Monday, February 24, 2020

Downlod Gta 3 Highle Compresed In 98.0Mb By (Ayush Anand)











                                                         download gta 3 full free verson

gta 3 minimum reqirments2 gb ram1 tb hardiskintel pentunium processorwindow 7.8.xp only                                      (plese downlod winrar software to wotk )                                                     (also downlod direct x)                                                      (plese disable antivirus)the game is given by ayush anand  and sponserd by y.yada gamerGrand Theft Auto III is an action-adventure video game developed by DMA Design and published by Rockstar Games. It was released in October 2001 for the PlayStation 2, in May 2002 for Microsoft Windows, and in October 2003 for the Xbox. A remastered version of the game was released on mobile platforms in 2011, for the game's tenth anniversary. It is the fifth title in the Grand Theft Auto series, and the first main entry since 1999's Grand Theft Auto 2. Set within the fictional Liberty City, based on New York City, the game follows Claude after he is left for dead and quickly becomes entangled in a world of gangs, crime and corruption.The game is played from a third-person perspective and its world is navigated on foot or by vehicle. The open world design lets players freely roam Liberty City, consisting of three main islands. Development was shared between DMA Design, based in Edinburgh and Rockstar, in New York City. Much of the development work constituted transforming popular series elements into a fully 3D world. The game was delayed following the September 11 attacks, to allow the team to change references and gameplay deemed inappropriate.Upon release, the game received critical acclaim, with praise particularly directed at its concept and gameplay. However, the game also generated controversy, with criticism directed at the depiction of violence and sexual content. Grand Theft Auto III became the best-selling video game of 2001, and has sold over 14.5 million copies since. Considered one of the most significant titles of the sixth generation of video games, and by many critics as one of the greatest video games of all time, it won year-end accolades, including Game of the Year awards from several gaming publications. Since its release, it has received numerous ports to many gaming platforms. Its successor, Grand Theft Auto: Vice City, was released in October 2002.



game pssword is = i dontknow password



https://www.sendspace.com/file/7cleo5







Sunday, February 23, 2020

Call For Candidates For IESF's Referee Course.

Johan van Breda (ZAG Academy) in action at MSSA's National Championships.
International Esports Federation (IESF) has a vision to standardise esports and its ecosystem in which it finds itself. As such IESF established an 'International Referee system'. Supported by 

Busan IT Industry Promotion Agency (BIPA), IESF has achieved great  strides in this arena and has been able to, as a result, add value to esports championships world-wide.

In 2016 Mind Sports South Africa's (MSSA) candidate (Thomas Brown)  participated in the first international referee workshop in Yinchuan on 12 May 2016. Thomas went on to be the first South African to referee a major esports event in Beijing in the Olympic Tennis Stadium.


Thus International Esports Federation (IESF) have requested its member federations to submit candidates for its 2020 Referee Training Course to be held from 24 to 28 February 2020 in Busan, Korea.

The curriculum has been developed by IESF together with game publishers in an effort to ensure that it meets the highest standards. 

Candidates for IESF's International Esports Referee program are nominated by member federations until Wednesday, February 12th (KST).  Successful candidates will be announced on Friday, February 14th (KST) by IESF.

Thus all Registered Players who are currently qualified as MSSA umpires who are willing to be considered for selection must provide the following to the Board by 10 February 2020:
  1. Number of national championships refereed by the candidate, and
  2. Proficiency in English

Friday, February 21, 2020

We Could Be Heroes

There are a vast number of games based on pre-existing film, television and literary properties. The most successful tend to have distinctive settings with large casts of characters, such as Star Wars or Lord of the Rings, but what about the more character-driven franchises, where the action tends to be led by a single hero through multiple adventures? There is always going to be a problem answering the question "who gets to play the hero?"

Age of Conan solves this problem by having players bid for the right to have Conan lead their armies, while the short lived Conan Collectible Card Game just lets every player have their own version of the Cimmerian hero when it's their turn, and Monolith's Conan adventure game balances Conan against a wide variety of arguably more interesting playable characters. Planet of the Apes divides lead character Taylor into four separate psychological aspects (with only limited success).

The designers of Samurai Jack: Back to the Past, based on the Cartoon Network animated television series, faced a similar design problem, and they found an ingenious solution. Players take on the roles of various colorful characters Jack meets along his journey, while Jack himself is a non-player character who adds an interesting layer of complexity to what would otherwise be a simple "race to the finish" game.

The game board consists of a trail of tiles representing different types of locations such as jungle, fields, or desert. Players play Movement cards to move along the trail, collecting Support cards along the way which will be spent at the end of the trail to fight one of several villains. The better your specific combination of Support cards, the more points you'll earn from the villain, so a lot of the game is looking at which cards are available at which locations, and planning your moves in order to beat your opponents to the cards you need for the most points when facing the villain.

