Sunday, May 26, 2024

Drums 2024 Purchases

    'One of these days...' I will get around to doing Mesoamerica gaming, so I bought some more terrain

In reading Convention Director Doug Johnson's posts about last weekend's Drums at the Rapids 2024, I saw something about Armory Hobbies going out of business and liquidating their stock at the convention as a vendor. The name sounded familiar, but I couldn't place what they carried. Turns out it was convention regular Dan Straub and he was getting rid of as much as people would buy - 50% off. One of the things he carried regularly was terrain by my favorite, Acheson Creations. I knew that I would be picking some stuff up, as I love me some Acheson!

    A nice-sized Sci-Fi building, and at 50% off, was definitely worth picking up for current projects
He brought quite a few things I had not seen anyone stock for awhile, including the pier/bridge set, the American Frontier blockhouse, Native American palisades, and more. However, I had enough of those, so concentrated on things for current or potential future projects. An example of a "one of these days" projects is my growing collection of Mesoamerican terrain and figures. I currently don't game Maya, Aztec, or Incan periods, but plan on doing it one day. When my friend Bryan Borgman was getting rid of his Acheson stuff, I picked up some of the Acheson line he had in stock. So, I snagged all three of Armory's Olmec heads, his only reclining Chac Mool god, and a more generic tumbled ruin.

    A Marx footbridge (or gallows?) that will also work great in 28mm scale for a number of things
In the category of good for current projects, there was a nice, big Sci-Fi building that I picked up, as well. I have a number of smaller Acheson Sci-Fi scatter buildings that I'd painted up, but this was a bigger one, and I could use a few more bigger ones. It will paint up quickly, I'm sure. Once I get my first game of Xenos Rampant under my belt, I am sure I will snag this one off the shelf and get it ready for the tabletop soon. There was also a pair of non-Acheson pieces that caught my eye. They look like a small wooden plank footbridge, but it could be used for multiple things -- even a gallows! It is probably meant for Marx's 54mm scale stuff, but hey! A bridge is a bridge and it will work fine for 28mm, too.

    At $1 each, it was hard not to pick up a handful of these concrete traffic barriers
And finally, I could resist picking up some more urban scatter for barricades or walls. The tall, concrete traffic barricades can be used in anything from modern to post-apocalyptic games. I have a set of 15mm that I picked up (I believe) from Miniature Building Authority. These were painted up with appropriate African graffiti for my 20mm modern Africa games. I will likely leave these 28mm Acheson ones more generic, though I will doubtless be tempted to paint some graffiti tags on them to make them look more worn and urban. They will also paint up quickly and will supplement my existing (and growing) collection of urban scatter.

    28mm Acheson tire and oil drum barricades -- a bargain from Armory Hobbies at 50 cents each!
The last piece of urban scatter was one Acheson piece I hadn't seen, yet. It was another barricade, but build from a combination of stacked tires and oil drums. I have quite a few Acheson tire scatter, but collected into a barricade was something new. These were marked $1 each, and at half off, were only 50 cents each. I was definitely envisioning these for my post-apocalyptic games. Like all the others, they should paint up quickly, too. By this time, I have painting Acheson terrain down to a system. Its deep detail makes these pieces fairly leap onto the table with just black priming, dry brushing, and a few details. So, hopefully, with me being retired now, they will see the tabletop very soon!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Sunday, May 19, 2024

Street Gangs Defend Their Turf at Drums 2024

    The Eastmoor Kings look back from the bridge onto the streets they've just fought their way through
I ran my Mean Streets gang warfare game twice at this weekend's Drums at the Rapids convention at Fort Meigs in Perrysburg, OH. I couldn't have had two more different games. In the first, I joked with the players that it seemed I was running a game of Gaslands. Nearly all the gangs decided to carjack vehicles and use them to try to run down rival gang members. It has happened from time to time in the past, but never on the scale as in this game! I'm definitely going to have come up with more detailed rules for vehicles than the off-the-cuff die rolls I've been using to gauge player's success. In the second game, I left most of the vehicles off the table and it was a more standard street rumble.

