Latest news with #Kickstarter

Associated Press
2 hours ago
- Entertainment
- Associated Press
"Heavy Sky": Genre-Bending Sci-Fi Novel Launches on Kickstarter
St. John's, Canada June 20, 2025 --( )-- A richly imagined world of floating islands, zeppelins, and ancient secrets is coming to bookshelves this September. Heavy Sky, the first novel in the Stories of Azoria series, is now live on Kickstarter, where its author is seeking support to fund professional editing and launch the book independently. Originally imagined as a game, Azoria's world proved too ambitious to develop at the time. But the idea lived on. After years of sketches, notes, and daydreams, the creator turned to writing to bring the vision to life – resulting in a novel that blends steampunk, dieselpunk, and sci-fi with deep worldbuilding and an ensemble of compelling characters. 'It started as a game concept – too big to build. But the idea stuck with me, and I knew I had to tell the story another way.' - Alex O. Harb Azoria is a vertically layered planet where tribal eagle riders navigate sacred wind currents in the Heights, steam-powered kingdoms clash in the middle altitudes, and an orbital expedition from the Federation monitors the planet from afar. Their lives revolve around a mysterious blue mineral known by many names – heartstone, Rational Element, azurium – which grants anti-gravity properties but decays over time. In Heavy Sky, a series of events – from a decaying home islet to a devastating aerial attack and a political crisis aboard a starship – pull characters from across these layers into a chain of revelations that challenge their understanding of the world. The novel is accompanied by four standalone short stories, already available on Amazon and Google Play Books, which explore earlier eras and side characters: - Resonance of Silence: a wry story of adaptation in a society built around silence. - The Plan of Darkness: a dark tale of ambition and a voice that changes everything. - Reader of the Wind: a bittersweet coming-of-age story set in the eagle-rider tribes. - Rational Element: the story of Azoria's first settlers and the dream that shaped their future. The Kickstarter campaign includes digital, paperback, hardcover, and audiobook editions, along with stretch goals like a collector's box and illustrated extras. Without a publisher or agent, the author is using Kickstarter to connect directly with readers and fund professional editing for the 120,000-word novel. The campaign will also help produce a short story collection and optional hardcover editions. In addition, 20% of all funds will be donated to the Armed Forces of Ukraine (AFU). With more than 15 years of experience in game development, the author, known under pen name Alex O. Harb, brings an eye for immersive world design and character-driven storytelling to fiction. Heavy Sky is their debut novel and the first entry in a planned four-book cycle set in the world of Azoria. Kickstarter Campaign: Author's page on Amazon: Contact Information: Alex O. Harb (347) 796-0225 Contact via Email Read the full story here: 'Heavy Sky": Genre-Bending Sci-Fi Novel Launches on Kickstarter Press Release Distributed by


Globe and Mail
6 hours ago
- Globe and Mail
Utech Wear Launches U-Track, the First Ever AR Glasses for Hunting and Fishing
UTECH Wear has fused augmented reality with professional-grade thermal vision with U-Track. UTECH WEAR, a leader in applied augmented reality innovation, has announced the forthcoming launch of its first high-performance AR eyewear system, UTRACK. Unlike entertainment-centric smart glasses, UTRACK is purpose-built for real-world utility, combining augmented reality with professional-grade thermal imaging, sonar detection, AI-powered recognition, and industrial inspection capabilities. The device is engineered for users operating in demanding environments, including hunters, fishing professionals, and DIY technicians, offering a rugged, hands-free solution that overlays real-time visual and data intelligence directly into the user's field of view. The official Kickstarter campaign for UTRACK is expected to go live in late July 2025. A Purpose-Built Tool for Field, Water, and Workshop Environments UTRACK's modular design is tailored to a variety of outdoor and technical applications. Whether tracking live games through dense brush, scanning underwater terrain, or diagnosing household issues behind drywall, UTRACK delivers powerful optics, AI interaction, and uninterrupted augmented visuals on an 80-inch virtual AR screen. 