Thursday, December 7, 2017

BANG! Osseointegrated Expansion

NOTE: All images and names used in the official BANG! (and its expansions) are copyright © dV Giochi.

Osseointegrated is an unofficial expansion to BANG! the card game and the second, designed by Quincy Thompson (me) and tested with the help of my friends at dental school. (it was completed in 2015, however the final printing was completed and Rule book finished in 2017) Osseointegrated is a expansion that builds off the official Gold Rush expansion, adding 8 new characters, 26 more playing cards and 14 more equipment cards to BANG!. It is named after a dental term along with character names coming from current faculty at my dental school and some based on fictional western heroes. Many of the other cards are inspired by and use the artwork from the custom cards made in the various unofficial expansions created on The BANG! Blog.

PDF downloads: 


The Osseointegrated Rule Book provides detailed explanation of the new symbols, rules, and characters; and card by card explanations as needed.


NEW BROWN CARDS

Cheers
Cheers. Lose a gold nugget, and then give any player, including yourself, a life.

Debt Collection
Debt Colloection. Take one gold nugget from a player at a distance of 1.

Gold Mine
Loan. Gain two gold nuggets from the heap.

Gold Pan
Gold Pan. Discard a card with this card then gain one gold nugget from the heap and draw one card from the deck.
Greed
Greed. Lose one life then gain two gold nuggets from the heap.
Hit Me
Hit Me. Lose one life then draw two cards from the deck.
Joker
Joker. You may play a Joker at any time to repeat the effect of any Brown Boardered Card you last played. You may do this even out of turn. The Joker is also a wild suit, meaning when played or when it is drawn for a “draw!” you may chose the suit.

 

NEW BLUE CARDS

Peace Pipe
Peace Pipe . Play this card in front of anyother player, to smoke the Peace Pipe! If you are smoking the Peace Pipe, you must “draw!” before the beginning of your turn:
• if you draw a card showing Dimonds, you stop smoking, discard the Peace Pipe and continue your turn as normal;
• otherwise keep the Peace Pipe and you may not use a BANG! on your turn. So, if you play a Duel, you will automatically lose a life point if your opponent plays a BANG! card. A player keep smoking the Peace Pipe until a Dimond is drawn with the effect explained above, or it is drawn or discarded by a Panic! or a Cat Balou. If you have both the Peace Pipe and/or Gamble and/or a Dynamite and/or a Jail in play, check the Dynamite, Jail, and/or Gamble first (in that order).

 NEW GREEN CARDS 

Buried Treasure
Buried Treasure . Play Buried Treasure in front of you. During one of your following turns, provided you still have the card in front of you, gain three gold nuggets from the heap.

 Robbery
Robbery . Play Robbery in front of you. During one of your following turns, provided you still have the card in front of you, starting with the player to your left each player may return a gold nugget to the heap, or lose one life point.

NEW EQUIPMENT CARDS



 Curse
Curse. You may play the Curse on yourself or another player. The Curse cannot be played on the Sheriff. When you have the Curse in play it is not discarded when you are eliminated. When eliminated you or the person with the Curse on them becomes a ghost during their turn and may use their character power. On their turn the ghost draws 3 cards, plays as many cards as he wants, and then discards all exceeding cards in his hand…that means all the cards in his hand since he has no life points! At the end of his turn he is eliminated again, so all of his cards go to Vulture Sam, if this character is in play, otherwise they are discarded as usual. As the text on the card states, each “ghost” is in play until the end of his turn: if the game ends during his turn, he is considered to be in play for victory purposes. So, if the ghost was an Outlaw or a Deputy, Outlaws win because at least another player (the ghost himself) different from the Renegade is in play. If the ghost was the Renegade, he wins if after killing the Sheriff there are no other players alive, otherwise Outlaws win.

 Headdress
Headdress. The brown-bordered card may also be another BANG! You may repeat each effect one time only. If you repeat the effect of a Stagecoach or Wells Fargo, the Wild West Show card only changes the first time. Repeating the effect counts as one card played, if Miss Susanna is in play.

 Saloon Show
Saloon Show. Even though this card has the same effect, it is not considered a Gatling, Saloon, or Indians.

