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20 Overlooked Single Player Indie Games
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
Playing cards make the ideal gift, particularly the many beautiful custom decks available nowadays. Almost everyone can use a deck of cards at some point, so they have an instant and universal appeal, especially if a deck has some customized artwork and is packaged in an appealing tuck box. In this list I want to focus on some of my favourite decks that have come out in the past year 2020. This year has been a challenging year for many of us in light of the coronavirus that has swept across the world. But in the middle of all this darkness, there have also been some bright spots, which include the brand new crop of custom decks that have appeared in the marketplace. The suggestions I'm making are very much a matter of personal choice, and other playing card enthusiasts might make other choices. I haven't seen each and every deck that hit the market in the past year, and there are undoubtedly plenty of other worthy decks that qualify for a list like this. I've also not included any decks that have haven't yet been produced, even if they have been crowdfunded. This list strictly covers decks that you should be able to obtain from online retailers and resellers. I've also not included so-called "hype decks" that sell out almost immediately at the publisher level (e.g. Fontaines), but only those that enter retail channels and are more widely and readily available. I've also included links to where you find them at PlayingCardDecks so that you can see images of the tuck boxes and cards for each item, and because they're the retailer I personally buy playing cards from the most. But you should be able to find these decks at most online retailers.
Several series of playing cards have become brands of their own, and achieved nearly cult status from collectors. This past year has seen some great additions to the line-ups from popular series that include big names like Jerry's Nuggets, Cherry Casino, and NOC. ● Jerry's Nugget Aqua Playing Cards - Jerry's Nuggets are a modern icon in the world of playing cards, due to the cult status of this deck, which was praised by cardists around the world. It was originally printed in the early 1970s, and was so much in demand in recent decades that copies fetched over $500 in the secondary market. A very successful reprinting of the original blue and red decks happened in 2019, and in the past year we've seen multiple reprints in different colours. Among my favourites in this series are the bright colours like orange, yellow, and green, which have all appeared in the past year. But there's also something for those who prefer a more muted look, such as steel and black. For more in this series, seeJerry's Nugget decks. ● Cherry Casino Tropicana Teal Playing Cards - The Cherry Casino decks capture a retro vibe, and are a throwback to the old fruit machines from gambling halls, with their distinctive cherry artwork. For me the real appeal of this series lies in the gorgeous card backs, which have a metallic sheen making them feel instantly different from all other decks. The face cards are all quite standard, so that makes them ideal for card games or card magic. Multiple new colours continue to appear in this series, such as Flamingo Quartz Pink, and most recently McCarran Silver. For more in this series, seeCherry Casino decks. ● NOC 3000X2 Purple Playing Cards - The acronym NOC originally stood for Nothing Only Colour, and in line with this the initial decks in this series were all very minimalist. Many people like to collect and use the NOC decks, and over time the series has evolved somewhat. The most recent releases show some new splashes of creativity, and with the NOC 3000X2 deck we travel into the future, past the year 3000. Vibrant purples and pinks inhabit the landscape of the cards, for a very modern and flashy look that is particularly well suited to cardistry. This particular deck is also available in a matching pink version. For more in this series, seeNOC decks.
There are several big brands that you can count on for quality, and this year was no exception, with big companies like Theory11, Ellusionist, and Art of Play all continuing to contribute wonderful playing cards to the market. ● James Bond 007 Playing Cards - When it comes to glamorous tuck boxes, it doesn't get much better than the luxury of playing card producer Theory11. This wonderful deck is a tribute to agent 007, James Bond. I collect most of the Theory11 decks, and this one is particularly terrific, with a supreme tuck box, and Bond-inspired paraphernalia on the court cards and on the card back. Close observers will find many Bond gadgets and more. Theory11 have put out several stylish releases in the past year, another one being the Hollywood Roosevelt deck. For more, seeTheory11 decks. ● Shadow Masters Legacy v2 Playing Cards - One of the companies at the forefront of the custom playing cards movement was Ellusionist and their Black Tiger deck continues to be a modern icon. While they've since been overshadowed by the many custom decks produced in the crowd-funding era over the past decade, they continue to produce some memorable decks from time to time that are worth picking up. The Shadow Masters Legacy v2 is a black deck in the classic Ellusionist style, and represents the kind of thing that made them great to begin with. A jet black background is the chief feature of this deck, and the red and white used for the artwork and pips stands out beautifully against the inky black. This deck compares favourably with any other deck from the modern era. For more, seeEllusionist decks. ● Yellow Wheel Playing Cards - The brand Art of Play is the home of influential cardists Dan and Dave Buck. Their Red & Blue Wheel decks are among my all-time favourite decks, with gorgeous metallic inks as part of a split-pip design. The Yellow Wheel deck is their latest entry in the Wheel series, that retains the original card backs but now in yellow. But the highlight is the card faces, with the split pips employing a stunning metallic silver that complements the cards beautifully. This is a completely custom deck that is certain to impress anyone who sees it. Art of Play produces many new decks each year, and their Henry & Sally deck is a fun novelty release also worth checking out. For more, seeArt of Play decks.
They are a very select group, but there are some notable designers in the playing card industry who have developed a real name for themselves, have generated a large following of loyal fans, and continue to produce high quality custom decks on a regular basis. ● Italia Radiosa Playing Cards - Italian designer Giovanni Meroni is the man behind Thirdway Industries, and his playing cards are in high demand from collectors around the world. His signature style is immediately recognizable in each of his decks, and this one is no exception. Along with its companion Italia Segreta, it's themed around the wonders and secrets of Italy. The unique court cards are the real highlight, showcasing Giovanni's usual creativity and style. The number cards are also fully custom. These are the kinds of decks that will hold their value well in years to come. If you want even more vibrant colours, check out Modern Idols, from the same creator. For more, seeGiovanni Meroni decks. ● Postage Paid Playing Cards - Behind the brand Kings Wild Project is Jackson Robinson, who is one of the few professional designers that actually makes a living out of designing playing cards. This deck was inspired by the idea of playing cards functioning as postcards, each with its own stamp and post paid stamp. All 50 US states are represented on different cards, and everything about this deck is fully customized. This deck was produced in only limited numbers, so it will be out of stock in most places. But if you're quick, you can still grab Jackson Robinson's General Admission deck, which applies a similar concept to tickets, with each card representing a vintage ticket stub from the early 20th century. For more, seeJackson Robinson decks. ● Kodiak Playing Cards - From popular designer Jody Eklund and his Black Ink Playing Cards Company, comes this delightful deck of playing cards that is geared to the poker player and collector. The cards have a very classic look, but offer a fresh take on the designs of the court cards and pips. Jody is highly respected for his approach to graphic design, and these cards will prove an excellent choice if you like playing card games, and want to bring something stylish and attractive to the table. For more, seeJody Eklund decks.
Most magicians can perform their magic with any deck, but typically they prefer to do card magic with a deck where novelty and customization are minimal, so as not to distract from their magic. These decks are well suited to performing magic, and contain bonus gaff cards or other secrets that enable them to produce miracles not possible with ordinary decks. ● Card College Playing Cards - These decks are a tribute to the most outstanding modern teacher of the fundamentals of card magic, Roberto Giobbi. Mr Giobbi is the author of Card College, a series of best-selling books which are the modern gold standard for learning card magic. Available in red and blue, these decks are simple and practical for the working magician, and as a bonus each contains two double backer gaff cards. If you want more luxury, check out the stunning Luxury 3 Deck Set, which has even more stylish cards, individually numbered tuck boxes with unique origami style features, packaged in an attractive acrylic box - the ideal collectible or gift for magicians. ● Remedies Royal Blue Playing Cards - The Remedies decks come from popular creators Daniel Madison and Daniel Schneider, and this is a successor to the Remedies Scarlet Red deck. Many collectors love the Black Roses brand of playing cards, and collect whatever they produce. This blue Remedies deck has a classic and minimalist look with bold blue card backs, and is very functional and practical. The inclusion of a special Angle Zero gaff makes it ideal for magicians. ● DMC Elites Red v5 Playing Cards - Of all the marked decks I own, the DMC Elites is easily my first choice whenever I want a marked deck with cards that can be easily read from a distance, due to the clever and yet almost invisible marking system it uses. This deck has previously been released in several different colours, and now incorporates Tamariz's Mnemonica stack. All you need is the deck, but there is a terrific Passport book available separately, which will give you some great ideas for routines you can pull off with this great marked deck. For more, seeMarked decks.