'AR technology hasn't been applied to the environments that demand it most,' said Ryan Du, Head of Product at UTECH WEAR. 'UTRACK is built for action, not distraction. It puts real-time insight and precision directly into the user's line of sight, enabling hands-free performance in extreme conditions.' Thermal Imaging: Night Vision for the Real World UTRACK integrates a professional-grade 384×288 thermal sensor with ≤25mK sensitivity, allowing users to detect temperature variations invisible to the human eye. Supporting multiple viewing palettes, such as white-hot, black-hot, and red-hot, UTRACK enables efficient nighttime tracking and surveillance over distances exceeding 1,500 meters. Thermal Use Cases Include: Tracking wildlife or locating downed animals at night Identifying hidden heat signatures in property patrol or search missions Assisting emergency services in night search-and-rescue operations Detecting insulation flaws or leaks during home inspections With a 60Hz refresh rate, the thermal overlay remains smooth and responsive, even in temperatures ranging from -20°C to 60°C. Sonar-Enabled Fishing Insights UTRACK includes a detachable dual-frequency sonar module (120kHz/300kHz) that displays underwater fish activity, bottom contours, and water temperaturewithin the AR field of view, removing the need to look down at separate fish finder screens. Fishing-Specific Capabilities: Depth detection from 0.6 to 45 meters with high accuracy Muddy water performance and low-light support for night fishing Wide scans for open waters and deep-target precision for species tracking Real-time overlays that help adapt strategy without interrupting the angling experience The sonar unit is IP67 waterproof and optimized for 8-hour continuous battery life in field conditions. Industrial Inspection Tools: POV Camera and Dual-Lens Endoscope The device includes a 48MP POV camera with both EIS (Electronic) and OIS (Optical Image Stabilization) for ultra-stable hands-free footage. This is ideal for content creators, technical inspectors, and professionals documenting outdoor work or DIY repairs. For advanced inspection scenarios, the modular industrial-grade endoscope attachment offers dual-lens views, allowing users to capture forward and side angles in tight or obstructed areas such as plumbing, engines, or HVAC systems. Technical Use Cases: Leak detection or heat diagnostics inside walls or machines Capturing stable video tutorials or project logs Visual verification after thermal anomaly detection Remote documentation for field engineers and home repair professionals Smarter Interactions with AI Recognition and Voice Control At the core of UTRACK is the DEEPSEEK R1 AI engine, supporting multimodal voice commands and real-time visual recognition. The system can identify flora, fauna, and fish species, and even provide step-by-step repair guidance by analyzing user-captured visuals and responding with contextual insights. AI-Driven Use Cases: Wildlife identification during hiking, camping, or education Fish species recognition in angling scenarios Voice-activated repair suggestions and safety recommendations Instant learning and exploration in outdoor environments Designed for Endurance and Everyday Use UTRACK's robust technical specifications include: Hot-swappable 3300mAh battery system for extended sessions One-handed rotary control knob for intuitive operation, even with gloves Weather-resistant housing that functions between -20°C and 60°C GPS readiness, online connectivity for AI support, and support for OTA (Over-The-Air) firmware upgrades Its ergonomic head-strap system, developed using global head shape data, ensures all-day comfort and is compatible with prescription eyewear. Availability and Launch Timeline The UTRACK AR system is scheduled for release via Kickstarter in late July 2025, with limited early pricing tiers to be announced. The launch represents UTECH WEAR's entry into high-performance AR for field professionals, marking a shift from entertainment-based wearables to applied, task-specific technology. Final pricing will be announced closer to the launch date. To reward its first supporters, a Super Early Bird discount of up to 40% OFF will be available at launch. This will be the only opportunity to get UTRACK at its lowest price. To ensure you receive the launch notification and secure your Super Early Bird pricing, please subscribe to the email list on the official website at Further information, product previews, and video demonstrations will be released leading up to the campaign launch.


