ruins | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Fri, 15 Aug 2025 16:00:29 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.2 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png ruins | Nerdologists https://nerdologists.com 32 32 10 Games for My Gaming Day https://nerdologists.com/2025/08/10-games-for-my-gaming-day/ https://nerdologists.com/2025/08/10-games-for-my-gaming-day/#respond Fri, 15 Aug 2025 15:56:32 +0000 https://nerdologists.com/?p=9764 What games am I going to take to my gaming day later this month? I have a lot of new and old ones to play again.

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Since I could make it to Gen Con this year, yes I’ve said that a lot, I decided to do a gaming day. I am lucky enough to live close to places where you can game pretty easily and one of them, the GameZenter has some private rooms. So I grabbed a private room for August 30th. I plan on having a bunch of games there, but which ones am I going to bring for sure. It’s a full gaming day, but all might not get played. Which ones should I get played? Since this is two lists of 10, don’t expect more than a sentence or two on the games for my gaming day.

10 Played Games for My Gaming Day

10. Pirates of Marcaibo

I love this one on BGA. I want to play it in person and see how that goes. It’s a bit more of a rules teach, but it shouldn’t be too bad to get played. And I think once the game gets going it moves fast. Plus fun theme and easy sell.

9. Lost Ruins of Arnak

Lost Ruins of Arnak
Image Source: CGE

Lost Ruins of Arnak is a game I love. I own everything for it. So I want to get it in the big box and try out the new tracks in the game and see how everything works together.

8. Mistborn

Another one where I really like the game and it’s been a while since I’ve played it. That is going to be the case for a lot of the games. I think the people who are invited thus far are going to enjoy a game like this as well.

7. The Great Split

See above, really. But after playing New York Slice for the first time it made me realize that I just want to play The Great Split because that game is a brilliant I split and you choose game.

6. Terraforming Mars: Ares Expedition

Terraforming Mars Ares Expedition
Image Source: Stronghold Games

Yet another one where I just want to play it again. Terraforming Mars: Ares Expedition is a great engine building game and good for a longer game day. Like Lost Ruins of Arnak, though, I need to get it sorted out.

5. Strike

I play this one a lot. It’s on the list because it’d be a great group game there. Plus it’s a good filler/take a break from bigger games game.

4. Can’t Stop

The same can be said for Can’t Stop. Though Can’t Stop can’t support as many people. But it works well and it’s an easy one to teach and play. A good filler for when maybe one group finished before another.

3. Trekking Through Time

I’ve played this one two players and I really enjoy it two players. I want to try it with more because it’s just a fun game. It’s also a simple one to learn and play.

2. Skyrockets

You might not even know I played this game. And it is kind of a cheat to be on this part of the list. Played it two years ago at Gen Con when it was still a prototype at the Floodgate Games event. But it’s a fun real time game, so I want to play it again.

1. Heat: Pedal to the Metal

I love this game. It isn’t the easiest I think to learn. But once you wrap your head around it, it’s pretty simple to play. And it is a good game because it plays a lot.

10 Un-Played Games for My Gaming Day

10. The Gang

Now we’re in the new games. This is a cooperative poker game, so I want to give it a whirl. Plus I know it plays at higher player counts so a good one for the list.

9. Critter Kitchen

Critter Kitchen
Image Source: Cardboard Alchemy

Critter Kitchen has just been sitting there waiting to get played. I want to take it a lot and see if I can get it played, but I need to open and sort it for that to happen. And it is one I probably need to learn to take along.

8. Maple Valley

Maple Valley is the follow-up to Creature Comforts. I like Creature Comforts as a good simple worker placement game. I am curious to see what Maple Valley does. They are very different games, but same great artwork and in the “same world”.

7. Ruins

Ruins is one that people were talking about going into Gen Con. It is a reworking of Custom Heroes. It is a card shedding game where you upgrade cards throughout the rounds. So I am curious to know how that system is going to work.

6. Ito

Ito is going to be one of the bigger games or party games on the list. I want to learn this one and it seem easy to play. From what I know of it, it is a good ice breaker game as well. Or maybe more of an ice breaker than an actual game.

5. Emberleaf

Emberleaf
Image Source: City of Games

Emberleaf is the card dancing game. Basically a game where you play cards into a grid and then you activate the grid. The cards then move in that grid, some dropping out, others activating various affects. I like the sound of the game and great cute artwork.

4. Ghosts of Christmas

First of three trick taking games. Ghosts of Christmas sounds like a brain burner of a trick taking game where you play three tricks at once. And depending on how the previous trick goes that determines the led suit for the next one. With a Christmas Carol theme, how will it work for the past, present, and future tricks.

