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Exclusive Interview: Gnomoria’s Creator Robert West (RoboB0b)

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gomoriaConsidering the massive influx of indie games inundating the industry over the past few years, I think it’s the job of anyone who’d like to be considered a game journalist to help sift through the haystack to find those proverbial needles.  A few months ago, while going through one of my several hours long perusing binges on Steam, I came across an intriguing name: Gnomoria.  Reading the game’s description and instantly identifying with what it was trying to do, I bought my first Early Access game.  For less than ten dollars, I ended up with one of my favorite games of all time.

Gnomoria is a sandbox game where you indirectly control a group of gnomes by setting tasks for them to complete.  It’s a simple enough idea, but the depth of this game will catch you off guard.  It combines crafting, RPG elements (Leveling Skills), complex management and a fully destructible environment for your gnomes to manipulate.  Since I’m such a big fan of this game and I think it deserves more of the spotlight, I thought I’d reach out to Robert West, or as his fans know him RoboB0b, and get his side of the story.

UG: Hi Robert, or do you prefer Bob? Just so you know I’m a huge fan of your game Gnomoria. Before we get to that, perhaps it would be best if we let you introduce yourself to our readers. Can you tell us a little bit about yourself?

Robert: I always introduce myself as Robert but I’ll answer to Rob or Bob or whatever.  I’m strictly Uncle Bob to my niece and nephew.

I grew up southern California and moved to the Seattle area to attend DigiPen.  I stayed after graduating and was there for about 8 years before moving back to my current location in Long Beach, CA.  I’ve been making games for fun since my first programming class in high school about 20 years ago.  I’ve been working on games professionally for almost 6 years and been on Gnomoria for about 2.5.  I do programming and design for Gnomoria and contract out art and audio as needed.

UG:  It sounds like you’ve been a gamer for a long time. What games were you playing back when you first started making them yourself? How about now? Do you have any games you play when you need a break from your project?

Robert: Yeah, I’ve been playing games since I was 4 or 5.  We had an Atari and an NES around then and I’ve had consoles every generation since.  The time period that probably made the biggest impression on me, and was when I got really into gaming, was probably around when I was 11 or 12, playing games on PC.  This was Civilization, Elder Scrolls: Arena, The Incredible Machine, Doom, etc.  I think we got internet around ’96 or ’97 and I started playing Doom online.  Later, that led into lots of Quake and the Team Fortress mod for Quake.  Internet gaming opened a whole new world for me and when I played my first MMO in ’99, Asheron’s Call, I was blown away.  As long as I can remember I’ve wanted to make games, but I think around ’99 was when I knew there was no other option for me.

Nowadays, I play a lot of different games.  I’m not sure if there are just lots of games coming out now compared to in the past but I have a harder time sticking to one game for a long time.  I tend to move onto new games quickly and ultimately get through a lot of games.  Some games, like say Gone Home, I knew would be relatively short and for the best experience I should play it in 1 sitting.  I go through a decent number of games in a similar manner and so I felt like I should mention it, even though I wouldn’t consider myself to be actively playing them.  With that said, the games I’m ‘currently playing’ tend to fit the format of never ending and always being able to pick up and play again later; Payday 2, CS: GO and HEX for example.  I guess that’s a good example of the split right now between ‘games’ in the traditional sense, where it’s more of a setting to play against other people like, say, chess or sports in general and ‘games’ that are more of an experience.  Some people argue about it and prefer one type over the other but I think they are both great and have their place.  The former type of game is one that I’ll likely stick to for a while and practice and get better while the latter is one I’ll effectively consume and move onto the next.  I definitely enjoy both.

UG:  It sounds like we grew up in the same era of video games. I played the heck out of Civilization back in the day. I guess this leads us into your current project, Gnomoria. What led to the development of this game?

Robert: I would say a couple of things led me into starting work on Gnomoria.  It’s fairly common at game studios to work a lot of hours.  It was no different for me and it slowly took it’s toll.  There was a long time where I barely saw my wife.  During this time, my wife and I had a son and, of course, not being around much to see him just added to the problem.  I had a strong urge to do the opposite of what I had been doing and work from home if possible.  On top of that, I think people in any creative field have a strong urge to feel a part of what they are working on and connected to it.  I wanted to be excited about what I was working on everyday and create something that I could call my own.  It was really a combination of both things and other factors that was enough to push me to leave my job and start Gnomoria.

UG: Gnomoria is in a genre of games that, although growing in popularity now, was fairly uncommon when you started. What inspired you to make this type of game? Was Gnomoria the game that you had always wanted to play but nobody had made?

