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There are just over 24 hours left on my latest Kickstarter project, the Tinker Gearcoins.  We started with 3 coins on offer and 7 moulds ready to go for stretch goals… and we’re up to 15 coins and a lapel pin (to make one of them a miniature astrolabe).  I might try to make another one purely as an Add On.

So… things have gone well.  Thank you all for your help, and if you’ve a moment, please spread the word!

The campaign is here:

Tinker Gearcoins Steampunk Game Coins

Tinker Gearcoin Wall

And some photos are over on Pinterest:

My photos of the prototypes

Professor Candy’s photos

Oh, and we have the Havok & Hijinks coins up for sale over on our storefront.  We made these as a part of a crossover with Ferrel‘s card game Kickstarter.  It’s a sweet little game, and the coins work well as dragon treasure.

Dragon Affinity Coin Set

We’ll have more stuff up on the store eventually.  Since I’m officially unemployed and jobs are scarce, I’m trying to scrape things together to try to make my own products work.

Thanks!

(And yes, I’ll have a non Kickstarter post up later this week.  I’ve had ideas, I’m just really busy with too many things.)

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Yes, I still have things I’d like to write about games, game design, art and photography… but I’m neck deep in the whole “finding a job” thing.  I promise, we’re not going dark here at the blog, we’re just really busy.

In the meantime, though, I have a new Kickstarter campaign fired up!

Tinker Gearcoins

Tinker Gearcoin Wall

There are some other photos kicking around on Pinterest over here, if you want to see some more details of the prototype coins.  I’m really looking forward to getting these little gems made and sent out to people.  They have a lot of tinkering potential, I think, being coins that can actually function as gears.  The Gearchips were toothed well, but these Gearcoins have a hole in the middle for a pin, so they can be pinned to something and spin freely.

It’s going to be fun, seeing what people come up with.

Thanks, everyone!  Please spread the word if you have a moment.  This one, like the Tinker Dice campaign, will definitely benefit from stretch goals, so the more the merrier!

Oh, and we got some word that the Gearpunk Dice should be done soon.  We’re getting the latest prototypes in the mail Monday, and I’m hoping we can approve them for full production.  They sent us a photo to tide us over, but I’ll post some beauty shots as soon as I can.

new dice samples (2)

Next time, I’m going to try to finish up a bit of a rant about Marvel Puzzle Quest… again.

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Tinker Oddments

This is a simple enough post… we’re just looking for a little feedback on what future projects we might windup doing in the Tinker stable of fun metal gaming oddments (well, all but the potential plastic Tinker Dice).  If you’ve a moment to opine for us, we’d love your input.

Thanks!  (If the surveys aren’t showing, this is an alternate link to the PollDaddy version:  Tinkering with the Future)

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I loved Puzzle Quest.  I loved the sequel, PQ: Galactrix.  I really like Bret Airborne, though I found that I was a bit frustrated by the campaign’s limited “lives” (though the core of the game is really great).

So, when I caught wind of a new Puzzle Quest, I had to investigate.

Specifically, it’s Marvel Puzzle Quest.  It’s on Steam, but I’ve been playing on my phone thanks to Google Play.

It’s… different.  Some really good parts, some… less so.  At its heart, though, it’s still Puzzle Quest, and I do recommend it.  (For an entertaining video review, check out TotalBiscuit’s one over thisaway.)

Pros

It’s match three combat, with bonus abilities powered by matches.  That’s the heart of PQ, and it’s strong here.  There’s a twist or two, though:

It’s three-on-three combat, with each team fielding three units.  This is a nice expansion of the mechanics, as you can shuffle around your team by making matches strategically, allowing you to have a “tank” that keeps itself healthy and “DPS” units that hang back and use damaging abilities.  There are even healer units.  Yeah, it’s a weak trinity design in some ways, which can often be kind of trite, but it’s a nice expansion of the PQ systems.  Building around the trinity isn’t necessary, either, but it’s there if you want to use it.  Smart planning of overlapping abilities and specialties can make for a strong team, and figuring that out and then executing smart play is the heart of the game, I think.  That said, if your team isn’t all about at the same level, your weakest character may never actually step to the front of the team to take the hits.  That might be a good thing if that’s your damage dealer, but this isn’t always ideal.

