In the podcast I mentioned that I have 20 items either in Kickstarter, on GMT Games P500, or on preorder (mostly with Compass Games). Already in the short time since we recorded (just days before posting) there has been movement on more than a few items:
Reality Shift (Academy Games) – Kickstarter December 2020 with estimated delivery May 2021 (11 months delay); per April 21, 2022 update the games are on ship expected to arrive New York on May 17, 2022 with fulfillment to start immediately thereafter
Root: The Marauder Expansion / Root: The Clockwork Expansion 2 (Leder Games) – Kickstarter March 2021 with estimated Delivery January 2022 (3 month delay); per March 28, 2022 update on shipping, “Updated start date: first week of April / Updated end date: mid to late June” NO SHIPPING NOTICE RECEIVED TO DATE…
2 Minutes to Midnight (Plague Island Games) – Kickstarter July 2021 with estimated delivery December 2021 (4 month delay); per April 22, 2022 update from designer Stuart Tonge:
“OK… US & Canadian backers – unfortunately, there is a delay. I only found out yesterday night so this is fresh news but shipping is likely to be 6 weeks late. That would be early May for the games to ship, with an additional 2-3 weeks for Canadian deliveries on top of this. I will not make excuses for the responsible company – they’ve let me down. But I also won’t reveal them, as that would serve no purpose. Please accept my apologies for the delay.”
In the podcast I repeatedly mentioned that communications is the key to my happiness with a crowdfunding or pre-order campaign. Jim Dietz of The Dietz Foundation ran a most excellent Kickstarter campaign for Supercharged and 1979 Revolution in Iran. The major reason I am happy is that he always communicated—good or bad!
While I am an anxious to get 2 Minutes to Midnight into my hands, Stuart Tonge’s explanation is perfectly acceptable and very welcome. It also shows that a bit of humility and honesty are extremely valuable in a relationship. While I wait for my game, I do so with great respect for the efforts Stuart is making.
I am a proud supporter of Sebastian’s game, and a real fan of The Dietz Foundation. While technical hurdles and an obstinate military bureaucracy during the funding campaign were hard enough for me to watch, what really frosted me was some of the Twitterati commentary. In particular, some folks “bemoaned” that Sebastian was literally doing “all” the marketing for the game and very directly implied that the publisher was not building any buzz for the game.
Yes, @SebastianBae pounded the Twitter-verse with tweets. So did Jim from the @FoundationDietz account. I also personally saw multiple tweets from not only Sebastian or Jim but others EVERY DAY. Granted, this was not a “traditional” big-name publisher campaign. The announcement of the game didn’t get teased in a monthly newsletter, then dropped a month later, and then have the occasional monthly update. Sebastian, as nice a guy as he is, didn’t get designer spotlight moments on BGG. No, this was a small campaign by a first-time designer using a small publisher. So, did it work?
Littoral Commander reached its funding goal in 13 days.
Even without the “correct” buzz the Twitterarti wanted.
As my 2021 “By the Numbers” show, I really backed off on acquiring boardgames this year. While my overall acquisition rate was down 13% (and down nearly 52% for boardgames) compared to 2020, it would be worst if I did not do a trade for a collection of smaller games. That said, of the 18 core or standalone boardgames I acquired in 2021, only 4 were newly published in the year. Thus, my candidates for 2021 Boardgame of the Year are:
Well, I guess you can call 2021 the “Year of Dan Bullock” or the “Year of The Dietz Foundation” because both are in two of the four games eligible.
Dan Bullock amazed me this year with his “Axis of Evil” series. Well, that’s what I call his games on Iran and North Korea. Associating his games with the “Axis of Evil” meme is actually a bit of a disservice to his outstanding designs. No Motherland Without pits the North Korean player trying to build infrastructure and improve the North’s standard of living against a West that is trying to hinder that progress and bring about the Kim Dynasty’s collapse. 1979: Revolution in Iran actually covers Iranian history post-World War II and pits politicians against oil. Both are deep political games, but done in a way that avoids being in-your-face regarding a certain position.