Robert: I wanted to work on a game that would allow me to explore areas of programming that interested me and generally enjoy what I was working on everyday.  I wanted to explore procedurally generated content and AI.  I also really wanted to design complicated gameplay systems and see them in practice and not just on paper.  I wanted to create an environment that would allow for emergent gameplay and behaviors.  I’ve always been interested in sandbox games and so it wasn’t even something I really thought about.  I’ve wanted to explore these general areas for years and some of the specifics sort of fell into place as side effects.  For example, the management style gameplay sort of came out of the desire to program AI and wanting to view the world and what you’ve built from a bird’s eye view.  It just felt natural.  I also really like the way that style scales, by attracting more gnomes, compared to say having a single avatar and getting better tools or new abilities.  In the latter, you’re still limited by your ability to walk up to something and click on it, compared to having a bunch of little guys running around autonomously doing your will.  Again, this wasn’t even something I sat down and thought about.  It was more of asking myself, “If I could work on any game I wanted, what would it be?” and I immediately knew the answer was Gnomoria.

As far as Gnomoria being a game that I’ve always wanted to play but nobody made, I guess the answer would be yes and no.  In some ways, I felt like I wanted to play this specific game and it didn’t exist.  Other times, there are games that scratched a similar itch and that was enough for me.  You have a game like say, Dwarf Fortress, that I would say is very similar and has existed and been fun for a long time before Gnomoria ever started.  Other games like, Sim City, Civilization, Dungeon Keeper, Anno and even Crusader Kings are sometimes able to scratch that itch when I’ve had the urge to play a game like Gnomoria.

UG:  I’ve tried several other management games and the problem I always run into is the steep learning curve. While Gnomoria is certainly more complicated than your average first person shooter, it seems way more accessible than many games in the same genre, without sacrificing depth. Is that something you made a priority when you first started or is it just a happy accident?

Robert: It was definitely a priority for me when I first started.  I think the learning curve is the biggest hurdle to getting into Gnomoria and still has a lot of room for improvement before even mentioning the word ‘tutorial’.  Being a management game, it’s primarily controlled through a graphical user interface and it’s not always obvious where to go to accomplish what you want.  For example, I’ll sometimes get suggestions to add things that already exist.  I treat those as suggestions to improve discoverability of features, available actions and information.  There is so much information in the game that displaying it to the player becomes its own large task.  To give a rough idea, I know that for the recent SimCity there was at least one full time position (I don’t know exactly how many) for ‘Data Visualization’.  This is everything from graphs and pie charts to minimaps to visualizing police coverage or water or what have you, directly onto the world.  Whatever it takes to display data in a way that is efficient to get to and able to process holistically and in a more meaningful way than looking at a number.

An example in Gnomoria that I often see, are players confused about why a particular job isn’t being worked on.  It could be that no gnomes have the associated skill enabled.  They might be busy on another job or sleeping.  Maybe one gnome is currently available but you don’t have the required materials or tools to complete the job.  All of this information is available to the player, but that doesn’t mean it’s the players fault for not knowing.  It’s my job to convey this data, multiple times if necessary, in a central location, an intuitive location and/or in a manner that associates it with the question they are asking.  This is something that I’m always working on and hope to improve on before release.

UG: Like I said before, I’m a big fan of the game. I love the introduction of diplomacy.  How much are we eventually going to see of our neighbor kingdoms?

Robert: I don’t think we’ll see a whole lot more.  I think with this style of game, it can be really easy to lose focus and try to do everything.  Sending out raiding parties, seeing neighboring kingdoms and ordering squads around sounds ok on paper but I think it would detract too much from the core of the game.  I’d like to focus on managing and nurturing your gnomes into a thriving kingdom and not conquering the world or something.  There is still plenty of room to go deeper without losing focus.  Attracting Gnomads could tie into diplomacy and come from neighbor kingdoms.  You can have diplomatic events that force you to make decisions.  A friendly kingdom might request aid in the form of weapons and armor to help defend against goblins.  Not helping would hurt your relationship.  You might turn once friendly kingdoms against you and start getting attacked or make friends with goblins and hire mercenaries.  Gnomes can have a bartering skill which affects trade rates when they are sent out.  I think we’ll see more features with Diplomacy but you’ll hear about it second hand, see the after effects of it and not travel to other kingdoms directly and see for yourself.

UG: I’ve seen you interact with the Gnomoria community in several ways but the direct contact on your forums between you and fans of the game seems to go beyond simple bug reporting. How important is the community to the development of the game? Have you ever incorporated a suggestion because it was just to good to pass up?