Card flourishing has really boomed in recent years, and especially shines when cardists use a deck that has colourful and striking patterns optimized for cardistry, that enhance the visual aesthetics of cards in motion, as these decks show. ● Neon Orange Cardistry Playing Cards - This deck represents Bicycle's attempt to meet a demand for a relatively low-cost deck geared towards card flourishing. The card backs have a geometric design, and the faces are all identical and completely non-standard, showcasing the latest evolution in playing cards optimized entirely for cardistry. Bright colours ensure that the cards look visually appealing in fans, spreads, and flourishing moves. Alongside this vibrant orange deck is its blue companion, the Neon Blue Aurora deck. ● Autumn Circle Cardistry Playing Cards - Tally Ho is a classic brand that USPCC has been producing for a long time. The circle back design of the typical Tally Ho deck has become iconic, and is especially appreciated by those who enjoy card flourishing. Each year the folks at Bicycle produce some in-house decks for special occasions, and the Autumn Circle Back deck is a lovely result. The colours capture the warmth and glow of autumn leaves and the mood of harvest time, while the pattern on the card backs is perfect for cardistry. ● ArrowDynamix Cardistry Playing Cards - Given the high volume of cardistry decks appearing all the time, it can be difficult to come up with something completely original, but this minimalist deck has accomplished exactly that. Each card features a giant vertical arrow on the card backs, and a giant horizontal arrow on the faces. With carefully choreographed sequences and moves, you can create truly unique patterns and effects that you simply can't achieve with any other cardistry deck.
Do you love animals, or do you have an animal lover in your life? There are a lot of wonderful custom decks that are tributes to our four legged friends, or depict some of our favourite creatures. ● Woof and Whiskers Dog Playing Cards - The real appeal of this deck is the cute tuck box, which has cardboard ears that fold up, to complete the look of the friendly dog on the front of the box. I would have liked to see some more customization with the number cards, but it's still a very charming deck, with delightful custom artwork on the court cards and aces. This is one of two Zoo 52 decks, so if you like the Dog deck, you'll also want to pick up the Playful Paws Cat deck, which is equally cute. ● Aviary Playing Cards - There are a lot of independent creators that produce Bicycle branded playing cards with the help of industry giant USPCC, but this big name producer also releases its own in-house decks. This is my favourite of their four newest releases that hit the market at the end of 2020, and is a very classy looking deck with artwork inspired by a traditional look, but with adjustments to give it a custom feel, and the presence of several birds carefully positioned throughout the deck. Of the four new releases from Bicycle, the Sea King deck is also proving to be very popular. ● King of Tigers Playing Cards - If you're looking for a deck with bling, this is it. The card backs have a borderless tiger skin pattern, which has been printed with some of the latest technology that makes use of foil for a truly eye-catching look. The tuck box is even more glamorous. While the court cards are clearly inspired by traditional courts, the Jokers bring back the tiger theme strongly, and the tiger skin look recurs throughout the deck.
Recent years have seen some wonderful novelty decks themed around different kinds of food. These are always a great way to whet your appetite for a card game, or to show off to family or friends, and have proved a real hit with collectors. ● Squeezers V3 Playing Cards - Good luck getting your hands on decks from this extremely popular series from Organic Playing Cards, because they sell out quickly. These fruit inspired decks have delightful tuck boxes, and this grapefruit themed deck even comes in a tuck box that looks like a juice box, and is actually scented like grapefruit. The cards themselves are quite practical, but add humorous grapefruit themed elements to the court cards, and new bold colours. OPC's 2020 releases also included the watermelon-themed Carvers deck, while their current release sees the brand go in a slightly new direction with the corn-themed Shuckers. ● Noodlers Chicken Playing Cards - If you like the concept behind the Organic Playing Cards series, you'll probably also enjoy this deck, which has a similarly styled tuck box to the Squeezers decks, but represents a packet of ramen noodles. The orange colour on the card backs and pips has also been inspired by the noodles theme. The artwork on the court cards has a quaint and cute style, with each character depicted in a light hearted style quite different from standard courts, and all holding a bowl of noodles. For a final laugh, the Jokers provide us with the necessary packet of "chicken seasoning" to add to our noodles. ● Citrus Playing Cards - Created by Flaminko, the Deliciousness series has been somewhat overshadowed by the more successful fruit inspired cards from Organic Playing Cards. But I love the Flaminko decks, because they apply customization to all elements of the cards, including the pips. This novelty deck is well suited for card flourishing, card games, and collectors, and cleverly captures all that is juicy and wonderful about citrus fruit.
Music is another evergreen theme, and there's a solid range of lovely decks for the music lover, whether your taste is classical or more contemporary rock-and-roll. ● Composers Mozart Playing Cards - This deck is part of a series that also includes other composers like Bach. These decks are true collector pieces, and make a wonderful tribute to some of the greatest composers of all time. The tuck boxes have a very classical look, and metallic ink enhances the gorgeous card backs. Meanwhile completely custom artwork on the faces emphasizes a vintage and classical feel. They are great for music lovers and collectors, but if classical music isn't your thing, then check out the Rock and Roll deck. ● Piano Player Playing Cards - If the piano is your instrument of choice, this is a deck for you. The creative tuck box is available in two styles, one with two black keys and the other with three black keys, which means you can place two decks alongside each other to create a larger keyboard. Fully custom characters inhabit the court cards, with the keyboard motif returning in the details of the artwork. Small touches like this really make this creative deck a thing of unique beauty. ● Soundboards v3 Midnight Playing Cards - Remember the old walk-man cassette players? In the 1980s these revolutionary electronic devices were among the first to make your personal music collection portable. The Soundboards deck replicates the look of a classic walk-man, and the Jokers complete the look by bringing the cassette tape look into the box. This Midnight edition has a dark look, so you might also want to consider the red deck if you prefer a more traditional colour.
Fiction & Film themed Decks
Most of us love a good story, whether it's in the pages of a novel or on our screens. Here are some great custom decks that are loving tributes to some of the best from the worlds of fiction and film. ● Jane Austen Playing Cards - Fans of the classic novel will appreciate the loving treatment that Jane Austen's famous novels have received in this delightful tribute from the Art of Play label. Each suit represents a different novel, with the court cards featuring the lead characters in the story. The design of the characters is inspired by period costumes and reflects the fashions from the time in which the stories are set. The classy tuck case ensures that everything is nicely packaged and well presented. ● Star Wars Playing Cards - Theory11 achieved a real coup by acquiring the rights to bring the Star Wars brand to playing cards. They were the perfect company to ensure that the result was a classy deck that did justice to the world of the films. This pair of Light Side and Dark Side decks begins with a top quality and highly attractive tuck case, as we've come to expect from Theory11. The court cards all feature different characters from the movies, and the design is the perfect blend of customization and playability, making this a practical deck you can bring out for your favourite card game, or to give to the Star Wars fan in your life. A similar pair of decks was produced later in the year in White and Black. ● King Arthur Playing Cards - The result of a collaboration between Riffle Shuffle and Studio Muti, this pair of red and green decks tell the story of the famous Arthurian legend. For me it's a personal and nostalgic childhood favourite, in light of the adventure and imagination it evokes. But as impressive as these decks are, they pale besides the King Arthur Gold deck, which has gold metallic ink on the faces, and gold foil on the card backs, for a truly extravagant look. Inside and out, this is a stunning tribute to a timeless classic from the world of fiction.
