On Wednesday, Bushiroad held a live stream discussing the future of the beloved trading card game franchise. The speculation was high on what we could possibly see. Would there be a new anime? Would we see the arrival of a new clan? What new mechanics would be showcased? With all eyes on the screen, Bushiroad announced something that I think very, very few would have expected:

They are honestly relaunching the anime?

Did not see that one coming.

The relaunch, however, does appear to set closer to the manga this time. Though I never read the manga, I can’t say I’m completely upset by this. I have fond memories of binge watching the original seasons through Asia Circuit and those three seasons essentially making me want to play the game. There is a major change, though, in the introduction of a new mechanic (seen briefly in the trailer when Kai rides into his avatar, Dragonic Overlord) known as Imaginary Gift.

The Imaginary Gift mechanic grants one of three possible “gifts” to the player that triggers the gift. The first adds an additional front rear guard that gets a +10,000 attack on that player’s turn. The second gift grants up to a +20,000 attack, depending on the number of circles with the gift. The final gift grants a bonus perfect guard to their hand.

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Triggers also received an upgrade. All triggers going forward will have a power increase to +10,000 from the original +5,000. Stand triggers are taking a back seat for the new Front trigger that will give all front row units +10,000.

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Aside from the new mechanic, we are getting two new trial decks that follow the theme of the reboot. The original trial decks were Blaster Blade and Overlord based and these are the same!

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The first booster launch of the rebooted series will be based on the original Vanguard super team, Team Q4! Featuring Royal Paladins, Kagero, Oracle Think Tank and Nova Grappler.

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I can’t help but get a little giddy seeing any new artwork featuring Q4. Plus, that Alfred looks amazing.

We also got a bit of a look into the future of the set releases. It looks like up through September will only cover the original clans from Cardfight Vanguard. As a primarily Link Joker and Shadow Paladin player, the lack of new cards will be rather taxing. However, I’ll definitely be taking the time to try out new clans until the releases.

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Now…the most interesting thing to the actual game that isn’t related to the lore per say. Bushiroad announced a new tournament format structure.

Standard Format will feature only the newest released cards, essentially rotating out the original and G-era cards. Premium Format will allow for all eras of cards, from the original launch to the newest releases. G Format will only feature the cards released prior to the relaunched sets.

The last few days have seen post after post online discussing the merits of the format changes and asking players which formats they’ll be partaking in. Honestly, I’m going to be sticking to Premium Format for the foreseeable future. I’m not stupid, though. Standard Format is going to be the focus of Bushiroad as it allows for new players to more easily get into the game. That being said, I am giving it until the beginning of 2019 that the Premium Format series will be sidelined to secondary events before being phased out completely.

That being said, it’s never been easier to get in on the game now (at least not since the game originally launched). That can only be good for the health of the game and the community.

Finally, they left off with a really nice surprise: a mobile game!

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I’ve been an avid player of Yu-Gi-Oh! Duel Links since the game’s launch. I’ve said on multiple occasions that the layout of the game would have leant itself perfectly to CardFight Vanguard. Looking at the screen grab they posted, and short video, the game looks straight up like a Duel Links clone. So much so that I wonder if Konami is getting a developmental fee with this game’s release.

Thats not a bad thing, mind you. Ever since the cancelation of CardFight Online, players have been chomping at the bit for a digital, on the go version of the game for some time. As long as the game is kept up with and has a passable player-vs-player mode, then this is going to be a huge release for Bushiroad.

All in all, I was pleasantly surprised with Bushi’s attempt at shaking things up. They are opening up the gates to make it easier to get new players in with a streamlined reboot and new mechanics. With the new mobile game, they give players the ability to play even if they don’t have a community or local game store support.

The game is in an exciting place and I, for one, cannot wait to see how it all unfolds.

Until next time, keep your dice warm and happy gaming.


Over the weekend, I attended my first official event of 2018: a Munchkin CCG launch event. For those unaware, Munchkin CCG is the collectible card game version of the immensely popular line of games by Steve Jackson Games. Unveiled at a past GAMMA event, the game has finally released at retail stores across the country. Is the game a smash hit, or just another fly by trading card game? Lets find out.


Munchkin CCG display at GenCon 2017. Photo from ICv2.

