GW vs. Apple

The most original design ever…

As you should all be aware, Apple recently introduced the iPhone 5 to the world, thus fending fanboys crazy. My self, I was rather unimpressed really. It still looks like the iPhone 4, and the display is almost identical to ye olde iPhone 1. But it still retails at £530 (ish). This got me thinking about the comparisons people draw between GW’s and Apple’s business strategies and I realised something: GW does it better.

GW doing better than anyone business-wise is a pretty revolutionary idea, let alone them doing it better than Apple. Firstly, they sorta’ do the same thing:

-they both try to keep new products secret, which neither does particularly well at any more

-they both sell their products for horrific prices, and people still buy them, despite their being cheeper alternatives

-they both assume themselves to be the masters of their sector (which to some degree is true)

-they both revolutionise their products with every new release

Up until now, that weird status quo carried on, quite possibly with neither company realising it. But the new iPhone does not revolutionise anything. So far, all the reviews say that people will still buy it, but that its rivals are looking much more appealing. This is most likely because Steve Jobs (who was quite adept at coming up will brilliant ideas) died, and was replaced by his number two, who was the businessman. Therefore, the businessman produces things that sell, rather than things that revolutionise.

GW still makes huge strides forwards. Whenever a new Codex/Army Book is released, it completely changes the layout of the game. Players have to respond to new things and think in a different way. By doing this, GW can keep people hooked in he game, as it is constantly chaining and remaining interesting.

What does this mean? Firstly, GW still has a lot of life in it, and secondly, Apple may start to stop being Apple. For once, I suggest they have a look at GW, and see what they can learn.


Kuriboh Deck Building Pt 1

Ed. I have had to split this article down, as I realised it was becoming really, really long. So there will be at least one other article, possibly two more. Maybe even three…

I have more than a slight interest in Kuriboh. In fact, recently it has turned into quite an obsession. Seriously, it’s getting ridiculous. With that in mind, I have decided to grant my wisdom to the interwebs.

This post will not show you a top level deck list, and then why you should build it. Partly because I am not the sort of player who can afford top level deck lists, and secondly because I have a thing about net lists. Instead, I will list useful cards and how to use them, starting with:


As well as being the namesake of the deck, this card is actually very useful. Considering that the objective of the deck is to stall until two things have been achieved, 1) you have gathered the cards needed to summon Winged Kuriboh Lv. 10 and 2) your opponent has summoned a load of high ATK monsters; being able to prevent battle damage is really very handy.

Once discarded, Kuriboh can be banished for Chaos Sorcerer (who will get his own section later) or another Chaos monster, or added back into the hand by using Dark Eruption (which allows you to add one DARK type monster with less than 1500ATK from your graveyard to your hand). Personally, I prefer the former, as I find that Dark Eruption takes up important deck space, but it’s your call.

Winged Kuriboh

This is quite possibly the most important card in the deck. Firstly, it allows you to summon Winged Kuriboh Lv. 10, which is the key to the deck, and secondly it prevents battle damage for a turn. This latter effect means that if you can do nothing else, you can set it, and if it is destroyed, you are protected for a turn.

Should the summon of Winged Kruiboh Lv. 10 should be negated, the effect of Winged Kruboh still activates, and it too provides fodder for the summoning of Chaos Sorcerer. Sadly, there is no ‘Light Eruption’, and so adding it back into your hand has to be done through Monster Reincarnation or a similar card.

Winged Kuriboh Lv. 10 and Transcendent Wings

Winged Kruboh Lv. 10 is what allows Kuriboh decks to be able to win duels. If used properly, it can provide a very efficient OTK (one turn kill, when you decrease your opponent’s life points from 8000 to 0 in one move), although I find that Magic Cylinders and Marshmallon normally cause some life point loss before Winged Kuriboh Lv. 10 can do his thing. That ‘thing’ being destroying all your opponent’s ATK position monsters and inflicting damage equal to their combined original ATKs.

Other than Level Modulation, Transcendent Wings is the only card that allows you to summon Winged Kuriboh Lv. 10, as it cannot be normal summoned or set. It is (fortunately) a quick play magic card, so you can activate it and summon Winged Kuriboh Lv. 10 on your opponent’s battle phase, which is handy, considering that is the only time his effect can activate. Since an opponent with any smarts about him will realise that this is your intention pretty sharpish, you should be glad that you can summon Winged Kuriboh Lv. 10 when Winged Kuriboh is face down, this preventing them from trying to find a way around your nefarious scheme.

There is a downside. Winged Kuriboh Lv. 10’s effect specifies that it deals damage equal to the original ATKs of the destroyed cards, so this strategy is fairly unreliable against Inzektors, or any other decks that buff weak monsters.