So I cheated. I already have a section devoted to cardistry, so I figured I'd sneak in a second category, by including some cardistry decks that all have a space theme. These decks all feature colourful visuals that work well for flourishing, but can also be enjoyed by collectors who appreciate their vibrant colours and exuberant designs. ● Solokid Constellation Playing Cards - This set of twelve decks captures the twelve different star signs. It was produced by Bocopo, a company well known for producing colourful custom decks that appeal especially to cardists and collectors. These decks are typical Bocopo offerings, with evocative colours that are unique to each different deck, to help capture a different feeling for each and every constellation. If you like vibrant colour, you'll certainly find something to enjoy here. ● Stargazer New Moon Playing Cards - Several different decks have now appeared in the Stargazer series, but the recent New Moon deck is probably my favourite. The circular moon that appears on all the card backs makes it an ideal deck for card flourishing moves like spins and twirls. The face cards have some truly vibrant colours, and capture well the feel of a night sky bursting with colour and life. ● Sirius B v3 Playing Cards - I fell in love with the style of the original Sirius B deck, so this third edition was always going to win me over. The court cards consist of a blur of colours that look like paints mixed together, and this style has also been applied to the pips. The colours are the real appeal here, and the signature design of the card backs also looks very nice in card flourishes.
I personally adore transformation cards, and consider them to be one of the most fascinating and memorable types of playing cards there is. The idea is that you take the pips and incorporate them into a larger picture that forms a unique work of art, for each and every card in the deck. ● Cotta's Almanac #1 Reproduction Playing Cards - This historic deck was first created in 1805 by J.C. Cotta, and was the very first of its kind. Themed on the "Joan of Arc" play by Schiller, the beauty and creativity of these cards will still win over collectors today. Lovingly produced in a high quality modern edition, this recreation is the first of the entire series of Cotta transformation decks that is being reproduced by PCD. ● 5th Kingdom Playing Cards - This deck is possibly my favourite original release from PCD in the past year. It is an outstanding example of the creativity and originality of a semi-transformation deck, where the pips have been cleverly incorporated into the artwork. Each suit represents a different culture, turning each individual card into a work of art that can be admired and enjoyed. ● Pack of Dogs V2 Playing Cards - This transformation deck is the work of John Littleboy, who has produced a number of such decks in his inimitable style, including Pack of Dogs, Kitten Club, Mermaid Queen, and Bag of Bones. The number cards are my favourites, and in this deck each of these represents a larger art piece with a dog. Each suit has a progressive image, so they don't feel totally unique from each other. It's more like a series of consecutive snapshots, and you can use flip animation to tell the story. Littleboy's Kitten Club V2 deck applies a similar concept to cats.
PlayingCardDecks doesn't just sell playing cards, but Will Roya also uses his wealth of experience to team up with designers and graphic artists to produce high quality custom decks under the PCD label. Here are some great custom decks that were published in-house over the course of 2020. ● Astronaut Playing Cards - This novelty deck is a delightful creation that will please anyone who has an interest in space and space travel, in light of its unique theme. The Kings are all depicted as astronauts, while the Queens and Jacks represent space travellers. The card backs have a futuristic look with neon lights, and this look carries over to the number cards, which are highly customized with unique red and blue pips. ● Beekeeper Playing Cards - There are plenty of bee themed playing cards already on the market, but the artwork style gives this one a truly unique feel. Two decks were produced, one with light card backs and the other with dark card backs. This is a great novelty deck for the collector, because there's especially some delightful creativity to be found with the bee-inspired pips, and the detailed custom artwork on the court cards. ● Testament Classic Playing Cards - This is a Biblical themed deck created by artist Ben Green. It's intended as an art deck, with the images on the cards depicting Biblical characters from well-known narratives. Representing a dual love for playing cards and a love for Bible-inspired art, this deck will especially appeal to the collector.
I'm a sucker for highly unusual decks with a high degree of novelty, and even though these are not ones I'd typically use for playing card games, they have very unique features that make them stand out from your average custom deck. ● Starry Night Puzzle Playing Cards - Fancy a deck that doubles as a jigsaw puzzle? This clever deck takes its inspiration from Vincent Van Gogh's famous painting, The Starry Night. The artwork on the card faces is all taken from the painting, and all the cards can be pieced together to make a single giant picture, thus effectively functioning as a large puzzle. Yet each card has clear indices so it's still something you can use for card games too. Definitely unique and out of the ordinary, this set of playing cards is a perfect choice for fans of classic art and paintings. ● Falcon Razors Deluxe Throwing Playing Cards - Rick Smith Jr has made multiple world records in throwing playing cards. His baseball background holds him in good stead, but anybody can learn to throw playing cards if you use the techniques Rick teaches. These throwing cards were a collaboration with legendary flourisher De'vo, and were featured in one of this year's viral videos from Dude Perfect, which featured Rick and his amazing card throwing. The cards are slightly thicker than standard Bicycle stock, to ensure extra durability and performance for card throwing. ● AQUA Invisible Plastic Playing Cards - If you're looking for something completely different, this might hit the mark. This is a ground-breaking deck that is the closest thing to being invisible. All the cards are made out of completely transparent plastic, after which a high gloss transparent printing is applied to selected areas of the cards to produce the designs and pips. So each card is effectively completely transparent, and yet you can see its unique artwork and determine its value and suit. The handling is surprisingly better than you'd expect for a completely plastic deck, and it's certainly something unique.
Other Gift Ideas
Do you want to let your gift recipient make their own decision about what to get, or are you not quite sure what to buy? Here are a couple of special gift ideas that might help out, even if it is to give your family or friends a convenient way to enable you to select your own gift! Firstly, there's a wide range of accessories available for playing cards, like card clips, card cases, and more. Alternatively, consider a gift card, which is available in amounts of $10, $25, $50, $100, and $200. There's also the popular Pip Box Club, which has been around for over two years. Subscribers get a selection of decks and goodies shipped to them each month, and offers great value with each box. Boxing Day Sale: Right now you can take advantage of a special sale at PlayingCardDecks, and save $10 off any order over $30 by using the code box20. This coupon is valid from Boxing Day until the end of 2020. Happy shopping, and happy holidays!
