Friday, March 29, 2019

19 Best Highest Paying URL Shortener Sites to Earn Money Online

  1. Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  2. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  3. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  4. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  5. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  6. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  7. Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  8. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  9. Al.ly: Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
    Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.
  10. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  11. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  12. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  13. Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  14. Linkshrink: Linkshrink URL Shortener Service provides you an opportunity to monetize links that you go on the Internet. Linkshrink comes as one of the most trusted URL Shortener Service. It provides an advanced reporting system so that you can easily track the performance of your shortened links. You can use Linkshrink to shorten your long URL. With Linkshrink, you can earn anywhere from $3 to $10 per 1000 views.
    Linkshrink provides lots of customization options. For example, you can change URL or have some custom message other than the usual "Skip this Ad" message for increasing your link clicks and views on the ad. Linkshrink also offers a flat $25 commission on your referrals. The minimum payout with Linkshrink is $5. It pays you through PayPal, Payza, or Bitcoin.
  15. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  16. Dwindly: Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
    Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
    They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
    It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
    Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
    Last but not the least you get payments on time within four days.
  17. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  18. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  19. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

Watch Dogs 2 #9


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IESF Is At The Abu Dhabi Sports Council.


IESF president, Colin Webster (second from the left) at the Asian Chess and Sports Organistions Conference.
Under the direction of Sheik Sultan bin Khalifah Al Nahyan the Abu Dhabi Sports Council is hosting the Asian Chess and Sports Organizations Conference from 5th to 8th March 2019 in Abu Dhabi.

Luminaries from a number of sports and countries are present, and all applauded Sheik Sultan bin Khalifah Al Nahyan's erudite opening address.

The purpose of the conference is to provide all attendees to benefit from successful experiences in order to achieve the ultimate heights in administration.

Topics being discussed are:
  • Governmental bodies and private institutions.
  • International and Asian Federations.
  • Chess and other sports.
  • Olympic Committees.
  • Traditional and social media.
  • Sports Activities Tour.

The inclusion of International Esports Federation (IESF) at such conference has shown a greater acceptance of esports as an accredited sport. The work done by IESF and its member federations is thus beginning to produce fruit - although, there is still a long way to go.

Dreamscape Project - Rules For Players!


Here's the plan:
The players get an a4 printout with their character sheet on one side and the rules on the other. The character sheet takes them through character creation step by step, and then all the rules they'll need to know in order to play are on the other side.

Here are the steps for Character Creation:
1: pick which department your Agent is from (IE which class they are). You get given the relevant character sheet for this.
2: roll your Age. 3d6+18, giving a result of 21-36, and an average of just under 30.
3: roll your Intelligence, Will and Charisma on 3d6 each.
4: roll a d6 for your HP. Security agents get +6 hp.
5: your resting heart rate is 70 bpm. Add your Age to get the lower end of your optimum heart rate. Add triple your age to get the upper end of your optimum heart rate. Subtract your age from 200 to get your maximim heart rate. (So a 25 year old's heart-rates are 70 resting, 95-155 optimum, 175 maximum, for example).
6: saving throws, defence and to-hit chances are determined by your department; your int/will/cha don't affect them.
7: you get a package of equipment depending on your department (normally uniform, ID, an in-ear communicator and perhaps something relevant to your department) and then any one other item of your choice. It can be anything, so long as it's small enough to carry on your person.
8: each department has department Techniques- special things only they can do. Sometimes they pick from a list, sometimes the abilities are the same for all agents in that department. Each department's mechanics work slightly differently.


Each stat on your sheet explains how you generate it and how it's used in play. So the box for saving throws tells you what your saving throws are, and how to roll a save when the GM says so.



Then, on the other side of the sheet, you get the rules for players and some fluff explaining the basic setup; you should be able to play based off what's on this sheet and nothing more. The rules are these (things in brackets and italics are explained on the front of the sheet):

Heart Rate 
You begin the mission at your resting heart rate. 
Whenever you roll dice for any reason, add the result of the roll to your Current Heart Rate.
You are more effective when in your Optimum Heart Rate as you can Push Yourself To Do Better.
When your Heart Rate reaches your Maximum Heart Rate, you suffer cardiac arrest and are removed from the mission to receive emergency medical attention.
Sometimes the Referee will tell you to add an amount to your heart rate (typically 10) if you are performing stressful or tiring actions, without a roll being required.
When you are able to calm down, your Heart Rate returns to its resting level. The Referee will tell you when this happens.