Winged Kuriboh Lv. 9

The younger brother of Winged Kuriboh Lv. 10 has a much more straight-forwards aim, smash stuff; which naturally explains why he seems to be welding Power Fists from Warhammer 40,000. He gains 500 ATK for each and every spell/magic card in your opponents graveyard; with the catch being that all spell/magic cards that are activated being banished instead of sent to the grave. The first thing to note about that is that it only applies to spell/magic cards that are activated. If they are destroyed by Heavy Storm, Mystical Space Typhoon or any similar card, whilst they are face down, or the activation is negated by a card such as Dark Bribe (my favourite trap ever), then they are still sent to the grave as they were not activated.

His secondary effect is that he can be special summoned as ‘Chain Link 3 or higher’, during either player’s turn. Just get hit by the much hated Mirror Force? Special him as link 3. If your lucky, he might even have enough ATK by that point to do some damage as well.

He is a very handy late game beatstick, but is otherwise rather unimpressive when you actually play him.

The Flute of Summoning Kuriboh

The Flute is a very handy card. Firstly, you can add Kuriboh into your hand and use its life saving effect, and secondly, you can special summon Winged Kuriboh (or vice-verca, it doesn’t limit you to those moves). This is brilliant, because as a quick play card, you can activate it one your opponent’s turn, thus allowing you to protect yourself, or activate Transcendent Wings during their replay.


Kurivolt is a rather illogical card for Konami to have introduced, as it’s effect messes with XYZ monsters rather than protecting your life points, but no matter. It allows you to detach an XYZ material from your opponent’s monster, and special summon another Kurivolt. you can do this as many times as you like, as long as you still have at least one Kurivolt in your deck. These three can then be used for a tribute summon, or to XYZ a Rank 1 monster.

I find these guys to be very situational, but can be handy if you add a Galaxy Storm, as you can bring down a powerful XYZ monster without attacking (it is more fun to set Galaxy Storm, let the XYZ monster attack, and then quick play it, blowing their monster up instead of yours).


Although my love for the Kuri series is rather greater than what one should feel towards trading cards, I have to admit, that when you take it on it’s own, Kuribon is one of the worst cards in the game, as it will increase your opponent’s life points and then bounce back into the hand.

However, by chucking a Bad Reaction to Simochi in there, you can decrease your opponent’s life points instead. In some cases, this means that you can leave Kuribon out in the open and your opponent will not attack it, thus allowing you to save cards for a tribute (Athena and Darklord Desire are good calls). I don’t run one any more, but they can be handy.

Fairies? weak or powerful allies in the skies?

This has to bee my third blog in one day but this one is going to focused on the one type of monster. So as some of you gathered this is going to be about fairies since I have a friend called Laurenn that uses them every time as well as other decks but I’ll focus on the type of monster (I think she might kill me if I put most of her decks in one of my blogs. Right fairies monsters once uses to be mainly light monsters now there is dark fairies- Dark lords, water and wind – cloudian’s, and much more.

Tactic’s fairies uses in battle would be swarming, double drawing using monsters effect but the field card that would be most handy in a fairy deck would be ‘the sanctuary in the sky’ would be used for agent’s and the arch-lord. The thing I like about The sanctuary in the sky would be that if a fairy monster was destroyed by battle the controller of the card does not lose any battle damage ( since most monster now days have the effect to switch monster in to a different battle position). Card’s like master Hyperion uses the graveyard to get rid of any cards that could pose a threat to any fairies monsters, a really ace card to have in this type of tactic to lock down another deck would be Athena since  she can special summon a fairy from the graveyard but the draw back is that it can’t bring back no other Athena, but as I said this helps swarm the field with you monsters and on top of that when a fairy monster is summoned your opponent loses summoned.

Also if you think about it as I  said before never judge a card but there look since most fairy monsters like marshmallon looks cute but if it was attack while face down that little cute monster that you thought was weak took 1000 life points off you and on top of that he can’t be destroyed by battle which makes it really good for defence if you really need to make a comeback I remember in a duel I attacked two face down monster and it turned out to be two marshmallon’s face down I was not happy with the out come since there was two monsters that could not be destroyed by battle and the fact I lost 2000 life points .

But it’s good to see a new fairy deck well it’s an old one (lost sanctuary)now but at least there are two structure decks which focuses on two different monsters in the newer one they had the agents in it was well as other cards to help then kick some butt on the battle field.

cards used to look though about be shining angel mainly which is always handy to have one since you could get a better card or maybe you might have a card to bring that angel from the grave yard. The thing I could all ways remember is that the monsters look like every fairy picture sweet and majestic as they do (expect the dark fairies since they look like they are going to bite your head off)

That’s pretty much it so yeah laurenn if your reading this I hope you approve of this brief summery of your Favourite deck since you added stronger monsters in your extra deck well I look forward to dualing you in person.

Happy duelling people


4up Save

Well now that I got my cool looking picture for blogs that I do …… With that out the way let’s get this thing rolling shall we?

