Everything including the kitchen sink... but with special attention paid to board games, Jesus Christ, my family, being a "professional" (and I use that word loosely) Christian, and the random firing of the 10% of the synapses I'm currently using.
I’m not sure if I’m showing my age and/or my relative immaturity here… but any time I play a game about Vikings, this is what pops into my head.
So, let’s just start with a simple statement of truth. The Muppets, led by Jim Henson, are one of the cultural touchstones of the 20th Century.
Oh, yeah… I’m supposed to be giving you, dear reader, my first impressions of Northgard, the new board game based on the popular video game. (Actually, I have no idea if it’s popular or not – I don’t play that many video games any more. I do know that I can order it in a variety of different formats… and since I have teenage sons, at my house I could play it on Steam, the Nintendo Switch, or our Xbox One.)
Once again, I have managed to chase a rabbit (this one made of pixels) and get away from the point of this article: a preview of the Northgard: Uncharted Lands board game which is currently on Kickstarter. Seeing as how I am unsure of your level of patience, I’ll proceed with that forthwith.
First, thanks to the good folks at Open Sesame Games, who know how to do prototypes right. The quality of the components were top-notch and made for a good solid first impressions experience. In addition, they provided me with the means to create a proxy version of the Creatures expansion – more on that later.
Second… well, there is no second. It’s just time for me to play the music and light the lights!
The Story
Welcome to the wonderful world of Vikings! In Northgard: Uncharted Lands, you lead your Viking clan to explore the wilderness, harvest resources, build a variety of structures, and occasionally engage in combat in order to emerge as the victor in this race for glory and fame. Long past your death, warriors will tell stories in the mead halls of your feats of daring, my friend. (Alternately, you may have to hoist your own can of Coke Zero and brag about it on Facebook – that’s kind of the way we’re leaning these days.)
At the end of 7 rounds, the player with most fame wins… fame which is amassed by
Exploring and closing in territories (similar to finishing a city in Carcassonne)
Keeping control of those territories at the end of a round
Controlling an Altar of Kings (a building which sheds fame like a long-haired poodle)
Playing certain special action cards
Having leftover resources (3 resources = 1 fame) at the end of the game
Alternately, a clan that controls 3 closed (complete) areas with a large building at the end of any round automatically wins the game.
The Way the Game Rolls Along
Each round, players draw four cards from their action deck to make up their hand… and as many cards as the number of players from the common deck are laid face-up for drafting.
Then, in turn, players take one action by playing action cards or taking an alternate action until they decide to pass and draft a new card. The first player to pass becomes the start player for the next round.
Alternate actions include:
Wait: Playing an action card without using the action
Replace: Paying a Lore resource to discard an action card and draw a new card from your deck
Remove: Paying two Lore resources to cull an action card from your hand and draw a new card from your deck
Upgrade: Paying three Lore resources to add one of your Level 2 Clan cards to your hand
After all players have passed, each clan collects fame from their closed territories as well as resources (Food, Wood, Lore) based on the symbols in those territories and/or buildings. Players can trade any 3 resource tokens for the resource token of their choice at this time.
As George R.R. Martin told us, “Winter is coming” – and so players must spend food to feed their clan… based on the number of clan members currently hard at work in the uncharted lands (instead of those freeloaders who sit in front of you, laying about as if they hadn’t a care in the world.) If you are unable to pay, you must take an Unrest card, which not only gums up your deck but also penalizes you with negative Fame at the end of the game.
With that, the round comes to an end and players check for a winner (remember: 3 large buildings in closed territories). Repeat up to six more times and you’ve got yourself a game of Northgard.
The Clever Deck-building Bit at the Heart of the Game
Each player begins the game with seven action cards:
Build (which allows them, you’ll be surprised to know, to build a building)
Explore (which enables them to draw a new map tile and place it adjacent to an open territory with one of their clan members)
Move (which lets them move 1 clan member to an adjacent territory… and potentially start a brawl with a neighbor)
Recruit (which allows them – and again your surprise will be palpable – to place a new clan member on a territory they control)
Feast (which is a wild card allowing a player to do any of the above actions)
Their Level 1 Clan card – each clan has a different set of powers and action cards they can use
On a turn, a player can take a variety of actions… but most of the time, they’ll be playing one of the four cards in their hand in order to take that particular action.
When a player decides not to take any more actions, they pass… and part of passing is drafting one of the face-up action cards to the top of their deck. Pass early and get the card you want; wait till later and trade a less favorable draft for time to act uninterrupted by pesky neighboring clans.
