Friday, March 29, 2019

12 Best URL Shortener to Earn Money

  1. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  2. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  3. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  4. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  5. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  6. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  7. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  8. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  9. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  10. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  11. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  12. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

Bionic Commando Rearmed Review

Last time on Bionic Commando, our hero grappled, shot, and swung his way past enemy lines all in efforts to save a man known as Super Joe and stop a certain sinister citizen from taking over the world. Now, the part man part machine all solider must embark on a completely new mission to save a man named Super Joe and to stop a remarkably similar sinister citizen from....well you know.



It should be obvious that Bionic Commando Rearmed (referred to as Rearmed) falls under the genre retro evolved. A lot has changed since the NES version. And in true retro evolved fashion, a lot hasn't changed. Whether it's an element from the past or present, it's all going under the critical-eye.



Presentation
  • The graphical style was modernized well. The colors are bold and flat allowing for the simple shapes to create the necessary contrast to distinguish the various game elements. At the same time, there's a level of fine detail across the board that gives the game that next-gen feel including the real time lighting effects, rag doll death animations, and particle effects.
  • Unfortunately, the game developers seem to have forgotten that most people still don't own HDTVs. The text in the game is almost illegible on my SDTV. Continuing to design games with such "next-gen" text only seems inconsiderate. Even on an HD set, the lettering would still be very small. Why invite eyestrain into the gaming experience?
"However, now that we don't have the same memory limitations that the 8-bit game did, we have fleshed out the story quite a bit. Without altering the original story, we have added some new background information that helps tie Bionic Commando Rearmed to its next-gen big brother" ~Ben Judd, Producer at Capcom Japan
  • The "fleshed out" story delivered via text boxes transmitted at safe stations throughout the levels are a minor misstep. Presenting the player with small text based stories wtihout visuals to support it is a misuse of the highly visual and interactive medium that is video games. Lost Odyssey and Braid both suffer from egregious uses of such story text.
  • On the plus side, from what I read of the text, many humorous moments are created by pointing out the translation errors that litter the original Bionic Commando. Though I haven't played the original, the humor is still accessible.

Mechanics

  1. Primary mechanics: GRAPPLE, SWING, SWING-JUMP, RELEASE, SHOOT,
  2. Secondary mechanics: MOVE, DUCK, GRENADE
  3. Tertiary mechanic: SLIDE, THROW (barrel/soldier), UNSCREW
  • Bionic Commando Rearmed is a platformer. With out a JUMP mechanic to get around, players must learn to love the functionality of the bionic arm. Fortunately, in Rearmed, the bionic arm mechanics are highly dynamic. Players can GRAPPLE the wall, platforms, health and point power ups, enemy bullet/missile fire, barrels, enemies, cinder blocks, levers, and screws. The SWING radius is determined by how extended the bionic arm is when it latches to an object. The longer the extension, the farther the SWING-JUMP. Without these bionic abilities, our hero would be just one of the ordinary soldiers hanging out at the base.
  • The dynamics of the bionic arm mechanics are solid, but there's a lot of clutter in how these mechanics interact with the game world. Though the player has a lot of control with the mechanics, the GRAPPLE mechanic sometimes doesn't catch what look like direct hits. The amount of grace for the GRAPPLE mechanic is too low considering how the form of the grapple arm looks when passing through objects.
  • Somewhere between the ability to GRAPPLE/SWING and the ability climb up through platforms, a significant amount of clutter exists. Depending on the situation, a "solid" platform can stop the player, allow the player to pass through, allow the player only to swing through, force the player to stand up, or just cancel the grapple. Because this high amount of variation goes against the game's forms while existing outside of the player's level of control, the core gameplay contains a lot of unreliability. This, in turn, affects the player's ability to trust the game world as a place with rules and predictable outcomes.
  • This clutter seems to be a result of the retro part of Rearmed. Because the bionic mechanics and level design were transferred very directly from the NES version of Bionic Commando (a game made when animation, platforms, hit boxes, and the swinging mechanic were very limited) this next-gen remake suffers. Since the NES days, the gaming industry has learned to tighten up such mechanics so that a game's forms are maintained.
  • The apparent "holes" in Rearmed's forms make it difficult to quantify the SWINGing mechanics. When swinging, understanding the game world and how it limits the player isn't as easy as with Super Mario Brothers and counting bricks. But on the ground things are much simpler in Rearmed. The player can either be standing, ducking, or sliding. Furthermore, the player can only shoot straight, and aim the grapple up, diagonally, or forward. Once the ground based quantification is understood, it becomes easy to see how the developers positioned enemies and platforms around to great challenges.