 Satchel
Satchel. When you have the Satchel in play you take into your hand all discarded cards from others players at the end of their turns, cards you discard at the end of your turn do not apply to this effect.
 Silver
Silver. When you have Sliver in play the distance between other players and you is increased by 1. However, you still see the other players at the normal distance.
Spyglass
Spyglass. When you have a Spyglass in play, you see all the other players at a distance decreased by 1. However, other players still see you at the normal distance. Distances less than 1 are considered to be 1.
Stetson
Stetson. When you have the Stetson you are considered to have a Barrel in play at all times; you can “draw!” when you are the target of a BANG!, and on a Heart you are missed. If you have another real Barrel card in play, you can count both of them, giving you two chances to cancel the BANG! before playing a Missed!.
U.S. Marshal
U.S. Marshal. When you have the U.S. Marshal in play, during your turn, no card in front of any other player has any effect. This applies both to the blue- as well as to the greenbordered cards. It does not apply to equipment cards.

THE CHARACTERS



 Clark Dana
Clark Dana. (4 life points): he may play any card in his hand as a BANG! anytime another player plays a Beer, even when it is not his turn. First resolve the effect of the Beer played then resolve the BANG! he plays. If it is out of turn after resolving the effects of the BANG! it will return to the players turn that was interrupted.

 Daniel Long
Daniel Long. (4 life points): on his turn he may discard a weapon card from his hand as a BANG! with the range of the discarded weapon. This does not count as his limit of 1 BANG! per turn.

 Lonesome Ranger
Lonesome Ranger . (5 life points): when any player eliminates him, he must discard all cards he has in hand and in play, this includes equipment cards. If the Lonesome Ranger had the role of Outlaw the play who eliminates he receives the outlaw reward after discarding all of this cards.

 Okie Annie
Okie Annie. (4 life points): for each wound she has the distance other players she her is increased by 1.
Pepper Minstix
Pepper Minstix. (4 life points): anytime during her turn she my discard 1 card to draw 1 card from the deck. She may use this ability once during his turn.
Robert Alder
Robert Alder. (4 life points): when he plays a blue card he draws a card from the deck.
Ted Rice
Ted Rice. (4 life points): he may not be targeted with a BANG! by a player who’s range is less then his.
The Fox
The Fox. (4 life points): during his turn, other players character abilities have no effect.

Tuesday, July 11, 2017

Little Mermaid Birthday Cake

I can't believe it has already been a year and I am making another birthday cake for my little girl. She loves the little mermaid and everything princess.

To go with the pool party theme here is her Little Mermaid birthday cake:



Until next time. Hopefully sooner then next year...

Tuesday, July 5, 2016

Rosette Birthday Cake

It has been far to long since I made a cake and decorated it. I made a few mistakes while making it but in the end it turned out well. This was four 8" round cakes.


It is the first of many birthday cakes for my little one. Design chosen by my wife: Rosette topped cupcake.

Sunday, February 28, 2016

Teenage Mutant Ninja Turtles: Shadows of the Past Custom Slash Ally Card

Well it has only been a few days since the end of IDW's Teenage Mutant Ninja Turtles: Shadows of the Past Board Game Kickstarter but people have already started making customs for it. You can check them out on the Facebook group; which inspired me to make my own custom to kick things off. Here is my custom Ally card for Slash:


Slash is one of my absolute favorite characters in the IDW comics. I will probably be making more customs for the game once it is released this summer, along with a bunch more TMNT customs for Heroscape which you will find on my Heroscape Blog.

Tuesday, May 26, 2015

Settlers of Catan Oil Springs Modification

Settlers of Catan is one of my favorite board games. We always use the Seafares, Cities and Knights, and Fisherman expansions. We have also enjoyed using the Volcano expansion on occasion. Why am I telling you this, well because I have been working on my on custom expansion for Catan for many years that would be compatible with all of the expansions I play with. During my work on this expansion we came across and started playing with the Catan Oil Springs Scenario, which was great to mix things up and make the desert useful. However, I felt the contents were cheap and needed to be improved. I also started trying to incorporate Oil into my own expansion, but as others have pointed out the theme of Oil doesn't fit with the medieval theme of Catan.  

Since I no longer plan to include Oil in my own expansion I thought I would share the improvements I made to the Oil Springs Scenario pieces. First, up is an actual resource card for Oil.

I don't mind the idea of tokens, like for fish that aren't considered resources, but it really bugged me that Oil is a resource and counted towards your hand limit but was a token.

Second, was making the Desert Oil hex one piece instead of the small piece that you just put on top of the deserts.

Next thing that needed changing was replacing the metropolis tokens with metropolis pieces that match the ones from Cities and Knights. Along with that the trade-in/build guide needed to be updated.


Lastly the Champion of the Environment token needed to have a card that was similar to the Longest Road victory point card.