Dan’s “Axis of Evil” games…
Jim Dietz at The Dietz Foundation is the only non-profit boardgame publisher I know of. He has a mission of delivering games for learning. 1979 is highly educational and Supercharged is a great family game that encourages gamers of all ages coming together for easy fun with just a touch of history thrown in.
Supercharged fun!
All of which makes the my choice for my 2021 Boardgame of the Year quite difficult. So here goes…
…and the winner is…
I can’t decide!
For a FAMILY game, both Kingdomino: Origins and Supercharged are awesome. For a STRATEGY game I like both No Motherland Without and 1979 (though I have to give No Motherland Without a slight edge given the solo module).
Oh, boy…must pick one…[Squints eyes]…
Supercharged!
Supercharged from The Dietz Foundation
Visually, Supercharged is nothing special. Mechanically, it’s quite simple—just keep flipping cards. The history is there but a bit thin. Most importantly, the RockyMountainNavy Boys whole-heartedly embraced the game. Since it plays in about an hour, it is an easy after-dinner filler game to follow chores. They love playing using the financial scoring; while one expects an A-class team to win the top positions, the middle finishers become the real contest, especially if your C-class team (the slowest) can drive smart (lucky?) and finish in the top 6.
Supercharged is so easy to learn and play it can be a gateway game. Youngest RMN Boy already asked for a second copy to take to college. Then there is the non-profit Dietz Foundation reminding you that games exist for fun and learning. At the end of the day the game is a winner because everything comes together to make an excellent family game.
Notable Not Mentioned
While I limited my 2021 Boardgame of the Year to games published in 2021, there were two other “new to me” games this year that, though published outside the eligibility window, deserve to be talked about.
Recently, I tested the tolerance of my bosses and took my copy of No Motherland Without: North Korea in Crisis and Cold War by designer Dan Bullock from Compass Games to the office. My job is tangentially related to the game topic, so I figured I could come up with a good cover story to explain why I had it laid out on my desk. During the week I played the solitaire scenario during my lunch times. By the end of the week the game was finished and I had rediscovered the interesting insights No Motherland Without delivers while also showing my office the power of “serious gaming.”
While No Motherland Without is technically a two-player game with one side playing North Korea and the other the West, designer Dan Bullock also includes a solitaire scenario. Here, the player plays the North Korean regime and the “solo bot” plays the West. Technically, I’m not sure you can actually call it a “bot” as the solitaire scenario rules lay out some exceptions and a decision flowchart for how to execute the West card play. Fortunately, the rules changes for the solitaire version are not too numerous and are both easy to learn and implement. All told my play of a complete 7-turn solitaire game took about two hours of lunch times.
The solitaire decision flowchart in No Motherland Without very clearly focuses the West on three priorities; place Outages to hinder infrastructure building, placement and movement of Defector Routes and Defectors, and Investment of Action Points for future use. It is a good guide to strategy for West players.
In my solo game of No Motherland Without the single most important event was not a Missile Test (though there were two—both successful) but the event “Thailand Tightens Its Borders.” This card is an Enduring Event meaning it goes on the three-card track and stays in play until three other Enduring Events are played and it gets “pushed” into the discard pile. The game effect is the removal the Defector Routes in Thailand and a prohibition for the West to use Activities to rebuild the route. This forces defectors to use the route through Mongolia which, although shorter than the Thailand route, has a 2-in-3 chance of the defector dying in the desert. In my game “Thailand Tightens Its Borders” came out early in the fifth turn and didn’t get pushed off the Enduring Events track until the last turn. This meant all defector attempts in turns 5-7 had to use the risky Mongolia route (in the last turn by rule all defectors must use the Mongolia route). By the end of the game a majority of the Final Turn (Kim Jong Un-era) generation was dead. Although the West had supported many defectors, through the Enduring Event card North Korea was able to gain favorable treatment from Thailand and it was enough to stem the flow of defectors—and the accumulation of Victory Points–to ensure a North Korean victory even without a final successful Missile Test to raise Prestige.