The drafted action cards have a variety of twists on the basic actions:
Build cards that allow building more than one building or offer a discount in resources
Explore cards that allow more tiles to be drawn or explored
Move cards that allow more units to move… and sometimes with extra combat symbols
Recruiting cards that allow more units to be recruited
Draw cards that allow you to cycle your deck
Special action cards that reward you with extra fame for fulfilling certain criteria
Over the course of the game, the cards you choose to draft will change the way your clan is likely to participate in the game… and, due to the random way the cards become available, the tone of each game may be markedly different based on the draft row. For example, if a lot of move and recruit cards show up early in the draft, it’s likely to be a game filled with the sounds of combat… or if the focus is on explore and special actions, it will be a more peaceful race to close territories and build buildings.
There are also some cards which have a lightning bolt symbol (called “Flash cards” in the game rules) – these cards can be played before or after playing an action card – and can help a clan leap into action or solidify their defense, as well taking less time to get to the point where they want to pass and draft a new card.
The Map
The map is generated by players exploring… if and only if they have clan members in an open (aka “unfinished”) territory. Take an Explore action, draw a tile, orient it as you wish (as long as no stray boundary lines appear, and the uncharted lands become slightly less uncharted.
There are four main features on map tiles:
building sites (more on that in a minute)
border lines (dashed lines are “normal”; solid lines indicated mountains which are more difficult to cross)
resource symbols (Food, Wood, or Lore which are there just for the taking)
lairs (where creatures reside if you’re using the expansion)
When a player finishes a territory (completely closes it in) that they controls, they receive one fame for each tile that is a part of that territory.
Buildings
There are eight different buildings that can be built.. five smaller buildings at the bargain cost of a single Wood resource and three large buildings which will set your clan back a hefty three Wood resources. Buildings must be built on the appropriate sized building locations (unless you draft a card that allows you to bend the rules).
The small buildings include
the Food Silo (which adds a Food resource symbol)
the Woodcutter Lodge (which adds a Wood resource symbol)
the Carved Stone (which adds a Lore resource symbol… but can only be built on “standing stone” building sites)
the Training Camp (which gives you an extra clan member when you recruit to that territory)
the Outhouse of Death (OK, that’s not the official name… it’s the Defense Tower, which adds a skull for combats when defending the region. But it looks a little like a privy/water closet/etc., so that’s what we named it.)
The large buildings include
the Altar of Kings (the aforementioned site harvests 3 Fame for whoever controls it at the end of each turn)
the Fortress (which adds two axes to combat when defending the region)
the Forge (which increases your hand size by 1… so, if you have multiple Forges, even more cards to play each turn)
The building system is simple and clear – and the artwork on them (even the Outhouse of Death) is easy to read across the table. (Those of you wanting cool miniature buildings should heed the problems of such foolishness as illustrated by the Kickstarter buildings from Dice Settlers, a game I like very much but who made building minis that actively make the game more difficult to play.)
Combat
When two different clans occupy the same territory, a battle begins. A clan’s combat strength (axes) is determined by:
The number of clan members present (+1 per figure)
The number of clan members fed (+1 per Food token spent… but no more than the number of figures present)
Any combat symbols (axes or skulls) on buildings or the move card played
The roll of the combat die
Skulls mean your opponent must choose to remove one of their clan members – and if one side is decimated before comparing axe scores, then the combat is over. If both sides have clan members remaining, then the scores are compared and the higher score wins and forces the other to retreat.
As befits Viking warfare, combat can be absolutely brutal in Northgard. I strongly suggest that part of teaching the game be a couple of sample combats so players can see how “The best laid schemes o’ mice an’ men / Gang aft a-gley.” (Yes, I know… Robert Burns was not a Viking. But he’s not wrong.)
Warchiefs
Northgard includes an “in-the-box” expansion with the warchief figures for each clan. For folks with a little bit of gaming experience, it’s not a big deal to add this to your first game – it just adds some mild twists to combat. (The warchief powers are on each clan player board, so it’s clear that the design team feels like they are an important part of the game design.)
Creatures of Northgard
Part of the Kickstarter is an expansion that adds non-player creatures to the game – hence the descriptive “Creatures of Northgard” name. These various beasties can co-exist peacefully… but also can decide to attack neighboring territories based on their card AI.
Players may also decide to hunt them down for fame – it can be your own personal stab at recreating Beowulf. (Note: as an English major, I’d encourage you to read Beowulf in the original Old English. This, for many of you, will make me even less popular than my usual suggestion to read The Canterbury Tales in Middle English. But that’s the way I roll.)
The creatures offer a slight bit of complication to the rules – but the subsequent tightening of the board space will increase the number of balls which players have to juggle.
My Thoughts
We’ve played four games of Northgard prior to me writing this first impression – and I’ve enjoyed each one. Both of our three-player games ended in round six with a player holding 3 closed territories with large buildings. Our two player games (one with the Creatures of Northgard expansion, one without) went the full seven rounds and were won on fame points.
The game clocks in at 45 minutes for two players and just over an hour for three players… which leads me to believe that four & five player games should end up in the 75-90 minute mark. The playing time feels right for the weight of the game… enough time to accomplish some of your goals without the game overstaying its welcome.
