Nova Luna Modifications


I have a new game, Nova Luna, which I think is destined to be a favourite.

 However, some of the game pieces could do with a bit of improvement, so I've made new ones. 

The track counters now interlock for improved stackability; now they're less likely to scatter everywhere under people's clumsy sausage-fingers. And I made a new moon marker too, partly because the cardboard one that comes with the game is just a few millimetres too tall to store upright in the box, and also, because why not?

I'd have liked to be able to print each of the counters in the appropriate coloured filament, but unlike those lucky Americans who seem to be able to buy reels of filament for about a buck fifty, my resources are more limited. So they're painted instead.

Toilet Paper Merchant


This guy was sculpted by somebody, I don't know who, a couple of years ago in 2020 when toilet paper hoarding was very much in the news, and I printed it (not very well) on my Ender 3.

At long last I've got around to giving it a very basic paint job.

It's a more-or-less 28mm mini.

Isometric Mapping in Owlbear Rodeo

I've been fiddling around with an isometric map hack in Owlbear Rodeo. It takes a wee bit of work to create the isometric character and monster tokens, but not a heck of a lot more than the normal round ones.

It has the advantage that I could sort of get to use some of the gajillion figures I've painted, but I can foresee a certain amount of clutter and confusion occurring when trying to manage moving and ordering the tokens. Nothing that is insurmountable.

The isometric map image is overlaid on a hex grid, but I haven't worked out how to match the grid and the map as yet, so the measuring function isn't reliable. We'd just have to count squares like cave people.

A plain whiteboard map like this is easy enough, but creating an illustrated environmental map would not be so straightforward. Again, not insurmountable, but quite a bit of work. There are quite a lot of isometric mapping tokens, of wildly variable quality, available here and there on the internet, so doors and chests and furniture and what-not are achievable relatively easily.

I haven't yet played around much with drawing on to the map with the app's drawing tools; they're pretty primitive. Probably good enough to indicate general room extents and that sort of thing.

Here's a pretty pictorial map, which is all very well. However, as you can see, we have no way of seeing what's going on down behind the bridge — the view can't just be rotated, as it would be in a video game.