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Autochess: Market Status and Design Analysis [effort post]

Autochess: Market Status and Design Analysis [effort post]
This article was written with the feedback of ~300 highly engaged players from the different autochess reddit communities (TFT, DOTA Underlords, Chess Rush...), which participated in interviews and on a poll whose results are available here. They’re especially thanked by name at the end of the article.
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
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A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
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Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.

2nd Era (2010s): Integration

By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.
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Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two.
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
This case hints what would later happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
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Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor.

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
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Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve.
Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
On Autochess, the fragmentation and fast release pace came at the cost of innovation, though. These games feature few unique selling points compared to the original DOTA Autochess experience: TFT’s ‘anti-snowballing’ character selection rounds, Underlord’s bosses and fast-track mode….
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
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What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
  • Squires: Rather than standalone games, these are side-modes of already successful products. Under this category we would list the Battlegrounds mode in Hearthstone, or League of Legends’ TFT, and maybe even the original DOTA Autochess mod. While for sure they’ll have their own dedicated audience that only plays those modes, for most players it’s just a nice and fresh activity integrated within a broader game experience. The squires are the ones that have achieved the biggest success among the autochess genre because they don’t suffer as much backlash from the lack of gameplay depth inherent to the genre, which is harmful for the long term retention: Even if the mode eventually becomes a bit shallow, players have many other things to play, and thus are retained. As a consequence, these games can still monetize significatively by selling renewals of their Battle Passes every new season. Not enough to make them successful on the degree that was expected… but at least it’s something. Other than bringing an additional source of revenue, these modes were useful to their core games: They generated player interest by providing innovative gameplay. Hearthstone’s Battlegrounds was an amazing addition to the CCG genre, and made a lot of people come back to the game to discover the new mode and reengage.
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SQUIRE: The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
  • Would-be Kings: These are the other two top dogs of the category. They were supposed to rule… but that looking at the numbers they don’t really seem to have ever lifted off. Under this category we would list Auto Chess: Origins and DOTA Underlords. The problem is that their standalone approach means that they suffer the most of the design issues of the genre that we’ve presented in the last section of this article (i.e. flat complexity, lack of mastery depth, lack of progression and rotative meta…). That means that they lost a lot of population over time, and therefore their Battle Pass renewal isn’t as effective at generating revenue : (
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DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments.

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
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  • Patricks, gamers looking for a competitive-but-idle experience that doesn’t require full attention and it’s easily reconcilable with their functional adult life.
  • Grizzlies, competitive players that struggle with fast paced games that demand a high actions per minute ratio and quick reflexes (like MOBAs or competitive shooters).
  • Warmasters, highly competitive players that enjoy more the area of strategy (setting up goals and planning how to achieve them) rather than tactics (skillful execution of actions and micromanagement).

What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
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Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
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In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
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Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
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The DAU that we would expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
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In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games have a huge snowball effect, due to the following reasons:
  • Resources lead to victories, victories lead to resources As you know, in autochess each player builds a team based on successive battles. Better battle performance will grant more gold, which is the resource used to buy units, perform shop rolls, etc… Similar to the cases we’ve already explained, this means that players that achieve early dominance will be able to to obtain more gold, use it to get better units and get more victories and gold, therefore increasing their team power faster than the rest. ‘But players can be lucky or unlucky, generating a factor that compensates for the advantage of having more resources early on‘, you may be considering. Unfortunately, this is a flawed logic, because of 2 main reasons: (1) Having more resources means more adaptability: The dominant players will be able to leverage on them to re-adapt their team, therefore outperforming the rest on a randomness-driven scenario. (2) Resources allow to buy more rolls, which diminishes the deviation generated by each individual roll.
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TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on.
  • Luck factor. The previous point goes into maintaining and increasing dominance once it has been achieved early on, but another source of frustration is that luck is a huge factor in achieving early dominance. This means that your strategic skills and smarts can be completely invalidated by a couple of bad rolls at the beginning of the match. And there’s nothing that competitive players hate more than having their match stolen by factors outside the pure clash of abilities.
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
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The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing.
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:
  • Because in autochess the player builds its team from scratch, at the beginning of each match there are several turns to setup team foundations. Removing these early decisions severely decreases the teambuilding possibilities, decreasing overall depth.
  • Also, each setup phase between clashes requires a minimum time to think and perform the actions. In the last turns of a match, the game can become quite demanding on thinking and input speed.
  • Matches require a minimum amount of turns to compensate the weight of a single lucky/unlucky roll over the chances to win. Because the possible units for teambuilding appear on random rolls, the less turns there are the more luck factor the game will suffer, and as a consequence the less important the player’s strategic skills will be.
  • And if there are few turns, there are also less chances for comebacks. Because it means that players will have less setup phases to adapt and catch a player that has obtained an early advantage.
  • Finally, since the match involves 8 players, it requires a minimum of turns so that they all can fight between each other… Nevertheless, I don’t consider this a critical issue because Dota has been able to change this specific point on the knockout mode without sacrificing too much in terms of depth.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
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The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
submitted by JB-Dev-Bcn to TeamfightTactics [link] [comments]

Learn from my mistakes. I got a job, but it took me a year, 1100+ applications, and failing 11 final interviews. Here is what you don't do while job searching.

Sure, there are plenty of posts from people who applied to a job and got an offer 30 seconds later. Good for them. But if you're on this sub, you're probably running into more difficulty. I did. Job hunting these days is inherently pretty hard, but there are plenty of things I did wrong during my job hunt that could have saved me time and trouble. I'm a 35 year old in product marketing in the bay area, so this advice may or may not apply to you.
Most of this advice is not new, you may have seen it elsewhere. Well, HEED MY WORDS! You should take that advice.
Here are my don'ts of job hunting:
e: Here's the real #1 piece of advice because someone brought it up in the comments: Don't Not Have A Network. The main reason I had such a hard time was I moved to a new city where I didn't have a professional relationship with ANYONE. I think if you're applying without a friend on the inside, it reduces your odds by 80-90%, based on random factoids we've all seen that say 80% of jobs are never posted publicly.
I went to networking events and coffee meetups and blah blah blah, but COVID put a stop to that before I could make much progress. The biggest piece of advice (by far) is just to have a friend who can get you a job. But if you're reading this, you would have done that already if you could have.
Don't try to get by without doing the standard "best practice" stuff.
I spent a while thinking I could get away without making a customized resume for different jobs. I also thought I would probably have the right keywords naturally, and that I didn't have to worry about that either. WRONG. I wasted many weeks submitting poorly optimized resumes and getting few interviews.
What you should do is have at least one version of your resume customized for each job title you're applying to. That means if you're applying for Sr. Widget Fiddler and Director of Widget Fiddling, you need 2 versions.
Keyword optimize each resume version by copy-pasting 50+ job descriptions for that job's title into a tool like Voyant Tools, which will spit out all the most common words and phrases. Find the most frequent ones that seem important and relevant, and work them into your resume, even if it seems weird to refer to yourself as a "team player" or "entrepreneurial".
Don't be bad at interviewing, not even a little bit bad.
Being a good interviewee is a skill. Most of us aren't born with that skill, and most of us are rusty when it comes time to look for a job. I knew I wasn't great at interviewing, but I really didn't want to go through awkward practice interviews with friends, so I told myself people would understand why I was all nervous, and realize I was still super talented and experienced despite my 'rough edges'. WRONG. I blew it on a lot of interviews before admitting that I had to practice, a lot. I did a bunch of practice interviews, got feedback, and I even talked to an interview coach. The latter was expensive, but I think the dose of outside perspective really helped. YMMV.
I practiced enough that I started getting to final rounds instead of washing out in the first couple rounds. It made a huge difference. Practice.
Don't wing it during the interview.
For 'behavioral' questions (i.e. "tell me about a time when..." questions) everyone says you need to have multiple answers memorized for every major category of question. Ugh! So much work. Greatest weakness. Success story. Failure story. Conflict story. Collaboration story. YAWN. I thought I could come up with good answers on the spot. It's "supposed to be a conversation", right? WRONG. I blew it on a couple interviews before realizing I was coming across as both unprepared AND inexperienced.
Sit down and work out your bullet points for every answer, BEFORE you land an interview. Pain in the butt? Yes. But not as big a pain as getting an interview, blowing it, then ending up doing the work anyway.
Don't apply to old job listings.
If it's still up, they're still hiring, right? WRONG. I have found that job listings are good for about as long as fresh bread. You mostly want to apply the day they're posted, 2-3 days is OK, 5 days is pushing it, beyond that, it's literal trash. I started out applying to anything relevant that was less than a month old, and my app-to-interview yield was around 1%. Started applying to new listings exclusively, and my yield went to more like 3%. YMMV.
Don't apply to listings that aren't on the employer's own site.
It's become disturbingly common for 3rd-party sites to steal and re-post job listings they have nothing to do with. You click on a link on LinkedIn or Indeed, and you end up on Neuvoo or some random BS. Don't submit any of your info on those sites. Very often the jobs are expired already, but these 3rd-party scammers are still re-posting them to steal your info. Even if they're not expired, there's no reason to think they actually send your application to the employer.
If you land somewhere unexpected, go to the employer's actual careers section on their site and find the listing yourself. Otherwise you're just giving your info to someone to sell, and the employer probably never sees it. Please report these listings as you go.
Don't be too picky with job titles.
Unless your resume precisely "fits the profile" employers are looking for, you're going to have to apply a lot. I had to apply a lot. At first, I was exclusively applying to one title, because although I didn't "fit the profile" I didn't want to compromise. I ended up getting a really solid job with a different title, after I loosened my criteria JUST a tad.
Have a serious talk with yourself about how many months you're willing to apply before broadening your search, and don't talk yourself out of good jobs because they have the "wrong" title.
Don't be too loose with companies you apply to.
At a couple points in the process, I ended up with interviews at companies that I seriously didn't want to work for. I was playing the numbers game and I would apply to anything with the right title, even if I hadn't heard of the company. I figured if I got an interview, I would worry about the company later.
Difficulty: If you are on unemployment, this can lead to a sticky situation - if you turn down an offer, you legally can't collect unemployment anymore in many places. It's also pretty hard to justify to yourself turning down ANY interview if you actually need the money.
Have a loose idea of who the company is before applying, to avoid those awkward moments.
Don't stop applying until the ink is dry on your offer letter.
My advice is to apply to every suitable listing as soon as it's posted, which could be as many as 10-30 per day depending on your field and geography. If things are going well, you'll also have interviews going on during any given week, which also put heavy demands on your mental energy and prep time.
It is tempting to stop applying for jobs if you are doing multiple interviews and they seem to be going well. You need the time, and one of them has to work out, right? WRONG. It happened to me multiple times - I'd get further along in an interview process, I'd be focusing on prep, and I'd let my application routine slip. Bad idea. If your application pipeline runs dry, it can be another 2-6 weeks before the interviews start flowing again. ABA - always be applying.
Don't get your hopes up. (maybe the most important tip.)
Your mental resilience to rejection and your self-regard are finite resources. They are resources you need to conserve to maintain your overall mental health and good job-hunting habits. Job hunting can burn through these resources like Joe Exotic through a bag of meth. Don't be like me and get emotionally invested in any given job before you get an offer. Don't start picking out all the stuff you're going to buy with the new salary. Don't start thinking of what doors are going to open up for you with this step in your career. Don't mentally pick out outfits for your new commute. Just don't.
I consider myself a mentally tough person, so I should be able to handle the repeated rejection, right? WRONG. If you allow yourself to start caring about a job before you GET the job, you WILL be crushed to bits. Maybe not the first time, but after the 5th, or the 10th, it becomes hard to take.
To some of the newer job hunters I've seen on this sub: Caring about a job from the day you APPLY? Sheer lunacy. You shouldn't even remember where you applied by the time you go to bed that day.
Keep in mind: It's a numbers game. It's not personal. You WILL get the right job eventually, if you keep going. You have to maintain faith in yourself, but hold no hope for any particular job.
In emotional terms, treat it less like a poker game, (where any hand can be a big deal) more like a slot machine (where you care zero until you finally win). No matter how tough you think you are, take care to maintain your mental state, especially during COVID where so many aspects of life are also wearing down our mental health.
Don't be afraid to be a try-hard.
The role I finally got was based largely on a "take home project" used to demonstrate my working style. It was paid, also really long, the minimum suggested time was 10 hours. Usually I put 70% effort into trial projects, because I don't want to bust my ass for a throwaway, and I don't want to look desperate. My thinking is "Well, we're all professionals, so as long as I mention a few of the right things, they'll know we're on the same level, right?" WRONG.
On this one, I decided to go HAM on the project. All or nothing. I ended up putting over 20 hours into it, (the max time they suggested was 20) and came up with a total overkill amount of material, it was probably 20 pages worth, if not more. To give some idea, I spent like 4 hours just doing addressable market sizing, which everyone including me acknowledges is fairly pointless.
Part of the project was also to see how we communicate about our work - they put me on their company slack, so I logged onto it pretty much every day to update them on my progress. It was firmly in try-hard weirdo territory. But it worked!
So I guess my lesson from this is, if you're going to bother with these projects, be the one who turns in the blue ribbon material.
NB: Be aware of "free work" scams where they try to get you to do the actual job without hiring you for the job. If it's pertinent to the actual job and it's more than an hour or two of work, it should be paid. Unpaid trial projects that don't relate to the actual business are OK, but you'll have to decide for yourself how much time you're willing to put in for free.
Don't assume ***anything*** until it's final.
In 3 instances, I got much further than I expected in a hiring process, and in one I was blindsided by a rejection where I thought I was a shoo-in. #1, they interviewed me for the role (up to the final round) even though the job called for an actual engineer and I have zero engineering experience.
In #2, I blew an interview and got rejected. I knew exactly how I blew it, I got the yips and did poorly. So I sent an email reply explaining what I SHOULD have said, and that I really believed in the company's mission, and that I realize I was a poor interviewee, but I was working on it - they actually gave me another shot and I made it to the final round.
In the last unexpected twist story, they actually scheduled a final interview, then CANCELLED IT. I have been rejected for about a million jobs, but I've never been cancelled on. They said that instead of an interview, they would just review my trial project. I couldn't imagine cancelling an interview with someone you intend to hire, so I assumed this 'review' was just a consolation prize and the job was going to someone else. On the day the cancelled interview was meant to take place, they offered me the job. Huh???? Later that day I rode to heck on a flying pig and bought a snowcone there. But I also got a job.
On the other side of things, I was told directly I was the top candidate for a role, the only one who was really qualified, but because of COVID they were putting the role on hold. OK cool, I figured I was a shoo-in once they actually hired for it. Well, they re-listed the job about 45 days later. They didn't reach out to me. I messaged them. They told me I wasn't even going to get a phone screen for it. WTF? They lied to my face for no reason whatsoever? Yep. They did.
The lesson: Do not assume anything! ANYTHING!
submitted by the-incredible-ape to jobs [link] [comments]

