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This is B.F. Skinner, father of behaviourism. (You couldn't do a better job of looking like a psychology professor).

Skinner’s position reduces to a simple rule:

  • If the product is perceived as worthless → no reinforcement

  • No reinforcement → extinction of the behavior (cancellation)

  • A free month is an attempt to reintroduce reinforcement, but it only works if it meaningfully changes the reinforcement balance

If it doesn’t, the outcome is predictable: the user cancels.


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You've got 100% off Plus. Your discounted plan renews on Apr 18, 2026.

I'm not sure who the sucker is here.

Terra Nova – Quick Player Guide

Terra Nova – Quick Player Guide


GAME GOAL

Expand across the map by transforming terrain, building structures, founding towns, and scoring points.

Game lasts 5 rounds.
Highest score at the end wins.


ROUND STRUCTURE

Each round has 3 phases.

1. Income

Gain resources from:

  • Buildings on faction board

  • Bonus tile

  • Faction abilities

Income gives:

  • Money

  • Power


POWER CYCLE

Power tokens move between bowls.

Bowl

Meaning

I

Spent

II

Charging

III

Charged (usable)

Rules

  • Power moves I → II → III

  • Only Bowl III power can be spent

  • Spent power goes III → I


2. ACTION PHASE

Players take turns clockwise.

On your turn choose 1 action.

Continue until players drop out.

5. Power Actions

Spend power from Bowl III. Examples:

  • Gain money

  • Build bridge

  • Increase sailing

  • Transform terrain

Each power action usable once per round.


6. Special Actions

Found on:

  • Palaces / Bonus tiles / Faction abilities

Also once per round.


7. Drop Out

When finished acting:

  1. Take Start Player token if first

  2. Resolve drop-out bonus

  3. Swap bonus tile

  4. Flip tile to show you dropped out


3. END OF ROUND

After all players drop out:

  • Remove action markers

  • Add 1 coin to unused bonus tiles

  • Flip round scoring tile

Skip after round 5.


REACH & ADJACENCY

You may build on terrain in reach. Reach includes:

  • Adjacent hexes

  • Hexes across rivers within sailing value

  • Bridge-connected hexes

ACTIONS

1. Make Habitable & Build

Option A — Build

  • Build house on home terrain

  • Must be in reach

  • Cost 4 money

Option B — Transform Terrain

1 shovel = 6 money

Steps

  1. Pay shovel cost

  2. Place terrain tile

  3. Optionally build house (4 money)


2. Upgrade Buildings

Upgrade

Cost

House → Trading Post

10 money

Adjacent to enemy

7 money

Trading Post → Palace

14 money

Palaces unlock faction abilities.


3. Increase Sailing

Cost: 8 money

  • Move 1 space on sailing track

  • Gain points shown

  • Increase river reach


4. Build Bridge

Cost 10 money

Place bridge between two river hexes.

Bridges create adjacency.

BUILDINGS

Building

Town Value

House

1

Trading Post

2

Palace

3

Buildings reveal income when removed from board.


FOUNDING TOWNS

A town forms when:

  • 4+ adjacent buildings

  • Town value ≥7

Town value: House = 1, Trading Post = 2, Palace = 3

Reward: Take town tile / Gain points + bonus


POWER FROM NEIGHBORS

When someone builds or upgrades next to you:

Gain 1 power per adjacent building.

Active player does not gain power.


BONUS TILES

Provide: Income / Drop-out scoring / Special actions

Must be returned when dropping out each round.


END GAME SCORING

After Round 5:

Money Scoring:

Convert Bowl III power → money / 1 point per 3 money


Territory Scoring

Largest connected building group:

Rank

Points

1st

12

2nd

8

3rd

4

Ties split points.

Six "The Ultimate Spam Cookbook" titles

Six different The Ultimate Spam Cookbooks.
Consistent with the Spamming.
Inconsistent with the Ultimate.








 



ALIEN: Fate of the Nostromo board game Objective overrides.

ALIEN: Fate of the Nostromo board game Objective overrides. The game has objective cards so you have to go somewhere and pick up something. Here we have Kustom Objective override cards. A card may/must replace one of the current objectives at the start of the game, either by choice or chosen at random.



Red Dwarf Alien total conversion:

Just replace the miniatures with these paper standees, and watch the "Quarantine" episode of Red Dwarf. Mr. Flibble/Rimmer tries to fry the crew with his Hex vision so he is the Alien, the Inquisitor drops in to be judgemental, and Lister catches the lucky virus, so he can craft scrap into a weapon to fix Rimmer. Self-loathing Rimmer can be Ash instead of the Inquisitor.
Mind you, you can just call the Alien the Polymorph, they are much the same.
You can have Rimmer, Ace Rimmer and Flibble Rimmer in the same game, it is SciFi. Lister is lucky, Kryten is good at crafting, Cat raises morale and is good with cats. You can add houserules, but rules-as-written would work.

Brett
Alien


Lambert - Luck virus

Brett, good at crafting

Ripley

Ash

No Idea

Ace Kane


Lambert again







Morale Tracker and Inner Critic Rimmer
Full Ash = Rimmer Critic standee


Have a warm cuppa while you play:





What Should a Teenager Learn in an AI World?

“Governments don't want a population capable of critical thinking, they want obedient workers, people just smart enough to run the machines and just dumb enough to passively accept their situation.”

― George Carlin

AI has exposed an uncomfortable reality: what teenagers are taught in school can now be done better by their phone.

Facts, simple math, essays, summaries, translations, even basic coding—these are no longer scarce skills. If education is about producing correct answers, AI has have already won.

So the real question is no longer what should students know?
It is what should they be capable of?


The Real Gap Isn’t Knowledge — It’s Agency

Modern schooling still trains students to:

  • follow instructions,

  • meet predefined criteria,

  • work individually,

  • avoid mistakes.

AI has wiped out the value of those traits.

What remains valuable is agency: the ability to decide, act, coordinate with others, and take responsibility when outcomes are uncertain.

Unfortunately, agency is precisely what school avoids teaching.


There are worse things than Conscription

Military training forces young people to:

  • solve problems in teams,

  • brief and be briefed,

  • analyze real situations,

  • manage logistics and resources,

  • maintain standards,

  • take pride in their work because others depend on it.

Mistakes have consequences. Standards matter. Responsibility is real.

That combination produces adults who function well in the real world—something many schools no longer do.


What Skills Still Matter in an AI World

AI can execute. Humans must decide.

The skills that still pay are:

  • decision-making under uncertainty,

  • teamwork and communication,

  • ownership of outcomes,

  • adaptability and learning speed,

  • pride in doing things properly.

AI can help with work. It cannot care about it.


What Teenagers Can Do Instead (or Alongside School)

The best skill-building environments share the same features: real stakes, real people, real consequences.

High-value options include:

  • real jobs with responsibility,

  • cadets, scouts, emergency or civil defense programs,

  • running a small business,

  • building or fixing things that must work,

  • coaching, mentoring, or leadership roles,

  • self-directed learning that produces real output.

The activity matters less than the pattern.


The Pattern That Works

Across all effective paths:

  • real stakes beat simulations,

  • teams beat solo performance,

  • output beats credentials,

  • responsibility beats permission.

If an activity lacks those, AI will eventually replace it.


The Bottom Line

Teenagers are not becoming obsolete.

But education that trains them only to answer questions they didn’t choose is.

In an AI world, the most valuable young people are those who can:

  • act without constant instruction,

  • work well with others,

  • make decisions with incomplete information,

  • take pride in doing things properly,

  • and recover from failure.

Those skills were never well taught in classrooms.

They are learned in the real world—by choice or by necessity.