- CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
- Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
- LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
- Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime. - Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
- Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life. - Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
- Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
- BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
- Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
viernes, 29 de marzo de 2019
10 Highest Paying URL Shortener to Earn Money Online 2019
Reminder SMS/Call Log Policy Changes
Posted by Paul Bankhead, Director, Product Management, Google Play
TLDR; As previously announced and directly communicated to developers via email, we'll be removing apps from the Google Play Store that ask for SMS or Call Log permission and have not submitted a Permissions Declaration Form. If you have not submitted a permissions declaration form and your app is removed, see below for next steps.
We take access to sensitive data and permissions very seriously. This is especially true with SMS and Call Log permissions, which were designed to allow users to pick their favorite dialer or messaging app, but have also been used to enable many other experiences that might not require that same level of access. In an effort to improve users' control over their data, last October we announced we would be restricting developer access to SMS and Call Log permissions.
Our new policy is designed to ensure that apps asking for these permissions need full and ongoing access to the sensitive data in order to accomplish the app's primary use case, and that users will understand why this data would be required for the app to function.
Developers whose apps used these permissions prior to our announcement were notified by email and given 90 days to either remove the permissions, or submit a permissions declaration form to enable further review.
More about app reviews
We take this review process seriously and understand it's a change for many developers. We apply the same criteria to all developers, including dozens of Google apps. We added to the list of approved use cases over the last few months as we evaluated feedback from developers.
Our global teams carefully review each submission. During the review process, we consider the following:
- Likelihood that an average user would understand why this type of app needs full access to the data.
- User benefit of the feature.
- Importance of the permission relative to the core functionality of the app.
- Risks presented by all apps with this use case having access to this sensitive data.
- Availability of more narrow alternatives for enabling the feature.
With this change, some uses cases will no longer be allowed. However, many of the apps we reviewed with one of these permissions can rely on narrower APIs, reducing the scope of access while accomplishing similar functionality. For example, developers using SMS for account verification can alternatively use the SMS Retriever API, and apps that want to share content using SMS can prepopulate a message and trigger the default SMS app to show via intents.
Tens of thousands of developers have already resubmitted their apps to support the new policy or have submitted a form. Thank you! Developers who submitted a form received a compliance extension until March 9th.
Next steps
Over the next few weeks, we will be removing apps from the Play Store that ask for SMS or Call Log permission and have not submitted a permission declaration form. If your app is removed and you would like to have it republished, you can do one of the following in the Play Console:
- submit a new version without these permissions, or
- submit a new version of your app that retains the permissions. Doing so will require you to complete a permissions declaration form inside the Play Console (coming soon) and will give you an extension until March 9th to remove the permissions or receive approval for your use case.
Keeping our overall Android ecosystem healthy is very important, and protection of user data is vital to the long term health of all developers. We know these changes have required significant work from you and we appreciate your efforts to create innovative experiences while protecting user's privacy.
Teeter Totter
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There is an odd balancing act specific to game stores in which customer satisfaction vies with retailer profitability. This is unlike other retailer relationships because game trade retailers often see product as a function of service. Most game trade retailers know nothing about retail and a tremendous amount about event management. They are party planners with gift shops for the most part. When Wizards of the Coast marketing asks us about our customers, they say players, because to them, we are in the business of "butts in seats."
This model is a teeter totter, in which retailer profitability decreases as we give in to perverse pressures demanding customer satisfaction. A great store will have strong customer satisfaction and profitability, and we're not talking about that. This is a model of a broken store and in many cases a broken community, where selling things profitably and running events is simply not enough for the customer base. They demand more, be it even lower prices or free or close to free events. Let's take a look at each side.
On the retailer profitability side, the downward pressures on top result in decisions leading to higher profitability. Rising costs often result in higher prices or at least holding the line on prices. Labor, for example, is rising in many states with increased minimum wage and the decrease in Magic margins results in many stores increasing box prices and event prices (you would hope). These things are seen as greed to customers, thus the same activity in green for retailers is seen differently, in red, by customers. If you ever hear a customer talking about prices over MSRP, it's likely they are comparing online.