Geeky Gadgets
9 hours ago
- Geeky Gadgets
Lymow One: The Boundary-Free Robot Mower That Finally Tackles Real Lawns
If you've ever tried a robot mower only to pull it out, dusty and defeated, you're not alone. Most legacy models hobble around with boundary wires, low wheels, and shaky navigation. Enter the Lymow One—a wire-free powerhouse built to take on slopes, obstacles, and sprawling lawns. It's already pulled in over $7 million on Kickstarter, and for good reason. Watch this video on YouTube. Pro-Grade Cuts, No Compromises Lymow One's front-mounted cutting deck isn't just for show—it's engineered for serious mowing performance. At the core is the LYCUT system, a dual-blade setup spinning at 6000 RPM, paired with a high-speed centrifugal fan to keep clippings from clumping. Need a precise cut? You can dial in the mowing height from 1.2 to 4 inches to match your lawn's exact vibe. 9× More Efficient Than Typical Robotic Mowers While most robotic mowers crawl around at a snail's pace, Lymow One covers serious ground. With a 16-inch cutting width and up to 3.3 ft/s mowing speed, it can mow up to 0.57 acres on a single charge—the same job that takes other bots all day. While most robotic mowers crawl around at a snail's pace, Lymow One covers serious ground. With a 16-inch cutting width and up to 3.3 ft/s mowing speed, it can mow up to 0.57 acres on a single charge—the same job that takes other bots all day. Adapts to Any Grass From tall fescue to thick St. Augustine, Lymow One doesn't flinch. Its 6000 RPM rotary blades slice through even tough or overgrown patches, and it handles fallen fruit, pinecones, and twigs without jamming or stalling. From tall fescue to thick St. Augustine, Lymow One doesn't flinch. Its 6000 RPM rotary blades slice through even tough or overgrown patches, and it handles fallen fruit, pinecones, and twigs without jamming or stalling. Real Mulching for a Healthier Lawn Lymow One doesn't just cut—it feeds your lawn. The mulching blades finely chop clippings into nutrient-rich bits, while a 27 mph centrifugal fan disperses them evenly and prevents clogging. That means healthier growth, cleaner finishes, and less post-mow mess. Tank Tracks for Terrain Mastery Let's be real—most lawns aren't pristine golf courses. Slopes, roots, and soft spots are part of the deal. Lymow One's rugged tracked drive system tackles slopes up to 45° (100%)—the steepest of any robot mower on the market. With 2 inches of ground clearance, it powers through uneven terrain, twigs, and bumps without getting stuck. If your yard has hills, dips, or areas that stay squishy after rain, this is the mower that keeps going while others spin their wheels. Smarter Navigation That Doesn't Get Lost Lymow One isn't just smart—it's situationally aware. While most robotic mowers struggle in complex environments, Lymow One combines multiple navigation systems to stay on course, avoid trouble, and deliver consistent results. Reliable Navigation The RTK (Real-Time Kinematic) system gives Lymow One centimeter-level GPS precision in open areas, while VSLAM (Visual Simultaneous Localization and Mapping) takes over near trees, fences, or buildings where GPS alone can't cut it. The result? Flawless pathing, even in complex, cluttered lawns. The RTK (Real-Time Kinematic) system gives Lymow One centimeter-level GPS precision in open areas, while VSLAM (Visual Simultaneous Localization and Mapping) takes over near trees, fences, or buildings where GPS alone can't cut it. The result? Flawless pathing, even in complex, cluttered lawns. AI-Powered Obstacle Avoidance Equipped with advanced depth estimation algorithm and semantic AI vision, Lymow One accurately identifies common lawn obstacles—such as toys, pets, sprinklers, and garden furniture—allowing it to navigate safely and efficiently without requiring constant user intervention. Equipped with advanced depth estimation algorithm and semantic AI vision, Lymow One accurately identifies common lawn obstacles—such as toys, pets, sprinklers, and garden furniture—allowing it to navigate safely and efficiently without requiring constant user intervention. Full App Control from Anywhere With the Lymow app, everything you need is right at your fingertips. Schedule mow times, manage zones, set no-go areas, adjust cutting height, and monitor progress—all from your phone. If the mower leaves its geo-fenced area, you'll get instant alerts and can remotely lock the device if someone tries to take it off your property. Built Rugged for the Long Haul Lymow One is built for serious use, not just sunny weekends. It features a die-cast aluminum frame optimized with FEM engineering, IPX6 waterproofing, and a 300W intelligent brushless motor that dynamically adjusts for performance and longevity. It's powered by a LiFePO₄ battery—the gold standard in safety and longevity—capable of over 2,000 recharge cycles in lab tests. Translation? This mower is in it for the long game. Advanced Safety Features