I've had some time over the last few days to start really stepping out on my plan for "East India Company." I've completed a survey of candidate publishers. I've decided that I should have a second prototype in hand ready to ship in the event that I get a positive response from a submission letter. So my current effort is geared toward making a second prototype that reflects the lessons I've learned from my first printing foray and from the playtesting I've done with it.
Ridere, ludere, hoc est vivere.
Monday, April 22, 2013
Sunday, April 21, 2013
Sunday afternoon Probe
This afternoon we had a family game of Probe (Parker Brothers, 1964), an old stand-by that we played way back when we were kids and that we have since passed down to the next generation. I managed to guess Kathy's diaphragm under the "Interruptive Rule" with five letters unexposed, which gave me a 100-point bonus. The 17-year-old's fax lasted a long time, until his having to expose blanks made obvious just how short his word was. The 12-year-old's toxicity lasted the longest; Kathy managed to guess it at her very last opportunity before the end of the game. My wishful was guessed the earliest in the game, but I ended up with the high score and the win.
Saturday, April 20, 2013
Hive at work, and the Top Ten Lunch Break Games
Today my friend Glenn Weeks and I got together during our lunch break at work, and we took advantage of the opportunity to play a game of Hive (designer and artist John Yianni, publisher Gen42). This turned out to be the perfect lunch break game for two. It occupies very little table real estate, takes less than five minutes to teach, and has a playing time of about 15 or 20 minutes.
Wednesday, April 10, 2013
"For the Win" on the deck
| For the Win final position |
Sunday, April 7, 2013
Signs of spring: The first backyard boardgame of 2013
Spring has made its long-awaited appearance here in northern Virginia. The birds are singing, the Washington Nationals are winning (or at least they were before they went to Cincinnati), and the boardgames have finally started to come outside.
Saturday, April 6, 2013
Back to Midway
On Wednesday, Frank Hodge and I returned to fight the battle of Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill). Frank has spent considerable time refining his variable order of battle to the AH classic, and this time we had quite a lot of fun beefing up both fleets to fight the battle in grand style. A significant change that we prefer is that the Japanese invasion force is represented by five AP transports, rather than abstractly handled with the cruiser Atago according the rules. The only other variation we added was the submarine optional rule from Alan R. Moon's "Pacific Theatre via Midway" article. We didn't use B-17's in this game, and we didn't miss them.
Wednesday, March 27, 2013
Boats, coffee, and gladiators: Gaming after work
Yesterday after work, a bunch of us gathered for games at our Friendly Local Game Store (FLGS) Game Parlor Chantilly.
Tsuro of the Seas
Not all of us had arrived before five of us (Keith Ferguson, Carson, Brian, Grant Greffey, and myself) got impatient enough to start a quick game of Tsuro of the Seas (designers Tom McMurchie and Jordan Weisman; artists Ilonka Sauciuc and Dawne Weisman; publisher Calliope Games). In our limited experience with this game, the dragons that were added to the original Tsuro only serve to prolong the game and randomize the outcome, so we elected to play with just the original rules and no dragons. I didn't realize until at least halfway into the game that the TotS board is actually larger than the original - I think seven-by-seven squares rather than six-by-six. Regardless, the game play is largely the same, and with five players, it unfolds much as you would expect. Four of us made something of a beeline for the center, while Grant meandered in looking for a good opening. Of course, once the wakes start to meet and players find themselves facing the same empty tile space, the real strategy comes in. Tom and Traci M. arrived just as things were getting frantic, and it wasn't five minutes before players started falling off the map one by one until I had the last boat left facing the last empty tile space on the board to win the game.
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| (c) Calliope Games Used by persmission |
Not all of us had arrived before five of us (Keith Ferguson, Carson, Brian, Grant Greffey, and myself) got impatient enough to start a quick game of Tsuro of the Seas (designers Tom McMurchie and Jordan Weisman; artists Ilonka Sauciuc and Dawne Weisman; publisher Calliope Games). In our limited experience with this game, the dragons that were added to the original Tsuro only serve to prolong the game and randomize the outcome, so we elected to play with just the original rules and no dragons. I didn't realize until at least halfway into the game that the TotS board is actually larger than the original - I think seven-by-seven squares rather than six-by-six. Regardless, the game play is largely the same, and with five players, it unfolds much as you would expect. Four of us made something of a beeline for the center, while Grant meandered in looking for a good opening. Of course, once the wakes start to meet and players find themselves facing the same empty tile space, the real strategy comes in. Tom and Traci M. arrived just as things were getting frantic, and it wasn't five minutes before players started falling off the map one by one until I had the last boat left facing the last empty tile space on the board to win the game.
