Leder Games does it again with another YUGE Kickstarter campaign; Root: The Marauder Expansion (Leder Games). As I finalize this post they have already passed 14,000 backers and over $1.3 million. I have to admit I went for the “All the New Stuff” pledge level – but only after some real deep thinking. The “All the New Stuff” pledge level for Root: The Marauder Expansion is US $110. OUCH! Yes, there’s alot of content there but it’s all expansions, for the root Root game. That’s a heaping pile of dinero for just new “bits!”
I looked at maybe going for the “Marauder Expansion” pledge of $50 and possibly adding in The Clockwork Expansion 2 because I want to access solo play but together that’s $90. So maybe that $110 ain’t that bad. It’s still a big number to process, but maybe?
On the other hand, a great deal of the attraction in Root for me is not playing the game, but studying it. In some ways I have a streak of Systems Analyst in me. I deeply respect Root for its ability to take many different game play mechanics and make them work together. It’s an incredible design and one that is worthy of further study. Add to that the fact The Marauder Expansion adds “Hirelings” which are not full factions but, well, hired help that adds another tool to your kit to mix with a faction ability to make a victory. Again, very interesting from a system mechanics perspective. From that perspective an investment of $110 is a bit steep, but (somewhat?) justifiable.
I’ll freely admit this is a first-world gaming problem. I am very fortunate we don’t have a financial problem backing games. I can financially afford them; my real risk in ordering is not from the bank but the questioning from the RMN CFO.
Looking at Root: The Marauder Expansion number made me reconsider my entire preorder and Kickstarter listing. The first to fall was another Kickstarter campaign;Terraforming Mars: Ares Expedition (Stronghold Games). I got to thinking – the RMN Boys and I sorta fell off the boardgame bandwagon this winter. As the family returns to full employment leisure time is lost and boardgaming suffers. We like Terraforming Mars and a shorter version would be nice but the truth is I don’t think we are going to be bringing new games to the table anytime soon. With delivery forecast for September, well, I just don’t feel the urgency to back this game when I will probably be able to find it at retail later if we want to buy it. I also don’t see any “Kickstarter Exclusives” here that are appealing enough to sway me back towards a KS purchase. Indeed, most of the add-ons are not game, but accessory items. While I like to play Terraforming Mars it’s certainly not a lifestyle game for me.
“If a reader makes it about them then of course it won’t fit.” Well, I’ll just repeat what I wrote over at Armchair Dragoons, “At the end of the day it doesn’t actually matter. We are a community of gamers – full stop.”
Feature image courtesy Root: The Marauder Expansion Kickstarter campaign from Leder Games.
I was able to pull off an excellent local trade to land a copy of Chad Jensen’s Combat Commander: Pacific from GMT Games this week. It only cost me my 1984 copy of Ranger from Omega Games. This is my first foray into the Combat Commander series of tactical infantry games from GMT. As there were several snow days in my local area I had the opportunity to do a sort of “deep dive” into the game and get multiple plays in. My major discovery is that Combat Commander: Pacific may be built on many “new-age” mechanics but it is thematically highly realistic. Those thoughts will be the subject of a later posting.
In 1982, the Falklands War occurred at an important time in my wargaming career. I was in high school so “aware” enough to follow the geopolitics and I had friends with common wargame interests for playing game like Harpoon II (Adventure Games, 1983). So it was very interesting this week to read The Falklands Wargame which is an unclassified, publicly released study prepared in 1986 for the Strategy, Concepts, and Plans Directorate of the US Army Concepts Analysis Agency. What really caught my attention is the study lead was none other than CAPT Wayne P. Hughes, USN (Ret.) who wrote the foundational naval text Fleet Tactics and was greatly admired by the designers of the Harpoon series of naval wargames available these days from Admiralty Trilogy Group. It’s a very interesting document which has made me think of many of my Falklands wargames, especially those using the Harpoon series of rules. So of course, more thoughts to follow!
Got No Motherland Without: North Korea in Crisis and Cold War (Compass Games, 2021) to the gaming table several times this week. I played the solitaire module provided in the rules. Mechanically it works fine, though the hard part for me is now trying to get those mechanics to do what I need them to do. Component wise, well, this title is a bit of a miss. The red game board is good looking but all the red counters and markers get lost on it making it very hard to see the game state. More detailed thoughts are coming in the future.
