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QUICK PLAYS & REVIEWS

The last couple of weeks I enjoyed quite a number of great games, in particular the opportunities to game have come from outside of my normal gaming circles which made for some very interesting and fun experiences.

Deception Murder in Hong Kong
Score: 4 christmas_starchristmas_starchristmas_starchristmas_star

I picked this game up on a whim and while it was very well received among my standard gaming group, to the surprise of no one, it was particularly interesting to see how it held up among non-gamers.  I took this bad boy with me on a family skiing trip and we played it several times with people who quite literally had their first modern board gaming experience.

Whether your a gamer or not, everyone loves solving mysteries, making deception a truly universal game that can reach everyone.

In a 8 player game Deception Murder in Hong Kong not only held up but was a hit in the purest sense.  It engaged everyone, the discussions went off the rails and we spent the evening confused, accusing and counter accusing each other all night.  It was a blast!

Its really no surprise to me that this game is held in such a high regard, while the premise is simple, there is something about trying to unravel a mystery that is universally human and Deception Murder really taps into that with perfection.  I have quite a few different social deduction games and while I love them all, I think this one is probably one of my favorites at the moment.    Highly recommended.

Camel Cup
Score: 3 christmas_starchristmas_starchristmas_star

Sometimes called Camel Up, this race betting game is not something that I would ever bring to board game night at the club, but as a family game, Camel Cup really has just enough game in it to keep an old school gamer like me invested, while being sufficiently silly and simple for non-gamers and casuals.    I was really surprised by this one, I mainly bought it for the kids, but I really wasn’t expecting it to make my personal shelf.

Camel Cup makes getting the family to the gaming table very easy, gambling is just something that appeals to everyone when its not for real money.

Camel Cup is essentially a gambling game and I think that in itself is really where casual family games do really well.  Gambling mechanics ensure that no one is expecting to win based on “strategic play”, you sort of push your luck, roll  the dice and hope for the best, but Camel Cup does offer up just enough decision to trick you into thinking you might just be able to out think your opponents.  As a family game, this is among the best I have played in recent years.  Light hearted fun for the win.

Grimslingers
Score: 3 christmas_starchristmas_starchristmas_star

A friend of mine picked this one up on a whim, I think mainly because he liked the theme and art work.  We weren’t expecting much from it when we dropped it on the table, but to our surprise, it was actually super fun.

Some of the coolest art in one of the best themes in a card game I have seen in a long time.

With fantastic artwork, and kind of a weird science-fiction western theme where you can be a gun wielding cat (for example), this is a game effectively about trying to outguess your opponents, read their mind and asses “the most likely plays”.  I can see how this game might land a bit flat if you played it with strangers, but among friends, people who you know a thing or two about the personalities, this one flourishes.  Its really just a mind game, one with simple mechanics and plenty of interesting decesions.

While I enjoyed it one on one, I think this one in particular was much better with 3+ players.  Really cool concept, a simple game that gets everyone involved instantly.  Like it a lot!

Kingdomes
Score: 3 christmas_starchristmas_starchristmas_star

This Knizia classic is actually one of the few games from this designer I like.  While its a bit mathy, I think I like it because its very intelligent while being very easy to teach so you can introduce it to a group of non-gamers and they won’t feel like idiots.  It rely’s less on your skill as a gamer and more just on plain old fashioned intelligence.

I don’t like math, but this game somehow manages to make it fun.

It makes a good “camping” game, as it takes up very little space (at least the old version which I have).  Always really liked this one for non-gamer gaming.

Roll For The Galaxy
Score: Full Review Coming Soon

Man I feel like I’m talking about this game all the time right now, but it really hit on all pistons for me.  Its really hard for me to say exactly what it is about this game that “does it for me”, but I believe its kind of a combination of simplicity, science-fiction theme, dice element not driven by luck yet with strategic depth that really requires a lot of exploration.

One of the biggest surprises for me in a very long time.

I loved the game it was based on “Race for the Galaxy”, but I always struggled with that one mainly because its such a bitch to teach.  Roll for the Galaxy captures all the same elements of Race For The Galaxy, yet manages to be far simpler to teach, yet still has that “impossible to master element”.

Just a fantastic all around game, so much more then the sum of its parts.

 

Getting Started with Miniature Games

I get quite a few E-mail questions and actually get involved in quite a few conversation about paint/assemble style miniatures games, especially recently with Fantasy Flight Games announcement to make Rune Wars the miniature game.  Now ordinarily while I like the conversations and have interest in the games, I avoid getting involved personally in paint/assemble games which is why I don’t have very many articles about miniatures games outside of the pre-painted stuff like X-Wing and Armada which don’t really fall fully into that paint/assemble hobby genre.  Recently however I have decided to get involved in a game called Bolt Action and so I picked up some of these old E-mail questions and thought based on some of those questions I would create a kind of guide to paint/assemble miniatures games given that I have been doing a lot of my own research in preparation for my own little venture.

Now Bolt Action won’t be my first venture into the paint/assemble hobby.  I did a stint with Warhammer Fantasy and a pretty long stint with Warhammer 40k as well as some War Machines.  Those experience have taught me a great deal mostly in what to avoid in the hobby.  So here are a few tips and tricks to getting involved in the hobby, hope you find it helpful.

Start slow and stay slow

Gamers are a very excitable bunch and we are pretty quick to whip out our credit cards with imagery in our heads of a 3000 point army with fully realized terrain in epic level war games.  I mean, believe me I get it and I have fallen victim to the hype and over excitement of out of control spending.  Here is the reality however, in particular if you are just starting out.

First and foremost, it takes many hours to assemble and paint a miniature army.  If you are just starting out looking at a box of unopened miniatures you are still many, many hours away from playing not to mention quite a ways from understanding what impact each model/unit will have, understanding the rules and impact of the rules in actual play and how that applies to the army your building.

Secondly it always takes at least two to tango so while you might have a 3,000 point army ready to rock the people you are going to play with might not.  Its quite important that you and the people you intend to play with are somewhat in sync in terms of point values, special rules, factions etc.. so that you don’t end up spending a lot of time getting models ready that you aren’t going to get a chance to use.

All mini gamers imagine grand battles on massive tables like this but it takes hundreds of hours and dollars before you get here. You will want to make sure you really love it before you embark on a big project like this.
All mini gamers imagine grand battles on massive tables like this but it takes hundreds of hours and dollars before you get here. You will want to make sure you really love it before you embark on a big project like this.

Finally you don’t even know if you are actually going to like the game you have chosen, miniature games come in all shapes and sizes.  Research is important and sufficient to decide your interest but it’s not going to help you decide the specifics of your army, units and style of play you will eventually choose. You need multiple gameplay experiences to really understand whether this is just hype or a real long term love for the hobby as well as deciding whether X or Y army is right for you.

Starting slow simply means to get enough miniatures to get a minimum game going and get that army ready.  You will realize that painting even a small army is a big commitment and those early first few games are going to help drive your decisions about the game which will likely look very different to you then what you conceive just from reading of the rules or looking at cool pictures of fully painted armies.

