It’s not the best organized but it is MY collection. Here are a few ‘shelfie’ photos of my wargame / boardgame collection. As a general rule I do not ‘display’ games on the main levels of the house. This is a condition I set for myself; I don’t want to take space away from Mrs. RMN and her cherished displays (her china cabinet is very nice) or displace family pictures or the like. We also moved our library to the main floor so the books are prominently displayed.
I keep games in four locations; basement, family room, loft, and storage. You will be able to tell that games have to share space with our family’s plastic model hobby as well as toy storage; although my boys area older Mrs. RMN tutors younger students so we keep the toys on hand to encourage creative play for them.
Like many gamers I have too many games I am challenged for storage. As you will quickly see, I need to double-stack many games to get them onto my allotted shelf space.
Let’s start with the WARGAMES!
At this point the collection starts to transition from wargames into boardgames….
Although most games are kept in the basement we do keep some upstairs. Most of these titles are used by Mrs. RMN and her students. We also keep one or two ‘hot’ family titles on hand here too.
Not shown is the medium cube box full of my Star Fleet Battles / Federation & Empire collection. Also not shown are several bookshelves of RPG’s and wargaming periodicals (from back when that was a thing).
A comment on the order of games; over the years I tried several different variations but finally settled on a scheme for my wargames of alphabetical by publisher then in order by stock number. I previously used a ‘by timeperiod’ arrangement but found it lacking. The order I have keeps the various publisher titles together (I find it easier to find a game that way) and then the stock number order shows a form of ‘history’ of my hobby. My boardgames are arranged in a somewhat random manner with Mrs. RMN’s student games earning a further set-aside so she (or her student) can quickly pick one when it’s needed.
The obligatory question that usually comes at this point is, “Are you going to get rid of anything/” Well, I have a few items noted as ‘For Trade’ in my BGG collection. This year I tried to use the BG Stats app to better track my plays across my entire collection. Maybe I will do some data analysis at the end of the year to try to make some ‘data driven’ decisions.
Turns out that between September 1 and October 15 I took delivery of 16 (!) items into my gaming collection. This includes:
8 wargames (+3 expansions)
3 boardgames (+1 expansion)
I also diversified my acquisition chain. In addition to Kickstarter and publisher pre-order systems, I also used a local flea market, online digital, BGG trading, publisher direct sales, and (gasp) my FLGS!
Flying Colors 3rd Edition Update Kit (GMT Games, 2020) – (Expansion) So many Age of Sail games take a super-tactical view of ships that playing them can become unwieldy. Flying Colors takes a more ‘fleet commander” point of view; here you can be Nelson at Trafalgar, not Captain Hardy. The 3rd Edition Update Kit brings my older v1.5 up to date with the latest counters and rules, allowing me to set sail for new games in the future.
Konigsberg: The Soviet Attack in East Prussia, 1945 (Revolution Games, 2018) – Acquired via trade. I like chit-pull games as they are good for solo play. I am also interested in this title because of the time period; I have played Operation Barbarossa to death and am interested in a late war perspective when the Soviets were on the offensive and it was the Germans rocked back on their heels.
Nations at War: White Star Rising (Lock ‘n Load Publishing, 2010) – I don’t really need another World War II tactical game system; I’m very happy with my Conflict of Heroes series from Academy Games. Acquired through trade with no real big expectations. First impression is this platoon-level game is reminiscent of PanzerBlitz (Avalon Hill, 1970) but with chit-pull activation and command rules (both of which I really like). Maybe some interesting potential here, will have to see…. (Acquired at same time were two expansions: Nations at War: White Star Rising – Operation Cobra and Nations at War: White Star Rising – Airborne)
The local school district here chose online (virtual) school for this year. I’m not going to go into the absolute disaster the superintendent and school board have wrought upon our youth, but instead try to find something positive to say using boardgames and wargames. I will try my best to keep political rants out of here but, oh boy, things here are so screwed up it’s hard!
Mrs. RockyMountainNavy, who is an Early Childhood educator, strongly believes that learning comes from doing. Unfortunately, as we observe our own high schooler (11th Grade), a friends middle schooler (6th Grade), and another friends elementary schooler (1st Grade) in their online classrooms we are disappointed in the amount of actual learning taking place. In response, we have looked for games to support learning.