<soapbox on> A shout out to Compass Games is also in order. There was a minor production issue with my copy of No Motherland Without but it was quickly resolved by Compass Games. Awesome customer service. And no, I didn’t mention it before because I was giving John and company a fair chance to resolve the issue which they did to my utmost satisfaction so I will commend, not condemn Compass publicly and share with you a positive story not an undeserved negative one. </soapbox off>
The Pratzen, Austerlitz 1805by Peter Perla from Canvas Temple Publishing will fund later today. As this posts I have less than 20 hours to resist temptation. Yeah, Napoleonics is not my thing but I absolutely respect Dr. Perla, love CTP productions, & would need a bigger gaming table.
With the arrival of new games and my “Falklands Excursion” this week the reading for My Kursk Kampaign was put on hold this week. As I resume my reading I am through the events of July 12, 1943 and the Battle of Prokharovka so now turn to the aftermath and follow-on actions – which means The Battle for Kursk: The Tigers are Burning, by Trevor Bender from RBM Studios should land on the gaming table again.
Deeper numbering of paragraphs to ease cross-reference
Consistency in terms & language
A rule book needs to be governed by a style guide. I won’t tell you what to use, but when you don’t it’s really noticeable! There is no one-size-fits-all solution. There is not a magical wargame rule book template that an aspiring (or well-established) designer can just download from the internet. What is needed is not a format as much as an attitude.
In a Twitter reply to my Armchair Dragoons article, Dan Bullock (@Bublublock) said, “Every time I see BWN referred to as medium complexity, I feel marvelously stupid.” Indeed, an underlying theme of my post this week, Hard Core #Wargame? Assault – Tactical Combat in Europe: 1985 (GDW, 1983) is complexity as how each individual sees it. In the case of Blue Water Navy a great deal of the complexity is learning complexity from the less-than-stellar written rules. In Assault for the mystery reviewer I talk about it appears mechanical complexity, i.e. using the game components, was far too complex for them. I feel a longer think-piece coming…but it’s not quite fully formed yet.
A Eurogame? I can hear you asking now, “Hey, RockyMountainNavy, has that quarantine thing sent you batty? I thought you were a wargamer?”
Yes, I am still a grognard, but I always look for new and innovative games. That’s why AuZtralia ended up in my collection. According to the ad copy:
AuZtralia is an adventure/exploration game for 1-4 players set in an alternate reality 1930s. The theme is inspired by Martin Wallace’s A Study in Emerald. Following the Restorationist war, the northern hemisphere lands lay poisoned and starvation was the norm. Intrepid adventurers set out to explore and settle new lands. Little did they know, after the war, the surviving Old Ones and their remaining loyal human armies made their way to the outback of Australia to lick their wounds.
Build a port, construct railways, mine and farm for food. You’ll need to prepare for the awakening. You’ll need to fight.
Everything you do in the game costs time, which is one of AuZtralia’s most valued resources.
At a point in time, the Old Ones will wake up and become an active player. They begin to reveal themselves and move, with potentially devastating outcomes.
You’ll need to prepare wisely for the awakening and may have to co-operate with others to defeat the most dangerous Old Ones.
Military units will help you to locate, fight and defend against the nightmarish beings that may be lurking on your doorstep. As well as hardware, you’ll need to recruit some Personalities who have the skills and resources to help you.
Well, that pretty much sums up the entire game. The first part of the game is almost a pure Eurogame; build railroads, farms, mine resources, and recruit Personalities with special powers. The key mechanic is Time. Everything you do takes Time.
Then the Old Ones start to awake. They stalk you. They Blight your farms. You have to defend yourself before they destroy everything, especially your Port.
This is when the “conflict” game starts. For those squeamish Eurogamers out there you can breathe easy because you don’t fight another player – you fight the Old Ones driven by their own deck of cards. There are even no dice in this game; everything is resolved by another special deck of cards. Players will need to cooperate to defeat the Old Ones. To use designer Brian Train’s description of another crossover game, it’s a “militarized Eurogame.” I prefer the term Waro.