This alone might be an okay game (if a little simple), but in addition to the player pieces, there are two non-player characters moving along the path, Samurai Jack and his nemesis Aku. Jack moves along the path first, his movement determined by drawing a random card. Then the players all move, and finally Aku moves using another random card. A separate board keeps track of Jack's sanity, and if he is on a tile by himself or with Aku, he moves a step closer to madness. If his madness tracker gets all the way to the end, all the players lose the game, so in addition to gathering the cards they need to win, players have to keep an eye on Jack, and occasionally come to his rescue.

The game manages to combine several different mechanical elements without any of them seeming out of place, and the graphic design and game components are miles ahead of what I would expect for a relatively inexpensive game like this: full color plastic miniatures, what looks like original illustrations rather than just screen captures from the show, and a sharp design sense overall. It all comes together to make a game that, while fairly simple, is entertaining to play and very true to its source material.

Rating: 4 (out of 5) a little on the simple side, but nevertheless an excellent, well-crafted game.

Thursday, February 20, 2020

AZ 030, The Activision Decathlon!

Welcome back to the show! I hope you all enjoyed the holidays, now we're back to playing Atari 2600 games every two weeks until I screw something up. The first game of 2020 is the Activision Decathlon by the amazing David Crane. I hope you enjoy the show. Next up will be Moon Patrol by Atari, so if you have any feedback on that game, please send it to 2600gamebygame@gmail.com by the end of the day 26th January. Thanks so much for listening!

Brand new Discord server! Why
Decathlon on Random Terrain
David Crane article by Tony Tyler, Big K magazine April 1984
David Crane article by Colin Calvert, Hi-Res magazine January 1984
From the Digital Press Activision Patch page:
Decathlon Bronze patch
Letter with Bronze patch
Decathlon Silver patch
Letter with Silver patch
Decathlon Gold patch
Letter with Gold patch
Atari Age Decathlon with Driving controller thread
Atari Age Decathlon Training Suit thread
Decathlon glove on Atarimania
Bugler's Dream by Leo Arnaud

The Battle For Light Rock Valley

Where to start? This game could have made a great Newport Noodle article or  made for a good long blow by blow post describing how the rules worked turn by turn and what affect they had on each player decision but that might have been as tedious to read as to write. So I'll quickly summarize the game in the picture captions while writing the post about the rules and how they worked in the game.

The scenario, which I picked as a nod to the origin of the turn sequence which came from one of the sample games in Don Featherstone's Battles with Model Soldiers, was, as identified by Cesar Paz in a comment, "Action in the Plattville Valley" from Don Featherstone's Wargames.

The Dominion (Red) Advance Guard under Brigadier Ross pushed quickly over the bridge while the main forces arrived at the end of  turn 3 (after a joker froze the 2 advance guards for turn 3). Alas for the young volunteers in the Dominion advance guard they were facing the crack shots and stubborn veterans of the oldest brigade in the Rebel (or Origawn Freestate) army. 
Both armies have been tasked with taking control of the valley. I decided this meant either controlling the bridge and the town and hills or more likely, breaking the enemy's morale and forcing him to retreat. 
Each side has 3 infantry Brigades, a cavalry brigade and 2 guns. (I also threw in a field hospital on each side though these weren't really ready to be seen in public at the moment, being in the process of being renovated.)  One infantry brigade on each side moves down the road on turn One. These troops can do what the player wants for turns Two and Three and at the end of turn Three all the remaining forces arrive anywhere on the baseline. The objective is to "control' the valley by the end of the gaming day without being more specific. I've gotten into the habit of playing 15 turns (thank you Mr Thomas) but with my usual initiative/chance card deck meaning that could be shortened by 1 turn for each joker which shows up, which one did today.

My brigades were each made up of 4 units plus a Brigadier, giving a total of 18 units per side with an army break point of 9 units lost. Once again it was just right. I got interrupted twice but the game took somewhere between 1.5 about 2 hours to play.
The firefight across the river raged for several turns but with Ross's Brigade down to half strength he felt compelled to order the remnants of his brigade to retreat  behind the cover of the ridge.
Two of the main ideas behind the rules were that they should focus on the General's decisions and the role of Brigade commanders, not the minutiae of battalion tactics and be grid friendly rather than grid dependent. The last part was easy since a few years ago I had made measuring sticks with 3" bands painted on for use with a set of rules calling for measurement in "lengths" so all measurements were made as multiples of "3" and thus 'one unit' of measurement can be 3", 3 cm., 1 grid area of any size and shape, or 1 "band" on one of my sticks.

