It’s Megan! I’m going insane!
It’s Megan! I’m going insane!
Yeah, StS really ruined me for other deckbuilders, and I’m still chasing that high. Some pretty good ones have been Power Chord and Banners of Ruin. They’re both team-based games where cards are tied to certain characters, and I think that particular mechanic adds enough that it took me a while to crack the code on them.
They’re not technically a non-profit, but there is a co-op doing exactly this named, very creatively, The Drivers Cooperative. They’re only in Colorado and New York (and I think specifically NYC) right now, but it’s exciting to see that happening.
To the Moon was great. It’s made with RPG Maker and it shows, but it hits hard.
We think sand clocks have only been in use since the middle ages, and the reason they were invented is pretty interesting. (At least in Europe; I’ve looked into this before and couldn’t find any other sources, but I may just not have looked hard enough).
For reasonably accurate time keeping, people had been using water clocks since at least the 16th century BCE. Basically the same idea as a sand clock, but water, which was slightly easier to feed into a reservoir. We don’t think sand clocks really saw any use until the 13th or 14th century CE. Mostly, people needed to keep more accurate time on ships as oceanic voyages became more common, but the movement of the vessel messed up a water clock too badly to be useful, and pendulums had the same problem. So, enter a sand clock! Basically the same idea as a water clock, but way less prone to errors from the ship’s movement.
(edit: some spelling)
Fun fact: we’re pretty sure this is why hourglasses (or sand clocks in general) were invented! They flow at a pretty consistent rate even on board a ship, and were basically just a tweak on the design of a water clock.
I only ever played the first one! My dad picked up the CD somewhere while working on a busted computer, I think? I replayed it like 12 times because I thought it was so interesting as a kid.