Mrs. RMN and I strongly believe that games help educate in many different ways. First, there is the social aspect. I am proud to say that my kids actually look at your face when they talk to you not down at a phone screen. In great part we believe this is because we always push the most important social aspect of gaming; playing with others. Just the other day, Miss A, the 1st grader, lost a game of Dragomino (Blue Orange Games, 2020). She immediately declared she didn’t like the game AT ALL. We reminded her that she actually won the previous three games, and asked her to remember those. She sheepishly smiled and challenged us to another game (which she won).
Mrs. RMN believes that when learning is made tangible it means so much more. We are fortunate to live in the Washington D.C. area so we take advantage of the many museums and historical sites to help teach. In these COVID times and online schooling, finding the tangible is so much harder. We see the younger grades losing the most as they are unable to really learn from passively watching a checkerboard of faces on a small screen for hours on end. To learn they need more than listen; learning from an interactive experience is often the strongest way to imprint something in the brain.
With the first grader suffering the most, we try to find games that challenge her to think logically. She is an emergent reader right now and pretty good at math, but ‘putting it all together’ is a bit harder. Recently, we introduced her to Dragomino (already mentioned) and Dig Dog Dig (Flying Meeples, 2019). She likes both, but Mrs. RMN wanted to gift her a copy of Dig Dog Dig because it is one of the rare games that really engages a 5 or 6 year old child. When the game arrived, we sat down to teach her mother how to play so they could play at home. We need’t have worried because Miss A quickly took control and taught the game to her mother! Sure, her teach was not perfect but she got all the gross mechanics correct. This was all the more impressive given she had played the game with us maybe a half-dozen times. Most importantly, it showed she engaged with the game and internalized it. She ‘learned’ how to learn, and teach, the game.
The sixth grader is much more challenging. Miss C came to us because she was falling far behind in math. RockyMountainNavy Jr. actually tutored her as his summer job since she had so many negative experiences with older tutors that she was rebelling. With a focus on math we tried some math games we had around, like Math Dice (ThinkFun, 2003), but it is too ‘school-like’ and she refused it. Digging deeper into the drawers of the gaming collection, we found a copy of Top Dogs (Playroom Entertainment, 2005). When we first brought the game out, she was immediately taken by the cute artwork. For us, the fact you need to do three-factor multiplication meant it hit exactly at a weakpoint of her learning. When we played the game she enjoyed it, even though she was a bit slower at calculating than others. Unlike Math Dice, she continued to play Top Dogs because she saw it more as a game and less as a lesson.
More recently, we discovered that Miss C actually is very weak at quickly adding and subtracting numbers. We tried increasing her speed by using flash cards but, again, she rebelled because that feels too much like school. Digging through our shelves (again) I came across Sumoku (Blue Orange Games, 2010). This game hit several needs for Miss C; she needs to know factors of certain numbers and she needs to add groups of numbers. More importantly, she likes to play the game, especially against RockyMountainNavy Jr. (I admit there is a certain degree of ‘puppy love’ in play here too).
Speaking of RockyMountainNavy Jr., boardgames and wargames fully support his learning environment. He first real learning of American geography came fromTicket to Ride (Days of Wonder, 2004) to Air Force (Battleline, 1976) where he learned the very basic of flight. This school year his US/Virginia history class started with an online quiz of the 13 colonies. The teacher challenged the class to beat his time of 14 seconds. RockyMountainNavy T quickly clocked times of 13 and 12 seconds. He also freely admitted that the reason he knows his colonies so well is the many times we played 1775: Rebellion (Academy Games, 2013).
Just the other night RockyMountainNavy Jr. was talking to me about learning vectors in his Physics class. Not only was he learning about vectors in Physics, but Miss C had asked him a question about her science homework earlier in the day (the question concerned movement is space). As he talked to me, I calmly walked to the game shelves and returned with a copy of Triplanetary: The Classic Game of Space Combat – Third Edition (Steve Jackson Games, 2018). I proceeded to pull out the contents and we sketched a few vectors about. He instantly grasped the basics of 2d vectors (and asked that we add Triplanetary to the Saturday Game Night rotation).
