RockyMountainNavy’s influential #boardgame from the 2010’s

I want to thank all of you who took the time to make my post RockyMountainNavy’s influential #wargame from the 2010’s my most-read article this year. Sensing a good thing and wanting to keep try and keep the bandwagon going, I now will regal you with my fifteen most influential boardgames that I own or played that were published between 2010 and 2019.

Sorta.

Late Start

Like I said in my wargames of influence post, I ‘rediscovered’ the hobby boardgame industry in late 2016. Sure, I had some hobby boardgames, but I had not seriously tried to get the family into gaming. In late 2016 we started playing more games and by late 2017 we had instituted a Family Game Night on Saturdays.

As a grognard wargamer, moving from wargames to boardgames was a bit jarring. I mean, you often times play with more than one opponent? Although they were not new to me, I really came to understand the Ameritrash vs Eurogamer battle and started looking at games from both a thematic and mechanical perspective. Along the way, I never gave up on wargaming and introduced the RockyMountainNavy Boys to the wargame niche. The challenge was finding good multiplayer wargames that could be played in an evening.

Here comes the Waro

I needn’t have worried, for in late 2017 a new ‘genre’ of boardgames was starting to be talked about. Here came the waro, or wargame-Eurogame. There is no single definition of what a waro is, but to me it is a wargame that incorporates elements, be it mechanical or component-wise, of Eurogames. In 2019 Brian Train used the term, “militarized Eurogame” which I find both very simple and highly descriptive. So the list you are about to see has more than a few waro games on it. That is because as a wargamer these titles often speak to me and have brought gaming joy tot he RockyMountainNavy household.

Unlike my previous list which was presented in order of year of publication, this one will be a vain attempt by me to rank them. Please don’t ask me to define my criteria; this is really a ‘gut feel’ of how I rank these games. Like before, the list is light on pre-2016 games because it was then that I turned hard into the hobby. I am sure some real gems from earlier in the decade deserve to be here; I either don’t own them or simply missed them as I took in the later-half of the decade.

My 15 Influential Boardgames of the 2010’s

15. Agents of Mayhem: Pride of Babylon – Academy Games, 2019

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Courtesy Academy Games

The ‘dungeon crawl’ is a very popular boardgame format. In the RockyMountainNavy house we tend to stay away from fantasy but the RMN Boys are Star Wars fans so we own and played Star Wars: Imperial Assault after it came out. I recognize that the game is very popular (currently #37 overall on BoardGameGeek) but as big fans as the Boys were the game never really clicked. Indeed, the entire dungeon crawl gaming genre (as well as man-to-man scale skirmish games in general) seemed kinda lost on the Boys and myself. That is, until I played Agents of Mayhem: Pride of Babylon.

 

Maybe its the 3D terrain. Maybe its the fact I am not familiar with the setting and therefore more open minded. Maybe I am more accepting of modern superpowers vice always fighting Star Wars ‘canon.’ Whatever the reason, I really enjoy the game. I really like the character and unit tableaus and how they enable handling them in a very easy manner. There is no need to lookup a table or chart; its’ all really in front of you.

Agents of Mayhem: Pride of Babylon makes my influential list because it shows me how a skirmish / dungeon crawl-like game can be made fast, fun and furious (to steal another RPGs tagline).

14. AuZtralia – Stronghold Games, 2018

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Courtesy Stronghold Games

According to BGG and Stronghold Games, AuZtralia is an “adventure/exploration game.” To me, I think they forgot “wargame.” To me, AuZtralia is a waro but in a slightly different sense of the word. In the first part of the game, AuZtralia is a Eurogame of building railroads and seeking resources. At some point, however, it switches over to a wargame where your armed forces (supported by certain individuals) are fighting the Old Ones. I like this schizophrenic design approach. It is certainly one way to approach a waro; in this case one I really enjoy.

 

AuZtralia is influential because it shows the very direct marriage of a Eurogame and wargame. 