The near abandonment of almost all unit tactical detail was harder, I don't think I'd have gotten there without having played Volley & Bayonet in the late '90's  followed not long after by Morschauser and then by all sorts of new designs especially the various gridded games from Bob Cordery's The Portable Wargame to Battlecry and its descendants and having recognized the possibility of including some simple rules to allow the effect or feel of such tactics without showing them or taking up too much time and attention away from the army commander.

The orders, of course, are essentially a variation of the original DBA command system which I plucked out of a pre-publication article in Slingshot in the early '80's and have used on and off since!

Basically I'm not sure there are any original ideas in here but it feels like a different blend to me and more important, so far, it seems to be providing the kind of game I've been looking for for most of the last two decades although my Morschauser Meets MacDuff/ later renamed Hearts of Tin set of rules was close, at least until I started upping the detail!   
"There's something wrong with our bloody troops today". All along the line the Rebel guns and infantry were dishing out more than they were taking. With heavy casualties, the Dominion infantry pulled back into dead ground while MacDuff's Highlanders were ordered forward to storm the town, held largely by dismounted cavalry , while the cavalry were ordered forward to threaten the enemy's guns. It must have been the powder smoke (or possibly a low Blue command roll followed by a flip in the initiative sequence)  but the Red cavalry manged to catch the enemy artillery in flank, rode over the first gun and into then into the second catching General Lannigan and his staff before they even knew they were in danger. (The Lifeguards dice were HOT! and I honestly did not see the danger coming at the start of the previous turn or I would have shifted him then, just in case! ) To make matter worse Reds's artillery and the Greandiers hit Grey's Brigade hard before the Grenadiers retired. In a flash the situation was changed. Blue's morale was now lower than Red's and they were going to have trouble with command. 
Its pretty unusual for me to make it through a play test without wanting to make changes but, perhaps because none of the  individual rules were completely new,   this time there was nothing I felt an itch to improve except that I realized I hadn't really specified what a unit or Brigadier without orders could do. For units its essentially that they can mount/dismount etc and change facing but I also had intended to allow them to retreat without orders from enemy within 3". For Brigadiers, I had intended that they could rearrange their brigades without orders, bring forward reserves, retire units near the break point, refuse a flank etc.. They will also have the right to withdraw if closely engaged as above, subject to possible courtmartial if things go badly of course. But I won't allow any heroic unordered attacks except perhaps as a Chance cards event. It was tempting to bring back a control test for out of command commanders but it had to be EITHER the single command roll OR a series of individual rolls. Past experience has shown that using both in the same game provides too much overhead and the control check tends to override the orders dice making it superfluous and that all the individual command rolls slow the game too much compared to the single one and require additional rules to encourage players to maintain multi-unit formations . 

Never say die! As next senior officer, General Byrd took command, pulled back his battered cavalry to hold the center and be prepared to cover a retreat (ie don't get shot up worse and break army morale). This left the Highlanders in possession of half the village but they'd lost heavily while doing so and were in no shape to finish the job. Both armies were on the edge of breaking but Byrd wasn't one to settle for a draw if victory was even a remote possibility. He led his brigade forward to finish their attack. 

For the rest, I really enjoyed how the game played. It was best to think at least 2 turns ahead, be prepared to use high command rolls but to not count on getting them, nor to count on combat dice.  I was a little concerned early on that Blue would break Red's army by the 1/2 way mark given their hot shooting and Red's sudden inability to hit a barn door. However, with my Red hat on and a coffee break, I forced myself to give up a very promising, if rash and accidentally poorly supported attack,  and pull back while I desperately tried to stay alive and think of a new one.  Just at the danger point, Blue's dice failed him. All of a sudden he had trouble getting his brigades moving and while the firefight continued the losses soon started to even out. Still, Red was in a pickle, twice the number of units lost in the firefight and his artillery losing the duel, Blue's left was in cover and his right was already, if belatedly, moving forward to finish off the two already shot up brigades.

 Suddenly I noticed that Red's cavalry was within 2 moves of the flank of Blue's artillery and Blue's supports had moved away, some to pursue Red's retreating left, some to help defend the town. Blue could probably get some supports back or withdraw his guns but at least it would ease the pressure. Blue went first and a rolled a 1 for command! ARGHH. None of his infantry was able to come up and enemy way their fire helped by the artillery had almost silenced Red's batteries. Most of the cavalry was too far away to mount up and get back but he had one mounted unit in reserve. He ordered it to move to support the guns and turned one gun towards the open flank. Red moved his cavalry forward. Next turn, Red got first go. What!? Yup, ample orders, it was a long shot for the cavalry to wipe out the fresh batteries but better than nothing.