It’s fast.  Faster than PQ has been before now, at least.  That may not be good for everyone, but I like it.  Every single match you make does damage.  There are no “skull” tiles that are alone in their ability to damage.  Every move you make helps you somehow, and that’s a Good Thing.  Certainly, making matches in colors you can use for abilities or that your characters do more damage with (usually the same thing, though not always) is usually the right decision, but even if you’re forced to make a subpar match for defense or to set up a combo, it will still help out a little.

It’s fairly pretty.  Yes, it’s a match-3 game, so it doesn’t need a lot to look good, compared to a Gears of War or Kingdom Hearts, but it has clean, readable UI and an overall good design.  Character portraits and action shots are static images that get a little Flash magic applied to them, and it works pretty well.  There’s a bit too much rim lighting for my taste, but that’s a rant for another day.  Overall, it’s a nicely presented product.

It’s Marvel.  I like some of the Marvel characters, so their IP is a nice touch for me.  The characters have abilities that fit their theme as well, like Captain America’s tactical shield strikes that “boomerang” back to give you more power for a repeat strike, or Thor’s pure, unadulterated beatdown, with all three of his special abilities doing direct damage.  The flavor of the characters and mechanics going together is a nice touch, and in its way, more interesting than the generic fantasy abilities of the original PQ.  Yes, you had four classes in that game, but their unique abilities were often superseded by found abilities. That’s one of the strengths of that game, to be honest, but in this PQ, being limited to the three prebaked abilities (albeit of different power levels depending on your cover build) per character isn’t necessarily a bad thing, as it allows for more experiments to see which characters synergize best for your playstyle.  It’s not too far removed from the original game in that you’re effectively fielding a team with a handful of abilities, where in the older game, you’d have a single character with a handful of abilities.  Making smart choices of what to bring to the fight when you’re limited is a big part of the strategy of the game.  Limitations aren’t always a Bad Thing.  And yet…

Cons

The progression is… dumb.  (TotalBiscuit’s video covers it well, but I’ll also expand here.)  The experience system in previous PQ games was great, as you could build your character or skills just by playing (experience gems were part of the combat board).  This cover-and-ISO system is far too random and finding rarer covers (presently there are four levels of rarity) makes the rarer characters far less useful than common characters.  You’ll have a very difficult time acquiring all the characters and once you do, it’s going to be very hard to make them all competitive.  It may be exciting to get an Invisible Woman cover, as I did rather unexpectedly, but when she’s limited to level 30 until you get more covers, and your Uncommon team is nearly maxxed out at lv. 85, she’s a bit underwhelming for a character that should be special, because she’s rare.  (It’s a bit like Magic: The Gathering in that regard, if all the rares were big, splashy, overcosted creatures, except there’s no secondary market to take the edge off the sting, and the present Legendary characters all have big power costs, meaning quick Uncommon or Rare characters would make short work of them anyway while the Legendaries scrape together enough energy to use their abilities.)

Characters with two skill colors can max out their abilities.  Characters with three skill colors can only power up 13 out of a total 15 slots (five levels of each power).  I get that game devs think that “decisions should matter”, but this is inconsistent.  There is also no way to respec your character if you build it in a way that you don’t like.  If you don’t like your choices of those 13 (and there’s no way to look more than one power level ahead, so you must go to a wiki to properly plan ahead, a twinkie denial condition in my book), you have to just build the character all over again, with new covers and more ISO-8.  (Apparently, the devs are looking into a respec system, but this is the sort of thing that should have been designed better far earlier than now.)

ISO-8 is how you actually level up your characters.  The covers level up the powers and raise the character’s maximum level, and ISO-8 expenditure is how you actually have the character grow in their basic attack power and health.  ISO-8 is earned fairly easily from fights, events or redoing fights… but it seems to come at a slower pace than experience in older PQ games, and trying to grind out ISO-8 by replaying old missions is a VERY slow process.

Common, Uncommon, Rare and Legendary characters have disparate power levels… too disparate.  Beside the trouble of finding enough covers to fully realize the rarer characters, if you do happen to get one of each tier to their maximum level, you’re probably looking at a level 40 character, a level 85 character, a level 141 character and a level 230 character.  This difference in power is absurd.  I’d have made them all have the same power caps and let special ability and playstyle synergy keep things interesting.  As it is, if I were to have the two existing Legendary characters maxxed out and a Rare character at level max, there’s almost no way that any different team would be competitive against me.  The Rare character’s lower power would be so small a part of my team’s overall power that it almost doesn’t matter who is in that slot, aside from absurdly strong abilities that might be on offer, and a team of Rare characters would have a tough time beating the Legendaries, even with their slower powers, just because of the massive power difference in basic match attack power and health pools.