13. Cataclysm: A Second World War – GMT Games, 2018

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Courtesy GMT Games

I think Cataclysm has an identity crisis. Thematically, the game covers the Second World War periods. Published by GMT Games, it just must be a wargame since that is what GMT publishes, right? To all of you I say, wrong! To me Cataclysm is not a wargame of military conflict, but a game of politics where military action is one possible tool in your kit. Yes, I declare that Cataclysm is a political game. Like the ad copy says, “This is not your father’s panzer pusher.”

 

Cataclysm is influential because it forced me to stretch my definition of wargame and give serious consideration to the politics of conflict, not just the military confrontation.

12. Pandemic: Fall of Rome  – Z-Man Games, 2018

zgLVeSk8Tn+CXkchMq7sMwThe RockyMountainNavy Boys and myself are not really into cooperative games. That said, we always have fun playing the original Pandemic and have used it to introduce hobby boardgaming to others. That said, we are not huge fans so have not sought out other Pandemic titles. That is, until Pandemic: Fall of Rome came out. At first I bought the game because I had dreams of enticing the oldest RMN Boy (the non-tabletop gamer) to play because he loves ancients. That didn’t work, but I discovered a new Pandemic, one that included ‘battles.’ Like AuZtralia, I categorize Pandemic: Fall of Rome as a waro because it very successfully mixes both Eurogame and wargame.

Pandemic: Fall of Rome is influential because it demonstrates the power of mixing a very cooperative ‘stop the spread’ Eurogame with key wargame (battle) mechanics.

11. Liberty or Death: The American Insurrection – GMT Games, 2016

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Courtesy GMT Games

As I really discovered hobby boardgaming (and wargaming for that matter) in late 2016 I heard about this thing called the COIN-series. At first I was not interested because professionally I tend to pay more attention to rogue nations and peer competitors and never really got into the counterterrorism or counterinsurgency areas. At the same time I also had moved to the East Coast of the US and was studying more Revolutionary history. I passed on COIN until I saw GMT Games getting ready for a second reprint of Liberty or Death. The approach of the game was intriguing; framing the American Revolution as an insurgency? I bought it and was confused at first. This is a complex game! But I persevered and eventually, after several plays, it started to click.

 

Liberty or Death is influential because this game showed me that games can be used to teach and explore very serious political topics.

10. Nights of Fire: Battle of Budapest – Mighty Board Games, 2019

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Courtesy Mighty Boards

Brian Train, co-designer of Nights of Fire: Battle of Budapest, writes in the designer’s notes how this title is a “militarized Eurogame.” I adit I bought this game at first because it is a Brian Train design and I like how he sheds light on smaller or less known conflicts in history. The topic of Nights of Fire is very niche, the Soviet invasion of Budapest in 1956. Nights of Fire, however, uses a very Eurogame-approach to model this battle with cards and area control and blocks and tokens. This is really a card game with hand/action management and block wargame put together. I also respect the designers that were able to make the same game play competitive, cooperative, or solo.

 

Nights of Fire: Battle of Budapest is influential because I consider it the best example of the ‘bleeding edge’ of waro design.

9. Root: A Woodland Game of Might & Right – Leder Games, 2018

 

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Courtesy Leder Games

Root is a wargame, right? Look at BoardGameGeek where as I write this it is the 19th-ranked wargame (as well as the #33 Strategy Game and #39 overall). With all the battling in the game it must be a wargame, right? As much as I want to agree, I see two games here, but neither of them are truly a wargame. On the mechanical level, I am in awe of the design of Root that incorporates so many different game mechanisms into a well integrated package. Every faction plays differently, be it set collection or action-selection or hand management. I am totally amazed that Cole Wehrle makes this all work together. But none of those mechanisms are ‘wargame.’

 

IMG_0084On the second level, I see Root as a political game. Each faction has a different way to victory and battling is just one lever of power a faction can wield. Once again, you can play Root as a ‘wargame’ but, like Cataclysm before, this is really a political battle where fighting is a tool that can be chosen.