I work at a crooked casino. You don't gamble with money here.

Hi, everybody. My name is Sid, and I’m an addict.
It took me a long time to accept that. But when you take a job in a casino just so that you can be there all the time and try to gain an edge, you’re an addict. It’s obvious even to me. More so to my family and friends, who I barely see anymore.
It’s not pills or coke, booze or heroin that I’m hooked on. I’m addicted to gambling.
The casino that made me so obsessed is not an ordinary one, though. It’s far from ordinary.
You don’t play for money at Fantasy Casino. You play for your dreams.
I hear you laughing.
But have you ever had a really, really great dream? One that got so good you snapped awake the second it started to get really excellent?
Well, imagine that times a thousand. Times a million.
A dream so real and so perfect that all of your fantasies become reality. Time stretches out. You feel like you are there forever. A lifetime passes before your return.
Infinite wealth, the ability to fly like superman, you’re surrounded by sex and beautiful people all day as you relax in a palace built to your mind’s most exacting specifications of perfection.
But then you wake up, and in an instant it is gone.
The power, the wealth, the endless sex and supernatural powers.
Everything is suddenly NORMAL again.
And so you go back to the casino.
I went back to the casino.
But the problem with gambling is that you don’t always win. And when you lose, suddenly the winnings are gone as well, vanished without a trace. All I knew was that I had to have that feeling again.
So I went inside the giant building and then followed the secret signs which led to a door that led to a staircase going downwards.
I went down the stairs and knocked on the door marked “Private” and waited for an answer.
“Password.”
The voice on the other side of the black door waited for my response.
“Seramth Gin.” I said the unnatural words carefully and deliberately, still not knowing their meaning.
A friend had told me the password, a fellow gambler who I would later find dead in his apartment. His corpse white, bloated, and maggot-infested.
His eyes were black and filled with blood which streamed from his eye sockets like tears. He had bit his tongue clean off and his fingernails were found lodged in various surfaces throughout his apartment. Like he had been trying to claw his way out of a steel box that only he could see.
But I’m getting ahead of myself. That was later. At this point I was still hopeful for another wonderful dream. Still thankful for his advice to seek out the place.
The door opened and I walked inside. It was the same as it had been the day before, only less busy at this time – still early afternoon.
I approached the table I had been sitting at the night before.
Poker – Texas Hold ‘em: Ten dream limit – the sign read.
The rules were simple. You got a stack of chips. If you doubled them, you received a dream. If you lost them, you lost a dream.
I wasn’t concerned about losing dreams yet, I still didn’t understand exactly what that meant.
When I lost my first stack of chips, I quickly bought in again. And again. And again.
Pretty soon I realized I had lost eight dreams with no winnings whatsoever. I was in a slump. A losing streak.
I decided to go home and count my losses. Literally, since I had no idea what that even meant.
As I got up to leave the table, the dealer looked at me. His eyes were remorseless and cold.
“See the cashier on your way out,” he said, handing me eight black chips.
I gulped and walked over to the glass window where the cashier sat waiting. Handing him the eight chips, he raised his eyebrows and clicked his tongue.
“That’s a shame. Hold out your hand please.”
Two men in black suits came up behind me suddenly and stood on either side of me, intimidating in their stature and demeanour.
I did as he asked and held out my hand with the palm facing up.
The cashier pulled out a strange-looking device from beneath the counter. It had a vial of vermillion-coloured liquid at the top that was attached to the rest of it which resembled a gun with a hypodermic needle at the end.
I screamed and tried to pull away, but the two men grabbed me and held my arm through the window. Thrashing and elbowing them, I tried to get away but it was useless.
The cashier injected the stuff into my veins quickly and it felt cold and slimy going through my system. I could feel it suddenly in my heart, turning it cold and then up into my mind and my lungs and all extremities causing me to shake and violently seize. I writhed on the floor, blood pouring from my ears and my eyes.
Finally the feeling settled down into a numbness that prickled the insides of my blood vessels. It wasn’t until later, once I realized what the casino really was, that I found out what they had done.
I went home with the certainty that they had injected me with something. If winning had resulted in the greatest dream I had ever had – essentially an almost never-ending fantasy – what would happen after a loss?
Nightmares. That was what it would be. I was sure of it.
I settled into bed that night and closed my eyes, drifting off to sleep quickly after such an emotionally exhausting afternoon.
As soon as my eyes closed, they opened again and it was morning.
It felt as if I had not slept at all. My mind was fuzzy and it was difficult to focus. My eyes wanted to close again but my alarm was telling me that it was time to get up for work, so I hit the “dismiss” button and hopped in the shower.
I threw on my clothes and went out the door. At work I noticed a few people looking at me strangely, but I didn’t realize until someone pointed it out to me that my shirt was on inside-out. At this point I was still working in an office doing commodities trading and such lapses were frowned upon.
If you couldn’t focus enough to put your shirt on properly in the morning, how could you focus enough to get the work done in such a demanding environment? Millions of dollars changing hands with each transaction meant that such trivial things were put under a magnifying glass and coupled with other subsequent mistakes each following day after that, I found myself in the boss’s office by the end of the week being handed my walking papers.
Desperate for rest after days of not feeling any benefit from sleep, I went back to the casino.
They knew just by looking at me how to dig their claws in further. After a couple hours I had managed to win myself a dream.
They handed me the complimentary cocktail as they had the time before. I hadn’t realized the significance of it and still didn’t, despite the unusual vermillion colour of the drink. I swallowed it in one gulp and went out the door practically dancing and clicking my heels, ready to go home and feel rested again.
My dream that night was wonderful. Everything I had hoped for in many ways.
But not as good as the first time. I wanted that feeling back again.
Knowing that it was a dream the whole time and realizing that it was going to end seemed to shorten the fantasy, made it seem hollow and manufactured.
If I could win again maybe it would be like that first time, I thought.
The casino drew me in again and again. I found myself a zombie most days, exhausted, at my wit’s end. Ready to call it quits for good and say goodbye.
But then I would win again and it would all seem to be alright for a while.
My debt kept growing and growing with nearly every trip. The hypodermic needle would be plunged into my skin and every time they had to hold me down. Every time I would feel a little more empty. A little more hollow.
Waking up every day began to feel the same. Nothing had definition or purpose.
“You’re here all the time,” one of the goons whispered to me as they shot the needle into my vein the time after that. “Haven’t you figured it out yet? You should just get a job here and then at least you’ll be in on the secret.”
I applied the next day and got an interview with the boss. I would find out later that if you got someone to apply there you got a one dream bonus.
In his office, the well-dressed man was sitting behind a massive polished ebony desk. The room was adorned with paintings, sculptures, and other high-priced artwork. He had photos everywhere of himself shaking hands with world leaders, new and old, for hundreds of years.
His face never changed. Never aged.
“So, you want to work with us? Tired of dreamless nights without end? You want to have some relief, is that it?”
“Yes. Please. Anything. I’ve been coming here for so long and it’s an endless cycle. I want back what I’ve lost but I keep finding myself more and more in debt with each visit.”
“Ah, so do you understand it now, then? What the ‘injections’ are?”
It finally dawned on me, sitting there. Not injections at all. They weren’t putting something in us. They were taking something out. The vermillion-coloured liquid in the vials – our dreams.
“If I take a job with you, will the same rules apply? Will they still take my sleep, my rest, every time I lose?”
“Yes. We can’t have the employees living by different rules than everyone else. But we will give you an alternative injection, so that you feel well-rested when you come in for your shift.”
“I’ll do it. I need to rest. I need to get some meaningful sleep. My life has been miserable ever since coming here.”
“Well, I can’t promise that this will help,” he said, getting up from his desk with a hypodermic gun in his hand. The vial of fluid sitting atop this one was jet-black and looked evil and poisonous. He rolled up his sleeves as he primed it and I watched a few beads of it drip oil-like out of the tip of the needle.
“What the hell is that!? I don’t want that stuff in me!”
“But you need to sleep, my dear worker. I can’t have you passing out at the blackjack table like a narcoleptic! You agreed to this, after all. You wanted to rest, and the only way for that to happen is for you to have SOME sort of dream. Not everyone is as lucky as you, you know. To have that wonderful vermillion fluid in your veins. Some people come to us begging to take it from them. Some of our employees for example, the ones who do the recruitment for us, are full of this black stuff.”
“What?” I had gotten up from the chair and was backing away from him towards the door. But I found it was locked as he approached.
“First you have to tell me the password, Sid.”
“Seramth Gin.” I said the words that I had said every time to gain access to the casino, only this time I pictured the letters and rearranged them in my mind.
“Nightmares.”
He smiled as he injected me with the vial of black hate, and it went into my veins feeling hot and unpleasant. I began to sweat and the beads of it turned cold on my skin as I shivered.
I’ll sleep tonight. I might even wake up feeling rested. But as long as I live and work at that casino, I’ll be afraid to dream again. Because now my unconscious hours are occupied by the most terrifying experiences imaginable. Nightmares beyond imagining in their awfulness. That is my fate.
Unless… Just maybe, I can win one more time.
JG
TCC
submitted by Jgrupe to nosleep [link] [comments]