PvP is weird.  It’s not actually against other players, it’s against their team, but the AI is driving.  Since the AI is a little flaky (it plays too offensively, with too little defense or disruption, and doesn’t seem to see cascade opportunities or right angle “five” matches), it’s a less than satisfying proposition if you really want to test your skills.  The matchmaking system is rather annoying as well.  And the “progression” rewards for winning matches, well… they are more of a tease than anything to really aim for.  You’ll almost never get more than a few tiers in, just because of how the scoring system keeps pulling you back down when your AI-controlled team loses.

Health packs are… not cool.  Damage your characters take is persistent between matches, and while your characters do heal naturally over time, it’s very sloooooow.  Health packs are consumables that restore a character to full health, but they are throttled over time as well.  I’m not sure if there’s a limit to how many you can carry (I think the limit is ten, but I haven’t verified that), and they regenerate over time as well, but they are slow to regenerate (35 minutes or so each), and if you spend all of yours, the natural regeneration only regrows so many.  You’ll usually only have the five that the automatic regeneration gets you (you can pick up extras as rewards).  It seems designed for mobile gaming, with long breaks between play sessions, but it’s a troublesome throttle.  It’s a monetization vector, but it’s one of the more annoying ones.

Finding covers is a gamble.  You win or buy “recruitment tokens” that are an awful lot like coins.  You then put those in a sort of slot machine and hope you get something useful out of it.  You’ll get a cover each time, but most of the time it will be something that you don’t want, and have to sell for a pittance in ISO-8.  This is better than a box full of useless Magic: The Gathering commons, but only barely.  (Check out these two videos for more fun in this vein.)  I’m decidedly not a fan of this sort of thing in general (though I love MTG drafting), and it only exacerbates the problems with the cover progression system.  There is no cover trading, no way to trade a red Wolverine cover for a yellow one, so you wind up with a lot of useless junk.

Oddments

It’s Free to Play.  This kind of annoys me, actually, since I think it’s tied to the cover system.  I don’t begrudge them the Hero Point system, at least not the way I’ve used it.  I just use the Hero Points to expand my roster, allowing for me to collect more characters.  It’s like buying character slots in a F2P MMO, and I’m OK with that.  The other uses of Hero Points, though, from shields to protect PvP score to buying recruit tokens… those are closer to “pay to win” and “lockbox” purchases that I’m not fond of.  And yet… it’s free.  You can download it and just start playing.  You can do a lot without spending money, and that’s pretty cool.

Still, I really wish I could just get the game via a single purchase and play it single player.  I suspect this would allow for the hero levels and rarities to be normalized, quicker and more even progression (single player games don’t have to worry about keeping up with the Joneses), and ultimately, more exploration of character synergies.

…in sum, I do have a lot of little complaints with the game, but they are almost entirely on the progression side.  The core gameplay is really good, and I wish that the progression side would facilitate that better.  I’d have done that with a very flat level curve (no inherent advantage given to rarer characters) and drop the cover system, but you can’t win them all, I suppose.  It’s definitely possible to just play and have fun with whatever team you can scrape together, you just won’t have a great deal of success in PvP or PvE races without some luck in the progression scheme getting covers you want, and enough ISO-8 to make your team stronger.

I’ve been lucky to get a max level Thor and Captain America, as well as a midlevel Hulk, Hawkeye and Wolverine, and they have carried me to a fair bit of success.  I placed in the top ten (out of 1000+ players) of the most recent week-long PvE competition, scoring in the top 50 in half the two-day overlapping mini phases, in the top 10 in most of the others, and top 2 in one of them.  I didn’t get the top spot, but I wasn’t far behind.  It took a fair bit of time overall, but it was fun to play, so it worked out.  The way that the scoring opportunities “regenerate” during events means playing every 8 hours or so… but it doesn’t take a lot of time in each play session to scrape out a handful of high-scoring matches and stay ahead of the curve.

I’ve been able to have a fair bit of success in the game without spending anything other than time.  I count that as a successful game… though I’d still really like to get a single player single purchase version with some of the more annoying F2P barnacles scraped off.

…and yes, I think F2P can be done well.  I’m just not all that happy with this implementation.  You really can do a lot without spending money in the game, but I find myself stubbornly refusing to spend money, wishing rather for the ability to spend on the game the way I’d prefer to.