    "Come on, guys! Let's steal a car and drive to the bridge..." Tyrese comes up with a plan
 
    Players gathered around the table on Friday -- both of the games were full & everyone had fun

The scenario is a nod to the 45th anniversary of the release of the movie, The Warriors, which is my inspiration for the game. My Eastmoor Kings stand in for the role of the Warriors, and have been lured to a bogus parley with other gangs. When no one else shows up, they have to hoof it home, and know they're in for a fight crossing the turf of rival gangs. The game is set for six players -- two controlling the Kings and four controlling a gang each that has their own agendas but are not happy with the arrival of a new gang on their turf!

    The Kings enter the tabletop and immediately see their first obstacle: the Indianola Mohawks

    And on the other side of the street, the creepy clown gang awaits - the Franklinton Flippos
 Each player controlled five gang members -- a Gang Boss (the toughest dude), Warchief, and three punks. I standardized the traits that each gang member possessed. In the first running of the scenario at Cincycon 2024, I gave the Kings one more gang member and more traits. I was worried that the other four would call a truce and pounce on them. In three runnings, that has yet to happen -- even when the four other players ostensibly agree to a truce. Someone is always unable to resist punching a rival gang member!

    On the far side of the board near the bridge, the Santanas and the Linden Daos begin to rumble

 

    On Friday, Mohawks boss Sid has a solution for the invasion -- steal a truck and run them down!

 Kings boss Tyrese at the wheel has an answer to Sid's tactics -- ram his truck and pin it against a wall!
I think in future runnings of the game I need to dwell more on explaining the traits that each gang member has. Each leader has a powerful one, whether Blackbelt (can do one attack per action), Intimidate (can spend an action to make rival gang members -1 or their own +1), or Scary Mutha (punks and Warchiefs have to test morale to enter melee). The only ability that came into play during both games was Blackbelt. So, I either have to take the time to explain the traits more, or standardize it further for convention games and just give all the leaders that trait. The game felt more balanced this time with all players have more similar forces.

    The Daos send their warchief Juanita and a punk to steal some smokes from Mohawk turf
    Saturday's players try to choose between the many objectives I presented them with in this scenario
Both games moved very quickly with six players and were completed it under three hours. To me, that is the gold standard for a convention game. The days of me wanting to play (or GM) an eight hour game are long since passed. I don't mind a four hour game, but ideally if it can normally be completed it three, you have a little insurance against slower players that could cause you not to finish. I think it takes an active GM, though, to ensure this for Mean Streets. The sequence of play sees gangs dicing for initiative, and then moving all of their figures when it is their turn. Waiting for five other players to finish before it is your turn could make it slow, but I keep an eye on who's next up in the order. If they're not going to affect the currently moving faction then I have them get started. This tends to move things along a lot quicker.

    The fighting begins as the trespassing Kings, tagging as they go, begin to be met by defending gangs
    The Mohawks & Flippos begin to swarm the stragglers at the end of the Kings column
The goal of the Kings was relatively simple. They were to cross the 5' length of the board and get onto the bridge at the far end of the table. The surviving gang members are to board the bus and once on board, are safely on their way home to their turf. They are encouraged to "tag" buildings and let folks know they were there. They are also admonished not to back down from a fight and run like a bunch of sissies. The other four gangs are encouraged to punish the Kings for trespassing on their turf. However, each also had a secret mission, such as to steal some beer or snacks for tonight's party. In addition, each gang owed "payback" on another rival gang. Everyone gets points for knocking out members of rival gangs, but each of the other four got bonus points for taking out a specified rival.  All gangs get points for tagging buildings in their rival's turf (who then lose points for having their turf tagged by an opponent). 

    "Keep moving!" Warchief Archie shouts as the Kings cross the street into the central intersection

    Nowhere to run, nowhere to hide! The Kings begin to fight their way through the city streets
All of the various victory conditions add up to a game that is more chaotic and free wheeling than a simple 2 vs. 4 that it might be otherwise. In our first carjacking-heavy game, the clown-masked Franklinton Flippos came out on top. Had we played for an extra 45 minutes, it was very likely the Kings would have done much better than their last place finish. Five of them were in a stolen car and headed towards the bridge. The cops were on the table and would be in pursuit. In addition, the Santanas and Daos were waiting for the arrival of the Kings, smacking their fists in anticipation of a beat-down on the newcomers. All of the other gangs (and the police) did a great job of slowing the Kings down so that -- at game's end -- none were on the bridge waiting for the bus.