As I noted in my explanation above, the tiles drawn and cards available for drafting can determine the tone of a game. While the common deck is weighted towards move & recruit cards – nearly half involve recruiting clan members or moving them into position – there is the possibility in lower player count games of having a much more “Viking festival of friends” vibe instead of a “Vikings plunder and pillage mercilessly” vibe. (Note: I am playing with the prototype version of the game that does not include any stretch goal cards.) The map tiles have a similar effect – if a number of large building sites become available early, the game is likely to focus on the race to three large buildings.
Northgard: Uncharted Lands is on the lighter end of the 4x game spectrum – but it does contain a good bit of the rough & tumble that goes with the genre. I think that the shorter playing time helps ease some of the pain of getting sandwiched and/or run over, but players should go in knowing this isn’t Carcassonne with cute Viking miniatures.
One more note about the playing time: for those out there who want their 4x games to be an event (I’m looking at those folks who were excited to see the Twilight Imperium expansion announcement), Northgard is going to be painfully short. As I am not one of those gluttons for day-long punishment, I take that as a real positive.
Quibbles
Remember, I really like the game… but I do have some questions/quibbles/concerns:
The rules reverse standard usage of “rounds” and “turns” – which is confusing when you’re teaching/learning the game but inconsequential once you actually know how it works. This may be an artifact of the game being designed outside the U.S. market.
One of our players was really frustrated with his lack of resources based on his initial placement draw of a tile with no resources on it. We house-ruled for the rest of our games that an initial placement tile with no resources on it could be discarded to the bottom of the stack and a replacement tile drawn.
That’s pretty much it for my quibbles… so take that as you will.
Legal Stuff
As a reminder, I received no compensation from Open Sesame Games except the prototype copy of Northgard in order to play it. I am not an actual Viking, or even a very good pretend Viking. I don’t like mead – and wearing a horned hat is guaranteed to make my ever-so-patient wife more likely to make fun of me.
Pictures here were either (a) from the publisher, or (b) taken by me with an iPhone using the wonderful Hipstamatic app. In my mind, I’m a hip photographer with an artistic flair; in reality, I’m a middle-aged guy with a smartphone in his basement.
If you’re interested, the Kickstarter for Northgard: Uncharted Lands runs through September 1, 2020 (that's today!)
Therefore, since we are surrounded by such a great cloud of witnesses, let us throw off everything that hinders and the sin that so easily entangles. And let us run with perseverance the race marked out for us, fixing our eyes on Jesus, the pioneer and perfecter of faith. For the joy set before him he endured the cross, scorning its shame, and sat down at the right hand of the throne of God.
Hebrews 12:1-2 (NIV)
Therefore, since we have so great a cloud of witnesses surrounding us, let us also lay aside every encumbrance and the sin which so easily entangles us, and let us run with endurance the race that is set before us, fixing our eyes on Jesus, the author and perfecter of faith, who for the joy set before Him endured the cross, despising the shame, and has sat down at the right hand of the throne of God.
Hebrews 12:1-2 (NASB)
Therefore, since we have such a hope, we are very bold. We are not like Moses, who would put a veil over his face to prevent the Israelites from seeing the end of what was passing away. But their minds were made dull, for to this day the same veil remains when the old covenant is read. It has not been removed, because only in Christ is it taken away. Even to this day when Moses is read, a veil covers their hearts. But whenever anyone turns to the Lord, the veil is taken away. Now the Lord is the Spirit, and where the Spirit of the Lord is, there is freedom. And we all, who with unveiled faces contemplate[a] the Lord’s glory, are being transformed into his image with ever-increasing glory, which comes from the Lord, who is the Spirit.
2 Corinthians 3:12-18 (NIV)
"So let’s run the race marked out for us. Let’s fix our eyes on Old Glory and all she represents. Let’s fix our eyes on this land of heroes and let their courage inspire. Let’s fix our eyes on the author and perfecter of our faith and our freedom, and never forget that where the spirit of the Lord is there is freedom. That means freedom always wins."
I get it. I understand rhetorical flourish and echoing classic passages of literature to evoke emotion.
But we as evangelicals are called to "be diligent to present yourself approved to God as a workman who does not need to be ashamed, accurately handling the word of truth." (2 Timothy 2:15, NASB). What Vice President Pence did last night is not accurately handling Scripture.
There are things we as followers of Christ are NOT called to do...
prioritize the American flag (and what it represents) over Jesus
prioritize this "land of heroes" (America) over the Kingdom of God
...that are clearly implied by Vice President Pence's appropriation of Scriptural language.
Evangelical historian John Fea pointed out that, in Biblical context, 2 Corinthians 3:17 "has NOTHING to do w/ political freedom & everything to do w/ freedom from sin, death, & guilt... The patriotic ministers of the American Revolution used scripture this way all the time. It was wrong then and its wrong now."