For example you might realize you’re not happy with the particular faction/army you have chosen, or you might realize that some of the units you thought would be awesome are underpowered or don’t fit your play style.  You might also realize that at 500 points the game is already taking 3-4 hours more than you thought and playing a 2,000 point game is just going to be too big.  Or you might realize you don’t like the actual game at all, a really tough pill to swallow after spending many hours and dollars on a game.

Not all miniature games require you to paint hundreds of miniatures. Games like Warmachine keep the model count small and may be more suitable for those of you looking to spend lots of hours focused on single miniatures.
Not all miniature games require you to paint hundreds of miniatures. Games like Warmachine keep the model count small and may be more suitable for those of you looking to spend lots of hours focused on single miniatures.

The point here is that there is absolutely no reason to rush into things.  If you found a game you’re interested in, pick up a basic set, paint some miniatures and play a few games to make sure it’s something that will really stick both for yourself and your gaming group.

You will find a lot of people online who have huge armies with no one to play with them, or people who don’t like the faction they chose after spending hundreds of hours meticulously painting them.  Don’t be that guy, it’s a miserable experience (take it from someone who has made some bad choices).  You really want to take your time here, get the experience at a nice slow and steady pace and ease your way into the hobby.  You will thank yourself later.

When I chose bolt action as a mini game I will play, I started by reading the books for the game first. This is a nice slow way to ease into your decision about a game.
When I chose bolt action as a mini game I will play, I started by reading the books for the game first. This is a nice slow way to ease into your decision about a game.

Weigh your options carefully, don’t over-commit or make rash decisions

Most miniature games will offer you a wide variety of armies or factions options, but once you have chosen one you will find that you have to make other more specific commitments when making decisions about what to buy, assemble and paint.  Everything from color schemes, to unit types or even specific types of equipment for specific unit types will be important, ultimately defining your experience.  For example in Bolt Action you have to decide whether the NCO in infantry unit will have a regular rifle or a sub-machine gun.  This is a very simple decision, but it puts to question what the goal of that unit will be in your army, what range you will place them in during battles, how that weapon will be leveraged. These decisions can get far more complex than that, but they will often impact your army’s effectiveness and you will usually have to make them before you ever actually get an opportunity to put them on the table.

In bolt action what weapon you give your HQ choice is a permenant part of a model. If you choose a sword and realize later you wished he had a sub-machine gun you will have to buy/assemble/paint a new model. So making sure you know what the benefits and drawbacks to that choice are is important and will have impact on your options during the games you play.
In bolt action what weapon you give your HQ choice is a permanent part of a model. If you choose a sword and realize later you wished he had a sub-machine gun you will have to buy/assemble/paint a new model. So making sure you know what the benefits and drawbacks to that choice are is important and will have impact on your options during the games you play.

It can be tough to make these decisions and it’s why you really want to build your army from the smallest point count possible with the most general and simplest decisions made first.  If you are unsure which tank to take or which giant robot is best, don’t decide at all, make the decisions you are certain about instead.  For example in most games every faction has a sort of staple, base unit type be it some sort of infantry unit or something along those lines.  Start with those.  They aren’t as fancy and awesome as putting up a monster model on the table but they usually require less knowledge of the game and have fewer options to weigh, so do those first.  Play with them, gain experience in the game and from there you will find making the more difficult decisions easier.

Metaphorically speaking, don't try to re-create a 5,000 point battle of Hoth on your first game. By the time your done prepping the game will be in its next edition. Start small and work your way up to magical moments like this. When your experienced, you will enjoy them a lot more.
Metaphorically speaking, don’t try to re-create a 5,000 point battle of Hoth on your first game. By the time your done prepping the game will be in its next edition. Start small and work your way up to magical moments like this. When your experienced, you will enjoy them a lot more.

In Bolt Action for example if you choose Japan (which I have) as your faction you have a choice of 20+ different tanks from light fast ones to big heavy ones and everything in between.  Each has different effects, abilities, options and costs, it’s a fairly complex choice to make in particular if you have no idea how effective tanks are in general or what their impact will be in the game (from experience).  I Avoid that decision and will try to play a few games without a tank to see if I can come to terms with how the game works and what impact the tank will have in my army.  This is a very specific example but you’ll find such elements in almost every miniature game.  Approach these decision with as much restraint and caution as you can muster, don’t be confident in your ability to make decisions without experience, this is the most sure fire way to end up with a painted model you will never use and regret putting time into.

Always collect with and involve your friends

Ok I can’t stress this enough but unless you have chosen a game that you already know is well established in your area with lots of eager and available opponents you really want to make sure that you are not the only one diving in.  Finding a few friends who are ready to commit to collecting/painting and playing a miniature game with you is absolutely vital.  I would say at least 50% of the people I know that play miniature games can’t find opponents to play with and their miniatures collect dust on their shelves.  It’s a very frustrating experience and you are going to want to avoid it at all cost.  There is no sense in you spending hundreds of dollars and hours collecting and painting miniatures if you don’t have a solid gaming group that is as committed as you are to the game.

More importantly though is that you should not have to twist arms, beg, plead and convince people that they should start collecting with you.  The miniature game hobby is a really big time and money commitment; it’s something you really have to want to do on your own, something that you are excited about.  It should not be something you get into because your friends nagged you into it and rightfully you shouldn’t get others to join you on those terms.

Having a shelf full of un-painted miniatures is a solvable problem, having a shelf full of miniatures with no one to play with is miserable. Find some friends BEFORE you start collecting massive armies.
Having a shelf full of un-painted miniatures is a solvable problem, having a shelf full of miniatures with no one to play with is miserable. Find some friends BEFORE you start collecting massive armies.

Also be wary of committing to a game even if there is a local scene.  Miniature gamers can be a finicky bunch, as well miniature game interest can rise and fall dramatically and you might find even though there is a lot of people playing your game, they aren’t interested in playing with random people they don’t know.  Having a few friends diving in with you is a sure fire way to make sure you have opponents.  I would be wary of going into it with the assumption that you will find opponents later when your army is done.  That usually doesn’t work out so well in particular if the miniature game you chose is obscure and less known/common.

Don’t get into the miniature paint/assemble hobby for competitive play.

I think a lot of people would argue against this advice but I would caution anyone entering the hobby with the intent or sole purpose to do it for competitive reasons.

Competitive miniature gaming is an entirely different hobby then casual/theme/fun miniature gaming.  There are quite a few drawbacks to competitive miniature gaming, in particular if you are new to the hobby.

First and foremost playing competitively will usually increase the cost of the hobby to you, I would personally say by a pretty significant amount.  Miniature games are in constant flux, in particular the bigger more well-known ones like Warhammer for example.  To stay competitive you will constantly have to pick up the latest and greatest, often forced to switch armies entirely.   I would highly recommend you talk to competitive players and ask them about their experiences in your local area, most will probably tell you a similar tale,  that staying competitive is not cheap and requires a much higher commitment to collecting then you will need to make with a more casual approach.