Monday, March 25, 2013
Could 1955 go on forever?
For Christmas, my friend Paul R. gave me 1955: The War of Espionage (designer Kevin Nunn, artist Haley Ross, publisher APE Games). I had it very high on my wishlist after some positive mention on DiceHateMe's "State of Games" podcast (starting at 42:45) as a nice tight two-player game. Kathy and I played it once before a few weeks ago (which she won by securing my home country), and tonight we thought we'd bring it out and try it again.
Thursday, March 21, 2013
Numerical analysis of "East India Company"
At UnPub 3, during the three-player playtest of "East India Company," Ben Rosset expressed concern that in the game, the dividend track wasn't rewarding enough to justify the cost. He felt that in general, money can be better spent on ships and goods that will yield a better return on investment than declaring dividends. It was an observation that I took very seriously; I hadn't had a playtest in which anybody completely ignored the dividend track before. I wondered if it was a weakness that would emerge with extensive play and end up being a superfluous element of the game.
Tuesday, March 19, 2013
Dice Hate Me trifecta!
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| (c) Dice Hate Me Games Used by permission |
Saturday, March 16, 2013
Stalemate at Santa Cruz
In our "Pacific Theatre via Midway" campaign series, my friend Frank Hodge and I clashed once more in the Coral Sea, this time in the Santa Cruz scenario of Alan R. Moon's expansion to the Avalon Hill classic Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill). Once more, I assumed command of the U.S. Navy forces while Frank controlled the fleet of the Imperial Japanese Navy.
Saturday, March 9, 2013
Mr. Jack makes a first impression
One of my PrezCon auction store acquisitions was Mr. Jack (designers Bruno Cathala and Ludovic
Maublanc, artist Pierô, publisher Hurrican). I'd run across it in a number of people's list of favorite two-player games, and reviews really impressed me. The only reason I'd hesitated in the past to pick it up was its association with Jack the Ripper. I've written a couple of times about the ethical implications of game theme, and I was concerned that, like Letters from Whitechapel, this game would cross a line for me. But I recently read a review that indicated that Mr.J does not have the "Jack" player trying to perpetrate murder (as does LfW) but instead attempting to escape apprehension for an unspecified (if tacitly understood) crime. In this respect, Mr.J is strictly a cat-and-mouse deduction game, and with that understanding, I thought I would pick it up and give it a try.
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| (c) Hurrican Games Used by permission |
Thursday, March 7, 2013
Excellence in Game Design - Leslie Scott
I received the January issue of the "Business of Play Inventor Newsletter" recently. This newsletter covers the events surrounding the Chicago Toy and Game Fair, an annual occasion in November that includes a series of multiple of events, to include the International Toy and Game Innovation Conference (T&GCon), the International Summit for Professional Inventors (I-SPI), and the Toy and Game Inventor of the Year (TAGIE) Awards.
Wednesday, February 27, 2013
PrezCon 2013 - Sunday
The final day of PrezCon saw me sleeping in just a little too late to make the final heat of Settlers of Catan. So this year was the first time missing the SoC tournament since I first came to PrezCon some six years ago. It was SoC that first attracted me to the Winter Nationals, with the prospect of winning the regional qualifier and going to the national championship. But that's okay. Because later that morning, another game that I like just as much as SoC started up.
Tuesday, February 26, 2013
PrezCon 2013 - Saturday
Spartacus: A Game of Blood and Treachery
On Friday, during my walk-through of the vendor area, I'd seen Spartacus (designers Aaron Dill, John Kovaleski, and Sean Sweigart; artist Charles Woods; publisher Gale Force 9) laid out at the Gale Force 9 booth. In fact, it was the only game that GF9 was selling at PrezCon. The demo at the booth had given me a mistaken first impression: The rep behind the table started talking about the combat mechanics, which seemed good but not great as skirmish mechanics go. He kept saying, "There's a whole lot of other stuff with influence and bribery that's really important, too," but the impression that I left with was that the combat was central and that there was some kind of wagering that went on around it. I just wasn't impressed. That is, until Saturday...