Controls
  • Another retro feature of Bionic Commando Rearmed is the control scheme that goes against the generations of knowledge and experience we've gained about desinging controls. Out of the four factors that make up a mechanic, Rearmed's bionic mechanics fail at being direct, intuitive, and individual.
  • By hitting the GRAPPLE button, the player character shoots off his bionic arm that travels out and retracts back automatically. Hitting the button quickly, or holding it doesn't alter the distance or timing in any way. When hanging from a platform, hitting the same button will cause the character to retract his arm completely. Instead of having control over the mechanical variation, players simply have control over the mechanical state.
  • When on the ground and facing forward, hitting the SHOOT button makes the character shoot straight forward. Conversely, hitting the GRAPPLE button makes the character shoot out the bionic arm diagonally forward and up. This odd design choice isn't very intuitive even though it helps to have the default direction diagonal like this.
  • Unfortunately, things get a bit more complicated from here. SWING-JUMPing, which is essentially letting go of the bionic arm to let the momentum from the swing fling the character, isn't achieved by using the GRAPPLE button. To let go and SWING-JUMP players must hold left or right. What's also strange is that to GRAPPLE straight forward in the air players must hold down and hit the GRAPPLE button, but on the ground players must hold forward while standing, or down for a ducking straight GRAPPLE.
  • The controls simply don't have to be this convoluted. Interestingly, those who have gotten their hands on the new 3D Bionic Commando game have expressed how difficult the controls are. In response Capcom released these comic like pictures to illustrate how simple and intuitive the controls actually are. From the look of things, I much prefer this scheme than the one in Rearmed.


  • By some combination of the PS3's lousy D-pad and how Bionic Commando Rearmed buffers the directional inputs, I found the responsiveness of the controls to be sluggish and sloppy. Also, I'm surprised the developers didn't go with a wheel system for weapon switching. Hitting L1 and L2 to cycle through the weapons isn't as efficient as hitting a direction on the right analog stick.