Types of Dice Rolls 
The Referee will tell you when to roll and what sort of roll to make. Dice rolls are Normal, Reckless or Careful.
Normal dice rolls only roll once.
Reckless dice rolls roll twice and take the higher number.
Careful dice rolls roll twice and take the lower number. Ignore the other dice result  entirely and don't add it to your Heart Rate.

Pushing Yourself To Do Better 
When in your Optimum Heart Rate, you are more focussed. If you don't like a dice roll, you can push yourself to do better. Roll the dice again, and take the new result. 
So long as you remain in your Optimum heart rate, you can re-try a roll by pushing yourself as many times as you want. Remember, every time you roll dice, you always add the result to your Heart Rate.

(Attribute Rolls
Roll under a relevant attribute with a d20 to succeed in difficult tasks outside combat. The referee will tell you what and when to roll.)

(Saving Throws
Roll your saving throw value or better with a d20 to avoid some hazard. IE, 13+ to avoid glitches. The referee will tell you what and when to roll.)

Combat 
To attack, roll To Hit (roll a d20 and beat the score given on your sheet, IE 10+). If you succeed and the roll wasn't negated by the victim's Defence, the attack hits (defense means that particularly high rolls to hit are blocked, IE if you have defence 19+ any roll of 19 or more to hit you is deflected and does no damage).
Roll a dice for damage. When the victim has taken as much damage as their HP, they're taken out of action.
Enemies attacking use the same procedure.
If you take as much damage as your HP, you are forcibly ejected from the mission to receive emergency medical attention.

Gaining Experience
When you leave the mission. you will receive a number of Experience Points. You receive 1 experience point for each of the following: 

  • Completing each mission objective. 
  • For each area of the dreamscape discovered during the mission. 
  • For each entity of the dreamscape discovered during the mission. 
  • Each new area or entity encountered which you are able to give a comprehensive description of to the agency during your debrief. 

You may be awarded an experience point for other achievements in the dreamscape if they further the agency's understanding or objectives.

Increasing Clearance Level 
When your Experience reaches 10, you raise your Clearance level to 2nd. You raise it to 3rd at 20 Experience, to 4th at 40 Experience, to 5th at 80 experience, etc. 
Each new Clearance level requires twice as much Experience as the previous.

  • When you raise your Clearance Level, you gain the following benefits:
  • You get d6 more HP.
  • You improve your To Hit chances by 1 each.
  • You improve your Saves by 1 each.
  • You increase one of Intelligence, Wisdom or Charisma by 1 (your choice which).
  • (Some agents will also gain a benefit from their class, for example surveillance agents also get a new surveillance technique each time they level up).

Note that you may, eventually, reach the point where you succeed some rolls automatically. You still need to roll, as you still risk increasing your Heart Rate.

Lastly the back of the sheet has some details about the setting. What you get on every sheet is this:

The Dreamscape 
In the early 20th century, psychologists such as Carl Jung theorised the existance of a collective human subconscious all people access, that contains various archetypal psychological constructs. The Dreamscape is, so far as anybody is able to tell, a real place. You can visit it. You can interact with the various inhabitants of the human subconscious. Needless to say, this is somewhat risky. 

The FBPI Machine 
The FBPI Machine is the best known way to access the dreamscape. The agent is placed in a druginduced altered state of consciousness and wired into a complex life-control system. Each agent has, grafted into their nervous system, a small plug like a USB port on the back of their neck, which allows them to access the Dreamscape in this state, and links them back to their body for monitoring and retrieval by Control. 

Control 
Control is the collective term for the personnel monitoring and facilitating the mission. As well as medical personnel who monitor your body in the FBPI machine, other members of Control are able to view the events of the mission. Some agents can contact them from within the mission. On request, they are sometimes able to make adjustments to the dreamscape from outside. 

Interference 
Interference is the collective phenomena of corruption, uncertainty, distortion and noise as they affect the connection between your physical body in the waking world. As Interference rises, contact with Control becomes more difficult and the dreamscape responds by become stranger and more dangerous. 

