Wednesday, April 8, 2026

 

J Diddy: They don't know I poisoned it
riverclaw: when your parents ask you to share with your siblings
Zeko: no, to get the ratio right you have to weight it before adding the stench wad
DiscoName: weighted training noodles
Ashuralol: I want a spoon
Frogina: "Mooom! He still got more than me!"
Demit: 'see?! I told you! Your plate has 4 ounces, but mine only has 3.98"|
blockhead77: You can't be too careful around the noodle bandits
thebetter saaauuuccceee: When you're faster than your friends at dinnertime.
Antic the Fearless: When your kids are always complaining that their siblings are getting more food than them.
Thereminivan Beethoven: Counting Carbs: Stoner Edition
The not very chosen one: Average sibling food sharing experience

Thursday, April 2, 2026




Painterguy: She jolli on my bee til I chickenjoy - 9 pts
Big Daddy Grimm: me laughing at the filter that made her look so silly - 5 pts, 3 vts
Sauceror Vitalysis: he says my face looks jolly - 2 pts
Zanthia: She must have had the beans. That realy stinks! - 5 pts, 3 vts
thebetter saaauuuccceee: Don't be suspicious - 1 pt
Chadomancer: Sandra didn't know it, but she was about to get her eggs deviled. - 4 pts
Frogina: When you find your ONLY fan - 14 pts
BoomBoomBam: The ever cautious Chef chooses only the most fragrant of meat for the daily special. - 5 pts, 2 vts
Tokyo Baby: When using phone is not allowed at work so you scroll with the customer instead! - 7 pts
Empty_Bottle: look at this phone, companion i am currently sobbing - 8 pts

3339
2215
112
1225
11
134
213222214
235
3317
31138

Wednesday, March 11, 2026

 



Anaeri: I didn't say 'Simon says'
chicken of loathing: me and the boys after the farmer takes our eggs
Fire Salamander: Jim never did come back to the bar. Everyone there was just too cocky.
Attila: Call some chicks! Just a cockfest at the bar tonight.
soulesslife: Ah chicken's favorite alcohol, Hennessy.
fkj: four chickens with beer bellies drink with a man
SamhaineTsuke: "Man, when you said you were throwing a hen-party, I thought you meant something else!"
Ryu Gin Verboten Revanant: We can leave in a few minutes. Just let me just get my beak wet.
Pawlifer: Five cocks walk into a bar, one of them was adopted.

Thursday, February 5, 2026


Kol Miners Daughter: The chess club met at the table periodically
PAINterguy: Mercury to C4
PaUNCHy: You drank my battleship!
Mr Ham: Every move is a solution.
EclipseTorch: "Floor will be purple"
Ipskulin: Beer pong for mathletes
wh1rl: chemists chess tournament
Fire Salamander: Two chemicals, both alike in dignity, in the basketball where we lay our scene.
Zeko: knight to e4 i take your flask of meth!
Zanthia: And thus, The Matrix was born.

Tuesday, January 20, 2026

A Sorta Overdue Review of The Vale of Eternity

My first experience with Vale of Eternity was back in May 2025 where in preparation for my volunteer coaching at All Aboard Expo, I went to the nearest Gaming Library store to get the hang of things. One of the games to be featured was indeed Vale and upon first game it was an immediate hit for me. A game totally outside of my radar instantly became a must-get for me.

So did a lot of people. There were tons of preorders that there weren't enough copies for sale on the event itself and couldn't count for any sales records because of it even though it sold out. I finally acquired my copy by August, which ironically came later than its first expansion.

Vale of Eternity is a bit hard to pin down genre-wise. The way I described it during the convention was that it's a game where you summon creatures and get the most points doing so. That statement is a very rough summary, but the newbie doesn't know what "engine-building" is.

The game goes either up to ten rounds or after someone crosses 60 points, whichever goes first. Each round consists of a hunting phase, an action phase and a resolution phase. 