Robert:  Definitely.  I feel like it happens regularly but I don’t think I could list every occurrence.  The first one, off the top of my head, is Prospecting.  I don’t like the idea of mining and sometimes not getting a resource (dirt, stone, etc).  If you think of your Kingdom as a closed system, you’re just reshaping the world by moving things around; never actually creating or destroying.  Eating or drinking and growing new plants was the only way to actually remove or add resources at first (before the first alpha release).  I added merchants to the game as a way of introducing new resources to this system and as a way to get rid of extra unwanted resources.  Trees can be planted and grown but I didn’t like the idea of a finite number of dirt, stone and metal so merchants were introduced.

After releasing the alpha, it turns out most people have tons of extra dirt and stone lying around.  It gets kind of annoying to stock constantly, isn’t getting used really and not everyone thinks to remove it by giving it away to the merchant.  Someone on the forums suggested Prospecting; turning stacks of dirt and stone into metal and potentially other more valuable resources.  It was a great way to solve a problem while simultaneously adding something new.  It doesn’t feel gamey and fits well in the context of the game but is also a great way to introduce a resource sink.

In general though, I feel that the community has had a big impact on shaping Gnomoria in the year and a half since the first alpha release.  It can be easy to get stuck in my ways, so to speak, and be resistant to certain changes.  I try to consciously keep an open mind and not be stubborn when talking about the game.  I make changes or introduce things that I’m not necessarily totally convinced on but the community generally wants.  I can say with 100% certainty that Gnomoria would be different, however big or small, than it is today if I was just making this game locked in my closet.

UG: It’s nice to see a developer take fans’ ideas into consideration. Any big plans for Gnomoria we can look forward to?

Robert:  I’m always a little reluctant to talk too much about the future, just to give myself room to back out or change my mind without upsetting anyone.  With that said though, I’m looking into changing up enemy behaviors a little.  I want to add an element to some enemies that is more than just kill everything in sight.  For example, I’m considering changing goblins and mants to prioritize stealing valuables and food, respectively, over killing gnomes.  They’ll fight gnomes that get in the way but their top level goal would be thinking about want they want instead of mindlessly killing.  This opens up the opportunity to appease them by sending a tribute of trade goods or food and stalling the next attack.

That’s why I did the recent Diplomacy patch actually.  I didn’t think I could make those changes and the enemy changes in one go, so I broke it up to introduce part of it without breaking the game.  As a side note, I often have to break up something I want to work on into multiple patches.  It can sometimes feel strange or broken in the interim but I do my best to keep everything fun and playable on the way up to something new.  It does mean cool features that I want to add end up taking a lot longer.

Anyways, I’m planning on changing enemy behaviors, as well as give options for dealing with them that doesn’t involve combat.  I also want to reevaluate the risk/reward relationship for each enemy type.  Ideally, I could shift some of it towards giving the player the option of attracting more enemies.  For example, purposefully inflating Kingdom Worth to attract more gnomes but knowing that it will attract more goblins.  I think this idea can be improved on as well as extended to mants, golems and more.  Trying to make some sense of why you’re being attacked and giving the player some control in the process, so it feels more like a decision than an unavoidable circumstance.

Part of that choice is giving incentive.  I’ll likely make golems drop a “golem core” at some point which can be used to craft automatons to add to your workforce.  I want to eventually go over mechanisms again and add a few more to the mix.  Eventually, (probably after release) I want to work on a magic system.  It would require lots of research (similar to Tinkering), rare components (from killing certain enemies or potentially a rare trade) but would allow you to do new stuff that could change the game in a significant way.  Enchanting items with runes, magic users in your squads who can put enemies to sleep, burn them, heal allies, alter material types like turning skin to stone.  Researching magic would be a choice as gaining magic power would gain the attention of new enemies.  I’m picturing being attacked by a necromancer as he raises your slain gnomes from the dead, a golemancer turning your unstocked goods against you or related events like causing it to rain lava temporarily.

UG: I have to say that the idea of magic seems really ambitious and a ton of fun. Since you mentioned it, what is your goal for an official release?

Robert:  It does seem a bit crazy at first.  More than a few parts of it already exist in some way and it’s just a matter of feeding it input from a different source.  That’s one of the cool parts of working on a sandbox game, I think.  When possible, I try to implement something as an isolated gameplay system.  There might be some internal parts to it, but when possible it works with whatever is at hand and makes no assumptions.  It can be error prone sometimes and produces hard to track down bugs but it also can produce some cool emergent behavior.  A magic system in Gnomoria would mostly just be a way to work within the system but change inputs from anything that would occur naturally, sort of breaking gnomish reality in a way — aka Magic.