Areas of Interest 
Our explorations of the Dreamscape are incomplete and fragmentary. We know that the dreamscape seems to reflect the waking world (familiar landmarks can be identified, for example). At the same time, it contains entities that have no equivalent in the waking world. The following are all of interest to The Agency: 

  • What are the 770 Stairs? 
  • What is the distinction between the Shallow, Deep, Far and Nightmare dreamscapes? • Who are the Squid Men?  
  • What happens when you sleep or die in the Dreamscape? 
  • What does 'Hypnos Ascendant' mean? 
  • What are the Orphic Mysteries? 
  • What interest does Orpheus have in the Agency?  
  • What is the Leviathan?  
  • Why do entities interviewed fear the Leviathan so much? 
  • What is the Burrowing Vorm? 
  • What are Leng and Ib? 
  • What is the significance of the various sleeping fish?  
  • Who Else can access the Dreamscape? 
  • Why are spiders so commonly encountered? 
  • Why do human dreamers in the Dreamscape behave the way they do? 



A big inspiration with all this has been the playbooks in Apocalypse World games; the fact that you can hand a player the relevant playbook and they have everything they need to run their character right there is good design imho. On top of this, putting all the player-facing rules on the player handouts means that players don't ever need to read the rulebook.
This is good, and ties into the other big point of the game: Mysteries and Discovery.

The players start out not knowing how anything works. The 'areas of interest' listed above give them hooks into the world, things that they know are going to be interesting to find out about, and a sense that there is a big world out there. But, they don't know how it all actually fits together and must learn about it in play. I've written here about how the sense of discovery is important to me in play: finding out about the setting, encountering new things, etc etc are the *point* of the game to me.
So in this game, there's a reasonably big setting with various features, conspiricies and conflicts that the players start out knowing nothing about, but will uncover in play. The more they delve, the more the setting opens up before them. 
To really reinforce this, there are other character sheets for the PCs to use when they unlock new aspects of the setting. (for example, there's a sheet for doing things in the waking world). When they realise they can go and do things in the real world, you hand them their 'waking world' character sheet to fill in, and the experience of play shifts to work in new ways. Its a lightbulb moment for the players as they realise that there are new, weird possibilities. There are, incidentally, plenty of other 'oh shit we can do that' moments for the players to discover if they look in the right places.

I'm also adding a timeline to the game that explains a) how things got to where they are when the PCs first start exploring the dreamscape and b) what probably happens if the PCs don't interfere. Factions out there will see the PCs entering the dreamscape, and react. The balance of power will alter over time to respond to what the PCs do, and if they don't prevent it, the setting will change. Orpheus by WW is a big influence here. 
I want the experience of playing this to feel like a conspiricy thriller, unpicking the threads of what's going on piece by piece, and learning how to use that information.

I'm not giving specific details at present because, tbh, I don't want to spoil the setting for potential players. Not knowing how things work when you start the game is important to the experience, I've found.



Thursday, March 28, 2019

McGuire House Rules For Coup


Coup is a new indie card game for 2-6 players. It enjoyed a successful Kickstarter and was the darling of PAX 2016.

I describe it to hardcore board gamers as "Citadels meets Love Letter and played in five minutes", to casual gamers as "this is what poker would be, if it was fun," and to poker players as "a bluffing board game you'll love."


Coup plays in rounds of about ten minutes, fits in a large pocket, and costs only $10. The artwork is beautiful and depicts diverse characters. There's a throwaway dystopian cyberpunk theme.

You can learn to play the game five minutes. After about half an hour will have the basic strategies down. It takes a few weeks to exhaust most play situations, and it plays a little differently with different numbers of players (six is best).

I usually ease players into Coup by first playing Love Letter, often with our house rules.

Our house rules make the game work well with as few as three players and introduce some new strategies without adding to the learning curve.
The Inquisitor from Reformation. I wish
this art had been paired with better rules!

There are also two official expansions--Reformation, and the standalone Rebellion (which includes Reformation and the base game as well as new cards). We prefer our modification to the official expansions. We think the official changes add too much complexity while undoing some of the core mechanics that made the original so much fun.