In these COVID times boardgames and wargames serve as a very helpful coping mechanism not only for the immediate RockyMountainNavy family but also for our ‘extended’ family of students and friends. I don’t see that ever stopping.
Scythe Complete Rulebook (Stonemaier Games, 2020): Publisher-direct Preorder.DELIVERED.Having recently started replaying Scytheand nearing completion of our The Rise of Fenriscampaign its good to get all the rules in one organized place. Email Update 28 Aug – “To-date we have not found a single instance of a rules error impacting gameplay in the 136-page document. Except in one section. The Automa rules need some work. I apologize for this and we take full responsibility. We believe these errors are large enough to justify a reprint. The good news is that many of you don’t play using the Automa (solo mode), and may never reference this section of the rulebook. But if you use the Automa or plan to in the future, we will send you a new spiralbound Scythe Complete Rulebook for free.” Here’s what we’ll do. Simply fill out this form and we’ll send you another Scythe Complete Rulebook when it’s reprinted in a few months using the mailing address from your previous order.”
One Small Step (Academy Games, 2020) – Kickstarter Boardgame.UPDATE from August 7– “The container ship Seaspan Raptor is currently off the coast of Mexico and will arrive at the Panama Canal today. It is expect it to arrive in Florida August 10th! Your games will be shipped to you by Quartermaster Logistics, located in Orlando, FL hopefully by the end of next week.” NOTHING SEEN/HEARD SINCE.
The Shores of Tripoli (Fort Circle Games, 2020) – Kickstarter Waro.August 10 Update:“I also have some bad news. The shipping date from China has been pushed back further – to September 7. Just as you all have shown patience with me, I know I have to show patience with the folks manufacturing the game. But it is still extremely frustrating. And, unfortunately, airmailing the games here is truly cost-prohibitive – sink the company, never to be seen again level of cost-prohibitive. So this means it won’t be in anyone’s hands until October.”
French & Indian War 1757-1759 (Worthington Publishing): Kickstarter Wargame. From aJuly 29 Update – “The ship carrying both CRUSADER KINGDOMS and FRENCH & INDIAN WAR will hit the port in New York August 13. We should expect for us to receive the games within 2 weeks of that barring a customs snag. Thats means it is possible we may be shipping the last week of August, and if not then the first week of September!!!”
“Build the most awesome fort while making friends and eating pizza.” – BGG description
This month the card game Fort (Leder Games, 2020) joined my collection and the RockyMountainNavy Boys and myself had a chance to try it several times during our week-long summer vacation. We enjoy the game, in no small part to the excellent marriage of theme and game mechanics.
In Fort, players are the leader of a neighborhood club of kids. Your club starts with two best friends and eight other friends. The objective of the game is to ‘play’ with your friends to collect ‘stuff’ to build a fort and earn victory points.
The integration of theme and game play in Fort makes the entire play experience most fun. Every turn (day?) you start by gathering friends you didn’t play with but are in your Yard and move them to your Discard (telephone friends?) pile. Then you get to ‘play’ one friend from your Hand (your club can have as many as five friends in your hand). Each friend has two actions; a Public action and a Private action. You can do one, or both, actions as long as at least one of the actions is fully completed. You can also add other friends of the same ‘suit’ to play to increase the action. So if you play Patch (Add one Toy to Stuff for each Book) and add in Bones (both Book Suit) you get two toys. Regardless of if you played the Public or Private action, other players have the option of discarding a friend in their club/hand of the same suit and ‘following’ the Public action. Your club of friends may have been the first, but you are being mimicked by others! The actions you take will often lead to increasing the Stuff you have (Toys and Pizza) or can be used to build a bigger fort. Building a fort takes Stuff; the larger the fort the more Stuff needed. Larger forts also have more room for keeping Stuff in your Pack and more space for Look Outs (friends always available in your fort) that add cards to actions based on their suit. Sometimes that action might call for you to let a friend go because just like in real life sometimes that friend just isn’t right for you (or your game engine).
Next, you get the chance to ask new friends to join your club. Each turn you can recruit one new friend, chosen from either the Park or from another players Yard. This is the real deck-building aspect of Fort as you try to build a group of friends that power your ‘game engine’ strategy to victory.