Playing in a public space full of noise with complete strangers is impersonal enough, but doing so with people who want to beat you at all cost reduces the experience to a point where you have to wonder why anyone bothers. Finding a good tournament scene for any miniature game is not easy.
Playing in a public space full of noise with complete strangers is impersonal enough, but doing so with people who want to beat you at all cost reduces the experience to a point where you have to wonder why anyone bothers. Finding a good tournament scene for any miniature game is not easy.

Secondly and I think this is really important to understand about miniature games, as a genre; miniature games live on the premise of playing for experience, theme and fun.  They are a kind of step child of role-playing games and really have more in common with the dynamic, abstracted nature of RPG’s then they do with the strict, organized nature of board games.   To get to the point, they make very poor competitive games and the competitive scene for every miniature game that I’m aware of can be described at absolute best to be ugly and petty.

This really stems from the lack of clarity of the rules and the general “eye ball” approach of many of mechanics of miniature games.  Things like line of site, measurements for distance, terrain and many other elements are typically rules that require a level of judgement call and while in competitive play you usually have “judges” that can settle arguments, if you try to abide by the strict letter of the rules in miniature games get ready to have some whopper arguments with people.  Every rule in every miniature game I have ever played is up for interpretation and you will find an ample amount of interpreters ready to volunteer their time and energy to arguing about it with you in the competitive scene of miniature games.  It’s exhausting; definitely not something you want to get involved in if you are just entering the hobby and it might not be worth your time to ever get involved.  You certainly don’t want to enter the frey with the intention of assembling and painting miniatures with the sole purpose of entering competitive play.  If you are going to do it, ease into is slowly and be sure to talk to competition players and ask them about their experiences.  I assure you they will have plenty of horror stories to tell.

From personal experience the best approach is to enter the hobby using advice 1, 2 and 3 outlined above and if competition interests you after that, by all means give it a go.  But absolutely under no circumstance or logic should you start collecting/assembling and painting miniatures for the purpose of competing, I assure you, it will not be a good experience.  Competitive play is something you evolve into once you have exhaustively played the game and know the rules inside and out.

Now I will say that competitive play can be a lot of fun and certainly I wouldn’t discourage an experienced veteran from giving it a go but as a new player you should actively avoid it in my humble experience.

It’s a two part hobby and that’s ok.

I will say this up front that at least half of the people I know that collect and paint miniatures do it for the painting and collecting, playing the game is an afterthought and that is ok.  This is a creative hobby and if you are getting into it because you love the miniatures and have a creative need to paint you can safely ignore the above advice, pick miniatures you like based on aesthetics and have fun.  Plenty of people make army lists for aesthetics and theme, I always love playing against them but the truth is that usually don’t do that well and this is where that approach can kind of back fire a bit.

If you are going to play the game with a desire to put a couple wins under your belt, buying units/models for an army willy-nilly from a creative angle is probably going to result in you having a pretty crappy army for gameplay purposes.  I guess the point here is that, in every miniature game, every faction will have a certain amount of model/units that just suck ass for gameplay purposes.  They might be pretty or thematic, they might be fun to play, but they will be useless to you in a game.

Painting a 28mm mini to perfection will get you plenty of praise, 30 seconds after that you will be playing a 3-4 hour game, be sure you know how to.
Painting a 28mm mini to perfection will get you plenty of praise, 30 seconds after that you will be playing a 3-4 hour game, be sure you know how to.

It’s not that much fun to lose all the time, even if your not that competitive and while I will be the first to admit that I rather lose with a pretty army then win with a cheesy one, I think there is a fine line between a crappy list put together for aesthetics and a cheesy competition list created for the sole purpose of winning.  You will sometimes need to paint models you don’t like that much because they are good for your army and exclude beautiful ones because they are shit in your list if you want to make something resembling a decent list.  These decisions you will have to make for yourself but know that there are tradeoffs either way.  Think of your opponents a bit here, its really not that fun to play against someone who offers no competition for you.  Sure it can be fun once or twice, but if you are crushing someone every time you play you would get bored too.

My suggestion is that before you buy/paint/assemble a model, be sure it’s something you are going to use or make peace with the fact that your adding it for your shelf to look nice rather than the impact on the table.

Now this is just advice and I will be the first to admit that I don’t always take it myself.  I will often find a unit/model in my army that I think looks great but is useless for the game and use it anyway.  I’m not terribly competitive and neither are my friends but I’m usually selective about it.  You really want to put some thought into the competitive angle of your army even if you’re the creative type and just want to play for fun. Its kind of good etiquette to show up with a list that puts up a challenge.

It’s a two part hobby but it’s not ok

Ok so devil’s advocate time.  Some people get into the hobby but they don’t want to paint, they don’t have a creative bone in their body and they just want to play the game.  It may be ok for that person but most hobbyists will agree that playing a game with your meticulously painted miniatures on a beautifully orchestrated battlefield only to find your opponent with hastily assembled unpainted miniatures is neither fun or in the spirit of the game.  If you don’t want to paint miniatures and intend to use greys you will find it difficult to maintain the interest of your opponents.  In fact many gaming groups have house rules against that sort of thing and in competitive play it’s usually not allowed at all.

Miniature war games are about the visual spectacle, don't be that guy that shows up with greys, it sucks the joy right out of the room.
Miniature war games are about the visual spectacle, don’t be that guy that shows up with greys, it sucks the joy right out of the room.

There are a couple of reasons for that and it’s not that tough to deduce.  This is a visual game, it’s about the spectacle of it all and people put a lot of hard work into making it so.  It’s also not really meant to be a cut throat competitive game and it’s not about rushing through the game but enjoying the experience, the ambiance of it all.  You can think of it like golf, people could play golf on any open field and get the same level of competition but they build golf courses to be exotic and beautiful because the ambiance is just part of the game experience.  It’s the same with miniatures game and coming to the table with a bunch of greys with no intention of ever painting them lacks etiquette and is a bit impolite to your opponent.

Suffice to say if you’re not interested in painting miniatures, you may want to consider alternatives like pre-painted miniature games or just tactical board games that simulate to a degree the themes and genre of miniature war gaming.  There are plenty of them, in fact I talk about them all the time on this site.

Don’t go overboard on supplies

Most hobbyist will eventually collect a massive armada of supplies, but the market is largely geared towards selling to new players and you will find that there is an immense amount of gear you could potentially buy for assembly and painting of miniatures.  90% of it you won’t need now or ever, in fact for most games 4 or 5 different paint colors, some primer and a couple of brushes with a few household tools you probably already have at home is enough to paint entire armies of miniatures.  The 100 colors and 30 brush set or other large box sets are without question crazy overkill.  In particular paints, if you buy one of these large sets the large majority will dry out long before you ever get a chance to use them, it’s really just a waste of money that would be better used to expand your army.

Unless you are some sort of artist or professional painter you just don't need this sort of thing. The reality is that most armies can be painted with 5 r 6 pots and a couple of brushes. Save your money for miniatures.
Unless you are some sort of artist or professional painter you just don’t need this sort of thing. The reality is that most armies can be painted with 5 r 6 pots and a couple of brushes. Save your money for miniatures.