    On Friday night, the Kings attempt to drive across the table is cut off by the arrival of the police

 
    Meanwhile, the Daos-Mohawks rumble in the alley behind the hotel gets more and more bloody
Speaking of the police, what I do at a convention is to have any player who's been reduced to a single figure or less take control of a police car next turn. It arrives with two cops (who count as Warchiefs), and the player can choose which street table edge it arrives on. That allows them to exact a little revenge on the gang that beat them down or frustrate the intentions of any front runners. Friday's nights cops, controlled by the Daos player, arrived just in time to cut off the two vehicles loaded with Kings that were attempting to enter the intersection in the center of the table. The Kings tried ramming the police car, but the driver locked the wheels down with his brakes and they were unable to move it. His partner got out and shot the driver of one of the Kings vehicles, knocking him out of action (it would go on the police report as "self-defense"...after all, it WAS attempted vehicular homicide, wasn't it?). 

    It wouldn't take long before rivalries resurface and the neighbor Mohawks & Flippos trade punches

    Once the Kings had cleared out, the rumble between the Flippos and Mohawks raged on
In the second game, no cars were jacked and the Kings looked like they would be allowed to pass through the gauntlet of the Flippos and Indianola Mohawks unmolested. However, as soon as the bulk of the Kings passed by, those two gangs pounced on the rear of the column. A furious melee ensued with four gangs pounding on each other in the streets. When there was a pause in the fighting, and the two Kings factions won initiative to move first and second, they decided to sprint across the center of the board, unfortunately leaving one or two of their gang members behind who were locked in melee. At the other end of the board where they were headed, the Santanas and the Daos had been clobbering each other from the start of the game. Each sent an end run of their warchief and a punk to accomplish their side missions, but that meant when the Kings did arrive, they were in no shape to contest their passage.

        With cars trying to run people down, Cruz of the Santanas picks a safe spot to guard his turf

    Meanwhile, Kira of the Mohawks sprints around the table tagging buildings in rival turf
I could have given one of the two a police car to even things up. However, they hadn't lost that many gang members. The Daos were down to three, and the Santanas had four. So, technically they hadn't been beat down enough to qualify. At the start of Saturday's game, I thought for sure the Mohawks would be first to be given a police car. Abbi, who was controlling them, ended up fighting all five of the other gangs at one point in the game. By turn two, she was fighting against both Kings players, the Flippos, and the Daos. However, at the end of the game, I was shocked to see she hadn't lost a single gang member!

    It's a long way from the far end of the board to the bridge...will the Kings make it there?
    "Hurry! The bus is coming!" On Saturday, Kings make it to the bridge for the first time in 3 games!
The winner in Saturday's game was the Eastmoor Kings. I take each of the Kings players victory points, add them together, then divide by two. With getting roughly three quarters of the combined gang onto the bridge, that gave them enough to score 13 points. However, both the Flippos and Mohawks scored 12 each. So, it was a narrow victory. Their tactic of pouncing on the King's column while knocking out a good handful of rival gang members brought them very close to victory. It was a chaotic, fun game, with all six players involved in the fighting. The winning Kings had to make some tough choices, but correctly kept the bulk of their gang moving so that they could reach the bridge. It was actually the first time in three games that any Kings members actually made it to the bridge!
    Early in Friday's game, Delroy leads the Kings onto the board "Just remember - act like Kings!"
    Warchief Iggy and Gang Boss Sid of the Mohawks would be in for a busy weekend...!
My game filled up both Friday and Saturday, and my players all seemed to have a good time. In fact, two of my Saturday players were repeats. They had such a good time Friday evening that they wanted to try it again controlling different gangs. Everyone had their successes, and no one took it on the chin so much that they might have become discouraged with the game. I'm definitely calling the scenario a success, and look forward to running it again this June in Columbus at Origins Game Fair. I will run it six times over the course of the con, twice on Thursday, Friday, and Saturday in the mornings and evenings. 

