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• I had the opportunity to play the highly anticipated Marine Worlds expansion for Ark Nova from designer Mathias Wigge, on a review copy provided by Capstone Games. As someone who enjoys Ark Nova, but is not necessarily gaga for it, I was really curious to see how it felt to play with the Marine Worlds expansion and if it would push me closer to being gaga for Ark Nova. If you're not already familiar with Ark Nova, you can check out Eric's first impressions post and video from April 2022 to get a feel for this popular zoo-building game that debuted in October 2021 from publisher Feuerland Spiele.
Ark Nova: Marine Worlds adds sea animals and new aquarium special enclosures for you to add sea animals to your zoo. There are new zoo cards for the new sea animals, as well as new sponsors, and new conservation projects. The new cards are great for adding more variety to Ark Nova, especially considering how much of the gameplay is centered around the cards.
All sea animals have a wave icon on them, which has no effect when playing the card, but whenever you replenish the card display and add a card with the wave icon on it, you'll discard the bottom card of the display and replenish again. I really love this addition because Ark Nova has so many cards and you're often looking for a particular type of animal, so it's nice to have a way to cycle through the cards in the display more frequently.
About half of the sea animals in this expansion have a coral icon on them indicating they are reef dwellers, which introduces a fun, new mechanism to the game when you have reef dweller sea animals in your zoo. Whenever you play a reef dweller card, you trigger the effects of all reef dwellers in your zoo, including the one you just played. These are nice special abilities you can build up in your tableau. However, if you're not planning to collect multiple reef dwellers, you'll miss out on the satisfying feeling of triggering a bunch of them.
Aside from introducing sea animals and aquariums, the Marine Worlds expansion adds 4 alternate versions of each action card. To incorporate the new alternate action cards, each player gets 3 of the new cards at random, which are then drafted – keep 1 and pass 1, etc. From your 3 drafted action cards, you'll choose 2 different types of action cards to keep, swapping out the corresponding original version of each. Each of the alternate action cards have small bonuses, which gives each player a slightly asymmetrical set of action cards to play with. I found this to be a very nice change, and I love the variety of having 4 alternate versions of each of the 5 action card types.All of the alternate Animals & Build action cards
Player board with Alternate Animals & Build action cards
Marine Worlds also comes with a new association board to accommodate new universities. When you perform an Association action to gain a partner university, there's a new generic university tile that allows you to gain one of the new animal-specific universities (associated with a particular type of animal), if you don't already have one. This adds a research icon and an animal icon to your zoo, and allows you to immediately gain a card from the deck that matches the corresponding university's animal type. I found this to be very helpful because it's another way to get more animal icons you need in your zoo.
There are new bonus tiles, new final scoring cards, and new base conservation project cards that add even more variety to Ark Nova. In addition, there are 38 replacement cards; some cards needed updated iconography to incorporate sea animals, and some card effects were changed as well. I didn't notice any major impacts from these changes, but I definitely appreciate the variety.
Another bonus in the Marine Worlds expansion is the cute, upgraded components for the 3 main tracks and animal-shaped player tokens to use on the left edge of your zoo map instead of cubes.
Marine Worlds adds cool, new elements to Ark Nova that I found enjoyable. It's one of those expansions that feels smooth to integrate with the base game, since the new elements are interesting and add more variety without adding a lot of bloat. While it's not something you must have to enjoy the game, I don't think I would ever play Ark Nova without it, and I certainly don't think it adds much complexity-wise where new players couldn't jump right in with the expansion. If you are already a fan of Ark Nova, this expansion is a no-brainer. If you're not an Ark Nova fan, don't expect this expansion to sway you much, but maybe the few new twists are just what you're looking for. Either way, the additions are great, and the game still plays similar to the base game, just with a tad more variety and nice component upgrades.
• The past few years, Capstone Games has been knocking it out of the park, bringing awesome, small-box, two-player games to the U.S. from European publishers such as Frosted Games (Watergate), 1 More Time Games (Riftforce), and Deep Print Games (Beer & Bread). If you enjoyed any or all of the aforementioned games, you should definitely check out Match of the Century from Paolo Mori, which is a SPIEL '23 release from Deep Print Games and Capstone Games.
Paolo Mori (Ethnos, Libertalia, Dogs of War) needs no introduction, and clearly knows his way around designing excellent, tense, two-player games, which I discovered by playing, loving, and sweating through Blitzkrieg!: World War Two in 20 Minutes and Caesar!: Seize Rome in 20 Minutes!, from PSC Games. Thus, I was very excited to get my hands on an advance copy of Match of the Century, which Clay Ross let me borrow to play with Eric during Gen Con, and then kindly sent me a copy ahead of SPIEL '23.
Match of the Century is a two-player, unique card-driven game where one player assumes the role of Bobby Fischer and the other player plays as Boris Spassky, recreating the final match of the 1972 World Chess Championship in Reykjavik. Each player has their own asymmetrical decks, and you alternate playing cards to simulate multiple short and tense chess games until one player reaches 6 points, winning the title and becoming a chess legend.
In Match of the Century, as in a real chess match, you play a series of games. To avoid confusion, I'll refer to the chess "games" as "rounds" within a game of Match of the Century. Each round comprises up to four exchanges, where you and your opponent play exactly one card each. As a result of an exchange, you usually gain or lose advantage relative to your opponent, and this is tracked on the left side of the game board as you resolve each exchange. If the advantage marker is on your side at the end of the round, you score a point. Otherwise, if it's on your opponent's side, they score a point. If it's on the neutral space indicating a draw, you both score a point.
Each player has their own unique deck of 16 cards, and each card represents 2 of 32 chess pieces. The cards are separated into two parts: one part shows a white chess piece and the other part shows a black chess piece. Each side of each card has a strength and an effect. When you're playing Match of the Century, you take turns playing as white and as black. In the first round, Spassky plays with the white pieces so that player will have the white queen as a reminder, and Fischer plays with the black pieces. It's helpful to flip your cards in your hand so they're all showing the color pieces you'll be playing for the current round.
Players sit on the side of the table such that the Fischer player is facing the blue side of the game board, and the Spassky player is on the red side. Each player has a mental endurance track on their side of the board to represent changes in their focus and fatigue throughout the match. Throughout the game, when you gain or lose mental endurance, you'll adjust your mental endurance track accordingly. Your mental endurance level is mostly important because it indicates your hand limit. The more cards you can hold, the more flexibility you have when it comes to exchanges. Depending on your mental endurance level, you also may gain some pawns to strengthen the cards you play for exchanges, and it also may affect where the advantage marker starts at the beginning of a round. In any case, it's important to keep your mental endurance in a good position relative to your opponent's as you play Match of the Century. It's also beneficial to avoid some of the punishing disadvantages of low mental endurance. This is a great thematic mechanism in a game about a major chess competition.
Each round, you play up to a max of four exchanges. Starting with the player who has the initiative, each player plays one card onto to any open exchange space, with a piece of their current chess color pointing to the center. In addition to playing a card, you may immediately strengthen its piece by adding up to 2 pawns from your personal reserve to the 2 pawn spaces above the card. You gain these pawns from either the mental endurance track, or from card effects. After the player with the initiative plays a card, their opponent must play a card on their side of the same exchange section, and they may also optionally add up to 2 pawns from their personal supply to strengthen their piece.
Once both cards have been played, compare the strengths of the two pieces on the cards, noting each pawn adds +1 to the strength of its piece. The player with the lower strength may then trigger their piece's effect. There are a variety of different effects associated with different chess pieces on the cards, such as drawing additional cards, gaining/losing mental endurance, gaining pawns, shifting the advantage, and more. After the player with the lower strength resolves their card effect, the player with the higher strength gains the advantage that's shown in the middle of the exchange section between the cards, which means you'll move the advantage marker a number of spaces towards you, depending on the exchange section. Whenever you win the exchange showing "IIII", you move the advantage marker 4 spaces towards you, but you also lose 1 mental endurance.
The exchanges are the meat and potatoes of the game. There are so many rich decisions that come from the hand management in Match of the Century. You have so many things to consider when you're playing a card into an exchange whether you're playing a card first or second. If you have the initiative and you're playing a card first, you have to not only decide which card you want to play, but also which exchange section you want to play into. You are also factoring in how your opponent may respond, and when it makes sense to add pawns to strengthen your card. Plus, you also need to consider what's on the opposite part of the card because it may be a card you want to save for next round when you're playing the other color. When you win an exchange, you're going to start the next one and sometimes that can put you in a vulnerable position.
As the player playing the second card, you have so many decisions as well. Is it important for you to win this particular exchange? Do you want to play a stronger piece, or perhaps a weaker piece then add some pawns to win this exchange? Does it make sense to tie and make it a draw? Or do you want to intentionally lose so you can trigger a powerful ability on your card? Again, lots of awesome decisions to consider and lends itself to tense, thinky gameplay...just like chess!
After each exchange is resolved, you check to see if the current round is finished. If all four exchanges were resolved, the round ends. The round may end sooner from certain card effects, or if the sum of the advantages of the unresolved exchange sections (with no cards) is lower than the advantage that either player has already gained on the advantage track. Also, if it is a player's turn to play a card but they cannot or do not want to, they must resign, and the other player would score a point for that round. Otherwise, you start another round by resetting the advantage marker to the neutral space, discarding the cards and pawns on the board. Players may also optionally discard any number of cards from their hand at the end of the round before drawing back to your hand limit for the next round, but beware. Whenever your draw deck is empty and you need to draw a card, you'll reshuffle your deck to draw cards, and immediately lose 1 mental endurance. The flow of the game is also broken down on the player aids included, so you'll barely need to consult the rulebook after you play it once.