Hey all. Here’s another post with another person’s ideal additions to the game. And yes, I want bugs to be fixed, too. I just wanted to write up a list of things besides bugs, since we all know they exist. I’ve organized these by categories to an extent, but some of them certainly overlap. Gameplay: * Decisions that affect the game. I understand that can be difficult given the multiplayer nature, but it is not impossible, and very much needed. * Phasing. This builds on top of the former. Phasing would allow us to see different things in certain places depending on where we are in the story and what we’ve done. This was already sort of implemented with Wastelanders and interiors, but it could be expanded upon to really improve the game. If I make a decision that blows up another faction’s town, then the town should look destroyed to me, but intact for someone who did not destroy it. World of Warcraft does this very well. When you enter certain zones, you’re kind of just instantly phased into a zone that is tailored to you and your game. Your party members are still visible on your map, and if they’re at the same point in the story, they remain visible to you and you all see the same things. If they’re not, then they remain visible on your map, but invisible in the actual game and are phased into their own version of the zone. I know the fallout engine is old, but so is WoW’s, and they’ve had to work on it a lot over the years. Phasing was only implemented back in 2014, I believe. * Mail and banking systems. It drives me insane that I can’t send items to my alts, or even other people. It’s also maddening that I can’t access an account-wide stash. Some of my characters have exactly what the others need, but the only way I can transfer it over is by being a FO1st member and then hoping I can log in and out fast enough on a private server to pick up some stuff that I dropped on the other character. That’s not a great system. Plus, think about how fun it would be to RP as a mailman in Appalachia. Just leave some goodies in mailboxes and skip off. * Better Survival. I can appreciate trying to balance survival needs without crippling us if we forget to sleep or eat, but… survival adds so much to the game. We’re in a desolate wasteland, trying to rebuild society while also trying to find edible food, drinkable water, and not get destroyed by a giant mutated bat. I’ve always found RPGs so strange in that they rarely force you to actually take care of your character. You’re just this invincible adventurer that never has to eat or drink or sleep or even hit the john. We have to restore mana, but not our bellies? When Fallout started including survival elements, it made the game next-level for me. FNV was so much harder and exciting when I needed to find food without a cazador killing me every five seconds. FO4 was incredible with all the crafting and cooking and dying before I found a bed. FO76 has the advantage of not needing to save, so survival can really be implemented without making the game as difficult as previous entries have been. Recently, the food and water debuffs were nerfed, which is the opposite of what should have been done. With all of these amazing recipes in the game, there should be a need to eat them. We should need our water purifiers. We should need a bed. We should be weakened if we don’t take care of ourselves. Diseases should actually hurt us. Survival has been one of the unique, and brilliant traits in Fallout as an RPG, and it should be expanded upon, not shrunk down. * Fishing. I’ve seen a lot of people asking for this, with a small amount saying they wouldn’t like it. If you don’t want it, you don’t have to use the feature. Fishing could be so freaking fun. It doesn’t need to be complicated. Action button to cast, action button to reel in. However, with fishing tournaments, unique loot, new food recipes, new weapons, new enemy encounters, and more, fishing would quickly add a fantastic experience to the game. There’s gotta be mutated fish in those waters, and I wanna catch them. It’s always puzzled me that this wasn’t implemented in FO4, honestly. All of Far Harbor was fishy, and yet, there were no fish. We could also have fish nets/traps in our camps; something we can put in the water and use to catch fish over time. I loved the idea of trappers in FH, and this would also allow some great RP. * Mini-games. Holotapes of games that we can play on our pip-boys are cool! It’d be even cooler if we could place arcade machines in our camp like we could do in FO4. Maybe in a future settlement, there’s a casino. Let’s wager some caps and go for it. Got a deck of cards? Cool, let’s play some Caravan while we wait for an event to pop up. * Achievements. I love the challenges. I know not everyone does, and that’s fine. I like having to work toward weird little goals. An achievement system could add to the current season passes and challenges. I don’t know exactly what it would do, but I know that I would like seeing a banner pop up saying that I’ve achieved something, and then be able to show off my achievement somehow with a trophy or something. Obviously, Scoreboard does this in a way already, it would just be cool to have other types of achievements to display. * Better farming. If I can plant a wild blackberry at my camp, I should also be able to plant a pumpkin or cranberry or anything else. Maybe we have to complete a questline to plant certain things, that’s totally fine! I like the idea that certain ingredients and plants are more rare and difficult to attain. It only makes sense that we should be able to plant them in our camp, too, though. * More maps. This one is obviously something that should grow overtime. I know there's hints that we may be able to go to other states fairly soon, and I really hope that's true. It sounded like they will be places we've visited in past games, which is an awesome idea. I would love to see new areas, though! We've yet to visit really anywhere in the south, but there's a ton of potential for the Fallout down there, I think! Roleplay and Combat: * More clothes. I dunno about y’all, but I like to make characters based off a combination of name, outfits, “occupation,” and then their build. So, for instance, a mailman as mentioned above would be wearing a postman outfit (model exists in fo4 already) to fit his theme, and then maybe specialize in thrown weapons. I mean, that sucker should be able to just chuck stuff at their enemies (will expand more on throwables later). But, there’s no mailman outfit. For all the gunslinger fun, there’s really not a whole lot of cowboy-esque outfits. The “western” ones are decent, but the pants look pretty weird on the characters for whatever reason. Some more cowboy outfits would be great. More flannels, please, holy moly. We’re in Appalachia. There should be flannels everywhere. I want to run around as a lumberjack and just decimate people with an axe. There’s so many fun possibilities for characters, we just need more clothes to make more unique looking builds. * Display character names. Please, please, please. What is the point in naming a character and coming up with a story and theme and build if everyone just sees “biscuitlicker42069” in the game??? It makes no sense. There is absolutely no reason to not show character names. If we want to play with people again, we just add them. Still don’t need to know their account name. And, please allow us to rename characters. Other games simply charge a fee to rename your characters. I’d love if this were a free feature, but whatever, do what you must, just allow us to change their names. If we can change everything else on the spot, we should also be able to change their names, especially if their names are being displayed. * Special/perk resets. Let us go to an NPC and wipe everything so that we can easily rebuild characters. My first character was alllll over the place. Now I’m having to spend twice the amount of time I would by just starting a new character to be able to move his build around and make him actually viable. I don’t want to delete my first character. I just want to rebuild him (and maybe change his name). * Give us more than 5 character slots. Why???? Why are we limited to 5???? I make alts on alts in every single game. I’m an altoholic. It’s a problem. But usually a game at least lets me make like, 10 characters per server. Not 5 account-wide. There are so many different builds you could try in this game, yet you’re forced to choose 5. I want my throwables mailman. I want my bloodied chef. I want my junkie cowboy. I want my irradiated barbarian. I want my power armored energy heavy gunner that works in the mines and collects ore in his excavator set. I want a stealth archer. I want a sniper. I want a fisherman that stabs mirelurks with harpoons and a pole hook. I want a farmer that runs around with a flaming pitchfork. I want a hippie musician that pacifies animals but demolishes humans with a guitar sword. I want a character that worships cryptids and only uses primal weapons. I want a bartender that just launches molotovs. There’s SO many things that we could do with all the perks and all the very cool weapons out there. We should have more character slots to be able to try these things out. * Better throwables. As is, throwing knives are great until about level 20. Nothing makes them do more damage. Sheepsquatch quills have poison damage, but that’s it. Throwing weapons are really untapped right now. They could be so much fun. Meat cleavers are so savage, and taking my chef around with a rolling pin, or ripper, or flamer, or meat hook, and then also launching meat cleavers at enemies would be incredible. More perks that improve explosives and throwables in general are really needed to make them usable. * More Factions. I don’t particularly care for the BoS, or the Enclave. I still enjoyed running around doing errands for MODUS, and I’m