On the bottom of that retailer model are reasons why profitability declines because of retailer decisions, often with the goal of increasing customer satisfaction. There is a certain level of holding the line or even reducing costs to attempt to delight customers. Most weekly Magic events, I guarantee you, are poor margin events designed more as customer appreciation than profitable endeavors. That these weekly events have been declining in many markets means even this is not enough. Our Friday Night Magic is in the 25% range and even that decrease in margin isn't enough to attract large crowds anymore. I know there are areas of my store where I keep prices low to attract customers, such as card supplies. Some of these customers I know only buy supplies from me and buy their main game online, so I want something from them.
Also on the bottom tier are the monastic sycophants, the retailers who claim they are there to serve the community, like some monk choosing a vow of poverty, so some 20 year old dude can have a place to play Magic the Gathering. We are about the people man! I know I won't be insulting them because they're off on a Magic blog learning about some new mechanic and could care less about business.
On the customer side, on the top, we have pressures that push down profitability in exchange for customer satisfaction. Unrealistic expectations are what we get with the likes of Amazon, which has a net profit margin of around 2%, when it makes any money at all. Take your current personal income and divide it by three and ask yourself if you would still go to work today. That's how much you're asking retailers to earn in their business, selling games and running events for customers.
Customers come in truly believing and spouting their truth that the Amazon price is the price. Retailers may not set their prices at this unrealistic level, but the pressure means they're certainly not likely to exceed it. Thus happiness is decreased and retailers look for other ways to make customers happy, like low margin Magic events and a store clogged with D&D customers who buy their books on Amazon at wholesale. Retailers are increasingly looking for ways to turn their retail environments into service environments due to this pressure and many of my retailer friends can't move to this model quick enough.
Retailers call most behaviors related to unrealistic expectations entitlement, but as capitalists we see this for what it is. A large, multinational corporation is using retail as a loss leader to dominate market share while propping it up with outside services all backed by Wall Street against Main Street. Brilliant! Unbeatable! Customers on that march care nothing about the realities of rising wages and decreasing margins. When your store closes as you accept their entitlement, they'll rattle the door once or twice and drive across town. Your store closing will be the topic of conversation at the pauper event, for at least five minutes. For the entitled, the struggle about income inequality, higher wages and a strong middle class is a personal challenge, not something out there.
It took a couple minutes to think of examples in which customers improve store profitability through their actions, but they exist. Only 20% of our customers use our very expensive game space, but when I polled customers, 80% of them buy in our store because we support the gaming community by having space. I was blunt in these conversations and many said they wouldn't shop if we didn't have it, even though it didn't benefit them directly. Community support is a very real, and irritatingly intangible force, keeping stores in business. It lives in a strange psychological limbo where "word of mouth" and the shifting demands of tween girls resides.
Blind loyalty is on the dark side of community support. These customers will support a store because Bob is really trying. Loyalists spread their money around to every store in town because they want a vibrant, diverse community, rather than voting with their wallet for the best store. As store owners, we're in this death match of competition, working hard to delight customers in the face of rising costs, yet there are customers who won't reward our efforts, embracing a kind of game store socialism. The blind loyalists are a small crowd that can't be cracked, although I certainly try.
Gibraltar Chess Festival Gets A Stamp
The games featured on the stamps have been specially chosen as representing the best of the many thousands contested in Gibraltar over the past decade. All the players shown are grandmasters. Two are women. Pia Cramling (Sweden) has played in all ten Gibraltar festivals, while Natalia Zhukova (Ukraine) won the top female award in 2010. Michael Adams, Nigel Short (both England) and Vassily Ivanchuk (Ukraine) are all former Gibraltar champions. Viktor Bologan (Moldova) and Fabiano Caruana (Italy) are elite players with aggressive styles popular with the public. Chess legend Viktor Korchnoi (Switzerland) fought two World Championship matches with arch-rival Anatoly Karpov.My children were puzzled when they first learned about stamp collecting. I explained that it was something we had to do before fun was invented.
You can follow the Gibraltar games live if you like.
jueves, 28 de marzo de 2019
Policy Resources Available To You
Beyond providing the AdSense platform to monetize content, we provide various channels through which we communicate policies, best practices and product changes to our publishers.
What resources are available?
We know that one size doesn't fit all for publishers when it comes to preferred methods of transmitting messages and information. There are several platforms where we provide policy information to publishers.
First, we have our Policy Help Center. Through the Help Center, publishers can view all AdSense program policies, with detailed information on specific areas such as content policies, ad implementation policies, webmaster guidelines and much more.