26 Capital Corp (ADERU) is a new at-NAV SPAC with world-leading online gambling expertise - worth a bet

EDIT - one week after i posted this, Britain's most successful hedge fund manager Michael Platt has taken a 6.5% stake
tl;dr
At-NAV new SPAC with world-leading expertise in online gambling. Worth a bet on potential to be next DKNG on the hype train
   
+++++++
Hi all - have had a lot of great tips from this sub. Hopefully this pays some of you back. I have been watching and researching this since 23 December when it first filed S1, awaiting the units to be listed - they are available today trading as ADERU
Positions - 500 units @ 10.42 to start. Will be monitoring and building position below $15, especially if attention starts to build ahead of units and warrants splitting and shares coming available to Robinhood.
(My other SPAC positions are OPEN, IPO-E-F, PSTH, FUSE, PIPP, ACTC, CCIV and DMYD, 100 to 1000 shares each mostly around NAV and numerous warrants and options around these.)
As ever, this is not investment advice and do your own research
+++++++
   
26 Capital Acquisition Corp or ADER
is a 240m SPAC with usual terms - 10$ units, 1/2 warrants. Seeking a merger in "gaming and gaming technology, branded consumer, lodging and entertainment, and Internet commerce sectors".
I think this is highly worth a play on the online gambling hype if you can get in at near NAV, based entirely on the management which is unbeatable in its knowledge of the gambling industry
   
CEO Jason Ader
has held director level positions at Las Vegas Sands Corp. ($42bn one of biggest casino groups in world), IGT (£3.72bn multinational gambling firm specialised in software and slot machines) and Playtech (£1.4bn multinational gambling software firm)
Before starting his own fund in 2013 he was regularly ranked Wall Street's top analyst on the gambling and leisure sector
His fund, Spring Owl Capital, is a small activist fund focused on gambling and leisure. They are probably most famous for ousting the CEO of Viacom in 2016 and a crusade against Yahoo CEO Marissa Meyer in 2015.
Ader knows the gambling - and online gambling - industry inside out. He drove bWin to a £1.1bn takeover by gambling giant GVC (now Entain) in 2016, and has been driving similar change and demands for improvement at board level at Playtech
The fund mostly manages money for a select group of wealthy families, which could be a positive sign for the SPAC (although I don't know how much skin in the SPAC the fund has, if any)
Here is a video of Ader from November talking about how he's excited about SPACs. He talks about how he has been advising certain States about legalising sports betting and how to maximise value and liquidity by linking up with European companies in the space (Playtech e.g.??).
Ader is extremely bullish on US legalising online casino and more sports betting options, accelerated by need for revenue because of pandemic
   
Rafi Ashkenazi
One of the most highly respected names in the online gambling world, including COO and CEO positions at major online gambling firms such as Playtech and Stars Group (a world leader in online poker and casino). At Stars he led the $4.7bn takeover of Sky Betting to create the world's largest publicly listed online betting firm in 2018. Most recently he led the £10bn merger between Flutter (biggest gambling company in world by revenue, market cap £26bn), and Stars Group (Ader also involved). Also has connections into the booming Israel tech space which is interesting
   
Joseph Kaminkow
Special Advisor to the Chief Product Officer at Aristocrat, a leading gambling software provider and games publisher, previously Vice President of Game Design at Zynga Inc. This guy is a former video game / pinball designer who is credited with revolutionising the slots industry after moving into gambling software from video games in 1999. Regarded as a "legend" and "hall of famer" in this niche. At Zynga he designed so-called 'social casino games' which don't involve real-money gambling but are otherwise basically gambling apps (revenue from microtransactions etc). 130 patents on gambling/gaming design inventions
   
Greg Lyss
This is a very interesting but extremely low profile person. He was Bill Ackman a.k.a SPACman's right hand man at Gotham Capital. Ackman respected him so much that when Ackman set up a personal hedge fund to invest the Ackman family's money, he put Lyss in charge of it. To repeat - Bill Ackman thinks this guy is such a good investor and trustworthy that he put him in charge of investing his family's money. Don't know anything more about him, but I like this association with Ackman, which suggests to me some integrity around management of this SPAC, especially as the gambling world can be very murky.
The other member of the team is the CFO of SpringOwl with 20+ years' hedge fund experience and not notable (although clearly competent)
   
Thesis / potential targets
Based on the above experience and many public comments by Ader over the past year, I would be very surprised if ADER is not looking to merge with an online gambling technology provider / existing online betting website / social casino app / possibly a supporting technology provider
They are activist inventors, and specifically say in the IPO prospectus that they could look for businesses that can benefit from turnaround or are not being run well. I speculate that their deep knowledge of the European / global online gambling industry means they have a target in mind that they think would benefit from their expertise and US liberalisation of gambling legislation.
   
1) Ader believes the listing of UK-listed gambling companies in US is immediately big in terms of market cap because of the premium on online gambling stocks in US. He has pitched DraftKings to takeover Playtech and called on Playtech to spin off non-core business. This makes me wonder if he would spin off some element of Playtech to list in US to cash in on gambling hype.
This might be Finalto.com / TradeTech which is an online financial platform owned by Playtech. Playtech has been trying to sell this for 200 - 240m since August so it fits. This company provides liquidity and trading to brokerages and runs markets.com a trading site. I wouldn't be that excited although apparently the business has been booming during COVID and there could be a decent pop just on fintech hype.
   
2) This could be a 'picks and shovel' type data/B2B betting software play a la DMYD, or something like e.g. Israel based CRM software Optimove which works with some of biggest online gambling cos and has links to Ashkenazi. This would be interesting but probably not a huge pop
   
3) Possibly - given Ader's links to Sands - an online gambling tie-up with one of the big Vegas casinos who are desperate to get into the online betting space (see MGM's attempt to buy Entain for $8bn last week). Interestingly, Sands' owner Sheldon Adelson, previously a major opponent of online betting, has just died. Ader predicted a few months ago that Sands would be moving in this direction.
“There’s no stopping online gaming,” Ader said [before Adelson's death]. “(Las Vegas Sands’) initiatives to stop online gaming, at this stage, are largely historic. There hasn’t been a lot of spending recently to do that, especially post-pandemic.”
“I think the company will see the value created by DraftKings and FanDuel and Penn (National) Gaming and others. They’re not foolish,” Ader added. source
   
4) Ader is very confident that Macau will legalise online gambling in next year or two. Sands is big in Macau, the biggest gambling market in the world. A SaaS-type product positioned to capitalise on Asian gambling would be MASSIVE - at present however, China's attitude to gambling and local regulations mean this is unlikely
   
5) I also wonder if they might try to take legitimate one of the offshore bookmakers with big customer databases and brand recognition but which have been grey-area/illegal under US gaming legislation. For example, Five Dimes recently announced a settlement with the FBI to attempt to transition into newly legalised US markets. This might have the most hype potential
   
Potential upside
This is entirely a play on management experience and the meme factor / hype around online gambling in the US. I think if they pick a good target - which given their experience and connections seems likely - and get the right publicity and attention from retail investors looking for the next DKNG this could easily 3x and maybe 5-6x if on DKNG-type hype levels.
There is currently little spotlight on this and it is a good time to get in at NAV
   
Potential Downside
submitted by calcio1 to SPACs [link] [comments]

A list of every Unus Annus video name

I made a list of every Unus Annus video name. Posting this here because someone wanted to see it and a comment doesn't allow more than 1000 characters.

November 15th - Unus Annus
(note- The Very Start.)