Level Design
  • The enemies aren't a big part of the game/level design. There's a lot of interplay when countering enemy attacks, but the enemies have little to no interplay for countering or influencing the player. The enemies patrol small areas which make them easy to skip and easy to forget. On the super hard difficulty, the enemies are more aggressive, take smarter tactical moves, and can even shoot diagonally not to mention their bullets can kill in just 2 shots. Overall, Bionic Commando Rearmed is mostly about platforming without enemy interference. Without dynamically layered game elements, the amount of emergence and varied interactions possible within the game are limited.
The Modes
  • Bionic Commando Rearmed features a lot of new modes that its NES predecessor did not have. The Co-op is fun. The level design of the game is mostly open enough so that 2 players can comfortably exist at one time. Being able to completely overlap each other so that both players take up the same space makes moving together on small platforms easy. However, the camera for co-op play is deconstructive and borders on terrible. When both players start to move away from each other the camera does what it can to keep both players on the screen by zooming out and/or reducing the about of vertical or horizontal distance either player can see beyond themselves. When the distance between the players becomes too great, the screen lazily splits into two. While the camera is splitting the screen, either player's view can be completely obscured making tricky jumps and situations all the more deadly. Perhaps what's worse of all is that when playing co-operatively, the camera isn't designed/positioned to show as much of the environment as when playing solo. Critical platforms, jumps, and enemies are often hidden leaving the inexperienced players wondering where to go next and taking guessing with their lives. The necessary team work required to beat each boss is a nice touch.
  • Having limited lives and doors that function as check points is a retro convention that's refreshing in this industry over saturated with checkpoints and infinite tries. When the player is given so much control over the enemies and environment like in Rearmed, playing through a level/mission in one go is completely doable. By limiting the player's lives, the player is encouraged to buckle down and beat it in this way. This is most evident in the single player mode.
  • The hacking mini game is so short, simple, and auxiliary that its function within the scope of the game is a positive one. If players want the health or point powerups awarded for a successful hack, then the option is always there for them. Otherwise, hacking can be skipped altogether.
  • The top down missions are terrible. Bionic Commando is approximately 80% platforming. Take this away, and you're left with a measly and uninteresting portion of the game. The significant amount of autoaim present in this mode is forgivable. After all, it helps maintain the quantified aiming feel in a mode when the top down perspective would otherwise removed it. Additionally, the top down perspective frees the player to move vertically and horizontally with ease. This movement freedom makes running past enemies and dodging bullets far too easy. In fact, nothing stops or even challenges the player from running to the end and delivering the finishing blow on the truck. Because these missions are tricky to avoid and the challenge never changes, they become annoying operations filled with static space.
  • The challenge/puzzle mode is nicely done. With over 40 challenge levels to work through, it's fortunate that the bionic platforming mechanics have a considerable amount of complexities and nuances to focus each level while keeping each distinct and unique. The odd, often counter intuitive physics for the bionic arm mechanics are highlighted throughout the course of these challenges. To figure out how to pass all the challenges requires a thorough knowledge of these nuances, and fairly high level timing skills. Beating the challenge is one level of accomplishment. Getting 5 stars is the next level. And topping the leader boards should give anyone enough play time to keep them busy for years.
  • The battle mode is a nice addition. Without online play, I've can only experience this mode by playing against the other member of the B.E.S crew. Without putting enough play time with the right amount of competition, I'll withhold all comments about this mode's flow, balance, and other design choices. I look forward to watching the youtube video of 4 high level Bionic Commando super fans battling it out or reading an article/post about the evolution of this multiplayer mode's meta game.
And that's Bionic Commando Rearmed. The game has some issues, but overall, it's pretty good. If this game is everything the original is and more, I can't see how the NES game makes it into top 100 games lists. As good as it gets, the limitations of the core design turn this game into a bionic swing and a miss falling short of greatness.

A Week In The Life

My weekly scheduled as a hobby game store owner is based on the needs of my business, my personal needs and desires, along with financial considerations. I could afford right now to not work at all, to not go into the store. However, I have the same problem as every semi-retired person. If you don't go to work, then what?

That does not mean I'm financially independent, only that I've created a system that works independent of my continual input. As I don't have a better use of my time, it is best spent maximizing the value of the business until I have my 'then what" answer. That answer might be a second business, a second location, or who knows, I might buy a boat and sail off into the sunset and work remotely. I spent a bunch of time writing a book in 2017, so there are answers to these "then what" questions.

Do you dread going to work on Mondays? So do I! So I don't go. I work from home Mondays, placing orders online from about 7am to 1pm. That's a decent day of work for me, but to be entirely honest, I could send off this entire workload to distributors to do this job. Many store owners do this, and when I'm on vacation, I do it as well. However, I think manually ordering every single item ties me into the store "hive mind." I may not play as many games as I would like, but I know what's hot, what's available, what isn't and why. I know things.


Tuesday is shipment and meeting day. The vast majority of the stuff I ordered on Monday shows up on Tuesday. Having next day arrival means we can rely on just-in-time delivery -- probably a little too heavily. I would like to have about 20% more inventory in the store and we could probably double the inventory, if we had the money. As we're paying down debt, we run lean. We only stock best sellers and we drop the bottom 20% to make room for what's hot. There is always a bottom 20%. The store makes over seven figures in revenue, despite only stocking the best of the best.

On Tuesday, I help receive all those things I ordered, another way I feel connected to the store when I'm essentially off the sales floor most of the time. I learn what each thing is, get an idea of the value proposition now that it's in my hand, and get a chance to see where it fits in the store. Later on I go to lunch with my manager. We have an agenda of items we go over as part of our process improvement plan. I'm usually responsible for about 20% of those items and the rest go to the manager and staff. My job is to remove obstacles and occasionally take over thorny issues. We make a point of doing this every week and the goal is to constantly "fill the hopper" with new issues. It's a process I learned from Dave Wallace.

