My Collection: Acquisitions via Kickstarter
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1. Board Game: Lincoln's War [Average Rating:6.53 Overall Rank:6991]
Judd Vance
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GONE

Why I backed it: Interesting premise with personalities driving the game. John Poniske designed the most excellent Hearts and Minds: Vietnam 1965-1975, so I was familiar with his work. He said this was 10 years in the making and I watched it linger on MMP's P-500 list.

Delivery: The delivery was supposed to be on July 4. I knew a 2 month time was a joke. My billion dollar company can't get parts from China that quickly, so I never believed that date. It arrived in November. I don't rate that a negative, because that is what I expected.

Verdict: This was a miss in every way possible. The map had errors. The stars on the leaders were too small. The rulebook disagreed with the player aid. People broke the game within a month. The counters were too small. The Vassal module took months to come out and when it did, I re-made the sucker.

It was quite simple. This game was developed in a half-@ssed manner. I thought this was 10 years in the making? Dog years? The game is so absurd, you were better off promoting JEB Stuart than Robert E. Lee! I believed in the game so much that I shelled out an extra $30 for fan-made larger counters. So I have $100 tied up in this game. A fan re-wrote the rulebook. I'm waiting on the consensus to see if this game is finally fixed.

My Kickstarter experience was almost killed in the grave.

Sadly, MMP SHOULD use Kickstarter to fund 2nd printing of games like Monty's Gamble: Market Garden and Shifting Sands: the artwork is complete and the games are developed. All they need is the capital to guarantee a profit, but sadly, I think this experience burned them on the Kickstarter notion as well, which is tragic since their P500 system is a far cry from GMT's.

Update: Not worth wasting another minute on this dog turd. I had a lot of time and money invested in it. The only options were to hope it could be fixed and have a great game or take a loss and sell it. The market price was already low so I got out before it got any lower. At this point, I could still dump it for a loss and use the money to buy another game. After this long, it appeares all interested parties have abandoned all hope of fixing this, so I cut and ran while I could.
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2. Board Game: New York 1776 [Average Rating:7.07 Overall Rank:6523] [Average Rating:7.07 Unranked]
Judd Vance
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Why I backed it: I'm a big Worthington fan. They make games with complexity and playing lengths that make them ideal for me. The American Revolution is my favorite topic and I can't think of any games dedicated to this campaign.

But this was a very well-ran campaign. They published a "how to play in 5 minutes" to stir interest and made a very interesting well-balanced game. They had all of the (original) artwork made and the game was developed before they launched the campaign. I decided I could back Worthington Kickstarter campaigns (even if I did pass on their next 2 campaigns because I didn't find the games that interesting).

Delivery: This had a cool stretch goal: an accompanying book on the battle. I don't think they were counting on it meeting that stretch goal in 2 days. They offered tactical and terrain blocks (similar to the Columbia 3rd generation of Napoleon's Waterloo Campaign), and then alternate stickers. These were all nifty, but did push the launch date back a couple of months. They were learning Kickstarter as they went.

Verdict: Worthington came in and restored my faith in the potential of crowdfunding, which is an absolute must for small companies like these guys.

The game is an odd duck: it is really fun to play, but is a huge historical bomb. The victory conditions aren't the historical objectives, but interestingly, if the British knew what they were doing, they would have been the objective.

The end result is a block game of duck-duck-goose (a brilliant & witty observation from bentlarsen), yet at the same time, the game is extremely fun to play and tightly balanced (that's my observation). Worthington made sure the first Kickstarter game did what it promised.
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3. Board Game: Wilderness Empires [Average Rating:7.14 Overall Rank:7505]
Judd Vance
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Why I backed it: I passed on Scotland Rising (too expensive for what you got) and Sea Kings (Meh), but when I saw this, I drooled: Worthington and the French & Indian War! The last time they dabbled in this, we got the excellent Hold the Line: French and Indian War Expansion Set. And Don Troiani artwork? I'm there!

I wish they had given us more background on the game, but I have a lot of games by these guys, and they rarely turn out duds.

Delivery: It was a year past promised delivery. Because of the cards and mounted board, they went the China route and learned the hard way what happens to your dates when you do. I don't begrudge that. I figured they wouldn't hit that date.

Verdict: I like it. It's a challenging game and has a decent amount of history built into it. The map is functional, but is a dud compared to the amazing Don Troiani artwork. The block stickers are superb.
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4. Board Game: Holdfast: Korea 1950-51 [Average Rating:6.79 Overall Rank:6641]
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GONE

Why I backed it: When I saw this, I was hooked at the word "Holdfast" as the previous game in the system, Holdfast: Russia 1941-42 was my favorite new game of 2014. Plus the topic is interesting and not very common.

Delivery: This was a pretty awesome campaign. It hit the funding goal in hours. It hit 743% funding without any stretch goals. As an afterthought, they did something really cool and threw in a retro-active stretch goal, by getting some free military documents on the war and creating a book out of it and throwing it in the game. It gives nice background on the war. What was so great was they did this AFTER the campaign was over as a "thank you."

Even better, the campaign ended March 3 and shipped less than a month later.

