Thursday, December 24, 2015

Four Score and Seven Years Ago


Seven years ago I wrote a Christmas story for my little sister. I just dug it up and here it is. 



Once upon a time... there were three mice. Their names were Rudolph, Holly, and Santa. They lived in the home of an elderly gentleman by the name of Nicholas Clause.
All his life he had been a man of great charity and was filled with generosity by the sight of those less fortunate than himself.

Age had taken its toll on him and his body, but his spirit was as lively as ever. On December the 24th he had realized that Christmas was the next day and he hadn’t any plans for this celebrated occasion. The three mice noticed his saddened expressions and decided that it was their duty to provide Mr. Clause with the enjoyment that he had allowed so many others throughout the years.

The mice formed a plan. “What could make an old man happier than seeing children playing in the snow?” they thought. So they borrowed the man’s hat and ran out into the cold in search of some young children. They found a young man named Timothy wobbling around with a crutch under one arm. So they dropped the hat in front of the boy with a label that said the following: Nicholas Clause, 1238 North Pole, Pennsylvania.

Timothy noticed the hat on the ground and read the note. As quickly as his fragile body could carry him, he stumbled down the road in search of the address. After a good amount of traveling, confusion, and exhaustion, Timothy found himself lost in a place he had never seen before.

Mr. Clause was going for a walk about that same time. Seeing the boy lost and confused, he invited him into his home for some cookies and milk. Timothy was always taught not to talk to strangers, but this man was jolly and had a sparkle of fatherly caring in his eyes and Timothy followed the man inside. After asking the boy what he was looking for, Nicholas discovered that he was the one Timothy had come in search of. Nicholas wished he could reward Timothy for his efforts but couldn’t find anything in his home suitable for a gift. He led Timothy home and told him that if he ever wanted anything, he should simply write him a letter and he will see what he can do.

The three mice wished that they could do something for the boy because Mr. Clause was not able to give anything to Timothy. So they worked and worked and worked and finally they had completed their gift. They wrapped it in red ribbon and green felt and delivered it to the boy’s house in the middle of the night, between Christmas Eve and Christmas morning. The door was locked however, and they could not get the present inside, so they placed it under a tree for safe keeping and put a shiny red ball in the tree above the present, to draw attention to what it’s branches harbored beneath their snow covered bark.

On Christmas day, Timothy slowly crept out of his room. His parents were still in bed, so he climbed onto the couch and looked out the window, planning to pass time by dreaming of playing in the snow and making a model of his father out of large round snowballs.

Out of the corner of his eye, he spotted the ornament in the tree and ran outside to retrieve it. But before he could grab the sparkling sphere of red, his attention was captured by a little present underneath the tree.
There was a note which said “Merry Christmas, from Santa Clause.” He ripped open the package with unrestrained enthusiasm and found inside a wooden carved model of a horse-drawn sleigh with reindeer instead of horses and a miniature version of Nicholas Clause in the seat of the sleigh. He wished to show his father, but he would still be sleeping. He put the model in one of his father’s socks which were hanging over the fireplace to dry so that he would find it when he finally woke up.

The boy wrote “Santa Clause” a letter, and from that day forth, every Christmas, they would exchange gifts and do many things to recreate the joy of that season.


Through what conspired on that Christmas Day, not so very long ago, many traditions were formed and many people will still be heard wishing you, a very 

Merry Christmas.





Sunday, September 27, 2015

When All Else Fails, Use Fire

Me and my brother used to make up songs on the spot all the time back in the day. Now that I'm hanging out with him more since graduating from college, we've decided to pick back up this classic tradition. This time around, though, we're recording it!

We haven't done this in a while and we'll get better as we do more of them, but here are the first two recorded improv songs that we've done. Please excuse my terrible singing and just enjoy the lyrical improvisation. My brother is playing the guitar and is the other voice that will chime in as the song progresses. 

For this first one, we asked a guy named Tony to give me a suggestion to sing about. He failed in that endeavor and so I had no choice but to sing about him. (Don't worry, he enjoyed it.) Thus a song was born and it's name was "Tony Ruined It". 

https://soundcloud.com/figment4444/tony-ruined-it

For our second foray into madness, my friend Rob was there to witness and inspire. He loves watching road rage videos on youtube, so we sang about that. Here it is, "Sophisticated Road Rage". 

https://soundcloud.com/figment4444/sophisticated-road-rage

If you have any ideas of what we could sing about next, post a comment below and we'll see what happens. 