As far as release, I’ve always said that when Gnomoria reaches a point where it has enough content, is reasonably polished and surpasses that sort of expected quality bar for a ~$10 “finished” game that I would release it.  A lot of people have expressed to me that they already feel it’s at that point but I would like to go a bit farther still.  Ignoring content and features, I think that before a release the UI could still use some polishing and the game could benefit a lot from a tutorial.  After release, assuming there is interest and I can still afford to spend time on Gnomoria, I would like to continue free updates like with the mentioned magic system.  I feel like to really get in there and work out a big system like that, I’d want to wait until after release when there wouldn’t be that weekly or every other week patch schedule.  I can just focus on the update until it’s done instead of trying to release it in parts.

UG:  I think the game is definitely close. I’m sure most of the fans would agree. What about life after Gnomoria? Have you had any great ideas you’ve put to the side while you’re finishing up or do you think you might go back to working for someone else if the price was right?

Robert: I definitely get a lot of game ideas and sometimes I write them down.  I have, probably, ten rough outlines for different games at the moment.  It’s fun to think about but I don’t take any time to pursue them.  I enjoy working on Gnomoria but I am looking forward to one day experimenting and prototyping some of those ideas to see if there is anything there.  When working for someone else, there will sometimes be projects you get really into and feel apart of and other times you just get your work done but aren’t as interested and don’t feel fulfilled.  Given the choice, I will always choose to work on my own games.  It’s so much more rewarding to see your ideas become realized and feel connected and a part of the project.  As long as I can afford to support my family with my games, I wouldn’t give that up for any price.

UG: Could you talk a little bit about how important programs like Steam Greenlight and crowd sourcing sites like Kickstarter are to indie developers?

Robert:  For me it was really important.  I released the alpha of Gnomoria in June of 2012 and while not directly a crowd sourcing site like Kickstarter, alpha funding and crowd sourcing in general made it possible for Gnomoria to exist today.  I haven’t used Kickstarter myself but I can see how it can be crucial for a project to continue development or not.  Just thinking about even a couple of the games that exist because of Kickstarter or alpha funding is great for both gamers as well as developers.  It’s already starting to feel pretty standard and just a normal part of the industry right now.  At least for projects that don’t have funding from any other sources, it will continue to be more and more common for the foreseeable future.

As far as Greenlight, I think my experience wasn’t the norm.  I knew it was coming up and Valve had stopped taking game submissions through their normal avenue.  The day Greenlight launched, I had Gnomoria submitted within a few hours.  Gnomoria was greenlit in the second round of games and that was sort of the end of it.  Really, it ending up being a stepping stone into Early Access which mattered more to me.  In one sense, Greenlight made it possible for Gnomoria to get on Early Access but without Early Access, Greenlight wouldn’t have mattered much on it’s own.  I think that’s different for games that are at or near completion and ready to launch into the regular Steam store.  For those games, Greenlight is probably the more important step.

Indie games of course existed prior to Greenlight or Kickstarter but I think you could easily argue that they contributed to more people getting their games out there, which I think is awesome for everyone.

UG: I think we can all give thanks for the surge of creativity programs like that have made possible for the industry. We get a lot of questions especially from our younger readers about where they should start in terms of learning programming and game development. Do you have any advice for them?

Robert:  Taking a class in high school or college is always a good idea.  Some people have no trouble learning things on their own but sometimes having that extra motivation, homework, grades, or whatever, can be enough to get you started.  Once you get started, it becomes way easier to continue your education by yourself.  At that point, there are tons of resources online and plenty of directions to go to get really deep into something or cover a broad range of topics.  I don’t have a ton of experience with functional languages like Haskell or Lisp so I’ll just comment on procedural ones.  Personally, I’m a fan of C and C++.  Gnomoria is written in C# which shares a lot of syntax and feels comfortable to C++ programmers.

Ultimately, the language doesn’t really matter.  You can probably make a good argument around “easier” languages that maybe help you learn faster versus them teaching you bad habits since they are doing things behind the scenes you don’t realize.  I would say just pick something you like and go with it.  It’s understanding the concepts that are important.  Regardless of what language you’re using, you’ll want to understand data structures, algorithm analysis, etc.  This is after fundamentals like variables, loops, functions and what not.  If you have a good understanding of everything involved, you’ll end up picking the best tool to reach your goals.  That could very well be different languages for different tasks.  It’s pretty common in games to have an engine in C/C++ and use Lua, C# or some proprietary language for scripting with tools potentially written in other languages.

I wouldn’t get stuck on figuring out what the best language is before even getting started.  So I guess my advice would be to just start learning and then continue learning.  If you don’t know how to get started, check out a tutorial online, pick up a book or take a class.  Pick whatever method you learn best from and then just keep going.

UG: Well I can’t thank you enough for talking with us Robert. I really enjoyed the conversation and look forward to seeing how Gnomoria continues to develop. Is there anything you’d like to say to the fans of your game?