Root is influential because it shows me how one integrates many different game engines into a political game that is vicious despite the cute and fuzzy animals. Truly a wild kingdom!

8. Queendomino – Blue Orange Games, 2017

 

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Courtesy Blue Orange Games

Spoiler Alert – you’re going to see Kingdomino a bit later in this list. As much as we like that game, the RockyMountainNavy Boys and myself also really enjoy Queendomino. That is because we view Queendomino as the ‘gamers version’ of Kingdomino. We really enjoy how the designers took the simplicity of Kingdomino and added jus the right amount of new mechanisms to make the game vastly more interesting yet still simple to play.

 

Influential because Queendomino demonstrates how to take a great simple game, add a bit of complexity, but still keep it easy and fun to to play.

7. Quarriors! – WizKids, 2011

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Courtesy WizKids

Finally, you say! A game from before 2016! I think I actually bought this game in 2011 from Petrie’s Family Games when I lived in Colorado Springs. I seem to remember the owner, Cameron, giving me a strong recommendation and, seeking a game to play with the RockyMountainNavy Boys, I purchased it. Then life got in the way and I moved to the East Coast for a job while the RMN Family stayed in Colorado. It was not until 2013 that we were all back together again, but then I was concerned that all the reading on the cards and how to put a strategy together would be too much for my middle boy who is on the Autism Spectrum. As a result, we really didn’t get this game to the table until 2017.

Suffice it to say I was stupid. The RMN Boys can handle this game quite well. They love it so much they both put their own money forth to buy expansions.

Quarriors! is influential because it is one of the most-played games in the RockyMountainNavy collection and often used by the Boys to beat up on old Dad because they are much faster at building synergistic dice pools than I am.

6. Rhino Hero – HABA, 2016

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Courtesy HABA

A yellow- box game from HABA is for kids only, right? Sure, the box says for ages 5-99 but we all just know its really a kids game. WRONG! I cannot even start to count all the hours (and I mean hours) of fun play this game has occupied int he RockyMountainNavy house. Not only hours of fun for the RMN Family, but Rhino Hero is a title we use to introduce others to hobby gaming.

Rhino Hero is influential because it has opened the eyes of many non-gamer friends to a different type of family game and shown them good family fun.

5. Kingdomino – Blue Orange Games, 2017

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Courtesy Blue Orange Games

When I pulled Kingdomino out the first time the RockyMountainNavy Boys were dubious. After all, how hard could it be to place dominos on a 5×5 grid? Years later this game is often the go-to when we need a quick filler game before dinner. Or when we want to introduce somebody to gaming. It is very easy to teach. I also enjoy watching a new player as they play their first game; you can literally see the lightbulb go on in their head as they realize what they can do when selecting a tile. You can see their eyes dart between the tiles and their kingdom, and eventually the other players, as the strategy develops in their head.

Kingdomino is influential because not only do we enjoy every play, it is our gateway game of choice to introduce others to hobby boardgaming.

4. Terraforming Mars – Stronghold Games, 2016

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Courtesy Stronghold Games

Somewhere I think I heard that Terraforming Mars was a good science lesson. Wanting to encourage the youngest RMN Boy to pursue the sciences I purchased this game. At first I was doubtful as the sheer number of cards seemed overwhelming. I also was concerned (again) whether my middle boy could handle all the reading and assemble a strategy. Well, the youngest was taken by the game (“See Mom, it teaches me!”) while the middle boy caught on (maybe faster than I did). Once we added the Prelude expansion that jump-starts your Corporations we find ourselves playing this game even more often than we did before. Now our neighbors have the game, making a inter-family game night a real possibility.

Terraforming Mars is influential because it showed that we all can enjoy a good middle-weight Eurogame and are not limited to simpler titles or wargames.