On the flip side quality equipment is a good idea, in fact it’s far better to buy 5 high quality paints then it is to buy 30 cheap ones.  As far as paints go you really want to decide on your color schemes, plan out how you are going to paint your miniatures and just buy the paints you need.  Don’t try to “get everything you might need”, again because in most cases these will get destroyed before you ever get a chance to use them.

When it comes to painting miniatures less is more anyway and while certainly the depth of artistic endeavor’s vary from player to player if your just starting out its usually recommended you keep it simple and develop your technique to the point where you will know what sort of gear you actually need/lack in what your trying to create.  Trying to anticipate that when you’re first starting is pretty much impossible so you really want to keep things simple and cheap until you know what you’re doing.

Don’t try to be a master, learn to do it faster.

Aside from rhyming, this is good advice for newbies and veterans alike. The goal here is to get a painted army to the table and you’re not going to be able to do that effectively if you spend 100 hours on a single model getting everything perfect.  Not to discourage talented painters from their commitment but in as a whole once the miniatures get on the table the difference between a 5 minute speed paint and a meticulously master painted miniature is completely indistinguishable and largely irrelevant.   Miniatures are small and you’re looking at them during play from 2-3 feet away, you’re just not going to see those details.  What you will notice is the awkwardness of a grey army with a couple of painted miniatures mixed in.

This is a professionally painted army that took hundreds of hours to paint. From this distance you really can't tell.
This is a professionally painted army that took hundreds of hours to paint. From this distance you really can’t tell.

The thing about painting miniatures too is that details can always be added later so your speed paints can be touched up to look perfect in the future, but its typically far better to get the job done and have a functioning painted army on the table for your games then it is to spend hundreds of hours per miniature and find yourself constantly playing with an unpainted army.

Remember that it’s a game of theme and experience, not a competitive board game

An important lesson already previously mentioned and one most miniature gamers will fail to learn but miniature gaming is a game of estimation, a lot of dice rolling and judgement calls.  It’s a simulation of battles but one so abstracted and distanced from reality as well as distanced from mechanical stability that it barely qualifies for the term “game”.  It’s really more like you are “playing” then “gaming”.   Most gamers coming into the hobby will find it a stark contrast to board gaming, in fact, miniature gaming is far closer to the dynamic/abstraction of role-playing games then it is to the rule strict and well defined boundaries of board games.  As such it requires a lot of hand waving cutesy and imagination inspired “overlooking” of the reality and often even the rules.

You will see rules like “line of sight” to be particularly fuzzy, much of the games rules are driven by these sorts of mutual judgement calls rather than strict observance so you really need to get into that spirit.  The goal of a good miniature game is to tell a fun story of a battle, win or lose, the experience should be the reason you come back not for competitive play.

 

I already mentioned that competitive play should be avoided by most, but it’s not because I have something against tournaments but because tournaments zero in on the weakest element of miniature gaming, the rules.  With such vagueness, trying to have a good competitive experience is more likely to lead to arguments about interpretations of the rules then it is to a fun experience and as such this advice is more about approach.  Approach it as a game of storytelling like a role-playing game and you will find the entire experience far more enjoyable, do the opposite and you will quickly become frustrated with the rules.  In fact the most common information you will find online about miniature games is people endlessly arguing about rules, pointing out the weaknesses of them and more often than not accusing the game of being unbalanced in one way or the other.  I’m here to tell you that it’s all true, miniature games are horrifically unbalanced (all of them), rules are always inadequate and you will always find things that simply make no sense at all.  It’s like that because miniatures games by their dynamic nature aren’t particularly well suited for strict observance of rules.  They are games of estimation.  Understand that, make peace with it and you will enjoy the experience a lot more.

Get out when you stop having fun

It’s really hard when you spend hundreds of dollars and hours on a game and discover you are just not enjoying it.  There is a kind of mental push that “you should play”, after so much money and time was spent.  The reality is that miniature gaming is not for everyone and lots of people get into it and stay in it for all the wrong reason.  This is why starting and going slow is advice #1.

Miniature gaming is a hobby, something you really have to truly love to make enjoyable for yourself and the people you play with.  It requires a lot of patience and in particular an extreme amount of etiquette and cutesy to have an enjoyable experience.  In fact, you could say it’s a gentlemen’s game if you can overlook the sexist term.  What I mean is that it’s meant to be played with the greatest amount of respect and politeness for your opponent you can muster.

If you find yourself bitter about the rules and balance of the game, miniature games are probably not for you.  It’s just the reality and nature of miniature games that they are not an exact science or even anything approaching it.  I have seen miniature gamers get so frustrated and angry at the table over rules interpretations, accidental bumps or judgement disputes they are ready to get into fights over it and you really have to stand back, look at that spectacle and realize that not everyone is able to handle these sorts of games and that’s ok.

Don’t be that person; if you find yourself getting angry at a miniature table, you’re doing it wrong.

General Advice About Miniature Games

There is some good advice up here I have gathered from both experience and conversations with countless Mini war gamers. Suffice to say there are quite a few things to keep in mind when getting into the hobby but I think above all else the most important part to keep in mind when diving in is that it’s a very slow paced hobby.  Things are not going to happen quickly, you are probably not going to play often and so you really have to relish the experiences and opportunities you get.  Make the most of it by being well prepared, have a painted army and terrain and really make it the visual spectacle it deserves to be.

You will find that most happy miniature gamers will eventually settle in this mellow space and its a pure joy to play with them.  Those that don’t typically either washout out of frustration or worse stick around to make everyone around them miserable.  As such finding a good group with the right mindset and approach to the game is absolutely vital.  Your opponents will ultimately make it a wonderful experience or an awful experience so having good opponents is the key to the whole thing.

Also and this is for the creative types.  Mini gaming is a creative hobby and you are in the right place to lavishly create but don’t forget that this is still about gaming for most.  People will greatly appreciate your work but you still have to come to the table and present them with a challenge and create a great experience for your opponents.  I saw often see very talented painters who put so much effort into creating visual magic on the table but ultimately make poor opponents because they forget to learn how to play the game well.  It’s an important part of the hobby to make yourself a worthy opponent so don’t skimp on that part.

Finally and perhaps most important never forget that any form of gaming is about having fun, about being relaxed.  This is a pass time, people who play these games are doing it on their days off, they are looking to wash away the problems of life and enjoy a moment made entirely for them.  Don’t ruin it by being a dick.  Be respectful to your opponent and remember that the game is about enjoying it, not about winning or losing.

Board Gaming Super Weekend Quick Reviews

This weekend my gaming group had an opportunity to get together for a rare 2 day super gaming session, I’m talking 12+ hours a day of non-stop, unlimited, wife and children free gaming. It was epic, it was hilarious and it offered me an opportunity to play and reminisce about a great many games. These are not going to be anything even approaching full reviews but some snippets and thoughts on some of the games we played. All of our games were played 4 players, I mention it now so I don’t have to in each review. Enjoy!