If one had any thoughts that No Motherland Without may provide some background as to why Korea has been an intractable problem for as long as it has this game offers no real policy insight. That said, No Motherland Without sets itself apart by showing the interrelation of many historical events from a very human perspective as the plight of defectors is prominently showcased. It’s an important perspective, just not very mainstream.
After my recent solo play of No Motherland Without I reconsidered my statement. The core conflict of the game, North Korea building infrastructure versus the West supporting defectors, is a policy statement. While North Korea gets plenty of worldwide attention for its missile and nuclear programs, it still must build a society for its people. On the other side, though support for defectors is usually the realm of non-governmental organizations (NGOs) rather than governments, it still can be a government policy (like is was in South Korea for a long time). This last year-plus of COVID, with it’s closed borders, has limited the flow of defectors. At the same time, North Korea, like many other countries, is trying to build better infrastructure for its populace (look at all the apartment building projects). Although they seemingly are disconnected now, once borders reopen we will see how “happy” the North Korean people are if Kim Jong Un can complete all those buildings, or if they will become his 21st century Ryugyong Hotel that sat unfinished for decades.
Serious Gaming
During the week my play of No Motherland Without got some attention in the office. At one end of the response spectrum, and by far the largest in number, were those who scoffed at somebody “playing a game” at the office. I responded to these folks by pointing out the history lessons in the game and the interesting perspective of the designer. Generally they seemed to accept my points, but often visibly remained doubtful. This group was also the ones to most often try to compare No Motherland Without to Risk or Monopoly(sigh).
A second smaller group of coworkers was able to look past the “game” of No Motherland Without and see the learning value. Some of these folks would casually flip through the cards and then look at the historical notes. While they learned, several were quick to point out that the randomness of the cards meant events could occur out of historical order, thereby making the game “incorrect.” To that criticism I responded by pointing out it was not the specific events but the situation in many cases that the cards capture, and while the events may happen “out of order” they still capture the essence of the flow of history vice a specific timeline. This group had a few gamers amongst its members, but it quickly became apparent that their preferred gaming was online and not very complex; indeed, more than one marveled at the “obvious” complexity of No Motherland Without.
One last, very small, group of my coworkers understood what No Motherland Without was trying to communicate. For one of them, when I explained the core conflict of infrastructure versus defectors you could see the “eureka” moment as they blinked and said, “Of course!.” With these few I had very serious conversations as to how an Event Card could be played or how the different Activities paid for in Action Points could be spent. One coworker wanted to take the game to their office to play and show their coworkers the insights from the game. Another who is well connected to several NGOs and the North Korean defector community really was interested in the game, although they pointed out that the ability to only play North Korea in the solo game may be “upsetting” to some. This small group was able to see the “serious gaming” potential of No Motherland Without as the designer’s core message is shown through game play.
Next – A Revolutionary Game…of waiting
Overall, I feel my “office-al” gaming was a success. I was planning to take designer Dan Bullock’s latest game, 1979: Revolution in Iran (The Dietz Foundation, 2021), into the office next and play that one. Belatedly I realized it does not have a solo mode! During the Kickstarter campaign Dan was asked about a solo module stretch goal to which he responded:
No Motherland Without features a solitaire scenario in addition to the two-player game. The solitaire scenario only allows you to play the role of the DPRK, but the West opponent is easy to control and challenging. Unfortunately, the event card draft makes 1979 difficult to adapt a solo bot. I tested a short solo scenario leading up to the Islamic Revolution, but ultimately scrapped it because it didn’t feel robust enough.
So, Dan, do y’all think you could share that scenario and let us see how it works? Maybe somebody out there can make it work better, or develop something else that does. Please? I need another title to play during lunch in the office…
1979: Revolution in Iran (The Dietz Foundation, 2021)
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 any government or private agency or employer.