AuZtralia is designed for 1-4 players. I played the Solo Mode. My randomly drawn Solo Objective was Frenetic Farmer – Reward: 20 VP, Place at least TWO of each type of Farm and end with at least FOUR non blighted Farms. Uh…alot easier said then done!
I lost, but I had a good deal of fun. Playtime was a little bit under an hour. As always the real stressor is finding the balance in time and resources between building your infrastructure and preparing – then fighting with – your military. This is not a serious game by any stretch of the imagination but nor is it cheesy. Strategy choices are real and supported by the game mechanics and play.
Looking at the BGG Stats on AuZtralia, I guess the boardgame community embraces the game far more than grognards. At the time of this writing, AuZtralia is ranked #682 Overall and the #362 Strategy Game. This makes it the #47 BGG Overall ranked game and the #10 BGG Strategy Game in my collection.*
That’s too bad. I know grognards often like to focus on “the fight” and don’t always want to be involved in the “why” or “how” of the situation. Especially if the “how” involves logistics (resources). AuZtralia challenges those notions by combining elements of a Eurogame with a wargame. The resulting Adventure game is both fun and interesting – even for this grognard.
*My Top 10 BGG Ranked Strategy Games in collection
Folded Space products are very unpretentious. A simple box with a cardstock sleeve. The TM insert comes in six sheets which you assemble yourself. The instructions in the box were titled, “FS-TERv2 insert compatible with Great Western Trail.” I got very worried when I looked at which component each tray was supposed to hold and found items like “clerics and wizards” or “lord cards.” Fearing I got a mispackaged box, I went to foldedspace.net but luckily it turns out the sheets in the box are the right ones just the instructions were ‘mixed up.’
Like the Scythe insert before, assembly was a breeze. I have the Terraforming Mars: Turmoil expansion but did not add it yet although the (correct) directions have a way to add it to the box.
Folded Space claims that the box lid closes flush, but not for me. The lift is not bad and since I store my box flat it really makes little difference.
All in all another great purchase and a fun coronapocalypse morning project. Now to get Terraforming Mars to the table….
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.
AS WE MOVE INTO THE HOLIDAY SEASON I am looking forward to the myriad of sales that are forthcoming from multiple game publishers. Well, at least the wargame publishers. The annual GMT Games sale is past and others are either underway or imminent.
Kickstarter doesn’t have any real ‘sales’ since their whole sell model is (supposedly) built on ‘deals’ for supporters. Timelines also are much different – order (and pay) now for promised delivery then. So in order to get something for the Christmas season it means making a commitment months (if not years) in advance…and just how many Kickstarter projects have actually delivered on time?
In the last year I supported more Kickstarter projects than ever before. I currently have five projects outstanding. I also am keeping my eye on several others that are closing in the next 20 days or less. What am I thinking?
This game looks incredible and highly innovative., but at $225 (GASP!) for the ‘Colonist – one way ticket’ level it’s wayyyyy too rich for me. This is also their first ‘creation” – I see lots of risk here. PASS.
I missed it but at $119 for the ‘Interplanetary Explorer’ level it’s a fair chunk-of-change to ask for during the holiday season when I am looking for economy in my purchases.
KICKSTARTER OF SHAME (1)
Cortex Prime: A Multi-Genre Modular Roleplaying Game (Cam Banks) / ‘Prime Softcover Plus’ level / Funded 29 May 2017(!) / Estimated delivery: April 2018 / LATE MAYBE NEVER
I pledged at time when it still looked like RPGs would be a major part of the gaming scene in the RockyMountainNavy house. Since then, I cooled considerably to RPGs. This campaign has seen the designer move to New Zealand (I’m not saying he took the money and ran but….) and an endless string of delays. In September 2019 the designer announced an alliance with a whole new company and a whole new production model – but no delivery date. Like others I tried reaching out to the campaign to get a refund. Like many others I am ignored.
Feature image courtesy entrepreneur.com / Game cover images courtesy BGG.com
SURVIVE: ESCAPE FROM ATLANTIS! MAY BE THE MOST MISNAMED GAME IN EXISTENCE. When I play, “survive” is the last thing I do. Maybe it’s the fact the RockyMountainNavy Boys take great pleasure in beating up on me. So, in a game that already raises “take that” to a legendary artform, why would I want more?