3. 1775: Rebellion – Academy Games, 2013

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Courtesy Academy Games

(Yes, another pre-2016 title!) Alas, I did not discover this game until I had a conversation with Uwe Eickert of Academy Games at the wargaming conference CONNECTIONS 2017. While discussing his excellent Conflict of Heroes: Awakening the Bear second edition (Academy Games, 2012) I mentioned I was always looking for a good family wargame. Uwe immediately sold me on his Birth of America series so we soon had 1775: Rebellion on the table. We now own the entire Birth of America and Birth of Europe series and we will surely buy any new game in the future.

1775: Rebellion is influential because showed us that a lite family strategy/wargame does not have to be Risk; indeed, there is much better out there that not only is fun to play but also teaches good history.

2. Enemies of Rome – Worthington Publishing, 2017

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Courtesy Worthington Publishing

The lite family strategy/wargames of the Birth of America series (Academy Games) were such a big hit in the RockyMountainNavy house I went looking for more. Given the oldest RMN Boy’s interest in Ancients I chose Enemies of Rome as a good candidate game. Little did I realize how much the other Boys (especially the youngest) would be taken with the game. Enemies of Rome is one of the most-played games in the RMN collection and there is no sign the Boys are going to lose interest. Heck, even I will probably not lose interest because every play has been different. Just last week, I started out in Syria and halted my expansion across Africa because I was sure that card that brings hoards of ‘Enemies of Rome’ out across North Africa was going to come out next. It never did because it was one of the cards removed at setup. But I was so sure it was going to come I I followed a strategy that defended against a non-existent threat. Now the RMN Boys are looking to use this game for the Neighborhood Gaming Gang since it plays up to five.

Enemies of Rome is influential because it is our most-played lite family strategy/wargame that is simple to learn yet offers deep play time and time again.

1. Scythe – Stonemaier Games, 2016

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Courtesy Stonemaier Games

Another recommendation from Uwe Eickert at CONNECTIONS 2017. I had never played a Eurogame of this sort before and my first reading of the rules were daunting. I played it solo a few times then tried to teach it to the RMN Boys.

We all fell in love with it.

First it was the art. Jakub Rozalski is incredible.

Second is the game mechanics. Middle-Heavy Eurogames are not in our usual wheelhouse. Scythe was so different than anything we played before. But the asymmetric powers of the factions and economies makes no two games alike. The expansions are clean and add good flavor; the campaign is an incredible journey.

Scythe is influential because it opened our eyes to a whole new type of boardgame and it keeps us coming back with innovative expansions and endless replayability. I think we will still be playing this game in 20 years.


Feature image from teedep.com

#FirstImpressions – Castle Itter: The Strangest Battle of WWII (@danverssengames, 2019) #wargame #boardgame

SOLITAIRE WARGAMES OFTEN HAVE A PROBLEM. That problem arises from the nature of solitaire play wherein the player not only ‘plays’ the game but often has to ‘run the game engine’ at the same time. Many times this leads to procedural play which can grow repetitive and uninteresting. To me, the key to breaking out of this game design cul-de-sac is to build great narrative moments into game play. Solo wargames like Enemy Coast Ahead: The Doolittle Raid (GMT Games, 2017) play out in ‘acts’ with each one telling a part of the story. In NATO Air Commander (Hollandspiele, 2019) one is always drawing cards but planning and executing your raids is full of nail-biting moments. At first look, Castle Itter: The Strangest Battle of WWII (Dan Verssen Games, 2019) comes across as very procedural and even a bit uninteresting. However, after a few plays, and as familiarity with the rules grows, a rich and exciting story emerges from play.

I backed Castle Itter on Kickstarter and recently took delivery of the game (I also picked up Pavlov’s House, 2nd Edition, but more on that later). The combination of critical praise for Pavlov’s House and the theme of the Battle of Castle Itter drew me in.

My first play thru of Castle Itter was…flat. The game is not very complex; each turn the Defender gets five Actions followed by three SS Cards being drawn and resolved. Lather, rinse, repeat. Simple yet very procedural and repetitive. I was so disappointed that I was sure I had messed up the rules somehow I reset the game and played again. I could do this in part because the game plays quickly in around 60 minutes.

That’s when the magic started to happen.

