Princess Ryan's Star Marines - First Nine Chapters Free!
Here's a sample of what you get for only $4.99 on Kindle:
Click on the "Look Inside" feature on the Princess Ryan's page on Kindle and read the first nine chapters of the novel for FREE! on line.
That is 45 pages (nearly 10 percent of the novel) and includes the Dramatis Personae and a Contents section with the titles to all 94 (short) chapters.
If you liked the games, you'll enjoy to novel -- as most of the characters, weapons, warriors and sites from the Avalon Hill board game are there - along with new characters and much, much more! Suitable for all ages, Princess Ryan's Star Marines, as one reviewer says, is "...packed to the rafters with old-fashioned space opera (and lots of new bits) that throws caution to the wind and replaces it with very amusing prose, without losing the reins of the story."
http://www.amazon.com/Princess-Ryans-Star-Marines-ebook/dp/B006P4E9V6/ref=sr_1_fkmr0_1?ie=UTF8&qid=1376016448&sr=8-1-fkmr0&keywords=princess+ryan%27s+star+marines
Friday, August 9, 2013
Thursday, August 8, 2013
$4.99 for Princess Ryan on Kindle!
$4.99 for Princess Ryan on Kindle!
-To make my novel more accessible and more affordable, I have reduced the price by half to $4.99 on Kindle. Paperback version is $17.99 (down from $19.99 - I can not go any lower due to 'price to publish' contractual agreements with CreateSpace...although it can be had for even less in the used shops on Amazon).
http://www.amazon.com/Princess-Ryans-Star-Marines-ebook/dp/B006P4E9V6/ref=sr_1_15_bnp_1_kin?ie=UTF8&qid=1375994527&sr=8-15&keywords=princess+ryan%27s
Some Nice Press About Princess Ryan's Star Marines
Woke up today to some nice and unexpected press about my novel, Princess Ryan's Star Marines...
AUG
8
On Sharks, Gen Con, Matt Forbeck, Mark McLaughlin, and Bacon.
http://overdaedge.blogspot.com/2013/08/on-sharks-gen-con-matt-forbeck-mark.html
As the blogger remarks:
In other game novel related news, an acquaintance of mine, Mark McLaughlin, recently released Princess Ryan's Star Marines. Based of the beloved game of the same name, Princess Ryan's Star Marines follows the exploits of a squad of star marines as they attempt to rescue the beautiful (I assume) Princess Ryan. You can read a review here.
In related news, look for a major review of the novel on Goodreads very shortly....
Over da edge
A blog of edgy book writing, clever game designing, and lucky life
AUG
8
On Sharks, Gen Con, Matt Forbeck, Mark McLaughlin, and Bacon.
http://overdaedge.blogspot.com/2013/08/on-sharks-gen-con-matt-forbeck-mark.html
As the blogger remarks:
In other game novel related news, an acquaintance of mine, Mark McLaughlin, recently released Princess Ryan's Star Marines. Based of the beloved game of the same name, Princess Ryan's Star Marines follows the exploits of a squad of star marines as they attempt to rescue the beautiful (I assume) Princess Ryan. You can read a review here.
In related news, look for a major review of the novel on Goodreads very shortly....
Wednesday, August 7, 2013
Kentucky in the Civil War: Speed Bump or Trap Play?
At the WBC (World Boardgaming Championships) convention in Lancaster
last week, I got into an interesting discussion about the role of Kentucky ,
most notably Louisville , in Rebel Raiders on the High Seas (as well
as in other Civil War games and in history).
It began with this comment from my friend Evan:
“Why would any Rebel
player in their right mind NOT invade Kentucky on turn one?”
In Rebel Raiders
as in many Civil War games the South goes first. That means it can get into Kentucky
and take Louisville before the
North, presenting the Union with a fait d’accompli. In Rebel
Raiders the South takes it by simply placing in Louisville
one of the two batteries they can build in a turn. The South then rolls two dice, and loses the
difference in Victory Points.
Evan put forth the notion that this is a no-brainer
move. It is an “in-your-face” challenge
to the Union to take this initially neutral city, and it blocks the Ohio –
which means any Union warships built in Cincinnati cannot join the Union fleet
on the Mississippi unless and until Louisville is taken. In addition, he pointed out, it protects Nashville .
“What Rebel player in
his right mind doesn’t take Louisville on turn one?” He reiterated.
I answered: “me.”
While Evan is not WRONG, I see Louisville
not as a speed bump but as a trap play.
First, the Union never has to take Louisville
back from the South – not to win, not even to attack Nashville
– which can be assaulted by hitting Forts Henry and Donelson out of Cairo . So that means the battery may never fire a
shot, and that he Victory Points lost will never be recovered.
Second, if the South does not take Louisville ,
the North might just be tempted to grab it – and that uses up one of their
attacks (although in 1861 their attack odds are poor, they can still get lucky
in a fight in an undefended port or fort space). It also means the North has to roll two dice,
and give the South the difference in the roll as Victory Points. The maximum difference is only FIVE
– but that is enough to build a Blockade Runner or Gunboat for the South. It is as much as five Blockade Runners can
bring home in a turn from going to any ports other than the two big European
ones.