November 15th - Cooking with Sex Toys
(note- 365 Days Left)

November 16th - Purging Our Sins with a Net Pot

November 17th - Hot Dog'd to Death

November 18th - Making Our Own Sensory Deprivation Tank

November 19th - The Good Kind of Cupping

November 20th - The Bad Kind of Cupping

November 21st - The Worst Kind of Cupping

November 22nd - Ethan Will Be Kicked in the Balls

November 23rd - Doing Each Other's Makeup in the Dark

November 24th - Baby Hands Operation

November 25th - Mark and Ethan Summon a Ghost

November 26th - 2 Truths and 1 Lie -- Waxing Edition

November 27th - Poopsie Sparkly Critters (a slime surpise...)

November 28th - Play-Doh Thanksgiving

November 29th - Helium Therapy

November 30th - Drawing Memes From Memory

December 1st - 1 Man 100 Accents

December 2nd - An A.I. Predicts How We're Going to Die

December 3rd - Mark Turns Ethan into a Mummy to Prepare Him for the Great Beyond

December 4th - The Cubby Gummy Challenge

December 5th - We Buy a Professional Hypnosis Video and React To It

December 6th - Mark and Ethan Attempt and Escape Room

December 7th - Ethan Destroys Mark's Van with a Bat

December 8th - There's Still Hope...

December 9th - Ethan Gives Mark a Viking Funeral

December 10th - The Great Meat Mistake

December 11th - Acupuncture Is NOT Painful

December 12th - Floating in a Real Sensory Deprivation Tank

December 13th - Mark Reviews The Impossible Burger But There's a Looming Sense of Impending Doom
(note- Paintball gun)

December 14th - We Made Nude Pictures of Eachother

December 15th - You made Beautiful Music for The Barrel... But Only One Could Win

December 16th - We Had To Drink Each Other's Pee
(note- The first of the Pee Trilogy)

December 17th - Ethan Explores Mark's Haunted Basement

December 18th - Giving Away Our 1,000,000 Subscriber Gold Play Button

December 19th - Ethan's Relaxing and Totally Normal Naul Salon

December 20th - Taped and Afraid

December 21st - What Was The Most Painful Thing We've Ever Endured?

December 22nd - Donating Toys to charity w/ JackSepticEye

December 23rd - Harnessing Our Dogs' Unlimited Energy

December 24th - Santa's Mukbang (Drinking 1 Gallon of Eggnog)

December 25th - Forcibly Turning Mark Into Santa Claus Against His Will

December 26th - Preserving Ourselves In Wax
(note- JackSepticEye was also here!)

December 27th - Beating Inanimate Objects to Death

December 28th - Emotional Pain vs Physical Pain... Which is worse?

December 29th - Duct Tape Crusifixion (Amy, Please Don't Watch This Video)

December 30th - You Blink You Lose

December 31th - 2 Grown Men Attempt the Presidential Fitness Test

January 1st - We Took The Polar Plunge

Janurary 2nd - Hiding Out Sins from Amy's Holy Peepers

January 3rd - We Eat Bugs

January 4th - DIY Bungee Jump (Please don't try this)
(note- Disclamer Song Origin)

January 5th - We Have The BEST Thumbnails on Youtube and No One Can Tell Us Otherwise

January 6th - Who Can Make Themselves Taller?

January 7th - The Sensory Overload Tank

January 8th - Recreating Ourselves as a Cursed Mannequin

January 9th - We Took an IQ Test

January 10th - Ethan Fianlly Becomes a MAN

January 11th - Mark and Ethan Go Casket Shopping

January 12th - We Take a Lie Detector Test to Uncover Our Darkest Sins

January 13th - Learning to Breathe Underwater

January 14th - Fixing Mark's Hole with Ramen but Every Time We Add Glue We Get 5% Closer to God
(note- The hole made in the video where Mark punched a hole in the wall)

January 15th - Mark Steals Ethan's Face

January 16th - You Breathe You Die

January 17th - 2 Absolute Beginners Experience the Dancing Glory that is Salsa

January 18th - DIY Geriatric Simulator

January 19th - This Is How We'll Die...

January 20th - We Cryogenically Freeze Ourselves

January 21st - This is What Being Tased Feels Like

January 22nd - What Happens When A Youtube Channel Dies?

January 23rd - Bad Bad Beans

January 24th - We hired a Real Hypnotherapist to Analyze Our Darkest Dreams

January 25th - We Turned Our Bodies Into Art
(note- painting each other naked)

January 26th - Mark and Ethan Lean About The Human Body

January 27th - Mark Punishes Ethan

January 28th - Strange (and legal) Things You Can Do With Your Body After Death

January 29th - DIY Cheese

January 30th - Hacking The Very Fabric of the Universe

January 31st - Looking at Long Lost Memes

February 1st - Discovering the Secret to Eternal Life

February 2nd - Turning Mark Into an E-Boy

February 3rd - Ethan Redefines Male Beauty

February 4th - Professional Fire Cupping (Going Even Further Beyond)

February 5th - An Extremely Sour, Not-at-all Sour Meal

February 6th - Literally Eating Fire

February 7th - Unregulated Axe Throwing

February 8th - Literally Laying On Broken Glass

February 9th - Making an Indoor Tornado to Flex on Mother Nature

February 10th - Nutball: The Most Dangerous Game
(note- First of the Nutball Trilogy)

February 11th - Becoming a Master of Mime

February 12th - Discussing the Idea of Murdering Each Other bit It's Just a Joke and Definitely Not Serious Haha

February 13th - Are We Already Dead?

February 14th - Our Perfect (and last) Valentine's Day

February 15th - Drunk College Party Simulator

February 16th - 10 Strange Amazon Paroducts Ethan Bought Mark Because He Doesn't Know How To Spend Money Responsibly

February 17th - Chickens Teach Us About Life and Death

February 18th - 3 Big Boys Attempt the Kings Royal Fitness Test

February 19th - Being Attacked by a Fully Trained Bodyguard Dog

February 20th - Learning the Ancient Art of Chinese Archery

February 21st - The Ultimate Trolley Problem

February 22nd - Goat Yoga

February 23rd - Edible Slime was a Mistake

February 24th - Granting Acces Into Heaven's Sweet Gates

February 25th - Long Hair, Do We Dare?
(note- With Marks Quarintine Hair, yes, he did dare)

February 26th - We Wrote a Hit Pop Song in 30 Minutes

February 27th - Mark and Ethan go on a "Drum Date"

February 28th - Blowing Our Souls Into Some Hot Glass

February 29th - Top 10 Worst Things Your Friend Could Possibly Spend Their Money On

March 1st - Nutball Extreme: Taser Edition
(note- Second of the Nutball Trilogy)

March 2nd - REAL Ghost Hunting at an Abandoned Zoo

March 3rd - We Bought a Camera That Can Look Inside Us

March 4th - Becoming the World's Greatest DJs

March 5th - Who Can Teach Their Dog a Trick the Fastest?

March 6th - Middle School Science Experiment Teaches Us About Life and Death
(note- Owl pellets)

March 7th - DIY Chiropractor

March 8th - Mark and Ethan Get Into a Fight

March 9th - The Barrel - Offical Music Video

March 10th - We Got Pepper Sprayed

March 11th - We Give Each Other Tattoos Blindfolded

March 12th - What Does Astrology Say About Our Friendship?

March 13th - Mark and Ethan Get a Full Body Scan to See What Secrets Lay Hidden Within (and learn their body fat)

March 14th - Mark Needs To Rub Ethan and Only His Mom Can Help Him

March 15th - 2 Idiots Get Crushed by 18-Foot Giant Snakes

March 16th - Beer Sauna: Turning a Portable Sauna into a Portable Hell
(note- The video where Pee Sauna was first mentioned)

March 17th - Mark and Ethan Hunt The World's Most Wanted Criminals

March 18th - Unus Annus Carves the Roast Beast

March 19th - 5 Weird Apps That Predicted Our Death

March 20th - We Tried a Labor Pain Simulator

March 21st - Recreating the Miracle of Childbirth

March 22nd - Mark and Ethan Are Now Fathers

March 23rd - We Force James Charles to Run a Military Obstacle Course

March 24th - Desperately Trying To Not Touch Our Faces
(note- Start of Quarintine videos)

March 25th - Reddit 50/50: Two Player Edition

March 26th - Going on an Internet Scavenger Hunt

March 27th - Having an Adventure In VR Chat Becuase We Can't Go Outside

March 28th - Amazon Shopping for the Apocalypse

March 29th - Whom Would Eat Whomst First in a Zombie Apocalypse?

March 30th - Ultimate Youtuber Boxing Showdown

March 31st - The Deep End of Omegle: Risky Boogalo
(note- This video was deleted for an unknown reason)

April 1st - Where in the World is Unus Annus?
(note- Timer was at 401 days)

April 2nd - Mark Builds a Pillow Fort for the Very First Time

April 3rd - Mark's 1 Weird Talent Leaves Ethan Absolutely Speechless

April 4th - Wikifeet: A Tale of 2 Tootsies

April 5th - We Made Every YouTuber Battle in the Hunger Games

April 6th - We Google Each Other to Find Our Darkest Forgotten Sins

April 7th - We Played Mad Libs and Ran It Through Google Translate

April 8th - Mark and Ethan Desperately Try and Nae a Single State in the USA

April 9th - Speed Reading 1000+ WPM To Gain a Complete Understanding of All Human Knowledge

April 10th - What is the Least Viewed Video on YouTube

April 11th - We Found Websites That The World Forgot About

April 12th - The Scariest True Stories on the Internet

April 13th - How to NOT be the Perfect Boyfriend

April 14th - Mark and Ethan Find The Lost City of EL Dorado

April 15th - Mark and Ethan Bet Everything on a Wikipedia Race

April 16th - The Creepiest Videos on Youtube

April 17th - Help Us Break a YouTube World Record
(note- The birth of Norbert Moses. The video was called "Subscribe to Norbert Moses")

April 18th - 2 Men 200 Accents

April 19th - The Illuminati... Do They Really Exist?

April 20th - Using Google Maps to Find the Lost City of Atlantis

April 21st - Reading YOUR Scariest True Stories

April 22nd - Mark and Ethan Take a Personality Test

April 23rd - Will AI Soon Take Over Humanity As We Know It?

April 24th - Running Internet Drama through Google Translate

April 25th - The Secret Unus Annus NO-Touchy-Touchy Hand Shake

April 26th - Two Male Men Judge Female Women on Their Beauty

April 27th - Bored? Press This Button.

April 28th - Don't Go in the Ocean... Ever.

