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Ok, as the title probably suggests.
I am an absolute Nerd/Geek when it comes to my Gaming and Hobbies.
Now some might think those "labels" are verging on the offensive side but I'm sure my hobbyists community will be completely supportive, and like me "own like a boss".
I'm extremely proud of my interests and look forward to sharing our passion for them with you.
The entire purpose of The Hub is to create a safe and friendly environment where we can all share our Nerdy interests without prejudice or judgement.
Our promise to you is as long as your content is age appropriate and not discriminating in any way, we are more than happy to share it with our gaming and hobbyists community.
Again in the interests of transparency and promotion of a world where hidden disabilities get the respect and recognition they deserve. I will tell you all now our loyal and understanding community, that I have lived with dyslexia all my life and although I try really hard to make sure what I write makes sense to you. Inevitably there will be occasions where you might say " well that makes no sense " please be reassured if you bring it to my attention I will try to rectify it.
It’s a question I’ve been thinking about for a few years now. With more niche interests entering the mainstream via various media is it finally time for our passions to get the spotlight we have always thought they deserved? Does this come with its own set of problems even?
Let’s roll the clocks back to 2016 and a little known show called “Stranger things” and a web show called “Critical Role” came into the cultural mainstream. And the effects they had on the Dungeons and Dragons scene was phenomenal. Google searches for “how to play D&D” shot up 600% after the first episode of “Stranger Things” shows the young protagonists playing the game. And now with a Warhammer series in the pipeline it seems likely that we will see and increase in interest in the worlds of Warhammer. Not to mention the recent slew of video game adaptations to the small screen with critical success.
We have also in recent years seen more and more “celebrities” talk about their involvement in various aspects of hobbies such as Post Malone being an unabashed Magic the Gathering fan, Vince Vaughan hosting D&D or Henry Cavill and the late Robin Williams touting their fondness for painting and playing Warhammer.
At this point I’d argue that “Nerd” for lack of a better word is here to stay, and its impact on the cultural zeitgeist will only continue as more people discover the rich worlds and stories that we know and the pleasures “nerdy” hobbies can bring.
So to answer my own question. “Is Nerd the new cool?”
No.
It has always been cool, I just think now with easier access the world is starting to see what we have always seen in our hobbies and the joys they bring.
C.L Jones.
I still remember it like it was yesterday me and my friends being allowed to play my fathers copy of Heroquest! The excitement was tangible. It was the story that really captured my imagination, growing up on a steady pop culture diet of Fighting Fantasy, Tolkien, Gauntlet and classic 80s fantasy films it was like being in charge of the adventures I’d read.
Then there was the miniatures, little did I know that this would start a life long passion for me. Displaying the painted pieces on the board made it feel like it could come to life. As I got older I found it very relaxing to escape for a while and paint. This is still the case, so when they announced that they were remaking Heroquest in 2021 I jumped back in with both feet.
First of all the contents of the box are excellent the new sculpts whilst reminiscent of the originals feel new. Some things are clearly different the old “Slambo” style knights have been replaced with the newer Black Knight style and the same for the cyclops like orks. The game itself is the pang of nostalgia I was hoping for however I can see how it would seem light compared to other Dungeon delve miniature games in the modern market.
For me as I’ve stated before I think this game is a great remaster of an old favourite and I can see it being played more than I few times around our table.
C. L. Jones
I was pondering for a while on weather to include this in our "Shed" post, but in all honesty and to remain loyal to the "Hub's" ethos it simply has to get a mention.
Now a very brief history as to the origins of this timeless classic which can be traced back to Victorian England, then variants of it through India and even our American cousin's having their own version of it in the 1940s.
I will endeavour to give you some Wiki info at the end of my regale to my personal connection to this masterpiece.
Now I can remember first playing this as young child with family and friends alike. I think the sheer simplicity in the game was and still is the reason it's incredibly popular to play to this day.
I believe it was between 2 and 4 players, one maybe two dice and a selection of coloured counters to represent each player. Simply roll the dice, advance the allocated amount of square's.
Obviously trying to land on a ladder to get you further on in the game, or alternatively avoiding the snakes which when I think back were possibly supposed to resemble a subliminal message of "now your going to lose". For me personally, when I landed on the scaley serpents it just made me try super hard to get high dice rolls to rectify my predicament.