Announced in 2016, the Munchkin CCG is a new game based on the Munchkin franchise. In the original series of games, players take turns exploring dungeons, fighting monsters and scoring loot, all while potentially stabbing one another in the back. The CCG removes the dungeon exploring aspect and replaces it with the heroes now hiring the monsters they once defeated to defeat other heroes instead.

The Basics:

To begin with, each player needs to have a deck of 40 cards and 1 hero. Like all trading card games, Steve Jackson Games released three 2-player starter decks for its initial launch. The three are Cleric vs Thief, Ranger vs Warrior and Wizard vs Bard. For their first print run, all 2-player starters include a free booster pack.

Aside from the hero card, there are five additional types of cards found in the game’s booster packs:

– Ally: These are sidekick type characters who aid you with special abilities and can take the brunt of your damage.

– Loot: Loot comes in several forms, mostly armor and weapons. These will help you fight your opponents’ hired monsters.

– Locations: Cards that effect the entire field.

– Mischief: These cards are played like Instances and Sorceries.

– Monsters: These are your creatures that you hire during your turns to damage your opponent.

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The initial launch booster set, simply titled Munchkin Collectible Card Game. Combined with the starter cards, the Core of Set 1 contains an astounding 319 cards. Something that Steve Jackson Games did a fantastic job on is that most of your rarer cards are simply extended art cards of existing cards. On the other hand, something that they are doing poorly with, is that the booster packs are extremely limited with the first wave. After that, the plans for reprint are slim to none. This is creating an artificial demand for an untested collectible card game, one that may not survive its first year.

Game Play:

Each player takes alternating turns playing out three phases: Warmup, the aptly named Munchkining, and then the Cooldown.

Your Warmup phase is your standard fare beginning of turn/up keep mechanics. You unclip your “Run Away” token, stand any committed cards (called “zap” and “unzap”), collect your stash and draw a card. The Stash is an interesting mechanic in that any monsters that were not destroyed in your previous attacks go to a sort of waiting room. In this zone, during your opponent’s turn, they can play cards that can potentially destroy said monsters. Any monsters that are not destroyed then get added to your hand for another round of monster fights.

During the Munchkining phase is were the bulk of the action is. Utilizing a fairing interesting cheating system, players lay a card face down in the Dangerous Monster Zone (or DMZ) as well as commit a certain amount of gold (the game’s currency/resource) to the face down card. The key here is that you don’t necessarily have to even lay down a monster here, you could bluff your way to make your opponent run away. They do so by flipping a Run Away token, it’d now show a Limp Away icon. If they don’t call your bluff and decide to fight it, the face down card is moved to the Stash and your gold is returned to your pile. Should they call your bluff and you were cheating, you lose take a point of damage and the card is placed in the Stash face down while the gold returns to your pile.

Should you not cheat and it is a monster, then a fight plays out. Each monster has an Attack and Defense, while some will also have an ability or effect. Before any cards are revealed, however, your opponent has the option to commit any weapons or allies to the fight. Allies can take the brunt of the damage while the weapons help destroy the monster. If the monster survives, it is moved to the Stash face up with all damage in tact. All committed allies and weapons return to your opponent’s side of the board, also called their Horde.

These steps are repeated over and over until the active player is done Also, during the Munchkining phase is when players would equip any loot, such as weapons and armor, or recruit allies, as well as play new locations. Every loot card has a star featuring a number. The total of all these numbers cannot exceed your current level, either.

The final step is called Cooldown. During this phase, the active player only performs two steps outside of any effects that may trigger during this phase. First they Level Up. You start the game on Level 1, but each turn you go up a Level. Like in the main game of Munchkin, players go to Level 10. However, you cannot pass this level, nor is their a victory condition for achieving this level. Then players collect gold equal to their current level. You may never collect more gold than what your level is.

Having the resource gathering step at the end of the turn presents an interesting and strategic element to the game. Do you use all your resources playing Mischief and other cards to defend against your opponents onslaught? If you do, you’re left with fewer gold coins in which to hire monsters on your turn. Do you save the gold then? Save the gold and hope they use all their resources so they have nothing to defend with.