Robert: Thanks for talking with me, it’s been fun.  To the Gnomoria fans out there, I want to say thanks for supporting me and Gnomoria.  I feel extremely lucky to be able to work on something I love and spend time with my family.  It wouldn’t be possible for me without those who bought into the game in alpha or beta, looked past the bugs and roughness and were a part of the development and progression of Gnomoria.

If you’d like to check out Robert’s game for yourself, click here!

http://www.youtube.com/watch?v=Vgq3Nj_4q6E

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2 Comments

2 Comments

  1. pox

    February 17, 2014 at 1:29 am

    Truly incredible game.

  2. raspiz

    February 17, 2014 at 7:44 am

    Thanks to both of you for doing this interview. Gnomoria is the best gem of a game I have found in the last year and it’s nice to hear from the man that crafted it. I always look forward to digging back in and trying all the new features when I get a chance. I’m glad RoboB0b is able to make a living doing what he loves, working for himself, and pleasing so many people. Keep up the great work.

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Features

Razer Gold for Less: Insider Tips for Buying Discounted Gift Cards on BuySellVouchers

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Razer Gold for Less: Insider Tips for Buying Discounted Gift Cards on BuySellVouchers

Razer Gold is a virtual currency that is offered by the Razer company. You can use Razer Gold to purchase new games and in-game content. Usage Razer Gold gift cards give you a better bang for your buck and when you top up your Razer Gold, you get Razer Silver in return which you can exchange for even more rewards.

Every buyer loves a good discount no matter what product it is you’re buying. The same goes for buying discounted Razer Gold gift cards. Gamers tend to rely on gift cards a lot to make their gaming purchases. By using discounted gift cards, you can not only make your transaction almost instantly but also do it cost-effectively.

In this article, we’ll tell you all about buying discounted Razer Gold gift cards and how to utilize them in order to reap the maximum profits possible as well as addressing some common concerns and providing tips to make a smooth transaction.

Understanding Razer Gold and BuySellVouchers

Razer Gold is your all-in-one currency to purchase various games and in-game content from the Razer website. Razer Gold can be obtained by purchasing it directly or redeeming Razer Gold gift cards. Using Razer Gold vouchers is a much cheaper and convenient way to carry out all your gaming transactions.

Buying Razer Gold gift cards through BuySellVouchers

If you want to top up your Razer account, you can simply purchase a Razer Gold gift card. The smart choice would be to get a discounted Razer Gold gift card but where can a person get one? BuySellVouchers of course. BuySellVouchers has a huge category of discounted Razer Gold gift cards so you can browse and buy the one you deem best.

Discounted gift cards obviously save you money. So why not use them? By using discounted gift cards, you can purchase any game you want at a much cheaper price than buying it directly from official stores.

Why Choose BuySellVouchers for Razer Gold PINs?

Discounted Gift Cards

There are many reasons to choose BuySellVouchers for buying and selling gift cards over other platforms. One of the main reasons is discounts, which can reach up to 35% of the gift card’s nominal value. It has the best prices and special discounts across most of its products which makes BuySellVouchers a no-brainer if you want to purchase cheap gift cards. BuySellVouchers also has support for various payment methods including crypto such as USDT, BTC, USDC,  and e-wallets like Maya and GrabPay (at the Official Store).

Razer Gold gift card giveaways

Every other week, BuySellVouchers provides gift card giveaways. Since users have the opportunity to select their preferred gift card platform for the giveaways, Razer Gold gift cards are frequently chosen. Each giveaway typically offers 10 gift cards, each valued at $10.

Comparison with other platforms offering Razer Gold gift cards

If we compare the price of the cheapest 10 USD Razer Gold gift card among some other popular marketplaces, we can see that BuySellVouchers offers the lowest price of 9.06 USD.

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User reviews highlighting positive experiences with BuySellVouchers

If you’re concerned about the legitness of the BuySellVouchers platform, then you can look at the response of past customers of the platform to determine its legitness. A few reviews about the Buysellvouchers marketplace on Trustpilot.com are included below.

Insider Tips for Maximizing Savings

Tip #1: Timing is Key

If you want to obtain the best deals and discounts on BuySellVouchers, then timing is everything. Sellers may offer big discounts during special promotional events or during holidays. During these times, be sure to check prices regularly.

Tip #2: Explore Different Sellers

When you want to buy a gift card, be sure to explore different sellers and compare the prices among them. Your sentence is mostly correct, but it can be improved for clarity and consistency. Choose the seller that offers the lowest price and has a good reputation (high seller rating). You can evaluate a seller’s performance by looking at his reviews and successful sales history.

Tip #3: Take Advantage of Promotions

From time to time, there may be ongoing promotions on the BuySellVouchers or Razer platform. During these events, you can generally save even more money due to bigger discounts.