After recruiting a new friend, you have to ‘go in’ for the day. Your Best Friends go to your Discard pile for they will never leave you except if you choose to Trash them like they moved away. Any other friends in your hand go into your Yard because you didn’t ‘play’ with them. Remember, friends in the Yard can be recruited away during other players turns! Finally, you replenish your hand from your Draw deck; these are the friends that will be with you as the other clubs execute their actions. These friends are going to be the ones allowing you to ‘follow the leader’ during other player’s turns and (hopefully) advance your scoring. End-game scoring is triggered when one player reaches Fort Level 5 or when their score passes 25 on the Victory Track.
I really enjoy the fact that the theme in Fort and game play build a natural narrative. We often find that in playing, we drop into using non-game terms for actions, like “Choose a new friend” instead of ‘recruit’ or “Send the friends you didn’t play with outside” instead of ‘discard.’ The use of toys and pizza for Stuff is brilliant. Indeed, the entire game builds upon the narrative of friends at play in a very natural way that makes playing Fort feel as if we’ve been playing it since we were little kids.
If there is a drawback to Fort, I have to say it’s grokking the iconography in your first play. It’s not hard, it just takes a bit getting used to it. Just like joining a new group of friends they already have their own ‘language’ and you need to catch up – which you will do quickly. The first play (or two) of Fort also can go on far longer than the 20-40 minute playtime on the box. That’s because all your friends are unique, and figuring out how to play with them takes a bit of time as you get to know them and see how they can help your club.
Finally, you can have fun in Fort by trying to pick which friend you are. Personally I feel like Bones. His Public Action of “Trash a card in your hand or discard pile Then Score VP times the number of Books” is like the friend who forms a study group that eventually helps you get better grades (VP?) but takes friends away from play. I can also see myself as Einstein (Public Action – Add a Pizza or Toy to your Stuff) but his Private Action (Score VP times number of Books Then Trash this card) seems a bit harsh. Then again, it sorta fits the nerd stereotype of the friend everybody wants to have in class but doesn’t really want to play with around the neighborhood (or maybe they can’t play with because he’s too busy studying).
Title quote (slightly modified!) from the movie Stand by Me.
I’LL BE HONEST, I WAS NOT GOING TO MAKE IT TO GENCON THIS YEAR ANYWAY. Moving to a new position made taking an extra non-family vacation dicey so I passed. Of course, it doesn’t matter now since COVID-19 changed everything. As a result, GenCon 2020 was held online and in homes this year. The RockyMountainNavy household did our part.
Here are the games played this GenCon 2020:
Scythe (Stonemaier Games, 2016): Friday night we picked up on our Scythe: The Rise of Fenris (2018) campaign playing Episode 4. We used the Scythe: Invaders from Afar (2018) and Scythe: Encounters (2018) expansions. Sunday night we continued with Episode 5, which unveiled [REDACTED]. I continue to be impressed how The Rise of Fenris campaign introduces new modular expansions that will be playable in any game going forward. Rather than just “open a box of options” the campaign introduces them gradually and provides a ‘reason’ for the new options to exist in the game universe. Brilliant marketing technique!
Here to Slay (Unstable Unicorns, 2020): This game already is officially the most-played game this year in the RockyMountainNavy hacienda and it shows no signs of slowing down. We are so familiar with the rules and speedy that the game takes no more than 20 minutes to play – a great filler before dinner or while waiting for something.
Wing Leader: Origins 1936-1942 (GMT Games, 2020): Played solo through Scenario O05 “Operation Zet” which depicts Nationalist Chinese flying I-16s’, I-15’s and Hawk III’s defending against a Japanese raid of G3M2 bombers escorted by A5M4 fighters. Takes place over Wuhan, China. Somewhat fitting in these days of coronavirus….(Note: I actually played it three times with the third play forming the basis for a long AAR).
Rhode Island (GMT Games, 2020): New arrival this weekend. Spent some time sorting and trimming the counters before pushing the cardboard around. I really enjoy the Battles of the American Revolution Series and this one doesn’t disappoint delivering insight into a lesser known (Battle of Rhode Island) and even a hypothetical one (Battle of Newport).
