Scythe (Stonemaier Games, 2016) occupies an honored area in my pantheon of boardgames. When attending CONNECTIONS 2017 I heard Uwe Eickert of Academy Games talking about innovation in boardgame design. He was extremely (and I mean extremely) positive on Scythe by designer Jamey Stegmaier. He was so positive I bought a copy of Scythe shortly thereafter and played it with the RockyMountainNavy Boys. We were totally blown away! We enjoyed playing it then, and still enjoy playing it to this day. So I was very excited when I saw the announcement for Scythe: Complete Rulebook.
I really enjoy the backstory of how Scythe: Complete Rulebook came to be:
Over the last few years, particularly as the number of Scythe expansions, accessories, and promos grew, a number of people asked me if I would consider printing a single book containing all of the rules. My response has been that it’s actually a big project if done well, and it wasn’t something I wanted to devote my graphic designer’s time to (we keep Christine very busy). A few people have even reached out to me to say they would compile the full rulebook, but then they realize how much work it is.
But then something unexpected happened. Not only did Scythe fans Matt and Brittany reach out to me last year to say they were interested in taking the time to compile, organize, and index a complete Scythe rulebook…they actually did it! I was amazed by what they pulled off. In addition to compiling all Scythe rules in one place (including, for example, all of the mech abilities on consecutive pages, while still providing spoiler warnings when applicable, as well as all Automa content), they also included frequently asked questions and answers on a card-by-card basis. This isn’t just a rulebook–it’s the internet of Scythe, all in one place.
My Scythe: Complete Rulebook is a wire-comb bound full-size booklet. Weighing in at 136 pages it is a bit heftier than I expected. Not that I am complaining; the book is printed on luxurious thick satin pages and makes extensive use of the library of Scythe artwork from Jacob Rozalski. I also appreciate how the spoilers for The Rise of Fenris Expansionare called out and separated to avoid, uh, spoiling that part of the game for you if you are not there yet.
Apparently though, one part of the Scythe: Complete Rulebook was lacking. I was not aware of it until I got an email from Stonemaier Games:
The massive undertaking of the Scythe Complete Rulebook, which combines all existing rules documents into one book, has resulted in an amazing resource for Scythe fans. To-date we have not found a single instance of a rules error impacting gameplay in the 136-page document.
Except in one section. The Automa rules need some work. I apologize for this and we take full responsibility. We believe these errors are large enough to justify a reprint.
The good news is that many of you don’t play using the Automa (solo mode), and may never reference this section of the rulebook. But if you use the Automa or plan to in the future, we will send you a new spiralbound Scythe Complete Rulebook for free.
Here’s what we’ll do. Simply fill out this form and we’ll send you another Scythe Complete Rulebook when it’s reprinted in a few months using the mailing address from your previous order. Just in case your address changes before we ship out the replacements, we’ll send an update with instructions on how to change your shipping address before we send out the reprinted rulebooks.
We’re currently running the Automa sections rulebook through some additional proofreading and will reprint it when we’re satisfied. We do not yet have an estimated date for when the reprint will be shipped, but we’re likely looking at early 2021.
How awesome is that?
I look forward to playing Scythe using the Complete Rulebook as an easy, all-encompassing reference. I am sure it will make my future plays of Scythe (event the solo ones, eventually) more enjoyable.
I’LL BE HONEST, I WAS NOT GOING TO MAKE IT TO GENCON THIS YEAR ANYWAY. Moving to a new position made taking an extra non-family vacation dicey so I passed. Of course, it doesn’t matter now since COVID-19 changed everything. As a result, GenCon 2020 was held online and in homes this year. The RockyMountainNavy household did our part.
Here are the games played this GenCon 2020:
Scythe (Stonemaier Games, 2016): Friday night we picked up on our Scythe: The Rise of Fenris (2018) campaign playing Episode 4. We used the Scythe: Invaders from Afar (2018) and Scythe: Encounters (2018) expansions. Sunday night we continued with Episode 5, which unveiled [REDACTED]. I continue to be impressed how The Rise of Fenris campaign introduces new modular expansions that will be playable in any game going forward. Rather than just “open a box of options” the campaign introduces them gradually and provides a ‘reason’ for the new options to exist in the game universe. Brilliant marketing technique!