The art in the game is what one would expect from the likes of a Munchkin game. That isn’t to say it is bad by any means, it can just be an acquired taste. That being said, the alternate full art cards can be rather gorgeous looking. The over all designs, however, look amateurish. I suspect this is by design, though. A personal nitpick I have is the lack of any foiling. While I get that that may not bother a lot of people, foiling has always been a quick look way of telling a card’s rarity. The current set of the cards have only two ways to tell a rarity: art or a tiny letter in the middle of the card, at the very bottom, with the card’s set number.

The additional components included in the starter are generic looking tokens marked 1 or 5. These are to represent your gold, as well as keep track of your Hero’s damage. Also included is a single, black d6 for the random cards that require a die rolls. There are two larger tokens, marked Run Away and Limp Away. The art is cute and easily distinguishable at a glance. Finally, there are two level counters featuring a Munchkin dragon. Again, nothing fancy or special, but gets the job done. At the tournament I attended, and even in my own home games, the use of other counters and dice have made their way to replace the cardboard components.

One thing I’ve always loved about the Munchkin franchise is their love of parodying other games. This is even more true with the CCG as they take great care in poking fun and parodying the whole trading card game genre as a whole. The rarity system has your normal fare of Commons (C), Uncommon (UC) and Rares (R). However, they also have: Very Rare (V), Promo (FOMO, or Fear of Missing Out), We Destroyed Most of These (W) and These Don’t Really Exist (T). Since Tapped is a copyrighted term by Wizards of the Cost for Magic the Gathering, they use Zap and Unzap. Then borrowing a certain game winning card set from the popular Yu-Gi-Oh! game, they have their own in “Explodia, the Trademarked One”.


My grandfather’s deck has no pathetic cards, Kaiba, but it does have…Exodi…I mean, Explodia, the Trademarked One!

Organized Play and the Game’s Future:

Currently, the game has drafted and constructed format play for local game shops, with special limited edition prize cards. Three out of the four are merely alternate art, neutral monsters that any player can use regardless of their hero. The fourth card is a draft exclusive Hero card, Goldfish Wanderer. The card has an interesting effect, but over all it isn’t nearly as powerful as the main set heroes. I’m never going to complain about tournament prize cards, especially ones that are just alternate art cards. However, there isn’t anything special about them to make actual participation worth it. The art isn’t fantastic, nor are they full art.


As far as the future of the game is concerned, it looks as though they have at least a year’s worth of content planned. We had the Core Set 1 release this past February, with the next set due out in May and a third set in August. They have regional events planned for the summer, with a national event to be held at GenCon this year. So it could be said that Steve Jackson Games is definitely going all in on this title.

What is interesting to me, though, is still their reprint policy. It can be found here. I can understand keeping expansions limited after their initial release, but a core set? A core set for any new trading card game should be made readily available during its first year of release. The core set, along with your starters, should be where new players have access to any and all of the key cards that they need to obtain in order to get into the game. There are only two reasons not to do this and they both are bad. First, you’re attempting to create an artificial demand for your product. By creating the demand, you are able to keep the hype rolling for the following releases. This screams money grab, and is something mostly known to happen in trading card games where the company has an IP with limited time (See any of Score’s or Panini’s trading cards). The second, and most problematic, reason to do this is power creep. Each set following will get more and more powerful, making the previous set obsolete after release. Again, another way to force players to buy more and more product.

Final Thoughts and Verdict:

I like the Munchkin IP. It is stupid, silly fun. It is a game that I can get out with a group of friends and have a couple hours of mindless enjoyment. Sure, alliances are formed, backs have knives driven firmly down the middle, all in the name of kicking in that last door and hitting level ten first. That being said, most of the same enjoyment, or at least those feelings, can be had within the context of the Munchkin CCG as well. In a time were trading card games are a dime a dozen, and only the most serious or competitive last any time, it is nice to have a more laid back game to have in the deck bag.

I still have several reservations, namely in regards to the future of the game and the idea that this is a collectible card game with not much in way of “collectible”. The game is still too fresh to see the future clearly, so I hope I am wrong and the game delivers on the longitivtiy that the Munchkin brand is known for while, at the same time, giving us that collectible card game experience.