Wednesdays and Thursdays are slower days and I'm there with just my assistant manager. The idea is I do mostly office work during these days, along with covering for him and helping customers. As we grow larger, I expect I'll have extra coverage these days, freeing me up to do more officey things, whatever those may be. Thursdays are also order days, but as I may get pulled away from those if it gets busy, I often spend Wednesday night placing my orders for a couple hours. In fact, if I'm home at all, I'm often logged into the point of sale making adjustments and tweaks pretty much all the time.

Fridays are another receiving day, like Tuesdays, but not nearly as heavy. Before construction, I used to take half the day off and go to the gym and the range, but the financial burden after construction meant I dropped those activities. I'll usually do a little office work, help with receiving, work with customers and if it's slow, take off a little early. I'm not really needed, which was great today (Friday), because I'm home sick (I was sick yesterday, but had to go to work anyway).

Saturdays are a big day for the store. In year four, I got weekends off and one of the goals of the manager was to keep me away from weekends. That was by design. Saturday morning I'll get an email from my main distributor of all the new items that week. I'll spend a couple hours researching each one and send that in. I do not look at email solicitations, the "dailies" restock listings, or other day to day buying related communications. I pre order absolutely everything for my store so I can free myself from the daily burden. If I look at a daily, I'll buy stupid crap, guaranteed. If I talk to you on the phone, I will likewise make bad buying decisions. I need to research at home, in a calm manner, with my POS history open, over a long period of time.

Sundays are off, right? It depends. During the holidays, while traveling, of if I know I won't be in any condition to place a Monday order, I might spend my ordering hours on Sunday instead of Monday. I will also be checking the POS constantly to see what's going on, making sure events are firing, items are selling, and checking performance metrics on sold items. I don't really need to do this, but it's part of my taking the pulse of the business.

Could I save money? My manager and I just talked about coming in Mondays to save money, but having that one day off is both a luxury and a bit of a necessity. I get a lot of work done at home that day.

Could I work less? You bet. I went on vacation for two months. I delegated my buying job to my manager and spent about three hours a week managing the business. Most of that included my finance work, making sure we were paying bills and had enough money in the bank.

My time on-site is pretty low, about 20 hours a week, maybe 30 when it gets busy (like last week with our ding & dent sale). My time running the business, if I'm focused on that, is probably a full 40 hours a week, with a lot of time spent on the laptop at home. That's sub optimal work, as I can see when I'm on vacation. While on vacation, a few hours a week course corrects, but it would be foolish to think I could do that all the time. How much time could I spend away before it all began to break down? That's an interesting question I may one day answer. This may all sound rather lazy, but the less reliant the business is on my being there, the more value it possesses. So my goal is to maximize value in a fashion that's independent of me. I wish to be highly effective while also being dispensable.

I've got a job I enjoy with an environment I've crafted, with a management team I've selected. I can take trips when I want of just about any length, provided I can afford them. There's not much better than that when it comes to actual work.

(270 MB) Download Hitman 4 Blood Money Highly Compressed For Pc

(270 MB) Download Hitman 4 Blood Money Highly Compressed For Pc


Screenshot



Hitman 4 Blood Money System Requirements

Following are the minimum system requirements of Hitman 4 Blood Money.
  1. Operating  system: Windows XP, Vista, Windows 7, Windows 8 and 8.1
  2. Processor: Core 2 Duo
  3. Setup Size: 270 MB
  4. Ram: 1GB
  5. Hard disk space: 5 GB







Dale Spolander Now Leads The National School Rankings For Clash Royale.

Dale Spolander (Northcliff High School) now leads the national school rankings for Clash Royale.
Mind Sports South Africa (MSSA) has just released its revised rankings for the Clash Royale esports title.
The results of MSSA's High Schools' Online Championships and Gauteng Provincial Championships are taken into account.

Through Dale Spolander's strong results at both MSSA's High Schools' Online Championships and Gauteng Provincial Championships, Dale has managed to rise to be the top ranked scholar in the High School rankings. It should be noted that due to Dale's exceptional standard of play, Dale has also qualified for his Gauteng High School Provincial Colours.

What with the Western Cape Provincial Championships being held on 23 March 2019, Dale may find his position at the top being placed under pressure.