Right as a wise character once said “Mario ! you, sir, will pay! you beat my infantry, but’s all that you do ! prepare for the next wave ! ” yes people I’M going to talk about something I forgot …  erm well this is strange I a sure you that I did intend to talk about something today hmm …. Oh yes i remember NOW I was going to talk about the new RA yellow booster pack that is in stores NOW. Yes I know nearly everybody probably has bought  pack and saying to my blog ” man this guy is slow he just realised ?” And to that I look out my window and laugh I knew they were going to make a RA…

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Tomorrow is Going to be Great

Right so, next year is 2012. wooo! Not a big year but who knows there could good cards/ booster packs. I can honestly say as I have been in yugioh for nearly 8 years
Bring on 2012.
As a user of the gravekeepers, and mostly dark types (not a deck of zombies YET) and a dragon/wing beast and another deck in the making.

I say let the people making yuigoh cards at this moment in time make more powerful cards, add more risk to the game that I know and love (but loves his girlfriend more) I welcome 2012 with open arms



The original HeroQuest (no, I don’t know why the ‘Q’ is capitalised either) was released in 1989 by MB, who were working with GW at the time. This is good, because the game is based in the Warhammer Fantasy universe, and I like Warhammer Fantasy. It was released in the US in 1990, and in 1992, HeroQuest won the Origins Award for “Best Graphic Presentation of a Boardgame of 1991”. So, it should be good!

Although it does indeed exist within the WHFB universe, it is the WHFB of 3rd ed/1989, and so can seem a little dated. For a start, the O&G worship (or at least work for) Chaos, Fimir are still in the game (although, Storm of Magic reintroduced them, and Warhammer Forge will be realising them as a playable unit next year), and, despite spending a lot of time underground, the Skaven do not appear at all during the game (although, I will be writing a campaign called Rise of the Skaven next year).


I originally thought that HeroQuest would be like a mini-D&D meets WHFB. I was wrong. HeroQuest is a game solely based around combat. There is no communication or any action outside of dungeons/castles/caves. This is not necessarily a bad thing, as the rules are very easy to pick up, but the drawback is that gameplay can get rather repetitive.

Another problem is the rulebook itself. It is often unclear or hard to understand, and doesn’t mention mind points (a character attribute. If anyone does know what mind points do, please comment). It also gains to identify and difference between ‘traps’ and things that are trap-like or act like traps, and whether or not they affect monsters (we said not, as the monsters live there, why would they fall down a hole?).

Missions & Storyline

The repetitive gameplay is made up for by interesting missions. Some are purely escape, some involve bringing something back, or are bounty hunts, and in Kellar’s Keep, some involve moving all the way through the dungeon/cave to reach a door on the far side.

Playing as DM (who is known as Morcar, although there is a different name in the US version) is also surprisingly rewarding. You are fully aware of all the crazy things that can happen, and it is always oddly pleasant for a player to cut through a sea of Orcs unscathed, only to fall down a hole and hurt himself.

The storyline fits very nicely in with the missions and characters. Often, you are tasked by the Emperor or some other important Imperial person to do something to help the war effort against Chaos, and sometimes you simply go off looking for treasure, as you are not technically Imperial citizens. The story often still makes sense in the grand scheme of the Warhammer world, and missions could well be written to affect a larger game of WHFB.


I strongly recommend playing this game, despite the clear drawbacks and problems.


Dealing with ‘That Guy’-Know Thy Enemy

We all know That Guy. He’s well enough known that his name counts as a proper noun. But how do you, a) identify him and b) deal with him. This will become a regular thing, and should help all you people with dealing with him.

Know Thy Enemy

For a start, how do you know that someone is ‘That Guy’? The stereotype is a fat, spotty bloke with many unpainted Space Marines that he plays as all the MEQ codexes. And Grey Knights. But it’s not that simple. Lots of people have unpainted Space Marines that count as different codexes, it makes sense. Why wouldn’t you if you could? It adds more variety to your hobby.

So, what is he then? I’ve built up a little list:

1) They reckon their army is best and every other army is terrible (exemptions are noobs who don’t know anything about the other armies, and people that play exceptionally well).

2) They don’t listen to advice from others (again, ignore in the case of really good players).

3) They suffer from a terrible arrogance

4) They blame everything exempt their own tactical skill in the case of a loss.

Now, all these things are annoying, and people may suffer from one of then or all of them and be fine, but there are the things our That Guy does.

Check back soon for Dealing with Thy Enemy.

Hello world-Eldar Rumours

Right, ok, so now Small, Far Away is blogging. Ain’t that just swell!

Just to set out the idea of the blog, I plan to use it to talk about gaming (predominantly tabletop/RPG/TGC) and general geekness (is that a word? Is now).

I think I’ll kick this off with some Craftworld Eldar rumours:

via ghost21:

-plastic vampyre, ~note the spelling
-dragon riders,
-possibly exodite character
-and 2 additional aspect warrior types

We’re hearing Autumn/Fall next year. 2012 is gonna’ rock for 40k!