Mechanically, Castle Itter is both literally and figuratively a classic ‘castle defense’ game. Although some wargamers claim it has roots all the way back to Up Front (Avalon Hill Game Co, 1983) I never had that game so I can’t make a comparison. What I do see is  shades of Castle Panic (Fireside Games, 2012) where the monsters are descending on the castle or even Pandemic: Fall of Rome (Z-Man Games, 2018) where you not only have to defend Rome but accomplish your goals before the card deck runs out (in Castle Itter you have to survive until relieved which happens when the deck is exhausted). All of which is to say that mechanically Castle Itter feels not much like a wargame. Once I got that thought into my head the narrative portion of the game exploded.

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In play, Castle Itter builds an exciting narrative. Every action the rag-tag, motley crew of defenders takes becomes an agonizing decision. How do you organize a defense with an SS Officer (maybe the best leader?), an American tank crew, low-morale Wehrmacht soldiers, French prisoners, and an Austrian resistance fighter? How do you withstand hordes of SS riflemen, machine guns, mortars, and (worse) artillery?

By my third play the mechanically procedural play of Castle Itter had faded to the background and the story of the battle started emerging. I won one game (barely) and lost another (on the last two cards). In every game the tension was palpable.

I am not usually a solitaire wargamer. Although I do play solo (often against my nemesis Mr. Solo) the very nature of solitaire games often puts me off. Castle Itter is definitely an exception and will get out to the gaming table more often because not only can it be an evening ‘filler game’ taking 60 minutes or less to play but it is – at heart – an exciting story.


Images by self

Rainy Day Solo #Boardgame – Holding back the barbarian hordes in Pandemic: Fall of Rome (@Zmangames_ , 2018)

The rainy weekend meant staying in on Saturday. To pass a bit of the afternoon I sat down for a solo play of Pandemic: Fall of Rome (Z-Man Games, 2018). I got this game late last year and posted my initial reactions before. As I wrote then, the game is highly thematic, if not strictly historic, and a real challenge.

Given the RockyMountainNavy Boys would rather play a game of Enemies of Rome (Worthington Publishing, 2017) instead I tried the Solitaire Challenge version of Pandemic: Fall of Rome. Although I own the original Pandemic (Z-Man Games, 2008) I have never played it solo. In the Solitaire Challenge, you take on the role of the Emperor and command three different roles in the game. Instead of each role/player having their own hand of cards here you have a common hand and a Treasury to draw on. Each turn a different role is used in sequence and for each there is the usual Do 4 Actions, Draw 2 Player Cards, and Invade.

In my game the roles I was drew were Praefectus Fabrum, Preafectus Classis, and Vestalis. I feel this was a fortunate draw because both Fabrum and Classis have actions that add Legions and the ability to move strategically about the map. Vestalis gives access the the unused Event Cards as well as allows a bit of Player Card management with her ability to draw 3 Player Cards and keep the two you want (the third going back on top of the deck).

I tried to implement a strategy I had not tried before and built many Forts forward along invasion routes. Instead of spending time moving about trying to collect cards for Forge Alliances I instead focused on keeping the number of invading barbarians down. I got lucky in that a few times when revolts came I had Legions in those cities and was able to limit the spread. As the game moved into later phases and the Recruitment Rate dropped I was able to get the right cards and Forge Alliances that made up for lost Recruitment with the ability to Enlist Barbarians.

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Rome doesn’t fall..this time (credit – self)

It was still a near-run thing and I was subjected to five of the the six Revolts and my Decline was just one away from defeat while the Player Cards deck was almost exhausted. After Forging Alliances with three tribes and though lots of Enlist Barbarian actions and strategic movement I was able to eject the last two invading tribes from the map and win; and a very satisfying win it was for Pandemic: Fall of Rome is not an easy game to beat.

I found the Solitaire Challenge extremely satisfying and fun to play. The game still struck all the right thematic cords and built an interesting historical narrative as play progressed. I hope that the RockyMountainNavy Boys will give this game another chance, but even if they don’t I know Pandemic: Fall of Rome is a solid solo game that at least I can still enjoy.