Reformation also is plagued by card back printing that doesn't match the original game. So, if you think you'll want an expansion, then you should probably just buy Rebellion outright to avoid this mismatch problem.

Coup is the second game by "Indie Boards and Cards," and is also set in their same "Dystopian" universe from their original game, The Resistance. The universe is irrelevant and The Resistance is interesting, but not as good as Coup.

Card Sleeves

As with Love Letter, there is a small deck in Coup and the cards are handled a lot. You run the risk of your deck quickly becoming marked by fingerprints and dinged edges. For a game in which you hold the same two cards the entire time and there are only five types of cards, marking breaks gameplay badly. 

Unfortunately, the 65mm x 100mm Coup cards are the wrong size for high-quality card sleeves made for Magic: The Gathering. They are the same size as 7 Wonders cards, however. This means that you can use the Mayday sleeves, which are inexpensive. They don't feel great and don't have opaque backs (exacerbating the Reformation printing problems), but are better than risking marked cards. 

We're working on a custom version of Coup laser-etched into thin plastic. If this comes out well then I'll post laser-cutter/engraver templates for them.

Base Rules

In the base rules, each player begins the game with a hand of two cards and two ISK (money). Each player takes one action on their turn:
"Play: Starting with the player to the left of the dealer and going clockwise, players take turns performing one of the available actions:
  1. Income: Take one coin from the bank. This cannot be Challenged or Blocked. 
  2. Foreign Aid: Take two coins from the bank. This cannot be Challenged but it can be Blocked by the Duke. 
  3. Coup: Costs seven coins. Cause a player to give up an Influence card. Cannot be Challenged or Blocked. If you start your turn with 10+ coins, you must take this action.
  4. Taxes (the Duke): Take three coins from the bank. Can be Challenged. 
  5. Assassinate (the Assassin): Costs three coins. Force one player to give up an Influence card of their choice. Can be Challenged. Can be Blocked by the Contessa.
  6. Steal (the Captain): Take two coins from another player. Can be Challenged. Can be Blocked by another Captain or an Ambassador. 
  7. Swap Influence (the Ambassador): Draw two Influence cards from the deck, look at them and mix them with your current Influence card(s). Place two cards back in the deck and shuffle the deck. Can be Challenged. Cannot be Blocked. 
Blocking: If another player takes an action that can be Blocked, any other player may Block it by claiming to have the proper character on one of their Influence cards. The acting player cannot perform the action and takes no other action this turn. 
The acting player MAY choose to Challenge the Blocking player. If they win the Challenge, the action goes through as normal.
Challenge: When the acting player declares their action, any other player may Challenge their right to take the action. They are saying "I don't believe you have the proper character to do that." The acting player now must prove they have the power to take the action or lose the Challenge. If they have the right character, they reveal it and place the revealed card back in the deck. They then shuffle the deck and draw a new card. The Challenging player has lost the Challenge. If they do NOT have the proper character, they lose the Challenge.  
Losing a Challenge: Any player who loses a Challenge must turn one of their Influence cards face up for all to see. If that is their last Influence card, they are out of the game.  
Losing Influence: Any time a player loses an Influence card, THEY choose which of their cards to reveal."
Official clarifications to the printed rules:

  • If you claim to have an Assassin, are challenged, and lose the challenge (because you don't reveal an Assassin), then you do not have to pay 3 ISK.
  • If a challenge against you fails, then you complete the action after replacing your card (even though you likely will not have the card anymore).
  • If an Assassination is Challenged and there really was an Assassin, then the target may still claim to have a Contessa after the Challenge is resolved.

Strategic Advice

As in most bluffing games, don't bluff too often, and only bluff at critical plays if you are desperate. I almost always claim to have a Duke on the first round...and almost never bluff on my final attacks.

Time and information are the key commodities in Coup. It is often worth suffering an early setback or intentionally playing poorly to avoid revealing information about your hand. For example, you might start with a Captain but claim that it is an Ambassador to fool others into challenging you later.

Plan two attacks forward. You are extremely vulnerable after performing a Coup because you will have no ISK for your next attack (unless you loaded up to 10 and plan to follow with an Assassination...)