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It’s been a great 2013, with our two Kickstarter projects doing well, thank you everyone!  We’re still shipping out the Tinker Decks and the Tinker Dice, but we’re also looking forward to what else we may be able to do.  To that end, we’d like to get some feedback from those of you who might be interested in what we’re plotting.  (And if you’re one of the kind souls who come here for my other assorted posts about gaming, game design, art and photography, I’ll do more of those, too.  I’ve been itching to do some “regular” blogging.  Lots of ideas rattling around here.  This Kickstarter stuff might just be static, sorry, but we’ll get some more signal in here, too.)

So, first and foremost, we’re planning a new campaign just for the Gearchips that we offered in the Tinker Deck campaign.  We do have a few leftovers, but there is some interest in more.

These Gearchips are poker chip sized, ready for play with the decks… or whatever else.  My kids just love playing with little metal gears, and they can serve well as tokens in a variety of games.  They are 39mm, so they can even stand in as wreck markers in WarMachine for 40mm base units or the like.  We’ll fire that up in the next month or so, since a lot of the groundwork is ready to go.  We need to run a campaign because we still have to make sure we have enough interest to get a “print run” of the coins.  We’re not yet far enough ahead of the curve to just go get more coins and hope the demand happens later.

Secondly, we’re planning a set of Gearchip-like game coins.  Specifically, they will be gear-edged coins, all built to mesh with each other, no matter which denomination.  They will have square holes in the center for use either as driver gears with a square axle, or to be able to turn freely on a round axle.  They can function in any game or situation that calls for coins or chips of different denominations (say, 7 Wonders, Race for the Galaxy or Magic the Gathering), or as parts to a machine, albeit a simple, low powered one.  These won’t be highly hardened, tempered, true machine-ready gears, just toys.  Still, that’s enough to have fun with.

We have some questions on these, though.  What sort of metal finish?  How to simplify the sale of them in batches, while still allowing some customizability to allow for use in a variety of games and situations?  We’ve been very impressed with the Gearchip coins, and we want to see how we can riff on the idea.  If you’ve a moment, we’d love some answers to this survey or comments down below.  (For all the surveys, you can select more than one option if you wish.)

Third, we’re looking at producing another deck.  We had a lot of fun with the Tinker Deck, and have other ideas we’d like to experiment with, if it’s worth it.  We’re not at all sure that we’ll go with Bicycle as the printer again, though.  They do good work, no doubt, and they are really good people to work with, but the print run of 2500 or so decks is a significant monetary hurdle.  It’s not impossible, to be sure, but there are other options that we’re considering.  These, of course, don’t carry the brand name or the instant quality assurance and recognition, which can be a different sort of barrier.  If you’ve an opinion (or recommendation) on printers, please let us know.

Also, while we’re brainstorming, how about these options?

We’ve also considered making the Tinker pair of decks available in plastic, though that will definitely mean going with a different printer.  We’re not seriously looking at Kem custom cards, as their prices are prohibitive.  We’re looking at non-US printers for this (unless someone in the ‘States can compete).

Speaking of reprints, we did order some extras of the Tinker Dice, but if there’s enough demand, we may well do another campaign for those to get another batch going… though we’d spice it up a bit by offering new finishes.  We’d simplify the ordering scheme, though, since it was overly complex this last time.

We’re also seriously considering rebooting the initial, failed, plastic Tinker Dice campaign, though we acknowledge that metal dice just seem to fit the theme better… and are in some ways, just plain cooler.  Still, plastic dice have their charms, and are less likely to destroy your gaming table.  They would be less costly, too.

There’s also a temptation to do some sort of token set for wargaming… but we need to figure out the best approach for that.  Some of those templates are big, and might get prohibitively expensive to do in metal.

So thanks for chiming in, and for your support thus far!

…and we’ll get back to a game design post here in a little bit.  There’s this one on worldbuilding I’ve had in mind for a while now…

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We’re in the final 48 hours of the Tinker Deck project.  It’s a crucial time when we might just be able to pull off the Rusty Tinker Deck as a companion to the original Tinker Deck.  It’s close, very close, we just need a bit of a push over the critical $20,000 mark.

Please spread the word and let people know we’re making the core Tinker Deck!  We’d love to offer the Rusty variant too, if at all possible.