That Just Make Sense Lymow One is designed to mow smart—and stop smarter. Its multi-layered safety system ensures peace of mind on every run: Sees and Reacts Intelligently AI vision with semantic recognition and depth sensing helps Lymow One identify objects and avoid trouble, while ultrasonic sensors and a responsive bumper prevent collisions before they happen. AI vision with semantic recognition and depth sensing helps Lymow One identify objects and avoid trouble, while ultrasonic sensors and a responsive bumper prevent collisions before they happen. Stops Instantly When It Should . Off-ground detection halts the blades the moment the deck lifts, and a physical emergency stop button brings everything to a stop in under a second. . Off-ground detection halts the blades the moment the deck lifts, and a physical emergency stop button brings everything to a stop in under a second. Protects Itself and Your Yard A durable blade fender shields the mower from rocks, branches, and lawn debris, ensuring safer cuts and longer-lasting performance. Lymow One Key Specs Feature Spec Navigation RTK + VSLAM Coverage Up to 0.57 acres per charge Runtime Up to 3 hours on a single charge Slope Handling Up to 45° (100%) Cutting Height Adjustable from 1.2 to 4 inches Cutting Width 16 inches Blade Speed 6000 RPM Motor Power 300W rated, 1200W peak output Map Storage Up to 15 acres Final Geeky Take The Lymow One is a thrilling leap forward in robotic mowing, where smart tech meets uncompromised cutting performance and rugged design. With tank-like traction, AI-powered vision, centimeter-level RTK navigation, and serious mowing muscle, it's hands-down the most capable machine we've seen for homeowners with large lawns, tough terrain, or finicky grass. That said, if you're looking for something rock-solid and 100% polished, you might want to wait for more user reviews post-shipping. As with any next-gen gear, early adopters could run into setup quirks or firmware hiccups. But if you're the kind of user who gets excited about high-tech problem-solvers and tricky mowing conditions, Lymow One might just be your dream machine. It's currently available for pre-order on Lymow's official website with an $800 launch discount, and is expected to ship in July and August depending on the region. Grab yours here! Filed Under: Gadgets News, Guides, Technology News, Top News Latest Geeky Gadgets Deals Disclosure: Some of our articles include affiliate links. If you buy something through one of these links, Geeky Gadgets may earn an affiliate commission. Learn about our Disclosure Policy.


Geek Dad
14 hours ago
- Entertainment
- Geek Dad
Kickstarter Tabletop Alert: ‘Red Dog Junction'
You've got a ship, a crew, and a dream—but so does everyone else. Who will be able to take home the most gold? What Is Red Dog Junction ? Red Dog Junction is a resource management game for to 2 to 5 players, ages 14 and up, and takes about 30 to 60 minutes to play. It's currently seeking funding on Kickstarter, with a pledge level of $67 for a copy of the game. The game rules aren't too complex so I think you could go perhaps as young as 10 as long as they can handle some direct conflict in the game. It was originally launched on Kickstarter in October 2024 as Space Freight with placeholder artwork, but the publishers decided to cancel the campaign and try again. This review is based on my original Space Freight write-up, but modified to reflect the changes, which are primarily art-related. Red Dog Junction was designed by Tyler Cheves and Brendon Cheves and published by Waterworks Games and Healthy Pixels, with art by Marie Bergeron. New to Kickstarter? Check out our crowdfunding primer. Red Dog Junction components. (Prototype shown) Photo: Jonathan H. Liu Red Dog Junction Components Note: My review is based on a prototype copy, so it is subject to change and may not reflect final component quality. The plastic spaceships in the prototype were 3D-printed and I assume they will not all be yellow in the finished game. Here's what comes in the box: Red Dog Junction tile Haberdashery tile 4 Planet tiles 5 Home Base tiles 5 Ships 15 Super Deal tiles Metallic Gold D4 die 6 Plastic D6 dice 5 Player Aid cards 81 cards 50 Gold cubes 30 Scrap cubes (black) 30 Ruby cubes (red) 30 Ice cubes (clear) 30 Oxygen cubes (green) 30 Gas cubes (yellow) 30 Whiskey cubes (brown) Space Freight had experimented with a 'no rulebook' system, where the component trays had lids that explained the game as you unpacked it. The publisher realized that most players still preferred just having a rulebook, so Red Dog Junction does not use the same panel system. Unique ships, one loaded with cubes. (Prototype shown) Photo: Jonathan H. Liu The plastic ships are quite large—each one can hold up to 12 resource cubes on it, and they also serve as your player piece for moving around the table. The cubes themselves are a standard size, mostly plastic, while the 'gold' and 'whiskey' cubes are made of