In the hunting phase creatures are dealt up and players take turns drafting two of them to use in the action phase. The action phase is where drafted cards are sold or tamed, it's also where summoning happens. Summoning costs stones which you can acquire through selling creatures or card effects, without these stones you really can't do much on your turn.

To summon a card you pay the price listed on the card and play the card on your area. Cards feature various creatures with unique effects. Some happen instantly at once, while others either permanently affect your area or resolve after the action phase. These creature effects are where game points will come from, though some effects can also next extra stones or cards/summons.

That is a rough summary of Vale of Eternity's gameplay. It may be a bit rough for some who have some experience playing as the language in the rules and card effects are as precise as a trading card game. There's no room for ambiguity in a game like this where a lot of effects have conditions to fulfil.

There are five families of cards in Vale, which define more than its sell value; families revolve around some theme that make them work when played together. Each family has its strategy and cards of different families can still synergize well so while you don't need to stick to a family to have a working strategy, a setup based on the same family will have a better dynamic. 

Cards are effective based on what part of the game it is, giving room for tough decisions on whether to dispose of a card or hold on to it for later use; whether to play the card now or later and sequencing actions to great effect. Passive gains are just as important as the instant gains from instantaneous effects, in fact every part of the card is nontrivial. Cost and even what type of effect a card has can come into play in some cards. This means that there are more connections between cards and synergies pop up in unexpected ways.

What makes the game fun is the chaining of moves in both the action and resolution phases. You can chain moves for points in either phase or even use the resolution phase to fuel the next round's moves. Of course chaining is expected in games with an engine-building aspect but the free rein in the order of actions and activations is another feature of Vale's gameplay.

Resource management comes up when doing such combinations, as you can only hold so many stones and have so many summoned cards. This also means that order matters in your play, some moves will open up or close your options and will depend on your style. 

The way it plays is like a combat TCG but without direct combat and a common randomized selection of draft picks, so depriving your opponents possible combos in the hunting phase is as important as playing yours during the action phase, though not a lot of interaction between players happens during gameplay otherwise.

A game that's easy to pick up that even with the same bunch of cards never feels the same with every play, it's more skillful than it seems at first glance. Thank goodness I crossed paths with Eternity cause I cannot recommend enough, only when the store runs out of stock.

Thursday, December 11, 2025

Game Review: Against the Clock

Against the Clock is a solitaire race where you race against yourself in a rally course complete with time bonuses and penalties, it takes as much skill and favorable circumstances as an actual drive.

The track is split into three parts, and the path is a line of cards. Along the track you try to go as close as possible to the value of each card on the way with the cards in your arsenal, representing your controls. Three piles for three gears with separate boosts and brakes comprise your car's gearbox that you play on the track, boosts and brakes letting you add or subtract your running total by one. You can opt to move to the next card even if you're short of matching the number, though this does incur some penalties.

Matching the current card's value lets you go to the next one unscathed; matching it with one card earns a time bonus. If you have less than the current card and decide to move on, the difference becomes a time penalty, using more than three cards gives you an extra penalty, 16 penalties lead to a DSQ. If you ever bust you get damaged and also incur a penalty, three damages and it's a DNF. 

If you complete the first part of the track, the other two parts have shorter tracks but you have fewer brakes and boosts available for you. If you manage to complete the track your score is your time bonuses minus your penalties.

Like most push your luck games this is best played at a fast pace but with the amount of strategy involved you can't go too fast, rather fitting for a rally. Your cards are limited but so is any room for error, the main tradeoff being between pushing your luck or cutting your losses cause in a way it's better to take penalties than get into another wreck.

Note the types of cards that make up the track as in later parts you'll have more high cards on hand than what the track has while generally the other two piles have about the same number of cards on them. Some card counting is useful but it's mostly a matter of not ending up in a situation where you have no choice but to bust.

A fast-paced and thrilling solitaire for those who like to risk it on every turn.