    Players had a great time in both games - so much so that two showed up again the next day to play

Interestingly, the inspiration for the scenario -- the Warriors trying to make it back to their home turf after a gang parley gone wrong -- was also being run in Portland, Maine, this very same weekend. Another big fan of The Warriors (Cat O'Mighty on Facebook) has built a New York City setting for a very similar scenario. She has painted up many of the gangs from the movie, including the Warriors, Orphans, Riffs, etc. I am looking forward to her after-action report on her games from the Huzzah convention and will come back and post the link here when she publishes it. 

Here is her AAR on Lead Adventure Forum - check it out!

    Meanwhile, in Maine, another group was playing Mean Streets in an amazing NYC layout
Between our two games, The Warriors was definitely honored this weekend. I look forward to adding a couple more wrinkles to my games at Origins. So, if you want to "come out and play," you know where to find a good rumble!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Saturday, May 11, 2024

More Zombies and Urban Scatter

 

   Some 3-D printed zombies pick through scatter from my Terrain Crate uber box - Campbell Heights

Since painting the first batch of 3-D printed zombies recently, I thought I may as well do a second batch while how I did them was fresh in my memory. They are the same 10 poses as before, but I tried my best to change the colors so that they weren't identical. Also featured in this entry are a handful of urban scatter that I picked up at a flea market a year and a half ago. They are from the Mantic Games Terrain Crate line. I had been wanting to get them ready for the tabletop for months, and finally got around to prepping them a few weeks ago.

    Flea market purchase 'Campbell Heights' Terrain Crate contains tons of modern scatter!
All the pieces are from the Campbell Heights mega box that I bought from my friend Bryan's flea market table. The huge box contains the Crystal Peaks Camp, Abandoned Office, Two Trees Mall, and Survivor's Stronghold boxes. After picking it up and looking through it, I remarked that I should be set for quite awhile on scatter! If you're looking for similar things, Terrain Crate items are available in just about every hobby store, nowadays. They're made of hard plastic and I feel they paint up nicely. With this batch, I wanted pieces that I could use as location markers where players might find salvage in either my post-apocalyptic campaign that I've been running or upcoming County Road Z games.

    Piles of boxes, crates, and picnic items were just some of the many things I picked up to paint up
With both the scatter and the 3-D zombies, I spray painted them black first with Krylon Fusion matte primer. I followed that up with a 50/50 mix of acrylic black paint and water. Especially on lighter shades, the black shows through a bit, and has the overall effect of "toning down" the colors. I like how this gives it a bit of a dirty, abandoned look. All of the pieces received a dark black (or for a couple, brown) wash to dirty them up even more. I'd picked out the pieces from the mega box that I thought worked well for piles of potential salvage, or pieces that will look good in a variety of modern-esque games.

    I thought the small propane tank and trash bin were clever items, so were definitely ones I picked out
I'd already picked through the set last August for the really small pieces of scatter, such as backpacks, med kits, briefcases, and small boxes of canned goods, etc. I don't think I ever did a post including them, so I found the pictures I took and am including one of them here. I wanted them for my post-apocalyptic campaign, pieces that I could set up next to the figure who had grabbed them. I particularly like the backpacks and the briefcases/medkits.
    The smallest scatter from the Campbell Heights box that I picked out and painted last August

When figuring out how to paint some of the various items, I reverted to what I currently own or have owned. The large cooler was painted blue and white (just like the one in my basement, now). The tackle box atop the styrofoam cooler was green and tan like one I have somewhere around here. Of course, the gasoline can was red.


    I actually have a large cooler like the blue and white one and a tackle box like the green and tan one

All of the pieces of scatter were glued down on various round or rectangular bases I had laying around. Some were plastic, some MDF, and others birch wood discs I pick up at craft stores. I flocked them like I have been doing the zombies, though without the added details. I chose bases so each piece of scatter barely fit on it -- mostly to give me something to hold onto while painting. I think the mixed gray ballast with a black wash over it looks fine, and blends into the tabletop.

    Boxes and crates were easy to paint -- I added scribbles as writing on the paper labels

Probably the easiest to paint up were the cardboard boxes. I used a darker tan with a dry brush and wash. I painted the paper labels affixed to the boxes a bone color and used a black Micron pen to add scribbles to simulate writing. I was tempted to add Amazon swooshes but figured Billionaire Bezos didn't need any more advertising from me...ha, ha! Plus, that would "date" the boxes and I wanted this modern scatter to be as generic as possible. The wooden crates were easy, as well, and I followed my usual wood recipe for base coat, dry brush, and highlight (followed by a black wash).