metal and have an impressive heft to them. The dice for the trading exchange are similar: one plastic die for each of the six resources, and then a metallic D4 for the gold. The ships all have unique shapes, which gives them a fun bit of personality—particularly if they end up all being grey plastic. (I'm not sure what the finished ships will be.) The resources tray is nice because you can just set the whole thing on the table as a supply. I noticed that, along with renaming the resources from Space Freight , they've also adjusted the colors some—there's now a brown metallic cube for whiskey, and the yellow cubes are now 'gas' or 'fuel' (but I still think having both yellow and metallic gold as resources can be a little confusing). Also gone are the tiny mineral icons, replaced by different colored cube icons—though it would still be nice to have a legend somewhere, because the 'green' icons looked like grey to me, which is the color of the scrap cubes in the prototype. I've been told the finished version will have more distinct colors so everything is more easily distinguished. Instead of a folding board, the locations are now large tiles that you just place around the table, which feels fitting for a game set in space. The illustrations are by Marie Bergeron, who also illustrated Thunder Road: Vendetta , and it gives everything a lived-in feel. This isn't a polished, shiny sci-fi where everything looks like it was designed by Apple; it's beat-up and rusty and feels a little bit more like the world of Firefly . (I'm not sure why the store location is called the 'Haberdashery' other than maybe they liked the sound of the word—it doesn't appear to be a clothing store.) How to Play Red Dog Junction The Goal The goal of the game is to have the most points by the time the gold supply runs out. 4-player setup. (Prototype shown) Photo: Jonathan H. Liu Setup Set up the various location tiles with the resource tray nearby. Place the scrap cubes on the table in space; the rest of the cubes stay in the tray. Put the D4 in the center of Red Dog Junction set to '1,' and then roll the other six dice and place them randomly in the six spaces around it. Shuffle the two stacks of Super Deals (there are 6-value tiles and 8-value tiles) and place them in the Haberdashery, face-up. Player setup. (Prototype shown) Photo: Jonathan H. Liu Give each player a ship, a player aid card, a Home Base, and a set of starting crew: 3 Cowboys, 1 Miner, 1 Scavenger, and 1 Agent. Players will start with some gold based on turn order. Place your ship on its home base, and your gold in storage on your home base. Shuffle the cards and place the deck off to the side, and reveal six cards to form the market. You start with four crew types, but you may be able to recruit others during the game. (Prototype shown) Photo: Jonathan H. Liu Gameplay On your turn, you may take two actions from the following: Load/Unload : Move any number of resources between your storage and your ship while docked at home. : Move any number of resources between your storage and your ship while docked at home. Move : Move from any dock space into space, or move from space to any open docking space. (Special: you may move from one dock to another at Red Dog Junction for a single move rather than having to move into space first.) Only one ship is allowed at a planet at a time. : Move from any dock space into space, or move from space to any open docking space. (Special: you may move from one dock to another at Red Dog Junction for a single move rather than having to move into space first.) Only one ship is allowed at a planet at a time. Mine : While docked at a planet, gain cubes of that color onto your ship. : While docked at a planet, gain cubes of that color onto your ship. Salvage : While in space, collect cubes from space into your ship. : While in space, collect cubes from space into your ship. Trade : While docked at Red Dog Junction, trade resources. : While docked at Red Dog Junction, trade resources. Purchase Gold : While docked at the Haberdashery, turn in resources to complete a Super Deal and earn gold. : While docked at the Haberdashery, turn in resources to complete a Super Deal and earn gold. Displace : Move ships from docks into space (requires Rustlers crew). : Move ships from docks into space (requires Rustlers crew). Swap : Trade resources with another ship while you're both in space (requires Outlaws crew). : Trade resources with another ship while you're both in space (requires Outlaws crew). Buy: Buy a card from the market row. This ship can salvage cubes from space—currently there's only scrap floating around. (Prototype shown) Photo: Jonathan H. Liu The strength of many of the actions is affected by how many crew you have. For instance, at the beginning of the game you have one Scavenger, so a salvage action lets you take 1 cube. If you had 3 Scavengers, then you could pick up 3 cubes for 1 action. Cowboys give you capacity for your ship—you