Feature image ospreypublishing.com – Peter Dennis battlescene art from Campaign 286 Catalaunian Fields AD 451.

#Boardgame Education -Roman history with Enemies of Rome (@worth2004, 2017) and Pandemic: Fall of Rome (@Zmangames_, 2018)

Youngest RMN Boy had some History homework this weekend. Trying to be a good parent, I asked to check it and make sure it was done correctly. I also was curious to see what he is studying.

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thehistorynetwork.org

The subject was the Fall of the Roman Empire. As I flipped through his completed notes packet I quizzed him on some parts:

Me: “Hmm, two capitals?”

Youngest RMN: “Yes, Rome and Constantinople. You know, like in Enemies of Rome.

Me: “Invading Germanic tribes?”

Youngest RMN: “Yes, all the Goths like in Pandemic: Fall of Rome.

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Credit: Self

We both shared a laugh as we realized we describe history in terms of boardgames. That is not a bad thing; the spin-off educational value of boardgames and wargames is heartily approved of my Mrs. RockyMountainNavy. It’s part of the reason we play; the games can educate us in so many ways.


Feature image courtesy Worthington Games.

 

 

 

RockyMountainNavy #Boardgame of the Year for 2018

This is the first in my series of 2018 “of the Year” posts. This one will cover boardgames, a second will look at wargames, the third will be expansions, and the last is my Game of the Year. Candidate games are taken from those published and which I acquired in 2018.

For my 2018 Boardgame of the Year the candidates are:

…and my winner is…

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Courtesy Stronghold Games

As I recorded in my First Impressions post, I was a bit cool to AuZtralia at first. After playing it a few more times (and especially after solo play) I have really warmed up to this title. What I initially called “schizophrenic” in the game I now see as a well-accomplished blending of sometime disparate game mechanisms into a complete game playable in about 2 hours.

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Photo by self

At the time I wrote this post, AuZtralia has nearly 900 ratings on BoardGameGeek with a rating of 7.7. It was also ranked 197th in the Thematic Game category. I personally think the Geek Rating is a bit low and the game should get more respect than it seems to be garnering. I have heard some people criticize the randomness in the game (“this game has way to much randomness, the scoring sucks”) while others don’t like the blending of mechanism, especially when the game devolves into a wargame (oh the horror!). I think designer Scott Muldoon (sdiberar on BGG) says it best, “I don’t think the work is a stroke of genius, but it’s a solid game that has staked out some new territory (“Rails to Cthulhu, Now With More Combat”).”

Other Candidates

Let me also say that Pandemic: Fall of Rome (BGG rated at 7.9) and Ticket to Ride: New York (BGG rated at 7.1) are also excellent games. My opinion of Fall of Rome may change as the RockyMountainNavy Boys and myself play it more. Ticket to Ride: New York makes an excellent gateway game or filler game. As far as Villainous; let’s just say the less said the better.

(Very) Initial Reactions to Pandemic: Fall of Rome (Z-Man Games, 2018)

Designer Matt Leacock’s Pandemic (Z-Man Games, 2008) is a popular game in the RockyMountainNavy house. This is a bit surprising because we really are more wargamers than Eurogamers. Over the years, we have played a few epic Pandemic games and we love playing the title because every game is a narrative adventure. The RockyMountainNavy Boys also like Ancient Rome; indeed Enemies of Rome (Worthington Publishing, 2017) is the most-played wargame in the house this year. So when I saw the match of the Pandemic-mechanics with the Rome theme, Pandemic: Fall of Rome (Z-Man Games, 2018) was an autobuy.

zgLVeSk8Tn+CXkchMq7sMwHaving arrived this week, Pandemic: Fall of Rome had to land on the table for an early Game Night. Early because the oldest RMN Boy wanted to play and he usually works Saturday nights. Our first-ever game of Pandemic: Fall of Rome was a four-player adventure with Middle RMN as Consul, Youngest RMN as Mercator, Oldest RMN as Praefectus Fabrum, and myself as Magister Militum.