April 29th - We Explore the Most MYSTERIOUS Mysteries of our Wildy Mysterious Mystery Moon of Mysteries

April 30th - We Looked at Unus Annus Memes

May 1st - Is Mark a Masochist?
(note- yes.)

May 2nd - What the Hell is a Pink Trombone?

May 3rd - Professional Fetish Scientists Rank the Best/Worst Fetishes of 2020

May 4th - Mark and Ethan Desperately Attempt to Feel Something

May 5th - An A.I. Generates Out Worst Nightmare

May 6th - Are Reptilian Humanoids Living Among us?

May 7th - Like It or Not... This is What The New Human Looks Like

May 8th - Eating Only Onions for 24 Hours: How Many Onions Does it Take to Kill a Man?

May 9th - Unus Annus ASMR

May 10th - We Attempted to Create THICC Water

May 11th - Making Our Own Gravestones to Prepare For Our Inevitable Demise

May 12th - How Tall Can A Human Get?: An Impartial Review by 2 Average Height Men

May 13th - Mark Teaches Ethan Korean

May 14th - Bigfoot is Real and It Ate My Friend

May 15th - The End of Unus Annus is Almost Here...
(note- The Halfway point)

May 16th - We Explore the Unus Annus Subreddit for Your Delicious Memes

May 17th - How Big Can a Nuke Get?

May 18th - How Much Caffeine Does It Take to Kill a Man?

May 19th - Drinking Real THICC Water... How Bad Does It Taste?

May 20th - We Played Strip Poker
(note- Mark lost so badly. Ethan also cheated on the first game)

May 21st - Harnessing Our Yodeling Power to End the World aAs We Know It

May 22nd - Mark Cooks Blindfolded While Ethan Guides Him Through FaceTime

May 23rd - We Played the Newlywed Game While Consuimg That Which Will Kill the Other

May 24th - DIY Boob

May 25th - We Have the Best Bellies on Youtube

May 26th - The Unus Annus Confessional Booth

May 27th - DO NOT OPEN UNTIL 2080
(note- Mark will be 90 and Ethan will be 83)

May 28th - Only UNUS-es May Watch This Video
(note- Unus vs Annus. Most Likes to Win.)

May 28th - Only ANNUS-es May Watch This Video
(note- Annus vs Unus. Most Likes to Win.)

May 29th - Only Watch from 2:15 to 6:11 --- DO NOT WATCH ANY OTHER PART OF THE VIDEO
(note- Annus Won)

May 30th - DIY Wine

May 31st - Tearing a Phone Book in Half with Our Huge Manly Muscles

June 1st - 2 Complete Amateurs Enter a Body Building Competition

June 2nd - BLACK LIVES MATTER. Resources and How You Can Help in the Description.
(note- This video was 8 Minutes and 47 seconds of silence)

June 3rd - Crushing Watermelons Betwixt Our Mighty Thighs

June 4th - Morphing Our Bodies Into Superhero Poses

June 5th - Reacting to Your Hilarious Green Screen Memes

June 6th - Mark Teaches Ethan to Read with Hooked on Phonics

June 7th - Ethan Roasts Mark of 15 Minutes Straight

June 8th - There's Something Horribly Wrong with This Picture...
(note- When they made their own creepy photos)

June 9th - Attempting to Build IKEA Furniture Without Instructions

June 10th - Mark and Ethan Become United State Citizens

June 11th - We Made Fanart for Each Other

June 12th - Our Fans Try and Scare Us with Their Homemade Creepypasta

June 13th - Recreating Childhood Photos

June 14th - Will We Break the Boards... Or Will They Break Us?

June 15th - Finding the Most Cursed Image on the Internet

June 16th - Learning to Cry on Command to Increase Our YouTube Views

June 17th - Pee Sauna
(note- The end of quarintine videos. Second of the Pee Trilogy)

June 18th - Building IKEA's Hardest Piece of Furniture Without Instruction is Impossible

June 19th - Becoming One With the Horse

June 20th - The Ultimate Paper Airplane Showdown

June 21st - Creating Mark FISHbach
(note- Origin of Mermer

June 22nd - Leaning How to Lock Pick (FBI Please Don't Watch)

June 23rd - The Most Dangerous Shave

June 24th - Ethan Traps Mark's Soul in the Palm of his Hand

June 25th - Bear Trapping 101: An Elegant Knot For An Elegant Beast

June 26th - 2 Men In a Trench Coat Teach You How to Save Money at the Movies

June 27th - Building the World's First IKEA Boat

June 28th - Ethan Teaches Mark How to Swim

June 29th - 10 Miracle Products to Give YOU the Thiccest Jaw on Planet Earth

June 30th - 2 Dirty Boys Wash Their Filthy Mouths Out with Soap

July 1st - Mark is Guilty. Ethan Has the Proof.

July 2nd - Recreating Mark's Childhood

July 3rd - We Put an Apple Watch in a Rock Tumbler

July 4th - Dummy Thicc for Dummies | A Tale of 2 Butts | Pushing Our Butts Even Further Beyond

July 5th - Reverse Engineering a Kite to Steal the Idea of Electricity From Benjamin Franklin

July 6th - The Candy Bra Challenge

July 7th - Mark and Ethan Look at a Puppy for 10 Minutes

July 8th - Unus Annus Try Pole Dancing

July 9th - This Is Hiding On Your Body RIGHT NOW.

July 10th - Tasting Weird Food Combos: Pickles and Chocolate? Ice Cream and Soy Sauce?

July 11th - The Unus Annus Space Program

July 12th - The Egg Smashing Game

July 13th - Can You Bake a Cookie from Cookie Dough Ice Cream?

July 14th - Bleachus Annus

July 15th - Dunking Oreos In Literally Anything But Milk

July 16th - Preparing a 5-Star Meal for Our Youtube Famous Dogs

July 17th - DIY Teeth

July 18th - How to Escape from a Hostage Situation

July 19th - Does This Magnetic Skincare Routine Really Work?

July 20th - DIY Bed of Nails : OH GOD, PLEASE DON'T EVER TRY THIS

July 21st - The Human Mop

July 22nd - Can Sound Therapy Heal All Wounds?

July 23rd - This Is The Most Dangerous Children's Toy Ever Made

July 24th - Would Chica Save Us From Drowning?

July 25th - We Do It Better Than Icarus Ever Could

July 26th - The Beginning of The End
(note- 110 days left. Start of the Desert videos)

July 27th - The Annual Unus Annus Dunk Contest

July 28th - Ultimate Horseshoes

July 29th - A Serious Conversation Under the Stars
(note- Last of the Desert videos)

July 30th - Recharging Our Phones Using Only Brute Strength

July 31st - 5 Products to Grow Your Patchy Beard

August 1st - Mark Teaches Ethan How to Play the Trumpet

August 2nd - Playing Cards: The World's Deadliest Weapon

August 3rd - We Lubed Our Floor For a Sliding Competition

August 4th - Breaking Glass With Our Screams

August 5th - This is Goodbye
(note- 100 Days Left)

August 6th - Mark and Ethan Share a Drink

August 7th - The Wubble

August 8th - Mark and Ethan Shave Chica

August 9th - DO NOT TRY THIS UNDER ANY CIRCUMSTANCES

August 10th - Judging Your Terrible Unus Annus Ideas

August 11th - Hydro Dipping a Baby

August 12th - Popping Popcorn with a High-Powered Laser

August 13th - Puberty Simulator

August 14th - Grip Strength Test: Loser Becomes the Winner's Butler for a Day
(note- Ethan "won" but Mark never became his Butler)

August 15th - Transforming Mark into the 8th Wonder of the World

August 16th - Momiplier Teaches Self-Defense

August 17th - Playing Children's Games in Total Darkness

August 18th - We're Better Than Dogs

August 19th - The Koala Challenge: TikTok's Intimate Couple's Trend

August 20th - 1 Gallon of Jello Nearly Broke Us

August 21st - Too Many Pickles
(note- The Video before the start of Camp Unus Annus)

August 22nd - Pitching a Tent in the Woods But There's a Bear 15 Feet Away
(note- Start of Camp Unus Annus. Mark was Blind while Ethan was Deaf)

August 23rd - How to Rescue a Cat from a Tree

August 24th - A Bear Attacked Us in the Middle of the Night

August 25th - How to Safely Bury Your Friend

August 26th - Team Building for 2: Trust Fall, Tug-of-War, and More!

August 27th - How to Start a Fire (except don't...)
(note- The infamous video where Unus appears at the window before Mark kills Ethan)

August 28th - Mark's Outdoor Escape Room

August 29th - Hunting HeeHoo

August 30th - Was 2020 a Bad Year for Unus Annus?
(note- End of Camp Unus Annus)

August 31st - Mark Gives Ethan a HOT (stone) Massage

September 1st - We Smell Every Smell

September 2nd - How Many Slaps Does It Take to Cook a Chicken?

September 3rd - 2 Boys 2 Poops

September 4th - Mark Teaches Ethan How to March in a Marching Band

September 5th - We Finally Drank Our DIY Wine

September 6th - 2 Adults Take a 4th Grade Math Test

September 7th - Making Snow Cones With Literally Anything but Normal Flavors

September 8th - We Attempts Pottery Without Amy's Help

September 9th - Can Plants Feel Pain?

September 10th - How Far Can We Chuck a 16lbs Rock?