Next, we have an AdSense Forum, comprised of experienced expert publishers that are passionate about helping other publishers better understand AdSense policies. Here, you can review previous threads or post questions and receive feedback from the community.
We also have our AdSense YouTube channel, a platform we are investing in going forward to address questions for those publishers who prefer videos over text. We plan to update this resource frequently throughout the next year.
For big policy changes, check out our Inside AdSense blog, where we generally post updates first. We have Googlers from across AdSense posting best practices as well as practical advice to avoid common pitfalls, increase revenue and remain policy compliant. We'll also provide updates on industry drivers, which may be useful to publishers.
And more recently we've also tried to amplify our messaging through the AdSense social channels on Facebook & Twitter. Generally, these posts reiterate an update that we've posted on our AdSense blog, with a link to that posting.
Lastly, we often speak at conferences and host publisher events at our offices worldwide. At these events, we discuss our program policies and gather in-person feedback from you. This feedback is valuable and has resulted in modifications to products, policies, and policy enforcement to better serve your needs.
Why is it important for Google to provide all of these resources?
We know that your first priority is creating content and growing your business. We want to do our part to help you succeed, so we've provided multiple platforms to help you understand our policies in the way that suits you best. To put it simply: we want to provide the right resource information, at the right time, in as many places as possible to help you understand our policies.
We also want to make sure you have a number of paths to provide feedback. Our publisher events at Google offices are a great opportunity for this. Additionally, my entire role representing Publisher Policy Communications places a face to our policies, and a feedback loop from you, to the policy team.
Communication involves listening
Communication is a two way street. We've listened to your feedback, and created several ways, on several platforms for publishers to better understand our policies. We will always try to interact with you in ways that work best for you. When you succeed, we succeed. Please let us know how we can better communicate our policies to you.
John Brown
Head of Publisher Policy Communications
People Behind The Meeples - Episode 162: Mike Nudd
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Welcome to People Behind the Meeples, a series of interviews with indie game designers. Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before. If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!
Name: | Mike Nudd |
---|---|
Location: | UK |
Day Job: | Head of Product for an internet telephone service provider |
Designing: | Five to ten years. |
BGG: | Mike Nudd |
Twitter: | @Mikelosaurus |
Find my games at: | Online |
Mike Nudd
Interviewed on: 1/11/2019
You may have heard of this week's designer since he's had a few successful games published lately. Dice Hospital and Waggle Dance were both hits for Mike Nudd last couple of years. He has more games in the works, too! Read on to learn more about Mike and his other projects.
Some Basics
Tell me a bit about yourself.
How long have you been designing tabletop games?
Five to ten years.
Why did you start designing tabletop games?
As a rewarding intellectual exercise.
What game or games are you currently working on?
Captain Scarlet, Dice Hospital expansions, Termite Towers (a sequel to Waggle Dance), and more!
Have you designed any games that have been published?
Yes
What is your day job?
Head of Product for an internet telephone service provider
Your Gaming Tastes
My readers would like to know more about you as a gamer.
Where do you prefer to play games?
Anywhere there are players
Who do you normally game with?
Friends
If you were to invite a few friends together for game night tonight, what games would you play?
Right now Underwater Cities and Teotihuacan
And what snacks would you eat?
Not big on snacks, some Walkers crisps or Pringles maybe.
Do you like to have music playing while you play games? If so, what kind?
Yes, preferably film soundtracks that fit the theme.
What's your favorite FLGS?
Leisure Games
What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Too many to single out. Coaster Park is possibly the worst game I've played in recent years. Love big epic games with spectacle, theme, and narrative such as Twilight Imperium, Eclipse, Clash of Cultures, Cthulhu Wars. Battlestar Galactica is also a long-time favourite.
What is your favorite game mechanic? How about your least favorite?
Most: Dice worker placement. Least: anything dependant on random luck of the draw.
What's your favorite game that you just can't ever seem to get to the table?
High Frontier by Sierra Madre, the level of think is an acquired taste.
What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games, Video Games, Other Games?
Do you design different styles of games than what you play?
I like to design Board Games, Card Games, Miniatures Games, RPG Games, Other Games?
OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No
You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.
When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
There is no particular formula, although it usually starts with a setting or theme.
