings impressive knowledge to the table, with mediocre dexterity (though he's spry enough to dodge and throw surprisingly well) and lots of points devoted to his "Sight of the Dark Walker" spell. I don't have any information on what spells do beyond the description you see here; I'm guessing this lets you see in the dark and, maybe, helps with discovering secrets. Of course, all those points need a tradeoff somewhere; Henry has the least strength and health of all eight characters.


Jane Olson. Investigative journalist with the New York Daily Post.
Looking to uncover the truth about the Winthrop family's enigmatic disappearance.

Jane is our second well-rounded choice. She has very similar stats to Brad, with equal knowledge, strength, and dexterity scores and with solid health and willpower. Jane's a bit better than Brad with at punching, dodging, forcing doors, and tinkering with electronics/mechanics; while Brad has the edge in first aid and throwing skill.


Robert "Boomer" Kowalski. USMC (retired). Purple Heart and Navy Cross holder.
Veteran of actions in Grenada, Panama, and the Gulf.

Someone has to have the most strength of the bunch, and that someone is Robert. He's best situated of the eight to beat down eldritch abominations with his bare fists, and is also ready to swing a mean blade or shoot a mean gun. Average dexterity and mediocre knowledge (though with combat training in the use of first aid kits). His weak point is very low willpower. What's that going to mean in gameplay? We'll see, but the manual suggests your protagonist can become terrified or go into shock at the horrors they'll face. If willpower determines resistance to such effects, our friend Robert here is well-equipped … to go mad.


Isobel Gowdie. Widow and distant Winthrop family relative.
There's always been one Gowdie resident in the area, dating back to the 17th century.

Isobel, like Charles, is a fire-slinging offensive spellcaster. Mediocre stats across the board in exchange for very high willpower and a pumped-up Flames of Desolation spell. Compared to Charles, she has less knowledge (though is a bit better at first aid) and less prowess with weapons; but she actually is better at magic (in both raw magic and in her Flames spell) and has more stamina and health.

So, there's our cast! Whom shall be our avatar for this spooky adventure? You all tell me. I look forward to your choice!

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

Press Release: Robot Fight Club - KICKSTARTER LAUNCHING 10Th MARCH 2020

Robot Fight Club
A game of card-fueled customisable combat where schoolkids in a retro-futuristic setting repurpose abandoned robots and launch a thrilling new combat sport.

KICKSTARTER LAUNCHING 10th MARCH 2020
Needy Cat Games, the game design team behind titles like Hellboy: the Board Game, Blitz Bowl, Devil May Cry: the Bloody Palace and Adeptus Titanicus, is excited to announce its first solo project: Robot Fight Club! The game will be hitting Kickstarter on the 10th of March, and we are mecha excited! (Sorry.) 

The game is set in a retro-futuristic world where a group of schoolkids have snuck into an abandoned robotics academy, and started up a secret fighting league with a bunch of renovated robots. Robot Fight Club is a two-player arena combat game which offers fast-paced, action-packed gameplay that rewards strategic thinking, forward planning and a healthy dose of risk taking. 

A session of play starts with both players choosing a character and building a team of two robots, each equipped with a range of system upgrades. Each of the six robots available in the core game has its own unique set of capabilities and control cards, and with 36 upgrade cards available, no two teams will be the same! With their teams built, players take to the arena, trying to win the best of three bouts and be crowned the champion. Bouts usually last 15-20 minutes, so a full play session can be completed in around an hour. 

The action during a bout features grid movement and simultaneous action selection, with players choosing from their limited (and ever-dwindling!) Control Decks to move around the arena, bring their systems online and deal some damage to the other team. You each have two robots in the arena but can only activate one at a time, and as your deck starts running low you'll have to decide whether to Reset, sacrificing a round of play to reclaim your discarded cards. 

Damaged robots drop scrap tokens into the arena, where they can be collected by either side. They act as a currency in the game – but do you spend them on rule-bending Innovation Cards during the bout, or save them for the post-bout refit where you can buy and install new upgrades? 

There's a whole heap of gameplay in the core game, but the After School Special and Extra Credit expansions add more robots and upgrades, arena hazards, support for three and four player games, and much more. 

"Robot Fight Club is a really special project for us. First up, it's our first indie game – we're doing this for ourselves for once! More importantly it brings together a lot of things we love to see in board games: a fun setting, a bevy of interesting decisions and a bunch of robots beating the oil out of each other. What's not to love?" – James M. Hewitt, game designer

So come and join the club. Fight for thrills, fight for glory, but most of all, fight for fun – because robot fighting is awesome!

Robot Fight Club is the first game published independently by Needy Cat Games and has been designed by James M Hewitt (Hellboy: The Board Game, Devil May Cry: The Bloody Palace, Blitz Bowl, Adeptus Titanicus, Warhammer Quest: Silver Tower, Gorechosen) and Sophie Williams (Hellboy: The Board Game, The League of Infamy, Bonefields: Ancient Grudges). 

About Needy Cat Games
Needy Cat Games is a small board game design studio run by James M Hewitt and Sophie Williams, based in Nottingham, UK. They've been designing games under the Needy Cat name since 2017 but James previously worked as a game designer for Games Workshop, where he worked on a number of bestselling titles. And yes, they do have a very needy cat. His name is Helo, and he is the worst. 

Key details and links
Number of Players: 2 (Expansion pack allows for 3 and 4 player games)
Time Required: 60-90 minutes.