RockyMountainNavy #Boardgame #Wargame Expansion of the Year for 2018

This is the third in my series of 2018 “of the Year” posts. This one covers boardgame & wargame expansions, the first looked at boardgames, the second was wargames, and the last is my Game of the Year. Candidate expansions are taken from those published and which I acquired in 2018.

My candidates for the RockyMountainNavy Boardgame/Wargame Expansion of the Year in 2018 are:

…and the winner is…

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Courtesy Stronghold Games

I absolutely cannot imagine ever playing Terraforming Mars without the Prelude expansion. The Prelude Cards jumpstart your corporate engine and gets the game going faster in the early turns. It doesn’t really shorten the game, but it does make it alot more fun!

Other Games

Several of the other expansions are also great but for each the base game can be enjoyed without them, unlike Prelude which has made itself an essential part of the game. That said, The French and More! is more like a bonus box then an expansion and is practically inseparable from the base game. Both MBT: BAOR and MBT:FRG add new “factions” and optional rules that make the overall game more interesting but can easily be ignored if desired.

Kingdomino: Age of Giants occupies an interesting spot in my game collection. Although ostensibly an expansion for Kingdomino, the RockyMountainNavy Boys and myself feel that it doesn’t really fit that game because it adds a bit too much of a “take that” element that spoils the feeling. On the other hand, adding it to Queendomino, which has more “take that” mechanics than Kingdomino, feels much more organic.

RockyMountainNavy #RPG Item of the Year for 2018

This is a bonus posting in my series of 2018 “of the Year” posts. This one covers role-playing game (RPG) items. The regular posts cover boardgames, wargames, game expansions, and the last is my Game of the Year. Candidate RPG items are taken from those published and which I acquired in 2018.

My candidates for the RockyMountainNavy RPG Item of the Year in 2018 are:

…and the winner is…

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Courtesy RPGGeek

First, a little backstory. In 2018 I lost my RPG-mojo. I used to play around with my Classic Traveller, Cepheus Engine, Traveller 5, The Clement Sector setting, and other Alternate Traveller Universes (Orbital: 2100, HOSTILE, These Stars Are Ours!) all the time. This year I hardly touched them. Even the RockyMountainNavy Boys, lovers of Fantasy Flight Games Star Wars (especially Edge of the Empire) had all-but-stopped messing around with the books. The last major RPG System book I bought was Genesys. My Kickstarter for Cortex Prime: A Multi-Genre Modular Roleplaying Game is “only” about a year overdue.

At one point this year I backed a Kickstarter for a RPG setting that seemed right up my alley. It featured “tense space fighter combat, swaggering pilots, and interplanetary adventure!” However, after reading the preview version I dropped my pledge in disgust because I wanted a GAME, not a political statement. It was part of a trend I see in many parts of the RPG industry and it turns me off. Now, I’m not naive, nor do I desire to avoid the “issues” but I deal with them enough elsewhere and I just don’t want them in my RPG. I want to play RPGs for a bit of escapism, not political activism. It was yet another nail in the coffin of my RPG enthusiasm.

Then I read Alegis Downport’s Cepheus Light Three-Format Review. I liked what I read. I bought a copy for myself. I read though it in one sitting.

Now my RPG-mojo is back!

Omer Golan-Joel and Josh Peters have reignited my interest in RPGs. To use some Traveller 5 definitions, I tend to be a Casual Player (travel, explore, interact, negotiate, combat, etc.) with a heavy dose of world building and System Engineer (explore the universe in detail) thrown in. With Cepheus Light I can get back to making adventures for myself and the RockyMountainNavy Boys. Indeed, using Cepheus Light I may just try to make my own RPG setting based on the wargame Talon from GMT Games.

Feature image from tedlindsey.com. Go look at their work; it’s excellent! 

The Fall of Empire – Terraforming Mars: Colonies (FryxGames/Stronghold Games, 2018)

Terraforming Mars (FryxGames/Stronghold Games, 2016) is probably the RockyMountainNavy family’s favorite Eurogame. That said, I had shied away from larger expansions like Terraforming Mars: Venus Next (2017) because of time issues. We liked the 2018 Prelude expansion as it solved a (minor) issue we had with the game; game length. After the real success of Prelude, I ordered the most recent expansion, Colonies (2018), in a hope that it could find a sweet spot between Venus Next and Prelude. Our weekly Game Night found Terraforming Mars using the Corporate Era variant and Prelude and Colonies expansions on the table this week…

…and it was dissatisfying.

One of the reasons the RockyMountainNavy Boys and myself like Terraforming Mars is the narrative it builds during play. The game shows how different Corporations, each with a different way to build their empire (game engine), use them to bring a lifeless planet to life. The added bonus for us is the ability to play out this drama in less than three hours.

Our game this weekend took 3 hours 15 minutes to play (setup/breakdown was extra) – by far the longest Terraforming Mars game we have ever played. I see two major factors in this slow down; a bit of Analysis Paralysis as new Project Cards were encountered and a very slow engine build for all of us, even with the Prelude “jumpstart.”

Some people like “heavy” games with their longer playtimes. Games like Twilight Imperium (4th Edition) with a playtime rated up to 8 hours! Heck, even one of my favorite wargames, Fifth Frontier War (GDW, 1981), is rated at 6 hours. But for the RockyMountainNavy Game Night we prefer to keep game time in the 90-150 minute range so that with setup/breakdown we go no longer than 3 hours.

The second disappointment was the lack of game narrative. I just don’t feel that the Colonies expansion with its combination of new Corporations, Colony Tiles, and Project Cards, added meaningful dramatic narrative to the game. In other games I feel like my Corporation is my own littel empire I can build; in our game this weekend my Project Cards really felt more like “luck of the draw” rather than “building my empire.” The Youngest RockyMountainNavy Boy pointed out that the many Project Cards actually seems overwhelming – too many cards leading to too many choices which actually threatens the gaming narrative.

Now, it is very possible that we simply got a bad draw of random Colony Tiles and Project Cards and failed to make the best of what we got. I personally was trying to maximize my Actions and was running away on the Terraforming Rating as I tried to terraform. Maybe my problem is I actually “played” Terraforming Mars for the first time rather than “experience” the game.

By far the largest change Colonies brings to the RockyMountainNavy Gaming Family is a change in how we think about Terraforming Mars. I feel like Colonies may be the last expansion we buy for the game. If the game is played in the future, I think it may be the Corporate Era variant with the Prelude expansion; what we think about as the best fit in narrative and time.

Empires rise and fall. Terraforming Mars has a solid, respected reputation in the RockyMountainNavy household and has deservedly earned a lofty spot our pantheon of games. Unfortunately, Colonies highlighted one of the major reasons some games don’t fully earn our greatest accolades.

Featured image courtesy Stronghold Games.