Have you ever entered or won a game design competition?
Yes
Do you have a current favorite game designer or idol?
I am impressed with the wide variety of good games that Vlaada Chvatil has designed.
Where or when or how do you get your inspiration or come up with your best ideas?
Often when I am playing other games.
How do you go about playtesting your games?
Just put a prototype in front of as many people as possible.
Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I have mostly worked alone to date, but I am open to more collaborative projects.
What do you feel is your biggest challenge as a game designer?
Trying to come up with a combination of theme and mechanics which are fresh enough to see it out in today's competitive market.
If you could design a game within any IP, what would it be?
Die Hard. Underworld. Supernatural TV show. Mad Max. Inception.
What do you wish someone had told you a long time ago about designing games?
Difficult to think of anything specific.
What advice would you like to share about designing games?
It's a labour of love - and you have to enjoy the process because the financial reward is generally very low. Listen and learn from critical feedback, and be prepared to kill your babies if you have to. Research the market to inform your decisions, spot opportunities, and make sure you're not treading on already well-trodden ground.
Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: 3
Games that will soon be published are: 1 (not including expansions)
Currently looking for a publisher I have: 3
Games that are in the early stages of development and beta testing are: 3
And games that are still in the very early idea phase are: 20
Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Most of them?
And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!
Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Trek, Star Wars and Babylon 5.
What hobbies do you have besides tabletop games?
Playing other kinds of games. Keeping abreast of cool TV and film. Live gigs and theatre.
What is something you learned in the last week?
There was more than one French Revolution.
Favorite type of music? Books? Movies?
I listen to all kinds of things but gravitate towards heavy rock/metal.
What was the last book you read?
Thin Air by Richard Morgan.
Do you play any musical instruments?
Drums, guitar, violin, and I sing.
Tell us something about yourself that you think might surprise people.
I studied astrophysics at university.
Tell us about something crazy that you once did.
I won a holiday to Australia off the radio.
What would you do if you had a time machine?
Visit the future to see if humanity wipes itself out or not.
Are you an extrovert or introvert?
Somewhere in between, but tend more towards introvert.
If you could be any superhero, which one would you be?
Iron Man, for all the cool toys.
Have any pets?
1 cat
When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
Chess should survive if humans do, maybe Go too. Not that I'd wish ill of anyone, but right now a collision in midwest USA or Saudi Arabia would seem like it would do a lot of good for global politics and economics.
If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
Thanks to anyone who has backed or bought my games so far!
Thanks for answering all my crazy questions!
Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html
Did you like this interview? Pleasse show your support: Support me on Patreon! Or click the heart at Board Game Links
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DreamForge-Games Price Increase.
miércoles, 27 de marzo de 2019
GMB Versus The Flag Dude
Free Counter
martes, 26 de marzo de 2019
Veins Of The Heartland
Today for the #2019gameaday challenge dear ol' dad and I played a game of Ticket to Ride on our tablets.
Luckily for dad, I played an honest game and didn't cut him off on a route or two of his that he got on me which ended up winning him the game!
All in all, it was a great time and I can't wait to play again.
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim
X-Wing: Second Edition Is On The Way!
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Feeling fresh. |
Oh man, I'm excited. I haven't played X-Wing in a while because the competitive meta was just so stagnant with all the health regen, turrets,and bombs. Now that they rebooted the entire game, I'm really pumped to get back into it.
The official announcement is here:
https://www.fantasyflightgames.com/en/news/2018/5/1/x-wing-second-edition/
There's a thread on the FFG forums that has all the consolidated info:
https://community.fantasyflightgames.com/topic/274813-consolidated-x-wing-20-changes-thread/
Here's a quick run-down of what changed and what didn't..