Here to Slay (Unstable Unicorns, 2020): This game already is officially the most-played game this year in the RockyMountainNavy hacienda and it shows no signs of slowing down. We are so familiar with the rules and speedy that the game takes no more than 20 minutes to play – a great filler before dinner or while waiting for something.
Wing Leader: Origins 1936-1942 (GMT Games, 2020): Played solo through Scenario O05 “Operation Zet” which depicts Nationalist Chinese flying I-16s’, I-15’s and Hawk III’s defending against a Japanese raid of G3M2 bombers escorted by A5M4 fighters. Takes place over Wuhan, China. Somewhat fitting in these days of coronavirus….(Note: I actually played it three times with the third play forming the basis for a long AAR).
Rhode Island (GMT Games, 2020): New arrival this weekend. Spent some time sorting and trimming the counters before pushing the cardboard around. I really enjoy the Battles of the American Revolution Series and this one doesn’t disappoint delivering insight into a lesser known (Battle of Rhode Island) and even a hypothetical one (Battle of Newport).
There were more than a few deals online for games so I took advantage of a few:
WITH CORONATINE KEEPING US AT HOME FOR EXTENDED PERIODS OF TIME, many are turning to a hobby to keep themselves from going insane. This is especially true for myself as I generally eschew television. Fortunately, I have my wargame/boardgame hobby to keep me going. Between occasional games against the family and plenty of solo play I keep myself busy.
But there is another side of hobby gaming, and it involves organization. There are more than a few games with many components, be it bits or bobs or cards or Meeples or what. In the boardgame world this need to organize has created a whole pocket industry of insert organizers. I am not immune; I invested in Folded Space organizers for Terraforming Mars (Stronghold Games, 2016) and Scythe (Stonemaier Games, 2016).
Plastic baggies work well for organizing wargames. I go a step further and buy resealable zip close bags from Michaels. Depending on the day, some of these bags even have an area for marking the content making figuring out what bits go back where that much easier after play.
For many gamers, a game tray or box for storage of counters becomes essential. Some folks, like the gents at 2HalfSquads, have very detailed solutions. Although I can identify with these hyper-organizing wargamers (and I was one of them myself in my Star Fleet Battles/Federation & Empire-playing days) I tend to shy away from those larger boxed solutions. That said, some games just beg for an organized solution. This is especially true when you have many different types of units or organizations.
The first game I organized using these boxes was The Dark Sands: War in North Africa, 1940-42 (GMT Games, 2018). The boxes worked out quite well as each I divided the counters into two boxes (British and Axis) with markers shared between. This arrangement really speeds game set up – just give the right box to each side and go!
In practice I end up using a combination of trays and baggies. This weekend I organized my copy of Less Than 60 Miles (Thin Red Line Games, 2019). For the 1,176 counters, I used four (4) boxes for all the units (each formation in one compartment) and smaller-count markers. As it worked out, there is one box for all the NATO formations, two boxes for the Warsaw Pact, and one box of markers. I put all the Posture, Time, and Attrition Markers in three separate larger bags. The box for Less Than 60 Miles is a bit larger (European) sized box so I was able to fit four boxes (double stacked), cards, and markers with space left for the folded map, player aids, and rule books. There is just the slightest of lift on the lid.
I use a similar solution forBlue Water Navy: The War at Sea (Compass Games, 2019). Here the box is smaller (American) sized and I found if I used four storage trays then the cards could not fit. So I use three boxes (1x US, 1x Soviets, 1x NATO) and some additional baggies. Not as neat a solution but it works. The lid closes with the slightest of lift.
Of course, the best part aspect of these boxes is the price. Literally $1 per box. There is a Dollar Tree in my neighborhood and every time I go there I always check to see if there are a few in stock. With the larger games recently organized my “reserve” is down to two boxes – I like to have four on hand “just to be ready.”