It often feels like you have a hand at the end game from which you cannot possibly win. For example, the other player has more ISK than you and you are holding only a Contessa. In these cases, it is true that you cannot win by playing your hand directly. However, the key is to recognize early in the game when this situation is going to arise, and start bluffing that you have the cards you would like to have in the end game. It is almost always your own fault if you are stuck in the end game, especially using our house rules.

The Ambassador doesn't just let you switch cards. It also allows you to look at the deck. After playing it a few times, you have a very good idea what cards are in the deck, and thus a large advantage for challenging and for bluffing. Remember: information is a commodity.

House Rules

Motivation

The Brazil Edition. There are a lot of different artwork
versions of Coup due to its Kickstarter launch. I prefer
the sci-fi theme from the version linked above.
Coup is best with five or six players, played in several rounds. It is often hard to find six people, so our house rules are designed to help the bluffing and feints scale down to as few as three players.

In a pinch, you can play with two players using our modifications, or the base game's special rules for two players.

Our modifications are designed to prevent players from ganging up to take out one player early in the game. Ganging up is a fine strategy, but not very fun if it happens to you every round because the others think that you are the strongest and should be taken out first.

These modifications also provide the extra information that is available in a game with more players. The changes accomplish this by delaying the first attacks, providing extra information in the early game, and reducing the deck size.

Base Coup has a few degenerate situations. For example, if you don't defend against a Captain on his first Steal attack, you're going to be the victim of stealing on every subsequent round. Likewise, if you don't challenge a Contessa, that player will end up being Assasination-proof for most of the game. We encourage challenging as a strategy for eliminating a card that is creating a degenerate strategy by reducing the penalty for losing a challenge and adding a small reward for instigating a challenge. This is similar to the role of the Inquisitor in the expansion pack, however we feel that our version better maintains balance.

The modifications also compensate for some hands that are hard to recover from in a small game when down to one card by granting extra powers to the cards that are weak in that situation. Even if you might not have the right power in a bad situation...but the point of Coup is that the other players won't know that you don't have the power, and often a threat is as good as the right hand in this game.

Modifications

1. An Ambassador can reduce the Captain's stealing to 1 ISK, but not block it entirely.

2. The first player starts with 0 ISK. The others start with 1 ISK.

3. On challenging, the challenger immediately receives 1 ISK before the challenge is resolved (regardless of whether the challenge succeeds.)

4. Whomever loses the challenge may pay 5 ISK to the bank instead of losing a card. This player must have at least 5 ISK at the time to exercise this option. The payment occurs before the action, so a Captain may end up not being able to steal if the target loses a challenge and thus their money in the process.

5. Modify the cards as follows to add powers. We slip a note into the face side of the card sleeve. You can also permanently mark the face of the card, since that doesn't affect your ability to still play with the base rules if you later change your mind about using these rules.
  • One Ambassador: Inheritance. Gain 4 ISK when this card is Killed.
  • One Assassin: Vengeance. Automatically execute a free Assassination (against anyone) when killed by a Coup (which can cause a tie if it ends the game). That assassination can itself be blocked by a Contessa.
  • One Contessa: Treaty. Can override a Duke's block of Foreign Aid (against anyone). This can be challenged, as with any card. Note that you don't have declare that you're using the Treaty until a Duke tries to block you.
The other two copies of each of those cards are unmodified. In all of these rules, "kill" means in a coup or assassination. A card lost in a challenge is a "death" but not a "kill."

6. A special mat is marked with five events. The first player is responsible for executing these rules:
  1. Flip before 1st turn. A card is dealt face down on this at the start. The first player flips it before their first turn.
  2. Collect before 2nd turn. 1 ISK is placed on this at the start. The first player collects it before their second turn.
  3. Flip before 3rd turn (For four or fewer players). A card is dealt face down on this at the start. The first player flips it before their third turn.
  4. Flip after first death (For four or fewer players). A card is dealt face down on this at the start. The first player flips it after the first Death of any player's card.
  5. Flip after second death (For three or fewer players). A card is dealt face down on this at the start. The first player flips it after the second Death of any player's card. 
7. No self-challenges, self-assassinations, or self-coups are allowed.

An updated rules summary sheet for our modifications is:



Print that sheet at 45% of full-size in portrait orientation to exactly fit in the original Coup box.