Unfortunately because of the theme brake I haven't printed any of these but I do plan to barrow these ideas and the ideas of others to keep many of the elements introduced in this expansion. For those that like the Oil Springs Scenario I hope you enjoy these improvements.

Tuesday, April 14, 2015

Pandemic Custom Role: Bacteriologist

I am a little late to the Pandemic Board Game scene, but it is a really fun co-op game. I have had a lot of fun playing it and using the expansion On the Brink. My gaming group isn't the biggest fan of the Bio-terrorist Challenge, so I decided to make a custom role for the unused Black pawn. I present the Bacteriologist:
When designing this role I wanted it to be useful even when not playing with On the Brink. I also wanted to encourage team work and encourage the building of research centers; because in most games we only build 2 to 3 research centers total.

The Bacteriologist isn't as strong as the Scientist, but the Bacteriologist helps other players use their City cards without just discarding them.

Right now this is the only card I have made and I am not sure I will make more but if I do I will continue to use my custom symbol:

Who knows maybe I will have my own small expansion at one point.  

Sunday, January 25, 2015

BANG! Cusp of Carabelli Expansion

NOTE: All images and names used in the official BANG! (and its expansions) are copyright © dV Giochi.

Cusp of Carabelli is an unofficial expansion to BANG! the card game, designed by Quincy Thompson (me) and tested with the help of my friends at dental school. Cusp of Carabelli is a comparable expansion to Dodge City. Besides adding 17 new characters, it also adds 36 more playing cards to BANG!. It is named after a dental term along with many of the character names coming from famous dentists and current faculty at my dental school. Many of the other cards are inspired by and use the artwork from the custom cards made in the various unofficial expansions created on The BANG! Blog.

PDF downloads: 


The Cusp of Carabelli Rule Book provides detailed explanation of the new symbols, rules, and characters; and card by card explanations as needed.


NEW BROWN CARDS

Blood Pact
Blood Pact. Lose a life, and then give any other player a life.

Investment
Investment. Discard a card with this card and then draw 3 cards.

Loan
Loan. Lose a life, and then you draw 2 cards.

Molotov Cocktail
Molotov Cocktail. Gain a life, and then BANG! a player at a distance of 1.
Moonshine
Moonshine. Discard a card with this card then gain a life and draw 1 card.
Rob Grave
Rob Grave. When you play this card, turn as many cards from the top of the discard pile face up as the number of players still playing. Starting with you and proceeding clockwise, each player chooses one of those cards and puts it in his hand.
Showtime
Showtime. Each player, excluding the one who played this card, may discard a Weapon card (from in play or in hand), or lose one life point.
Showdown
Showdown.With this card you can challenge any other player, regardless of the distance. The challenged player may discard a BANG! card (even though it is not his turn). If he does, you may discard a BANG! card, and so on: the first player failing to discard a BANG! Loses two life points, and the Showdown is over. You cannot play Missed! or use the Barrel during a Showdown. The Showdown is not a BANG! card. BANG! cards discarded during a Showdown are not accounted towards the “play 1 BANG! card” limitation.

 

NEW BLUE CARDS

Bulldog
Bulldog. Range of 1. When you play a BANG! you may discard a second BANG! to Gatling. This BANG! card is not counted against the limit of one BANG! card per turn.

Gamble
Gamble. Play this card in front of you: the Gamble will stay there for a whole turn. When you start your next turn (you have the Gamble already in play), before the first phase you must “draw!” • if you draw a card showing Clubs, the Gamble pays out. Draw 1 additional card at the end of phase 1; • otherwise pass the Gamble to the player on your left (who will “draw!” on his turn, etc.) Players keep passing the Gamble around until it pays out, with the effect explained above, or it is drawn or discarded by a Panic! or a Cat Balou. If you have both the Gamble and a Dynamite or a Jail in play, check the Dynamite and/or the Jail first. If you remain in Jail the Gamble will stay on you unti your next turn.

Hill Top
Hill Top. Others view you at a distance increased by 2.

Pack Mule
Pack Mule. You may hold in your hand up to 6 cards at the end of your turn.
Reward
Reward. Play this card in front of any player regardless of the distance: you put a reward on him! When a player with Reward is eliminated draw two cards. Reward cannot be played on the Sheriff.
Walker
Walker. Players need 2 Missed! to cancel your BANG! card.

 NEW GREEN CARDS 

Bar Fight
Bar Fight. Play Bar Fight in front of you. During one of your following turns, provided you still have the card in front of you, discard another card to force each other player to discard a card from their hand or in front of them.