sure I’ll still enjoy the BoS quests. I didn’t like Paige’s attitude upon first meeting him. I did like Meg, though. And I enjoyed completing the Wastelanders quest line with both of them. Getting to work with these four factions is great. I’m a huge fan of working with factions and even playing multiple sides in my Fallout playthroughs. With that said, it’d be awesome to see more factions. Community: * Hub cities. Crater and Foundation were steps in the right direction, but not many people hang out there. Hub cities would be great for trade and teaming up, and make the game feel more alive. * On the same note, perhaps an Auction House. I love vendors, don’t get me wrong. They bring people to your camps, and that’s awesome. But maybe we could have like themed weekly auctions. You can only auction certain types of items that fit the weekly themes. I dunno. Just a thought. * Chat so that we can talk in a trade channel in the city, or a zone’s general channel, or with our party, etc. * Dedicated servers. Now, I love being able to server hop. But the game desperately needs some sort of structure like this. Being able to hit up your friends and say, “Hey, I’m playing on Rob-Co tonight, let’s all head there,” would open up a lot of multiplayer options, including the auction house as mentioned above. It’d also definitely make clans/guilds more of a thing, which is a big plus. This would also!!!! Really!!!!! Help!!!!!! Server disconnection issues!!!!!!! Even if we still D/C, we can just log back into the server we were D/C’d from! No more losing loot or missing events because we got disconnected in the middle of a fight! Just log back in and continue! (That’s not to say that server stability improvements wouldn’t be welcomed, though…) * Allow more players in the servers. I don’t know if this was a design choice, or a necessity due to the engine, but I really want more players in the servers. Sometimes the maps are depressingly empty, so I server hop, and find a ton of people on a different one. Allowing us to pick dedicated servers and allowing more players on each server would really build an even stronger community. * This one is probably controversial, but, Level Caps. It’s so unbelievably weird to me that we’re allowed to level willy-nilly infinitely. What’s the point of that? Why are there players in the thousands? We never should’ve been allowed to level past 50. I think we should be reset down to 50, allowed to rebuild our characters for free (then pay caps to an npc to rebuild afterwards), and then steadily increase the cap over time. When “expansions” or DLC come out, then we get an increase, with fresh new (or old if you needed an old one) perks and special points that we can add, instead of having to take a point from somewhere else. This is how pretty much every other online game works, and it would make leveling a lot more exciting when the cap increases. * Instances/Dungeons. The game really needs more of these. A lot more. Give us more end-game content. Give us a reason to need certain builds. Give us a reason to need a power armored 2H melee build, a stealthy ranged build, a medic build, a commando build, etc. all working together. Currently, teams are just kind of there. They’re almost never necessary. No roles are filled. It’s not like we have a tank, 2 dps, and a healer. But we could, so easily, and it’d be so, so, so tight. The game has incredible potential. It really does. It is so unique. It has fascinating, deep lore that most of us have been invested in for years and years. The setting is breathtaking, and I can’t wait to see where else we go. However, it kind of scratches the surfaces of survival, RPG, and MMO, without really developing a solid foundation in any of them. I really feel adding some, if not all, of these things would help counter that. I’m looking forward to playing this game for years to come and seeing how it progresses. I played WoW for around 11 years (and will probably hop back into it soon to try out the new expansion), and I absolutely love being able to invest time into games like that and see my hard work go toward something. WoW felt like a second home. Many of us play video games for enjoyment, for an escape, for the feeling of success, for community. FO76 is a brilliant game capable of doing the same for a very, very long time. And that’s a good thing! We probably won’t see Fallout 5 for another decade. This game will be our wasteland home until then, and sometimes homes need some renovations and additions. I may add more bullets or points to this list if I think of more, and will be sure to add a note when/if I do. I would love to hear what you all think, and what additions you would like. I want to thank everyone that works on this game. I know it probably hasn’t been even remotely easy. I know that Covid has probably been affecting your lives, too. I know that at times, it probably seems like nothing you do will ever make the players happy. I know that your passion for games may be weakened at times because of the stress surrounding your jobs. Your work is greatly appreciated, though. You are bringing an experience like no other to us. You are providing these moments of joy. These escapes. The setting for our communities. Thank you for everything you’ve done, and everything you continue to do. You are appreciated.
After I tried to stop this series and start a new series (which failed), I am back in the driver's seat for King's Survivor's final phase, since it would probably have lasted longer if Adobe didn't cancel Flash (thanks for rushing my series, mate!). This season, I tried to do what u/swoldow did before and make a season called Saints Vs Sinners, where 10 people who embody the term "Saint" will face off against the people who embody the term "Sinner", but unfortunately, it seemed like a lot of the people who signed up misunderstood the definition of saints and sinners. For the love of god, someone who is slightly villainous is not a "sinner", and average people are not "saints". Oh well. I guess it's the best I'm gonna get. Here is the cast: Kahramanca (Saints) Tribe: Ardet Prifti, 31, Rhythm Guitarist, u/Twig7665 Ardet lived a difficult life. Born in Albania with a family that was associated with the mafia meant that Ardet was never safe, and one day, he came back home to find his whole family had been murdered by the Albanian mafia. He spent years on the street, struggling to survive, before he discovered his musical talent. He played a guitar (which he had to steal), which enabled him to earn money. After a few years of doing that, he moved to the United States, where he did his best to get into the largest music college in that country, and actually succeeded. He met some people that became his bandmates, and soon they were pretty popular in the underground scene. When their fame exploded, Ardet's bandmates grew either egotistical or paranoid, but Ardet saw fame as a way to spread awareness for mental illness. He has now become a strong supporter of mental health charities around the country, and he signed up for Survivor to raise money for one of the charities he supports. Ava Chrisly, 23, Kindergarten Teacher, u/Gemini_B Ava was born deaf. After her father died when she was 3, her birthmother struggled to care for her and her 3 siblings. Ava was especially tough since she needed special treatment and one night her birthmother left her on the doorstep of a rich widow with a note explaining how Ava got there. The Widow, not wanting to deal with a deaf child, left her outside where she spent a cold night alone and scared. She came across Marissa, a young girl who ran away from home. Marissa took pity on her and the two banded together. They spent years together on the street with Ava learning to read lips and Marissa learning sign language. Marissa quickly saw that Ava had a gift with children and encouraged her to find a job with kids. Ava didn’t want Marissa to leave, but then Marissa surprised her by revealing she had a scholarship to a teachers college. Ava went off to the collage and became a kindergarten teacher, but when she returned she learned that Ava had gone to jail for stealing from a rich old woman and using the money to bribe a college administrator. Ava promised she’d help bail Marissa out, and learned about survivor. She’s hoping she can win the million to help free Marissa and get their lives on track. Chelsea Rutherford, 22, Lifeguard, u/IAmWolfNinja Chelsea was the heiress to the throne of a foreign country with a corrupt government. The wealth that came with such a status meant nothing to her, since she was utterly disgusted with the actions of her family. Knowing her resentment for their governmental policies, Chelsea's family gradually became verbally abusive towards her. Unable to take any more, she escaped as a teen to pursue her own path. When she arrived in America, Chelsea wanted to do everything she could to erase her dark past and the actions of her family, so she got a job as a lifeguard, where she has saved countless lives. She's occasionally recognized as an heiress, but when it's brought up, she tends to have nervous breakdowns. Chester "Cap'n" Richardson, 67, Retired Naval Officer, u/swoldow Some may see him as just the average old man, but Cap’n has seen and done things most people couldn't fathom. Cap’n joined the navy at a ripe young age about 5 years before the Cold War began, and learned everything from afar, slowly working up the ranks. When things got bad in Vietnam, he was given the chance to take charge of a ship during the war, and he immediately said yes. He ran the ship strictly, but he got both respect from everyone, as well as being genuinely liked as a person by his crew. He led them to many naval victories but unfortunately that didn't last, when his ship was shot with a torpedo, which blew the whole thing up and killed everyone on it, except for Cap’n. With the emotional baggage of