It took a few extra days but my hardcopy of the Compass Games catalog arrived. Several games are given “provisional” (my term) delivery dates which, alas, all are in 2022 (one actually doesn’t have even a provisional date—which is kinda worrisome). We’ll see how that works out! Now to mark the catalog up with already have, on order, and like to haves.
74 major Titles in catalog
6x Owned
5x Pre-ordered
6x Titles of Interest (3 available now)
I really need to be careful and not get too carried away with ordering from Compass right away. I already owe Mrs. RMN (aka “Family Accountant”) an explanation of why GMT Games and Canvas Temple Publishing are charging within days of each other. I also won a local auction for Sekigahara (GMT Games, 2011) that I’m picking up this weekend—only a week after Tapestry (Stonemaier Games, 2019) arrived…
Speaking of Tapestry, I was able to get the game tabled this weekend. Bottom line: I like it! I think I see where many critics are coming from—I just disagree with them.
For all you Squid Game fans out there make sure you check out Geoff Engelstein’s GameTek#9 newsletter this week featuring “The Game Design of Squid Game” (Warning- MAJOR Spoilers).
Slowly, ever so slowly, it looks like the flow of wargame and boardgame pre-orders is starting to move again. Let’s review what I know about my incoming games.
At least two games I have on Kickstarter are moving forward and reported being a step closer to delivery. 1979: Revolution in Iran (Kickstarter) is supposed to arrive to Jim Dietz at Dietz Foundation for in early October for immediate turnaround to fulfillment. 2 Minutes to Midnight (Kickstarter) by designer Stuart Tonge opened the pledge manager this week. However, not all is coming up totally roses—AuZtralia Revenge of the Old Ones and TaZmania! (Kickstarter) reported that production started but they will miss the planned November delivery due to the draconian (my description) lockdowns in New Zealand.
I am hoping that GMT Games finds a way to get the four titles that are at “At the Printer- No Ship Date Yet” moving. The latest update from Gene tells me that Tank Duel Expansion 1: North Africa is in a container somewhere between China and California and will be charging early October. Hopefully this means that backlog will work off over the next few months. I look forward to a regular GMT P500 delivery schedule.
I might also be better informed if I watched the Compass Games Live / Town Hall on YouTube every week but it goes live at an inconvenient time for me to easily catch it. I have five titles on preorder form Compass and, as best I can tell, none are scheduled for delivery through the end of this year (deep sigh).
My lone Multi-Man Publishing title on preorder shows that the preorder goal was passed. I guess that means it is moving forward in production, but when that is remains a mystery to me.
Boardgame Profits
The big boardgame industry news this week is that Asmodee is looking for a buyer...and they want 2 BILLION Euros. This past year+ of COVID certainly has seen the boardgame industry do well, but with the current raw material shortages and shipping challenges is it truly sustainable at those high levels? I almost feel like the VC group that owns Asmodee is trying to take their money and run. Remember, one of the oldest adages in business is“Buyer beware.”
Foundation and Role Playing Games
I rarely watch TV these days, but I did indulge in the first two episodes of Apple TV’s new series, Foundation:
I thought about rereading the books before the series started but I am glad I didn’t as I am looking at the series with (sorta) fresh eyes and just taking it in. I am especially enthralled with the world-building. I read articles about how the producers were trying to establish a look for the series that is neither Star Wars or Star Trek (Warning: Minor spoilers at the link). If I was put on the spot, I would say that there are many elements of Marc Miller’s Third Imperium setting for the Traveller roleplaying game. Or maybe it’s better to say there are many classic space opera elements in the Third Imperium and Foundation is just catching up. I have to admit I also enjoy watching the series with the RockyMountainNavy Boys who have not read the books (I know, Bad Dad!). They are taking it in without any preconceived notions. So far they like it, which is high praise from the hardcore Stars Wars fans they are.
