My family was fortunate enough to escape away for a bit. We went to a location a long days drive from home. As an added bonus, Gavin, the best friend of RockyMountainNavy Jr., and his family also vacationed in the same area. Our two families got together quite a bit and a good deal of boardgame play ensued.
The next game we introduced them to was Here to Slay (Unstable Unicorns, 2020). This title was THE HIT of our 2020 vacation gaming! The RMN Boys and brothers Gavin & Skyler played my Kickstarter Exclusive Edition of this game too many times for me to keep track of. Skyler in particular was taken with game and is seeking a retail copy as soon as it is available.
The newly released game Fort by Leder Games arrived the day before we traveled and made the trip. The RMN Boys and myself played the game twice. The initial play was a bit slow as we all learned the iconography. Our second play was much better as now, understanding the iconography, we could start developing strategies for play. Thematically the game is pitch-perfect and will surely regularly find a place on our gaming table.
It was also very fun to talk to Gavin’s family about the hobby boardgame segment of the boardgame market. They had a bit of some insight, but really have had only a peek. We resolved to invite Gavin on occasion over to play with us in our Saturday Family Game Night which will make us an even four-players; thus opening up many more titles to play beyond our usual (and sometimes a bit awkward) three-players. It’s a bit unfortunate (but ultimately for the best) that Skyler is leaving for tech school shortly for he is the more ‘gamer’ of the two brothers. Nonetheless, I am sure the RMN Boys and Gavin & Skyler will be gaming buddies for a long time to come.
Which brings me to a moment of sadness, and joy. Sadness because the RMN Boys have found a gaming group that does not include me. Joy because I passed along to them a love of gaming that they are spreading to their friends.
Is that not what we play games for?
*RMN Jr. considers himself some kind of a superior Kingdomino player as he is usually the winner in our house. It drives him crazy that Gavin’s mom not only regularly beats him, but beats him handily!
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.
It was not until later that I realized we had not played Queendomino since December 2018. It really felt like it because we all played with much more hesitancy than I remember. I mean, we agonized over our moves. Whether it was deciding where to place the territory tile, or if it was the right time to Tax, which building to build, or which tile to chose next, each decision was sloooow.
Once the game ended and the points were counted, it was RockyMountainNavy Jr. with the win. By one point. He set the new Top Score for the game (after 11 recorded plays). RockyMountainNavy T now holds the Top Losing Score. On any other day his score would have won by some distance but today it was not enough. Oh yeah, how about RockyMountainNavyDad? My score was just above the Average Score for our recorded plays but today it was a distant third place. (Hat tip to the Board Game Stats app for helping track this).
I absolutely cannot imagine ever playing Terraforming Mars without the Preludeexpansion. The Prelude Cards jumpstart your corporate engine and gets the game going faster in the early turns. It doesn’t really shorten the game, but it does make it alot more fun!
Several of the other expansions are also great but for each the base game can be enjoyed without them, unlike Prelude which has made itself an essential part of the game. That said, The French and More!is more like a bonus box then an expansion and is practically inseparable from the base game. Both MBT: BAOR and MBT:FRG add new “factions” and optional rules that make the overall game more interesting but can easily be ignored if desired.
Kingdomino: Age of Giants occupies an interesting spot in my game collection. Although ostensibly an expansion for Kingdomino, the RockyMountainNavy Boys and myself feel that it doesn’t really fit that game because it adds a bit too much of a “take that” element that spoils the feeling. On the other hand, adding it to Queendomino, which has more “take that” mechanics than Kingdomino, feels much more organic.
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!
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 Queendominointo my Dimes group of played games (at least 10 plays) for 2018.
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).
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.”
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.
In Kingdomino Expansion Age of Giants the major change is the addition of Giant meeples. Thematically, certain tiles bring the Giants to your kingdom, and others chase them away into another player’s kingdom. Mechanically, Giants cover up scoring crowns and take away VP. The expansion also features a neat Domino Dispenser (tower) that makes dealing the tiles that much easier. With the additional tiles a fifth player can also be added.
I really liked the Giant meeple idea so that alone was enough to sell me on the game. To be honest, as much as we like Kingdomino it was dropping in popularity in part because the RMN Boys and myself had “solved” the game. We had reached the point that every game we play ends up with the scoring bonus for Middle Kingdom (bonus points for having your Castle centered in your grid) and Harmony (complete grid with no gaps). It is the very rare occasion that we don’t get the full 15 point bonus. The Giant meeple mechanic looked to be a great way to reinvigorate the game.