Cutthroat Caverns (2007 by IELLO & Smirk & Dagger Games)

Designer: Curt Covert

download

Cutthroat Caverns is a strange beast, it has the appearance and mechanics of a warm up game but really this is a robust and despite simple mechanics fairly thinky game. It’s really all about fucking over your friends and that alone means it belongs in your collection and reason enough to love it. The truth is however that it’s a fantasy (D&D like) game of fighting monster and every time I play it, it reminds me of those classic AD&D moments where players weren’t just cooperating to solve the many problems of a dungeon crawls but trying to manipulate the events in their favor so that their character walked out with the loot. Some foolishly compare it to munchkin and while It has built in humor and silliness there is some weight behind the game, a bit of actual gameplay. I’m surprised to find it ranked so low on boardgamegeek.com because this is really a true gem and must own game for fans of the genre. If the game has any faults it’s that as an opener it can run a bit long, but it doesn’t overstay its welcome in my humble opinion.

Verdict: Highly recommended if you love take that games with a fantasy theme and have hilarious friends with a plethora of inside jokes and great banter.

Conquest of Nerath (2011 by Hasbro/Wizards of the Coast)

Designer: Richard Baker, Mons Johnson, Peter Lee

conquest

Richard Baker is actually one of my favorite writers/designers that worked for Wizards of the Coast, among his many wonderful creations he is the man who brought us the Stardrive campaign setting for the Alternity roleplay game with which I fully intend to be buried!

Conquest of Nerath is a D&D fantasy spin on old school classics like Axis & Allies, Shogun and Fortress America but with modern mechanics. I love it for its theme, its Asymmetrical gameplay and the fact that it’s a straight forward unapologetic war game. Sure it might not be the most balanced of games and it certainly has a few places where it could use some polishing but it looks beautiful on the table, it’s furiously fast paced and constantly puts you into tough push your luck decisions. In my humble opinion this is one of the most underrated and unappreciated games to come out of Hasbro/Wizards of the Coast. You have to love a war game that starts and finishes in under 3 hours yet gives you the full bodied feel of games that historically go 6+ hours. I have read a great many reviews on this game and the complaints are justified from a design perspective but gaming isn’t always about pure balance and I find it outrageous that reviewers & boardgamegeek ratings find fault with Conquest of Nerath (rated 1037 on BBG) but give similar games like Runewars (rated 100 on BBG) a pass. Are you fucking kidding, Runewars is outright broken as fuck, it is a complete failure as a game, my mind is boggled! There is opinion and there is objective and responsible reviewing, and in this case it’s a complete injustice, Conquest of Nerath kicks the shit out of Runewars any day of the week and twice on Sunday!

Verdict: If you want a fantasy war game with Asymmetrical gameplay this is about as good as they come. It’s by no stretch of the imagination a flawless execution but if you go by BBG ratings and buy alternatives be ready to be horribly disappointed, this is THE premiere fantasy war game.

Galaxy Trucker (2007 Czech Games Edition)

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Designer: Vladda “Never Fails” Chvatil

Ok I will say this upfront, Galaxy Trucker is not a serious game and the normal rules for reviewing a board game simply do not apply. It’s not fair, it’s not balanced, it is random and by traditional definitions it’s barely a game. Despite all that, if you have a sense of humor and good group of friends who don’t mind playing a game just for shits and giggles it creates, look no further. Galaxy Trucker is a silly exercise in futility which simply challenges you to get stupidly lucky enough to survive it. Yet despite it all, if you play it enough you will actually find that there is some element of control, it’s definitely an illusion, but clever folk will win this game more often than not. In the end it’s just good clean fun and what is a board game night about if not laughing your ass off at your friends as they fail miserably at the hands of the gods of dice. I have and always will love Galaxy Trucker for the countless memorable nights it has created in my gaming group and there is absolutely no question that there should be room in your collection for this one. If you don’t like Galaxy Trucker, you probably want to re-evaluate your life and your friends, just saying.

Verdict: A classic romp of silliness that will, assuming you have a pulse and a sense of humor liven up any board game night, grumpy Euro gamers stay as far away from this one as possible.

Game of Thrones The Card Game 2nd Edition (2015 by Fantasy Flight Games)

Designer: Nate French, Eric M. Lang

game of thrones

Game of Thrones the card game is frustratingly perfect, it’s the only way I know how to describe it. It is a serious game in my opinion, one that will have you trying to read people’s mind, raise you out of your chair in frustration and give you nightmares while simultaneously challenging you to your wits end. This is not a game for everyone, it really is complex, not in the sense of rules but depth of play, a game that inspires a tremendous amount of thought and will have your head spinning before, during and after you play. This really was THE game of the weekend in my opinion, a game that drew out everyone’s best effort. It really does help a great deal if you are a Game of Thrones fan, without that backdrop while I think it would still be a hit with most card game fans, many of the moments of the game probably won’t have the same flare. This game is dripping with theme, for a fan, you might want to buy the cards even if you don’t ever play the game because the art is that damn good.

Verdict: If you (a serious gamer) and especially if you are a Game of Thrones fan and play/buy only one game this year, this most defiantly should be that game. Game of Thrones the card game (2nd edition) is a masterpiece. Lightweights need not apply.

Shadows over Camelot (2005 by Days of Wonders)

Designer: Cyrille Daujean, Julien Delval

traitor

Shadows over Camelot on the surface is a cooperative, player vs. the game type of game with mechanics most hardened gamers might find almost oversimplified. There is a lot of randomness here but despite that if it were not for the potential of a betrayer this would be a fairly easy game to beat cooperatively. In the end though it really is about the betrayer and it’s really this secret player, real or imagined, that creates the atmosphere that catapults this game into a completely different gaming sphere.

Everyone at the table knows that if there is a betrayer he is going to nail them at the worst possible moment and so you spend as much time playing the game as you do trying to figure who in the end is going to screw you and it is this simple twist that pulls this game out of the yawn it would be otherwise and into a fun and mostly paranoid experience.

I think the great thing about Camelot is that it’s so simple mechanically that it really lives in the realm of every day family games. This really is something even mom and dad could play as an alternative to the drudgery of traditional Monopoly-infused boredom. Yet there is sufficient weight here for proper gamers and we experienced that to its fullest this weekend where Camelot really shined as a highlight of the weekend creating a memorable betrayer reveal in the final tense moments of the game. Quick, easy to learn yet creates an atmosphere of anxiety and stress that is just right for gamers of all walks of life.

Verdict: A great game for a gamer’s collection to pull out as an alternative to traditional family/dinner party games that is certain to be a hit yet with sufficient weight to get table time with board game fanatics.

Archipelago (2012 by Asmodee Games)

Designer: Vincent Boulanger, Imsael Pommaz, Chris Quilliams

arch

I had very high hopes for Archipelago this weekend, my group and I have talked about it many times and it’s something I put up on my shelf largely after high recommendation from reviewers like Shut up and Sit Down which I respect greatly. In the end though this really was a moderate disappointment that landed pretty flat with me.

