cropped-fullsizeoutput_6cd.jpegRetired U.S. Navy wargamer/family gamer/pen & paper roleplaying gamer originally from the Rocky Mountain area. This blog is a collection of ramblings on naval stuff, space, games, and family. Well, mostly games.

The opinions and views expressed in this blog are those of the author alone and are presented in a personal capacity. They do not necessarily represent the views of U.S. Department of Defense, the U.S. Navy, or any other agency or employer.

RockyMountainNavy.com © 2007-2021 by Ian B is licensed under CC BY-SA 4.0

9 thoughts on “About

  1. I noticed in your Root play through that you have a son on the autism spectrum, as do I. I can get him to play Qwirkle, which he can dominate, but I’m curious about how you’ve roped your kids into more complex games like Root. My son is 13, and probably more developmentally like a 10 year old although that can swing a bit. If you’ve had other posts on this topic forgive me, just discovered you today.

    1. My 21yo has maturity of a 13-15yo. He can read but not always comprehend deeper meanings or immediately see strategies. We have tried many different game genres. He usually teams with his younger brother in wargames & together they are ruthless. In games with more reading or deeper strategy he usually adopts a certain style of play or keeps to a particular faction (like in Scythe). We have to be careful of “take that” games because situations like what happened in Root are harder for him to handle.
      Many times he and I will play a game first so he builds some familiarity. Then we can expand to the larger family gaming group. Other times we have “our” games that he and I usually play exclusively against one another.

  2. I found an Imperium box I had hidden away for years. It is the 1990 edition. Never played it. Read through the rules (took awhile) a few days ago. And thought I could play it. Was difficult to find where to start in the rules again, and where to go from there.

    I’m going to re-write the rules so it fits on one or two pages with step by step game movement during a player’s turn.

    Anyway, I want to fix some typos also. Did you give tankers a cost of 1 or 2 during your games? The rules say 1, the chart says 2.

    1. I split the difference:
      For the Imperials I charge 1 RP – after all the Imperials probably already have ships they can convert to tankers on hand. For the Terrans I charge 2 RP since I figure the Terrans have less shipbuilding capacity and to dedicate tonnage to tankers has a real impact on the fighting fleet.

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