Game Play:
-Simple and easy to learn.
-Cheating mechanic is an absolute riot in later turns when you have more gold to bluff with.
-Hero cards and archetypes make for fun builds.
-Certain gameplay elements are not easily explained in the Quickstart guide, making certain concepts a bit awkward for new players.
-Gathering your resources at the end of your active turn make for some sticky situations.

-The art work, while not phenomenal, fits the game’s legacy well.
-The full art variants are dynamic and a joy to add to the deck.
-Lack of any type of foiling, or premium style card, distracts from the collectible aspect of the game. This is especially true for the organized play promo cards.
-The layout of the cards feels cheap. While easy to read, nothing really pops on the card.

-The matches can go rather quickly, allowing for multiple games in a sort period.
-Currently, even with just the starters and Core Set 1, there are several potentially great builds. This leads to plenty of unique matches, and a game that doesn’t get stale.
-The fear of the potential power creep makes it hard to get excited for future sets past this one.
-That’s really the only con, its a fun game to play!

Final Verdict: 7 out of 10

Honestly, the Munchkin CCG is a fun game. It really is. You can tell the designers had a blast making some of these cards and the interactions some cards have within their decks shows real thought beyond just using the Munchkin IP for a quick game. I will proudly keep my Warrior deck in my deck bag, along side my Cardfight! Vanguard and Magic the Gathering decks. What keeps this game from ranking higher for me is just the lack of thought into the “collectible” part of collectible card game, as well as the feeling that this will unfortunately be a cash grab attempt from Steve Jackson Games.

Ultimately, though, I do enjoy it and recommend it to every one looking for a quick, easy card game to play.

So, until next time, keep your dice warm and happy gaming!

It was bound to happen sooner or later, but we are finally starting to use our YouTube channel!

At the current moment, we only have a single video up. A single video we recorded at GenCon 50…seven months ago. Still, it is progress.

Our first recording is a quick unboxing video for the amazing game Campy Creatures, featuring guest gamer Kristina.

Our first unboxing!

Hopefully we’ll be doing more videos, and maybe live-streaming, in the future. Comment below what kind of videos you’d like to see, be them unboxing, Let’s Plays, or even deck profiles.

So until next time, keep your dice warm and happy gaming.

GenCon 2018!

Posted: February 10, 2018 in Uncategorized

That’s right, ladies and gentlemen. Late Night Players will be attending GenCon 2018!

Really not more to say beyond that.

We’ll hopefully be doing some recording and what have you onsite this year. So if you’re going to be at the show this year and would like to play some games with some kickass people, hit us up!

Until then, keep your dice warm and happy gaming!

This past Sunday, I was finally able to sit down and get my first real taste of WarMachine (and a little Hordes, too) since we purchased some starters back at GenCon 50.

I was playing a Retribution Of Scyrah build while my friend/teacher/way too patient Scott ran a Mercenary build. We decided on 50 points but I didn’t realize that there were fewer points than that in any of the starters I bought (especially the ones from Privateer Press’ Black Friday sale). So we ended up just doing Warcaster and Warjack vs Warcaster and Warjack.

And as with every game I’ve ever played against Scott, I was obliterated. Needless to say more practice, and more miniatures, are required!

These guys haven’t even been primered yet, but the weather has been too cold for any of that fun stuff. I have a pair of Trollbloods that I’ve been working on here and there that I started on before winter set in. Another friend gave me a starter to add to the fun and I figured I’d practice on them first.

Not too shabby if I do say so myself.

Anyways, keep your dice warm and happy gaming!

Well this was certainly a pleasant surprise. Knight Models has released character cards for their Suicide Squad box set for their DC Universe Miniatures Game. Well, just the Suicide Squad side. Still no rules regarding Batfleck, Joker or his crew. Still, this added 8 new characters from one game to another, effectively giving anyone who might only play the Batman Miniatures Game all they’d need to dive into the other rule set.

With a new team comes a new Team Ability card, too!

And curse them for teasing Amanda Waller and Enchantress. Both of them were listed in the Suicide Squad rule book but we’ve yet to see either of them yet. Heck, we’re still waiting on Raven and Grodd that we’re teased forever ago.