start with 3 Cowboys so your ship capacity is 6 cubes; at the end of your turn if you have more than your capacity in your ship, you must choose cubes to jettison into space, where they could be salvaged by any players on future turns. This ship could trade 3 oxygen for 4 whiskey or 1 gold. (Prototype shown) Photo: Jonathan H. Liu When trading, you may exchange resources matching the two dice next to your ship, as well as gold, and the exchange rate is equal to the values of the dice. For instance, in the photo above, the oxygen die is 3, the whiskey die is 4, and the gold die is 1, so you may make any swaps at a ratio of 3 oxygen : 4 whiskey : 1 gold. Your trader crew cards give you more trades per action; you may also use a trade to increase or decrease one of the D6 next to your ship, manipulating the economy. (Note that there is no whiskey planet, so the only way to get whiskey is through trading.) Docked at Honest Jose's Haberdashery. (Prototype shown) Photo: Jonathan H. Liu If you dock at the mission center, you may turn in the required resources shown on one of the Super Deal tiles to gain the gold payment, and you also take the tile, which is worth 1 point. Remember: you still have to get the gold back home safely! Jose might be honest, but you can't trust your fellow players. Buy crew, officers, and boosts at the card market. (Prototype shown) Photo: Jonathan H. Liu You may buy cards from the market no matter where your ship is located, but you may only spend resources that are already in your storage, not from your ship. Crew cards will make your actions more efficient, and Boost cards are single-use cards that usually give you an extra action after you play them, letting you set up a powerful turn if you can time it right. Officer cards are the most expensive, each costing 8 resources, but they give you an ongoing ability for the rest of the gameand are also worth points. The Pathfinder can move directly to any open docking space without stopping in space; the Quartermaster can unload directly to your storage from space without being docked at home. Game End The game ends when all of the gold has been moved to player's storage (so if it's still floating in space or on a player's ship, the game isn't over yet!). Players earn points for all of their crew, officers, and mission tiles, and 1 point per gold in their storage. The highest score wins, with ties going to the player with the most remaining boost cards, and then the most crew cards. Why You Should Play Red Dog Junction One of the gimmicks for the older prototype (while it was still named Space Freight ) was the fact that it didn't have a rulebook, but that idea was scrapped. The other thing that stood out, though, was the big spaceships that held the resource cubes. There's definitely a bit of a toy factor there, but it also makes it really obvious who's carrying what, because although this is a pick-up-and-deliver game, there's also a lot of space piracy happening. Just because you've picked up some goods doesn't guarantee you'll actually get to keep them, unless you can get home and offload them into your base. Mining for ice. (Prototype shown) Photo: Jonathan H. Liu Okay, so how's the gameplay? Your turns are pretty short, particularly at the beginning, because most of your actions are fairly simple. It'll take you two actions just to fly your ship somewhere and dock, and then maybe on your second turn all you do is mine two resources if you made it to a planet. Or, perhaps you started by loading some gold into your ship with the intentions of trading. Your goal is to just accumulate as much gold in your storage as you can, but there are multiple ways to go about that. If you see that the markets have made a particular resource more valuable (if the die is low, you can trade fewer gems per gold), then maybe it's worth making a run to that planet so you can load up and then go trading. Or, maybe there's a good combination where you could take your starting gold and trade it for something that's needed for a Super Deal. Either way, the two primary sources of gold are Red Dog Junction and the Haberdashery, turning goods and scrap (however you managed to acquire them) into gold, and then shuttling that back home. Powering up your actions with crew is also key, and each crew member can be purchased with a specific type of resource or you can spend gold, though that's usually if you're desperate to beat somebody else to the punch. Cowboys increase your ship capacity so you don't have to fly back and forth as often, and Miners and Scavengers let you gain more cubes per action. Agents make your trading stops more efficient, both because you can manipulate the market dice but also because you can make more trades per action. Then we get to the other crew: Outlaws and Rustlers. You don't start with any, but as soon as somebody acquires these, prepare to be boarded. Rustlers let you dislodge players from their docks, putting them into space. That's