September 11th - We Pierced Each Other's Ears

September 12th - We Ate Dog Treats So You Don't Have To

September 13th - We Accidentally Made an SCP While Amy Was Away

September 14th - BEYBLADE NUTBALL
(note- The Finale of the Nutball Trilogy)

September 15th - Making the Ultimate Unus Annus Burger

September 16th - Making Soda With Literally Anything But Soda

September 17th - Pee Soda
(note- The Finale of the Pee Trilogy)

September 18th - Learning to Use The Force

September 19th - Brick Soccer

September 20th - We Attempt to Make Holy Water

September 21st - Amy Sent Us a Mystery Box

September 22nd - Mark Knows What Ethan Did...
(note- Ethan cheated on the Grip Test Video)

September 23rd - This Video Will Never Make Sense

September 24th - We Attempt to Make UNHOLY Water

September 25h - We Will Churn Thy Butter

September 26th - Ethan Teaches Mark Gymnastics

September 27th - The Great Ice Cream Cake Race

September 28th - Mark Teaches Ethan to Wrestle

September 29th - Ethan Watches as Mark Achieves the Impossible

September 30th - Consuming the World's Hottest Chip

October 1st - This Video Went Completely Out of Control

October 2nd - The 1000 High Five Challenge

October 3rd - Bobbing For Apples But the Water Keeps Getting Thiccer

October 4th - Mark Breaks His Nose On An Aerial Hoop
(note- Was the second time in one week)

October 5th - Mark and Ethan Milk a Goat

October 6th - Shooting Archery ON A HORSE

October 7th - DIY Minesweeper

October 8th - Literally Finding a needle in a Haystack

October 9th - Drawing on Each Other's Backs in Total Darkness

October 10th - This is For FUN and NOT a Fetish
(note- They were in black bags with a vacuum to such out the air)

October 11th - Mark Conquers His Fear of Night Swimming
(note- Birth of the Gongoozler)

October 12th - The Painful Wolrd of Aerial Silks

October 13th - We Bought Every Grinch Costume on Ebay

October 14th - Pumpkin Taste Tier List

October 15th - Learn to Jump Higher in 16 Minutes and 16 Seconds

October 16th - Bobbing for Literally Anything but Apples

October 17th - This Video is Completely Unedited
(note- This is the video where they shoved Wax up their nose and Marks got stuck)

October 18th - Momiplier Tells Us True Scary Stories from Korea

October 19th - Pumpkin Spice "Challenge"
(note- Similar to the Cinnamon Challenge excpet with Pumpkin Spice and don't do this please)

October 20th - Mark and Ethan Build a Scarecrow

October 21st - Preassure Waching Our Sins Away

October 22nd - We Force Mark to Swin in the Ocean (HIS GREATEST FEAR)
(note- First of the Two Boat videos)

October 23rd - Fighting Fish to the Deathin in the Deep Blue Sea
(note- Second of the Two Boat Videos

October 24th - Cryptid Olympics

October 25th - Phasmophobia in Real Life
(note- Ghost hunt time)

October 26th - Edward Pumpkin Hands
(note- First Video in big spooky house)

October 27th - Blood Bath

October 28th - The Unus Annus Annual Costume Contest
(note- Second Video in big spooky house)

October 29th - Ethan Turns Mark into a Werewolf

October 30th - Ethan Kidnapped Mark
(note- Third Video in big spooky house. Ethan made Mark an escape room)

October 31st - The Truth of Unus Annus
(note- Final Video in the big house. They open the Custom Coffin and change from their clothes into their suits. 13 Days Left)

November 1st - Accepting the Truth
(note- They Accept they are going to die. They remain in their suits from this point onward)

November 2nd - The Unus Annus Last Supper

November 3rd - Being Brutally Honest with Each Other
(note- Mark cries)

November 4th - Recreating Every Single Unus Annus Video
(note- 45 minutes and 11 seconds. Longest video)

November 5th - All Our Video Ideas That Never Happened

November 6th - Who's Cutting Onions In Here???

November 7th - The 1st Annual Unus Annus Roast

November 8th - God's Fitness Test

November 9th - Saying Goodbye to All Our Guests

November 10th - Everything's Legal If You're Dead
(note- Cooking with Sex Toys 2)

November 11th - 7 Minutes in Heaven | 7 Minutes in Hell
(note- Ethan got heaven, Mark got hell)

November 12th - The Unus Annus Annual Sleepover
(note- The final video.)

November 13th - Goodbye.
(note- The final livestream.)
submitted by shayworld to MementoUnusAnnus [link] [comments]

Autochess: Market Status and Design Analysis [effort post]

It really helps me if you check the original article & more similar at https://jb-dev.net/ !!!
https://preview.redd.it/336cy55x9pg61.png?width=1024&format=png&auto=webp&s=c89b35c152f61892f277a28203e61f192a86d260
In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions.
It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away…
This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet.
u/JB: For this article I’m teaming up with my mate Victor Freso, one of my most talented folks at Pixel Noire Games, who helped me review all the games.
We also had feedback of ~300 highly engaged players from the different autochess reddit communities, which participated in an online poll whose results are available here. They’re especially thanked at the end of the article.

A HISTORICAL PERSPECTIVE

This wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:

1st Era (2000s): Assimilation

The company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.
Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture.
Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve.
2nd Era (2010s): Integration
By this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.
The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product.
This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends.

![img](1vsle6y3apg61 " Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two. ")
A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it).
Interestingly, this genre already hints what would happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game.
![img](3b6l2rx6apg61 " Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor. ")

3rd Era (2020s): Fragmentation

In all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.
In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends).
This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement.
By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm.
For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned.
Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve. Meanwhile, Riot, Valve, Ubisoft and many other companies developed and released their own autobattlers at a record time, downgrading the genre creators to just another competitor.
And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA.

MARKET STATUS

Because of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).
And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo.
https://preview.redd.it/081hvwjdapg61.png?width=854&format=png&auto=webp&s=34af2ba4751130a95b422ca1b7fd8c346029ab74
What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views…
Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch)
So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments...

THE AUDIENCE

We are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):
https://preview.redd.it/zdh1jripapg61.png?width=934&format=png&auto=webp&s=162eb3f8b98024c0a69eb889ca26e7463fdd776c
What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess.
This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players.
And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both.
https://preview.redd.it/1frwgvrtapg61.png?width=962&format=png&auto=webp&s=3602c6a760664333236a2fddbc189fbab3ee3fc1
Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.
Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory.
And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match.
There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t.
This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation.

DESIGN CHALLENGES

In this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.
To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up.
But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think:

Flat Complexity & Progression

You have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.
As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time…
As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master.
An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming.
In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.
Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way.
Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.
League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice.
Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out.
But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws.
Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring.
So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master.

Unexciting Updates, Lack of Collection

On top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.
The DAU trend that we expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.
On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way.
Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match.
While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update.
By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates.

Big ‘Snowball Effect’

In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.
For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills…
In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!
Autochess games suffer greatly from this effect, due to the following reasons:
![img](4kbmxiqhbpg61 " TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on. ")
As an antithesis, Poker also has resource management, and luck factor determines the victory (on a specific round). But unlike Autochess, resources can’t override luck, and early victories don’t affect the later chance of winning.

Excessive Match Length

Compared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.
![img](4ed79ecnbpg61 " The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing. ")
‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:

Soft Approach to Monetization

PC/Console approach to free-to-play is generally soft (i.e. primarily based on cosmetics, avoid pay-to-win…), while mobile tends to be quite hardcore in comparison. The softness of PC monetization is even more core to companies such as Valve and especially Riot Games, to which the “no monetization bs” is part of the brand values. This would be very hard to change without harming their reputation.
Same as in most autochess games, in TeamFight Tactics the players can only pay for different cosmetics and for a Battle Pass. Without the massively huge and engaged audience of League of Legends, this monetization approach isn’t able to generate meaningful revenue.
This is not exclusively because we mobile-first devs are a ruthless wallstreet folk which will use every dirty trick in the book to get a bit extra money… but also because mobile games are locked in competition for paid installs. This requires us to get as much revenue as possible from users, as fast as possible, in order to reinvest into players to keep on growing or avoid withering.
The business model of League of Legends or Fortnite is based on their extreme popularity: They already have massive amounts of highly engaged active users, so their strategy is to keep them playing and have a monetization system that, while doesn’t make as much money from the players as it could do on the short term, generates a decent amount of revenue over a longer period of time.
Games that have this soft f2p approach have it very hard to reach enough ARPPU to make paid users profitable, given the insanely high mobile CPIs. This may not be an issue to big IPs and games that are able to bring many organic players (Fortnite, League of Legends…), but it is a big issue for those that can’t attract such a big number of players due to their organic appeal.
Due to its core characteristics (strategic, number-based, complex…), Autochess is unlikely to be a massive appeal product, and therefore won’t fit into the cosmetics model. It’s a game that will have a smaller audience of highly engaged players, and therefore will require a more aggressive monetization to reach similar results.

FINAL THOUGHTS

The history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.
https://preview.redd.it/iw82bogsbpg61.png?width=1280&format=png&auto=webp&s=9a197aa1fcb9ace73d6795103d20a4101ce7ddb5
The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.
After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea.
In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…)
Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game

Special Thanks to…

These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.
So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article.
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Kickstarter Roundup: October 18, 2020 | 25+ Ending Soon (including: Cascadia) & 65+ New This Week (including: Project L: Finesse)

What this is:

This is a weekly, curated listing of Kickstarter board game projects that are either:
All board game projects meeting those criteria will automatically be included, no need to ask. (The occasional non-board game project may also sneak in!)
Expect new lists each Sunday sometime between midnight and noon PST.