While there are plenty of salvageable mechanics and interesting concepts, this thematically edgy worker placement game was simultaneously fiddly, visually bi-polar with unpredictable winning conditions and really disappointing player interaction. Every mechanic had either an “it’s almost good” feel to it, was marred by oddly misshapen components, strange unnatural rules or bizarrely heavy handed special powers. It was always uncertain who was actually winning, the game ending conditions ranged from “never going to happen” to “It WILL happen in round X, a prediction you can make in round 1”. It was just very odd and didn’t play out at all as described by the reviewers who’s recommendation led me to the purchase. Now I will say that I think we probably got several of the rules wrong, despite me doing several test plays well in advance and that likely contributed to my confusion and disappointment. Still it just didn’t have the result I was looking and hoping for.

I do believe this game deserves a second chance though, I think as a group we really weren’t sure exactly how we should interact, whether the game was truly cooperative, or competitive and exactly how it is you actually find a route to victory here. I don’t think it was a bad game and I honestly feel compelled to play it again because I have this nagging feeling that as a group we really just missed it but for us after all the great and memorable games we had played to this point over the weekend this one really stood out as the big dud.

Verdict:  Uncertain, definitely deserves a second chance but first impressions are not great.

Pillars of the Earth (2006 by lots of people including Kosmos)

I love it when game designers understand that game pieces can be functional and cool at the same time.  The use of a cathedral made out of wooden blocks to act as a turn counter is thematic and fun.

Designer: Michael Rieneck, Stefan Stadler

For me personally, Pillars of the Earth is THE definitive worker placement game in terms of classic, solidified Euro gaming that actually caters to human beings without the need for a calculator. Ok, perhaps that’s mean but most Euro worker placement games I just find dreadfully boring. While Pillars of the Earth’s subject matter is not exactly awe inspiring, there is something about it’s simple and fast paced gameplay that speaks to me. It’s a thinky strategy game with just enough luck to mix things up but not so much that clever players can’t get a hold of the reigns and win it.

I think most of the gaming group enjoyed the game “sufficiently” and It did create one of the most hysterical one liners of the weekend which I won’t repeat as pretty much everything that happened this weekend most would consider horribly offensive but I don’t think this is what most of my gaming group would consider “Their bag”. They humored me and I appreciated it because I really do think this is a little hidden gem, one I will happily play anytime.

Verdict:  A classic, its as simple as that.  If you are new to the hobby, this is a good place to start your education and a game that will remain in your collection indefinitely.

Dead of Winter (2014 by Plaid Hat Games)

Designer: Jonathan Gilmour, Isaac Vega

dead of winter

Amidst a theme that is so played out that it can basically fuck off, Dead of Winter puts a spin on Zombie survival that has not only made it a house hold name among gamers everywhere, but was the only game of our big gaming weekend that was demanded a second time!

Dead of Winter has the same thing going for it that Camelot does, but in my humble opinion does it 10 times better while maintaining the same mechanical simplicity that a casual gamer can instantly pick up. It’s the Betrayer tension, that’s where it’s at, but in Dead of Winter the betrayer has to be clever because not only does he have to ensure everyone loses, he must first complete his own mission, which is hard, really really hard. He needs the survivors at the start of the game as much as they need him so he is initially motivated to actually help the players survive. More than that though I think in big part the game itself is actually very difficult in its own right so there is a good chance that even with everyone helping, betrayer included you will still lose the game and I love that aspect of it. I also really love the fact that there is the group victory, aka beating the game and the motivating push of trying to accomplish your own personal objective. So you not only have the betrayer screwing the colony but potentially even the players that are supposed to be ensuring its survival as they greedily try to complete their own missions. Fantastic concept for the win!

I recall the first couple of times I played this game I thought it was ok, it didn’t blow me away or anything but after this weekend I have joined the ranks of pretty much everyone else in endorsing this one. It really is as fantastic as everyone says it is and after the first game we played I found myself being the eager beaver shouting out “again.. again…!”

Verdict: If you like cooperative games with betrayers, this really is THE game for it. The theme may be played out but the writing and mechanics for this game are so good it just blows everything else out there out of the water.

Lords of Water Deep (with Scoundrels of Skullport) (2012 Wizards of the Coast)

Designer: Peter Lee, Rodney Thompson

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Lords of Water Deep is a worker placement game and in a sense very much a traditional one with the caveat that there are plenty of take that mechanics and theme to bring it into the realm of Ameri-Trash games. The truth is the lines are blurred and who really gives a crap about those labels anyway. The only question is, is it a good game and the answer is a resounding yes as long as you use the expansion. I recall playing this game a couple of times without the expansion and frankly it’s a fairly dull affair. Those corruption mechanics, the cards, buildings and worker placement spots that it brings give this game a second life.

I have played a lot of Lords of Waterdeep, it really is a kind of staple game for our group and I’m certain it would have landed a bit better if it wasn’t played at the tail end of a very long gaming weekend but to me the game has lost some of its spit shine. I think it’s mostly from simply having played it so many times which is not to say I don’t think it’s a fantastic game, because I really do think it is, it just doesn’t rank that terribly high on my must play list anymore in a backdrop of the 30+ games sitting on my shelf. I think if you like worker placement games, this is an absolute must own with the caveat again that you have the expansion which I think is absolutely mandatory. There is plenty of depth and tension, the intrigue cards really add a lot to the game and unlike most worker placement games it actually has a theme that comes to life in the game. Great game but came a bit late in the weekend and might be a bit played out for me.

Verdict: A classic must own worker placement game if you’re a fan of the mechanic, Scoundrels of Skullport is an absolute must own expansion.

Rating System

People sometimes mention that I don’t give a full description of the game mechanics in my game reviews.  This is true and intentional.  For me personally, the best opinion I can get for a game is to find out what people think of it.  If I want to learn to play the game, I read the rules and always there are instructional videos and tutorials on the subject.  Hence my reviews focus mainly on my specific opinion about the game, how it feels, how it handles, what I like and don’t like etc.  I make the assumption that when the review is read, you have already done some preliminary research on the games mechanics.  I find explaining how a game works on a blog adds unnecessary word count for something ultimately that will still give you very little clue about how to actually play the game.

Regarding The Rating System

On a number of occasions I have received opinionated emails, mind you always respectfully, that mentioned that when I review games while the reader gets a picture of what the game is about and what I think about it, they don’t have a basis for comparison. In other words if I speak highly of two games, there is no way to tell which I might like better, nor is there a way to know how the component quality effects the overall experience or how gameplay compensate for the lack luster adherence to theme. In a sense I think the complaint is that I don’t have a rating system that governs my judgement in reviews. I think it’s a valid complaint and one I intend to rectify. The truth is that I have given a lot of thought to this but never came to any conclusions until now.

Part of the reason is that I think rating systems can limit or force a certain score even when the reviewer actually thinks far higher of the game. For example the component quality might be terrible and the game might not have any theme to speak of yet the gameplay is so awesome that I love the game despite all its flaws and it would be unfairly graded if I simply scored each component and tallied it up.

I have looked at many different systems and really haven’t found one I liked in its entirety but I did find enough inspiration and ideas that I could use to create my own. Consider the following an explanation of the rating system that I will implement for all future reviews (I won’t be going back on old reviews to apply the system).

How it all works
I think it’s fair to give some background as to how the system developed as I explain it, I think might give the system a bit more credibility.

I began with determining what I think are the most important elements of a good board game, another words, what I think is worth judging. The list is as followed.