From Foundation to Blade Runner
What’s this? Hot on the heels of ALIEN: The Roleplaying Game, Free League has announced publication of Bladerunner: The Roleplaying Game in 2022.
The core game and its line of expansions will push the boundaries of investigative gameplay in tabletop RPGs, giving players a range of tools to solve an array of cases far beyond retiring Replicants. Beyond the core casework, the RPG will both in setting and mechanics showcase key themes of Blade Runner – sci-fi action, corporate intrigue, existential character drama, and moral conflict – that challenge players to question your friends, empathize with your enemies, and explore the poisons and perseverance of hope and humanity during such inhumane times.
Bladerunner: The Roleplaying Game, The Game
Investigative RPG’s are an interesting subgenre of roleplaying games. Some game systems, like Gumshoe from Pelgrane Press, are designed from the ground up for investigations. Other systems rely on a form of “social combat” game mechanism to handle player vs. PC interactions. Indeed, The Expanse Roleplaying Game (Green Ronin, 2019) has a separate mode of play called Social Encounters that covers investigations. It will be interesting to see how Free League adapts the Year Zero Engine to handle Bladerunner-style investigations.
Although I didn’t totally enjoy ALIEN: The Roleplaying Game I am nonetheless happy to see Free League lean into the 1980’s sci-fi IPs and turn them into RPGs. Philip K. Dick’s short story “Do Androids Dream of Electric Sheep” was the basis for the movie Bladerunner and is a very deep story. I hope the game does real justice to the IP.
While my summer gaming has been languishing lots of work from Kickstarter campaigns continues. Some of the news is better than others and all seem to be feeling the effects of the shipping industry challenges.
The Shores of Tripoli by Kevin Bertram from Fort Circle Games (Last Update July 20): A nice update on some of the accolades and uses the game is receiving. Also a reminder that I owe Kevin another look at the playtest kit for Halls of Montezuma he graciously provided me.
Hold the Line: Excaliber, the Battles of King Arthur from Worthington Games (Backed Aug 1; Estimated Delivery Apr 2022): Newly backed by me this week. My middle boy and I really enjoy Hold the Line: American Civil War which is our go-to head-to-head wargame choice. I think this new title will be a great addition to our “order of battle.
Speaking of playtesting, I am overdue in getting the playtest kit for Warsaw Pact by Brad Smith to the table after he also graciously provided it to me. Looks like I have some printing, cutting, and taping in the (overdue) near future!
Full Foodie
Recently visited the Seattle area and found The Waffler, a most excellent breakfast restaurant!
Breakfast Waffle Sandwich with Home Fries. Yes, it’s as big as it looks!
Played multiple solo sessions of the card-driven auto racing game Supercharged: Racing in the Golden Age of Cars (Mike Clifford & Mike Siggins, Dietz Foundation, 2021). Loved my solo plays, and then Circuit de Rocky went all family for a weekend race. Much mayhem ensued! Supercharged will likely make it into the summer lakeside vacation bag as it’s small, rules-light, relatively short to play, and lots of FUN! By the way, please look at The Dietz Foundation and their mission; like them I personally (and professionally) fully support gaming and education. Whether it’s boardgames or RPGs in a classroom or homeschool, or a “professional” wargame for business or government, we all have stories of how games and education mix together for the better.
On March 12, 2034, US Navy Commodore Sarah Hunt is on the bridge of her flagship, the guided missile destroyer USS John Paul Jones, conducting a routine freedom of navigation patrol in the South China Sea when her ship detects an unflagged trawler in clear distress, smoke billowing from its bridge. On that same day, US Marine aviator Major Chris “Wedge” Mitchell is flying an F35E Lightning over the Strait of Hormuz, testing a new stealth technology as he flirts with Iranian airspace. By the end of that day, Wedge will be an Iranian prisoner, and Sarah Hunt’s destroyer will lie at the bottom of the sea, sunk by the Chinese Navy. Iran and China have clearly coordinated their moves, which involve the use of powerful new forms of cyber weaponry that render US ships and planes defenseless. In a single day, America’s faith in its military’s strategic pre-eminence is in tatters. A new, terrifying era is at hand.