Anyways, as someone who broke into the BMG with the Suicide Squad box set (and awesome birthday present from my friends), this tiny little update it amazing to me. I now have an extra 7 figures (Flagg was released later and haven’t gotten him yet) to add to the table top.

Sound off in the comments below if you plan on running any/all of the Suicide Squad on your next game night.

Happy gaming!

June is about over which means it is time for Knight Models to release their upcoming preorder list. This time around, we get a nice mix of the two games with two of the releases being a part of their new Multiverse line.

First up, the most important…Wonder Woman!

This makes me so happy that I can’t express into words properly. First, the Holy Trinity is officially playable in Batman Miniatures Game!

Batman Miniatures Game stat card (top) and DC Universe Miniatures Game stat card (bottom)

The thing that is holding me back from getting super excited about the Batman Miniatures Game card is the mounted figure rules. A mount is an upgrade to a character. Whenever you field a mounted character, you have to also have a no -mounted version of the character as well to represent if the mount is destroyed or lost. Currently, there is only one other Wonder Woman figure available and that is in the Batman v Superman (Trinity) set for the DC Universe Miniatures Game.

That nitpick aside, the model is gorgeous, both in physical design and gameplay design. I think what will be a big reason for fielding her is the Godkiller ability. In the BMG, it grants all of her attacks the Magic Weapon special rules and immunity from certain effects. In DCUMG, it grants +1 to Attack and Damage to all attacks against models Level 20 or more. This is a great bonus against characters like Darkseid and Doomsday.

Joining Diana on the battlefield of both games comes the Amazons of Themyscira:

Queen Hippolyta and her Amazon Warriors

Another Multiverse release, the set includes stat cards for both of their games!

Now, I could be wrong (and if I am, please correct me in the comments below), but in the BMG you are only allowed to field one model with the Legends classification per force. This means that Hippolyta and Wonder Woman can never be on the same team. However, they can be used in the DCUMG for a team level of 49. The updated suggested build is teams at Level 60, so you still have a little wiggle room for another character.

Now, if I could just get a Steve Trevor and the rest of the squad, I can be a happy man. Granted, it might be a little weird seeing World War 2 era characters on the streets of Gotham, but I’m willing to do that.

Rounding out the Batman Miniatures Game comes an update for the Court of Owls factions- The Parliament of Owls:

I’m always down for increasing any/all factions that are preexisting. The Court of Owls definitely could use it. Over all, standard fair for the stat cards. Though the models for the 1880’s Talon and the High Court Lady look awesome. I’d be interested in trying to paint the fur on the High Court figure.

In addition to the Batman Miniatures Game releases, we have some DC Universe Miniatures Game only releases.
First up, everyone’s favorite Martian- Martian Manhunter

I don’t know why I just love that pose. It’s just so stoic and imposing.

J’onn is a bit of a multi-terrain tank. He’s defense can shift to benefit you depending on the teams you’re facing. He’s offensively adaptable at range and close combat. At Level 15, fits most hero teams as a strong secondary power bourse.

Finally, we have the good doctor himself, Doctor Fate:

That pose is classic and gorgeous. I am curious, though, in how well the figure is attacked to the base. Hopefully it doesn’t suffer from small ankles like some of their others.

Doctor Fate feels like a magical glass cannon. In the right situation, he can tie up and bind many characters. For the most part, the range on his attacks will keep him from harm’s way, but a few good shots and he’ll drop like a fly. 

Over all, super excited for this month’s preorders. Which ones are you excited for? Which ones are you skipping? Sign off in the comments below.

Happy gaming.

It’s been quiet around here for the last few weeks, sadly. I’ve been busy prepping for an annual event called Free Comic Book Day this past Saturday. For those not in the know, FCBD is a day that celebrates the comic book hobby and the people that love them. Every year, I set up at Comic Quest in Evansville, Indiana. 

This year I had a special 11″x17″ print and metal trading card of CardFight!! Vanguard:

Aichi Sendou and his avatar, Blaster Blade.

It was a fun event, but a lot of things didn’t come together until the very in. As such, I didn’t focus on a lot gaming wise this last month. Which was a shame because a lot of awesome news came out of Knight Models and April 28th was International Tabletop Day 2017.

