Given all the news about coronavirus, it seems only logical that Pandemic (Z-Man Games, 2008) would end up on the table for the RockyMountainNavy Game Night. Truth is, it was a very hard game for me to play.
This week my father-in-law passed away in Korea. We sadly made the decision that not all of us could travel to the funeral, but we put Mrs. RockyMountainNavy on a plane to go. On the day we got the news (early Wednesday morning) there were about 25 cases of Coronavirus (COVID-19) reported in Korea. By the time she landed in Seoul Thursday night (Korea time) there were over 100 cases and a death. As I write this post Saturday night stateside, the Sunday numbers from Korea are 556 602 confirmed cases and threefive deaths. The number of confirmed cases has practically DOUBLED EVERY DAY this week.
To say I am worried is an understatement. When I talked to her earlier this evening she told me that everyone is going out as little as possible. Before she left, we paid extortion prices for a package of face masks – now I am unsure she took enough. The US State Department is recommending ‘Extra Caution’ for travelers to Korea, and I fear that soon we may have more restrictions – restrictions that may make it harder for her to get home. That is, as long as she stays healthy.
The RockyMountainNavy Boys wanted to play Pandemic because they felt it was timely. I almost said no as I am deeply worried. I know it’s just a game, but I was sure that losing would be a bad sign. I eventually relented, telling myself that the Boys needed to play so that they can feel like we are doing something, anything, to fight COVID-19. Even if it is just feeling good from playing a game. So I soldiered on and we played.
When we drew our Roles I almost bailed out. I was the Dispatcher, RockyMountainNavy T was the Medic, and RockyMountainNavy Jr. was the Researcher. The initial Outbreak was heavy in Latin America/Africa (Yellow) and Eastern Europe/Middle East/India (Black). I was trying not to feel despondent but it was hard. As we played though, we immediately started to mesh and support each other. We quickly Cured and Eradicated three diseases, Blue, Red, and Black. The Medic had four Yellow City Cards in his hand and I was able to move him to myself and give him a fifth Yellow City Card so he could then move to a Research Station and Cure the final disease with four Player Cards to spare.
This win felt really good, maybe because I see it as a kind of sign. Yes, I know the fight against COVID-19 is not a game, but we beat the diseases in Pandemic. That was the sign I needed to see more hope. In its own way, playing Pandemic has given me hope that we can beat back COVID-19 and, more importantly, bring our family back together safe and healthy .
I assure you I’m not trying to make light of the crisis. It’s just that Pandemic is a good game that creates an atmosphere of crisis. To win, smart planning and partnerships/teamwork is needed. Better to learn those lessons on a gameboard where nobody dies than to stumble about helplessly.
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.
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.
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).
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.
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.
The 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.
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.
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.
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.’
On 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!
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.
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.
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.
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.
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.
(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.
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.
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.
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.
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.
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.
These days Forbidden Island sits on our shelf of shame, unplayed and surpassed another cooperative game title, Pandemic (Z-Man Games, 2008). In some ways that is very sad as both games are by Matt Leacock, the godfather of cooperative games, and both are good at what they do. Interestingly, I see that Pandemic is rated for ages 8+, yet I don’t think anybody calls Pandemic a children’s game. So why does Forbidden Island not get more love at our gaming table?
Forbidden Island was the first cooperative game that reached the RockyMountainNavy house. It is not a bad game, but in this house a cooperative game needs to build a strong narrative for it to reach our gaming table more often. Alas, this is a weakness of Forbidden Island. Of the several cooperative games in the RMN collection, Pandemic and Battlestar Galactica: The Board Game (Fantasy Flight Games, 2008) are well regarded, and played more often, because of the highly dramatic story that plays out in the game. Other cooperative games, like Forbidden Island or Ghostbusters: Protect the Barrier Game (Mattel, 2016) are more like puzzles with a thin story behind the game mechanics. They aren’t bad games, just not dramatic enough. For us, it is the thought (expectation?) of a great narrative that brings certain cooperative games to the table.
RockyMountainNavy Jr. recently expressed an interest in Forbidden Sky (Gamewright, 2018). The game is the third in the Forbidden Island/Desert/Sky trilogy and claims to carry the narrative of the first two games forward. Not owning or playing Forbidden DesertI cannot comment on the carried-narrative portion. Maybe, just maybe, there is something to this. The question will be is the lure of carried-narrative enought to get a new game, much less two older ones, to the gaming table?
WITHIN THE ROCKYMOUTAINNAVY GAMING COLLECTION, cooperative games have 11 places on the shelf. As part of my 2019 Gold Geek Awards Challenge I recently pulled out Pandemic (Z-Man Games, 2008) to replay. A lot has been written about Pandemic and I have nothing really new to add. That said, recent events in the neighborhood have got me thinking about cooperative games in general.
Pandemic, however, occupies a special place in the heart of myself and the RockyMountainNavy Boys. It has this special place based on two particular games we played. The first loved game is the first time we beat the game. We were literally down to the last card and all of us were standing around the table. When we cured the last disease and won we all jumped and high-fived each other. It was maybe the most satisfying moment of family board gaming ever. The second special game was where Middle RMN Boy, my Autism Spectrum angel, awed us beyond belief when he laid out the path to victory that none of us saw. Pandemic literally has brought us together as a gaming family.
During the Memorial Day weekend we were invited to a neighbors house for a barbecue. I had heard from my Boys that this family was getting into modern board gaming. My Boys had played Survive: Escape from Atlantis! (Stronghold, 2012) with the other boys and they had purchased the game. When talking to the parents, they steered the conversation to board gaming. They were curious about what games we played. Then they mentioned they had purchased Pandemic and all but invited us to play together in the near future.
It’s already established that I love Pandemic, but I am not sure this is actually a good game for that family. Their boys are very competitive; I doubt they can cooperate enough for Pandemic. A “take-that” game like Survive is much more up their alley.
Thinking ahead to a board game night with the neighbors, I’m struggling to come up with a good group game. Something like Happy Salmon (Northstar Games, 2016) is good for a few minutes of laughter but I need something that lasts longer.
Looking through my collection, I came across Abandon Ship (AEG, 2008). Although not listed in BGG by this mechanic, I term the game a semi-coop. From the publisher’s blurb:
Abandon Ship is a game in which you play to move your group of rats off the ship before the rising water drowns them. The S.S. Nvrsnks is also loaded with valuable points-earning cheese, but don’t let desire for that lovely food send your rats to the watery depths. Your opponents may also share some of the rats in your group; they may want to move the rats in a different manner from you.
Abandon Ship plays up to seven players; perfect for a larger game night. It also covers both areas the other family wants (although they may not know it). For Mom & Dad they get their coop; for the boys they get their take-that.
So, here is to hoping that Neversinks floats the neighbor’s boat (ok, that was a bad pun but you gotta just live with it).
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.
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 Romeis 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.
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.
This is the time of the year that many in the boardgame community start their “challenges” for the coming year. The classic is the 10 x 10 – pick 10 different games and play each ten times during the year.
I am running this challenge in parallel to my 2019 CSR Awards Wargame Challenge. Between the 20 games there and the 15 here I should have a fun year. Not to mention all the new games I’m sure to get this year….
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.
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”).”
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 Romemay 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.