On Friday, during my walk-through of the vendor area, I'd seen Spartacus (designers Aaron Dill, John Kovaleski, and Sean Sweigart; artist Charles Woods; publisher Gale Force 9) laid out at the Gale Force 9 booth. In fact, it was the only game that GF9 was selling at PrezCon. The demo at the booth had given me a mistaken first impression: The rep behind the table started talking about the combat mechanics, which seemed good but not great as skirmish mechanics go. He kept saying, "There's a whole lot of other stuff with influence and bribery that's really important, too," but the impression that I left with was that the combat was central and that there was some kind of wagering that went on around it. I just wasn't impressed. That is, until Saturday...
Sunday, February 24, 2013
PrezCon 2013 - Friday
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| (c) Meridae Games Used by permission |
Glenn and I met Doug Bass of Meridae Games for a demo of Garden Dice (designer Doug Bass, artist Joshua Cappel, publisher Meridae), which I'd seen on Kickstarter and which is now available. Garden Dice is an interesting game of dice allocation in which players use a roll of four dice to acquire seeds of various values, plant them in a garden based on grid coordinates from two of the dice, and subsequently water and harvest them for points. There are run and set-collection bonus scores at the end of the game. The most interesting part is the geographic element. Watering higher-value plants benefits adjacent lower-value plants, regardless of who owns them, so there is an opportunity to take advantage of an opponent's placement to get watering and harvesting actions for free. Players also can add a sundial to the garden to modify the grid coordinate dice rolls or a garden gnome to improve rolls for acquiring seed, watering plants, and harvesting vegetables. Players can further introduce a bird to the garden to eat other players' seed or a rabbit to eat vegetables before they are harvested, although seed can be protected by an upgrade of the sundial to a scarecrow.
Saturday, February 23, 2013
PrezCon 2013 - Thursday
It's good to be at PrezCon. It's always good to be here. These posts are going to be quick and messy....
Friday, February 8, 2013
Countdown to PrezCon
Okay, it's that time of year when my favorite convention, PrezCon, happens in Charlottesville, Virginia, the week of President's Day. I've got a preliminary schedule laid out, which is pretty much carved in sand - except, that is, for Pillars of the Earth, which stands like an immense cathedral, a great pillar, on the landscape of my convention plan. (I'm running the PotE tournament, so I'm pretty committed to it.)
Tuesday, February 5, 2013
Multi-player games for two players
Ryan Metzler recently posted a top-ten video of his favorite multi-player games for two players - that is, games made for two or more players but that are his favorites as two-player games. His video is both quick and informative, and I bumped up a number of games on my wishlist as a result.
Monday, February 4, 2013
Eastern Solomons campaign
About a month ago, my serial Midway opponent Frank H. and I got together for another scenario from the Alan R. Moon variant, "Pacific Theatre via Midway." We returned to the Coral Sea, this time to fight the "Battle of the Eastern Solomons" (Midway designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill).
Saturday, February 2, 2013
Sunrise Serenade
Sunday, January 27, 2013
UnPub 3 Part IV: Brewing beer and getting GIPF
Brewmasters
In the last prototype game that I played at UnPub 3, I joined Chris Kirkman and Ben Rosset in a three-player round of Ben's "Brewmasters." I have to say, this game is neck-and-neck with "Post Position" for my favorite game of all of those that I played at UnPub. Players represent presidents of microbreweries, and the goal is to score the most points by producing beer. Beer options include basic, tried-and-true recipes like porter, stout, and ale, while other more exotic concoctions like "pumpkin spice ale" score more points per unit brewed. Players need to manage not only the acquisition of ingredients but the throughput of the brewing operation, from storage to fermenting to bottling to shipping.