Components: It’s important to note that I’m speaking directly to the quality of the components rather than the quality of art work or style or thematic correctness. It think this often gets mixed up and I never really liked that a games components are judged on the quality of the art, rather than the quality of components. As a gamer I want my games to last and I want to know if cards are flimsy, miss printed or missing for example. Wonderful art is hardly compensation for bad component quality. For me personally, that goes more to theme and it’s their art work is judged. So in terms of components I’m speaking strictly to quality of the physical components.

Gameplay: The bread and butter of a games core mechanic and a judgement of how well it plays, how balanced it is and how complete it feels. Reviews are opinions of course, but when it comes to some things like components and replay ability you can decipher some objective facts, for example card quality is either sturdy and will last long or it might be flimsy and tear easily. Those aren’t opinions, they are observations. Gameplay leans far more towards the opinion side but the goal here is to judge it objectively, point our benefits and flaws of the gameplay and discuss balance and fun factor.

Longevity & Replay ability: Not all games are designed with longevity and replay ability in mind and to me this often a deal breaker. In this section I judge a game based on multiple plays and whether the fun and excitement of the original play is holds up over repeated plays. I also judge the game on its expandability and longevity as a product which I also think is vital to the success of a game in the long term.

Theme: When I look at a games theme I typical judge it on its fulfillment of a promise. For example if the game is about running a train company in Russia, do I have a sense of that as I play? Theme is often realized through artwork and judgement is made here as well but great games are a merging of art work and gameplay to realize the presence of the theme, so judgement is passed more on an overall look at a games thematic presence. It’s an important aspect of gaming that a games theme comes through gameplay and in this section we judge a games ability to do just that.

Giving the games different a score becomes important to come up with a final verdict and I settled on a simple 1 to 5 stars system. Each star represents an increasing level of quality.

0 Stars : FAILURE This represents an abysmal failure in the game. It simply means that for this part of the game has failed on every conceivable level.

1 Stars: POOR This game is well below a reasonably expected standard of quality. While its not an outright failure, its lacking far outweigh its success.

2 Stars: FAIR There are redeeming qualities here but still below a standard of quality that is worthy of note. A 2 star score means that the section is passable if you can overlook some flaws but far from good.

3 Stars: AVERAGE This simply means that the game has met the minimum requirements for standards, the section is passable or great, its simply right in the middle with an equilibrium of shortcomings and success.

4 Stars: VERY GOOD: This means that the section has exceeded expectation, its impressive and there few flaws hardly worth mentioning.

5 Stars: PERFECT: Simply put, a perfect score for this section. It means that there are no flaws, the game has over exceeded expectation and pleasantly surprised the judge.

Now for me personally it’s simply not enough to judge a game on a 1 to 5 scale even if it is sectioned out because every game is unique. For example a game might have very simple components that aren’t terribly impressive and this might ordinarily lower its overall score, but the games designer or even the intent of the game might not be to impress with components but rather gameplay. As such, I feel strongly that I need to have some sort of tilt for myself where I can consider the weight of a particular section to its overall score for any given game. After all an awesome euro might be compromised of nothing but wooden cubes, yet it may have awesome gameplay.

As such I have lovingly called this part of the system “Tilt”. The tilt is simply a reference to the importance of the section. The tilt is a categorization of importance hence each section will be given a 1 to 4 tilt score (one for each section) which identifies how important that score is to the game. The tilt is than used to calculate the final score of the game.

4 Tilt: This is the most important score and is responsible for 50% of the game’s final score.
3 Tilt: This is also vital but considerably less so 30% of the score
2 Tilt: Even less important. 15% of the score
1 Tilt: Hardly worth mentioning, tilt weight barely effects the score 5%

Example
Lets imagine I just reviewed a game and gave it the following scores for each section

2 Stars – Components
4 Stars – Gameplay
3 Stars – Longevity and Replay-ability
2 Stars – Theme

Not a terrible good score for a game. However when I consider the game I come to the realization that the gameplay of the game is first and most paramount. The longevity and replay ability of the game are very important as well but the theme and components of the game are really kind of unimportant to the games quality.

So I assign the tilt to each score.

Gameplay – 4 Tilt
Longevity/Replaybility – 3 Tilt
Components – 2 Tilt
Theme – 1 Tilt

Mathematically the final score works out as followed.

Gameplay 4 stars is 50% of the score
Longevity/Replayability is 30% of the score
Components is 15% of the score
Theme is 5% of the score.

The score is calculated.

50% of 4 is 2 Stars
30% of 3 is .9 Stars
15% of 2 is .3 Stars
5% of 2 is .1 Stars

The total is score for this game is 3.3 Stars making this an average game.

Lets imagine however that the tilt was different. Let’s say that for this was supposed to be an awesome thematic game about conquering space full of awesome miniatures that fly around on a tactical game-board. Lets say that Theme and components carry more weight in this version.

Gameplay – 2 Tilt
Longevity/Replaybility – 1 Tilt
Components – 3 Tilt
Theme – 4 Tilt

How does that effect the score?

50% of 2 Stars is 1 Stars
30% of 2 Stars is .6 Stars
15% of 4 Stars is .6 Stars
5% of 3 Stars is .1 Stars (rounded up)

The total is now 2.3 Stars. A lot more disappointing given the new tilt. You can see that while in order to get a high total score you not only have to score well, but you have to score well where I place the tilt. The tilt is a vital component of the scoring system, but one I believe is important in order for games to be judged appropriately. After all, a Euro game might not have a lot of theme, but if the tilt is a 1 for that game identify that clearly theme was never intended to be a priority it will minimize any negative score it would get in that department and likely will still get a great final score it if did well in more important sections.

I might find reason to adjust the system in the future, but for now I believe this is at least as fair as I can get a rating system and over time I will hopefully get better and better at doing more concise reviews with a platform for comparison.

Enjoy!

Games That Get Better With Time

One thing I can say about board games is that I like most of them at first. The truth is that board gaming as a hobby is actually less about the games for me and more about spending time with friends. It’s a social occasion, which is why I have never enjoyed playing games online (I have tried many times). The experience is just not the same.

That said however I do find that over time, most games I tire off. In fact, despite having played hundreds of games over the years, my actual collection is quite thin. I don’t hold onto games I don’t have an itching desire to play and the result is that there is a tremendous amount of culling of the collection that happens.

There are some games however that have made it into my collection and have proven themselves to have lasting power, some for over decades. Today I will talk a bit about some of these great old school games that, even though they didn’t make my top ten lists, I would never get rid of. It’s not so much that they are amazing games by today’s standards, though they are good in their own way, but it’s that they have a certain element to them that just makes them keepers for me.

Ikusa (Formally known as Milton Bradly’s Shogun or Samurai Swords)

This 1980’s classic has been in my collection since I started gaming nearly 30 years ago. It’s a game that hasn’t aged particularly well in light of modern mechanics and is often referred to as “RISK like” which has its own negative connotations to gamers. It’s a long game and it can be a bit mean given the potential for player elimination, but I still love it for its purity as a classic war game.