In looking at the publisher’s blurb for Kingdomino Expansion Age of Giants I totally glossed over this part:
End of game bonuses are eliminated, instead, before the start of each game, players must draw 2 challenge tiles. These provide additional ways to get points. For example, get 5 bonus points for each lake tile that surrounds your castle, and get 20 bonus points if your castle is located in one of the 4 corners of your kingdom.
This, my friends, it the true hidden gem of Age of Giants and the real reason Kingdomino will be back on the table with a vengeance. The game includes 17 Challenge Tiles, each with a different bonus scoring condition. Middle Kingdom and Harmony are just two of the possible bonus scoring means; there are 15 others.
Upon getting Age of Giants we immediately played several games. In our first game we all fell back on our “solved” approach – and failed to actually score many points. Midway through my second game I realized I had to “unlearn” what I “know” about Kingdomino and state with a new strategy to fit the scoring bonus. Rather than playing Kingdomino by reflex, I really had to think!
Bottom Line: The Challenge Tiles make Kingdominoreally fun again.
Designer Bruno Cathala deserves great respect for what he has done with the Kingdomino line. From the “basic” Kingdominoto the “gamer’s” Queendomino to the renewed challenges in Kingdomino Expansion Age of Giants, a game for every skill level of gamer is present. This entire series of games are deservedly core members of the RMN gaming collection.
Yet somehow in between I played 23 other games. Better yet, 20 plays were of WARGAMES! Yet even better, and uncounted in my BGG Played log, the RockyMountainNavy Boys shared games with the family in Korea and made some lasting memories along the way.
It was on travel this month that I picked up Tiny Epic Galaxies. Played it solo a few times in the hotel. As much fun as it is in the solo mode I enjoy it even more when playing against the RockyMountainNavy Boys.
Alas, July 2018 was also a month of wargaming disappointments. I was supposed to go to the CONNECTIONS 2018 wargaming conference but was pulled off at the last minute by work. I was supposed to go to the World Boardgaming Championships (WBC) but waved off after traveling on official business and getting home late the night before I was supposed to drive. I sorta owe an apology to Alexander and Grant of The Player’s Aid(@playersaidblog on Twitter) because I had planned to meet them. From the looks of it they certainly didn’t miss me as they tweeted and blogged about all the great talks and games at WBC!
When the RockyMountainNavy Boys returned home they brought lots of good stories about playing games with the family in Korea. They took along (and left behind) copies of:
Rhino Hero(Haba, 2011) – What is marketed as a kid’s game was the most popular game amongst the adults; so popular the RockyMountainNavy Boys surrendered their copy to their cousin so she could take it to play with her friends (all mid-late 20’s)
Happy Salmon (North Star Games, 2016) – I keep hearing stories of an epic night there all the adults stood around and played a game of Happy Salmon; the youngest RMN Boy tells me everyone – players and observers alike – were laughing so hard he couldn’t even record the game.
Though I was able to get alot of good wargaming in by myself this past month, I really and glad the RockyMountainNavy Boys are back. They want to play a game every day in August until school starts.
Our Family Game Night has changed a bit in character recently. Finding ourselves short on time with RockyMountainNavy Mom working weekends now, the last few weeks have seen shorter game nights with smaller, more family-oriented games vice larger grognardy titles. This weekend, Youngest RMN suggested playing multiple rounds of Kingdomino (Blue Orange Games, 2016). He then asked if we could do try the multi-player 7×7 version using the tiles from Queendomino (Blue Orange Games, 2017). Both Middle RMN Boy and myself agreed to three rounds.
We only played one. It was epic.
I have played 7×7 Kingdominobefore but only in a 2-player game. Playing a three-way battle was much more challenging. Quickly I started concentrating solely on my board and virtually ignored the others. This is a dangerous strategy for in Kingdomino one must think offensively (selecting tiles you need or can use) and defensively (checking the game state of the other players and possibly selecting a suboptimal, but useful, tile for oneself while preventing the other player from selecting it).
Early in the game I selected a tile that Middle RMN Boy really needed. He needed it because it was the only playable tile left and my selection meant he was left with an unplayable tile. I admitted that I was not even watching their boards because I was struggling with mine. I jokingly said that we all were going to probably lose to Middle RMN because he has the best spatial awareness of any of us.
Fifty minutes after we started the game ended. The game was a bit longer than we expected not because of major analysis paralysis but because we were all trying to be careful.
Both Youngest RMN and myself had completed 7×7 boards with Middle Kingdoms (castle in exact middle). Middle RMN had Middle Kingdom but an incomplete 7×7. We then scored our boards.