| Chris Kirkman (left) fermenting a concoction in "Brewmasters" by Ben Rosset (right) |
Friday, January 25, 2013
UnPub 3 Part III: Three players, four publishers, and plenty of pancakes
East India Company - Three-player playtest
Late on the first day of UnPub 3, designers Ben Rosset and Stephen Craig joined me for a three-player game of EIC. This game unfolded in a couple of unusual ways. Ben gradually built up his fleet until he had four ships - two small, two medium - and fell into a pattern in which his four ships went to four different colonies, bought four different goods, and returned to Europe to unload all four ships in the same turn. It was kind of an odd cycle, but it worked, because the diversification of commodities meant that he wasn't competing with himself. Stephen tried a couple of different things before he eventually invested in a big ship and started making the long China spice run. I think he might have made that trip twice by the end of the game. I decided to try the "chaining markets" strategy of buying tobacco in one place, bringing it to another colony that bought tobacco and sold ivory, buying ivory to bring it somewhere else that bought ivory, and so on. My method must have worked, because I ended up winning in a pretty narrow range of scores. Although the game ran 150 minutes (a little on the long side for a three-player game), I was pretty happy with how it turned out.
| Ben Rosset (left) and Stephen Craig clearly enjoying the game playing excitement that is "East India Company" |
Thursday, January 24, 2013
UnPub 3 Part II: Pig Pen, Playtesting, and Post Position
| Kevin Kulp (left) explains Pig Pen to Jesse Catron (right) and another gamer at UnPub3 |
I first met designer Kevin Kulp at Congress of Gamers last October, when he playtested "East India Company." He'd mentioned his set-building card game Pig Pen, but I never got to try it out at CoG. So I was glad to find him and learn the game in a three-player session. Pig Pen is just a fun, crazy draw-one-play-one game of assembling a pig pen consisting of four fences or walls, a gate, and a feed card. Once those pieces are in place, a player can draw a pig and keep it in the pen - at least until something bad happens, such as an opponent taking a chainsaw to your wooden fence or detonating dynamite on your brick wall. Then you've got one turn to repair the damage, or your pig runs away, potentially into the waiting arms of another player. Oh, the betrayal!
Wednesday, January 23, 2013
UnPub3 Part I: Power Playtesting
I have begun to catch up on my sleep, and now I will begin to catch up on my blogging with a series of posts on last weekend's UnPub 3 event in Magnolia, Delaware, where 45 designers plus other gamers convened to playtest unpublished games in an open forum over two days.Friday, January 4, 2013
New Year's Renaissance
The last several years, I've hosted a big game at my house on New Year's Day. In January 2009, we played a Wooden Ships and Iron Men fleet action. On New Years in 2011 was a multi-player game of PanzerBlitz. Last year we played History of the World. This year, Keith F., Brian G., Glenn W., and W.J.G. joined me to advance the civilization and develop the markets of Europe with the epic game Age of Renaissance (designers Don Greenwood and Jared Scarborough, artists Stephen Langmead and Kurt Miller, publisher Avalon Hill).
Tuesday, December 25, 2012
Family playtest of East India Company
My mother-in-law Agnes enjoys the occasional boardgame, and she is not afraid to try out something new. She was even one of my early playtesters of East India Company in its most rudimentary form. Sunday afternoon, she agreed to revisit the game in its latest rendition, along with my wife Kathy and son Patrick. I am grateful to get this shakedown of the current form of rules about three weeks prior to the Unpub 3 event in Dover on Martin Luther King weekend.
Saturday, December 22, 2012
Shadows and Assassins
Last Tuesday night my friends and I played an "after school special," a gaming get-together after work at Game Parlor in Chantilly, Virginia. There's one almost every week, but I usually only get to about one a month, so I always enjoy the opportunity to get with a larger group and play something different.
Friday, December 14, 2012
Wiping out Pandemic
It has been a long time since Kathy and I have beaten Pandemic (designer Matt Leacock, artists Josh Cappel and Régis Moulun, publisher Z-Man Games). We usually don't play it in a two-player setting, but today I got a hankering to pull it out again, and I'm glad we did. Since we had such early success with the game in "easy" mode, we've been playing in "normal" mode for quite some time but somehow never managed to beat it at that level of difficulty. We've run out of cubes of a color, we've reached the end of the Outbreak track, we've run out of player cards ... basically we've lost every way there is to lose.
Tuesday, December 11, 2012
WBC: Thinking about August in December
I'll preface my remarks by stipulating that I am a relatively new member of the Boardgame Players Association, and all I know is based on what I read in the newsletter and elsewhere online. None of this represents any kind of official news or information from the BPA. Caveat lector.