Again, if whoever wins a round scores a point, and if players tie, they both score a point. As soon as a player's king (score tracker) reaches the center space on the match track (6 points), that player wins the entire match and the game ends.
If you are a fan of games with simple rules, tough choices, and tense gameplay, Match of the Century might be right up your alley. I really dig it for those reasons, but also because it's thematic and unique. The component quality is great and it can be played in less than an hour, which is great. It's also super cool that Match of the Century includes a 23-page historical context booklet, which is awesome to have for a game based on a real historical event.
To submit news, a designer diary, outrageous rumors, or other material, contact us at news@boardgamegeek.com.
Archive for Candice Harris
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Tue Sep 26, 2023 7:00 am
- [+] Dice rolls
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Eric's final Gen Con '23 post inspired me to finish consolidating my notes and share more of my Gen Con '23 experiences.
• In between meetings I squeezed in a quick game of Luc Rémond's Sky Team at the Hachette booth. Sky Team is a co-operative, limited communication, dice placement game from Le Scorpion Masqué and Hachette Boardgames USA, where 2 players take on the roles of a pilot and co-pilot working together to land planes at a variety of different airports. The awesome dice placement decisions were reminiscent of Under Falling Skies, but extra interesting since you have to work together without communicating with your partner. I thoroughly enjoyed my first play of Sky Team and look forward to playing it more.
• Cargo Empire is an upcoming pick-up-and-deliver game from designers Alexander Bogdanovsky and Pini Shekhter, which Moaideas Game Design is crowdfunding on Kickstarter in Q4 2023. In Cargo Empire, 1-5 players build networks and deliver cargo in a fanasty land.
• Folded Space had a booth at Gen Con for the first time and it was cool to see some of their new inserts. If you're not familiar with Folded Space, they make lightweight game inserts/organizers from Evacore, which is a memory foam made from 75% recycled plastic. Their original inserts were all gray colored, but now their newer inserts are printed with color, which is an awesome improvement aesthetically, as well as a big help with organizing components in the trays.Revive insert
Gloomahaven: Jaws of the Lion (new v2 version)
Ierusalem: Anno Domini insert
Nidavellir insert
My beautiful Folded Space Undaunted: Stalingrad insert in action (this photo is not from Gen Con)
• Kyle Shire and Alexandre Uboldi's Queen by Midnight from Darrington Press seemed to be a popular Gen Con '23 release. Considering its intriguing table presence and the fact that it's a deck-building game where you battle as asymmetric princesses, I'm definitely interested in playing it sometime.
• I grabbed lunch with Dávid Turczi one day at Gen Con and got the lowdown on an upcoming release he's working on. Of course, I'm sworn to secrecy and not allowed to mention any details, but let's just say he's cooking up something cool (as usual!) that we'll hear more about in 2024.
• I stopped by the Elf Creek Games demo area and they were showing off the new edition of Keith Ferguson's Santa's Workshop, which is a re-implementation of the original Rio Grande Games edition from 2017, and is due out in December 2023. The second edition includes some improvements such as double-sided player mats with a new family-friendly side for younger and/or less experienced players.
I also got a sneak peek of the prototype of the upcoming Secret Villages expansion for Merchants of the Dark Road, which adds a rumors module, and a secret villages module with leads you take and activate at the secret village, plus new heroes and new events.
• At Pax Unplugged '22, I had the pleasure of meeting Mike Kelley from the One Stop Co-Op Shop podcast and YouTube channel, which is a channel I often watch to discover games that play well solo. I got to hang with Mike at Gen Con '23 and I really enjoyed my play of his prototype of Flame & Fang, which is a co-operative, scenario-driven game co-designed by Peter Gousis, and published by Escape Velocity Games and MVP Boardgames.
Here's the story behind Flame & Fang, which is being launched for crowdfunding on Kickstarter on October 11, 2023:Quote:In a world where dragons were thought to be extinct, somehow a clutch of eggs survived. Now hatched, the siblings must struggle to thrive in a harsh world that doesn’t seem to want them there. Worse yet, they have attracted the attention of an evil presence that has begun to stalk them…Flame & Fang had some really interesting deck crafting and hand management decisions, and I always enjoy collaborating with my teammates in co-op games. Playing one scenario left me curious about the rest of the game and future adventures, so I'm looking forward to hearing more when the Kickstarter launches and playing it more in the future.
In Flame & Fang, players will have to manage the three different aspects of their dragon: the need to fight, the desire for flight, and the thirst for the hunt. Each turn players will draw and play cards that will let them fly around the board, gather resources, upgrade abilities, battle enemies, and turn new pages to reveal their story.
During the game, 1-4 players will cooperate to guide a group of dragons through a series of adventures. Players will each control their own dragon to navigate the chapters that continue the tale of how the dragons will grow, mature, and overcome obstacles. The game requires deck crafting, hand management, action selection, and cooperative planning to ensure success!
• Walking around the convention halls all day can be rough on your feet, so it was nice to sit down for a few minutes at the BackerKit booth to chat with Max Salzberg (co-founder) and Justin Hannigan (V.P.) from BackerKit to hear the inspirational story of how they went from running the first six-figure campaign in crowdfunding history, to discovering the need for a robust pledge manager, and then creating it. Wanting to further improve the creator and backer crowdfunding experience, BackerKit officially launched a full-fledged crowdfunding platform in June 2023 with a big project kickoff from Cephalofair Games (Gloomhaven: Buttons & Bugs, Gloomhaven: The Role Playing Game, Miniatures of Gloomhaven, Gloomhaven: Second Edition, and more).
Max and Justin were very passionate about their mission to create helpful tools for creators to connect with their backers, and for creating an enriching space for both creators and backers. Going forward we'll likely see more and more board games crowdfunded via BackerKit as an alternative to Kickstarter and Gamefound.
• Speaking of BackerKit, Leder Games was promoting their upcoming expansion for Greg Loring-Albright's asymmetrical pirate game Ahoy!, which will be crowdfunded on BackerKit in Q4 2023. I'm really looking forward to hearing more about this Ahoy! expansion.
• At the Brotherwise Games booth, I checked out Castles by the Sea, which is a puzzly sandcastle-building game for 1-4 players with Santorini vibes, from designers Jon Benjamin and Michael Xuereb.
Aaron Mesburne's 2-player, Boss Monster tile placement game Overboss Duel was also available at Gen Con from Brotherwise Games, and is now available at retailers. Overboss Duel uses the same core system as Overboss, but this time players are directly competing on a shared player board.
John D. Clair's Empire's End was also available for demo at the Brotherwise Games booth and is en route to backers, and targeted to be available at retailers in mid-November 2023. I enjoyed playing this at Gen Con '22, so I'm glad it's almost officially available.
Shortly after Gen Con '23, Brotherwise Games successfully crowdfunded Michael Xuereb's Dungeon Kart on Kickstarter (KS link). Dungeon Kart is an all-new racing game set in the world of Boss Monster for 2-8 players, which will be available for late pledge in October 2023.
• Every now and then when I'm wandering around at conventions, I have to stop and check out a game solely because the box cover art is really cool and grabs my attention (or scares me a bit). Such is the case with Kevin Wilson's The Stuff of Legend from 3WS Games, where 3-6 players collaborate as a boy's loyal toys working together to rescue him from the evil Boogeyman.
• I tend to dig performance-focused board games such as Shakespeare and Castell, so I had to stop by Devir's booth to get a quick look at Remo Conzadori and Fabio Lopiano's 3-Ring Circus. In 3-Ring Circus, 1-4 players take on the role of circus directors touring the U.S. in the 19th century, hiring performers, and putting on performances in different cities to become the most famous circus in the U.S.
• Plaid Hat Games was showing off Freelancers: A Crossroads Game, which was their big Gen Con '23 release designed by Donald Shults. Freelancers is an accessible, fantasy RPG campaign experience for 3-7 players, driven by a story-telling companion app, similar to Forgotten Waters.<--In case you missed it, Candice's Gen Con 2023 Round-Up/Discoveries: Part 1-->
- Santa's Workshop
- The Stuff of Legend
- Merchants of the Dark Road
- Santa's Workshop (Second Edition)
- Empire's End
- Castles by the Sea
- Ahoy
- Sky Team
- Overboss Duel
- Freelancers: A Crossroads Game
- Queen by Midnight
- Flame & Fang
- Cargo Empire
- Dungeon Kart
- Kevin Wilson
- Remo Conzadori
- John D. Clair
- Michael Xuereb
- Michael D. Kelley
- Peter Gousis
- Dávid Turczi
- Pini Shekhter
- Greg Loring-Albright
- Fabio Lopiano
- Keith Ferguson
- Alexandre Uboldi
- Aaron Mesburne
- Luc Rémond
- Jon Benjamin
- Donald Shults
- Kyle Shire
- Alexander Bogdanovsky
- Le Scorpion Masqué
- Plaid Hat Games
- Hachette Boardgames USA
- Moaideas Game Design
- Brotherwise Games
- 3WS Games
- Leder Games
- Escape Velocity Games
- Cephalofair Games
- Elf Creek Games
- Darrington Press
- MVP Boardgames
Wed Sep 20, 2023 7:00 am
- [+] Dice rolls
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• In my PGC Con 2023 report, I mentioned The Barracks Emperors, which is a new hybrid area influence, trick-taking game from GMT Games set during the Roman Crisis of the Third Century. I love the idea of fusing trick-taking with historical games, so I'm excited to announce A Very Civil Whist, which is a 2-player trick-taking game set during the First English Civil War, from Red Flag Over Paris designer Fred Serval and UK-based publisher PHALANX. PHALANX launched a pre-order for A Very Civil Whist on August 31, 2023 with slightly reduced pricing for the first 302 orders.