Ending Soon

Project Info Players Backers Min / Avg Pledge Ends Comments
Mighty Armies: Invasion The dead have risen! The living must form armies as they combat the forces of foul necromancers. Welcome to Invasion. // Has raised $1,905 of $500 so far. (~381%) ☑ 2? 27 $10 / $71 Oct 18 kicktraq
Brew & Fool! A card game where alchemists can cooperate or betray one another by using super cute spells // Has raised S$8,215 of S$9,000 so far. (~91%) 4 - 7 176 $16 / S$47 Oct 18 kicktraq bgg
Dungeon Universalis (Second Printing) Dungeon Universalis: the definitive dungeon crawler. // Has raised €504,598 of €80,000 so far. (~631%) ☑ 1 - 6 3816 $41 / €132 Oct 19 kicktraq bgg #reprint
Herbaceous - Pocket Edition A new, compact version of Herbaceous that's just as relaxing and beautiful as the original // Has raised $30,227 of $4,500 so far. (~672%) ☑ 1 - 4 1446 $15 / $21 Oct 19 kicktraq bgg #newedition
Impression A strategy board game about printing with unique mechanisms for 2-4 players by Attila Szőgyi (Prehistory) and Csaba Hegedűs (Sakura). // Has raised €28,771 of €15,000 so far. (~192%) ☑ 2 - 4 506 $57 / €57 Oct 20 kicktraq bgg #take2
Neko Harbour: The Card Game A strategy card game that brings 2-4 players to see penguins in Antarctica! // Has raised €6,312 of €5,000 so far. (~126%) ☑ 2 - 4 287 $30 / €22 Oct 20 kicktraq bgg
Cactus Town Tension! Chaos! Fun! A fast-playing action programming game for 2-4 players. // Has raised €114,276 of €25,000 so far. (~457%) ☑ 2 - 4 1857 $30 / €62 Oct 20 kicktraq bgg
Dungeon Fighter A cooperative dexterity game for 1-6 players where you throw dice at a target in whimsical ways to defeat monsters in a deadly dungeon! // Has raised €362,777 of €40,000 so far. (~907%) ☑ 1 - 6 4044 $42 / €90 Oct 20 kicktraq bgg
ROBOTS! Try to build powerful robots while players interfere with construction efforts. It's a simple game with many different ways to win. // Has raised $2,424 of $1,000 so far. (~242%) ☑ 2 - 5 56 $29 / $43 Oct 20 kicktraq
March on the Drina - WW1 World War One strategy board game covering Balkan Peninsula Theater. // Has raised $7,492 of $5,350 so far. (~140%) ☑ 2 - 4 138 $55 / $54 Oct 21 kicktraq bgg
30 Seconds to Live The survivor has seconds to escape the alley. Can the zombies stop them before they escape? http://www.30secondstolive.com // Has raised $7,528 of $10,000 so far. (~75%) 1 - 2 229 $28 / $33 Oct 21 kicktraq bgg
SLEEP TIGHT Drag your fears into the light and escape the Sandman in this action card game by waking up and saving your soul before dawn // Has raised $8,129 of $3,500 so far. (~232%) ☑ 2 - 4 460 $20 / $18 Oct 21 kicktraq bgg
Warfighter Fantasy Warfighter expands into the World of Fantasy! This new Era is fully compatible with all other Warfighter products! // Has raised $81,391 of $20,000 so far. (~407%) ☑ 1 - 6 542 $55 / $150 Oct 21 kicktraq bgg
Cascadia A puzzly tile-laying game featuring the habitats and wildlife of the Pacific Northwest with gorgeous artwork by Beth Sobel! // Has raised $218,459 of $8,000 so far. (~2731%) ☑ 1 - 4 7223 $29 / $30 Oct 21 kicktraq bgg
Lord of the Chords: Bach for an Encore! The Punniest Music Theory Card Game - Kickstarter-Exclusive Foil Cards - $230K+ Previously Raised - 6000 First Edition Copies SOLD OUT // Has raised S$163,632 of S$15,000 so far. (~1091%) ☑ 2 - 4 2010 $38 / S$81 Oct 22 kicktraq bgg #reprint
Martial Art: Clans The great clans of Japan rise for war in this tactical card game. // Has raised $8,610 of $3,000 so far. (~287%) ☑ 2 - 4 329 $9 / $26 Oct 22 kicktraq #expansion
Gatefall: Lost in the North Woods Expansion The first expansion to Gatefall, with characters created by artist Alexei Konev. // Has raised $69,441 of $35,000 so far. (~198%) ☑ ? 943 $39 / $74 Oct 22 kicktraq bgg #expansion
Cybersplit Sci-Fi\Cyberpunk resin miniatures for painters, collectors, and tabletop games.28mm, 54mm, 75mm // Has raised C$6264 of C$6000 so far. (~104%) ☑ - 73 $16 / C$86 Oct 22 kicktraq #minis
DOG CATCHER - THE CARD GAME Fast Paced Trick taking card game with a lovable twist – DOGS. // Has raised $2,145 of $1,250 so far. (~172%) ☑ 2 - 6 52 $20 / $41 Oct 22 kicktraq
Gun and Gun A fast-paced competitive card game featuring action-packed 1v1 duels and a two-deck draft system, brought to you straight from Japan. // Has raised $35,741 of $10,000 so far. (~357%) ☑ 2 584 $30 / $61 Oct 22 kicktraq bgg
MAGDA --The Card Game Travel the Universe in this Solo-Play Card Game inspired by 80's sci-fi thrillers. But beware, your AI has grown sentient--and deadly. // Has raised $10,678 of $3,000 so far. (~356%) ☑ 1 305 $20 / $35 Oct 22 kicktraq bgg
Good Strong Hands RPG A darkly whimsical game about saving your fantastical world. // Has raised $11,679 of $3,000 so far. (~389%) ☑ ? 269 $20 / $43 Oct 22 kicktraq #rpg
GEMJI > Limitless Tabletop Experience Multigame System Ultra-compact hybrid magnetic play system that now does 30+ different games and is a 3D constructor, too. But also so much more! SUB! // Has raised $37,483 of $8,000 so far. (~469%) ☑ 1 - 18 561 $10 / $67 Oct 23 kicktraq
Shaolia 2nd print & expansion A fast-paced, dueling game of fantasy kingdom building filled with deadly strategy & clever tactics // Has raised $54,571 of $20,000 so far. (~273%) ☑ 1 - 4 904 $25 / $60 Oct 23 kicktraq bgg #reprint #expansion
'Dogs & Pigs' - 5,000-year-old board game PIECES The game was found intact (minus the board), but NOBODY KNOWS HOW TO PLAY IT // Has raised $47 of $45 so far. (~104%) ☑ ? 22 $1 / $2 Oct 23 kicktraq
The Rise Of Obliterarium - Fantasy Miniatures Four outstanding clans full of attitude in 75mm-scale resin miniatures for gaming, painting, and collecting. // Has raised €17,675 of €15,000 so far. (~118%) ☑ - 114 $58 / €155 Oct 23 kicktraq #minis
Cartographers Heroes + 3 Map Pack Expansions The stand-alone follow up to the critically acclaimed map-drawing game - Cartographers: A Roll Player Tale. // Has raised $281,837 of $20,000 so far. (~1409%) ☑ 1 - 100 5255 $22 / $54 Oct 23 kicktraq bgg
Mother of Frankenstein An immersive puzzle game based on the life of Mary Shelley, author of Frankenstein // Has raised $168,002 of $33,000 so far. (~509%) ☑ 1 - 6 1350 $10 / $124 Oct 24 kicktraq bgg