Thursday, December 6, 2012
Clash on the Coral Sea
My friend and colleague Frank H. and I met again over the game table. Over the last few months we've played three rounds of Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill) with a number of optional rules attached. This time, Frank broke out his copy of the "Coral Sea" expansion, and we set our clocks back to May 1942 to determine the fate of Port Moresby, New Guinea.
Saturday, December 1, 2012
Bellwether interview
About once a month, Bellwether Games interviews a game designer on their blog. Over the last year and a half, they've asked some illuminating questions of designers in the field. This month, they were gracious enough to ask me to take a turn in the barrel, and I took full advantage of the opportunity to espouse my thoughts on games and game design.
Oh, and by the way, I happened to notice (no, they didn't ask me to mention) that Bellwether is selling Drop Site (designer Dennis Hoyle, artists Guray Emen and Paolo Vallerga) at 30% off, plus free shipping. I first heard of this game when it won the Carta Mundi prize for Best Card Game in the 2010 Premio Archimede game design competition. I haven't played it myself, but from what I've read, it looks like an excellent candidate for a stocking stuffer.
Oh, and by the way, I happened to notice (no, they didn't ask me to mention) that Bellwether is selling Drop Site (designer Dennis Hoyle, artists Guray Emen and Paolo Vallerga) at 30% off, plus free shipping. I first heard of this game when it won the Carta Mundi prize for Best Card Game in the 2010 Premio Archimede game design competition. I haven't played it myself, but from what I've read, it looks like an excellent candidate for a stocking stuffer.
Go forth and see last month's answers
Tom Gurganus posed a provocative "Question of the Month" for October: "Where are the new game mechanisms?" He received a fascinating variety of answers from a number of thoughtful designers. Worth a perusal.
Coming up: An interview with Bellwether Games
Coming up: An interview with Bellwether Games
Friday, November 23, 2012
Holiday gift guide
| (c) boardgamegeek.com Used by permission |
The boardgamegeek holiday list has but two shortcomings. First, it does not include my own Trains Planes and Automobiles, which is appropriate for any family with kids ages eight and up. (Okay, shameless self-promotion complete. Moving on.)
Thursday, November 22, 2012
A game of "A Game of Thrones"
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| (c) Fantasy Flight Games Used by permission |
Sunday, November 18, 2012
Rules redlines
| East India Company prototype photo |
Friday, November 16, 2012
Carthage and Old Dominion
| Pondering my next action in Traders of Carthage |
Wednesday, November 14, 2012
Trade triangles in "East India Company"
Monday, November 12, 2012
Tsuro, Settlers, and Time Travellers
Tsuro
One of my posts last Thursday described my initial impression of Tsuro of the Seas, a recent variation on the Calliope Games gem Tsuro (designer Tom McMurchie; artists Shane Small, Cathy Brigg, and Sarah Phelps; publisher Calliope Games). Playing TotS made me want to revisit the original Tsuro, which my good friend Grant Greffey had given us for Christmas a couple of years ago. As it happened, we had in turn recently given a copy to our friend Jeff, so on the occasion of having a number of friends over for dinner and games, he was happy to break it out and give it a spin.
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| (c) Calliope Games. Used by permission |
Thursday, November 8, 2012
Running the numbers in East India Company
I've mentioned several times that I'm worried about game length in "East India Company." Each turn has a "New Colony Phase" in which a tile is drawn from a bag and added to one of the seven colonies on the board. There are 21 tiles, three for each colony. My previous rules held that the tile draw would trigger game end when all seven colonies had at least two tiles. But the Congress of Gamers playtest ran the maximum possible length, when the second China tile didn't come out until all 18 tiles on the other six colonies had been drawn. That turned out to be too long.
After-school special: East India and Tsuro of the Seas
My friends Frank Hodge, Keith Ferguson, and Mike R. and I got together this evening for a couple of games at Game Parlor in Chantilly, Virginia, after work today.
East India Company
The guys were gracious enough to agree to another playtest of "East India Company." It was Mike's first time with it, but Keith and Frank had each played at least once. As I mentioned in my previous post, I increased the ship speeds, allowed for ship upgrades as an alternative to building ships, and added a new game-end trigger condition. The first two measures were intended to improve the cost-effectiveness of investing in ships, and the third was intended to shorten overall game length.
