
we ran across this on a trip through the county recently. There were two such-marked spots, both only slightly closer to the school building than the carpool spots.
I am not sure, but this feels like a sign that the world is about to end...

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The Web Guy and I are still hammering away at the website update at beta.robotmartini.com. As you can see, the new site will be better organized and have more cohesive functions. Beta still isn't without it's quirks though, as our beta testers have pointed out.
The following images are captures from my work space. Specifically, on two different possible solutions for the ever argued over 'front page'. let us know what you think

image 1. Testers criticized the site for feeling stiff and lacking the 'fun' they associate with the brand and our artists. Testers also requested a simple and concise 'description' of what Robot Martini is and does.

image 2. Testers feel the front page should always be changing in some way to feel fresh each time they load it. This version puts thumbnails of our newest content right up front and also makes the interface a little clearer and more colorful
The following images are captures from my work space. Specifically, on two different possible solutions for the ever argued over 'front page'. let us know what you think

image 1. Testers criticized the site for feeling stiff and lacking the 'fun' they associate with the brand and our artists. Testers also requested a simple and concise 'description' of what Robot Martini is and does.

image 2. Testers feel the front page should always be changing in some way to feel fresh each time they load it. This version puts thumbnails of our newest content right up front and also makes the interface a little clearer and more colorful

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Katelyn Griffy and Julez join MechaShiva and Gavin for Game Night vs 1313 Dead End drive
1313 Dead End Drive is a children's game, something like Mouse Trap in feel. It was designed (both artistically and as a game) by my former boss Bill Concannon at Hasbro, which explains the game's art-quality, and essentially luck driven mechanics. As a children's game though, it isn't all that bad. Just go in knowing that you will win or lose depending on rolling higher or lower than your opponents.
The board features many 3D pieces and gave us some good camera angles. The group had fun, though it was late enough that everyone's attention was waning.
All in all, unless anyone asks for it again, 1313 may be retiring from our list of games to play.
We look forward to next week. If you are a Baltimore local and interested in joining us, drop me an email via gavin@robotmartini.com or contact me through face book.

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featuring Donuts, Skwabuck, Lady J, MechaShiva, Katlyn G, Julez, Gavin, and Mr Taru. Skwabuck and Lady J had to leave after mall of horror, but Katlyn's arrival allowed us to play a second game. You can catch our session with 1313 Dead end drive in the following post.
If you are a local, and would like to join us on Thursday nights for gaming, drop a line to gavin@robotmartini.com or send me a message on facebook
Game Night vs Mall of Horror
Mall of Horror is a great negotiation game, which features a french view of zombies and the objectification of women. It is satisfyingly different from other die-driven games featuring zombies and gets almost any group excited -- even too excited sometimes…
The rule booklet is a little confusing, but is written simply enough, in large enough type to navigate quickly. The only question we really had was at the end of the game.
Specifically, does the game end immediately when a set number of survivors are left, or does it end at the end of the round in which a set number of survivors are left. Both options are completely legitimate, but provide slightly different strategic opportunities to consider. So, as always, read the rules first and agree on the group's interpretation ahead of time.
Like Quivadus, this is a game I usually do poorly at. I play the numbers well enough that my opponents assume I am a threat, which results in votes against me at the wrong time. Unlike Quivadas, I actually enjoy playing this game even when I lose, because there are enough non-vote based steps you can take to protect your chances. (i.e. what rooms you send your people to, what cards you play when, and so on)
Skwabuck was able to ride the game with no casualties, excellently manipulating her opponents the whole time. Though at the point in which two players were down to a single survivor worth 5 points or less each, the game does hit a snag. Those two players had no chance of 'winning' the game, at least within the rules. (king maker issues) So they lack incentive to keep playing, and thus the game slowed down and was not that satisfying to them.
House rules: Many players don't like Hardware because they feel under powered compared to the other cards in the game. So we like to say Hardware protects a single room from zombies, no matter how many there are, for one turn.
The Tin Can
1/3 light syrup from a can of fruit coctail
1/3 80 proof UV Vodka
1/3 Pulpless OJ (or other citrus beverage)
As a broke alcoholic, who likes to entertain groups of friends at my house, I've been searching for drinks & ways to stretch out the buzz in my budget. So the goal of this drink is to give you a great volume of booze for cheap. A large 1.75 liter bottle of UV Vodka will run you about $16, canned fruit in light syrup costs less than a dollar each, and a carton of OJ will run you under $5.
What you get for your $25 dollars is a fish bowel's worth of mellow booze and a salad bowel full of mixed fruit for munchies. The flavor isn't complex in any way, but it doesn't claim to be. It's just there to cut the burn and extend the life of the alcohol. (add a 2 liter bottle of seltzer water, and you have a basic alcoholic soda)
The light syrub adds a lot of sugar / sweetness, but also cuts down on the citrus' bite. (I find my tongue gets a little sour after a few screw drivers without it). If you find the drink too sweet, or are even more thrifty, cut the OJ out entirely. If you replace it with a bottle of seltzer water, it isn't a half bad alco-soda.
G / out