Here's a description from the publisher to give you a brief taste of this unique 2-player game that plays in 30-45 minutes:Quote:England is in turmoil. The authority of the Crown is being challenged by Parliamentarians. Militias have been mustered. The King has declared war. Fighting has spread to every corner of the land. Will Charles I retain his former power, or will Parliament and its Scottish allies prevail? One thing is certain, nothing will ever be the same again.• Considering I also love deck-building games, I am very intrigued by Imperial Fever, which is a deck-building game where 1-4 players compete for world dominance between 1881 and 1915, from designer Carlos Márquez Linares and GMT Games.
A Very Civil Whist is a unique game that combines aspects of trick-taking and area control in the historical setting of the English Civil War.
Designed by Fred Serval (Red Flag Over Paris, A Gest of Robin Hood) with evocative artwork by Donal Hegarty (Mr President, Versailles 1919) this two-player game takes about 30 to 45 minutes to play.
Gameplay involves the Royalist and Parliament players engaging in a tug of war over different tracks linked to card suits. Win a trick in the connected suit, and make a territorial gain in the targeted region of England. You can use famous Generals and personalities from the English Civil War to boost your chance of winning a trick. Lose the trick though and the General may meet a grisly end. Random events at the start of the each round provide further flavour and variability.
Inspired by the mechanics of German Whist, each of the game's four rounds is split into two core phases: Planning and Action. In the Planning phase you play tricks to build your Action hand. In the Action Phase you play tricks to make progress on the board. The key to success is to win the tricks in the first phase that give you the cards needed execute against your goals on the board.
Here's a brief summary of what you can expect from Imperial Fever, which is available on GMT's P500 pre-order system:Quote:Imperial Fever is a deck-building game for three to four players that recreates the period between 1881 and 1915. Players will vie for world dominance as they take on the roles of the United Kingdom, France, the Central Empires (Germany and Austria-Hungary) and the Emergent Powers (the USA and Japan). The game features a unique approach to this complex and important period of world history, including the following innovative aspects:If you're interested in more details on Imperial Fever, check out its game page on GMT's website and the designer's Inside GMT article highlighting the deck-building in the game.
• A deck-building mechanism that will allow players to pursue different strategies.
• A variety of other mechanics, including area majority, push your luck, tug of war, technology tracks, and set collection.
• Competition between players in different areas: national prestige, military power, naval dominance, colonial expansion, and key strategic areas.
• International tensions that may culminate in the outbreak of the First World War.
• A wide range of political agendas that will allow players to choose among different paths to victory.
• A rich Event deck that poses additional challenges to players, ranging from international conflicts to political mishaps at home.
• The influence of non-player powers such as Russia, China, Holland, Belgium, Spain, and Portugal.
• The full game is playable in under four hours, once players are reasonably familiar with the rules.
• For another historical game all about the cards, Dan Verssen's popular solitaire Warfighter series continues to grow with Warfighter Vietnam, a new standalone game depicting the squad-level battles which occurred throughout the country of Vietnam. Dan Verssen Games is crowdfunding Warfighter Vietnam on Kickstarter (KS link) through September 12, 2023.
Here's the publisher's game description from the Kickstarter page for this exciting addition to the Warfighter series:Quote:Warfighter Vietnam recreates the skirmishes challenging for control of the terrain in the countryside and rural villages. Between the VC and NVA you have a tough fight to clear Hostiles and earn Body Count. You may face fierce resistance from opposing Hostile forces, but watch out - the terrain itself can be your worst enemy. The Core game will contain at least 240+ cards (Soldiers, Hostiles, Mission, Objectives, Locations, Action, Gear, and Events), with d6 and d10 dice, counter sheets as well as a tactical board and the latest version of the Warfighter Universal Rulebook.
As part of this initial release, there are also a dozen Warfighter Expansions and Battlepacks which will allow you to expand the scope of gameplay to include various armed forces and battles which took place in the jungles of Vietnam.
These expansions include more American, Australian, and South Korean Soldiers, as well as extra NVA and VC Hostiles! The Tunnel Rats, Khe Sahn, Hue, La Drang, and Hamburger Hill Battle Packs will blend historical accuracy and Warfighter gameplay seamlessly.
Thu Aug 31, 2023 7:00 am
- [+] Dice rolls
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I had a fantastic time at Gen Con 2023. It was one of those conventions where I felt like I had been there for five days before day one was even over – but in a good way. I went in excited, and came out even more excited and energized, until I came home sick and lost my energy. I'm relieved to be feeling better now so I can dive into all of the games I brought back, and share some photos and highlights from my trip.
• I was excited to see there were advance copies of David Thompson and Trevor Benjamin's General Orders: World War II available at Gen Con, considering it's not officially out until October 2023 from Osprey Games. I posted an overview of General Orders after playing it with David on Tabletop Simulator in March 2023, so it was great to see the physical copy in person. I really dig General Orders, and I especially appreciate that it comes in a small box.
• Marco Canetta and Stefania Niccolini's ZhanGuo from What's Your Game? is a game on my "shelf of opportunity" that I've been wanting to play for a while. Thus, it was really cool to check out the new version Zhanguo: The First Empire, which is an upcoming SPIEL '23 release published by Sorry We Are French and Hachette Boardgames USA. Even though I haven't played the original ZhanGuo, I'm familiar with how it works, and after hearing about the enhancements and added variety in Zhanguo: The First Empire, I am very stoked to play this new version.
• At the Devious Weasel Games booth, it was awesome to catch up with Jenna Felli and pick up the Find Muck expansion for Cosmic Frog.
Jenna and team were demoing Cosmic Frog and last year's 2-player identity struggle hit, The Mirroring of Mary King.
I'm already looking forward to Jenna Felli 's upcoming 2024 release Murray the A**hole Frog, which is a unique card game where you'll be playing a variety of fly cards to create swarms, while avoiding Murray.
• I had a moment to sneak away with Cole and Drew Wehrle to play a prototype of Jo Kelly's intriguing, unique-themed Molly House, which is a 2021 Zenobia Award finalist Wehrlegig Games will be crowdfunding in Q4 2023.
Here's a high-level description of what Molly House is all about:Quote:In Molly House, you play a group of gender-defying queers known as "mollies" who are regulars at a molly house in 1720s London. Your aim is to meet other mollies in secret and put on the best festivities in your molly house, but you need to do so while evading the notice of the moralizing constables of the Society for the Reformation of Manners.Even though the Molly House is still being developed, I'm impressed with what I've experienced so far and I'm really excited to play it more. I love how unique it feels with its interesting blend of mechanisms that tie so well to the theme. Of course, I'd expect nothing less from a game published by Wehrlegig Games, but it's always refreshing to see what they cook up for us.
Molly House is a competitive game with co-operative elements for 2-5 players in which you need to collect sets of resources like dresses, alcohol, and masks to plan festivities in the molly house, and visit cruising grounds to meet other mollies. In doing so, you'll be creating happiness for yourself and your community, represented as joy in the game.
However, you'll also be creating liabilities for yourself and others. Cruising or making your neighbors suspicious may lead to your arrest, which in turn may lead to a jail sentence — or even the death penalty. Putting on festivities will inevitably attract the attention of undercover constables, who may eventually raid the molly house, arresting all players.
To win, you have to balance your needs, represented by your personal joy, with the needs of the molly house community, represented by collective joy. If there's not enough collective joy at the end of the game, no one wins. If more than one player fulfills both needs, the one who is held in the highest esteem within the molly house wins.
• I was pleasantly surprised to discover there's a new version of Uwe Rosenberg's classic bean-trading game Bohnanza with beautiful flower art by Beth Sobel. I grabbed myself a copy of Bohnanza: Dahlias and also brought a couple home for some friends who are fans.
• Speaking of flowers, Garden Guests is team-based, astract strategy game from Stephen Glenn and Van Ryder Games with an incredibly attractive table presence. Keep an eye out for Garden Guests, which is due out in Q4 2023.
• Isaac Vega's Wild Gardens was being demoed at the Rose Gauntlet Entertainment booth. It seems like a light, cozy, and interesting game, and I couldn't help but love those vibrant colors and art by Alyssa Menold, who was at the booth showing it off when I stopped by.
• While I was at Gen Con, I also had the opportunity to play a few games in BGG Hot Games Room including Tiger & Dragon, a new tile-shedding game from designer Hashimoto Atsushi, which was co-published by Oink Games, Arclight Games, and Switch Games. In Tiger & Dragon, you're trying to be the first to get rid of all your tiles, like many card-shedding games, but in this case the scoring rules change from game to game, so there are some numbers more valuable than others when it comes to scoring the last tile you place. I ended buying myself a copy of Tiger & Dragon and I'm looking forward to playing it more.