The current rankings for the Clash Royale esports title for High Schools is as follows:

PosName of PlayeryearClubPoints
1Dale Spolander19Northcliff High School184.2
2Willem Broodryk19Parys High School181.3
3Carlos Kori19Northcliff High School161
4Terrance Broomberg19Curro Aurora148.3
5Tyreke Michael19Northcliff High School148.1
6Liam Moodley19Northcliff High School144.2
7Jeandre Viljoen19Parys High School135.5
8Rivaan Ramdass19Hyde Park High113
9Wickus Lubbe19Parys High School109.6
10Herschelle Ncube19Hyde Park High106.5
11Josh Naidoo19Northcliff High School103.8
12Thammy Ndlovu19Northcliff High School102.2
13Michael Naidoo19Northcliff High School89.3
14Michael Pienaar19Northcliff High School85.5
15Rohil Shivaay Poorun19Northcliff High School85.5
16Khumo Mononyane19Hyde Park High80

Rankings produced by MSSA are as follows:
Also read:

Nightlancer

Game: Nightlancer
Manufacturer: Adversity Games
Year: 2016


Special Note:
Nightlancer is a game that is currently in a pre-production phase as of the writing of this review. I was fortunate enough to be given a copy for review purposes as the game was being prepared for its Kickstarter campaign. It's important to note that all of the photos below are of this prototype copy, and most of the artwork and design elements are missing. There are also some changes which have been or are being made to a few gameplay elements for the final version.

Because this review is for a version of a game printed before most of its artwork has been finalized and some of its rules are still being tinkered with, I don't necessarily feel its appropriate to give it a numerical grade at the end as I usually do. I've done some reviews of pre-production games on here before  where the art was not completed, but this is the first which is also undergoing some mechanical work as well. So, while I'll still explain it and tell you what I think about it, I'll hold off giving it a grade until such time as I've played a finished version.


Personal History:
When I was in college I was introduced to the world of "Shadowrun" through an emulated copy of the Sega Genesis game on my roommate's computer, and ever since then I've had this weird general interest in the Cyberpunk genre without ever "really" spending a lot of time with it.

So anyway, fast forward to about a month ago or so when I discovered that the creator of "Nightlancer", a game which seems to exist within that genre, was looking for reviewers in advance of its upcoming Kickstarter campaign. I was happy to give it a shot.

Condition:
As mentioned above the copy I received is certainly a prototype, and it appears to have been a well played one at that. Still, the components seem to held up well to whatever use it's had so far. All components were of course included.

 
Gameplay:
Each player chooses a starting character and retrieves all of that character's starting items, including Health, Resolve and Money Tokens and the player's starting equipment and Agenda cards, player token, and one contract token. Each player also chooses a color, placing tokens of that color on the starting spaces for "Heat" and "Prospects" and in a position on the "Order" track. Each player also takes their color's plastic clip and places it on his character card to indicate their starting "Ideals" level as indicated.


The basic game takes place over the course of eight rounds or ten rounds for a two player game. All of the characters in the game are living a fairly awful life and are looking to find a way out. The ultimate goal of the game is to be the player at the end with the greatest "Prospects" value, or in other words be the player with the best chance of getting out of his or her current predicament. To do this the players must work within the system they are trying to escape and basically commit some crimes to increase their resources and thereby improve their prospects. Doing this can increase a player's "Heat", a measurement of how much the police are onto them, and can decrease his or her "Ideals" which seems to be a measurement of how much a player has compromised his or her own sense of morality.


Each round follows a series of four phases with different actions to be taken in each. All actions in all phases are resolved according to the player turn order that day. The first Phase is the "Prep" phase in which the general circumstances of the day are presented. First an "Event" card is drawn from the event deck which helps to select which jobs or "Missions" will be available, what the day's price for Prospects will be, and then usually gives a stat check of sorts that players have to deal with or suffer a penalty. The "Black Market" is refreshed with a number of new cards determined by the number of players and each player also receives two "Contact Cards", one health, one resolve and one KC (the game's currency).