    Close up of the 'picnic' scatter, along with a tumbled cooler and the gas tank and rubbish bin
I found that the more colors involved in painting up the scatter, naturally the more time they took. The tumbled small cooler probably took the most time of any of the pieces. I wanted to paint all the different packages a jumble of colors so that it actually looked like things from a grocery store shelf. The wicker box with the preset picnic is fairly unrealistic, of course. All the food would have long since rotted away in most of the game settings. It looked fun, though. So, I painted it up as if just set up and the picnickers had stepped away for a moment.
    The pile of duffel bags & cooler in the middle were nice, I thought - perfect scavenge material
The ultimate goal of painting up this scatter was to use as objective markers in my post-apocalyptic or County Road Z games. To that end, I really liked the pile of duffel bags and cooler, above. It was the last piece in this batch and unfortunately I feel I was rushing it to get done. The straps could have been done a little better, I think, and given some highlighting in a lighter blue. Oh well -- considering how much attention they'll actually get on the tabletop, that's probably not something to beat myself up over!
    Do you dare risk fighting the zombies to pick up this freshly-painted, Mantic Games scatter?

I am going to take a break from scatter and zombies for my next batch. I'm not 100% sure what it will be. Likely choices include painting two Saga warlord stands to donate as prizes for the upcoming Origins tournament. Another possibility is begin working on the vehicles my players will be using for their County Road Z "road trip" across America. With this batch of zombies, I am now back in the "plus" side of Painted Miniatures vs. Purchased. Woo-hoo! And that's not even counting scatter terrain or similar things...!

    The scatter will be used in more than just post-apocalyptic games - it will work for any modern ones
Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Tuesday, April 30, 2024

Civil War Ironclads? We're Playing Ironclads??

    A river naval action during the American Civil War with Keith's big scale ships
The American Civil War is not one of our Sunday night group's major gaming periods. I just did a scan of the more than 10 years I've been updating this blog and there are no ACW entries. Well, I guess there's a first time for everything! My friend Keith -- He Who Collects Everything -- had some really cool ACW naval ships in a really large scale. I didn't ask which, but you can tell from the pictures they're pretty big.

    Our gaming group gathers on another Sunday evening for something different -- ACW ironclads!
Keith offered to run a naval engagement for us this past Sunday evening. No one had anything they were all-fired up to do, so we accepted. Each of us would control one ship, with the ostensible idea that the Confederates were trying to break through a Union blockade on a deep section of river. Mike S, Allen, and I were the Confederates, while Joel, Mike twoW, and Keith each captained a Union ship. Keith had assembled a variety of vessels -- probably more to see how they all performed rather than to follow any actual historical engagement. None of us had any problem with that, though I would see that the ships were definitely not balanced in firepower or effectiveness.

    Allen's ship, the CSS Arkansas, that would fire the fatal shot that turned the tide

Of course, Keith couldn't be blamed -- it was his first time running the rules. He was trying out a set that was a mix between simple (my type) and "crunchy" (our friend Andy's preferance, who alas, could not make it). He was using Beer and Pretzels Ironclads, written by John R. "Buck" Surdu and Michael Miller back in 2000. As the name suggests, these are intended to be a easy set to play with the emphasis on a fun, quick game rather than detailed simulation. Keith had printed out the Quick Reference Sheets and turning arc templates. It took us a few minutes of looking at the chart to get the gist of how everything worked. Once we had the basics, Keith had us deploy our ships and set sail...er, steam!

    Capt. Mike W adroitly maneuvers his ship to bring his loaded broadsides to bear using the template
Of course, Keith decided to bolt on the Wiley Games card rules for determining which ships moved in which order. Joel did him one better and dealt two cards out per player, rather than one per ship. He said this would give us some tactical choice or decisions to make, and I applauded his improvisation. I was in charge of a cotton bale ram -- or something like that! Civil War has never been my interest, and ACW naval probably even less so. It turned out to be far and away the weakest ship of the six. It had "Light" armor (everyone else had Heavy or Very Heavy for the ironclads) and had only a single, forward firing gun. The Union's Essex, by contrast, had two guns firing forward, two astern, and four guns on each port and starboard. I was outgunned by 10-to-1 by that ship alone!