Some previews of the Rusty Tinker Deck below, as well as the original deck (click on an image to see a bigger version, smaller versions at the end of the post if you want them):

RustyDeckBacksPreview RustyDeckFrontsPreview TinkerDeckBacksPreview TinkerDeckFrontsPreview

Thanks, everyone!  We’re most appreciative of anything you can do to spread the word and help us get to make the Rusty Tinker Deck along with the core deck.  It really is a crucial time, with the last, big stretch goal in view.  We can get there, we just need some help in getting the word out to interested parties and getting that last bit of funding in.  If you’ve been on the fence, it’s a great time to jump in.  We have some great extra “Add On” items available, and some really sweet cards.

TinkerDeckAddOnPanel

Thanks!

RustyDeckFrontsPreviewSmall RustyDeckBacksPreviewSmall TinkerDeckFrontsPreviewSmal TinkerDeckBacksPreviewSmall

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Hello everyone!

We made it!  Thank you everyone for your support, and for making the Tinker Deck possible!  It’s been a great couple of weeks, and we ‘re very grateful for your support.

We do have 12 days and change left, so it’s natural to wonder, now what?

Well, we’d love to get these decks out to anyone who might be interested.  Please keep spreading the word.  We believe these to be a great design, and it’s been really great to hear others like it!  The more the merrier!

We also have a handful of stretch goals in mind, as noted in the main campaign.

First, at $12,000, we’ll make custom seals for every deck.  They will look something like this (the Rusty Tinker Deck will, of course, have its own, if we get to make that deck, too):

TinkerDeckSealCrop

At $13,000, we’ll make new Gearpunk Gamer Dice sets available as Add-Ons.  These are the Gearpunk dice designs from the Tinker Dice campaign, but a new batch in Black Nickel, a new finish.  We ordered them in between campaigns for future plans, and this qualifies.  (So they aren’t going to be draining funding from the cards themselves.)  That finish looks something like this, over on the right side of the image… sorry we don’t have the production photos of the dice themselves yet:

plating

Each Gearpunk Gamer set will have a D4, D6, D8, D10, D10 “decader”, D12 and a D20 and a random color leather pouch, for $40 (just like the other sets we have in the limited quantity pledge tiers).

At $14,000, we’ll introduce the Gearchips, which will come in two forms (unless you’d like us to make a different set available, that is).  Specifically, we’ll have two sets unlocked as Add-Ons:

One, the “Gearchip Sampler”:  $7 for 5 Gearchips, 39mm chips looking something like this, in five different finishes.  (Chrome for white, Copper for red, Black Nickel for blue, Antiqued Bronze for green, Dyed Black for, well… black, roughly correlating with some standard poker chip colors.)

TinkerGearchips

Two, the “Gearchip Playset”: $90 for 100 Gearchips, 20 of each color.  (We’ve actually already ordered a production batch of these, too, so again, these are incidentals that we had paid for outside of the funding for this campaign, we’re just making them available.)

The big goal, though, the one we’d really love to see, is what happens at $20,000.  It’s a bit of a jump, but it’s something we can get to if we keep getting new people on board.

If we can reach that goal, we can make the Rusty Tinker Deck happen.

RustyTinkerDeckTuck

This is another fully customized deck, effectively the Tinker Deck after a bit of time in the field, or after spending some time in a machinery warehouse or mining colony.  All of the art will be rusted and aged, picking up some nice oxidized green, brown and red tones here and there.  The silvers of the Hearts and Diamonds will be closer to the traditional reds, and everything will have a nice patina of age.  They will come with their own custom tuck box and seals, just like the main Tinker Deck.  We will make uncut sheets available for them as well.  You can see some of the preview images over at Max’s website at this link, or in our update on the deck.

The Rusty Tinker Decks will be available as a “deck pick” for any pledge tier.  If you’ve pledged for one deck, you can pick either.  If you’ve pledged for two or more, you can get them all in one style, all in the other style, or half in each style.

Thank you, everyone, for making this all happen!  We’re looking forward to the next week and a half, and hopefully, we can make some more awesome cards for everyone!

Also, please note that we’re still running the cross promotion with Ferrel’s Havok & Hijinks game, presently in its last two days on Kickstarter, where you can pick up a pair of exclusive Tinker Dragon coins if you back both projects; his for at least $15 and ours for at least $11.

TinkerDeckDragonCoins

Thanks, everyone!