There were more than a few deals online for games so I took advantage of a few:
It looks like the boardgame/wargame publishing industry is coming back, but at a bit of a slower pace. Let’s look at my forecast and then discuss the reality.
One Small Step (Academy Games, 2020) – Kickstarter Boardgame. An update from mid-May stated that shipping in July was expected. I have not seen an update since. Academy Games does not have the best track record for keeping to timelines but that negative is more than compensated by the top-quality game that usually ends up being delivered. UPDATE from July 8 – “August 11, 2020 Arrival Date: Jacksonville, FL, USA. Note, that shipping to Florida takes 10 days longer than to our normal shipping destination in Cleveland. To Cleveland, the product is shipped to Seattle, WA and then transported by rail to Cleveland. Whereas to Florida, the ship needs to steam to Panama, cross through the Panama Canal, and them make its way up to Florida. USA and Canadian pledges will be shipped from Quartermaster Logistics, which is based in Orlando, FL.”
Philadelphia 1777 (Worthington Games, 2020) – Kickstarter Wargame. A late June update reported the game is arriving at the freight-forwarder and Worthington expects to take possession early in July and start shipping immediately. UPDATE: Delivered July 17.
The Shores of Tripoli (Fort Circle Games, 2020) – Kickstarter Waro. Coronavirus delays have pushed this one back from April, but it looks like July is seriously in play. UPDATE from July 21 – “My post-pandemic expectation was that our print run would be ready to ship from China in early July. Because of a bottleneck at one of the factories (our manufacturer, Panda, uses three different factories for our game – one for the dice, one for the wood pieces and one for the printing and final assembly), the games will not be ready to ship from China until mid-August. The slow boat from China takes five to six weeks, so I am looking at alternatives – mainly, having enough copies airmailed to our distribution points (we are using Quartermaster Logistics and their overseas partners) so we can ship to all of our backers before the end of August. If it is not cost-prohibitive, that is the plan. But if it is cost-prohibitive, then we are looking at delivery in late September. Ugh, I do not even want to contemplate that. As I know more, I will keep all of you updated.”
Heights of Courage: The Battle for the Golan Heights, October 1973 (MMP, 2013) – Sale Wargame. Bought as part of an amazing MMP sale in June. Having never ordered before from MMP I don’t know how fast they usually fulfill orders and realize coronavirus restrictions may be slowing them down. I had hoped to have these games in hand before July but it looks like they will not arrive until after the new month starts. DELIVERED JUNE 30.
It appears to me that shipping, not actual production of games, is a new long pole in the tent. Not surprising given the lack of air transportation worldwide. I know that many games are not airshipped, but the maritime shipping, rail, and truck industries are picking up other cargoes that air shipping used to handle leading in turn to a general slow down of those transportation modes. If you look close even Amazon Prime is sometimes backordered.
How about the look ahead to August? Here are what games may be in play (pun fully intended).
First, my Preorder & Kickstarter GeekListsits at 23 games. Of the three carry-overs from July (One Small Step, Shores of Tripoli, and Undaunted: North Africa) there is a good chance that all but Shores of Tripoli will deliver in August. Of the remaining 20 games:
French & Indian War 1757-1759 (Worthington Publishing): Kickstarter Wargame. From a July 29 Update– “The ship carrying both CRUSADER KINGDOMS and FRENCH & INDIAN WAR will hit the port in New York Auugust 13. We should expect for us to receive the games within 2 weeks of that barring a customs snag. Thats means it is possible we may be shipping the last week of August, and if not then the first week of September!!!”
Looking ahead to the end of the year, it is possible that as many as eight or nine of the games on my current Preorder & Kickstarter GeekList could deliver. Like I said before, that would not only be good for me, but more importantly good for the gaming industry.
IT IS PAINFULLY OBVIOUS THAT CORONAVIRUS ADVERSELY AFFECTED THE HOBBY GAMING INDUSTRY. I have yet to hear of a game company that has gone under but it’s easy to see the stress many are operating under. As the economy starts recovering from coronavirus shutdowns more game production is coming back. Looking at my Preorder & Kickstarter Roll on BoardGameGeek, it looks like July may be a VERY good month for a return to gaming!