After scoring the 7×7 and Middle Kingdom bonuses, I only had one territory of any real value at 88 points. The rest was not very valuable. Final score – 136 points.
Youngest RMN got the 7×7 and Middle Kingdom bonuses and had a huge Ocean that gave him 90 points. Total score – 140 points.
Middle RMN did not score the 7×7 bonus but had one territory – Mines – with 16 crowns on 8 territories. That’s 128 points right there. When he finished adding up his score he had an incredible 217 points.
This last weekend was a bit challenging. With our trip to Gettysburg and Mrs. RockyMountainNavy having a job that requires some weekend hours, it looked like we were going to miss the Family Game Night. That is until Youngest RMN Boy asked to play something. Anything. As long as we play. Recognizing that we were short on time, we chose Queendomino (Blue Orange Games, 2017).
It was awesome.
The RMN Boys and I have played Queendominobefore, but this time all the game mechanics were in play. There were many Knights sent to collect taxes, lots of Buildings constructed, many Towers erected, the Queen changed kingdoms a few times, and the Dragon burned down more than a few structures.
The game took a bit longer than its advertised 25 minute playing time but it was well worth the extra minutes. When the points were counted Youngest RMN had won thanks in part to a GIGANTIC forest territory he was able to cash in for a whopping 55 points! We all agreed that this game had just clicked with each of us. We all pledged to get it to the table more often as it is just that enjoyable!
Icy day in the neighborhood meant that school was out for the RockyMountainNavy Boys. Mrs. RMN also had a job interview lined up so I decided to take the day off. This gave me some time for gaming!
The morning saw a quick game of Command & Colors Tricorne: The American Revolution (Compass Games, 2017). Youngest RMN Boy and I played The Battle of Stono Ferry (June 20, 1779). I took the British who are a rear guard and set up in defensive positions (behind fieldworks and fences) with the impassable creek behind them. The Americans are a mixed lot composed mainly of Militia and Light Infantry. In C&C: Tricorne the real “killer” is not combat, but Retreat and Morale. If a unit is forced to Retreat, it must roll for Morale; if it fails the Morale roll the unit Routs and is eliminated.
Our game actually started out a bit slowly as I had not reread the rules in a little while and it took the first few turns to remember certain elements of the game. That said, the game played quickly. The Americans pushed forward their left flank and actually dislodged an Elite Infantry Highlander unit from their fieldworks and eliminated their supporting Light Artillery and a Provincial Infantry unit through Routs. Meanwhile, the American right aggressively moved out with two Light Cavalry charging directly into the British defensive position. In the ensuing Melee combat, the British were dislodged and forced to retreat…but with the creek at their back the retreat path was cut off. This quickly eliminated several more units. In the end, the Americans won 5-3. Total play time (including set up) was just over one hour.
Later in the day, Mrs. RMN was teaching so having a bit more time to fill the RMN Boys and myself pulled Queendomino (Blue Orange Games, 2017) off the shelf. I have not played Queendomino in a while so I took a few moments to skim the rules. The game experience was more enjoyable from the start (unlike C&C: Tricorne in the morning) and we quickly found the turn rhythm (Place-Tax-Build-Burn-Pick). Even so, our game took the full 25 minutes it is rated not because we were struggling with the rules but because we all had a touch of analysis paralysis. I started the game using a city building strategy but in the later half the dominos didn’t fall my way. Even though I had the most Towers and the Queen I ended up losing…again.
Mrs. RMN’s student today was the kindergarten girl and once she finished studying she badgered the RMN Boys and myself to play games with her. She saw Rhino Hero: Super Battle (HABA, 2017) and Rhino Hero (HABA, 2011) on the stairsteps and was interested. Both these games are new in the RockyMountainNavy house this week. We played one game of Super Battle and two games of the original Rhino Hero. Super Battlewas just bit too overwhelming for her because she didn’t really grasp the strategy behind the game. Rhino Hero was fun (our tower got up to something like 10 levels or more each time) and she did not make it fall, but again her bouncy-bouncy nature did not mesh well with the fine motor skill game. In reality she was anxious to get back to Animal Upon Animal (HABA, 2005) that she played last week. A few games followed with fun had by all even though her bouncy-bouncy nature got the best of her and she repeatedly knocked the animal pile over.
All in all a good family gaming day; a wargame for me, a family game for the Boys, and teaching good gaming to a young one.
Featured image courtesy @CapitalWeatherGang on Twitter.