Tip #4: Bundle Deals

Some sellers on the platform also offer discounts for bulk purchases. These packages will save you more money than if you buy gift cards one by one. The bigger your order is, the more you can save. There are sellers who sell gift cards in bulk at very good prices.

Tip #5: Monitor Price Trends

Gift card prices can fluctuate from time to time. The product that you want to buy today may not be offered at the same price tomorrow. In such an event, your best option would be to wait for the price to go down again. To monitor the prices, you should be kept updated on the BuySellVouchers platform whenever you can.

Ensuring a Smooth Transaction

Account setup

To create an account on BuySellVouchers, click on the Register button at the top.

After that, you can either Sign Up using your existing Google gmail account or alternatively create your own unique BuySellVouchers account by entering a valid e-mail address, a username and password.

After you input your details and click on the Sign Up button, you will then be asked to verify your e-mail by clicking on the link you just received in your e-mail address. Do that and you’re all good to go.

A step-by-step guide to purchasing Razer Gold gift cards on BuySellVouchers

To browse all available Razer Gold gift cards on BuySellVouchers, you can either use the search function or browse the Razor Gold category.

Choose the product that you want to buy and then after that, click on the Buy Now button. Select your desired payment method, enter your email address where you want to receive your product and then click on the Buy button.

Wait for your order to be processed. After that, the gift card code will be delivered to you.

Tips for verifying the authenticity and value of gift card listings

To verify the authenticity and value of gift card listings, you can look at the seller’s reviews and feedback to determine if he’s a legit seller or not. If the reviews are generally positive, then you can go ahead and buy from him. If reviews are negative, you should tend to avoid him.

Safety measures and precautions for buyers to avoid scams or fraud

To find the sellers with the most positive feedback, you can use the filter function on BuySellVouchers which will bring the sellers with the best feedback in descending order. Each seller has a seller level that determines their success with the platform. By buying from the top-rated sellers, there is nearly zero chance for you to get scammed. If you want 100% risk free purchases you can buy your gift cards from the Official BuySellVouchers Store where every product is offered by the official seller of the platform.Real-Life Success StoriesTestimonials from gamers who have purchased Razor Gold gift cards from BuySellVouchersBelow, you’ll find the feedback of a few people who have successfully purchased a $100 Razer Gold gift card from BuySellVouchers.

How buying and using discounted gift cards has helped people with financial concerns

Buying discounted Razer Gold gift cards allow people to purchase games that they weren’t able to previously due to financial issues. Using discounted Razer Gold gift cards allows you to buy games at a very cheap price and also get Razer Silver in return which you can redeem for even more rewards.

Addressing Common Concerns

Addressing skepticism or doubts about the legitimacy of discounted gift cards

Before anyone buys a discounted gift card for the first time, they have many doubts in mind. They wonder about the possibility of being scammed, but we can assure you that if you buy your discounted gift cards from BuySellVouchers Official Store, you will never face such a problem.

Clarifying buyer protection measures and recourse in case of issues

In case you face issues with your seller regarding your purchases, you can either contact him to discuss your issue and get it resolved. If the seller doesn’t reply or refuses to resolve your issue, you can contact the BuySellVouchers customer support. If you haven’t received your product, you might be able to get a refund as well.

Providing guidance on compliance with terms of use for Razer Gold gift cards

To prevent any future issues or misconceptions. Be sure to fully comply with the Razer Gold terms of service. Upon redeeming a Razor Gold gift card, the gift card balance will be added to your account and it must be used within one year. However, you are exempt from this if you live in certain areas where this is prevented by law.

Conclusion

Razer Gold gift cards allow you to top up your account and purchase games and in-game content in a fast and convenient way. If you look for cheap Razer Gold gift cards, then BuySellVouchers marketplace is the right place to go. So, if your budget is the main factor stopping you from buying gift cards, visit BuySellVouchers to get the most out of your budget.

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Promotions And Bonuses On Shazam Casino: A Review Of The Promotions, Bonuses, And Loyalty Programmes Offered By Shazam

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Promotions And Bonuses On Shazam Casino: A Review Of The Promotions, Bonuses, And Loyalty Programmes Offered By Shazam

Many players don’t think about how much bonuses can bring them. If you sign up at Shazam Casino, you can get a lot of benefits and save a lot of money. For example, there are rare and no-deposit bonuses here, which are not so common on betting sites. Now let’s tell you about all the bonus offers you can come across at Shazam.

No Deposit Bonus

No deposit bonus is a very favourable offer from Shazam online casino, which will allow you to get money immediately after registration without additional spending. All you need to do is create a new account, log in and enter the special promo code at the cashier. After that you will get $35 or $40 as a gift, which you can use in any game!