I am reminded of C.S. Lewis' words in The Weight of Glory:
“It is a serious thing to live in a society of possible gods and goddesses, to remember that the dullest most uninteresting person you can talk to may one day be a creature which,if you saw it now, you would be strongly tempted to worship, or else a horror and a corruption such as you now meet, if at all, only in a nightmare. All day long we are, in some degree helping each other to one or the other of these destinations. It is in the light of these overwhelming possibilities, it is with the awe and the circumspection proper to them, that we should conduct all of our dealings with one another, all friendships, all loves, all play, all politics. There are no ordinary people. You have never talked to a mere mortal. Nations, cultures, arts, civilizations - these are mortal, and their life is to ours as the life of a gnat. But it is immortals whom we joke with, work with, marry, snub, and exploit - immortal horrors or everlasting splendors.” (emphasis mine)
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I wanted to come up with something wise and convicting to close this post with... I wanted to turn on my "pastor mojo" and finish with marching orders to my fellow followers of Christ.
But I'm tired. So tired of watching Biblical truth being used as a prop.
So, I leave you with this.
Pray always. Pray in the Spirit. Pray about everything in every way you know how! And keeping all this in mind, pray on behalf of God’s people. Keep on praying feverishly, and be on the lookout until evil has been stayed.
A reminder... 22 years ago, the evangelical denomination I've been a part of all my life passed the following resolution.
A lament... whatever happened to this Biblical call for moral leadership?
WHEREAS, “Righteousness exalts a nation, but sin is a disgrace to any people” (Proverbs 14:34 NAS); and
WHEREAS, Serious allegations continue to be made about moral and legal misconduct by certain public officials; and
WHEREAS, The Bible calls upon all citizens to submit themselves to their governing authorities as ministers of the Lord (Romans 13:1; 1 Peter 2:13); and
WHEREAS, Scripture further teaches, “Whoever resists authority has opposed the ordinance of God; and they who have opposed will receive condemnation upon themselves” (Romans 13:2); and
WHEREAS, Governing authorities are not themselves exempt from the rule of law and must submit to the nation’s statutes, rather than mocking them (Romans 13:1; 1 Peter 2:14; Proverbs 19:28-29; 2 Samuel 12:7; Mark 6:17-18); and
WHEREAS, Some journalists report that many Americans are willing to excuse or overlook immoral or illegal conduct by unrepentant public officials so long as economic prosperity prevails; and
WHEREAS, Tolerance of serious wrong by leaders sears the conscience of the culture, spawns unrestrained immorality and lawlessness in the society, and surely results in God’s judgment (1 Kings 16:30; Isaiah 5:18-25); and
WHEREAS, Many public officials and candidates deserve our gratitude and support for their consistent moral character and their uncompromising commitment to biblical principles of right and wrong, resulting in blessing upon their people.
Therefore, be it RESOLVED, That we, the messengers to the Southern Baptist Convention, meeting June 9-11, 1998, in Salt Lake City, Utah, affirm that moral character matters to God and should matter to all citizens, especially God’s people, when choosing public leaders; and
Be it further RESOLVED, That we implore our government leaders to live by the highest standards of morality both in their private actions and in their public duties, and thereby serve as models of moral excellence and character; and
Be it further RESOLVED, That we urge all citizens, including those who serve in public office, to submit themselves respectfully to governing authorities and to the rule of law; and
Be it further RESOLVED, That we urge Southern Baptists and other Christians to fulfill their spiritual duty to pray regularly for the leaders of our nation (1 Timothy 2:1-4); and
Be it finally RESOLVED, That we urge all Americans to embrace and act on the conviction that character does count in public office, and to elect those officials and candidates who, although imperfect, demonstrate consistent honesty, moral purity and the highest character.
I found out yesterday evening that my friend, James Miller, had passed away due to an aggressive infection that turned septic. He was 50 years old.
What follows is a series of memories, thoughts, and images about James and his impact on me.
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I met James for the first time at - in a plot twist that will surprise no one that knew him - a board gaming convention in 2000. Why I was in the car that went to pick him up at the Chattanooga airport is a piece of the story that is lost to the mists of 20 years... but I distinctly remember liking James immediately. He was the kind of person who made the room (or the car) a little brighter, a little warmer, and a whole lot more welcoming.
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I'm going to tell you a joke... it's not a particularly funny joke, but it's one that James loved and that I made up and therefore you're going to have to hear it.
At my first Gathering of Friends (an invitational board game convention) in 2002, I passed by a table late one evening where James and some other folks were playing Pueblo. In the game, you place Tetris-like blocks into a central structure and assess points based on what can be seen from each side of the edifice... and also from above. As James explained the rules to me, I remarked that this overhead view was a "Hopi-copter"... and that's all it took to reduce James to near-tears of laughter.