watching people he has gotten to know kick the bucket, he immediately resigned from the navy after. As a result of the shipwreck, his mindset has changed, as he’s now super overprotective of his family, and still can't let the explosion go after years and years of retirement. He hopes Survivor can help him learn more about himself, and be the thing he needs to live the rest of his life in peace. Cornelius Von Helton, 52, CEO, u/Gemini_B Cornelius was raised by a family that had fallen from riches and was in tough times. He never expected to get to go to university but got lucky by getting a scholarship for his creative greeting cards. While at university, he enrolled in a business course and after collage started a greeting card business with some friends. All of his friends quickly gave up on the business, but Cornelius stuck through it. When he made a greeting card that was delivered to Eddie Murphy, the comedian was impressed and hired him to do his greeting cards to his friends, family, and invitations to parties. Quickly other celebrities started to hire his business and many fans wanted to get into the trend. His business rapidly expanded and he soon found himself with a company that covered parties, greeting cards, published books and even dabbled in a touch of Realestate. While in his thirties though, Cornelius was mugged while on a walk in the park and got stabbed. He was quickly rushed to the hospital and while there, he was nursed back to health by his soon to be wife. He claims that she saved his life and proceeded to date her after leaving the hospital. She was reluctant at first, but he quickly charmed her and the two have been married for 15 years now. He has two children, a son aged 10 and a daughter aged 8. He's continued to run his business, but leaves most of the work to his higher-ups as he wants to be able to spend as much time with his family and employees as possible. He views his employees as his family and does his best to remember all their names and make the workspace as nice for them as possible. He's come to survivor because his wife loves the show and wanted to compete, but due to growing health issues can't. She's trained him to win, and he wants to do this and win for her. Dana Vasquez, 43, Stay At Home Mom, (filler character) Greg Zimmer, 40, High School Teacher, u/AngolanDesert Greg is one of the nicest people you will ever meet. He is very trusting and kind and will do anything for the people he loves. Since he grew up in Texas, hard work has always been his priority. He knows that if he wants to win this game, he has to work hard at everything he does. Greg decided to be a high school teacher so he could teach his students the importance of hard work. He has been a fan of survivor for a while, so when he saw that applications for survivor were going out, he knew he had to join in. Hopefully, he won’t disappoint his students. Gwendolyn "Gwen" Wallerby, 52, Baker, u/ghetra Gwen works at a bakery where she gets to do what she loves every day: make many different kinds of pies. She is a very warm, loving person and has a reputation for helping out whoever needs it, usually by baking for them. Baking takes a lot of patience and strength, and she is stronger than she looks. She naturally has a very loud voice that sometimes irks people, but once they get to know her it quickly becomes endearing. Now that her children are out of the house, she has started reading much more and taking classes on different subjects that interest her. The world is her oyster. Kirk Smolarek, 62, History Teacher, u/Twig7665 Kirk never had a normal childhood. His mom walked out on his family not long after he was born, and his father was a former Polish soldier with PTSD and a severe drug addiction, leading to Kirk experiencing abuse from him for as long as Kirk can remember. Wanting to escape his miserable life, he smuggled himself on a boat bound for Australia when he was 16. Lo and behold, the ship got caught in a windstorm and ended up sinking, and Kirk and a few other survivors ended up stranded on an island. After spending more than a month there, he was taken back to his homeland after being found there. He ended up being the only survivor of the whole ordeal. He was returned to his deranged father, where the next time his father tried to abuse him, he fought back, causing his father to end up in the hospital. Deemed not guilty because he defended himself, Kirk did not spend time in prison for this. His father on the other hand did spend time there for drug-related charges and child abuse, but was killed by another inmate before he could be released. Kirk then went to college, where he studied history there, and decided to become a history teacher. He then kept that job title for over 40 years now, and despite being in his 60s, he is still an enjoyable presence for his students, as he incorporates unusual teaching methods to make his students interested in what he's teaching. Despite being financially stable, he wants to win the money so he can be well off when he retires in a few years. Maralyn Sander, 32, Tour Guide, u/Void_Drone Maralyn gives tours of New York, driving around in her bus, answering questions, watching broadway shows. And she spends most of her money on her family, except for the money she spent on her pink pearl necklace. She enjoys the tours for the most part, but when she's alone she vents about how annoying the tours can be. Kotu Adam (Sinners) Tribe: Alexa Station, 20, YouTuber, u/IAmWolfNinja A 3AM YouTuber who arrived late to the trend, Alexa has a tendency to flex her belongings when no one really cares. She was recently involved in a scandal where she faked her boyfriend's death, causing endless amounts of controversy, and a near arrest. Her sub count is dropping significantly every day, so she joined to help gain her popularity (relevancy) back. Carter Witworth, 23, College Student, u/JTsidol Witworth, he was born to a extremely rich family, but his parents didn’t have time for him, but spoiled him rotten, when he got into school, he was known for being a bully, however no one confronted him, and everytime he’d get in trouble or fail a test, his parents would pay his way out, last year, he got a slap in the face, when his parents yet again had to bribe the college board to accept him, they cut off his allowance, he’s playing just for the money, nothing else. Irvin Eamers, 32, Olympic Sprinter, u/asiansurvivorfan A born athlete, Irvin loved competing in all sports but wasn’t known to play fair as he was never a team player and would often torment others to win. He started training for the Olympics at the age of 17 and eventually got the opportunity to compete in multiple Olympics where he took home many gold medals. However, they were striped from him when he was caught doping and using steroids to give him an edge in races. After the controversy, Irvin’s current wife left him and he was banned from competing in any future competitions. He came on Survivor for one reason and that is that is the money as he’s currently being sued by the Olympic committee. Jessica Abrefa, 25, Poker Player, u/Twig7665 Jessica wasn't the most well off growing up, she lived in Alabama, where racism was rampant. As such, she was bullied for her race, until one day, she decided that they will all be wrong about her not being able to do anything because of her skin colour. She publicly humiliated the whole football team at her high school, and that stunt got her expelled in her senior year. She didn't care, and then she decided to run away to Las Vegas, which she did. While there, she started modeling, but found it boring. She then picked up the hobby of gambling, and played her first poker match when she was 21. She proved herself to be a formidable foe by beating one of the top poker players at the time, a dude named Brett Herman. Impressed by her skills, he tried to form a bond with her, but she turned him down due to him being a very paranoid man. Now, Jessica dates and cheats on men almost daily, and is considered one of the top female poker players, despite only playing for a few years. An avid Survivor fan, she wants to be as flirty and manipulative as she is in her real life. The only problem would be meeting another poker player, but she finds it unlikely that she will. Joey "Wildcard" Caruso, 24, Poker Player, u/wordonthestreet2 Joey did not grow up with the best moral compass as his father notoriously had ties to the mafia. He used the money his father made through illegitimate businesses to gamble throughout his teenage years. When his father learned about his poker abilities and how easy it was for him to manipulate his opponents they began using his poker career as a way to launder mafia money through various casinos. He is known for his excellent poker face and unpredictable style of play which earned him the nickname Wildcard. Maize Nguyen, 28, Heiress, u/Vicctoryy From the outside looking in, the Nguyen Family Dynasty of San Francisco looks like a well supported and strong business, but from the inside, things are crumbling apart. The matriarch and patriarch are always at each other's necks over the company, leaving their children to clean up their messes. Maize, being the oldest, has taken it upon herself to lead the company, and she leads with an iron will and even harder iron fist. While she seems like a worthy replacement for her faulty parents, she has never been afraid to leave with force. Anyone at the receiving end of a verbal lashing from Maize is likely to not return to work the next day, or ever again. She is arrogant, rude, demeaning, and yet she gets things done. Saving the company from absolute bankruptcy caused a lot of backlash, but Maize couldn't care less. Success should be accomplished by stepping on the necks of those who aren't ready for the power, and Maize has done that exact thing. Any person in Maize's way has been an obstacle she has