3. The Six of VIII

The Six of VIII is going to be a fun one to try as well. It’s about the six wives of Henry the VIII. And each trick the trump suit is going to be one of the wives. But it is more than that because how long a wife was alive is going to impact how many rounds that suit is trump. I like how thematic they managed to make a trick taking game.

2. Tricky Kids

Now, Tricky Kids is a new game as well. I would have put both Tricky Kids and Cat in the Box on the list, but I’m playing Cat in the Box on BGA right now. It is very possible that Cat in the Box will come along as well. But Tricky Kids is trick taking game where the cards don’t have a value on them. So you need to set the value, but you only have 21 points to allocate over 7 cards.

1. Expeditions

Finally, let’s go with something different and big with Expeditions from Stonemaier games. I like the idea of trying this one in a bigger group, or maybe not with everyone but with some. And I believe that one person in the group owns it and has played it before. It is nice to bring along games like that so that I don’t need to learn the rules. Or more so, so that no one needs to learn the rules because I’m not going to learn them all.

Final Thoughts

Now that is a lot of games to bring along. And I know that all of them won’t make it, but I plan on bringing a big mess of games. There are other smaller games too that are going to be stuck in because they are smaller games. So stuff like Flip 7 or Push are really likely to come along. New games like First-Class Letters and Trinket Trove (as I want to play that one with more) will come along. But this is a good list for me to start planning on what to bring. But it sounds like a good gaming day to me.

If you were to do a full gaming day, what games are you going to take off of the shelf?

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Friday Night Dungeons and Dragons: The Perfect World https://nerdologists.com/2021/03/friday-night-dungeons-and-dragons-the-perfect-world/ https://nerdologists.com/2021/03/friday-night-dungeons-and-dragons-the-perfect-world/#respond Fri, 12 Mar 2021 14:47:40 +0000 https://nerdologists.com/?p=5435 Its a Perfect World with no sickness, no war, or no famine. How do you turn it into a game, that's this weeks Friday Night Dungeons and Dragons.

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Normally in a game of Dungeons and Dragons the world sucks. Everything is breaking down, there is some evil king, mad wizard, or power hungry dragon that is going to kill everything. It could be that there’s a vengeful god who is going to smite the world. Or a demon comes up the pits of hell to rain fire and brimstone down upon the lands.

But this idea, it isn’t that type of game. The world is peaceful and the characters lead normal lives. No one goes out adventuring to stop anything, there are no wars that need to be broken up. Goblins are nice, Chromatic Dragons are peaceful, deomons aren’t even a thing that cross people’s minds.

This, however, isn’t all it’s cracked up to be. And it kind of needs to be that way, because otherwise it’s a boring game. If there is no danger, what is going to push the players out adventuring? What is going to keep them going out instead of just starting a nice little school for adventurers? Where do you get even the skills for adventuring?

The Perfect World

The lands of Calagathra are beautiful. The crops grow and there is always enough food. While people get old and pass away, no one has died of an accident or illness. There are no wars between the neighboring rulers. Everything is amazing.

The players start out in the capitol city of one of the lands, and everything is amazing. They are part of a school which is focused on teaching about the history of the lands. But the lands of Calagathra only seem to go back about 1000 years. Before that, besides the creation story, there is no information. But there are rumors of ruins, at the edges of the Silver Mountains, in the middle of the Swamps of Carthak, and deep below the blue waves of the Estidial Sea.

That is the jumping off point for the campaign. The players, either because they are required to or because they want to, will pick one to go investigate. What they find is going to be a world that doesn’t match the rest of Calagathra. Going to the place is not a sanctioned activity, but a Professor can ask them to assist or investigate something if they need motivation. But the ruins are banned for people to go to, for some reason. But everything else is so perfect that no one cares. Most people who study are doing so because technology, magic, and knowledge of the natural worlds is growing at an amazing rate.

The Ruins

The ruins should tell the players that something isn’t what it seems. Which ever one they pick, it is going to be the first spot they encounter danger. The further they go into the ruins, the more danger there is. We are talking skeletons in some areas, traps in other areas, but also just injury, checks they need to make to avoid accidents. If you make a trap, maybe make it a poison or a disease.

Image Source: D&D Beyond

With that, though, the player characters learn about the world as well. They find out that the perfect lands of Calagathra might not have been so perfect before. The ruins contain signs of battles, they find remains, unanimated, of people, they see ghosts and specters who either attack or beg for help. And the characters should be unprepared for this. I would let the characters buy weapons, but when they start, roll for gold instead of letting them pick equipment. Weapons outside of something like an axe or knife don’t exist in this world or are just toys.