• I loved my first play of Age of Innovation, the new version of Terra Mystica from Helge Ostertag, Capstone Games, and Feuerland Spiele. Age of Innovation adds a ton of refreshing variety to Terra Mystica. The factions are no longer associated with a specific type of terrain; instead you randomly pair one of many faction tiles with each terrain type to create different factions to draft each game. In addition, you have a new resource (books) which you can use to claim new innovation tiles which give your faction unique abilities, further deepening the wonderful asymmetrical gameplay many people already love in Terra Mystica. With all of the new additions and variety, the replay value is off the charts for Age of Innovation. Fans of Terra Mystica and Gaia Project, and fans of heavy strategy games should definitely check this one out.
• Wild Realms, from Daywalker Syndicate, caught my eye when I was wandering around in between meetings. I stopped by to take a peek and discovered it's a competitive animal kingdom-themed card battle game for 2-4 players, designed and beautifully illustrated by Jeremy Gulotta.
• Besides new Gen Con releases, I'm always excited to get sneak peeks of upcoming SPIEL releases when I attend Gen Con. One in particular that has me super excited is Kutná Hora: The City of Silver, from Czech Games Edition (CGE) and designers Ondřej Bystroň, Petr Caslava, and Pavel Jarosch, which Eric originally announced in April 2023.
Kutná Hora is a historically-based city-building game for 2-4 players with some unique supply-and-demand mechanisms that sound fascinating. Even though they're completely different games, I got a very similar "excited and intrigued" feeling after hearing about Kutná Hora, like I did after hearing about Deal with the Devil at Gen Con in 2022. It sounds very unique and meaty, and I can't wait to play it.
• While I was meeting with Nathan from CGE, I also checked out Lost Ruins of Arnak: The Missing Expedition, the newest expansion for Lost Ruins of Arnak, which includes 2 new leaders, new cards and tiles, plus components for a six-chapter campaign which can be played solo or co-operatively with 2 players. I'm pretty late to the party when it comes to Lost Ruins of Arnak, but I'm realizing there's no better time than now to get into it.
• At Asmodee's press event the night before Gen Con opened, there was a prototype of Keith Piggott's River of Gold being shown off. River of Gold is an upcoming mid-weight euro game set in the Legend of the Five Rings universe, which is due out at Gen Con 2024 from Office Dog. In River of Gold, players build locations along the river, deliver goods, and compete for influence. More to look forward to down the line!
- Bohnanza
- ZhanGuo
- Cosmic Frog
- Lost Ruins of Arnak
- The Mirroring of Mary King
- Wild Realms
- Molly House
- Tiger & Dragon
- Wild Gardens
- Cosmic Frog: Find Muck
- General Orders: World War II
- Zhanguo: The First Empire
- Lost Ruins of Arnak: The Missing Expedition
- Age of Innovation
- Kutná Hora: The City of Silver
- Bohnanza: Dahlias
- Garden Guests
- Uwe Rosenberg
- Stephen Glenn
- Helge Ostertag
- Marco Canetta
- Stefania Niccolini
- Cole Wehrle
- Isaac Vega
- David Thompson (I)
- Beth Sobel
- Alyssa Menold
- Tani Pettit
- Trevor Benjamin
- Hashimoto Atsushi (橋本淳志)
- Keith Piggott
- Petr Čáslava
- Jeremy Gulotta
- Jo Kelly
- Ondřej Bystroň
- Pavel Jarosch
- Arclight Games
- Czech Games Edition
- Hachette Boardgames USA
- Van Ryder Games
- Feuerland Spiele
- Oink Games
- Devious Weasel Games
- Switch Games
- Osprey Games
- Capstone Games
- Sorry We Are French
- Wehrlegig Games
- Rose Gauntlet Entertainment
- Daywalker Syndicate
Wed Aug 16, 2023 7:00 am
- [+] Dice rolls
-
I had a fantastic time at PGC Con 2023, which is a small, 2-day trick-taking game convention hosted by Portland Game Collective in the Milwaukie suburb of Portland. It's probably no surprise to many that I've been thoroughly enjoying this so-called renaissance of trick-taking games, so I was really excited to attend PGC Con and surround myself with a bunch of wonderful people and wonderful card games.
The first PGC Con was in 2022 and had approximately 40 attendees, and this year (2023), there were about 70+ in attendance downstairs at the Milwaukie Community Club. Everyone brought games to share and play, plus there was a white elephant gift exchange you could participate in, where I was lucky enough to score a copy of Haggis, and not have it stolen from me. I was stoked about that and all of the games I played at PGC Con, so I wanted to some gaming highlights from my trip.
• My friend Derek recently told me about his enjoyable first experience playing The Barracks Emperors, which is a new hybrid area influence, trick-taking game set during the Roman Crisis of the Third Century, from GMT Games and Time of Crisis designers Wray Ferrell and Brad Johnson. Knowing the copy I ordered from a retailer wouldn't arrive in time for PGC Con, I reached out to GMT Games and they graciously sent me a review copy of it so that I could bring it with me to Portland.
In The Barracks Emperors, 1-4 players compete to gain emperor cards on the board by surrounding them with influence cards. Each player has a faction icon, or multiple in lower player count games, and that indicates where you can place cards on the board. Once an emperor card is surrounded by four cards, it resolves as a trick with the color/suit of the emperor card being the trump color/suit. The emperor cards are either red (military), yellow (populace), or blue (senate). The card that wins the trick is the highest trump card, and if no trump cards are present, then the highest value card of any suit wins. However, any cards of the same value cancel each other out first. The player that wins the trick keeps the emperor card. At the end of the game, you gain 1 point for each emperor card you have, plus 3 bonus points for each set of all three types (red/blue/yellow) of emperor cards you have.
Ready for some spice? There are 3 suits of influence cards that correspond to the emperor cards, and each suit has 14 cards with values 1-8. The influence cards all have special abilities and they vary from suit to suit. They're all really good too. For example, there's a Mob card that allows you to flip another influence card adjacent to the emperor card face down. There are some cards that allow you to place modifier tokens on other cards to boost their value. I can't tell you how many times I looked through my hand of cards and I could not decide which card to play because they were all juicy abilities.
Ready for some more spice? There are also 0-value barbarian cards in the game, with 4 starting in play on the board. On your turn, instead of playing an influence card, you can either play a barbarian card onto the board, or you can discard one to move a barbarian on the board diagonally. If you move a barbarian card onto an influence card, perhaps one of your opponent's cards, that card is now covered and contributing a value of 0 to the trick. Between the influence card abilities and what you can do with barbarian cards, you have a ton of interesting choices in The Barracks Emperors.
After you play a card on your turn, you'll resolve any surrounded emperors, and then you draw a card from the card market row. The card market is populated such that the lower the value on the card you played for your turn, the more choices you'll have when choosing a new card to add to your hand. Whereas if you play the highest value cards (7 or 8), your only option is the leftmost card. It's not always best to have high cards in this game. It's usually more important to have the right suits in your hand to play to the emperors you care most about, but the abilities are typically stronger on the higher card, so it's a trade-off.
While in Portland, I managed to play The Barracks Emperors three times, and in all cases, we opted to play the 2-round version (instead of 3) in about 90 minutes. The first game was a 4-player game with all new players including myself. I really dug it, but we were definitely still familiarizing ourselves with the possibilities and with all of the different special abilities on the influence cards. Then I played a 2-player game where we both had a game under our belts, and I liked it even more. It had a lot of chess-like moments. Then I played the 2v2 variant where you have a partner and keep one shared scoring pile. I loved that as well.
The Barracks Emperors is my jam. I really dig it. It's not heavy on the trick-taking front, but the way it integrates trick-taking with area influence feels really unique. Also, every decision is tough and thinky because on most of the board spaces, when you place an influence card in an eligible space for your faction for one emperor, that card is also usually adjacent to another emperor, so you may be helping or hurting your opponent. You really need to carefully scan the board and think through the impacts of each card placement, otherwise your opponents my score some easy emperors. I think in every game someone would play a card not realizing the impact of the card placement, kind of like when you give a clue in Codenames, then when your team starts discussing, you realize your clue is more relevant to another word on the board that you missed.
• Another hit for me at PGC Con (and in life in general) is Raymond Gallardo's Le Plateau. Le Plateau is an awesome game that fuses trick-taking with an abstract strategy game, and has bidding with shifting partnerships. I'm really hooked on this one and I find myself thirsty to play it all of the time lately.
After getting your hand of cards in a game of Le Plateau, there's a bidding phase where players make bids on connections they think they can make on the board, with the most basic being a bridge connection touching two sides of the board. You can bid to complete your objective solo, which is very risky, but rewarding if you're successful. But more often, you'll choose a duo objective, where you'll call out a specific King or high card you don't have, and whichever other player has the card you called out becomes your partner for the round, and the other players will be playing against you.
Le Plateau is a must-follow, must-trump game, meaning if you can't follow the led suit, you must play a trump card if you have one, otherwise you can play any card. Whichever player wins the trick will place one of their colored markers on the corresponding trick number space on the board, and also any spaces matching cards played to the trick. On the board, there are spaces for face cards of every suit, as well as low and high trump cards. Thus, if you bid that you can make a connection, you'll be working to strategically win tricks to cover spaces on the board to help your team connect to as many sides as you bid, while the opposing team tries to stop you. If you finish the round and successfully made the connection you bid on, then you and any of your partners score positive points based on your bid value, and your opponents score negative points based on your bid value. Of course if your opponents prevent you from making the connection you bid, then they score positive points and you and any of your partners score negative points.
You play Le Plateau with a 78-card French Tarot deck with cards from the 4 normal suits, plus there's a 5th suit of trump cards (1-22). There's a print-and-play version, but you can also get a nice wooden board from Brown Castle Games. After being intrigued by Le Plateau at BGG.Spring, I bought the travel size version from Brown Castle Games, and after playing the normal size version at PGC Con, I had to order that too.