Over the years, he would mention that line and grin ear to ear or chuckle... and I felt both proud of my wordplay (something James was brilliant at) and enveloped in his humor and friendship.
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James is not the only friend who made it possible for me to attend Gulf Games and The Gathering of Friends during my time as small church pastor in California - the generosity of those folks were a balm to my weary soul, particularly near the end of my ministry. But James was even more than that - for two years (2012 and 2013), he was my roommate and confidante at The Gathering.
Each time, we spent over a week living with each other, taking care of each other (James made sure I ate, I made sure he rested). We played lots of games, since we both operated on the same "early morning" schedule... and our "let's see what older games deserve a second chance" meetings with Mario were a highlight of my Gathering experience.
James worried that his snoring would keep me awake. I felt the same for him. Somehow, we cancelled each other out.
In 2012, he listened and encouraged me as I talked about the struggles I'd had with leading the church and my hopes that we were reaching a better place. In 2013, when I attended the Gathering after I had resigned my role as pastor, he listened and gave me a safe place to hurt and to laugh.
I will never forget the gift of being his roomie.
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When James found out that the Jackson family didn't have an iPad, he mailed us one of his.
I know that doesn't sound like a big deal, but we were not in a position where we could have bought an iPad - and that one gave us years of good service and enjoyment. To James, it was just another way to help out and care for us.
It did.
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For years, I told Shari and the boys that I wished they could meet James... and in the spring of 2019, the boys finally had the opportunity at the last Gulf Games to be held in Chattanooga. (I just realized - the last place I saw James is the first place I saw James.)
He took the three of us to lunch and we told stories, laughed, ate too much food, and generally enjoyed each others company. Both Collin & Braeden walked away saying how much they liked James... that he was as neat as I'd said he was.
In February 2020, Collin & I had to bow out of attending Gulf Games due to Shari's health... one of the things that bummed both of us out was missing the opportunity to see James.
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Seeing so many people post their memories of James and his warmth, his friendship, his incredible kindness, his humor, and his enjoyment of others yesterday and this morning has been both heartwarming and emotionally difficult. I'm thankful for the difference he made in so many lives; I'm crushed that I won't be sitting across the table from him again and hear him welcome me to the wonderful world of [fill in the blank] as he explains the rules.
I also realized I don't have any pictures of James... or James & me. I'm blaming the fact that I was busy having fun with him and never bothered to pick up the camera/phone.
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I am thankful for James and for his friendship... and I'm heartbroken at his death.
For someone with over 1000 games in the house (if you count expansions), I'm not really a big gaming convention guy. The last open convention I attended was TN Game Days a couple of years back (700 or so folks) and the last BIG convention I went to was KublaCon around 2006.
So, the yearly pilgrimage to Indianapolis to GenCon hasn't ever been on my schedule. Dealing with 60,000+ gamers all in one place just doesn't appeal to me - no matter how much I'd enjoy seeing many of the folks who attend. Instead, for the last few years, the boys & I have participated in GenCan't - an online convention for those who can't (or don't) attend GenCon.
This year, of course, GenCon went online due to the virus, but GenCan't went on as usual, with a great Discord channel for chat, a bunch of events & contests, and the fun of sharing our board gaming hobby with each other. (We even have badges!)
In that spirit, I present to you the story of our GenCan't (with a bit of sneaking in the virtual back door at GenCon to peek at some of the new stuff.)
DAY ONE: Thursday
Some great conversation on the Discord channel... and sadly, work got in the way of me play MegaKaruba with folks online. But after work, the gaming began in earnest.
Flowerpower: A classic 2 player game from Kosmos that desperately needs a reprint... Collin (my younger son) took me on and gave me a run for my money. I have a long history of winning this game against most folks - but I edged Collin out with some selective weed placement. (This game also gets an award for Best Vaguely Off-Putting Box Cover with a willowy female flower/person and a short/rotund male flower/person.)
Downforce (Aloha Sands track): This track from the newest Downforce expansion has quickly become our favorite... the jumps (a) just look cool, and (b) offer some very interesting decisions about when to make a break for the finish line. (Downforce is the cleanest and easiest to teach version of Wolfgang Kramer's excellent racing system... over time, I've owned Tempo, Top Race, Detroit/Cleveland Grand Prix, and Daytona 500. The only ones still left in the collection are Downforce and Daytona.) I won rather handily, thanks to spending very little on my cars and Collin betting heavily on my lead car.
Unmatched: Battle of Legends: The first of three Unmatched battles took place later in the evening... and Braeden and I played while we watched the CGE preview of Lost Ruins of Arnak. (Which looks cool, by the way.) This was a battle to the wire, as Braeden's last Raptor took down my Medusa with only a few hit points to spare. I hate to admit it, but he outplayed me.