handy if somebody's mining a planet but you want that spot, or if they're hogging the space you need at Red Dog Junction. But the real one-two punch comes when you have Outlaws, which let you swap resources on your ship with somebody else—why go to the trouble of mining and then trading at Red Dog Junction, when you can just hang about in space, maybe scavenge some scrap metal, and then dump it on those merchants and take their gold? You get so many more actions if you don't have to spend them docking and undocking all the time. The Rascal is a special crew that is very expensive, but every turn you can decide which crew it is, so it gives you a lot of flexibility. Carrying a lot of cargo? It's a Cowboy this time. Time to mine? Let's make it a Miner. Boost cards cost 1 gold but can be quite effective. (Prototype shown) Photo: Jonathan H. Liu Finally, there are boost cards—these all cost 1 gold, which means you're spending a point to acquire them, but they give you really amazing effects once. You might be able to manipulate dice at Red Dog Junction (including the gold die!), increase your ship's capacity temporarily, or get a boosted mine, salvage, or swap action. Whenever a boost card comes up in the market, everyone should take a look at it because even if it's not directly useful for you, it may be worth buying so your opponent can't use it against you. Once the game gets going, things can get pretty heated. Multiple players want to be on the same planet, or are racing for particular resources because an officer card just appeared in the market. If you see somebody collecting resources that match a Super Deal, is it worth trying to outpace them, or do you go for something else instead? When you're done trading, do you use some of your trade abilities to change the die and make the exchange rate worse for everyone else? Super Deals: are they worth the risk? (Prototype shown) Photo: Jonathan H. Liu Super Deals are worth 1 point just for buying them, but also give you a decent amount of gold. The problem is, if there are Outlaws about, there's no guarantee you'll get that gold home to storage. In our games, it was often a dilemma whether it was more efficient to complete missions or trade resources for gold, and one of the limiting factors was always the amount of time it took to fly back and forth between locations. The different crews between players can also make for some funny outcomes. In one game, one player had a lot of Outlaws so if they accumulated enough of anything, they could swap out and take pretty much my whole stash of gold before I got it home. But I realized I had a lot of Scavengers and they didn't—so if I jettisoned all my gold into space, at most they could get 2 of them in a turn, and I could try to scoop up the rest and flee for home! There can be a bit of a stalemate, though, depending on how determined players are. If you have gold and you're not in space, it will take you at least two turns just to get home, and then you can't unload until your next turn. But that means you're a sitting duck for anyone who has a Rustler and some Outlaws. If they undock you and take some gold, do you try to get it back, or just go back home and unload whatever you have left? We had some long tug-of-wars over gold in one of the games I played and eventually one player just had to give in so the game wouldn't go on too long. There are only 5 unique officers in the deck. (Prototype shown) Photo: Jonathan H. Liu The officers are a game-changer, and since there are only five of them in the entire deck, there's no guarantee that you'll even see all of them in any given game. We did feel like the Pathfinder, which allows you to teleport anywhere, felt like it was the most valuable of them, because saving an extra action per turn just lets you unload gold before anyone else can get to you, and it feels unstoppable. Some of the others can be pretty handy, but nothing really compares to teleportation. I would have liked to see either some more officers, either multiple copies of the same ones or some additional powers, because it's possible that the player who's first to get an officer can just run away with the game. Overall, Red Dog Junction is a solid pick-up-and-deliver game that can spark some really exciting moments, but can also feel a bit limiting at times because you only get 2 actions and flying through space is time-consuming. It's not too complex once you learn the different actions, though coming up with a winning strategy can still be a challenge. The components have a fun toy factor with the ships carrying the cubes around the board. For more information or to make a pledge, visit the Red Dog Junction Kickstarter page! Click here to see all our tabletop game reviews. To subscribe to GeekDad's tabletop gaming coverage, please copy this link and add it to your RSS reader. Disclosure: GeekDad was loaned a prototype of this game for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!