    Our Confederate ironclad, which we renamed the CSS Molasses (instead of Manassas)
My ship's chief weapon was supposed to be my ram. In fact, it turned out to be my only weapon as the first long-range shot by Keith's ship took out my only gun. The problem was that I had to close the distance sailing a max of 9" of turn when guns had a range of 30" or more. I urged my fellow captains to stay relatively abreast of each other so that no one got too far ahead and pounded individually before the others arrived. We advanced at the speed of our slowest ship, at first. However, once I lost my gun, I went full steam ahead so that I could hopefully strike home before I was pounded to matchsticks, cotton balls, and dog-paddling Billy-Ray Bobs!

    My own CSS Cottonball paddling furiously to get into ramming range before being sunk
Keith's ship and Mike W's Essex were doing a masterful job of reducing me to floating puffs of cotton, dealing out solid damage with every shot. Mike proved himself a commendable captain, adeptly turning to present his loaded broadsides while the other was reloading. As I crunchily marked off my hull boxes (and somewhere Andy was doubtless smiling), I began to doubt that I would make it there to ram. Finally, I steamed to within one move of Keith's ship which was showing me its broadside (the only viable target for my ram). Now, all I need would be to move before him on the card pulls. Nope! Keith's card was one higher, squeaked out of my range, and I would have to endure another turn of pounding before trying again. Fortunately, both Mike's monitor and Allen's ironclad were closing in, as well, and drawing some fire. 

    "Almost there, Captain...!" The CSS Cottonball, holed and battered, nearing its target
I survived all they threw at me that turn and got another chance of getting to hit Keith broadside. This time, my card was one higher than his, and the CSS Cottonball struck home. I had a 50-50 chance of hitting him and rolled an 11 (I needed an 11-20 on 1d20). Yee-haw!! I rolled 4d6 and did 13 damage -- a tad under average, but Keith seemed impressed as it was his turn to crunchily mark off hull boxes. My ship was down to less than 10% of its hull boxes -- not much more than a slowly moving bales of cotton being pushed by a shattered paddle wheel. The next good hit would sink her.

    Boom! The Cottonball's ram strikes home and does 13 hull damage to the Union ironclad
Meanwhile, Mike W's Essex was enjoying the flurry of broadsides he unleashed upon us hapless Confederates. Allen finally got a decent shot at him, though, and rolled his dice, getting one hit. He rolled the d20 for damage and rolled a 20 -- critical hit! That pounded the Essex for 5 hull boxes, a gun, and crew (I think) and, most importantly, a roll on the critical hit chart. Allen rolled a "17." We scanned down the unfamiliar chart and laughed. "Magazine hit - ship explodes and sinks immediately"!!! The game turned in that moment. The Union's toughest ship had been erased with one roll of the dice. The Essex's captain seemed quite crestfallen. He had been pounding away and winning the game for his side with each turn.

    The USS Essex explodes due to a magazine hit as Allen's run of luck continues in our games
We gamed out another turn (which saw the CSS Cottonball sinking, too), but decided to spitball the rest of the game. Keith felt that Mike S's monitor would doubtless sink his own once-rammed and battered ship. He contended that Joel would sink Allen's damaged ship, though I wasn't so sure. Most of the damage Allen had suffered was at the hands of the Essex -- not Joel's monitor. And there was that "Don't kill your brother" admonishment from Allen's wife before they departed for gaming to contend with, as well. Still, Keith called it a draw and he was GM. What do I really know about ironclad warfare, anyway? 

    Keith checks the rules to see if it is worth it for the Cottonball's crew to board his ship...NOPE!
Well, I DO know one thing. Next time we do it, if we do, I am NOT going to command a cotton bale ram! Thanks to Keith for setting up the game and letting us play with his very cool, big ships. And thank you, Allen, for saving us with another of your fantastic die rolls -- yee-haw!! The South will rise again, but alas, I think the Cottonball is a goner!

    Joel's Union monitor which alternated every turn firing one of its two guns, but did little damage
Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 57