DAY TWO: Friday
Work once again interferes with boardgaming... sigh. But I did get a chance to watch/listen to the Restoration Games "Blueprints" panel/feed from GenCon - excited about all the love for Unmatched and the content of the upcoming expansions. Also jazzed that Return to Dark Tower is staying relatively close to the original schedule... and I appreciate the straight talk about Heroquest (getting the trademark is simply one element in making sure they could do publish it IF a lot of other things happen - but there is nothing definite.)
We also managed to win a copy of ThinkFun's Chicken War in a random Twitter drawing... hey, a new game to try - bonus!
Roll for the Galaxy (Orb): I love this slightly longer variant on Roll for the Galaxy (you play to 15 technology & planet tiles)... and this game was no exception. I posted my best score ever at the game... but, to quote James Ingram, "I guess my best wasn't good enough" as Braeden beat me by 16 points. (Related note: I'm a beta tester on the Roll for the Galaxy app - it's really well-done!)
NEOM (solo): The past two Essens have been very good to someone who loves drafting games - NEOM and 7 Wonders: Armada in 2018, It's a Wonderful World in 2019. NEOM has a great packet drafting system for solo games that works really well (as does It's a Wonderful World), so it's kind of my go-to solitaire game right now. I seem to be getting worse and worse at it, though, as I try some "lean into one direction" strategies that don't seem to work as well as I want them to...
DAY THREE: Saturday
The gaming begins in earnest... no live streams, no panel discussions, not even much chatting on the Discord channel. Just playing game after game after game...
Zauberschwert & Drachenei: Playing with all the expansions thrown in (even including Poison, which inevitably got played on me)... this has been a long-time favorite of the boys. It's a weird little Adlung Spiele card game. Players are wizards attempting to defeat larger and larger enemies to amass fame - but the central mechanic is actually an auction to either fight an enemy or build up your tableau to gain power and artifacts. (The name, btw, literally translates Magic Sword and Dragon Egg.) Braeden slaughtered us... even my giant pile of black dragon eggs didn't make up for his awesome store of power.
Vom Kap bis Kairo: Since we were on an Adlung kick, I taught the boys my other favorite Adlung game - an auction/race game about building railroads across Africa. I won... but in fairness, I've played before and the game is quirky enough that an experienced player is likely to win. (Note: other Adlung games I love - Meuterer & Adlungland.) I like the odd mish-mash of auction, press-your-luck, and racing... all packed into 30 minutes or so.
Shards of Infinity (Shadow of Salvation): Shards reminds me of Star Realms... but there are more twists and turns in the design of the cards. The Shadow expansion adds a cooperative mode - so Braeden & I taught Collin to play and dumped him into the cooperative campaign on his first try. As usual, the first boss is interesting but not overwhelming, the second boss was a nail-biter, and the final boss was tough but beatable. I don't think it's the perfect cooperative system for the game, since it truncates building up your shard power, but it's enjoyable every once in a while. (I do think Shards is an excellent 1v1 or 2v2 game... and it's substantially better 2v2 than Star Realms.)
Unmatched: Battle of Legends: Our second battle of the weekend...this time, my Dracula & King Arthur team managed to defeat Bruce Lee (Collin) and Muldoon (Braeden). I think the Baskerville Manor board from the Cobble & Fog box is really clever - the secret passages require you to pay close attention to how quickly you can get boxed in. (Pro player tip: proper use of Merlin - his "sidekick" - is vital to making the King Arthur deck work.)
Bounce-It-In: The only game I own designed by Tupperware. Yes, Tupperware. It's a cute (and easy) dexterity game that we talked my wife into playing - Braeden mopped the floor with the two of us. Sadly, it's very, very OOP... but you can find Hop Hop Hurray pretty easily, which is similar. (The Hop Hop blog post I link to actually good descriptions of this and of Rein damit!, a HABA game with a similar bouncing ball mechanic.)
Race for the Galaxy (Xeno Invasion): Braeden and I play a good bit of Race for the Galaxy - so to keep things fresh, we change expansion decks every once in a while. Last weekend, we switched over to the Xeno deck, which I like. We didn't use the extra Xeno mode (which adds an alien invasion that complicates the game) - we've found it doesn't add much to our 2 player games. (I'd love to try it with 3+ players, though!) I managed to slide by him for a 2 point win.
Jump Drive: Collin's favorite game in Tom Lehmann's Race for the Galaxy universe is Jump Drive, so he and I finished off the day with a head-to-head match. I managed to create an Uplift planet behemoth that took me to my highest 2-player score ever (85) and the win. (You can see my final two turns in the picture...yes, that's 40 points on the final turn. This overwhelming win makes up for the horrible defeat I suffered at his hands a couple of weeks ago.)
DAY THREE: Sunday
The last day (sigh) of GenCan't... which still had a number of games and the conclusion of my Dice Puzzle game (during which one of the entrants managed to identify all 9 dice correctly!).