Thank you for allowing me to assault your senses with my creativity!


Wednesday, June 24, 2015

Cheap Warfare

In my last post, I shared the rules to a game me and my friend Rob created named "Dominoes of War". In this post, I'm going to share some pictures of Rob and my brother playing the game so you can see what it looks like.

Here you can see the basic playing field layout of 8x8 tiles.


These are the 5 types of soldiers. From left to right: Grenadier, Grunt, Sniper, Kamikaze, General.



 The players have chosen the locations for their bases.

Now they have stocked their bases with soldiers of their choosing.


You can see the walls that they've placed on the field outside of my brother's base. Also, he's made his first moved and flipped over the domino under his soldier.



You can really see it, but this domino added up to 10 and allowed him to spawn an extra soldier.



Here my brother has defeated all of Rob's army except one last sniper holed up in his base. Rob had given up by this point, of course.

After 2 games - one with me vs. Rob and one with Rob vs. my brother - we came up with the traits for the cowboys and indians, but we haven't tried them out yet.


Also, I forgot to mention that you can play with more than 2 players to make it more interesting. We'll probably use a bigger playing field for that, though.




Dominoes of War

A few years back, me and my friend Rob came up with a game that only uses army men and dominoes to play. It's a strategy game that can be tweaked in different ways. You can mess with the size and/or shape of the playing field or add factions to the game. I'll post the rules as we created them, but feel free to play around with the rules after you've tried it our way.

The next blog post has pictures of two people playing the game.

Dominoes of War
By Seth Lyons and Rob Deckard

Pieces
Dominoes – At least 80 dominoes all the same size and color on the back, the front doesn’t matter.

Army Men – Must have 5 distinct types of army men with at least 3 of each type.

(Optional) Cowboys – Also must have 5 distinct types of people with at least 3 of each type.
(Optional) Indians – Also must have 5 distinct types of people with at least 3 of each type.

Making the Game
If you’re going to play with two factions of army men, then you’ll have to somehow mark them as different. We used red and purple nail polish to color code the two different factions. Allow time for drying.

Set-Up
Step 1 – Count out 64 dominoes. Place them face down on the table and mix them up. Then place them into an 8 by 8 grid pattern leaving enough space between them to be able to flip each of them.

Step 2 – Flip a coin or play Rock, Paper, Scissors. The winner gets to decide who goes first. The player that goes first will set their base first and make the first moves in the game.

Step 3 – The player who is selected to go first will place their base. Choose anywhere around the outside edge of the playing field (the dominoes set into a grid pattern) to place your base. Put the dominoes of your base perpendicular to the tiles that make up the playing field so that you can easily tell them apart. Your base must have 1 or 2 entrances, be made up of exactly 6 dominoes which all have to connect, and has to follow the same grid pattern as the rest of the board.
After the first player has placed their base, then it is the second player’s turn to place their base following the same rules.

Step 4 – The first player places a wall down. A wall is a domino set on its side in between any two dominos in the playing field. Walls block troop movement and cannot be attacked through. After the first player places their first wall, the second player then places a wall anywhere they want. Then the first player places a second wall, followed by the second player placing a second wall. Now that there are 4 walls on the field, move on to step 5.

Step 5 – Stock your bases. Select a troop from your army to place on each tile of your base. If you want secrecy while you stock your base, you can put up a temporary divider and then take it down after both players have stocked their bases.

After the bases are stocked, you’re ready to begin playing.