New This Week

Project Info Players Backers Min / Avg Pledge Ends Comments
(s)T(r)UMPED - Make America Guess (s)T(r)UMPED - "Trump Against Humanity" - Make America Guess Again! Testing your REAL NEWS knowledge against your FAKE NEWS knowledge! // Has raised $97 of $2,500 so far. (~4%) ? 3 $25 / $32 Nov 04 #lolwut
8 cuts! is a ridiculously addictive and fast-paced card game Chop away at your boredom with a manic card game that you can play just about anywhere and with anyone. // Has raised £170 of £10,000 so far. (~2%) 2 - 4 9 $20 / £19 Nov 11
Alien Puppies A Strategic Card Game Adventure with Cyberpunk Puppies. Collect Alien Puppies and avoid Barkmageddon! 🐶 🚀 // Has raised S$14,299 of S$7,000 so far. (~204%) ☑ 2 - 5 281 $20 / S$51 Nov 12 bgg
Anti-Social Skills A party game written by comedians, so you know it's written good! // Has raised $6,594 of $10,000 so far. (~66%) 3+ 179 $25 / $37 Nov 12
Banana Hammock Banana Hammock is a fast paced game about monkeying over your friends and scoring Bunches of Bananas! // Has raised $3,232 of $7,499 so far. (~43%) 2 - 4 51 $20 / $63 Nov 13 bgg
Band Grab A fast-moving strategy card game for 2-6 players. Collect. Steal. Scheme... And get ready to rock! 🎸 // Has raised A$3,241 of A$8,500 so far. (~38%) 2 - 6 80 $18 / A$41 Nov 13 bgg
Battle Brawl Battle Brawl is a fun game that combines rolling dice with strategic card play! // Has raised $4,158 of $12,500 so far. (~33%) 2 - 4 50 $25 / $83 Nov 12
Boy Band Builder: The Card Game! Boy Band Builder is a 2-4 player card game. 20-30 mins - Ages 13+ www.boybandbuilder.com // Has raised $2,952 of $4,450 so far. (~66%) 2 - 4 54 $16 / $55 Nov 13 bgg #take2
Campaign Trail: Second Edition and Green Party Expansion The remarkably UNPOLITICAL asymmetrical political strategy game about American electoral politics for 1-8 players now has an expansion! // Has raised $56,761 of $20,000 so far. (~284%) ☑ 1 - 8 865 $27 / $66 Nov 01 bgg #reprint #expansion
Chirpee A matching card game for kids of all ages. // Has raised $337 of $7,000 so far. (~5%) 2 - 8 9 $15 / $37 Nov 12
Codex Algo: The First Machine Learning Card Game An educational and playful 3-in-1 card game covering the themes of Machine Learning. // Has raised €478 of €17,500 so far. (~3%) ? 7 $66 / €68 Oct 30
Create Your Dictator A game that enables you to become the mastermind behind a new world order. Which dictator will you put forward to rule the world? // Has raised €1,225 of €90,000 so far. (~1%) 2 - 4 36 $36 / €34 Dec 15
Crescent City Cargo + Captains of the Gulf Reprint Come on down to the Mississipi River and start your lucrative logistics business in the most important hub of commerce. // Has raised $35,412 of $5,000 so far. (~708%) ☑ 2 - 4 458 $59 / $77 Oct 30 bgg
Cricket the Card Game The most competitive cricket game ever made. // Has raised $13 of $17,000 so far. (~0%) 2 4 $15 / $3 Nov 13
Dirty Money: The Money Laundering Game Manage a global money laundering network by funneling dirty money into artworks and businesses while avoiding government blacklists // Has raised S$6,312 of S$5,000 so far. (~126%) ☑ 2 - 5 108 $22 / S$58 Nov 05
Don't Get Got: Secret Missions with Shut Up And Sit Down A board game collaboration with us and tabletop conrnessouirs: Shut Up and Sit Down! // Has raised £68,278 of £20,000 so far. (~341%) ☑ 2 - 10 2176 $26 / £31 Nov 15 bgg #newedition
Drakar Drakar is an sci-fi indie microRPG that uses dominoes and a d6 to determine the fate of a spacecraft in search of a new homeworld. // Has raised £1,836 of £200 so far. (~918%) ☑ 1 - 5 85 $11 / £22 Nov 11 #rpg
Field of Screams A cooperative tabletop RPG for 2-6 players where speaking might get you killed! // Has raised $15,958 of $17,500 so far. (~91%) 2 - 6 102 $99 / $156 Nov 01 #expansion
For Sale Autorama & For Sale: Advisors Expansion A New Standalone Game of For Sale as well as a new Expansion for the classic For Sale! // Has raised $21,115 of $12,500 so far. (~169%) ☑ 3 - 6 833 $9 / $25 Oct 30 bgg #expansion
Gem Hunt An open-world, adventure board game packed with countless twists and turns for incredible replayability... // Has raised $2,634 of $25,000 so far. (~11%) 2 - 4 28 $75 / $94 Nov 19 bgg
Glyffiti A board game of magic and graffiti. // Has raised $44 of $30,000 so far. (~0%) 2 - 5 5 $30 / $9 Nov 12 bgg
Help Arrives! (Spanish Civil War) Tactical wargame about the Spanish Civil War and international aid. Realistic simulation hex&counter wargame with 800+ counters! // Has raised €25,883 of €15,000 so far. (~173%) ☑ 2 435 $53 / €60 Nov 05 bgg
Hexinos A six sided twist on dominos // Has raised $496 of $3,200 so far. (~16%) 2 - 5 10 $19 / $50 Nov 15 bgg
Hot Potato! Make your Potatoes face threatening Encounters and come out victorious // Has raised €2,670 of €1,000 so far. (~267%) ☑ 2 - 4 113 $11 / €24 Nov 03 bgg
Is That Banana Loaded?® Adventure edition expansion pack New 16 card expansion pack for Is That Banana Loaded?® - the crazy weapons dice and card game for families, adults, teens and kids. // Has raised £143 of £300 so far. (~48%) 2 - 5 10 $4 / £14 Nov 10 bgg #expansion
Juegorama Board Game Masks Kickstarter Exclusives Masks for board games lovers! 85 washes, reusable, comfortable, double layer and approved norm CWA17553:2020 // Has raised €1,730 of €1,950 so far. (~89%) - 26 $18 / €67 Oct 30 #bling
Kabuto Sumo Board Game Turn into a tough beetle with a bad attitude and force your opponents out of the ring in this disc-pushing board game. // Has raised $109,581 of $10,000 so far. (~1096%) ☑ 2 - 4 2512 $29 / $44 Nov 12 bgg
LAKAM 3D board game where you must move walls, place mines and capture FLAGS to win // Has raised MX$4,046 of MX$500,000 so far. (~1%) 2 - 4 5 $95 / MX$809 Nov 11
Lilypads Manipulate lilypads to achieve objectives whilst avoiding the attention of the frog. // Has raised £300 of £100 so far. (~300%) ☑ 1 - 2 143 $3 / £2 Oct 27 bgg
Lost Ones Explore the map, solve the mystery, or become a Lost One // Has raised $38,779 of $20,000 so far. (~194%) ☑ 1 - 4 582 $30 / $67 Nov 02 bgg
Martial Law TCG: A Trading Card Game Martial Law is a Martial Arts Trading Card Game (TCG). // Has raised $3,197 of $3,000 so far. (~107%) ☑ 2 29 $20 / $110 Nov 14
MERCHANTS OF INFINITY ! The re-launch of MERCHANTS OF INFINITY! Lower prices, extra content, Sci-fi and Steampunk adventures, set in spaaaace! // Has raised £3,516 of £20,000 so far. (~18%) 1 - 5 71 $46 / £50 Nov 05 bgg #take2
Misfit Card Game - Warrior Edition A fun and quick card game, that gives even the extreme ADHD, anti-card game folks, a fun game to play! // Has raised $420 of $500 so far. (~84%) ? 12 $15 / $35 Nov 05
Mr. Cabbagehead's Garden returns! A reprint of the terrifyingly illustrated quirky game of competitive gardening for 1-2 players by Todd Sanders. // Has raised $21,824 of $1,000 so far. (~2182%) ☑ 1 - 2 1098 $24 / $20 Oct 30 bgg #reprint
Naughty Elves A Christmas Card Game For Naughty Boys and Girls // Has raised $612 of $50,000 so far. (~1%) 2 - 5 20 $25 / $31 Nov 06
Nuts N Guts High pace & highly entertaining casual variation of poker made with an original deck of cards combining both hand cards and wild cards // Has raised $1,256 of $5,000 so far. (~25%) ? 26 $19 / $48 Nov 20 bgg
OVERMAGE a fun-focused card game with secret, random win conditions // Has raised $862 of $2,000 so far. (~43%) ? 14 $60 / $62 Nov 12
Pets'n'Pirates A card game for modern pirates who love Tactical Penguins and fear the Kraken. Everybody should fear the Kraken. // Has raised £3,104 of £4,300 so far. (~72%) 2 - 4 154 $19 / £20 Nov 10 bgg
Poketto Collection 3 Pocket Sized Games in 1 // Has raised $19,285 of $10,000 so far. (~193%) ☑ varies 576 $10 / $33 Nov 14 bgg
Pretty Princess Pomelo The power of Friendship, Love, and Vitamin C! // Has raised C$1564 of C$36000 so far. (~4%) 2 - 4 26 $26 / C$60 Nov 14
Project L: Finesse A fast-paced, tile-matching, engine building game with recessed puzzle boards and vibrant acrylic pieces for 1-5 players. // Has raised €219,228 of €15,000 so far. (~1462%) ☑ 1 - 5 5057 $18 / €43 Oct 29 bgg #expansion #newedition
Push Up Poppies - The Tabletop Card Game Feel the rush of managing an Afghani poppy plantation where anything is possible and nothing is fair. // Has raised CHF1,029 of CHF4,000 so far. (~26%) 2 - 6+ 20 $21 / CHF51 Nov 05
Putrescence Regnant Ear-shattering, rot reeking bog crawl for MÖRK BORG // Has raised $42,467 of $5,000 so far. (~849%) ☑ ? 1122 $10 / $38 Oct 30 #rpg
Radioactive Bees An innovative tile-stacking game in which mutant bees build 3D radioactive honeycombs // Has raised $6,047 of $5,000 so far. (~121%) ☑ 1 - 4 128 $24 / $47 Nov 06 bgg #take2
Red Ocean A strategy board game about business // Has raised £1 of £25,500 so far. (~0%) 2 - 4 1 $91 / £1 Nov 03
RiddleUp: The modern parlor game A parlor game that connects the digital and analog world. // Has raised CHF106 of CHF78,000 so far. (~0%) 2 - 6 2 $14 / CHF53 Nov 16
Roll Z App Based Board game PNP A solitarie, real time, dice management game with App powered experience! Zombies are roaming and you are running out of time... // Has raised €439 of €200 so far. (~219%) ☑ 1 52 $4 / €8 Nov 12
Shards of the Jaguar A "dungeon-deduction" game, where you play the heroes and the dungeon as well. Set secret traps and outsmart the others! // Has raised €17,928 of €15,000 so far. (~120%) ☑ 1 - 4 277 $53 / €65 Nov 12 bgg #take6
Sneks A Cool Card Game // Has raised $1,987 of $10,000 so far. (~20%) 2 - 4 13 $20 / $153 Nov 12
Space Dinos Voyage through space in this tile laying, dice rolling, constellation building game for the entire family! // Has raised $1,370 of $1,100 so far. (~125%) ☑ 1 - 4 71 $22 / $19 Oct 31 bgg
TacTiki A challenging strategy memory game for 2 players with beautiful miniatures and smart gameplay. // Has raised £47,207 of £10,000 so far. (~472%) ☑ 2 1137 $34 / £42 Nov 05 bgg
That's a You Problem Make your friends go mad while solving the problems in the world in this casual card game. // Has raised C$1356 of C$8000 so far. (~17%) 2 - 8 62 $22 / C$22 Nov 16
The Escape Box: Mysterious Puzzle Adventures An escape room in a box featuring bespoke narratives that unfold as you progress. Find clues, mechanical puzzles and unique artifacts. // Has raised C$18399 of C$10000 so far. (~184%) ☑ 1 - 6 124 $59 / C$148 Nov 12
The Ranch - Fences Expansion Pack Expansions to the 2019 Top 20 Family Game on Kickstarter // Has raised $3,334 of $8,000 so far. (~42%) 2 - 6 78 $25 / $43 Nov 05 bgg #expansion #take2
The Scare Factory 1-4 Person cooperative tabletop dungeon crawling experience. Defend the underworld from the plundering humans. // Has raised C$6776 of C$85000 so far. (~8%) 1 - 4 62 $80 / C$109 Nov 12 bgg
The Science and Séance Society An asymmetric two player game of hand management, dice manipulation, and genteel rivalry. // Has raised $7,493 of $5,700 so far. (~131%) ☑ 2 226 $30 / $33 Oct 31
THE URBAN LEGEND Summer Adventures...The Journey to be Cool THE URBAN LEGEND: A four part Board Game and Book Series for ages 8 and above // Has raised $217 of $10,000 so far. (~2%) 2 - 6 8 $30 / $27 Nov 30 #lolwut
Thirsty Sword Lesbians Cross swords and fall in love with this tabletop RPG by April Kit Walsh, celebrating queer love and power, Powered by the Apocalypse. // Has raised $82,167 of $19,999 so far. (~411%) ☑ ? 2369 $10 / $35 Nov 12 #rpg
Treat Trumps A tasty card game that's raising money for foodbanks... // Has raised £1,811 of £2,500 so far. (~72%) any 38 $16 / £48 Nov 23
Triumphus A quick set collection card game that plays 2-4 for ages 11+. // Has raised $772 of $2,000 so far. (~39%) 2 - 4 20 $20 / $39 Nov 11
Trivia Trolls The World's First Strategy, Trivia, Party Game. // Has raised $11,593 of $10,000 so far. (~116%) ☑ 4+ 238 $15 / $49 Nov 12 bgg
Turf War: Unicorn City plus 18 Additional Fun, Quirky, Original Card Games // Has raised $425 of $1,000 so far. (~42%) 2 - 4 11 $20 / $39 Oct 28
Twisted Fables A fast and furious fairytale fighting game that is driven by deckbuilding and inspired by classic 2D video games. // Has raised $74,796 of $50,000 so far. (~150%) ☑ 2 1231 $35 / $61 Oct 29 bgg
UNBOUND RPG Reprint Create your own unique world and then blow it to pieces. // Has raised £16,301 of £3,000 so far. (~543%) ☑ ? 652 $13 / £25 Oct 28 #rpg
USURPER - A Strategic Game of Dark Factions Set in a dark fantasy universe, USURPER is a fast-paced, highly strategic card drafting and grid placement game for 2 players. // Has raised $3,474 of $5,000 so far. (~69%) 2 146 $16 / $24 Nov 12
Veiled Fate A GAME OF HIDDEN INFLUENCE FOR 2-8 PLAYERS // Has raised $447,482 of $100,000 so far. (~447%) ☑ 2 - 8 4471 $65 / $100 Oct 31 bgg
Wiz Dice Wiz Dice is a Roll and write game, in PnP format, of dice management. // Has raised €706 of €250 so far. (~282%) ☑ 1 - 5 132 $2 / €5 Nov 02 bgg
Word Hustle: A Strategic Game of Crosswords A dice rolling, real-time crossword building, and opponent-hustling game! Strategically form words like you've never done before. // Has raised $9,314 of $4,175 so far. (~223%) ☑ 1 - 4 219 $22 / $43 Nov 12 bgg

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what poker apps can you win real money

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