Unmatched: Battle of Legends: The final game of Unmatched pitted Sherlock Holmes and Sindbad (me) against Alice (Braeden) and the Raptors (Collin). Sindbad managed to do five Voyages, followed by rotating the Voyages back into his hand and putting all seven down - that's hard to beat. Of course, winning against my boys is always satisfying. (BTW, I highly recommend the Cobble & Fog box to Unmatched players... the card play on the majority of the decks is tricky enough that I might avoid it for total newbies, but anyone with experience can have a lot of fun with these very creative decks and interesting maps. For new players, the base box and/or Bigfoot vs Robin Hood is the best starting point.)
Sentinels of the Multiverse: Braeden & I hadn't played this in a while, so out it came. While Marvel Champions has cut into our playing time on this one, they are NOT the same game, nor the same universe. (Credit to Greater Than Games for developing such a rich backstory to their superhero world.) We fought against Plague Rat at the Temple of Zhu Long... Braeden had Void Guard Doctor Medico and Chrono-Ranger (Plague Rat's nemesis) while I ran Freedom Six Bunker and Mister Fixer. We smoked Plague Rat, even while dealing with the denizens of the Temple. Gosh, I love this game.
Baseball Highlights: 2045: I'm not a big baseball fan... oh, yeah, I like going to see a game live, but I don't watch baseball on TV and I'm certainly not obsessed with the sport like I am with college football or Premier League soccer. But Mike Fitzgerald's Baseball Highlights is a spectacular design (even with the oddly disjointed rulebook) and a joy to play - every time. The combination of deck-building/drafting with smooth play is a winner. Braeden & I had a great game, with his L.A. team fighting back from a 3-0 World Series deficit to lose 4-2.
Cartographers: A Roll Player Tale (solo): I bought Cartographers last fall because it looked like a good roll'n'write to carry with me in my suitcase when I was traveling for business. I was not wrong - it manages to scratch the old map-drawing itch from when I played D&D back in the day and carried around a pad of graph paper in my high school backpack to design dungeons with. At the same time, it's a clever roll'n'flip system that offers interesting choices with a varying set of scoring objectives each game. I've added the Skills expansion and a set of colored pencils... but that doesn't seem to help - my scores are actually getting worse. (But I'm still having fun.)
New Frontiers: This was, bar none, the weirdest game of New Frontiers we've played. We were out of sync, meaning we were taking actions that the opposing player couldn't use. Braeden was building like crazy while I was just accumulating settlers/colonists due to my lack of military power. And then the game turned on a dime and I quickly settled planets and we ran out of colonists. We tied at 19 points each (a VERY low score) and I had more cash left over.
Parting Thoughts
I love the GenCan't vibe. (Thank you, Suzanne!)
I didn't realize until I started writing this up that we played ALL of the Race for the Galaxy games this weekend.
I'm working on a pretty massive review for the Opinionated Gamers of Unmatched. Watch for it!
All the pictures here are taken by me... or one of my boys. Cool filters courtesy of Hipstamatic.
All of the links here are to stuff I've written about these games on my blog... or to reviews from the awesome team at the Opinionated Gamers (which, as you might infer from #2, I write for on a semi-regular basis.)
This was pretty simple... identify the games that use the custom dice above.
One participant got all nine correct - congratulations to Chris S.!
Upper left corner: Dice Settlers
Which, by the way, is an excellent solo game... especially when you add in the Western Sea expansion modules.
29% got this one right.
Upper middle: Impact: Battle of Elements
This is the U.S. reprint of Strike, which is being reprinted yet again with a Harry Potter theme. It’s a fantastic dice-chucking game that has been a hit with pretty much everyone who has played it.
12% got this one right... one of the toughest dice to identify.
Upper right corner: Animal Upon Animal
Best. Family. Stacking. Game. Ever.
In a dead heat with Rhino Hero Super Battle (also a HABA game) for best family dexterity game.
41% got this one right... even with the gator "smudged" by the camera.
Middle row left: Ghost Fightin’ Treasure Hunters
Great components and easy-to-learn rules make this an excellent family cooperative game… and it’s pretty brutal. We don’t win very often, so when we do it’s time to celebrate!
53% got this one right.
Middle row center: Duelosaur Island
The two-player version of Dinosaur Island…
I did accept Dinosaur Island as a correct answer as well. I’m not a monster.
76% got this one right... but only 12% had Duelosaur Island.
Middle row right: Sushizock im Gockelwock
I thought that this would probably be the toughest die to figure out, as the game did not get a big U.S. release.
This is a cousin to Knizia’s Pickomino (I still like Heckmeck im Brautweck better as a name)… in this one, you are trying to eat sushi while only just enough fish bones.
24% got this one right... I was wrong.
Bottom row left: Hit Z Road
Criminally underappreciated zombie auction game, with some of the most incredible production/graphic design – it’s a game “designed” by a kid who has to take a cross-country trip to dodge the zombie apocalypse and makes a game out of whatever pieces are lying around. The Easter eggs in the design are a lot of fun…
…but the game underneath all that coolness is really good as well.