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Alas, the Tinker Dice campaign didn’t meet its base goal.  I am nevertheless very grateful for everyone who backed it and/or plugged it on blogs, Twitter, Facebook, G+, forums and a smattering of other places.  It’s been a good ride, and I’ve made new friends.

Thank you very much, everyone!

Since I hate to leave anyone empty-handed, though, here (at the bottom of the post) are a half-dozen files that you can use to print out your own paper versions of the dice to play with, if you’re interested.  The 4×6 files fit neatly onto a 4×6 photo print, and photo paper tends to be nice and sturdy.  That’s what the beta prototypes are made from.  Just cut them out, fold them together and put some tape around the seams, and you’re set.  You can glue the flaps and put them together that way, but in practice, that’s more fuss than it’s worth most of the time.

New Tinker Dice Prototypes

Alternatively, the 8.5×11 one can be printed on a standard sheet of paper or cardstock.  It’s black on white to save ink, but if you all want an 8.5×11 of the colored dice, I can make those pretty quickly.

I know, I know, it’s just not the same, but these should be the same size as the plastic dice would be, so it’s hopefully better than nothing.

You can take these and print them up and play with them, just please don’t sell the designs.

I am also working on another Kickstarter campaign for metal Tinker Dice, as well as metal Gearpunk dice.  I’ll have those up as soon as I can; I’m just waiting on some prototypes I can take photos and videos of.  It does seem that the metal dice were intriguing enough to some to merit a separate Kickstarter, and the base goal will be a mere $1,000, which should be more accessible than the $3,000 we needed for a production run of plastic dice.  I am actively looking for other production options for the plastic dice, but so far the search hasn’t borne fruit.  It’s certainly possible to get places like CustomDice.com or Chessex to make these, but they are significantly more expensive that way.

…speaking of which, if any of you really want to go that route, please just email me at tishtoshtesh at gmail, and I’ll see if I can help you out.  I’m not opposed to individuals taking my designs and making their own dice, either via homebrew tech like this, or asking Chessex to do it.  I ran the Kickstarter campaign to see if I could get the dice out to more people at better prices, but I’m not going to say that’s the only way they can be made.

I also have the beta version of Tinker Dice up for sale in my Shapeways shop thisaway.  These will be the designs we use on further Tinker Dice campaigns, with the corner screws scooted around to allow rounded corners, which allows more printing options.  Again, it’s a more expensive option, but it’s a viable one.  The Shapeways dice are hollow to save costs (except for the solid singletons), but they are printable as far as I can tell; they are printing up a few for me to show for the next campaign.  There are plastic versions and metal versions; they differ only in the interiors; the metal dice require more interior structure to meet the Shapeways printing guidelines.

Tinker Dice plastic D6 pair

Tinker Dice plastic Fudge/FATE set

Tinker Dice metal D6 pair

Tinker Dice metal Fudge/FATE set

Tinker Die solid D6

Tinker Die solid Fudge

Tinker Dice collector’s pair plastic

Tinker Dice collector’s pair metal

Thank you again!

Oh, and while we’re talking about dice, might I recommend the Daft Dice Kickstarter?  They do fine work with a laser cutter.  I have one of their simple numbered wooden dice, and it’s a solid, handsome bit of work.

Wood Die

TinkerDicePrintableSimple8_5x11 4x6FourTinkerDiceBronze 4x6FourTinkerDiceDarkRust 4x6FourTinkerDiceGalvanized 4x6FourTinkerDiceRusty 4x6FourTinkerDiceSimple

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Dice are excellent for temporary structures.  When a construct absolutely, positively, must be able to fall down without much fuss, dice are perfect for the job.

Construction

Disclaimer:  No pigs were harmed in this production.  On purpose.

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Steampunk Stuff

Just a quick update on a project I’m working on and a cool set of art I stumbled across, both with steampunk echoes.  First, the work by someone else, a sort of Steampunk-flavored Final Fantasy-inspired set of fantasy weapons:

Heretic Weaponry

And then there’s this little project of mine.  It’s more “gearpunk” than “steampunk”, I guess, sort of like my gearpunk dice or my snowflakes, but it’s fun to create anyway.

CardPokerFrontHearts CardPokerBack

Once I get this standard card set done, I’ll offer it for sale via TheGameCrafter.com, so I’ll post about it again later.  In the meantime, any recommendations for the Kings, Queens and Jacks?  I have some ideas like Ada Lovelace for the Queen of Hearts and Tesla/Edison as dueling Jacks or Kings, but I’d love to hear what others think.

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