Fur Trade
Fur Trade. Play Fur Trade in front of you. During one of your following turns, provided you still have the card in front of you, draw to cards then each other player draws one card, proceeding clockwise.

Hatchet
Hatchet. Play Hatchet in front of you. During one of your following turns, provided you still have the card in front of you, BANG! target play at a distance of 2, may be used at a distance of 1.

On the House
On the House. Play On the House in front of you. During one of your following turns, provided you still have the card in front of you, discard another card to gain 2 life.
Pilfer
Pilfer. Play Pilfer in front of you. During one of your following turns, provided you still have the card in front of you, draw one card from a player at a distance of 1. May be a card from their hand or in front of them.
Plunder
Plunder. Play Plunder in front of you. During one of your following turns, provided you still have the card in front of you, discard another card to draw 1 card from each other player. May be a card from their hand or in front of them.
Ricochet
Rciochet. Play Ricochet in front of you. Starting with the next player’s turn, you can discard it for the effect: Missed! then you BANG! a player at a reachable distance.
 Roulette
Roulette. Play Roulette in front of you. During one of your following turns, provided you still have the card in front of you, starting with the player to your left each player discards a Missed!(all cards with the Missed! symbol qualify; i.e. Barrel, Dodge, Ten Gallon Hat, etc.), until one player does not: he loses two life points and the Roulette stops.
War Party
War Party. Play War Party in front of you. During one of your following turns, provided you still have the card in front of you, starting with the player to your left each player may discard a BANG! card, or lose one life point. Neither Missed! nor Barrel have effect in this case.


THE CHARACTERS

 Adam McCormick
Adam McCormick. (4 life points): he may force any other player, regardless of the distance to play a card randomly from their hand (if the player cannot play the chosen card they must reveal it) or in play.

 Auntie Angelici
Auntie Angelici. (5 life points): once during her turn she may use any card as a Saloon.

 Burke Soffe
Burke Soff . (3 life points): each time he plays or voluntarily discards a card when it is not his turn (e.g. Missed!, Dual, Beer, or BANG! during Indians!), he takes one gold nugget from the heap. Cards that he is forced to discard due to cards like Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded.

 Bushido Bill
Bushido Bill. (4 life points): if he has no cards in hand he will not lose any life points from cards played by other players, even Dynamite.
 Capt. W. Carroll
Capt. W. Carroll. (4 life points): after drawing during phase 1 of his turn he may discard any number of cards from his hand and redraw the same number of cards. He may use this ability once during his turn.
Clockwork
Clockwork. (5 life points): at the end of his turn he must “draw!”, on a Club or Spade reverse the order of play. However, Dynamite and Gamble continue to pass to the left.
Crazy Skull
Crazy Skull. (4 life points): whenever any player, including himself, would “draw!” (i.e. for Barrel, Dynamite, Gamble, or Jail), he may discard a card from his hand in place of the card that would be drawn.
Edward Angle
Edward Angle. (4 life points): during his turn, he can swap places with the player on his right, the player who he swapped places with will skip his next turn.
El Fantasma
El Fantasma. (3 life points): when he is eliminated, during his turn he returns to the game with 1 life point.

G. V.  Black
G. V. Black. (4 life points): he may discard Bang! cards against cards in play in front of any player, regardless of distance: those cards are discarded unless the player controlling them plays a Missed!.
George Richards
George Richards. (4 life points): he may discard 1 golden nugget as a Missed!.
Gordon Christensen
Gordon Christensen. (4 life points): during his turn he can discard a green-bordered card from his hand to draw 2 cards from the deck. He may use this ability twice per turn.

Hal the Collector
Hal the Collector. (4 life points): he gains all the abilities of each player’s character he has eliminated from play. He will keep the powers gained even when players that he eliminated are returned to play (e.g. El Fantasma).
James Donahoo
James Donahoo. (4 life points): before drawing during phase 1 of his turn, he may discard 1 gold nugget to draw the top card of the discard pile. He may use this ability twice per turn.
Joel Janis
Joel Janis. (4 life points): he may play green border cards just like brown border cards.

Llewellyn Powell
Llewellyn Powell. (4 life points): he may discard 1 golden nugget as a Beer. This ability can only be used during his turn. Important note: Beer has no effect if there are only 2 players left in the game.
William Harman
William Harman. (4 life points): during his turn he may “draw!”, on a Club or Spade he may look at the hand of another player, regardless of distance, and draw one card from their hand.