East India Company
The guys were gracious enough to agree to another playtest of "East India Company." It was Mike's first time with it, but Keith and Frank had each played at least once. As I mentioned in my previous post, I increased the ship speeds, allowed for ship upgrades as an alternative to building ships, and added a new game-end trigger condition. The first two measures were intended to improve the cost-effectiveness of investing in ships, and the third was intended to shorten overall game length.
Wednesday, November 7, 2012
Playtesting preparations
Tomorrow after work I plan to bring my prototype of "East India Company" to Game Parlor in Chantilly, Virginia, for a playtest session with some of my gaming buddies. One problem I had with this prototype at the UnPub ProtoZone event at Congress of Gamers last month was that the labels I had made for the ships didn't stick well to the spray-painted basswood ship pieces that I'd made. So I spent this evening re-gluing all the labels with Elmer's white glue. I'll leave them to dry overnight in the hope that they won't start peeling off again tomorrow afternoon.
Sunday, November 4, 2012
Reading all the rules
I can't count the number of times I've gotten rules wrong in learning boardgames. It seems as though every time I learn a game for the first time, I get something wrong. Even worse, I am often the person in the group charged with reading the rules and then explaining the game to the other player(s), so I propagate my misunderstanding to other innocent souls.
Friday, November 2, 2012
Close Camels in Samarkand
Cocktail hour came with camels, pretzel chips, and hummus as we broke out Samarkand: Routes to Riches (designers David V.H. Peters and Harry Wu, artist Jo Hartwig, publisher Queen Games). I really like this game of Middle East merchant families and camel caravans. Both Kathy and I have come to appreciate the scoring focus on expanding trading routes to products whose cards we hold and especially on forming trade relationships between families in which we have an interest.
Tuesday, October 30, 2012
Lessons Learned in Le Havre
For today's cocktail hour game, Kathy and I selected one that we both like but are still getting the hang of, the worker-placement masterpiece Le Havre (designer Uwe Rosenberg, artists Klemens Franz and Uwe Rosenberg, publisher Lookout Games [website in German]). We've played three times before; Kathy won the first two, and I managed to win the last one. This time we fell into a familiar pattern - Kathy kept beating me to the punch, with the knockout blow being a big shipment of leather and bread for 26 Francs. I had some high-point buildings, plus both an iron ship and a steel ship, but it wasn't enough to overcome Kathy's strong position (including the 22-point steel mill), so she won 117 to 96.
Monday, October 29, 2012
Is two-player St. Petersburg a runaway?
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| (c) Rio Grande Games Used by permission |
Thursday, October 25, 2012
Changing history and other fun things with card games
I had a string of boardgame losses last week. My last post recounted my thumping at the hands of Frank H. in Midway. The next evening, my wife Kathy beat me in 7 Wonders with the Pyramids of Giza over my Statue of Zeus in Olympia. And then the following afternoon, she beat me in one of our very favorite games, Citadels in which we used the alternate Tax Collector and Abbott.
Thursday, October 18, 2012
Mauled at Midway
This evening after work, my colleague Frank H. and I met for a reprise of our customary (if infrequent) game of Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill). Last time, we'd introduced a few rules modifications from the Wargamers Guide to Midway, most notably a variable order of battle (OOB) based on a chit draw. Well, apparently that inspired Frank dramatically, because he spent quite a bit of time researching and revising the possible alternate OOBs as well as other optional rules, so that the game we played today was a considerably souped-up version of the Avalon Hill classic.
Monday, October 15, 2012
Washout
This afternoon's backyard boardgame session was cut short by Mother Nature. We finished a quick game of Pirateer, but we hadn't got very far into a round of Ingenious Challenges: "Dice Challenge" before rain unexpectedly intervened and chased us inside. That's the first time we've ever had a game interrupted by weather.
Sunday, October 14, 2012
Backyard Traders of Carthage
My wife and I love this time of year. The crisp air and the fall foliage call us to our backyard refuge, where we start a little fire in the firebowl, set out the cheese and crackers and cocktails, and play our afternoon game. Today it was our new favorite, a bring-and-buy acquisition at Congress of Gamers - Traders of Carthage (designer Susumu Kawasaki, artists Peter Gifford and You Satouchi, publisher Z-man).
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