• I got in a few fun and memorable games of Touchdown Heroes, which I brought with me and was eager to try. Touchdown Heroes is an American football-themed trick-taking game for 2 teams of 2 players, designed by Kuro and published by Manifest Destiny. In the game, you're trying to score touchdowns and field goals by winning tricks that move the football further down the field. When your team is on offense, you can call a running play to make it a must-follow trick, or a passing play to make it a may-follow trick. In either case, when you play off suit, you trigger the special ability on the card you played. Some of the cards allow you to block and intercept, and there's one that even prevents all card abilities. Each player also has their own special ability as well. I really enjoy team games and I had a great time playing both of my games of Touchdown Heroes.
• Savage Bowl, by URiO and Burekeke Games, is another sports-themed trick-taking game I played and really enjoyed in spite of getting crushed. In Savage Bowl, 4-5 players compete to score the most victory points, but you must win exactly 2 tricks each round to score any points. The first 5 tricks are interesting in this game because similar to Schadenfreude, the player who plays the 2nd highest card of the led suit wins the trick. However, whoever plays the highest card of the led suit secretly discards a card from their hand and they sit out of the next trick. Thematically, you were playing rough so the referee is temporarily benching you. This is really interesting because that can be really helpful in a game where you only score if you win exactly 2 tricks, but on the other hand, you do also need to win tricks too. I'm looking forward to playing this one more and hopefully not getting completely whooped next time.
• I played a few games of Trick-taking in Black and White from Tsutomu Dejima and Decoct Design, and discovered it's more challenging strategically than the cute little bear butt cards would make it seem. All of the cards are dual-suited, and it's a must-follow trick-taking game where every player can always follow, since all of the cards have both suits. Your goal is to win an equal number of black and white tricks, but it's so much harder than it seems, especially when you play with sharks (gamers, not actual sharks) like I did.
• Robotrick hit the table a lot and everyone (including myself) really dug it. Robotrick is a super clever 3-player trick-taking game from Domi and The Game Gallery Works, where players play against a robot named Droco (AI deck) and you need to balance the amount of tricks you win because if you win too many, you'll score negative points. Also, whenever Droco wins tricks, the card you played will be negative points as well. This game is fantastic and fun to play. Big thanks to Ken Shoda for giving me a copy of this awesome game at BGG.Spring!
• I loved Charlie Bink's 2016 release Pups, which sadly is almost impossible to find at this point. Here's hoping for a reprint of this puppylicious trick-taking game with a unique bidding system.
• Inside Job is a super cool semi-cooperative, hidden roles trick-taking game from Tanner Simmons and KOSMOS, which has been a big hit with everyone I've played it with. Picture The Crew, but with a hidden traitor.
• While I primarily played newer games at PGC Con, I also played Mike Fitzgerald's Diamonds for the first time, which has been around since 2016 from Stronghold Games. I know, I'm late to the party, but I enjoyed it a lot.
• On our last night at our Airbnb, we squeezed in a 3-player game of Bug Council of Backyardia, which is an interesting trick-taking, mancala hybrid game with a fun, cute theme, from designers Patrick Engro and Kyle Hanley, and Engro Games.
• Besides all of the awesome trick-takers I played which I've mentioned above (and others left out of this post), I also played a few climbing/shedding games such as Taiki Shinzawa's new 2023 release Planet etuC, which is a game for 2-3 players where you want to get rid of all of the cards in your hand first by beating rank and/or suit combinations.
• I played a single 3v3 round of Bacon from Sean Ross and Allplay. I don't have any photos and I cannot recall why we didn't play a full game, but what I did play, I thought was awesome. I loved the interaction and dynamics of having 3 players on each team.
• One of my favorite highlights of PGC Con 2023 was finally getting to play the first two games published by Portland Game Collective. In fact, the first thing I did when I arrived at the convention was buy myself a copy of Bridge City Poker and Five Three Five. Well, technically, I had my partner Matt buy them for me. Throughout the weekend I managed to play both and I can't wait to play them more. Of course, I played them out of order, but it was at least cool to play them both for the first time in Portland.
Five Three Five is clever climbing/shedding game for 2-6 players, designed by Kenichi Kabuki, where you can play a higher ranked meld, or you can add cards to the central meld, which gives you lots of interesting choices as you try to shed your hand.
In Lee Gianou's Bridge City Poker, you're also trying to get rid of your hand of cards first, but you play with a number of special ability cards mixed into the deck that give players cool, rule-breaking powers to strategize around. There are so many different special ability cards and we had fun experimenting by mixing in different ones each round.
• Even though the weekend was mostly about trick-taking games, a few of us ventured out with some other types of games as well. I played a great 5-player game of Dual Gauge, from Amabel Holland and Hollandspiele, with the Denmark map, which was a first for me. I really dig how each map changes up the core system and that you can play a shared incentive stock market, route-building game in 2 hours or less. With the Denmark map, you lose a significant amount of stock value at the end of the game if you haven't built enough stations on the board.
• While we're talking about Hollandspiele games, I brought my copy of Cole Wehrle's An Infamous Traffic, which I had been dying to play ever since I scored it at the Strategicon virtual flea market in September 2022. It's a fascinating design filled with brutal player interaction that I love, and our learning game has me itching to play it more.
• Some of us also played a couple of games of Blood on the Clocktower which was an absolute blast! My evil team managed to win the 2nd game. I was so nervous the entire time, but thrilled about our victory.
All-in-all, I had an incredible time in Portland and I'm already hype for PGC Con 2024!
- Diamonds
- Pups
- An Infamous Traffic
- Blood on the Clocktower
- The Barracks Emperors
- Five Three Five
- Dual Gauge
- Inside Job
- Bridge City Poker
- 白と黒でトリテ (Trick-Taking in Black and White)
- Bug Council of Backyardia
- Le Plateau
- Touchdown Heroes
- Dual Gauge: Denmark and England & Wales Maps
- Bacon
- Planet etuC
- Robotrick
- Savage Bowl: Trick Taking Game
- Mike Fitzgerald
- Wray Ferrell
- Brad Johnson (I)
- Sean Ross (I)
- Charlie Bink
- Cole Wehrle
- Raymond Gallardo
- Amabel Holland
- Kuro
- Taiki Shinzawa (新澤 大樹)
- かぶきけんいち (Kenichi Kabuki)
- Tsutomu Dejima (出嶋 勉)
- Tanner Simmons
- Patrick Engro
- Domi (ドミッチ)
- URiO
- Lee Gianou
- Kyle Hanley
- KOSMOS
- GMT Games
- Stronghold Games
- Manifest Destiny
- Decoct Design
- Hollandspiele
- Engro Games
- ぶれけけゲームズ (Burekeke Games)
- Portland Game Collective
- The Game Gallery Works
- Allplay
Fri Jul 21, 2023 7:00 am
- [+] Dice rolls
Battle Aircraft in World War I, Recreate the Battle of Perryville, and Command the Army of Northern Virginia
07
Jul
2023
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• Sacramento-based wargame publisher Revolution Games has two new 2023 releases shipping as of late June 2023. The first is Mike Lemick's 2-player World War I aerial combat game Eagles in the Sky, which can be played as individual games, or played as campaigns. Check out the game description below to get a feel for what you can expect when playing Eagles in the Sky.Quote:Silk scarves. Leather helmets. The sound of the wind in the wires as you cruise over No Man's Land searching for enemy aircraft. Suddenly you see one, and put your plane into a dive from out of the sun...• The other new release from Revolution Games is Jeff Grossman's Grand Havoc: Perryville 1862, which is an American Civil War game for 1-4 players driven by the tried and true Blind Swords chit-pull system originally designed by Hermann Luttmann.
Eagles in the Sky is a 2-player card-based game on plane to plane warfare during the last year and a half of the First World War. Players each command a "flight" of 1 to 6 aircraft during any of several types of missions, including patrols, photo recon and even balloon busting.
The game includes all of the major types of aircraft active on the Western Front in that period, including the Fokker triplane, Sopwith Camel, SPAD XIII and Fokker DVII.
Eagles in the Sky may be played in one of two ways: individual engagements or campaigns, in which the players control "squadrons" and complete 5 days of missions, taking into account losses, pilot fatigue and the requirements of higher headquarters.
Each engagement is 8 turns long, and each turn except for the first begins with a random event. These can add or subtract aircraft from the engagement, cause flak fire or other effects. The players then determine who has the initiative and draw a hand of cards based on the number of scouts (fighters) in their flight and the ratings of the flight leader. They then (beginning with the player with initiative) alternate playing cards to activate their aircraft. Activations can be Targeted against another plane or ground target or Untargeted (things like clearing gun jams). When targeting another aircraft the target can play a card in response. Depending on the planes' ratings and the cards played one aircraft may gain Position over another, which allows it to attack. Attacks are resolved by drawing a card and checking the combat portion of that card to see if the attack succeeds and how much damage it does.
In a campaign each day begins with one player drawing cards to see which particular missions will occur that day. Players then resolve each mission in turn, starting by assigning aircraft and pilots to it. A given pilot can fly as many times per day as the player wishes, but each flight incurs fatigue, which will eventually exhaust that pilot.
Missions are resolved as engagements (using the base rules) or encounters, where each side's aircraft meet a non-player opposing force. At the end of each day, players reduce fatigue of their pilots, repair damaged aircraft and attempt to get replacements for any planes or pilots that have been lost.