 

While most of what happens during the Prep Phase is just housekeeping this is also the time when players may elect to go on missions. Missions are the most direct way to gain money, and money is the most direct way to acquire nearly everything else. Missions cards detail the mission objectives, show what skills will be required to complete each step in the mission, and display the rewards for successful completion. Missions can be attempted solo or as part of a crew. Starting with player one on the order track each player may select one mission to attempt this round, placing his character token on the green "Stage 1" space. He may also play a "Contract" token if he has one on the red Stage 1 space preventing any other player from attempting that mission. If he doesn't play a contract then a subsequent player may choose to also attempt the same mission, placing his marker on the red Stage 1 space. If two players would like to attempt a mission together they may stack their tokens. Attempting a mission as a crew improves the chances of success.


After the Prep Phase is the "Streets Phase" during which the players may take one of four possible actions. The first and usually the most immediately helpful is to purchase something from the Black Market. In order to successfully complete a mission the player is going to have to pass three different stat checks, and one of the most straightforward ways to increase stats is to purchase some type of equipment. Armor, Gear, and Weapon cards are all items that you may choose to take into a mission. Cyberware and Cyberweapons become grafted onto a player and are taken by default into every mission. Cyberware and Cyberweapons also cause a loss of health along with the monetary cost (presumably because they're surgically implanted).


The second possible action is to complete an Agenda card. Agenda cards are tasks that the player wants to accomplish, and are usually completed by gathering or expending a certain amount of something, be it money or cyberware or stat points. Completing an agenda is rewarded with either Ideal points or Prospect points.

The third possible action is to take out a loan. When doing so the player receives a loan token and ten KC. Players may have out a maximum of two loans at any given time, and may pay them off in full at the beginning of the next prep turn or else pay one KC for each loan token they have. Holding unpaid loan tokens at the end of the game results in a significant penalty. If the player chooses not to take out a loan he may purchase Prospects at the going rate noted on that day's Event card. He may also pass and do none of those four things. Players continue to take an action in turn order until all players have passed.

The third phase is the Missions Phase. During this phase all of the missions that players have chosen are resolve, again in turn order. Each mission is composed of three stages, and at each stage the player must choose one of two stat checks. The stats in the game are "Covert", "Street", "Technical", "Close", "Gunfighter", and "Marksman". Players begin with a base number in each and can add to those through the use of purchased items and by playing contact cards. Each mission has different requirements as well as mission specific limitations. For instance some missions need to be done quietly, so items which are considered loud cannot be used. Some missions require explosives or a distraction, in which case the proper Gear or Contact will need to be brought along.

The first step in the Missions Phase is for each player to choose what gear he plans on taking, and place that chosen gear in his three "Loadout" spaces above his character card. Each piece of gear can only be used once during the course of the mission. As previously mentioned Cyberware and Cyberweapons are automatically brought along and do not count against a player's loadout. Contact cards are always available to a player and also do not count against a player's loadout.

At each stage of the mission the player is given two options as to how to get past a specific obstacle. The symbol at each option indicates the character stat that will be used along with the number that a player must meet or exceed using that stat. The player's total value for each stat check is their base stat plus any modifiers from used gear or cybernetic upgrades, plus effects from contacts, plus the roll of the game die. The die has faces reading 0, 1, 2, 3. Once those numbers are added together they are compared to the number on the mission card. Meeting or exceeding that number means success and the player moves his token to the next stage of the mission, completing that check the same way until all three stages are passed.


If a player fails at any stage of the mission he must suffer a penalty, indicated by a red box in the middle of the mission card. Penalties range from an immediate loss of the mission to increased heat or a physical attack. If a player's health or resolve ever run out they are immediately tossed from the mission. To that end a player may also choose to abort a mission at the beginning of any stage. 

If the player took on and completed the mission unopposed he collects a prize indicated by the chart on the mission card. If two players complete the first two stages of a mission they must confront each other in combat to determine which player can attempt the third and final stage. The initial player on the mission chooses one of the three combat types, Close, Gunfighter or Marksman, and after all bonuses are counted the player with the higher total for the chosen stat is allowed to continue on. Close, Gunfighter and Marksman stat checks also cost health to participate in, so it's possible a player without enough health remaining can be eliminated from a mission simply by being challenged.