The trumpets sounded and the Gentlemen Pensioners in their cuirasses and plumed helmets trotted forward. The gun decided to hold fire while the other gun finished silencing one enemy gun. The cavalry picked up speed and the cannon fired........getting 1 hit on 4 dice.....the cavalry rolled, 4 hits! The gun was over run and the cavalry pursued into the flank of the second gun and over rode it as well. Then I noticed that Red's cavalry had had to ride over Blue's general during the pursuit. My rule there is that both sides' dice off and the commander escapes if he rolls a tie or higher. He rolled 1, they rolled 6! The "old fellers"  were having a good day!

Oh dear. Who said you can't surprise yourself? I didn't think the charge would work that well but if I had noticed the General there on the previous turn when I was trying to prepare for the charge, I would have moved him anyway, just to be safe!  So suddenly Blue was down 3 army morale points and had a -1 to his orders dice for the rest of the game. That was to became a problem for him. 

Red's field hospital had been working hard though and Ross's battered units and the Grenadiers were sufficiently  recovered to make it an even fight. Twice Byrd had to ride amongst his men and rally them to hold together as he reluctantly led them back, fighting every step of the way but at last it was managed as the sun set. A truce was arranged for the collection of the wounded while the two armies camped on their respective sides of the valley and contemplated their next move.  (In game terms, by turn 14/15, both armies were 1 unit loss away from breaking with several units only 1 hit from being broken. On each of those two last turns Red inflicted a hit on a Blue unit which  would have broken the unit and the army but each time Byrd rallied it: (5,6=cancel hit, 1=commander shot). Red was also down to being able to lose 2 units, lost one on turn 14 but none of turn 15 despite having several under fire and only 1 hit away from breaking. Any victory for either side would have been Pyrrhic at best. 

Well, balance in all things. Red's less than all out attack on the town led to near equal losses and ended with both sides hiding in 1/2 the town, sniping at the other side. The focus switched back where Blue's best chance was to pursue and break Red's worn brigades. Unfortunately for Blue, low command rolls with  a minus 1 on top and the need to manage the fight in the village meant that the pursuit was slow, the more so since the Blue units were battered so took advantage of a slightly more circuitous route to avoid artillery fire on their approach.  In the meantime Red's hospital finally started getting some of the early casualties back into the fight and by the time the firefight resumed, the sides were equal.  Red's men were firing more steadily now though and had artillery support. Eventually Blue's units started nearing their break point and he pulled back, going for the draw. Red pursued at first but didn't dare risk a charge with his battered units. He kept getting hits but was taking them too. Soon both armies were down to 1 hit and 2 hits respectively from their Army Morale point. There was momentary jubilation in Red's ranks when they got that last hit but the brigadier rode in and risked a rally roll: 5,6 = cancel 1 hit, 1=Commander dies. Hit saved, next turn Blue took another hit and again rallied it while Red lost a unit (Apparently Brigadier Ross is less charismtic!). That was it! A Bloody draw.

So, work has begun on the four or five page version of the rules, adding explanations as well as more unit types, irregulars, boats, trains, engineers, etc etc. All the usual. It will need more testing as well but so far I'm pretty happy with how closely they resemble in play the vision that has been trying to get out of my brain for years. Time and playing will tell.  

OLD EDWARDIAN MIND SPORTS CLUB NAMES ITS COMMITTEE FOR 2020

Colin Webster, three times world wargames champion, is chairperson of the Old edwardian Mind Sports Club.
The Old Edwardian Mind Sports Club (OEMSC) was founded in 1982. Originally known as the Johannesburg Wargames Club the club moved to the Old Edwardian Society in 1989. As such OEMSC is the oldest member club in Mind Sports South Africa (MSSA) and is probably the oldest club in the world that caters for board games, esports, and wargames.

The club has produced a number of Protea team members as well as having produced four world champions.

Thus a club steeped in history and excellence remains at the cutting edge of development of esports in South Africa - and the world!

At OEMSC's recent Annual General Meeting (AGM), the following were elected into office to steer the club forward:

  • Colin Webster - Chairperson
  • Terence Allwright
  • Donald Mullany
  • Desmond Schoeman
The committee can boast of having over 82 years of experience between the four committee members. The experience is tempered with knowledge at all levels from grass-roots through to international.

OEMSC is determined to emba
rk on an exciting programme to add value to all the games which it hosts.

For further information, you may contact the club on wargames@iafrica.com or on WhatsApp on 073 593 9451.


Also read:

Wednesday, February 19, 2020

(205) Download Limbo Full Game Full Version For Pc

(205 MB) Download Limbo Full Game Full Version For Pc



Screenshot



System Requirements of Limbo

  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 2GHz processor
  • RAM: 512MB.
  • Hard Disk Space: 185MB.








The Spy: Condensed For Use In Schools By James Fenimore Cooper

The Spy: Condensed for use in schools by James Fenimore Cooper

Thursday, February 13, 2020

Brave Browser voted the best privacy-focused product of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

Get $5 in free BAT to donate to the websites of your choice.