The player who won the previous game becomes the new first player. Reverse the order of play (or change seats) around the table between games.


Morgan McGuire (@morgan3d) is a professor at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Project Rocket Golfing for iOS and the Skylanders series for consoles. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

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Wednesday, March 27, 2019

Zombie Of The Month- October 2015- Mindless Zombies By Wyrd Miniatures

   Well, you have seen them appearing in drips and drabs all month long for my Zombtober articles, but that's no reason for them not to get their own, bona fide Zombie of the Month Article. So here they are, all together for the first time, like a little zombie family.

Zombie of the Month- October 2015- Mindless Zombies by Wyrd Miniatures





 
   What's so great about these zombies? The Guys At Wyrd did a wonderful job making very generic zombies that aren't boring. At first glance they have a rather Plain Jane appearance, giving them a very versatile, Simple look that will not overpower the look of the rest of your Malifaux unit, or will blend in if placed in a larger horde. And then, when you look more closely, you can tell that each one of them has a unique story. This guy clearly worked at the railroad, that guy escaped from (or got into) somewhere he should not have been able to. Wyrd managed to make zombies that were at the same time both believable common citizens and also individually interesting. And there's a good variety in the set, without being too obvious about it. There's a female, a crawler, and a big guy (though not specifically a "fatty.") Great variety, great characters, great generic part-of-the-masses quality, all at once. Great job guys. The only thing these zombies won't do for you is be your center-stage guys. They are designed to be unimpressive, as they are "peons" in the rules of the Malifaux game.

The Basics:

Scale- 32mm. And yes, they are. They will definitely be among your taller human zombies if you have a 28mm horde. Makes them great to paint, though.

Genre- Pre-modern. They will look perfect in their intended Victorian setting, and passable in modern and medieval ones, as long as you don't draw attention to the barbed wire if you're going medieval.

Material- Plastic, which is a godsend on those arrows. That would look nowhere near as hot in metal. And that big hulking guy would be totally sockworthy.

Parts 'N' Bits- Come on, with as much assembly as is always required with Wyrd models, do you really want them putting EXTRA parts in there?

Assembly- Hey, only 29 pieces for 5 models? That's like an assembly holiday in Malifaux. They actually range from 3 pieces for the crawler to 9 for the hulk, though your real nightmare is going to be the girl pierced by arrows. Hope you don't have big, clunky fingers. However, it is worth noting that Wyrd did their normal, good job of designing their pieces so that you can tell how the pieces that stick out are supposed to fit on the model. All the arrows and tiny protrusions are attached to larger bases that make them easier to adhere while not disturbing the lines of the model. Like I said, despite the hard time we like giving Wyrd for using so many pieces, these guys really do a good job.

Bases- Standard Wyrd issue, 30mm lipped slotted bases included.


Ratings:

Sculpt- 5 brains out of 5- Wyrd's new plastics are good. Period. Their Z-Brush artists deserve to have a career doing this, and we're glad they do.


Affordability- 2 brains out of 5- The box goes for an average of about $30. This is a little bit pricey for horde building, but honestly not bad for Malifaux force building. With 5 in the box (well, four and a half, but they take up 5 bases), that's a pretty good rate as far as Malifaux goes.


Value- 4 brains out of 5- Very good, fairly versatile zombies. They might be a little tall if you are going 28mm, or a little unlikely if you are going modern or sci-fi, but honestly, I think they are at least excusable in almost any setting.


Availability- 4 brains out of 5- Possibly even a 5, if you're lucky. Wyrd is a really big company sold by a lot of people. You might even be lucky enough to find them in your local gaming store.

Pros: Great sculpts, great characters. Pleasant to paint.

Cons: Will be pretty obvious as duplicates. You may only want one box (aw, pitty.)

Tuesday, March 26, 2019

Teaser: Portable Napoleonic Wargame Played

Against the odds I got the new 1/2 unit painted AND managed a Portable Napoleonic game today.


Game report and thoughts will follow.

Work In Progress My Mario Tattoo

Tattoo Games

Gallery From Pinterest And Pinspire Pictures

A Tale Of Two Publishers (Tradecraft)

When I was building my Jeep, I was pricing bumpers when I noticed some companies, like Smittybilt were priced all over the map. Buying anything from that company made me feel bad. I always felt there was a better deal somewhere out there I wasn't aware of. Their products were middle of the road, with some very good and some very bad. I would buy things from them, use them for a while, and quietly take them off. Their reputation was ... mixed. Their shotgun approach to sales and quality are infamous.