While many gamers consider dice chuckers like RISK to be beneath them, to me Ikusa has sufficient "extra's" to make it a quality strategic game.  The fact that it looks amazing on the table is just a cherry on top.
While many gamers consider dice chuckers like RISK to be beneath them, to me Ikusa has sufficient “extra’s” to make it a quality strategic game. The fact that it looks amazing on the table is just a cherry on top.

There are many war games made today but very few of them go for the pure war mechanic. Most are filled with card play, overly complicated, have various euro style abstractions, some even go the gimmick route and while I like many of these games, classic RISK style dice chucker war games still appeal to me. I grew up on games like Fortress America, Axis and Allies and Ikusa.

Ikusa is actually seriously underrated as a board game even for today’s standards. It is a dice chucker for certain, but it has a pretty considerable depth to strategies that can be employed and there is far more to it than simply building units and fighting, there is a kind of sequence of events that transpires. First there is this war preparation period, the consolidation of troops, the choosing of battlefields, the defining of borders and alliances. In the second part of the game all hell breaks loose, pure chaotic war, when players make all of their big moves. Than in the final rounds there is that last man standing period where players get clever and try to push the limitations of their forces and prepare for the end game. The climatic finish usually comes in the form of two or three contending players fighting out a couple of critical make it or break battles that define the winner. It’s always clutch in the end and though usually a couple of players lose the war much earlier, there are always two or three contenders for the win in the final rounds.

The game can stagnate in the sense that these “periods” in the game can get pretty extensive, but it’s a war game made for gamers who are accustomed to 4 to 5 hour games. Faulting it for taking a long time is like faulting golf for being played over 18 holes instead of a more manageable 5. It’s part of the game and you kind of embrace it or don’t play it.

Ikusa has never disappointed me, it’s always fun to play and just easy enough to teach to anyone. While its mechanics have aged a great deal in comparison to some modern improvements in war games it still holds up quite well in my opinion and remains one of my favorite games to pull out for that pure war game itch. I actually love many of the old Milton Bradly classics but games like Axis and Allies and Fortress America are really two player games, Ikusa is the only one in that group that works well with multiple players and yes, it’s a far better alternative to RISK.

Ticket To Ride
I have never played a game of Ticket to Ride I didn’t enjoy. Despite its simplicity and casual nature, it’s one of those games that just finds its way to the table out of convenience. It’s so easy to teach, it’s very kid/family friendly and really requires very little of your attention so it makes for a good beer and pretzels, not too serious type of board game night. While light on the theme, it’s clearly a game about trains which I think is a topic that has always appealed to me.

Ticket to Ride is a simple game, doorway game that is perfect for introducing people to the hobby of board gaming.  It's theme is attractive and strategies immediately apparent.
Ticket to Ride is a simple game, doorway game that is perfect for introducing people to the hobby of board gaming. It’s theme is attractive and strategies immediately apparent.

Despite this casual nature though the game has some mini depth, there is actually quite a few strategic options and if analyzed a little closer can actually get people involved on a higher than normal casual game level. It’s a doorway game one I played a decade ago and fully expect to still play a decade from now, it’s a staple game.

The Great Dalmuti

Simple trick taking card games like the Great Dalmuti are ideal for camping trips.
Simple trick taking card games like the Great Dalmuti are ideal for camping trips or as fillers.  It’s ability to handle larger amounts of players can allow it do double as a small after dinner party game.

A very simple trick taking card game it is THE game that goes into a backpack on any road trip, camping trip or anywhere else where I might find myself with a group of bored friends wanting to relax and pass the time. There are many such games out there but The Great Dalmuti is definitively a social game and plays as well with 4 players as it does with 8 players. It has this addictive nature to it, I’ve never introduced it to any group who ended up only playing it once, it always gets repeated plays and over the years I have had to replace my copy 3 times because of wear and tear. Great, simple game, an old stand-by classic.

REX (Formally DUNE)
A long time ago when I first got into board gaming on a bit higher level there was a game based on the beloved franchise DUNE (called not surprisingly DUNE). It’s a quasi-war game, though it plays more like chess where multiple players fight to control of the thematic spice planet. Each player had unique and very different special powers depending on which house they represented. With immense replay ability, great strategic depth and a lot of intrigue, negotiation and surprises, its one of those games that I vividly remember playing.

REX is a really deep game, but relatively simple to teach.  It's not really a war game, but there is plenty of conflict via intrigue, diplomacy and bluffing.
REX is a really deep game, but relatively simple to teach. It’s not really a war game, but there is plenty of conflict via intrigue, diplomacy and bluffing.

When the game was reprinted using the Twilight Imperium Franchise I naturally jumped on the opportunity to revisit it and while a bit different than Dune, REX is just as good and carries the game thematically just as well as the old classic.

REX is relatively easy to teach, but it is definitively a gamers game, in fact, I find most people either absolutely love it, or absolutely despise it. It can be a rather infuriating game because there is so many things to consider and the human element has such an enormous impact on the outcome of the game. It’s a purely strategic game with no luck element and is perhaps one of the most balanced games I have ever played. Absolutely fantastic and the truth is that if I had the opportunity to play it more often it would very likely creep it’s way to my top 10 list. If you find a likeminded group who appreciates intrigue games, REX can be a beautiful thing.

Illuminati
Steve Jackson is a notorious game designer, notorious because his games are always very different than anything that has come before it. Whether it’s GURPS and its focus on realism, Munchkin which pokes fun at other games or Illuminati, quite possibly one of the meanest and infuriating games you will ever love to play.

A cult classic, a pain to teach and kind of mean, its one of those games I love to play with people who already know how to play and love it to.  Teaching it to new players is a real bitch.
Not a game I play often, definitely a “gamers” game-

Illuminati no doubt deserves far more praise from me than I give it, but the truth is that I haven’t played it for years. It’s main drawback is that Illuminati is a bit mathi and it’s a bit difficult to teach. Those two flaws however when overcome like a lot of great complex games, results in a fantastic gaming experience. It’s pure brutality, but it’s so well balanced and so fun to watch people squirm. It’s one of those games where you have “I can’t believe you just did that” moments.

It’s in the same category as Race For The Galaxy for me and see’s little play for the same reason, I love playing it, but hate teaching people how to play it. It’s been in my collection for over a decade, built into its gameplay are nostalgic memories of friends from years ago I miss very much. A game I never see myself getting rid of.

Carcassonne

There are many expansions for this game, but for me personally the simplicity and elegance of the base game makes this a perfect warm up game.  I'm always happy to play it, though I would be hard pressed to give you a good reason, its just fun.
There are many expansions for this game, but for me personally the simplicity and elegance of the base game makes this a perfect warm up game. I’m always happy to play it, though I would be hard pressed to give you a good reason, its just fun.

I don’t know why this game lingers as it does, it’s really kind of simplistic and while the expansions (of which there are many) add a lot of variety, I rarely ever play anything but the base game. I suppose it’s got that “Monopoly” thing where it’s a game everyone knows, requires little explanation and is quick to play. I don’t love it but always enjoy playing it, there is no denying its appeal as a simple, quick game.