The game plays quickly; a one on one dogfight can take as little as 15 minutes, and even a campaign can be completed in a long evening. Components include a play mat, 140 1" square aircraft counters, 176 5/8” square markers, 110 cards and numerous play aids and record sheets.
Here's a brief overview of the gameplay and historical setting of Grand Havoc: Perryville 1862:Quote:A Blind Swords system game on the American Civil War battle of Perryville (Kentucky) in 1862. The Blind Swords system uses chit pulls and activation rolls to simulate the command confusion and difficulty of coordinating 19th century armies. Additionally, each turn a number of events can impact the ability of armies to carry out their plans. The basic units are regiments of infantry or cavalry and batteries of artillery which are rated for size, armament, and cohesion/morale.• For another American Civil War game, be sure to check out Field Commander - Robert E. Lee from Dan Verssen Games (DVG), which is being crowdfunded on Kickstarter in July 2023 and targeted to deliver in Q1 2024. Field Commander - Robert E. Lee is the latest game in DVG's Field Commander series, and it builds upon Dan Verssen's solitaire hit Field Commander - Napoleon, which was originally released in 2011.
Perryville was a short fierce battle between Buell's Army of the Ohio and Bragg's Army of the Tennessee. While Bragg thought he was facing only a small portion of the Army of the Ohio, he was in fact confronting almost its entirety. Buell thought he was facing all of Bragg's Army and possibly even Kirby Smith's Army of Kentucky. Instead Buell was facing only about 2/3 of Bragg's army.
After an early morning skirmish, both armies assembled on the battlefield just northwest of the crossroads of Perryville. What had been planned as a flanking attack against the Union II Corps instead turned into a frontal assault on the newly arrived Union I Corps, half of which consisted of new recruits. Despite a ferocious battle raging about two miles from his headquarters, Buell was unaware of the Confederate attack and was astonished that one of his corps had been smashed by the vicious assault. Only a few brigades were sent to assist the beleaguered I Corps and the Confederates claimed a tactical victory.
The publisher's overview below summarizes new gameplay changes you can expect in Field Commander - Robert E. Lee if you're already familiar with Field Commander - Napoleon.Quote:Field Commander - Robert E. Lee builds on the design and gameplay of Field Commander - Napoleon to put the player firmly in control of the Army of Northern Virginia during the American Civil War, with the Union forces controlled by an AI.If you're not familiar with Field Commander - Napoleon or the Field Commander series, there are plenty of additional details on the Kickstarter page for Field Commander - Robert E. Lee.
Fight in 5 Campaigns
Seven Days Battles
Second Manassas
Antietam
Chancellorsville
Gettysburg
Field Commander - Robert E. Lee is based on the Field Commander - Napoleon design, with some important differences and developments.
Difficulty Levels: The player may choose to tailor his experience of Field Commander Robert E. Lee by modifying the Difficulty Level between Regular, Hard and Veteran. There are various ways the difficulty level can affect the game and the player can choose one or more effects, or mix different Difficulty Levels to produce different effects. For example, the player could choose to use the Regular Fog of War table, combined with the Hard Command Points option and the Veteran Special Rules of a particular campaign.
Scout Counters: Greater availability and use of Scout counters to create decision-heavy gameplay and the manner in which cavalry were employed on the battlefield during the American Civil War as compared to the Napoleonic era.
Command Points: Command Points replace Supply Points. Command Points are used in a similar manner however, but represent reforming broken Forces or calling to arms odd Brigades and Regiments that are marching on different roads. Command Points can also be accumulated when a Force reaches certain Regions on the Battlefield Sheet and reflect greater morale.
Union Orders: Each Campaign map includes a Battle Area, which is distinct from the rest of the game board (you can see it described with red borders on the sample map art). Union Forces follow Campaign Map Orders until they enter the Battle Area, at which point the Battle Area Orders table is followed. This simulates more carefully the Union actions once battle commenced properly.
Union Tactics: Aggressive vs Defensive. No more sitting at the back of the Battlefield sheet blasting the advancing enemy. The Union AI will only attack when the odds are in its favor.
Special Battle Plans: An expanded range of Special Battle Plans for the Union AI to use that simulate combat in the ACW. The Union AI will now only charge en masse, while Flanking Fire and Hidden March threaten the rear of the Confederate army. No place on the battlefield is safe!
Capturing Artillery: Rather than Destroy artillery, both the Confederate player and the Union AI will instead capture 'abandoned' artillery and use the cannon to their own advantage. Historically this was especially important to the Confederates who suffered at the hands of superior Union guns and ammunition.
Artillery Range Attenuation: The further away the target, the less effective the artillery!
Each Campaign introduces detailed Special Rules that highlight the key events, features and commander personalities of each battle.
Fri Jul 7, 2023 7:00 am
- [+] Dice rolls
Lead a Coven of Witches, Survive in Another Horror Movie, and Command the Parachute Regiment in Arnhem
23
Jun
2023
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• In June 2023, Madrid-based publisher Salt & Pepper Games launched a crowdfunding campaign for Witchcraft! on Gamefound. Witchcraft! is an upcoming solitaire game from designers David Thompson, Roger Tankersley, and Trevor Benjamin, where you lead a coven of witches, and must prove their innocence, and defend a village from the supernatural. Witchcraft! was created by the talented design team behind 2022's solitaire hit Resist!, features more excellent artwork from Albert Monteys, and sounds intriguing based on the theme and the publisher's description below.Quote:A midnight bell tolls on the streets of Wildegrens as the villagers shutter their windows against the darkness. Something moves through the night–in the forest, through the fields, across the old battlefield. The isolated village is in danger. Crops are failing, animals are dying, and villagers are disappearing. Townsfolk are scared. Some of the women are fighting back, but the villagers suspect that these women may be dealing with the devil himself. From behind the old school a shadow crosses to the town well. A feeble light reveals two witches who nod to one another, shutter the lantern, and make their way towards the dark woods.• Meanwhile, Van Ryder Games teased us on Twitter about the upcoming Kickstarter campaign for Final Girl Series 3, which will add more content to the popular horror movie solitaire game Final Girl, from designers A. J. Porfirio and Evan Derrick. I've only dabbled in Porfirio's Hostage Negotiator, which I enjoy, but I hear nothing but great things about Final Girl. Perhaps it's time I finally give it a try.
Witchcraft! is a fast-playing, card-driven solitaire game where you lead a coven of witches in a fantasy world where magic is real–and so are the monsters. Building on the hidden / revealed mechanism of Resist! you will decide when to use magic to defeat the challenges you face–revealing yourself to your fellow villagers and being imprisoned for witchcraft. As you complete missions and defeat enemies you will try to prove to the villagers that magic is not evil, and convince a jury that you are protecting the village. Three jurors will decide your fate and their conviction is strong. Can you persuade them? Or will evil overcome you and the village?
At the beginning of the game you assemble a coven of witches from families of women represented by a deck of cards. Selecting multiple witches from a family makes that family more powerful. Each family is focused on different tasks in the game–revealing challenges, increasing attack power, uncovering the conviction of the jurors, or capturing familiars to help you in your fight. The fight is real and each of the eight jurors face a different villain. Is it the Headless Horseman, Baba Yaga, the Scarecrow, or some other fiend? On setup you choose three jurors, their missions, and their unique challenges–providing 56 possible combinations with great variety in the types of challenges and monsters you will face. If you fail two missions or lose five villagers, you lose the game. Even if you defeat the missions you still face the trial, and you are only sure of your fate when you reveal the conviction of the jurors and see if you have done enough to persuade them.See you all on September 19th! https://t.co/1nMbIfiJzP
— Van Ryder Games (@VanRyderGames) June 21, 2023
• For something a bit heavier on the solitaire front, GMT Games announced Fields of Fire III: The Parachute Regiment, a new standalone Fields of Fire game from designer Colin Parsons, which is a new P500 addition in June 2023. I'm very excited about this even though I've barely scratched the surface playing the original Fields of Fire, which was created by Ben Hull. It's great to see this excellent card-based solitaire series evolve.
In Fields of Fire III: The Parachute Regiment, you command the 2nd Battalion of The Parachute Regiment in Arnhem, the Falklands, and Afghanistan as described in the publisher's overview below:Quote:Arnhem, The Netherlands, 1944: 2 PARA’s chaplain is pinned down by German fire while trying to cross the street to get to injured soldiers. The commanding officer of A Company, Major Digby Tatham-Warter, runs to him and says, "Don't worry about the bullets, I've got an umbrella” before escorting him back across the street.
Fields of Fire Volume III sees the long awaited introduction of the British to Ben Hull’s masterpiece of tactical infantry command. From the burning streets of Arnhem to war-torn Helmand Province, Afghanistan, in this new, stand-alone volume from the team behind Fields of Fire Deluxe Edition, we follow the 2nd Battalion of The Parachute Regiment, commonly known as “2 PARA,” across over 60 years of military history.
As Britain’s elite Airborne Infantry, the Parachute Regiment are used as spearhead troops and are often inserted behind enemy lines, by parachute or in modern times by helicopter. Lightly equipped due to the nature of their insertion, they need all their training, resilience, and fighting spirit to survive until other units can fight their way to them.
About The System
Ben Hull’s Fields of Fire series is a solitaire game system that is designed to depict command & control of a rifle company in various conflicts of the 20th and 21st century.
The game is card based and utilizes two decks to play. The Action Deck, which replaces dice and many of the tables found in other tactical games, is used to control combat, orders, and various activity attempts. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform.