Freespins In The Casino

Shazam is not only a casino but also a sports betting site. However, if you are more attracted to slot machines and other games, then don’t forget to pick up the bonuses that will give you freespins. You will be able to use them in the Dreamcatcher or Wild Wild Safari games. To get this gift, you just need to register on the site and then go to the cashback section and specify the promo code.

Bonus For First Deposit

As you can see, just enter your Shazam casino login and you’ll get access to lucrative offers without even having to fund your account. But the site’s rewards don’t end there. When you first make a deposit, there are three bonuses waiting for you! You will be rewarded for your first, second and third deposit. In total, you can get up to 7500 Australian dollars! The bonuses are as follows:

  • 250% up to AU$3,000;
  • 200% up to AU$3,000;
  • 150% up to AU$1,500.

You can use the money you receive in slot machines, table games and other casino entertainment. However, you should know that this bonus is not gratuitous. At first, the money will come to a separate account, and to transfer it to the main account, you will need to wager the reward. You will need to spend 35 times more than you received playing the games.

Daily Bonuses

The nice thing is that you can get Shazam casino bonus just by logging in every day. Each new visit to the site can bring you a great reward if you fulfil the conditions:

  1. Monday. On this day, you can claim a 135% or 260% bonus if you make a deposit of $25 and $200 respectively. Amounts over $50 will also earn you 50 freespins in the Achilles Deluxe game. Wagering with a 30x wager will be required to claim the reward.
  2. Tuesday. Deposit $25 on this day and get 100 freespins for Diamond Fiesta. You will need to wagering with a wager of 20x.
  3. Wednesday. On this day you will have access to a 200% bonus for deposits of $100 or more. You will also be able to get 50 freespins for Cash Bandits 2 game. The wagering condition is a 30x wager.
  4. Thursday. Fund your account and get a 210% reward on your deposit. The amount of $100 or more is taken into account. You will also receive 35 freespins for Vegas Lux. The cash bonus is wagered with a 30x wager and the freespins are 40x.

Don’t forget to get these rewards to make your stay on the site as rewarding as possible!

What Other Rewards To Look Forward To For Players

But that’s not all that awaits you at Shazam. Be sure to pick up these gifts:

  1. Holiday Enchantments. This is a special bonus that you can get during the weekend. It can be either a deposit reward or freespins.
  2. New Game Bonuses. Shazam casino is constantly adding to its range, and players can rejoice not only with new entertainment, but also with the bonuses that will accompany it.
  3. Cryptocurrency bonuses. If you are a cryptocurrency enthusiast and want to use bitcoin to fund your account on the site, you can get a 20% bonus!
  4. Login Rewards. During the week, you will be able to receive free login rewards and get 200 freespins. For this you will need to deposit at least once every 3 days. After that, freespins are waiting for you for Witchy Wins, Achilles Deluxe and other games.

How To Open The Opportunity To Receive Bonuses

However, keep in mind that you will not be able to start receiving rewards immediately. To do this, be sure to provide full information about yourself in your profile and provide photos of documents that can confirm it. This way you will pass the account verification and you will be able not only to collect cash prizes, but also to withdraw your winnings.

What To Do If I Didn’t Receive The Bonus

Very rarely there is a situation when players are unable to collect the gift. First, check if you have fulfilled all the conditions. If everything was done correctly, then you can contact the support team, where friendly staff will definitely help you. They will sort out why you have not received the reward and you will receive it as soon as possible.

As you can see, this site offers really a lot of interesting prizes, each of which you want to take away. You will save a lot if you take advantage of the offers of this casino. And, of course, you can register here with confidence, as more than one player from Australia has left a positive Shazam casino review. Good luck!

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The Ultimate Guide to Poker: A Comprehensive Introduction for Casual Players

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The Ultimate Guide to Poker: A Comprehensive Introduction for Casual Players

Welcome to the thrilling world of poker, where strategy, skill, and a dash of luck converge to create one of the most captivating card games ever devised. Whether you’re a seasoned player seeking to refine your tactics or a casual enthusiast eager to dive into the world of poker, this guide serves as your gateway to the essentials of the game.

We’ll embark on a journey through the diverse landscape of poker variants, exploring the nuances that make each game unique. Additionally, we’ll provide invaluable tips for establishing a rock-solid foundation, laying the groundwork for success at the tables. And of course, no poker guide would be complete without delving into the art of bluffing, where we unravel the psychological intricacies that elevate poker from a mere game of chance to a skillful dance of wits.

The Different Variants of Poker: Exploring Popular Games

Poker is a multifaceted world with a myriad of variants that cater to different player preferences and styles. Let’s delve into some of the most popular poker games, each with its own set of rules, strategies, and unique charm.