The further the go into the ruins, the more weird that they find, like I have said. But what’s in the middle? I think there needs to be something that captures their attention. The adventure is kicked off by whatever they find. Bind a spirit of something powerful and hide it away deep in the ruins.

Break The World

That spirit, that is a good spirit. Or it was a good spirit anyways. The spirit tells a lie about why it was trapped and some of the truth when pressed. It was trapped along with three of it’s kin to create almost a protective field around the lands of Calagathra. Nothing bad is allowed to come through, no murders, no robberies, no diseases, no accidents, nothing of the sort. The players, by stepping foot into this area, are now free of the compulsion to be good, however. In fact, anyone who steps into the ruins, any of them will lose that compulsion.

The spirit asks to be freed. Basically talking about all the pain, suffering and agony that it is taking on, the stuff that could be happening to the people. Not that will, but that could happen, all the possibilities, and how it is slowly tearing it apart. The spirit promises to help them, promises to try and keep as much calamity at bay as it can, in exchange to being freed. It should only promise twice though.

Now, there are a few things that can happen. The players can free the spirit. If they don’t, someone else can free another spirit. Maybe have the professor leading one team and the players going on another. Either way, when one spirit is freed, you can either have the other two freed or all the pain and everything can crash into those two causing them to explode or something along those lines.

Either way, when the players come back to town, or come back to the world of Calagathra, things are going poorly. People are getting sick and something like a common cold is now a big deal because no immune system has had to deal with anything for years. People break a leg and that does them in because no one knows how to heal. The weather starts to become unpredictable versus a light shower most mornings and then sunny in the afternoon with a mid 70’s high. Basically the world is breaking up.

Image Source: D&D Beyond

Where To Go From There?

There are so many ways you can go with this. Villains arise, dragons start to horde again and attack, demons could even show up. And of course, the players will be blamed at least in the capitol and at their school for what happened. So put the players on the run. Also, the good spirit, make it fey, and it didn’t promise three times, and it said it’d help as much as it can. However, the other two spirits did not. So even the helpful spirit, which should bounce between our realm and the fey realm needing to recharge, shouldn’t be that helpful.

The decision or the players asks if they should capture, basically torturing the spirits again, or if there is another answer. As well as they should be on the run, and they need to try and stop some power hungry people who happen to be ahead of the curve when it comes to being the ones in control.

At the end of the campaign, I think the players will face a decision that can go a few ways. They can capture spirits again and learn to trap them. Or they can do a never ending job of stopping power hungry wizards or dragons, but there will be a big bad who is going to try and destroy the world. That can be the one they focus on at the end of campaign and need to stop.

Heck, even make it their Professor who is stepping in wherever they create a power vacuum by stopping someone else, pretending to be good. Make it their scheme that set this all in motion. The Professor can monologue about how they had gone to the ruins before and been enlightened. They knew that they need a fall person to free the spirits, someone who everyone would blame. They could then be the good person coming in after, but really, they wanted to destroy it in a way where they ruled everything.

And that is the Perfect World campaign. Is this one that you’d be interested in running? As a player would you want to play in a game like this? Now, it hits some traditional things later on, how would you role play in the perfect world?

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If You’re Happy and You Know It – D&D https://nerdologists.com/2018/11/if-youre-happy-and-you-know-it-dd/ https://nerdologists.com/2018/11/if-youre-happy-and-you-know-it-dd/#respond Fri, 02 Nov 2018 13:19:13 +0000 http://nerdologists.com/?p=2611 This was something that I saw on twitter, I believe, earlier this week or it was part of a podcast, Total Party Thrill, that I’ve

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This was something that I saw on twitter, I believe, earlier this week or it was part of a podcast, Total Party Thrill, that I’ve been listening to, but it was a hypothetical about why someone might join an adventuring group if they have a nice normal backstory.

Image Source: Wizards

Why would a farmers kid who has had a nice life on the farm, loves their family, their whole family is still alive, and they have a sweetheart, why would they join an adventuring group?

Why would a noble who might not be in line to inherit the throne but they would have a very comfy and relaxed life with basically anything they could want join an adventuring party?

Why would a wizard who has a comfy job in a wizarding school with a family and their students love them and they won’t have anything else they want join an adventuring group?

Why would a cleric who has a community surrounding them that attends their temple, they all believe in the deity of the temple, and they have found their calling, why would they join an adventuring group?