Now that is over, I can start doing some more gaming related things. I have mini’s to paint, cards to sort and games to review.

Happy gaming.

Knight Models have revealed a new character and his minions for the Batman Miniatures Game– Professor Pyg and Dollotrons!

The good Professor and his lackies…(photo by Knights Models)

For those unfamiliar with Professor Pyg, he was introduction during Grant Morrison’s fantastic run on Batman prior to the New 52 relaunch. He was a prominent villain for Dick Grayson during his tenor as Batman, kidnapping victims and turning them into his “Dollotrons” through various robotics, surgical manipulation and drug use.  These Dollotrons are generally genderless monstrousities he created in the pursuit of making people perfect. 

This piece is based on the Professor’s appearance in Batman: Arkham Knight. The video game version is a rather faithful translation of the source material, especially his use of a traveling circus called the “Circus of Strange” as a front for his crimes and experiements.

Professor Pyg’s stat card.

For 90 Reputation and $150 funding, you get a solid figure with two key attributes that I think is fantastic:

  • Medic– He can help remove either 1 blood damage or 2 stun damage from a friendly model. This is an absolute boost to some builds that didn’t have the option to get a medic on the field because of rank or affiliation restrictions.
  • Special Traits: Dollotrons– When hiring Professor Pyg, you get to recruit 3 Dollotrons at no additional cost. This give you 4 figures on the board for a measly 90/$150. The Dollotrons themselves, when alone or outnumbered, aren’t amazing but they have a great ability when kept close to the Professor.

Speaking of the Dollotrons’ abilities…

Dollotrons’ stat card.

As I said before, nothing to amazing except the 6 endurance and the Special Trait Creations of Perfection. The trait makes them worthless (point wise) for being KO’d or made a casualty, which makes them fearless tieup pieces. It also allows them to take any attack that would be directed at Professor Pyg so long as they are within 5cm and have 1sc to spend.

The down side to these beautiful creatures is that they can only be hire with Professor Pyg and, as such, can only be recruited at a max of three models. I had a beautiful team in mind for them if more than three could be used on a team. Oh well. It is still a fantastic set.

This is one I know I am looking forward to. What say the rest of you? Is this a must have for your Batman Miniatures Game collection or a pass for now? Sound off in the comments below and, until next time, happy gaming!

Not even a day after announcing the awesome DC Multiverse range of models, Knight Models posted their March preorders for their April releases.  These are available for preorder now until March 28th, expected shipping date is April 3rd.

The biggest item up has to be the Arkham Knight Campaign Book

First, it’s contains an all new campaign around the Batman: Arkham Knight video game. It also contain at several new rules for multiple new modes of play, as well as update equipment and more.  I’m extremely curious about the “multiplayer scenarios”, as I have a play group of 4-8 people at any given time

Also of importance is the new Akrham Knight model that is the preorder bonus.  It comes with three different head variants, making it very intriguing to buy three copies of the book. They treated us the card for this model several weeks ago.

Arkham Knight Campaign Book exclusive Arkham Knight stats.

A couple more releases the Arkham Knight game round out the selection for the Batman Miniatures Game, including a brand new Nightwing:

We also are get a new Penguin and Street Demonz crew box:

Always happy to see new gang members to flesh out crews. A little disappointed that Reaver and Simmons are both wearing gas masks but do not have the traits, however.

Finally from Arkham Knight, we Penguin Lieutenant:

Also up for the Batman Miniature Game is the Catwoman I talked about here yesterday:

First model from the newly announced DC Multiverse range.

Multiverse models feature stay cards for both the Batman Miniatures Game (top) and the DC Universe Miniatures Game (bottom).

Moving on, Knight Models are also giving us two new models for the DC Universe Miniatures Game.  

First, we have the cousin of Superman, Supergirl:

Finally, they are giving us the King of Atlantis, Aquaman:

His abilities are giving me all kinds of ideas for a water heavy board, as well as trying to add more water to the existing boards.

All in all, some great releases to come out in April. I think my top three must haves are going to be the new Campaign book, Catwoman, and Aquaman.  I wish Supergirl were a DC Multiverse model, giving some extra power to the Batman Miniaturs Game

What do you guys think? What releases are you most excited for?

Until next time, happy gaming!