How to Play
On your turn you can perform 3 actions. These actions can each be used to move a troop or to attack with a troop. You can only use one action on each troop per turn. For instance, you cannot use two actions to move a troop and then attack with it, you can only move or attack with each troop per turn.
Each type of troop has its own way of moving and attacking. Troops can change direction in the middle of moving.
When a troop lands on an un-flipped tile on the playing field (not in a base), you have to flip over the tile, then check for an event.
            If the tile is a double (1-1, blank on both sides, etc.), then it is a mine. The troop that landed on the mine explodes (take him off the board) and the tile gets replaced with an extra tile. The mine tile goes to a discard pile where it stays for the rest of the game.
            If the tile adds up to any of the following totals then you get a bonus. Bonuses must be used immediately or forfeited.
            Total    Bonus
            10        Spawn a troop in your base without using an action.
            12        Perform an extra action on your turn. May use it on a troop that has already used an action on that turn.
            17        Add an extra tile to your base. May be an entrance. Has to be attached to base.
            20        Move a wall of your choice to anywhere on the field.
           
After a player has used all three actions, it is the other player’s turn. A player does not have to use all of their actions. They can pass without doing anything if they wish.
A players troops can enter the enemy's base. Troops can attack from inside the base or shoot into the base.

Goal
Victory is achieved when a player eliminates all enemy troops on the field and in the bases.

Troop Types

Army Men

General
Move: 1 space in any direction.
Attack: 1 space in any direction.
Other: Can use an action to spawn a troop into the base. The General must be out of the base to spawn a troop.

Grunt
Move: 3 spaces horizontally or vertically.
Attack: 4 spaces horizontally or vertically.

Sniper
Move: 2 spaces horizontally or vertically.
Attack: Infinite in the direction it is facing.
Other: At the end of your turn, you must choose which direction each of your snipers will face. On your next turn, they can only attack in the direction they are facing.

Kamikaze
Move: 2 spaces horizontally or vertically.
Attack: See "Other".
Other: The kamikaze can run onto the same tile as an enemy, causing an explosion that kills the enemy, the kamikaze, and anyone on the 8 tiles surrounding the enemy, unless there is a wall in between the kamikaze and a troop.
Kamikazes will also exploded when shot, causing anyone on the 8 tiles around the kamikaze to die. A player can shoot their own kamikaze to make him explode.
A kamikaze can also run into a wall to blow it up. They have to have enough movement to get through it. (For example, a kamikaze cannot blow up a wall that is between 2 tiles and 3 tiles away.) Blowing up a wall causes anyone on the 8 walls around the kamikaze to die, except for anyone who is on the other side of the wall that is destroyed (or any other walls that may be around).
If a kamikaze lands on a mine, they still cause a 3 by 3 explosion.

Grenadier
Move: Diagonally 2 spaces.
Attack: 2,3, or 4 spaces away horizontally or vertically. Can throw over walls and other troops.

Cowboys

General
Move: 1 space in any direction.
Attack: 1 space in any direction.
Other: Can use an action to spawn a troop into the base. The General must be out of the base to spawn a troop.

Quick Shot
Move: 2 spaces horizontally or vertically
Attack: 5 spaces split between 2 directions horizontally or vertically. (Has to shoot in two directions, so max range is 4)

Shotgunner
Move: 2 spaces in any direction.
Attack: 2 spaces in any direction.

Gunslinger
Move: 2 spaces in any direction.
Attack: 2 spaces in any direction.
Other: Can use multiple actions on one turn.

Sniper
Move: 2 spaces horizontally or vertically.
Attack: Infinite in the direction it is facing.
Other: At the end of your turn, you must choose which direction each of your snipers will face. On your next turn, they can only attack in the direction they are facing.


Indians

Chieftain
Move: 1 space in any direction.
Attack: 1 space in any direction.
Other: Can use an action to spawn a troop into the base. The Chieftain must be out of the base to spawn a troop.

Sniper
Move: 2 spaces horizontally or vertically.
Attack: Infinite in the direction it is facing.
Other: At the end of your turn, you must choose which direction each of your snipers will face. On your next turn, they can only attack in the direction they are facing.

Shotgunner
Move: 2 spaces in any direction.
Attack: 2 spaces in any direction.

Spear Thrower
Move: 2 spaces horizontally or vertically.
Attack: 3 spaces in any direction. Can throw over walls and other troops.

Lightfoot
Move: 3 spaces horizontally or vertically.
Attack: 2 spaces horizontally or vertically.
Other: Can climb over walls (move like the wall isn't in the way).
If a tile turns out to be a mine, it does not explode on him (just leave it there).