The answer most of the time is that they wouldn’t. It doesn’t make sense for them to join a group because they have a good life. The most common reason would be that they want something more and something greater. That’s a pretty safe and simple story, but not all that interesting if you’re playing that character. So how are you going to able to spice up your characters story?

And when I say spice up the story, I don’t mean add in some tragedy. How are you going to make it more interesting without adding in some tragedy, some death in the family, some desire for revenge, some scandal happening to your PC?

Let me see what I can do with the four examples I gave of pretty comfortable backstories:

Image Source: D&D Beyond

As cleric you’ve had a good life and have set up a nice temple and community in your peaceful little town. You have made friends and settled into a nice groove. One evening while you are praying you are shocked to hear a voice speak to you. It commends you for doing so well and tells you that there will be another cleric of your deity coming to town. They are older and have some information that you must carry on for them and find for them while they take over your duties. The next day a cleric comes to town and they tell you of an artifact, a relic of long ago, that would help increase the bounty of your farming communities crops and help the kingdom as a whole find peace. They are too old now to continue their quest to look for it, but your deity had sent them here to find you so that could continue the quest. It’s hard, but you have heard the word of your deity, and everything they said came true. You pack up your bags, promise to return, and say many a sad farewell as you head out on the road to find those who can help you complete the quest.


The life of an academic suits you greatly, you’ve spent years at the university studying, then teaching, and the city that you’re in has become your home. You have a family and two kids. You’re in the middle of a class when you get a message sent to you from an old teacher. They have some exciting news, they have discovered a lost ruins and texts for magics that you thought had been lost ages ago. You agonize over it for a week, but eventually, at the prompting of your spouse, you send a message back saying that you will head out there, you just need to convince the school that they should fund your research. When they hear about it, they quickly help you find an adventuring party so that you will be safe on your travels.


Your life has been practice sword fights, sitting through fairly interesting meetings, and generally learning how you’re going to be able to rule your lands when you inherit the seat of power. It isn’t much of a lands and you are going to be under the king, but that’s just fine with you. You’ll have a simple but nice life dealing with the problems of a few farmers about whose cow is whose when someone’s fence breaks. But you know before that you have one last thing coming up.  You’ve been putting it off for a while now, because it isn’t something that you wanted to do, you’d rather learn from watching your parents at home. But every generation, the child who is taking over the seat of rule has to go out and see the real world like they were nobody. You understand why, it will give you a perspective on things, but you’re not all that excited about it. Your parents have put together a group for you to travel with, so the time has finally come, and you set out on your own, not sure what you might find.


Life on the farm has been wonderful to you thus far. You love the routine of it. You love your cows, your parents and siblings, and your sweetheart. The only thing you’re not sure about is if they think enough of you. They are the child of the towns doctor. You’re just the child of a farmer.  You are betrothed and everything is set for you to be married in two years time. With the blessing of her parents and your parents, you decide that you are going to go out and see the world for a year so that you are going to better be able to provide for and help your sweetheart with their dreams as well as yours. After a tearful good bye, you set out on the road where you run into a band of adventurers who take your under their wings.


Those aren’t my normal backgrounds, there is no revenge in them, though I did keep the quest for a lost artifact that I’ll often use as a potential backstory plot hook. But in the case of the first two there is a big plot hook for the DM to latch onto. The last two fall more into the adventuring for adventuring sake. But because everyone has their family still, and they have a clear objective of what they are looking for and possibly timelines for things as well, there’s plenty to play around with as a DM.

For example:
With the cleric, the artifact 100% won’t do exactly what the legends say it will do, so yeah, you’re going to have to deal with that. Also, you’re going to be racing against someone else to get the artifact.

With the wizard, you are going to get to the ruins and find everyone dead from some curse and then you’re going to find that you’ve been cursed as well. Now you have a deadline to figure out how to break the curse that was laid upon the ruins so that you don’t end up dead as well.

With the noble, as DM I would have you stumble across a plot against yourself and your family to kill all of you. However, you’re only ever going to see the edges of the plot, unless you want to keep your disguise and infiltrate the organization and find out who is at the top of it and who is after your family.

With the farmer, something is going to happen to your village or your sweetheart. Most likely a questionable noble is going to show up in your village, fall in love with your sweetheart and demand to marry them. When that gets turns down because you are betrothed already to them, they are going to start demanding taxes and making the life of your town miserable and you’re either going to have to deal with that noble yourself or do something to get the attention of someone higher up to rein in that noble.

Which of these backstories would you want to play? And have you made a character before with a non-tragic backstory?


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