to conquer, and with a flip of her finger, that obstacle is no longer a problem. She has never been afraid to crack a few eggs to make an omelette, and unfortunately, those eggs have just been working class people struggling to make minimum wage and put dinner on their table. Too bad for them according to Maize. Maize has come to Survivor to prove that the Nguyen Dynasty is far from over, and their business monopoly will run on for years with Maize at the front of it. She is the iceberg, everyone else is a ship with no idea of what's in their way. Those too bold to step in her way are trampled, quite literally. Maize has no problem with controversy, controversy brings attention, attention brings money, and money brings power. Molly-Anne Benson, 26, Marketing Assistant, u/ghetra Molly-Anne is a social butterfly. She loves chatting with people about pretty much anything and loves meeting and getting to know new people. She has a natural charm about her that draws people in, but sometimes people are bothered by how chatty she is. She also loves to gossip and is not above spreading rumors. However, she is rather sensitive and can be set off by just about anything. She frequently will push people's buttons if they offend her and will hold a grudge until the end of time. Nikki Lopez, 29, Stripper, u/Void_Drone Randall Martin, 49, Real Estate Agent, u/TDSwaggyBoy Being a self proclaimed sleazeball, which is a very weird thing to be proud of, Randall's life was never too good. He didn't grow up with a lot of close friends. Sure, people liked him at first, but when they really got to know him they didn't appreciate him nor his antics very much. Randall had to make a name for himself. He quickly found a career in the world of real estate. Not even his co-workers enjoyed his company, but they appreciated his skills. Being a fast and smooth talker really pays off in his industry. And now, Randall wants to put his skills to use in SURVIVOR. How well will that pan out? Vito Luco, 49, Used Car Salesman, u/swoldow Vito is the last person you'd want to trust with anything. A true con-artist at heart, he now has a job selling used cars, but his past jobs would make you run away from him in fear. When he was younger, he was a part of a major drug-trafficking operation run by the mafia, and he later got a job selling illegal fireworks, both of which got him to do jail time for a decade. Newly released, he seems to be back to his old ways, as he scams people out of their money daily with his faulty cars. He was born constantly overshadowed by his perfect younger brother, who is a popular politician, while he just swindles from people. As a result, he hates people who play loyally, and wants to prove that evil is the best way to play. He isn't afraid to play hard, as that's what he did all his life, and he'll either win, or go out swinging. Link to Season Episode 1: The 20 new contestants are welcomed into Turkey, where their first task is to compete in a challenge for reward. The Sinners tribe win this reward due to having more young and fit members than the Saints tribe. As a result, the Saints are already demoralized as they arrive at camp. Cap'n starts to feel good vibes from Ardet and Maralyn, and takes them under his wing to form an alliance. Ava, on the other hand, reveals that she is deaf to Chelsea and Gwen, and the three form another alliance due to being close to one another already. Cap'n sees this and scrambles to find an idol, and does so. Over at the Sinners tribe, Witworth and Jessica see their opportunity to look for an idol, and they find it, giving them more security, while back at camp, Maize and Nikki get into a fight over thinking that the other has an idol, which neither of them do. Vito becomes the moderator of this fight, saying that the three of them plus Irvin and Molly need to stick together in the long run. Randall sees this alliance form and tries to get Alexa, Jessica, Witworth, and Wildcard on board, which they all agree to at first, but then Wildcard sees this as his opportunity to cause conflict within his tribe, so he becomes content with being a swing vote. The Sinners win immunity, and on the Saints tribe it quickly becomes a race to see who can scrape up the swing votes the fastest between Cap'n's alliance and Ava's alliance. Dana becomes the target for Ava's alliance because of her weakness in challenges and her blind loyalty, while Greg is targeted by Ardet and Cap'n due to his shiftiness. They are able to get Kirk and Dana on board to blindside Greg, and they try to talk to Gwen, but she does not flip. Instead, at tribal council, we end up with a 5-5 split, followed by a 4-4 vote split due to no one flipping. Then a rock draw occurs on the first vote of the season. Ardet becomes the victim of the rocks, sending him out of the game despite never receiving a single vote. Episode 2: After an explosive first vote, Cap'n tries to figure out who flipped on the six and sent Ardet home. No one tells him who did it, so he assumes it was Ardet. Ava tries to flip Maralyn from Cap'n's alliance, but is unsuccessful at doing so. At the Sinners camp, Jessica and Witworth, despite being closely aligned, argue over who gets to keep the idol, and Witworth ends up keeping it in the end. The Saints pull out a surprise victory over the fractured Sinners, and back at camp, Wildcard decides to snake the alliance he was pretending to work with, and joins Vito's alliance. Their first target is none other than Alexa, who saw this game as nothing other than a tool to get more relevancy back, and it particularly irked Vito, who wanted to play against people who played hard. So together, with his alliance and Wildcard, they vote for Alexa. Meanwhile, the four person alliance realizes that Wildcard snaked them, so they vote for him, and Alexa becomes the second person voted off in a 6-4 vote. Episode 3: After Alexa's vote off, Irvin tries to bond with Vito, wanting to be his right hand man, and they become closer due to both being sleazy people. Wildcard begins to feel like he's in control, and it starts to annoy people on his tribe. At the Saints camp, Cap'n starts to rub people the wrong way because of his cockiness due to having an idol, but no one catches on to him having an idol, which is good news for him, because he plans on holding onto the idol until the merge. The Sinners win immunity for the third time, and they grow cocky because of this. Cap'n and Kirk, being the two oldest men on the tribe, join forces with Dana and Maralyn to take out their biggest threat in the opposing alliance, Greg. However, the other side has majority, and they decide that Dana has been blindly loyal to the other three, and hasn't been pulling her weight in challenges, so she becomes the third person voted out in a 5-4 vote. Episode 4: After a somewhat boring vote, Greg starts to get paranoid, since he's already gotten 9 votes and it's only episode 4. He then tries to get the minority alliance to pin their votes onto Gwen, but Gwen gets angry at him for doing so, and they have an argument. At Sinners camp, Jessica tries to talk to Irvin, trying to get his alliance to help hers take out Wildcard, and Irvin tells Vito about the plan, and Vito starts to see Wildcard as not being of use anymore. After losing the reward challenge, the Saints come back harder and beat the Sinners at the next challenge. Wildcard lets Vito know that he is going to vote Maize, since he wants to make a big move early on. This becomes the final nail in Wildcard's coffin, as Vito was quite close to Maize. At tribal council, Wildcard becomes the first unanimous boot of the season, going out in a 8-1 vote. Episode 5: Vito starts to think that Irvin has been playing way too loyally, and he gets into a discussion with him that slowly devolves into a full-blown fight between them, but Vito, realizing that Irvin would make a bad enemy, tries to make it up to him, and it works. The Sinners win both reward and immunity, and they feel elated about it. Cornelius goes to Cap'n and proposes an alliance to him, allowing them to control things from behind the scenes with Maralyn. He also reveals that he has grown a disdain for Greg, and that they need to flip the numbers on him. They get Gwen and Kirk on board, or so they think, but Gwen blabs to Greg and their alliance, leading to Kirk to flip as well. They decide to vote Cornelius out due to him being the biggest gamer on the tribe, and he goes in a 5-3 vote. Episode 6: The tribes pack up their things, anticipating a swap, but then the host announces that they will be competing for individual immunity on their tribe, and whoever wins will be safe from the double tribal council taking place that night. Maralyn wins for the Saints, and Vito wins for the Sinners. The Sinners also win reward, earning food to enjoy while they watch the other tribe go to tribal council. Witworth, Jessica, and Randall decide it was now or never to get rid of Maize, who had a fight with Randall earlier that day, but Vito, hearing about this, decides that Randall is the biggest sleaze on his tribe, and he needed to go as soon as possible. In his voting confessional, he states there can be only one sleazy guy on the tribe, and that was himself, so Randall had to go, and Randall becomes the sixth person voted out in a 5-3 vote, and he is bitter as all hell about it. At the Saints tribe, Cap'n becomes angry over the fact he cannot vote in the majority, and it makes the majority annoyed with him, so they decide to vote him off. Luckily for Cap'n, he still has an idol, so he and Maralyn vote for the most threatening player in their minds, Chelsea, and Cap'n plays his idol, sending Chelsea out of the game in a 2-0 vote. Episode 7: After Chelsea's idol out, Cap'n officially became public enemy number one on his tribe, and he tries to find his rehidden idol, but Kirk finds it instead. Maralyn and Greg have a fight due to the food on