AS OF THIS MORNING (15 MARCH), my local county health department is reporting 10 ‘presumptive positive’ cases of COVID-19. The school district has already shut down thru 10 April and many events are cancelled to encourage ‘social distancing.’
In the RockyMountainNavy household, we have dealt with COVID-19 since Mrs. RMN returned from Korea right as the epidemic was breaking out there. She laid low for 14 days not because of self-isolation but because others avoided her (the worst ‘racists’ are often from one’s own race). Now there is panic in the wider community (why are people hoarding toilet paper?) and much is being cancelled. One aspect of social distancing we are practicing is to distance ourselves from social media. Frankly, its all doom and gloom with lots of disinformation. In a practical response this means that wargames and boardgames are hitting the gaming table more often.
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.
I THINK 2020 WILL GO DOWN AS THE YEAR I TRULY BECAME A GEEKY BOARDGAMER.
I mean, I have many good hobby boardgames, and amongst the favorites at the RockyMountainNavy hacienda is Scythe (Stonemaier Games, 2016). We started playing it in 2017 and since then have acquired nearly all the expansions including Invaders from Afar (2017), The Wind Gambit (2018), Rise of Fenris (2018), and the Modular Board (2019). That’s alot of bits, and as organized as we tried to be it was hard getting all that into the box(es).
This week I took a trip to our FLGS, Huzzah Hobbies in Loudon, VA. The main purpose of the trip was for RockyMountainNavy T to buy new paints for his models. RMN Jr. also wanted to look over the model shelves to see if there was something like a Zvezda 1/100-scale tank he could add to his collection. For myself, I was the driver.
I have been eyeing an insert for my Scythe collection but, oh boy, is can get really expensive really fast. I realize this insert only organizes the base game and the Invaders from Afar expansion but it looks good and the price seemed reasonable. So I got it.
I am so glad I did.
Assembly took about 30 minutes after dinner using nothing more than white school glue. All the pieces punched out cleanly. By now the RMN Boys were interested so they helped me reorganize the box.
The Folded Space inserts are logical and fit snuggly in the box. It will make set up and clean up so much easier! They also make for a more organized gaming table during play as the boxes can be used directly on the table too.
I see that Folded Space has a second Scythe organizer that puts The Wind Gambit and Rise of Fenris together in the Fenris box. That’s going on my Must Have wishlist!
For the longest time (ok, since forever), I was satisfied with baggies for organizing games. This usually works for wargames where most of the bits are chits but with the rise of hobby boardgames and more luxury components the baggies are not always suitable. I am glad to see excellent, affordable insert organizers available. Maybe it’s about time I organize my games this way.
SCYTHE (Stonemaier Games, 2016) OCCUPIES A SPECIAL PLACE IN THE ROCKYMOUNTAINNAVY PANTHEON OF GAMES. When I attended the CONNECTIONS 2017 Wargaming Conference, this very brash guy named Uwe Eickert from Academy Games spoke about the incredible design innovations in the game. On the power of that recommendation I picked up the game and eventually, although with some trepidation, it landed on the RMN Gaming Table. In the past three years, the RockyMountainNavy Boys and myself have enjoyed many plays of Scythe. When RMN Jr. suggested we play Scythe as our New Year’s Night Game we all enthusiastically agreed!
As much as we have played Scythe, we have stayed a bit vanilla in terms of expansions. We have used Invaders from Afar (2016) from our beginning in 2017 and started our Rise of Fenris (2018) campaign in 2019. For the New Year’s play we decided to go ‘back to basics’ and use the Base Game + Invaders from Afar while also adding airships from The Wind Gambit (2017) on the new Modular Board (2019). After randomly setting up the board and selecting factions, we pulled one of the modular tiles off and set off.
For this game the faction match-up included:
Togawa / Patriotic for myself
Rusviet / Agricultural for RMN T
Nordic / Mechanical for RMN Jr.
The Wind Gambit expansion includes Resolution Tiles. There are eight (8) tiles and at the beginning of the game one is chosen and placed near the Triumph Track. These tiles have different win conditions that modify how the game can end. In our game the variable win was ‘First player to more than $40’ as well as the normal ‘First player to place 6 stars.’