Cute meeples; or in this case, little meeple dolphins and squids.
Survive: Escape from Atlantis!, with both expansions, landed on the RockyMountainNavy Game Night table recently. The expansions were easy to incorporate and the Dive Dice makes for a nice element of randomness in creature movement that lacks in the base game. The game didn’t last any longer nor did the scores seem to suffer. That said, the strategy of moving creatures was elevated to a new level and became the major feature of the game.
I still lost as the RMN Boys conspired against me. Eventually, they turned against each other but not until I was far out of the game. RockyMountainNavy T got a runaway win as Youngest RMN realized, too late, that he had spent a whole lot of effort beating up on me while his brother quietly slipped explorers away. Final Score: 24-15-10.
Both expansions for Survive: Escape from Atlantis! were so easy to integrate I can’t foresee not playing with them in any future game. Maybe my luck will change and I will actually survive and win.
What do they say? “April showers bring spring May flowers?” Well, my gaming April was a drought.
April was also a very busy month outside of gaming. For the first time in a few years we took a family Spring Break vacation. Sorry friends, spending a week at DisneyWorld, even when not playing games, is quite the mental health break the family needed.
Not that the month was a total loss. I got three very exciting plays of Harold Buchanan’s excellent Campaigns of 1777 (Decision Games/Strategy & Tactics 316). After playing the full campaign first I went back and played the shorter scenarios. I strongly recommend that one play the shorter scenarios first and thenjump into the campaign; the locations and strategy decisions come easier and make more sense leading to a deeper game experience.
After two years of waiting (at least for me) it appears that the new edition of Conflict of Heroes: Storms of Steel! – Kursk 1943 (Academy Games) is getting real close (finally). According to a May 01 production update:
Production for ‘Conflict of Heroes – Storms of Steel 3rd Ed’ and ‘Conflict of Heroes – Awakening the Bear 3rd Ed’ is nearing completion! The Map Boards printed by Ludofact in Germany have arrived on the coast in Norfolk, VA and are working their way through customs. Once cleared, they will be shipped on to Ludofact USA to await the arrival of the rest of ‘Conflict of Heroes’ components being produced in China for final assembly.
The Chinese printer has completed production on the three (3!) individual Game Trayz that will be included in each game, dice, and cards. We just received final proofs for the unit counters, rule books, track sheets, etc. and have given approval for final production. We are implementing final tweaks to the SoS3 Mission book.
Our printer knows how important it is that we receive these games for early June release, so they are working diligently to get everything shipped soon. We are estimating they will be finished printing within the next two weeks for shipment to Ludofact USA for final assembly with the map boards. We are currently estimating we will receive the games for fulfillment by mid-June.
We had a lot of fun showing off the new maps and game system at Little Wars last weekend. Thanks for all of your great comments and those of you who kept coming back to play even more of the 3rd Ed Missions!
We want to thank everyone for their support, great suggestions, and feedback on the 3rd Ed Conflict of Heroes system.
Looking at the 1300+ comments on the Kickstarter and at least one forum on BoardGameGeek it appears that there are critics out there. The main criticism appears to be that folks don’t like the way Stronghold is running this campaign. Specifically, they dislike the lack of stretch goals. They accuse Stronghold of using Kickstarter as a glorified pre-order system. They also don’t feel the inclusion of new player boards is needed and is driving the price point ($34) up.
Hey, Knuckleheads. Welcome the world of wargamers. Oh, and you don’t matter.
You say “everybody who wanted new player boards already has them.” Except me and 19,000+ fellow players I guess.
You say, “there are no stretch goals.” Right…and 19,000+ supports and nearly $1million says they ain’t needed.
Here’s an incredible figure. According to BoardGameGeek, 49,000 people own Terraforming Mars. Now 19,000+ are backing the expansion. No matter how you look at those numbers, that’s the definition of popularity and success.
Congratulations to Stephen Buonocore and Stronghold Games for showing the hobby boardgame community what a successful Kickstater campaign can look like…