Geek Dad
2 days ago
- Geek Dad
Cardboard Crafting with ChompSaw
If you've got crafty kids and you're looking for a fun activity for the summer, here's a nifty tool to consider: the ChompSaw! Originally funded through Kickstarter back in 2023, the ChompSaw is like a kid-safe table saw for cardboard. My kids were working on some cardboard projects recently so I looked it up again, and Chompshop was kind enough to send one for us to try out. What Is the ChompSaw? The ChompSaw is a cutting device designed for corrugated cardboard, but can also be used to cut felt, fabric, and many other soft materials less than 3mm thick. It retails for $249 and is available from the Chompshop website. It's kid-safe and recommended for ages 5 and up, though it's not just for kids! My 18-year-old has been having a lot of fun with it, too, and I've tried my hand at cutting out some shapes too. A close-up of the cutting tool. Photo: Jonathan H. Liu It's about 10″ square and 4″ tall, with a removable metal plate on the top that has some grid lines and other guide lines. There's a small plastic drawer in the front that catches the cutting scraps, and a compartment under the metal plate for storing the power adapter. You can make different sizes of holes with the hole puncher, though they don't have very clean edges. Photo: Jonathan H. Liu The ChompSaw also comes with a hole puncher that has graduated rings for punching different sized holes (also used if you need to cut a hole out of the center of a piece of cardboard), and a scoring tool that helps with folding cardboard. How Does the ChompSaw Work? In the center of the top, there's a small metal knob, which conceals a cutting device that works like a tiny hole puncher. As you push the cardboard under the knob, the puncher repeatedly stabs through the cardboard, cutting a line through it (and catching all the bits in the drawer below). The space under the knob is too small for even the smallest fingers to fit, and since there aren't any spinning parts, you don't have to worry about long hair getting caught and tangled around anything either (though it will just cut through hair if it gets under the knob). Cutting out a puppet piece with the ChompSaw. Photo: Jonathan H. Liu The ChompSaw has its own power adapter, and a large toggle switch on the side makes it easy to turn on and off. It does take a little bit of practice to get used to the ideal speed for feeding the cardboard through, but once you get the hang of it, it's quite effective and feels a bit like magic. I've done a good bit of cardboard crafting myself (remember these cardboard robots from 15 years ago?) and have always just used a craft knife in the past—it's still an effective way to cut straight, clean lines, but the ChompSaw definitely has the edge when it comes to making curves, and the fact that you can't cut yourself with it is a big bonus for kids. The ChompSaw does eat up a small amount of the cardboard because of the width of the cut, but the trade-off is worth it. Made this little cardboard head to try cutting out a very curvy path. Photo: Jonathan H. Liu What Can You Make With the ChompSaw? With some imagination, the sky's the limit! The Chompshop includes some designs to get you started: there's a Project Pattern Pack ($25) that includes patterns and additional materials for a spinning top, a mini skeeball ramp, and a snake dexterity game. There are also a couple of $5 digital patterns—Chompshop sent us the one for the hand puppet so we gave that one a try. Our cardboard puppet. Photo: Jonathan H. Liu There's also an Inventor's Workbook available (currently backordered) that explains the process of coming up with an idea and building prototypes, and then includes a lot of blank pages for working on your own designs. My teenager used it to design a little car, which he then cut out and assembled. My son's self-designed cardboard car. Photo: Jonathan H. Liu And if you're looking for something a bit more complex, there are plenty of designers and artists who have patterns for sale elsewhere as well. My kids bought some animal mask patterns from Zygote Brown Designs and made some rabbit and dragon masks, which turned out really nicely. (Though my wife thinks the rabbit masks are a bit creepy, particularly when worn by my nearly 6-foot-tall son.) My kids wearing masks made with patterns from Zygote Brown Designs. Photo: Jonathan H. Liu ChompSaw Accessories In addition to the base ChompSaw, there's also a table accessories set (available for $30). This includes a separate metal plate that has some cut-outs in it. One is for the fence—you attach it to the plate and adjust the width, and then you can easily cut uniform strips of cardboard from ¼' to 3 ½' wide. There's also an angle guide that allows you to set an angle (in 15° increments), allowing the Chomp Saw to function kind of like a mitre block. Finally, there's a circle guide to help you cut out circles. The main limitation on these is that since the entire ChompSaw surface isn't that big, there's a size limitation to how large a piece can be cut with the guides. The fence, circle cutting tool, and angle guide come in the table accessories set. Photo: Jonathan H. Liu Also, somewhere in the house we still have our old Makedo set as well—I had written about these way back in 2011 and they're still available now. They do have some hand-powered cardboard cutting/punching tools, but what could be really handy now is the connectors let you attach cardboard pieces together. We may have to dig around to find those! With school finally out for the summer, my kids have a bit more time on their hands and I hope they'll spend some of it making things instead of just playing on the Xbox. I know they've been pretty excited about the ChompSaw already, and I look forward to seeing what they make next! For more information about the ChompSaw, visit the official website! Liked it? Take a second to support GeekDad and GeekMom on Patreon!