That being said it was so much fun, and I still enjoy a game with like minded people.
I have also found over the past few years of providing support sessions to people who struggle with a host social interaction challenges, that its a very good distraction tool in which you can have some fun with out the complexities of other board game platforms.
For this reason alone, if you have never really given board games a go. Try this out with friends and family, you might just be surprised how much fun it actually is.
Anyway that's it for this one Folks!
Your Nerdy Host
Wiki Stuff Below.
Snakes and ladders is a board game for two or more players regarded today as a worldwide classic.[1] The game originated in ancient India as Moksha Patam, and was brought to the United Kingdom in the 1890s. It is played on a game board with numbered, gridded squares. A number of "ladders" and "snakes" are pictured on the board, each connecting two specific board squares. The object of the game is to navigate one's game piece, according to die rolls, from the start (bottom square) to the finish (top square), helped by climbing ladders but hindered by falling down snakes.
Snakes and ladders originated as part of a family of Indian dice board games that included gyan chauper and pachisi (known in English as Ludo and Parcheesi). It made its way to England and was sold as "Snakes and Ladders",[3] then the basic concept was introduced in the United States as Chutes and Ladders.[4]
The game was popular in ancient India by the name Moksha Patam. It was also associated with traditional Hindu philosophy contrasting karma and kama, or destiny and desire. It emphasized destiny, as opposed to games such as pachisi, which focused on life as a mixture of skill (free will)[5] and luck. The underlying ideals of the game inspired a version introduced in Victorian England in 1892. The game has also been interpreted and used as a tool for teaching the effects of good deeds versus bad. The board was covered with symbolic images used in ancient India, the top featuring gods, angels, and majestic beings, while the rest of the board was covered with pictures of animals, flowers and people.[6] The ladders represented virtues such as generosity, faith, and humility, while the snakes represented vices such as lust, anger, murder, and theft. The morality lesson of the game was that a person can attain liberation (Moksha) through doing good, whereas by doing evil one will be reborn as lower forms of life. The number of ladders was fewer than the number of snakes as a reminder that a path of good is much more difficult to tread than a path of sins. Presumably, reaching the last square (number 100) represented the attainment of Moksha (spiritual liberation).
Snakes and ladders originated as part of a family of Indian dice board games that included gyan chauper and pachisi (known in English as Ludo and Parcheesi). It made its way to England and was sold as "Snakes and Ladders",[3] then the basic concept was introduced in the United States as Chutes and Ladders.[4]
The game was popular in ancient India by the name Moksha Patam. It was also associated with traditional Hindu philosophy contrasting karma and kama, or destiny and desire. It emphasized destiny, as opposed to games such as pachisi, which focused on life as a mixture of skill (free will)[5] and luck. The underlying ideals of the game inspired a version introduced in Victorian England in 1892. The game has also been interpreted and used as a tool for teaching the effects of good deeds versus bad. The board was covered with symbolic images used in ancient India, the top featuring gods, angels, and majestic beings, while the rest of the board was covered with pictures of animals, flowers and people.[6] The ladders represented virtues such as generosity, faith, and humility, while the snakes represented vices such as lust, anger, murder, and theft. The morality lesson of the game was that a person can attain liberation (Moksha) through doing good, whereas by doing evil one will be reborn as lower forms of life. The number of ladders was fewer than the number of snakes as a reminder that a path of good is much more difficult to tread than a path of sins. Presumably, reaching the last square (number 100) represented the attainment of Moksha (spiritual liberation).
If my memory serves me correctly I believe the origins of this iconic Boardgame can be traced back to the Mid 80s.
Please feel free to track down the exact date, as this is the whole point of The Hub. Your connection and input is what unites our community.
For the purpose of this leap back in time, I will say that I was first introduced to this game in early 90s. Typically both myself and my sibling received it as a gift for Christmas.
Just the artwork on the box got me bouncing of the walls (quick ref to my AirFix collection which includes HMS Hood and The Ark Royal), so naturally I was already eager to crack the lid and unleash it's hidden gems.
From what I recall, there was a fold out game board representing the ocean/sea.
A range of Naval vessels, Aircraft Carriers, Battleships, Destroyers, Submarines ( I'll include the exact contents at the end if I can find a description on the old www).