These things have not changed in 2.0:
- Models carry over (some models may be re-released with new sculpts/paint/features)
- Dice are the same
- Range ruler is the same
- Range bonuses and obstructions work the same (except turrets)
- Templates are the same size -- but have a line down the center for alignment on nubless bases
- Basic game flow (but phases are renamed; some new phases)
- Maneuver driven by hidden dials plus actions
- Actions include: Focus, Target lock, evade, boost, barrel roll, cloak, reinforce, jam, coordinate, rotate arc (specific action mechanics may change)
- Upgrade slots: EPT, modification, title, torpedo, astromech, bombs, missiles, crew, system, turret
- Some upgrades will still take two slots
- Tokens (some art changes, shape): focus, evade, target lock, cloak, stress, tractor beam, jam, shield, ion
- Conditions are still a thing (Director Krennic)
- Setup Phase is largely the same
These things have changed in 2.0:
- New phases/phase names ("Strategy Phase")
- Medium ship bases (confirmed: U-wing, ARC-170, K-wing, G1A, Kimogila, Scurrg, Firespray, TIE Punisher, TIE Reaper, TBD)
- The new templates have a centerline that aligns to hash marks on the base and assists with bumping.
- Green maneuvers become blue
- Red actions which gain a stress after taking
- Push the Limit is gone; some ships may "link" a first action into a second and gain a stress (example: focus into target lock linked action)
- New tokens: Force, charge
- Force tokens which power force abilities for some pilots; they may also be used to change one Focus result
- Charge/surge tokens which power some pilot abilities and ordnance
- Token shape now indicates when removed: "End of Round" tokens are round; square tokens have other triggers to remove (e.g. ion, stress)
- Evade tokens to not add evade results; they just change green dice to evades.
- No costs on pilot cards or upgrades; these are in the squad builder app. Baseline is now 200 points.
- Each ship base has a bullseye arc and quadrants marked
- Turrets adopt mobile arc mechanics
- Turrets also get ranged bonuses and penalties, Ordnance does not.
- New upgrade cards are full sized, landscape
- New upgrade slots: Force Abilities ("Instinctive Aim"), Configuration ("S-foils")
- Resistance and First Order will now be separate factions
- Firespray-31 is no longer Imperial; Scum only
- New pilots
- No upgrade bar; either use ship build cards from the core set or the squad builder app
- Pilot skill is now called Initiative and goes from 1 to 6 [Wedge Antilles: 6]; no Veteran's Instincts or ability to change
- Damage deck - new. Repairing damage is now a thing. New cards ("Fuel Leak", "Panicked Pilot", "Wounded Pilot"); only 5 Direct Hits in the deck now.
- Regen exists, but is powered by charge tokens and nets a weapons disabled (R2 astromech)
- Decimator gets Reinforce and a red Coordinate
- Some ships have built-in abilities: Phantom (Stygium); TIE Advanced (Advanced Targeting Computer)
- Ordnance appears not to spend target locks (e.g. Proton torps);
- Ion tokens: 1 for small ship, 2 for medium ship, 3 for large ship
- Bombs can blow up obstacles (and do damage in the process)
- New abilities will affect the Setup Phase
- They will introduce new obstacle types
- Shield levels have been reduced on many ships
- Barrel roll is not adjustable; they use the hash marks on the bases for alignment.Barrel Roll now only has 3 positions per side (6 total) – makes Barrel Roll more inline with Boost as you only have 6 total positions.If you declare and action and you can't do it (ie Barrel Roll would land you on a rock), you just lose the action now
- There is a "range 0" for own ship abilities.
- Target Lock is now just Lock – and you can Lock on to objects as well as ships (friendly and enemy).
- Certain ships have different attack values for different arcs now.
Took inventory last night. Looks like I'm going to have to do some massive trading when the game comes out.
Rebels:
3 A-Wing (2 Aces)
4 B-Wing (2 Aces)
4 T-65 X-Wing (Core)
2 Z-Wing
1 HWK-290
1 Y-Wing
1 E-Wing
1 K-Wing
1 YT-1300 (Heroes)
1 YT-1300
1 YT-2400
1 Sabine's TIE Fighter
Imps:
3 TIE Interceptors
2 TIE Advanced
1 TIE Phantom
7 TIE Fighters (Core)
4 TIE Interceptors (Royal Guard)
4 TIE Interceptors (181st)
3 TIE Defender (Veterans)
3 TIE Bomber (Veterans)
1 TIE Advanced (Raider)
1 TIE Advanced Proto
1 TIE Aggressor
1 VT-49 Decimator
1 Lambda Shuttle
Scum:
2 BroBots
1 Slave I
1 H-6 Bomber
Resistance:
4 T-70 X-Wing (Core)
1 T-70 X-Wing (Heroes)
First Order:
7 TIE F/O (Core)
1 TIE Silencer
All Aboard The S.S. Anne!