Ignoring DHV, which I designed in an attempt to capture Lunch money flavor, without the flaws, here is what I force people to do when they don't want to buy my game, but want me to play Lunch Money with the deck of cards they have on hand:
1. Sort the cards into 5 piles

Pile #52-Fer, Big Combo, Uppercut Squared, Hail Mary, Tantrum, and Humiliation
These are the most powerful cards in the game. They are the most dificult to defend against, and deal the highest (and often least avoidable) amount of damage.

Pile #4: Beat Down, Round House, Kick, Backlash, and Power Play.
These are above average cards. While most of them are only 1 point stronger than average cards, that 1 point goes a long way when you start at 15 life points.
rule change: Any card that requires you to play a Grab first (wedgy, powerplay, etc.) can be played during the attack AND the defense phase. So, while defending, you can block + grab + power play + string a basic attack.

Pile #3: Wedgy, Poke in the Eye, Nuts, Plate Cleaner, Uppercut, Spinning Backfist, Headbutt, Dodge, Imaginary Friend, and all weapon cards.
These are the average cards. Along with group #2 they make up the bulk of the player's deck. Cards like Wedgy and Poke in the Eye are deceptively powerful. So don't under caught off guard.
rule change: Just think of weapon cards as special cards (like Nuts). They can string with Grabs AND combo cards just like basic attacks. e.g. you can string a knife to a power play or a headlock. You can also Block + Grab + Knife.

Pile #2: Kick, Hook, Pimpslap, Elbow, Pins and Needles, Snipe, Block, Stomp, and Headlock
These are the true unsung heros in lunch money. While not as truly flexible as group #1, Headlock and Stomp present some great opportunities.
rule change: Headlock: must follow a Grab. When successful, neither player can defend against other players. However the head-locking player can play an unstoppable basic attack (or weapon ) card against the head-locked player each turn.
The head-locked player can escape the Headlock by playing a Freedom or Humiliation card. The head-locked player may also play Imaginary Friend and Abandonment, but no other cards.

Pile #1: Weird, Abandonment, Spank, Evil Eye, Time out, Hide, Jab, Choke, Freedom, Grab, First aid, and Cooties
This is the biggest mass of cards a player can hold. They provide a lot for a little. So don't ignore their potential.
rule change: Spank: when a player grabs successfully, he may play as many spanks on that turn as he wants. The player may return Spank cards to her hand at the end of the turn.
Any card not listed (like disarm and hippie) is crap or broken and therefore removed from the game.
2. Players draft decks
Instead of drawing from a communal deck, each player will have his own personal deck. Personal decks are created by drafting cards from the 5 piles. To draft, players take turns selecting 5 'points' worth of cards. A card from Pile #5 costs 5 points, a card from Pile #4 costs 4 points and so on. Each player gets 5 - 10 chances to draft cards (depending on how many LM cards you own) and then the game is ready to begin.
This adds a ton of set up to the game, but as long as you don't mix up your cards during play, its easy enough to play several rounds with the same pre-built decks. So the over all impact on time is pretty small.
3. Playing the game
Play the game as normal except…
rule change: you may only attack the opponent to your left. When an opponent is knocked out, you may attack the next live opponent to the left.
rule change: you may not shuffle your deck. If your deck is empty, you are out of the game!
So there you have it. The house rules, finally. Give them a shot (easy enough if you have a copy of Lunch Money) and let me know what you think.

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The Mister Taru show "gets you over the hump"
Drinking with GWG
The Mister Taru show "gets you over the hump"
Drinking with GWG