Once the Missions are over and the players have collected whatever rewards they are due the "End Phase" of the round begins. If there are no more Event cards to be flipped then the game is over. Otherwise players discard their hand of Contacts cards down to three, determine turn order, and begin the next round. If the Game has ended players may fulfill any lingering Agenda cards, sell item cards, purchase prospect points, pay off outstanding loans and make payments to reduce heat. Players with loans or heat remaining that they cannot pay off receive a deduction of prospect points. The player with the best Prospects at the end of the game is the winner, with ties going to the tied player with the most ideals, and additionally the most KC if necessary. There are a few other little rules and game bits here and there that I've glossed over, but this is the general run of it.

So How Is It?:
First, while the copy I have includes almost no art, the little bits I am able to see are promising. The cover features scenes with two characters doing their thing and the artwork definitely has the dark, dirty future feel to it that fits with the genre. The art also reminds me of the sort of style used in a lot of late 80's comics made outside of the Marvel/DC books. It's less realism and more stylized grittiness with bright pops of color. If more art like that which is shown now is used to fill out the game I'm sure I'll be pretty pleased with the final product. It should also be noted that some examples of the new card layouts are shown on the Kickstarter campaign page and they are so much nicer than the prototype cards.



As for the game itself I will say that I liked it, but not everyone in my play group did. This game has a lot of little fiddly things to pay attention to, and while all of them make perfect sense in terms of creating a narrative and really do help to build a sort of immersive experience, they can also sometimes get in the way of what should be at times a simple transaction. For example, it's difficult enough to find a mission that you can complete without much trouble for much of the game since they often require the player to have equipment and stat boosts in multiple categories. Add to that the randomness of a die roll to help you out, the ability of opponents to hinder you with Contact card effects, and an often unforgiving series of penalties for missing the mark on each stage. At this point doing well is tricky, but the game's not meant to just hand you a win so I understand. It's beyond this point that things border on aggravating.

Some missions require specific item cards or contact cards to complete. It's not enough, for example, to have built a character whose Covert skill is so high that he doesn't even notice himself when he enters a room. No, sometimes a specific mission requires a contact card who can act as a distraction while you simultaneously pass a Covert stat check. It's just creating another barrier to the use of a skill that you've probably spent a lot of time trying to build up to the detriment of other skills. Logically it might make sense that you'd need to take a bomb with you if you plan on detonating a bomb as part of your mission, but I don't think game benefits much from including the detail of "how my super technical character hacked a computer" or "exactly how my master of covert techniques distracted the guard", and at the end of the day it's hard enough to complete many of the missions anyway.

We all also took issue with the way direct combat is handled in the game. It's of course likely true that if I choose to get involved in some close-quarters combat with someone I'll probably come out of that situation with some amount of injury. The way the game approaches combat, however, is to immediately assign damage to the participants before any kind of stat check occurs. This means that you might create a character who is a beast of a close combat fighter with really great stats and bonuses to that effect, and enter him into a Mission where he has to fight, say, a reasonably healthy baby. Unfortunately the mere thought of having to fight the baby costs your character three health, and because he wasn't fully rested you character suffers a devastating loss and has to abort the mission, all without even getting to the stat check for which you had so prepared. Of course there's no evil babies in this game (Yet. Who knows what expansions are planned), so I'm being a little absurd but the point remains, and I honestly think that the characters who skew in their opening stats towards combat are not great choices unless you can convince other characters to always partner with you, or you always compete with other players on missions and can get through the first two stages without taking so much damage that the deciding combat with the other player kills you before you can capitalize on your stats. That was a long sentence but go ahead and diagram it if you want.

The other thing we didn't really like was the difficulty of completing the Agenda cards. these seem like the fast track to Prospects at first but we found them very hard to complete until right at the end, and since you can just throw money at the problem by purchasing Prospects there really seemed to be little point. A vast majority of our Prospect points, truth be told, were gained after the game was over and we sold our equipment cards to pay for them. The equipment you buy from the black market is so necessary to ensure success in the missions, and completing missions is really the only way to acquire money. You often find yourself trapped in a loop of spending all of your mission money to purchase cards from the market which are used in turn to attempt more lucrative missions which require more expensive equipment. The necessity of occasionally healing a character will mean a turn lost without taking a mission at all, meaning no additional funds that turn, and a lost mission often means no funds this turn or next turn since several mission failures are the result of combat challenges which as stated above greatly reduce your health. And all of that is fine and part of the game's world and strategy, however the Agenda cards also being so difficult to achieve mean that purchasing Prospects is often the only way to get prospects, and that means not buying the equipment you will need to make the money to buy the prospects.