In Scythe it is always interesting to see the different approaches the game allows. I generally employed a ‘get the Mechs out early’ strategy whereas Jr. focused on upgrades while T took a more balanced approach. RMN T definitely won the award for ‘most thematic play’ as we watched him send his Rusviet red hordes of Mechs and workers across the board. He was also the first to the Factory, really making it a ‘Red Factory.’
In the end, the real battle was between T racing to 6 starts and Jr racing to the alternate end condition of amassing $40. Jr won the race and, given his advantage in money, also took the win with 87 against 55 for myself and 47 for T.
In our post-game discussion we agreed that the Scythe Modular Board delivers new interesting challenges. On the base game board we all understood how to get out of our home areas; now we need to think harder as the way out may not be immediately obvious. The use of airships opens up many different movement options. More challenging is the use of the Resolution Tiles which change the end game trigger.
Even with all the new rules added in our play time for this game of Scythe was under two hours. RMN T gripped (rightly, IMHO) that Jr. triggered the end game too early. In Jr’s defense he saw the chance to win and took it; we didn’t do enough to stop him.
Now that we have played with The Wind Gambit airships we are ready for the next episode of our Rise of Fenris campaign. The boys agreed that we will need to mix campaign play with regular Scythe games. By the end of the year I feel we will mixing in expansion modules from Rise of Fenris into our regular games. It is a real testimony to the design of Scythe that even after several years the game feels fresh every time it lands on the RMN gaming table. Most impressively, the many expansions and variations give players plenty of options to harvest for play.
2019 was a pretty good year for gaming in the RockyMountainNavy household. This year, I played 119 games a total of 221 times. Compared to 2018, this was fewer plays (221 vs 357) but more actual games (119 vs 105). This year I only had two ‘Dimes’ (played 10 or more times) and three ‘Nickels’ (played 5-9 times).
Dimes & Nickels
Quarriors! (WizKids, 2011) – 21 Plays
Hold the Line: The American Civil War (Worthington Publishing, 2019) – 10 Plays
The Mind (Pandasaurus Games, 2018) – 7 Plays
Scythe (Stonemaier Games, 2016) – 6 Plays (including the first three episodes of the Rise of Fenris Campaign).
Tank Duel: Enemy in the Crosshairs (GMT Games, 2019) – 5 Plays
Eight (8) other games sat at four plays during the year and another seven (7) were played three times. Basically these top 20 most -played games account for around half of the game plays during the year.
What comes in 2020?
In an upcoming blog post I’m going to dig deeper into the numbers for 2019 but suffice it to say for now that it was a good year.
How was your year? What games are you looking forward to playing next year? For myself, I have a few new Gaming Challenges I am going to reveal just after the new year.
Biggest Surprise – Really surprised that 20% of all my gaming has been Quarriors! or Scythe.
So, does this make me a better gamer than you? NO! I am just gaming in my own way and enjoying it. I’m not looking to compare myself to others but rather share with all of you the joy gaming has brought to myself and my family. It’s not important if you play one game a month or 100; the important part is to enjoy the hobby!
I was playing Saxony/Militant which is strong on military power but short of cash. I was on the verge of getting my game engine going but was just a few coins short. When RockyMountainNavy Jr., playing Nordic/Industrial, offered me an Alliance I took it as it pays a fair amount of coinage.
S. T. U. P. I. D.
Although I gained the Nordic Swimmer ability he gained the Saxony Multiple Objectives ability. The next turns were ugly as he completed multiple Objective Cards. We also reached a point in the game where I really should attack him. Instead of breaking the Alliance and losing money in the final scoring I hesitated. That was my fatal mistake.
The Outcome of Episode 3 is the opening of Box A. Suffice it to say we all were very excited and thrilled with the reveal. As I mentioned before, at first I was disappointed in the “open at the end” approach to some of the new material. I am happy to report we are not disappointed but rather are excited to get on with the campaign. So it’s on to Episode 4 as we continue to discover the meaning of “Rise of Fenris.”