The story of how I got aboard the S.S. Anne is a story of chance encounters and dumb luck. The first of which was a man fishing off the end of an unused pier. I was attempting to get a better vantage point of the S.S. Anne at the time, but I was also curious about the old fisherman. I sat with him a moment and he showed me how he supported himself just fishing up Pokémon out of the Vermilion Bay. After spending perhaps half an hour watching and listening to his old fish tales, he offered me one of his old rods that he wasn't too attached to. I was surprised at his generosity and thanked him graciously. He said the old rod wasn't great at pulling up any big catches, but it was a good starter rod to learn how to handle myself. I was eager to try it out.
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There was a tug on the line! A new type of Pokémon battle had begun. It was my strength and determination against that of whatever was on the other end of that line. I struggled for several minutes, worried that this old rod would snap clear in half at the tension on the line. Finally, a red scaled fish Pokémon lurched out of the water and flopped on to the pier. I frowned slightly. It was a Magikarp. I should have known. It was too weak to weaken, so I had Arnold put it to sleep and I carefully tried to get it into a Pokéball. The damn thing casually slapped 4 of my balls into the ocean in its fitful slumber before finally being secured in the 5th ball. I named him Royal, and although he was weak now, I had some big dreams for Royal in the distant future.
I had no idea at the time, but the entire Magikarp episode was being watched by a gentleman nearby. I called out Royal to get a good look at him and size up his potential - which admittedly was limited right now. As I was gazing down at him, a firm hand clasped my shoulder.
"I say, good show, old sport. Good show."
"Thank you," I managed to sputter in sudden confusion.
"Oh, I daresay, where are my manners? My name is Reginald and I'm the Chairman of the Pokémon Fan Club. We are headquartered right here in Vermilion City! I have personally collected over 100 Pokémon and I'm very fussy when it comes to Pokémon. I see you are less fussy and I admire your spirit, old sport." He motioned to Royal. "I could never bother myself with Pokémon like that, but there is something special about you. Come now, join me aboard the S.S. Anne, would you? I can see you are itching to join the tournament. Meanwhile, let me tell you all about my favorite Pokémon, Rapidash. It is the most spectacular and ravishing of all the Pokémon, don't you agree?"
All I really heard was "join me aboard the S.S. Anne" and I was packing up my belongings as quickly as I could. While Chairman Reginald prattled on and on about Rapidash, my attention was mainly focused on shoving the old rod into my backpack, and making sure my Boulder and Cascade Badges were clearly visible. I wanted everyone to know how far I'd come as we made our way on board the cruise ship.
Once aboard, I listened to Chairmain Reginald talk about Rapidash for what felt like
All the matches were happening along the promenade deck with spectators above able to look down into most of the arenas that were setup. As I stood along the promenade, it was crowded and difficult to see much, but I managed to push my way toward my first match-up near the aft of the ship. I was going to face off against an older gentlemen who happened to be a passenger aboard the cruise wanting to test his skill against the Kanto trainers. I was nervous, but also excited. He opened with a Growlithe - a Pokémon I'd never seen before. It was obviously a fire-type and so Douglas was the right choice. He needed the battle experience, as well.
Growlithe was faster than I anticipated! He landed a desperate attack on Douglas's head which nearly incapacitated him. I was shocked. I'd almost lost a Pokémon due to my overconfidence in type match-ups. I switched out Douglas for Rascal Jr. hoping to get the edge in speed. My swap paid off because Rascal Jr. landed a monstrous hyper fang on this Growlithe and knocked it completely out. The crowd went wild at this turn around and I remember how uplifting it made me feel. I couldn't help from smiling like a fool.
The passenger tossed out another Growlithe who met the same OHKO fate to the power of Rascal Jr. To punctuate just how amazing Rascal's victory over the Growlithe duo actually was, Rascal Jr. evolved into a Raticate in front of the entire crowd. It generated some hushed awe from the spectators, but I was just ecstatic to see Rascal Jr. grow in power. Rascal and I were victorious in our first match, but there were still several more ahead of us before we'd meet with the captain.
Current Team:
Attacks in Blue are recently learned.
Bill's Storage: Shakespear (Spearow) & Royal (Magikarp)
Old Man Daycare: Charlie (Pidgey)