Prior to writing this review I asked the game's developer what changes could be expected moving from this prototype to the final game and one of the main things he mentioned was doing something to make Agenda cards more reasonable to complete. I applaud that notion and hopefully this change will make acquiring both Prospects and Ideals (which can only be increased by completing some Agenda cards) much easier.

So that's five long paragraphs describing what I didn't like about a game I said I enjoyed, and I don't want all of that to overpower the positives.  This game is like a Hitchcock movie. Every little thing has been thought about and meticulously placed and rationalized, and because every element exists to form a cohesive whole you get something which plays like a living choose your own adventure novel. Every character has a fairly thorough back story written on the back of its card. All of the stories are depressing and reveal the background and motivation of the character. As you assume the character's mantle you are guided through their attempt to escape from their awful life. There is flavor text on everything in this game, from full descriptions of every mission and rationales for each stage of every mission, to the agendas the players take on, to the events the players must contend with each round, the equipment they buy, the contacts they make, etc. The rule book contains descriptions of the world in which this game is set, referencing things that are sometimes never mentioned on any other part of the game. It all works to build a game atmosphere you can almost smell.

This attention to detail is the game's greatest asset, while at the same time creating some of the issues I had with it. I love how immersive it is, and I appreciate that the difficulty of gaining ground mirrors the reality in which each character lives. There was never a turn where I felt as though I was wasting an action or doing something that didn't need to be done. Absolutely every choice a player makes has real consequences, and a few poor decisions can lead to a very poor end for his character. At the same time success in a mission actually feels like real success, and since money is so precious all purchases must be heavily weighed. This is a long game to play because so many factors have to be considered and almost nothing can be decided lightly. Players looking for a game with very black and white decisions are going to probably hate Nightlancer, as are players who completely ignore the narrative qualities of it.


I'd also like to add that I love the idea of the "Ideals" scoring track. Having your character grapple with his or her morality throughout the course of the game is very interesting concept, and one that I've not really seen before in a board game. Since each character is basically starting the game in awful circumstances and just struggling to get by, it's interesting character-wise to consider that obtaining financial freedom might come at the cost of compromising your own morality and losing your sense of self. In game terms a character who has lost all of their ideals becomes "Technoshocked" and cannot win the game unless all other players are also technoshocked. Basically if you've engaging in morally damaging missions so often that you've become a self-loathing cretin who no longer has any regard for what's right and wrong, then the only way to win becomes to try and force the other players into sinking down to your level. It's sort of diabolical, and while none of us ever went that far down the Ideals track during our play the lack of easy ways to restore your ideals makes it a real threat.

At the end of our four-hour-long, four-player session I know two of us would definitely give it another play even in this state with the issues discussed above, and oddly enough we were the two who did the worst. One of my playgroup definitely disliked it, and I feel that was in part because she didn't really like the theme and ignored that aspect of it, making it then just seem like a slow and complex game of arbitrary numbers. The fourth player, the winner of our session (It wasn't even really close), also seemed to enjoy himself. I will say though, especially since he's one of my most faithful readers, that upon review of the rulebook I think we let him get away with a few things regarding his equipment that wasn't technically allowed. So while at the time and with our flawed understanding of a couple of rules you may have won, in the grand scheme of things you're a big cheater. So there.

Final Verdict:
This is a long, heavy, theme-y game. It's really not for everybody and it does have some issues which can suck some of the fun out of it. At the end of the day though I definitely enjoyed fighting for my character and I thought a majority of the elements in it were extremely well executed. The longer I've thought about it the more of a fan I've actually become. I look forward to seeing the finished product and would love to try it out once the last bits of adjusting have been completed.

The campaign to fund Nightlancer on Kickstarter is currently active as of this writing, so go check it out!