12% got this one right... and it had the best made-up answer: "Shooty lightning ghosts".
Bottom row center: Powerships
Again, due to my non-monster status, I accepted Powerboats as a correct answer, since they both use the same die.
I like Powerships better… a great push-your-luck racing game with nifty twists and actual strategy.
35% got this one right... but no one guessed Powerships.
Bottom row right: Roll Player (Fiends & Familiars)
The most recent custom die in my collection…
I think you need one or both expansions to take Roll Player from good to great.
This is pretty simple... identify the games that use the custom dice above.
I'll post the answers tomorrow (August 3rd, 2020).
I ran a contest using this for GenCan't 2020... yes, someone actually got all nine of them correct. This post is just for fun for folks that read my blog.
I took two years of high school German (mostly because I didn't want to take Spanish) and barely passed. Our high school German teacher was not particularly adept at (a) teaching, and/or (b) dealing with high school students.
Fast forward to college, where I took another semester of German... and even with those two years in high school, barely eked out a "C". Knowing that it wasn't going to get better the farther I went, I made a semi-momentous decision.
I took Latin.
And I was pretty good at it - not A+ material, but I liked that (a) we got to read interesting passages, and (b) that there's no such thing as conversational Latin. It's also pretty cool that you sound so dang intelligent when you drop Latin phrases into conversation.
Now, on to the point of this blog post.
In the wild & crazy times in which we live, there are some important bits of Latin that can assist you in making wise decisions about who and what to believe. I provide these for you to (a) sound like a Harvard professor on sabbatical, and (b) help you think carefully about what you re-post, forward, or promote.
Pluralitas non est ponenda sine necessitate.
The direct translation is "plurality should not be posited without necessity." You may know it better as Occam's Razor.
No, not that razor.
It's more commonly phrased as "the simplest explanation is most likely the right one". It's an excellent tool for evaluating claims people and organizations make, particularly about controversial subjects.
For example, if a theory about something relies on the cooperation of multiple news organizations, social media platforms, portions of the federal government, health care professionals and researchers from around the world to suppress information of possible public benefit, that theory runs up against Occam's Razor.
A related & helpful aphorism (not in Latin) is Hanlon's Razor: "Never attribute to malice that which is adequately explained by stupidity". Or, if you want to get literary and slightly less acerbic, "Misunderstandings and lethargy perhaps produce more wrong in the world than deceit and malice do. At least the latter two are certainly rarer." (Goethe)
Cui bono?
No, not that Bono.
Better known in English as "Who benefits?"... or, more accurately, "to whom is it a benefit?" Along with the parallel questions, cui prodest? ("whom does it profit?") and ad cuius bonum? ("for whose good?"), it suggests that understanding the motive for a particular post/meme/news article is an important part of sussing out its veracity.
Note: there's a reason I led with Occam's Razor... because taken in isolation, "follow the money" (colloquial English rendering of cui bono?) is often used by conspiracy theorists to justify full-on craziness.
Fere libenter homines id quod volunt credunt.
Attributed to Julius Caesar in his De Bello Gallico (The Gallic Wars)...
...no, not that Caesar.
Anyway, it's translated variously as "Men generally believe what they want to" or "Men willingly believe what they wish." I particularly like the paraphrase "People's beliefs are shaped largely by their desires."
You probably have heard of this referred to as "confirmation bias" - Wikipedia defines that as "the tendency to search for, interpret, favor, and recall information that confirms or supports one's prior beliefs or values." The fact that Julius mentioned it in a history book back in the day means it's not a new problem.
An important safety check when reading news articles and social media posts is to ask yourself, "How badly do I want this to be true?" Particularly in difficult times, we long for stories that assuage our fears or topple those with whom we already disagree. That can lead us to believe something or someone we might otherwise dismiss.
Related thought from author Anne Lamott: "You can safely assume you've created God in your own image when it turns out that God hates all the same people you do."
So What?
Which, translates into Latin as "ita quod". But that misses the point.
I want to encourage you to think carefully and thoughtfully about your engagement on social media. Ask yourself the tough questions:
is the theory being espoused overly complicated and/or reliant on extensive conspiracies?
who actually benefits from me believing and/or sharing this particular narrative?
does this theory/narrative fit so neatly into my preconceived notions of how the world works and/or who I distrust that I am predisposed to believe it?
Allow me a final bit of Latin for my evangelical friends:
...audi consilium et suscipe disciplinam ut sis sapiens in novissimis tuis...
"Take good counsel and accept correction— that’s the way to live wisely and well." (Proverbs 19:20 MSG)
follower of Jesus, husband, father, "pastor", boardgamer, writer, Legomaniac, Disneyphile, voted most likely to have the same Christmas wish list at age 58 as he did at age 8