The objective was to take out your enemies fleet using a sprung load plastic counter device, were you had to get the little plastic counter into a tiny slot on your choice of target.
A direct hit resulted in a part of your enemies vessel being launched into the air (obviously by a spring) but my imagination at the time was an explosion. And I mean that in the most fictional way possible. I've studied Wars from all aspects of history and would never wish my purely fun fictional game to be a reality.
This game kept me and my sibling, plus our friends entertained for many hours, especially on those cold dark nights that inevitably follow the festive period.
Anyway I hope this might connect with some of you out there and rekindle some happy memories for you.
Thank you for your time
Your Nerdy Host
Extract from Wikipedia
The game board for Torpedo Run! was very large (46.5" x 34.5") and contains squares like a chessboard or checkerboard with 10 rows and 8 columns. It was designed to be played on the floor or a very large table. With the style of game play the floor was the preferred place since table top play could result in lost game pieces.
The game contained 2 battleships (1 gray, 1 tan), 6 cruisers (3 gray, 3 tan), and 2 submarine shooters (1 gray, 1 tan). The battleships and cruisers had tower and gun pieces that were detachable, and needed to be mounted to the base hull of each ship by inserting a post with a hook down into a latch, held in tension by an internal rubber band. The latch was exposed to the outside of the ship through a narrow slit at the bottom of the hull, with all slits on only one side of the ship. The submarine could hold a column of tiny red plastic discs which could be fired at the larger ships by pulling a rubber band and post mechanism on the top of the submarine. Before play, the larger ships' hulls were loaded with towers and guns, and the larger ships would be placed in any configuration with the slits facing the opponent. The submarines would be loaded with as many discs as could fit and the rubber band on the firing mechanism secured.
The object of the game was to use the submarine to fire discs at opposing ships, scoring direct hits by shooting into the slits at the base of each ship, triggering the latch mechanism which would eject the gun or tower above, indicating a hit. Each ship consisted of two or three sections depending on the size of the piece. Once all sections were popped that ship was considered destroyed. There are no turns, the players simply agree to begin firing on a count of 3, then fire as fast as they can in a race to eliminate their opponent's ships first, leading to a fast-paced, chaotic experience similar to a later Milton Bradley game, Crossfire.
You guessed it folks, I'm taking you back to the 90s.
From what I remember it was a gift for Christmas again for us as a family to play. Each year a new family board game would be introduced into the games library, now it was "Nightmares" turn to be put through it's paces.
Now this game in particular at the time was to be fair really exploring foreign territory with regards to the board games market.
I mean it was a huge gamble to try to compete with the traditional board game set up. But hats off to these two guys in Christmas 1993 period they sold their 2 millionth company, which back then was seriously decent going in the board games market.
I personally found the game ok, not saying it was mind blowing. But I enjoyed the fact there was this random dude "The Gatekeeper" who kept butting in with his spooky "I'm a Bad Dude" voice and appearance.
I suppose in some way you can attribute this platform to opening the pathways for other games developers to enhance on.
Regardless I certainly recall my family having some fun playing it. I think the main positive was it meant as with all the family games we had in the library, we got to spend time together.
Any how that's a wrap on this post !
Kind regards Your Nerdy Host
Bit of Wiki for your indulgence
The game is set in a place known as "The Other Side". This place has six Harbingers, each of whom has authority over a Province. To play the game, each player adopts the persona of one of the Harbingers: Gevaudan the werewolf; Hellin the poltergeist; Khufu the mummy; Baron Samedi the zombie; Anne de Chantraine the witch, and Elizabeth Bathory the vampire. The final character in the game is the Gatekeeper, whose job is to ensure that the other characters do not escape from The Other Side.[1]
The game requires 3–6 players to attempt to collect keys while trying to beat the clock included on the video cassette. At random intervals, the game stops and The Gatekeeper appears to either taunt, reward, or penalize the players in a variety of ways. Prior to beginning the game, the players are required to write their "greatest fear" on individual slips of paper. The game is won by collecting six keys of the player's character color before making it to the center of the game board where the player draws a 'fear'. If that player draws someone else's fear, the tape is stopped and that player is declared the winner. If no one is able to accomplish this within 60 minutes, The Gatekeeper is declared the winner.
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