Meanwhile there was AEV, American Expedition Vehicles, a high end company started by Jeep engineers that sold a narrow range of products, all highly engineered, and never more than a dollar or two difference between suppliers. One customer complained in an online review about how retailer prices were so similar. A retailer explained if they were to sell AEV products for a dollar less than their agreement, AEV would cut them off. So at the most competitive level, all product was sold at nearly an identical price. That's the difference between no brand value protection and brand value protection.

The advantage to the retailer is clear. If I'm selling a bumper, I would rather sell the premium product for $1,400 rather than the squirrelly discount product for $700, or $600 or whatever the market will bear that day. The manufacturer of the high end product is partnering with me. The higher priced manufacturer is maintaining value in their supply chain, maintaining a strong reputation, and thus selling to a well heeled clientele rather than a bunch of mud boggers looking for the lowest price. They make more money, which allows them to engineer quality, and the cycle continues. As a retailer I can decide what products to sell based on where I place my store in the marketplace. I can build a high end store and sell high end products at higher prices or I can sell everything, good or bad, and be the Smittybilt of retailers.*

Wizards of the Coast just dropped their MSRP on all their products going forward. If there is no price, there is no need for price protection. Ironically, this is exactly what I've called for many times in this blog, yet I'm disappointed and a little worried. What I was hoping for was possibly a bit utopian. I want to run a retail environment where price is inviolate and off the table, where I can focus on customer service, and events, all the various joy producing activities with the assumption customers will judge me based on my joy production, rather than my prices.

I would rather sell packs of stuff at a price than a shiny piece of card stock of subjective quality at a constantly fluctuating price. Yet the ability to sell the packs has fallen while the sales of the variable shiny has risen. It requires expertise and a fiddly system to sell variable shiny while it's much easier to sell new packs at a set price through my retail operation. And because it's so much easier, absolutely everyone can do it and I'm losing that battle. One reason stores close we don't discuss is they can't run the kind of store they want, and this is one example. They want it one way, but it's the other.

Asmodee has brand value protection as does Games Workshop. They're still competitors with retailers, but there are price floors that help me sell their goods. My initial reaction is to shun Wizards of the Coast and embrace Asmodee and Games Workshop as best I can. Their strategies are retailer friendly, while Wizards of the Coast feels predatory, the game trade equivalent of the soy bean king, selling their products as commodities. I have heard the next step may be dropping pre releases, and that right there is an exit strategy for quite a few stores that aren't Magic centric. We run events to get the cool stuff. Butts in seats! If you're going to drop events, you've removed our golden handcuffs. Don't get me wrong, I like gold, but the disconnect between "go buy on Amazon, but play at your FLGS" really pisses me off. Watching it all burn has great appeal.

This is all overly dramatic. The reality is nothing will really change. The offroad store will happily sell me that $700 low end bumper or the $1,400 high end bumper and they'll happily agree with me when I mention the value of the low end product or the superior engineering of the high end product. There are few retailers who get to truly pick their market position. Likewise, I'm not going to shun Wizards of the Coast any more than I'm going to turn my game store into AsmodeeLand. I will serve up both to the best of my ability. I will do my best to attract the Asmodee customers but I won't turn away Magic money probably ever. Taking stands is for politicians and priests. I have no such requirements for ideological purity.**

In the end, there's a lot more going on than my own needs. These brand value protection schemes are delicate flowers. Hasbro just discovered this when they were sued for instituting brand value protection in Europe. The larger the company, the harder it will be to institute brand value protection policies, as they conflict not only with international law, but laws between states. There is also the problem of brand value protection schemes holding independent retailers to a higher standard than mass market retailers, which is inherently unfair, even if we do cause most of our own problems. It's no surprise the consensus at WOTC was to have a consistent message on pricing. Do what you want.



*This is the same argument I've made for industry wide net pricing, by the way.
**But if you gave me a bucket of money, I would diversify away from the game trade.

Saturday, March 23, 2019

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