Of the 27 games I list on 28 June, there is a better-than-even chance that as many as nine (9), or 33%, could deliver or otherwise fulfill in July. These include:
One Small Step (Academy Games, 2020) – Kickstarter Boardgame. An update from mid-May stated that shipping in July was expected. I have not seen an update since. Academy Games does not have the best track record for keeping to timelines but that negative is more than compensated by the top-quality game that usually ends up being delivered.
Philadelphia 1777 (Worthington Games, 2020) – Kickstarter Wargame. A late June update reported the game is arriving at the freight-forwarder and Worthington expects to take possession early in July and start shipping immediately.
Heights of Courage: The Battle for the Golan Heights, October 1973 (MMP, 2013) – Sale Wargame. Bought as part of an amazing MMP sale in June. Having never ordered before from MMP I don’t know how fast they usually fulfill orders and realize coronavirus restrictions may be slowing them down. I had hoped to have these games in hand before July but it looks like they will not arrive until after the new month starts.
Looking ahead to the end of the year, it is possible that as many as half of the games on my current Preorder & Kickstarter list could deliver. That would not only be good for me, but more importantly good for the gaming industry.
So I reached game number 9 in my 2019 Wargame Challenge – The CSR. The game is Illuminati(Steve Jackson Games, 1982) which won the Charles S. Roberts award in 1982 for “Best Science-Fiction Boardgame.” I pulled the game out with every intention of introducing it to the RockyMountainNavy Boys so they could play it with me. You see, it’s hard to play a card game like Illuminatiby yourself.
Illuminati is the game that introduced me to the Illuminati. Go ahead, read all about it. It just has to be true, yes? Illuminati is THE game of conspiracy theories. Looking around at today’s world (and especially American politics) this game is so topical. So why am I hesitant to get it to the table?
As I reviewed the rules of the game and ran through a mock session, I discovered two issues that gave me pause. Note that I actually possess a first edition (1982) copy and therefore the components in that copy are the one that I am judging my opinions on. My reasons for passing are:
The groups are outdated.
The game takes too long to play.
Let’s look at each issue in turn.
The Groups are Outdated
The groups to be controlled are certainly a reflection of their time. I came of age amongst the politics and pop culture of the early 1980’s so groups like Cattle Mutilators or the Semiconscious Liberation Army make sense to me but I severely doubt they can resonate with the RockyMountainNavy Boys in any real way. Sure, you can play without understanding the satire and parody but if you do one misses out on so much of the thematic richness of the game. I like Illuminatinot just for the game play but more importantly for the satirical narrative it builds in play. Can you imagine Feminists controlling Science Fiction Fans?
[Ok, maybe that’s not the greatest example; believe me, it was a funny thought back in the day.]
Secondly, if I play with the RMN Boys they are going to ask why a group was included or what the group is. How much time will it take for me to explain what the Fiendish Fluoridators are? This feeds directly into my second issue….
The Game Takes Too Long to Play
Officially, Illuminatiis rated at 60-120 minutes. I cannot remember a game that was under 2 hours. To teach it to the RMN Boys explaining not just the rules but all the groups means the game will likely take in excess of 2 hours. This is at the upper limit of our preferred play time for a game night. I am not sure that if we were to invest 2+ hours of game time we would really get that enjoyment much back out of it. I might; the RMN Boys? Ehh….
Got the boys to play Castle Combatthis weekend as part of TableTop Day. A few weeks back I was in the local Game Parlor in Chantilly VA and found this locally manufactured game. Castle Combat is a variation of the simple card game War that uses a fantasy theme to add special powers.
Game Parlor had a nice in-case display but I have to admit a bit of some doubt when I picked up the business-size envelope with the game inside. I needn’t have worried; the components are basic but good. The cards in particular are especially nicely illustrated and help with the theme of the game.
This game is great for middle- and upper-elementary school age kids since the players must be able to read the special abilities on the cards. Math is simple addition/subtraction. Play is relatively fast; the boys played two games back-to-back while trading sides each game.
I bought the game to support the local economy (both the FLGS and the local school teacher manufacturer). The boys like the game enough we will be investing in expansion packs soon!