Third, the battery that is used to take Louisville
for the South is better used anywhere else:
at Nashville or Forts Henry
and Donelson, for example, or at Island No. 10 or Memphis
– and that is just in that same theater of operations. In addition, compensating for the Victory
Points expended to take Louisville ,
as noted above, means extra work for the Blockade Runners – or, if the
difference between the dice is the full Five, it means it cost the South a ship
it could have built – either a gunboat for defense or a Runner to make points.
The Yankee Case: Louisville is
an easy victory and a jumping off point.
There are, of course, those who see Louisville
in a different light. A Union Louisville
does open up Cincinnati as an extra
shipyard to build up the Mississippi Squadron more quickly. It does threaten Nashville from the land side
– which means the South has to worry about Tennessee being invaded from another
direction, and if Nashville falls the North can immediately strike either
Memphis or Chattanooga before the South can react (assuming the North took
Nashville on its first attack of the two it gets each turn, or that the Union
purchased or has cards that give it additional attacks).
Bottom Line: Both Sides are Right
As in many games (and many wars) both sides make a good
argument for why Louisville is or
is not important. Next time you play Rebel Raiders, which way will you jump?
(Photo below shows a Union Louisville - top center, yellow square with round blue marker with white star - and a Union controlled Island No. 10, with a fleet at Cairo.)
Tuesday, August 6, 2013
The Ships of Rebel Raiders - The Ironclads
Rebel Raiders on the High Seas is a strategic game of the Civil
War which focuses on the role of the navies on the rivers, along the coasts and
on the oceans. While most ships are
represented by generic counters for Ironclads, Blockade Runners, Gunboats,
Screw Sloops and, of course Raiders, there are cards and corresponding counters
for many individual vessels. This series
presents those cards and offers a glimpse into the history of these storied
ships.
Part IV– The Union
Ironclads : Black Terror – The $8.63 Ironclad
The art of military deception was alive and well in the
American Civil War, and there is perhaps no greater example of this, at least
on the naval side, than the story of the Black Terror (as represented by USN Card 25). A “mock” ironclad, it was built in 12
hours for a cost of $8.63 and sent downriver with the current in February
1863. Its mission was to scare the
Confederates into abandoning construction on a real warship (the USS
Indianola, which they had captured and were repairing for use on the Mississippi ).
It worked. The
Confederates, fearful that this menacing warship belching smoke from two stacks
and with a dozen guns poking out from all sides would recapture the USS
Indianola, set their prize on fire and blew her sky-high (see illustration below). The flotilla of Rebel rams scurried away rather
than face this “Black Terror” – a
mountain of a ship that was painted all black, with smoke billowing from tar
pots and wooden “Quaker” guns and which bore in bold letters on her (phony)
paddle-wheel housing the warning “Deluded People Cave In.”
As the Rebels fled, the dummy ironclad drifted on for two
miles until running aground on a sandbar – at which point she was “captured” by
Rebel Partisan Rangers.
While the Union press
of course had a field day with this story, the Confederate newspapers took it
quite well. As The Richmond Examiner put
it, may as well “laugh and hold your sides lest you die of a surfeit of
derision.”
Monday, August 5, 2013
The Healing and Teaching Power of Board Games
My "Napoleonic Wars" Cited as Useful in "Dealing With Stress" and for "Leadership Lessons"
Award-winning fellow wargamer and noted business consultant Scott Pfeiffer featured my Napoleonic Wars boardgame in an article on his company's blog. Entitled "Dealing With Stress: Lessons from a Boardgame," Scott not only said many complimentary things about it ("Trust me, this is a great game,") but also demonstrated how games, and my game in particular, can help teach people and the companies they run or work for some good lessons in how to deal with stress, especially in hard times.
For the full article, please go to http://marshallfredrickco.com/On_Business/stress-boardgame/
On a related note, consultant Richard Bliss mentioned my Napoleonic Wars in his piece in Forbes entitled "Juicy Leadership Lessons...From Boardgames?"
http://www.forbes.com/sites/netapp/2013/07/31/leadership-lessons-boardgames/
....
Award-winning fellow wargamer and noted business consultant Scott Pfeiffer featured my Napoleonic Wars boardgame in an article on his company's blog. Entitled "Dealing With Stress: Lessons from a Boardgame," Scott not only said many complimentary things about it ("Trust me, this is a great game,") but also demonstrated how games, and my game in particular, can help teach people and the companies they run or work for some good lessons in how to deal with stress, especially in hard times.
For the full article, please go to http://marshallfredrickco.com/On_Business/stress-boardgame/
On a related note, consultant Richard Bliss mentioned my Napoleonic Wars in his piece in Forbes entitled "Juicy Leadership Lessons...From Boardgames?"
http://www.forbes.com/sites/netapp/2013/07/31/leadership-lessons-boardgames/
....
Sunday, August 4, 2013
Hudson's Hideout Interviews Mark McLaughlin
10 Questions with game designer Mark McLaughlin
Posted by Jason F
http://hudsonshideout.blogspot.com/2013/08/10-questions-with-game-designer-mark.html
Subscribe to:
Posts (Atom)