Verdict: I liked the game better than the general populace did. I liked it as a historical study and thought they pulled it off well. It turns out some other folks took a Eurogame approach and tried to break it and did stuff that would be utterly ridiculous. If you play rationally and historically, it is a pretty solid. I think you need to bid on how many UN strength points you can have above the 38th parallel in order to balance it.

Also, the big complaint is that every game is about the same. I think that is a good thing, as they designed a pretty historical game. I figured all along that this game has about 10 plays in it and then you are done with it, but that is money well spent for the time you put in it.

What really bugs me about the game is that it is obvious that they did take the time to properly develop it. There are rules to exploit (U.N. amphibious landings on the last turn), and I think the game is imbalanced in favor of the U.N. These can be easily fixed with a few house rules and a bidding system, but they shouldn't HAVE to be. It was a disturbing trend for Worthington: throw crap on the wall, see if it sticks (funds), kick the games out quickly, get paid, and let the fans fix the game.

Update: I always said this was a game you could get about 10 plays out of. I got what I wanted. I enjoyed it, but I could tell it wasn't going to get played any more, not when I have The Korean War, so I sold it. No regrets on getting it or selling it. I had fun with it.
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5. Board Game: Hands in the Sea [Average Rating:7.93 Overall Rank:1676]
Judd Vance
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Why I backed it: The designer made Caesar's Gallic War, one of the most influential wargames in my gaming life, as it inspired me to learn how to create Vassal modules. When the same designer put a post on the wargame forum talking about this new First Punic War game that he was creating based on A Few Acres of Snow's Deck Building model, I was all over it and wrote him asking if he needed play testers.

Soon, I received my playtest kit in the mail and then I started working on a Vassal module and played him frequently. I saw this project grow up and become one of the three best games that I ever played.

When the project went live, I was at work and had to wait until I got home to enroll, which drove me crazy, as I wanted to be first in line.

Delivery: I think the game was about 9 months overdue. Again, that is a small publisher dealing with China. That did not surprise me. When the artwork was complete, I was updating the Vassal module and noticed a few errors on cards. I alerted him and he fixed them and sent out extra cards. That was pretty cool because had he kept quiet only a few of us would have ever known. He had issues matching the color on the replacement cards, but if you aren't sleeving these cards, you're doing it wrong.

Verdict: Best kickstarter I ever backed. The game is stunning. I already knew how good it would play. The aesthetics pushed it from #3 to #1 on my top 10 games of all-time list. Kuddos!
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6. Board Game: Trenton 1776 [Average Rating:7.07 Overall Rank:9053] [Average Rating:7.07 Unranked]
Judd Vance
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GONE

Why I backed it: The topic is my favorite and this is another topic not covered very much and I thought the New York game was fun to play.

Delivery: Once again, they offered a book as a stretch goal and once again, it surpassed the goal in 2 days. This time, they learned from the New York 1776 campaign and didn't offer stretch goals for the sake of offering them. They did not want to offer anything that would slow the delivery date down. I suggested alternate stickers because I liked them so well in the last game. At first, they balked, but then determined that they could pull it off. That ended up delaying delivery by 10 days. Sorry. But it was delivered 34 days after the campaign ended. wow

Verdict: This one was a dud. Probably more historical than New York, but the victory conditions ... just don't really work. They seemed forced. The combat system isn't as interesting as New York. It's just not that fun and it is poorly developed: the campaign scenario wasn't even playtested, or there would be rules to stop the obvious (unbeatable) British strategy. I'm kind of done with their American Revolution block games. I traded this dog away.
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7. Board Game: Airborne Commander [Average Rating:6.95 Overall Rank:3550]
Judd Vance
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Why I backed it: Simply put: I love deck builders. I learned of this one on a KS-wargame Geeklist. By the time I learned of it, it had met many stretch goals.

I was wary because I don't know this company and my Lincoln's War experience makes me gun shy on unknown groups -- not to mention projects like Up Front and plenty of other infamous criminal campaigns.

In the end, I decided $33 was worth a risk.

Delivery: Perfect. They delivered exactly when they said they would. thumbsup

Verdict: The rulebook was a little rough, but otherwise, a very fine game that gave me many hours of enjoyment. I would back this company in a second.
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Judd Vance
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Why I backed it: I already own Screaming Eagles & Ghost Panzer. They comprise the greatest WWII tactical system ever. So when Texas Arrows came out, well...duh...yeah, I'm getting it. Upgraded copies of the other games caused me to get them, also, which is usually something I won't do.

Delivery: It was 10 months overdue. Again, dealing with China, but more importantly, they worked to get it just right and they did it. This is practically GMT-quality.

Verdict: Winner! Winner! Chicken Dinner!
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Judd Vance
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GONE



Why I backed it: Worthington turned out 3 winning block games (Holdfast: Russia, Holdfast: Korea, and Wilderness Empires). There was no reason to think this wouldn't be good.

Delivery: Four months late. I understood the first Kickstarter and I got the Made in China games. I was less pleased about this one.

Verdict: It took awhile to come to the conclusion but my verdict is thumbsdown

The are kind of fun, but they feel very incomplete, and ultimately a big money grab.