The units of the company are counters representing headquarters elements, sections, weapons teams, forward observers, individual vehicles, or aircraft. Missions can be played as stand-alone games or strung together into a campaign in which the player must manage experience and replacements. A single mission can be played in about 2-3 hours.
Highlights – What’s New in Volume III
• When the company radios fail, make do with more uniquely British options like bugles and hunting horns.
• Use unique British weaponry such as PIAT anti-tank weapons during WWII and vehicles like Scorpions and WMIK in the more modern theatres of the Falklands and Afghanistan.
• Urban Defensive missions! Fight amongst rubble and fires, and try to hold on to your pocket by whatever means necessary as the enemy attacks utilizing a completely new urban offensive enemy hierarchy chart.
• Experience the constraints of modern day combat as you try to determine whether groups of people and incoming vehicles are hostile or merely civilians going about their lives.
• Collapsing buildings, an enemy helicopter attack, special forces, mine-sweeping duties, night assaults, and much, much more!
Fri Jun 23, 2023 7:00 am
- [+] Dice rolls
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• It seems like just yesterday I posted about the exciting finalists from the first Zenobia Award, but I guess I shared that announcement way back in August 2021. Time flies when you're having fun!
In June 2023, Ion Game Design launched a Kickstarter campaign for one of the Zenobia Award finalists, Sherria Ayuandini's Kartini - From Darkness to Light, which is a historical strategy game all about educating girls in Indonesia, and helping them graduate and move on to a career. Kartini - From Darkness to Light plays with 1–6 Players in 60–150 minutes, and sounds interesting and unique based on the publisher's description below:Quote:In Kartini - From Darkness to Light, you manage schools for girls where girls from different islands of Indonesia come to be students. As they graduate, the students become politicians, fighters, patrons or teachers, further advancing education for women and supporting the fight for the nation’s freedom. Strategically manage your duits (money) and books to help as many girls graduate from your school while paying attention to your school’s reputation. After four rounds, signifying four years of compulsory preliminary education in Indonesia, the player with the highest points wins the game.• Ion's crowdfunding campaign also includes Third Crusade, which is a historical strategy game from designer Kieran Symington that takes place during the Third Crusade in the 1100s. In Third Crusade, you play as an army of either the Muslim or Crusader Alliance during the early 1190s and your goal is to accumulate glory through conquering and controlling regions and defeating enemy armies.
Kartini - From Darkness to Light celebrates the triumphs of girls’ education. The game takes place in Indonesia in the late 1800 to the early 1900, during the country’s struggle for independence from Dutch colonialism. This was the era where Indonesian young women were stepping up to the plate, leading battles and participating in politics for a free Indonesia.
Realizing that the key to the nation’s eventual liberation lied in education, some of them built schools and advocated for more and more girls to be educated to then participate in the nation’s fight for freedom. Indonesian women’s yearning for education and to take an active role in the public life were encapsulated in a famous series of letters written by Kartini, a Javanese aristocrat, to her Dutch friends. These letters were later published as a book titled ‘From Darkness to Light’ from which the name of this game derived. Kartini’s letters are often credited as one of the cornerstones of Indonesian women emancipation movement and they served as profound inspirations for Indonesia’s fight for independence.
Here's a brief description of the game from the publisher, but check out the Kickstarter page for more details on Third Crusade, as well as Kartini - From Darkness to Light:Quote:Unite with your brothers in arms for this holy war. Richard Lionheart and the Angevine have joined with knights from The Holy Roman Empire to try and conquer the city of Jerusalem and retake the holy land from Saladin’s Ayyubid dynasty and the Turkomans.• I was pretty pumped to read about Twilight Struggle: South Asian Monsoon in the May monthly newsletter from GMT Games. Twilight Struggle: South Asian Monsoon is a new standalone Twilight Struggle game designed by Jason Matthews and Jason Carr, which plays with 1-2 players in 75-120 minutes, sitting nicely between Twilight Struggle: Red Sea and the original Twilight Struggle in terms of playtime.
Fight for control over the cities and deserts of Palestine. Plan out your actions alongside your ally before turning against them and take the victory for yourself. Send out cavalry and siege engines to battle your enemies, but be aware of their need for water. You don’t want your army to die of thirst before they even clash with the enemy.
Twilight Struggle: South Asian Monsoon was added to GMT's P500 pre-order system and is targeted to release in 2024. Based on the publisher's description below, it sounds like Twilight Struggle fans are in for a treat:Quote:“I have spoken here today about India's race with Red China. We want India to win that race. We want India to be a free and thriving leader of a free and thriving Asia. But if our interest appears to be purely selfish, anti-Communist and part of the Cold War – if it appears to the Indian people that our motives are purely political – then we shall play into the hands of Communist and neutralist propagandists, cruelly distort America's image abroad, and undo much of the psychological effect that we expect from our generosity.” -- Senator John Fitzgerald Kennedy 1959• In June 2023, PHALANX announced a pre-order for a new edition of Charles Vasey's Unhappy King Charles, which is a 2-player, card-driven game set during the First English Civil War. The new PHALANX edition of Unhappy King Charles reimplements and provides a new experience of Unhappy King Charles!, which was originally released in 2008 from GMT Games.
The year is 1959. The next decade will unleash a cascading series of events that will catapult the Cold War into a new, farther-flung region of the world. Twilight Struggle: South Asian Monsoon is the latest stand-alone two player game in the Twilight Struggle series. This game covers the era from the Tibetan Insurrection in China to the normalization of relations between the People’s Republic and the United States. It is a four turn game, longer than Twilight Struggle: Red Sea, but much shorter than a full game of Twilight Struggle.
Twilight Struggle: South Asian Monsoon is intended to provide experienced players of Twilight Struggle with a new, more nuanced challenge. The nations represented in this game – in South Asia, the Indian Ocean and along China’s Asian periphery - are more remote and independent minded. All of the countries represented joined the Non-Aligned Movement. Unlike other parts of the globe, the United States and the Soviet Union can only project military force into the region with difficulty. In short, this is the region of the Cold War where nations felt emboldened to assert their independence and resist the bi-polar world that the superpowers had created elsewhere.
Twilight Struggle players will be asked to contend with newly independent countries, the relationship between the Non-Aligned Movement and increased tensions along the DEFCON track. The game incorporates a new system called “Engagement Actions” and players must plan with the future of China after Mao. The ability of players to master these new factors will be the key to victory in Twilight Struggle: South Asian Monsoon.
The game also highlights the history of many giants of the Cold War era that receive less attention in other parts of the Twilight Struggle system: Nehru, Mao, the Dali Lama, Zhou Enlai, Indira Gandhi, Khrushchev and more all make their presence felt in this pivotal region of the globe.
This is your chance to answer Chairman Mao’s call and “Be resolute, fear no sacrifice and surmount every difficulty to win victory.”
The game will feature backward and forward compatibility. Cards from South Asian Monsoon will be usable in Twilight Struggle, and cards from Twilight Struggle will be usable in South Asian Monsoon.
Here's publisher's high-level overview of what you can expect in the new edition of Unhappy King Charles, which plays in 240 minutes:Quote:Unhappy King Charles is a two-player game that allows players to influence the course of events and the outcome of battles. The game covers the period from 1642 to 1645, when King Charles I faced a rebellion led by his own Parliament. The game captures the political, military, and religious aspects of the war, as well as the personalities of the key leaders on both sides.
The game is card-driven: play a card for a historic event, or use it to take a range of actions. These include recruiting, placing political influence, raiding and – most important – activating Generals such as King Charles and Oliver Cromwell to move around the map, battle enemies, siege fortresses, and take control of areas.
The new PHALANX edition is more than just a reprint. It is a new experience, featuring:
• Evocative and gorgeous new artwork that will immerse you in the war between the Parliamentarians and the Royalists!
• Standees for Generals and Local Notables that will bring these historical figures to life. You will alternatively be able to use the basic markers provided in the box if you prefer.
• A new approach to presenting the game’s point-to-point map and control of towns and fortresses, providing both a more evocative feel and additional game information.
• Individual General and faction cards that will allow you to easily reference each General’s level, army size capacity, and special rules.
• Tracks for monitoring control of key regions and economic infrastructures, and ongoing sieges, making it easier to read the current board state.
• A new player aid and rulebook layout, to make it easier to reference key rules.
Fri Jun 9, 2023 7:00 am
- [+] Dice rolls
Manage Railroads in Wyoming and Explore New Dual Gauge, Age of Steam, and Maglev Metro Maps
26
May
2023
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Trains and stock markets have been on my mind a lot lately. I've been hooked on Amabel Holland's Dual Gauge, which is a stock-holding and route-building game for 3-5 players. Plus, I played an epic and enjoyable first game of Helmut Ohley and Leonhard Orgler's 1880: China (new Lookout Games edition), which was one of my most anticipated SPIEL '22 releases. So in the spirit of trains, allow me to share a few new and upcoming releases.
• In mid-May 2023, Hollandspiele announced the release of Dual Gauge: Netherlands and Eastern U.S., the third expansion map pack for Dual Gauge, designed by Amabel Holland. If you're not familiar with Dual Gauge, it's a shared incentive train game system where you compete against other players building train routes, and operating and investing in train companies. It has 18xx-lite vibes, but feels unique and can be played in about 90 minutes. Each map for Dual Gauge varies up the core system in fresh and interesting ways, offering players a plethora of exciting new challenges.