So begins a disturbingly plausible work of speculative fiction, co-authored by an award-winning novelist and decorated Marine veteran and the former commander of NATO, a legendary admiral who has spent much of his career strategically out maneuvering America’s most tenacious adversaries. Written with a powerful blend of geopolitical sophistication and literary, human empathy, 2034 takes us inside the minds of a global cast of characters–Americans, Chinese, Iranians, Russians, Indians–as a series of arrogant miscalculations on all sides leads the world into an intensifying international storm. In the end, China and the United States will have paid a staggering cost, one that forever alters the global balance of power.
Everything in 2034 is an imaginative extrapolation from present-day facts on the ground combined with the authors’ years working at the highest and most classified levels of national security. Sometimes it takes a brilliant work of fiction to illuminate the most dire of warnings: 2034 is all too close at hand, and this cautionary tale presents the reader a dark yet possible future that we must do all we can to avoid.
2034: A Novel of the Next World War, dust jacket
Speaking of books, the rest of my U.S. Naval Institute Press “Clear the Decks” sale books arrived. It looks like I will be able to get at least a few History to #Wargame or Rocky Reads for #Wargame postings (along with associated wargame plays) out of this group.
This week I have been racing around Circuit de Rocky with some casual solo games of Supercharged: Racing in the Golden Age of Cars (Mike Clifford & Mike Siggins, Dietz Foundation, 2021). Supercharged is an easy to learn, great to solo if you need to, card-driven auto racing game. Movement mechanics are dead-simple; stay on the Racing Line, Overtake when able, Spin Out if you are Blocked. Pit Stops are a flip of a card. Slipstreaming is very helpful—watch how you stack your cars to make slipstreaming opportunities count! The Action Cards in Supercharged also create some great narratives like in the second race where the first Japanese car retired at the start (broken axle – obviously popped the clutch, right?) and then the second retired after getting stuck after a spin out in the first lap.
Supercharged also has a simple, yet very appealing, table presence. for the second race I sat on the sofa playing the game (solo) on the coffee table in front of me. As the RockyMountainNavy Boys came home we talked about our day (especially the panic buying of gas). While talking, I was casually flipping cards and moving cars. The Boys took a very keen interest in the game which will very likely land on the gaming table this weekend. Personally, I am looking forward to using the Tactics Cards and seeing how these “rule breaker” actions change the game. Later in the evening, Mrs. RMN told me that Miss A, who was at the house during the day, was absolutely fascinated with the game as it sat on my gaming table in the loft. It was laid out as the first race ended and she was intrigued by the cards and artwork. She told Mrs. RMN that it was “obviously” a math game; a reference to the Team Cards which have the various speeds for the teams (like 7+6 for an A-Team or 5+4 for a C-Team).
Order of Finish (Race 1/ Race 2):
France / United Kingdom
Italy / Germany
Italy / Italy
France / Italy
Germany / Siam
Germany / France
United Kingdom / Belgium
Japan / Netherlands (Lapped)
Netherlands / Egypt (Lapped)
Siam / United States (Lapped)
Egypt / United States (Lapped)
USA (Lapped…almost double lapped!) / Egypt (Lapped)
Winnings Thru Two Races:
Italy – $140,000 + 100,000 = $240,000
France – $140,000 +$20,000 = $160,000
Germany – $50,000 + 80,000 = $130,000
Egypt – $20,000 + 100,000 = $120,000
Netherlands $40,000 + $60,000 = $100,000
Siam $90,000
Belgium $80,000
Japan – $30,000
Winnings in Supercharged make for an interesting campaign game. Of course, the “A-Teams” of Italy, Germany, and France are at the top of the standings and Italy has way more money even though they have not placed first in a race. Look at that Egyptian “C-Team” with three Top 12 finishes in two races—making some good money, eh?