Texas Hold’em: Undoubtedly the titan of the poker world, Texas Hold’em has achieved global fame, thanks to its prominence in televised tournaments and high-stakes cash games. Players are dealt two private cards and combine them with five community cards to create the best possible hand. The strategic use of community cards and calculated betting define this game’s appeal.

Omaha: A close cousin to Texas Hold’em, Omaha introduces a thrilling twist by dealing four private cards to each player. However, participants can only use two of their private cards in combination with three community cards. This variation adds complexity and demands a nuanced approach to hand selection and strategic planning.

Seven Card Stud: Steeped in tradition, Seven Card Stud was once the go-to poker game before the rise of community card games. Here, players receive seven cards, three face-down and four face-up, with multiple betting rounds. Understanding the exposed cards of opponents becomes crucial in making informed decisions, making it a game that rewards observation and memory.

Pineapple Poker: A delightful variation of Texas Hold’em, Pineapple spices things up by dealing three hole cards to each player instead of the usual two. The catch? Before the flop, players must discard one of their hole cards, adding an extra layer of strategy and unpredictability to the game.

Draw Poker: In this classic variant, players are dealt a complete hand, followed by an opportunity to exchange some or all of their cards for new ones. The objective is to improve the hand through strategic draws. While not as prevalent in modern poker rooms, Draw Poker remains a nostalgic nod to the roots of the game.

Tips for Building a Solid Poker Foundation

Mastering poker requires more than just knowing the rules of the game; it demands a solid foundation built on strategic thinking, disciplined decision-making, and a keen understanding of human psychology. Here are some key tips to fortify your poker fundamentals.

Observe Your Opponents:

Pay Attention: Actively observe the playing styles of your opponents. Look for patterns, tendencies, and deviations in their behavior. This information is a powerful tool in decision-making.

Adaptability: Be ready to adjust your strategy based on your opponents’ actions. A successful poker player is one who can read the table and make informed decisions accordingly.

Patience and Discipline:

Avoid Tilt: Emotional reactions have no place in poker. If you suffer a setback, maintain composure and stick to your strategic plan. Avoid playing impulsively to recover losses.

Selective Aggression: While aggression is a valuable tool, using it indiscriminately can be detrimental. Be aggressive when the situation calls for it, but exercise restraint when needed.

Learn from Experience:

Review Hands: Regularly review your played hands. Analyzing both successful and unsuccessful decisions helps identify areas for improvement.

Continuous Learning: Stay updated on poker strategy through books, online resources, and discussions with experienced players. The poker landscape is dynamic, and a commitment to ongoing learning is essential.

Practice Bankroll Management:

Stakes Selection: Play at stakes that align with your bankroll. Avoid the temptation to play at higher stakes than you can comfortably afford.

Disciplined Withdrawals: If you experience a significant upswing, consider withdrawing a portion of your winnings to celebrate small victories and reinforce a sense of accomplishment.

The Art of Bluffing: Mastering the Psychological Aspect of Poker

Mastering the art of bluffing is an essential skill for any poker player looking to ascend to the upper echelons of the game. While a well-timed bluff can turn the tides of a hand in your favor, executing it successfully requires a deep understanding of the psychological aspects inherent in poker.

Table Image: Your table image, or the perception other players have of your playing style, plays a crucial role in bluffing. If you’ve been playing conservatively and suddenly become more aggressive, opponents may be more likely to believe your bluff. Conversely, a player with a reputation for frequent bluffs can use this to their advantage by occasionally playing strong hands straightforwardly.

Board Texture: The community cards on the board influence the feasibility of a successful bluff. A coordinated and connected board is less favorable for bluffing, as it increases the likelihood that opponents have strong hands. Conversely, a fragmented or uncoordinated board may provide an opportunity to bluff, especially if your opponents appear hesitant.

Sizing Your Bets: The size of your bet can convey valuable information to your opponents. A well-calculated, consistent betting pattern is crucial. A large bet may intimidate opponents, making them more likely to fold, while a smaller bet might invite calls. Varying your bet sizes strategically can keep opponents guessing about the strength of your hand.

Balancing Your Range: Effective bluffing involves balancing your range of hands to keep opponents uncertain about the strength of your holdings. If your bluffs are too predictable, observant opponents may catch on and exploit your strategy. Mix in bluffs with strong hands to maintain an element of unpredictability.

Whether you’re seeking thrilling Texas Hold’em showdowns, strategic Omaha battles, or the classic charm of Seven Card Stud, the poker landscape offers a game for every enthusiast. To further hone your skills and experience the excitement of competitive play, consider joining the vibrant community at GG Poker. With a commitment to providing a top-notch online poker experience, GG Poker offers a platform where strategy meets adrenaline, creating an ideal environment for players of all levels.

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