The base game comes with seven different Roles. There is not easy direct translation from the classic Pandemic Roles to Fall of Rome so it takes a bit more to figure out (and remember) what all special abilities each Role has. A real starting challenge that will surely get easier as more plays build familiarity.

There are now eight different Actions to chose from. March, Sail, Plot, and Forge Alliance are easily translated from Pandemic but Fortify, Recruit Army, Battle(!) and Enlist Barbarians are much different. When taken in combination with the two or three special ability Actions each Role has this means new players must figure out how to select from a menu of 10-11 Actions each turn. Add into that each Role’s special effect in Battle. I know that at least once I could of used my special ability if I had remembered to look at it.

Another layer of complexity are the Event Cards. When played, Event Cards do not count against the player’s 4 Action limit each turn (they do count against the Hand Limit though). Each Event Card has a standard option and a corrupt option which, when used, is powerful but progresses the Decline Marker another step towards defeat. I personally liked this choice; do the standard for OK effect or risk defeat for a more powerful effect.

The rules for Revolts and Invade Cities in Fall of Rome are not difficult but the spread of the barbarians is much different than the spread of infection in classic Pandemic. Different enough that this section requires a much closer reading than I gave it.

Being a wargaming family we really were looking forward to the Battle Action in Fall of Rome. The Action turned out to not quite be what we expected. When battling, you have to be ready to lose Legions. There are several ways to build Legions (Recruit Army or Enlist Barbarians) and using these Actions will be needed to raise forces to stem the advancing hordes.

Thematically, all the game elements come together and do a good job of creating the feel of a declining Rome. Although I am a historian by education, I was pleased to see the designers making a point that Fall of Rome is not a historical game.  Amusingly, they make that point in the Historical Notes on p. 11:

Pandemic: Fall of Rome is inspired by the historical events surrounding the fall of the western Roman Empire….

Although a strong attempt has been made to pair game mechanics with some level of historical backing, the game is not attempting to be considered as a historical simulation….When a design choice was required between simulation and gameplay, gameplay received preference.

We lost our first game of Pandemic: Fall of Rome. Like really lost. Rome was sacked when we only had two of the five needed alliances. We will play again, but next time we will be much smarter because we now clearly see that although Fall of Rome is a Pandemicstyle game, it is not a Pandemic clone. Fall of Rome is a much different strategic challenge than Pandemic. Thematically, Fall of Rome also delivers on the title; there are times when one feels helpless against the never-ending invading hordes. Few boardgames really deliver on theme (Battlestar Galactica: The Board Game (Fantasy Flight Games, 2008) is the best exception) and Pandemic: Fall of Rome is one of them. For that reason alone the game will land on the table again – only next time we will all be smarter and more prepared to face the tough challenge.

Featured image courtesy thehistorynetwork.org

Blah-day Gaming

Today was a Federal Holiday to honor former President H.W. Bush and although I didn’t have to go to work the Youngest RockyMountainNavy Boy was also home. He had come down with a case of the blahs and didn’t really look healthy enough to go to school. Instead, he stayed home and we both took advantage of the day for some father-son bonding using boardgames!

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BGG.com

The first game of the day we played was Queendomino (Blue Orange Games, 2017). It was a good two-player contest with me emerging victorious 54-44. Today’s play also pushed Queendomino into my Dimes group of played games (at least 10 plays) for 2018.

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BGG.com

The second game of the day was Tiny Epic Galaxies (Gamelyn Games, 2015). My Secret Mission was Orbiter (all ships on home galaxy at game end, +2 VP) while Youngest RMN Boy was Conqueror (most planets, +3 VP). The Secret Mission 1 VP difference was the final scoring difference with Youngest RMN squeaking by with the 1VP win (24-23).

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Credit – Self

The third and last game of the day was Ticket to Ride: New York (Days of Wonder, 2018). This was another game that needed one more play to enter Dime -status for the year. Middle RMN Boy joined us for this game which in hindsight was a mistake as he totally swept us 38-31-25.