their tribe running low, and morale being even lower. At the Sinners tribe, Nikki begins to be seen as an easy goat due to her one-sided loyalty to Vito. Morale at the Saints tribe dips even lower when they lose both reward and immunity. Not wanting to lose again,the majority decide to vote off their oldest member, Cap'n, as a last ditch attempt to prevent them from going on a losing streak. Cap'n and Maralyn vote for Greg, and Cap'n becomes the eighth person voted out in a 5-3 vote, missing out on the jury by one placement. Episode 8: After Cap'n's vote out, there are only five members on the Saints tribe, compared to the Sinners having seven. The Sinners increase their winning streak by two by winning both reward and immunity. At the Sinners camp, Jessica and Witworth have another fight over the idol, with Jessica insisting that she keep it. This causes the rest of the tribe to be alerted to the fact that Jessica and Witworth have an idol, and Witworth becomes a target because of this. At the Saints tribe, the women form a tight three, and Kirk and Greg are forced to band together to survive. At tribal council, the three women stay strong, and Greg is voted out 3-2 and becomes the first member of the jury, leaving only four Saints left in the game. Episode 9: With his back up against the wall, Kirk knows that he's probably gone next if he didn't have the idol, which ensured his survival until merge. The Saints finally win a challenge, a reward challenge, but lose immunity once again to the inflated egos of the Sinners. Not much else happens this episode, but Kirk tries to get Maralyn to flip and vote out Ava, but she disagrees to do so, and she votes for Gwen instead, making Kirk not trust her, and he decides to vote for her, while also playing his idol. This causes a 1-1-0 tie between Gwen and Maralyn, and Ava, misunderstanding what would happen if she forced a tie, votes for Gwen while Kirk votes for Maralyn, and Ava becomes the second person in King's Survivor history to be eliminated by default, due to there being no other options, and she becomes the second member of the jury Episode 10: At long last, the tribes merge into the purple Ucurum tribe, meaning balance in Turkish. Left in the game is Witworth, Gwen, Irvin, Jessica, Kirk, Maize, Maralyn, Molly, Nikki, and Vito. At first, it seems like it would be Saint Vs Sinner, but Jessica and Witworth come to the three Saints left in the game, and they convince them to vote with them come tribal council. Vito wins his second immunity challenge of the season, and his target was Witworth for being the strongest male not in his alliance, and also for lying about not having an idol, which he believed was given to Jessica. At tribal council, the lines cause a 5-5 divide between Irvin and Witworth, and on the revote, Maralyn randomly decides to flip to avoid a tie, and Carter Witworth becomes the third member of the jury, and also another person to go out with an idol in their pocket. He is understandably pretty pissed about this ordeal, but wishes his tribe well. Episode 11: The day after Witworth's blindside, the nine remaining contestants compete in a reward challenge, which the team containing Irvin, Maralyn, and Vito win. At the reward, Irvin and Vito realize how dangerous Maralyn could be after she starts trying to talk game with them. Soon afterwards, Maralyn finds the idol, and Jessica calls out Molly for following Vito almost blindly. Nikki wins the second post merge immunity challenge, and Vito tries to recruit Jessica for the vote, which succeeds. They then choose to target Maralyn, since she was the most threatening out of the three Saints, and the six remaining Sinners pin votes onto her. Unfortunately for them, Maralyn pulls out an idol, and the Saints vote for Irvin, a potential immunity threat, making him the fourth member of the jury in a 3-0 vote. Episode 12: After Irvin's blindside, only two men are still in the game, compared to the six women. Nikki is able to find an idol, after thinking that she hasn't been playing hard enough, while Molly gets into a fight with Maralyn over the latter pulling out an idol, which she hadn't wanted her to do. Molly wins immunity, and it becomes a battle of the Saints Vs the Sinners, just like the theme of the season. The Saints go after Maize, wanting to weaken Vito further before going after him, but they are unable to swing anyone over and Vito, fueled by vengeance, gets his alliance to vote for Maralyn. In a 5-3 vote, Maralyn becomes the fifth member of the jury. Back at camp, the final seven become annoyed at Nikki's arrogance after being safe from being voted out, so she becomes a target for the two remaining Saints left. Kirk also becomes a target for being a perceived leader for Gwen, causing him to be target numero uno. After Kirk wins immunity, the target shifts from him to Gwen, due to her being perceived as not wanting to play the game, and rather would be along for the ride, which Vito found unpalatable. Kirk and Gwen then try to vote out Molly for her strength in challenges, and in the end, Gwen gets the boot in a 5-2 vote, making her the sixth juror. Episode 13: With only six people left in the game, the final reward challenge takes place. Maize wins it, and she shares it with Vito, her closest ally, and Jessica, who her and Vito wanted to bring closer. Soon, they realize what a threat she could be, especially because she's a poker player, she becomes the biggest target instead of Kirk. Luckily for her, she wins immunity. Kirk tries to bond with Maize as a way to get Vito to not vote him out, but it backfires, and he becomes the biggest target yet again. At tribal council, he votes for Molly, but everyone else votes for him, making him the seventh juror in a 5-1 vote and completely eliminating the Saints from the game. Finale: Jessica, Maize, Molly, Nikki, and Vito remain. Five players who had remarkably different playing styles, but all came from the same tribe. They compete in the second-to-last immunity challenge, which Maize wins, and the biggest target becomes Jessica again, who has proven herself to be the only player not following Vito, and only voting with him just to get further in the game. Vito does not feel the same way about keeping Jessica around, so he and his alliance with Nikki, Molly, and Maize vote for her, and Nikki plays her idol in case someone flipped on her, and Jessica becomes the eighth juror in a 4-0 vote. Back at camp, Vito feels incredibly cocky, and he tries to influence a fight, and he does so between Nikki and Maize. He then goes on to win final immunity, and Nikki tanks her own game with her fight with Maize, and everyone votes her out, causing her to become the ninth juror in a 3-1 vote. The final three consists of Maize, Molly, and Vito. Molly gets criticism for her lack of strategy, only using her social game to get far, and her challenge capabilities. Maize is seen as following too closely to Vito, but the jury is willing to vote for her if Vito tanks his jury speech. He does not, and explains his game in great detail, saying he started out forming a five person alliance on the first night, he commenced the Wildcard blindside, the Witworth blindside, the Jessica blindside, etc. He did it all, but the bonds he formed in the game were genuine, and he didn't intend his villainous backstabbing to be taken personal. In the end, he gets all the jury votes, even from two people he never met, Greg and Ava. Maralyn wins the Fan Favorite for standing up to Vito and her idol play. Winner: Vito Luco, u/swoldow Fan Favorite: Maralyn Sander, u/Void_Drone Potential Returnees (yeah, I haven't done this in a while): Vito, Jessica, Kirk, Maralyn, WItworth, Ava, Cap'n, maybe Ardet, if I do a first boot season Next season, will be the final season before season 35, I won't spoil the theme for 35, but trust me, it won't be a season to miss. Season 34 however, with the release of the new Island Of The Idols sim, it will feature two King's Survivor Idols, who will be revealed with the sign ups. Next season will be King's Survivor Venezuela: Island Of The Idols!
Jul 26, 2016 - Explore Tara Teilhaber's board "casino night food", followed by 125 people on Pinterest. See more ideas about casino night, casino, casino theme parties. The best buffet ideas for a casino theme use an assortment of finger foods. Casino themes tend to contain games and lots of activity. You need to serve food that can move with people as they socialize and gamble. Anything that requires sitting down with a fork and knife will be too cumbersome. Best Casino Party Food Ideas to Serve. December 5, 2017 / Dining / No Comments; Planning a holiday party involves hundreds of decisions, but one of the most important choices you make is also one of the first: the theme. Sure, you could settle on “winter wonderland” or “ugly sweater” like everyone else, but if you really want to stand out from the holiday party crowd, consider ... Food Ideas for a Casino Party. This entry was posted in Corporate Casino Parties on August 14, 2018 by casinoparty. Planning a casino party involves many decisions, but one of the most difficult and important decisions you need to make is about the type of food that must be served at the casino party. Selecting other important details of the event isn’t as hard as choosing the food for your ... Sep 20, 2016 - Explore Janet Hastert's board "Casino Party foods" on Pinterest. See more ideas about casino party, casino party foods, casino. Casino Party Ideas; Casino Food; Casino Party Outfits; Casino Games; Casino Decorations; Breadcrumbs. Home. Casino Food. Posted on January 4, 2018 Author Michelle Warren. Top Snacks For Poker Nights. Poker Playing – Hard Work Mentally And Physically . Playing poker isn’t as easy as you may think it is, especially if you are playing at even a semi-professional level. If you want to play at ...
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