These 3 games were $5 less than the 3 Band of Brothers games and the quality difference is night and day. Each of these games has a paperboard map that fits together to form the eastern theater. Each games has very few blocks. It feels like one of those free postcard games you get inside of another game.

They could have easily made all 3 maps into a single 22" x 34" map, combine all of the blocks into a single game, and made these games into 5 scenarios -- and even added a few more blocks and a 6th scenario for Antietam and sold it for about $75. The result would have been a pretty cool game and a direct competitor to Bobby Lee. Some scenarios are better than others, and that would have made the bad ones more forgivable.

Instead, they went the maximum profit route and there is just so much waste: wasted air space in three boxes. Wasted shelf space, and most of all, wasted money.

I realized the Lee game was the weak link of the three and I didn't want it. I also though the Sheridan game was weak and the McClellan Moves scenario was very limited. When I got rid of Lee, I broke up the trio, and it made it easier to break them all up. I took a loss on the three games, but it was a lesson I paid to learn. The lesson was don't back Worthington Kickstarters unless it is a Band of Brothers game.
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10. Board Game: Holdfast: North Africa 1941-42 [Average Rating:6.44 Overall Rank:10256]
Judd Vance
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GONE

Why I backed it: Holdfast: Russia 1941-42 is a masterpiece. Holdfast: Korea 1950-51 is a solid game. I wasn't too anxious about a North African game since I have Rommel in the Desert, but the allure of Holdfast was too great.

Delivery: It was a month late. This is understandable.

Verdict: Piece of crap. One of the biggest bombs I ever played. It is pretty obvious they were looking for a quick financial score rather than making a game. This is hopelessly broken. The Axis can't win. The strategy of the game is "move close and roll high." Lots of fun. Not. I gave it up in a pay it forward 3 months after I got it.

This game soured me greatly on Worthington and I took a pass on their Holdfast: Atlantic & Pacific games. When they couldn't tell you how many ships were in the game, it told me those games weren't developed, either. I took a pass on their expanded Russia game because I lost confidence in them to add on to a successful game and put the necessary thought in it to keep the game play and balance there and after playing the short scenario in Holdfast: North Africa, I lost all confidence in their ability to properly playtest a short scenario. As a matter of fact, I passed on every Kickstarter they released since then (which has been 11 to date): although I really wanted to back Band of Brothers: Battle Pack 1, and didn't have the money budgeted for it, but picked it up later.

This game actually made me re-think some of my other purchases, which is why I finally realized my misgivings about Trenton was because it was a dud.

I am still on board with Worthington when they have other designers' games, because those guys are interested in supporting and developing their games, but I lost a lot of faith in Grant and Mike with this one. At least Lincoln's War is salvageable. This is not.

About the only good things I can say about this dog turd is that a) the Malta rules were interesting and b) the mounted board was nice.
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11. Board Game: 1750: Britain vs. France [Average Rating:7.22 Overall Rank:6126]
Judd Vance
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Why I backed it: I stumbled on to it on a "Wargames on Kickstarter" Geeklist. I studied the "How to play" and thought it looked interesting and the price ($35) was right.

Delivery: Delivery was listed as May 2017. It came in July. I think he had some logistics issue with China, as to be expected. He had great communication and kept us in the loop.

Verdict: The game looks amazing! Top notch artwork and just a solid game! This game plays differently than I thought it would but was far BETTER than I thought it would be. This is the kind of game wargamer's covet: the game that your spouse/significant other will play with you while still having enough dice chucking, war, and theme to make you happy. Well done!
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12. Board Game: Airborne Commander: SNAFU [Average Rating:5.75 Unranked] [Average Rating:5.75 Unranked]
Judd Vance
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Why I backed it: I liked Airborne Commander (see above). It was a great little game. I played it enough to get really good at it and wanted a new challenge. This looked like that challenge. $10 for 10 cards is way higher than the price per card, but if it makes it play like an entirely new game, it is worth it. I have spent that much on crappy movies.

Delivery: Supposed to be before Christmas. It was 2 months late.

Verdict: The cards do add something new to the game and in my opinion ratchet up the difficulty level some, which is what I was hoping. However, the Sainte-Mère-Église card really rubs me wrong. That was the 82nd Airborne and this game is about the 101st Airborne. I know this game isn't trying to be that kind of game, but come on!
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13. Board Game: Nemo's War (second edition) [Average Rating:8.13 Overall Rank:445]
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Why I backed it:

Reason #1: This is Chris Taylor:



Yeah, he's a big pimp! And his games are great.

Reason #2: I used to have the first edition of Nemo's War, and it was excellent! I was so certain I would get the upgrade, I traded my 1st edition copy + expansion and then ... oops. Life happened. So here was a chance to redeem myself along with a brand new expansion. The price seemed good and the shipping was right.

Reason #3: Have you seen the game? Wow. Even the cloth game board option looked cool (but I took a pass on that. I'm too old school to go for cloth).

Delivery: A Kickstarter first! This one is listed as September 2018. It arrived June 26, 2018. Not only did it beat the date (never heard of before with my Kickstarters, but it beat it by over 2 months!

Verdict:
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