None of the games played today were “heavy” by any stretch of the imagination. In many ways playing the “lighter” games was right because the play emphasized family together time instead of being a “brain-burner.”

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Credit – Self

As excited as Little RMN was to play with Dad on this Holiday/Sick Day, he got more excited when a certain box arrived. Pandemic: Fall of Rome (Z-Man Games, 2018) is now in the house and will almost certainly land on the gaming table this weekend for a 4-player session. Given the theme, even the Oldest RMN Boy wants to play. Which goes again to show how gaming can bring family and friends together and make even a dreary day so much better.

Featured image courtesy Z-Man Games.

Tough Game Night Moments – thoughts on rules, factions, and “take that”

After missing the RockyMountainNavy Game Night for two weeks the boardgame Enemies of Rome (Worthington Publishing, 2017) landed on the table. Although there are other games unplayed waiting for a slot at the table, like AuZtralia (Stronghold Games, 2018) we pulled Enemies of Rome out at the request of the youngest RMN Boy as it matches what he is studying in history at school.

It did not go so well.

I have said before that Enemies of Rome is not the game it appears to be. What looks like an area control game is actually a Battle Royale. Glory Points are scored by winning battles which means one must think very offensively. Although the RockyMountainNavy Boys and myself have played Enemies of Rome ten times now, and even discussed the victory demands, it has yet to fully sink in to the Middle RMN Boy. In tonights game, like the last one, he “turtled” early and fell far behind in points as he built up his forces without attacking any of the enemies of Rome. Unfortunately, the enemies of Rome also were building up their forces right in his neighborhood. It also did not help that the Youngest RMN Boy chose to lash out at his brothers outposts and seized several provinces. As a result, Middle RMN fell far behind in points and was very sullen and not fully into the game.

It would be very easy for me to blame this on his Autism Spectrum condition but that’s too easy. Tonight was a good reminder that, no matter how familiar one is with a game, it behooves players to review some of the basic rules and mechanics of a game. In this case, a gentle reminder to all that Glory Points are earned by attacking is only part of it. A review of the die odds is also helpful. If one waits for overwhelming odds in their favor they will fall behind. I know that I often gamble with 2:1 or 3:2 attacks because I recognize the need to generate Glory Points. I save the 3:1 or 4:1 attacks for battles against other Legions because the penalty for losing those battles is loss of Glory Points.

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Courtesy Z-Man Games

I think Enemies of Rome will sit on the shelf for a bit and cool off. This doesn’t mean we will be hurting for games; indeed, it clears the way (and maybe even creates a demand) to get the semi-cooperative AuZtralia to the table. All the RMN Boys are also excited that the cooperative Pandemic: Fall of Rome (Z-Man Games, 2018) has been shipped. As a family, we really enjoy Pandemic and the Middle RMN Boy has proven to be a bit of a whiz at playing. I hope that these games in particular bring joy to the gaming table.

Dk_yqCEWsAki4_HIn the same vein, this weekends events have forced me to reconsider introducing Root (Leder Games, 2018) to the RMN Boys. The asymmetric nature of the different player factions in Root demands that each player play a bit differently. For the Middle RMN Boy this may be challenging. I remember the first time we played with the Invaders from Afar Expansion to Scythe (Stonemaier Games, 2016) and the Middle RMN Boy got a whole new faction. He struggled mightily to figure out how the faction worked. When he tried to watch his brother and I play our factions it was of little help because every faction plays differently. Root may work if I can convince him to play the first time the using the Marquis de Cat as I think that faction is mechanically the most straight forward.

As a wargamer, a game with a “take that” mechanic doesn’t offend me. However, events like this weekend’s game reminds me that not all players are like me. I don’t think I will ever fully turn into a Eurogamer with their “let’s just all get along and make a farm” attitude but bringing out more games with less “take that” for the Family Game Night probably won’t hurt.

Featured image courtesy Worthington Publishing.