Here's the publisher's description of what twists and turns you can expect in the new Netherlands and Eastern U.S. map pack:Quote:These maps introduce Star Dits, which function as normal dits for most purposes – they count as a stop but cannot be tokened – but are worth more money. Depending on the map, players may also have an additional incentive to hit these stops over others. Both maps also see players in a race to grab bonuses, which also serve as another game end trigger.• Dual Gauge isn't the only train game getting new maps. Eagle-Gryphon Games is crowdfunding the Age of Steam Deluxe Expansion Volume IV on Gamefound, which includes seven new expansion maps for Age of Steam. The Volume IV maps cover a wide range of player counts (2-6 players) and each map has its own unique feel.
The Netherlands map seats up to five players and features a new gauge conversion step, allowing you to flip narrow track to its standard side. Of course, what it doesn't do is change your narrow trains. You'll need to plan your train purchases carefully, and beware of opponents who might use this tactic offensively.
That's if you have enough time, of course! The standout feature of this map is a race to complete certain Goals. Achieving one of the map's eight Goals will win you a disc. This can be traded in later, either to place a station or to buy a precious second share of stock in a single round.
The Eastern US map is for three to four, and is a bit subtler. Preprinted track segments provide awkward chokepoints to either work around or embrace. Company turn order isn't fixed, but shifts from round to round depending on company stock value. Increases in that value are gated – tied to your dividends, so you'll need to work for big routes while your rivals try to block you with aggressive token play.
At the western end of the maps, there are the destination cities of Detroit and Chicago, each containing a set of Bonus Discs. When a company ends a run there, their President claims a disc. At the end of game, you'll get a payout based on the number of discs you've claimed.
The crowdfunding campaign also includes the Age of Steam Deluxe: Acrylic Tile Set, which features transparent acrylic tiles for both track placement and new city placement, which will allow you to see the board below each track tile to read the maps easier.
If that wasn't enough, there's also a Jamaica/Puerto Rico promo map expansion available too. Jamaica is a 2-player map expansion and Puerto Rico is a solo map expansion, both designed by Ted Alspach.
• Speaking of Ted Alspach and map expansions for train games, Maglev Maps: Volume 1 is available at retailers after a successful Kickstarter campaign in May 2022. With Maglev Maps: Volume 1 you get a box set with three expansions for Maglev Metro (Moonbases & Mars, London & Paris, and Mechs & Monorails), and each features a double-sided map with different rules and mechanics from designers by Ted Alspach and Dale Yu and Bézier Games.
• On the 18xx front, Mercury Games announced 1868: Wyoming in a May 2023 press release. 1868: Wyoming is an 18xx game for 3-6 players from designer John Harres, which integrates the coal and oil industry boom in Wyoming to add some fresh twists to traditional 18xx mechanisms.
Here's the scoop from the press release for 1868: Wyoming, which is due out in 2024:Quote:1868 takes players on a journey through the history of the railroads during the coal and oil industry boom in Wyoming. Headlined by the powerful Union Pacific, this territory was not only born thanks to the railroads, but also saw a large influx of people and industries looking to make their mark on the immense and rugged terrain.
1868: Wyoming is novel in that it depicts the coal and oil industry boom-and-bust cycle in a way that is different each play. Railroads must decide whether a new rail line makes sense given the development level of an area and the potential for total industry collapse. All the while the Union Pacific pushes further West seeking vital connections to maximize their revenue. Variable at-start Private Companies ensure that no one strategy can be employed with any guarantee of success.
- Age of Steam
- Maglev Metro
- Dual Gauge
- 1868: Wyoming
- Maglev Metro: Mechs & Monorails
- Maglev Metro: London & Paris
- Maglev Metro: Moonbases & Mars
- Maglev Maps: Volume 1
- Dual Gauge: Netherlands and Eastern U.S.
- Ted Alspach
- Dale Yu
- Amabel Holland
- John Harres
- Eagle-Gryphon Games
- Bézier Games
- Mercury Games
- Hollandspiele
Fri May 26, 2023 7:00 am
- [+] Dice rolls
Start a New Acquisitions Incorporated Franchise, Defeat New Bosses, and Revisit the Infinity Engine
12
May
2023
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• One of the 2020 pandemic lockdown silver linings for me was playing through Clank! Legacy: Acquisitions Incorporated with our neighbors. I always enjoyed Clank! and its push-your-luck, deck-building gameplay, especially early on as I discovered modern board games. Clank! Legacy resonated with me even more, so I'm very excited about its upcoming sequel, Clank! Legacy 2: Acquisitions Incorporated - Darkest Magic from designers Paul Dennen and Jay E. Treat, III, which Dire Wolf is crowdfunding on Kickstarter in May 2023 (KS link).
Clank! Legacy 2 is a legacy deck-building game for 2-4 players which continues the fun, engaging narratives and gameplay introduced in Clank! Legacy, but adds boss battles, co-operative scenarios, and new surprises to be explored.
• For another deck-building sequel on Kickstarter, be sure to check out Astro Knights: Eternity (KS link), from Indie Boards & Cards and designers Nick Little and Sydney Engelstein. Astro Knights: Eternity is a stand-alone expansion for Astro Knights, which re-implements the innovative deck-building mechanisms introduced in Aeon's End.
Here's the publisher's high-level description of this sci-fi, co-operative deck-building game for 1-4 players, which plays in 45 to 60 minutes:Quote:Many generations after the events of the original Astro Knights setting, a group of rag-tag intergalactic scrappers find great power and responsibility forced upon them! Astro Knights: Eternity is a stand-alone, cooperative deck-building game with several scenarios connected by a single, ongoing narrative.• If deck-building is your jam, you should also keep an eye out for the Shards of Infinity: Saga Collection, which Stone Blade Entertainment announced is coming to Kickstarter in Summer 2023. Shards of Infinity is a sci-fi, deck-building game originally released in 2018 from Ascension Tactics: Inferno designers Gary Arant and Justin Gary, which has since been expanded with a slew of additional content and promo cards. The Shards of Infinity: Saga Collection is set to include all of the expansions and promo cards, as well as new features and mechanics, upgraded components, and more.
Continuing the gameplay lineage of Aeon’s End, player decks are never shuffled in Astro Knights, with the collective goal of defeating that scenario’s Boss before it destroys that mission’s Homeworld, or all the players seeking to defend it.
In addition to the familiar structure of the first Astro Knights game, players will be introduced to all-new mechanics throughout the narrative campaign, along with refreshed elements from the Aeon’s End series.
Can your team of unlikely heroes adjust their strategies to overcome the powerful and unpredictable enemies that threaten the stability of the galaxy?
• Looking further into the future, Green Feet Games plans to launch a crowdfunding campaign in Q3 or Q4 2023 for The Pirate Republic: Africa Gambit, a pirate-themed, deck-building, sandbox adventure game designed by Tom Butler (Unforgiven: The Lincoln Assassination Trial) and Sam Hillier. The Pirate Republic: Africa Gambit is a reimplementation of Tom Butler's 2018 release The Pirate Republic, which plays with 1-5 players in 60 to 90 minutes.
Here's an overview from the publisher describing the setting and how the game works:Quote:Return to 1713, the dawn of the Golden Age of Piracy. After a decade of war, a rare peace comes to the Spanish Main. With thousands of demobilized sailors, pirating explodes in the West Indies and across the Atlantic.
One crew of pirates, calling themselves the Flying Gang, seek fame, fortune, and self-governance by building their own Republic free from the constraints of kings, queens, and imperialism. Will you work together to build the Pirate Republic? Or will you betray your brethren in pursuit of greater riches? The sea is your territory; anyone on or near it, your prey.
The Pirate Republic: Africa Gambit is a second edition to the original The Pirate Republic. It is a thematic deck building, sandbox adventure game for 1-5 players which also adds West Africa riches, new Pirates, the Portuguese, and a campaign mode into the mix. Set in the early 18th-century, each player is an infamous pirate captain weaving their own tale by performing daring feats and plundering on the high seas.
It's a time of conquest and the lure of riches, indomitable spirit and fat treasure galleons, pirate utopias and watery graves!
Are you ready to get your Pirate on?
How does it play?
You start with a deck of 12 cards, 2 of which are unique to your Pirate while 10 are shared. As you acquire cards and build your deck, your decisions will shape your Pirates’ personality.
Using your cards you will sail across the map, strike fear on enemies, recruit crew, attack, defend, form a pirate haven, sack forts, complete global missions, or build infamy (which lets you gain even stronger cards). Each turn you will draw a hand of cards and take actions with them. Once you are out of cards, play goes to the next Pirate, and this continues until everyone has exhausted their decks.
Individually you are amassing Swagger as quickly as you can while collectively completing the global missions. The game ends when the global mission (chosen by the players before the game begins) is completed Alternatively, whoever reaches 120 Swagger first is the winner.
- The Pirate Republic
- Shards of Infinity
- Clank! Legacy: Acquisitions Incorporated
- The Pirate Republic: Africa Gambit
- Astro Knights
- Clank! Legacy 2: Acquisitions Incorporated – Darkest Magic
- Astro Knights: Eternity
- Justin Gary
- Jay E. Treat, III
- Sydney Engelstein
- Nick Little (I)
- Tom Butler
- Gary Arant
- Paul Dennen
- Sam Hillier
- Indie Boards & Cards
- Stone Blade Entertainment
- Green Feet Games
- Dire Wolf
Fri May 12, 2023 7:00 am
- [+] Dice rolls