Taking Command – First Impressions of NATO Air Commander (@Hollandspiele, 2018)

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Courtesy BGG.com

I am a Cold Warrior. I came of age in the 1980’s in the Reagan-era of the Cold War. I read Red Storm Rising or Team Yankee. In my wargames I fought the Red Bear at sea using Harpoon (Adventure Games, 1981/GDW 1987), fought them in the air in Air Superiority (GDW, 1987), and on the battlefields of Europe when playing Assault: Tactical Combat in Europe – 1985 (GDW, 1983). I even played the Twilight: 2000 RPG (GDW, 1984). In the late 1980’s, I joined the US Navy and we trained for the Big One – going to-to-toe with the Russkies.

 

Fortunately, that war never came. Which makes NATO Air Commander (Hollandspiele, 2018) a sort of alternate-history game. I acquired NATO Air Commander during the 2018 Hollandays Sale and took it out for a few sorties. NATO Air Commander is another “wargame” in my collection that challenges the classic hex-&-counter definition of a wargame. Instead, NATO Air Commander is yet another waro in my collection; a wargame using Eurogame mechanics in a highly thematic game.

Presentation

 

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Courtesy BGG.com

NATO Air Commander has a very small footprint. The map by Ania B. Ziolkowska looks just like so many air charts of the day with simple, believable graphics superimposed. The entire mapsheet layout is easy to understand. I do wish the Basing box was a bit bigger; at the size given one ends up with a big stack of aircraft piled high. The counters are typical Hollandspiele/Blue Panther; thick and punch cleanly with simple, easy-to-understand graphics.

 

Playability

NATO Air Commander is a solitaire game and like most solitaire games the rules are very procedural. The rules are 12 double-column pages and step the players through the turn sequentially. The rules themselves are not difficult to learn; I personally rate them  a 2- Medium Light on BoardGameGeek. After just a few plays all that is needed to reference is the Player Aid on the last page of the rule book.

Mechanics

At it’s heart, NATO Air Commander is a card game. Players draw Objective Cards that reflect their commander’s needs for the turn. The players then allocate their precious (and dwindling) air forces (resources) to Raids. Each Raid is resolved using Resolution Cards and the advance, or (very occasionally) retreat of Warsaw Pact forces along six Thrust Lines (Avenues of Advance) is determined. The success of missions and advance of forces affects the number of Resource Points (RP) available to repair or replace lost aircraft or “purchase” needed upgrades like Precision Guided Munitions (PGMs).

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Courtesy BGG.com

NATO Air Commander is also a dice-less game; instead everything is resolved using the Resolution Cards. Typically, the player compares the relevant factor to the card factor modified by a track. If the factor is greater than the modified card number it is a success. Once the player is familiar with what track modifies what card factor resolving an event becomes easy and almost almost instantaneous.

Historical Flavor

Starting with the map, the game feels very period-thematic. Although the different aircraft types are not marked, if one knows a bit of aircraft recognition it is easy to see. Some folks on BoardGameGeek forums have groused about aircraft ratings. I am with the designer here when he says if you don’t like it, change it yourself!

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Courtesy BGG.com

Speaking of the BGG forums, some folks have complained about the number of acronyms used in the game. Sure, the rules could probably use a glossary but the use of those terms actually help become more immersed in the play. Except for one acronym – DEAD. As defined in NAC this is “Destruction of Air Defenses” which I learned as SEAD (Suppression of Air Defenses). It make absolutely no difference to play, just makes me grin as I move the track marker.

Overall, NATO Air Commander immerses the player in the period. The map, the aircraft, the relentless Soviet hordes, all make for a very tense game experience. There is also just the right amount of chrome. For instance, there is one (1!) Stealth bomber unit and never enough Precision Guided Munitions.

Support

Both publisher Tom Russell (BGG user tomrussell) and designer Brad Smith (enragedbees on BGG) are very active on BoardGameGeek forums. Questions are usually answered very quickly.

As a repeat customer of Hollandspiele games I also feel the need to address the “stinky” issue. Hollandspiele games are printed by Blue Panther in a form of print-on-demand publishing. The inks used by Blue Panther give off a smell that Steve has assured is not dangerous. Yes, the odor can be strong when the box is first opened. I find that if I keep the box open for a day or two in a lesser used portion of the house the odor goes away.

Bottom Line

NATO Air Commander almost feels like a game module for a larger game. Indeed, in approach this “air war module” is not that different from systems used in the Fleet-series (Victory Games) or the Next War-series (GMT Games).

Some commenters have stated that the puzzle of NATO Air Commander lends itself to an optimal strategy. Well, yes, there likely is an “optimal” way to use your air force. However, the fickle hand of fate, as embodied in the Resolution Cards, will most assuredly throw wrenches into your “optimal” strategy. Those wrenches are a feature, not a bug. NATO Air Commander forces one to think about allocating precious resources against sometime impossible needs to turn back a relentless horde. If there is one lesson that NATO Air Commander teaches its that defeating the Warsaw Pact invaders was not going to be easy and there was going to be steep losses. Those thematic lessons make for a very tense, stressful game that NATO Air Commander allows one to play with minimal rules overhead and a quick, diceless resolution mechanic.

Featured image courtesy Hollandspiele

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December 2018 #Kickstarter & Preorder Update

 Total Games On Order = 22

(Wargames 18 / Boardgames 3 / RPG 1)

Two deliveries this month including Squadron Strike: Traveller (Ad Astra Publishing, 2018) which was a Kickstarter project that I backed in March 2016! The second delivery was Pandemic: Fall of Rome (Z-Man Games, 2018). My initial thoughts are here.

Academy Games (@Academy_Games)

Agents of Mayhem: Pride of Babylon (English first edition)

  • [Source / Order Date / Initial Delivery Date]
  • Kickstarter / Feb 2018 / Aug 2018
  • Per 13 Nov email now shipping Jan 2019

Conflict of Heroes: Storms of Steel! – Kursk 1943 (English third edition)

  • Preorder / Jul 2017 / Late 2017
  • OxCart fulfillment for extras sent 21 Nov/ Rules v4.31 to printer 07 Dec 18

Ad Astra Publishing

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Courtesy BGG

**ARRIVED** Squadron Strike: Traveller

  • Kickstarter / Mar 2016 / Jul 2016
  • OMG it delivered! Overdue by 2 years 4 months I FINALLY have it in my hands!

Canvas Temple Publishing (canvastemple.com)

WW2 Deluxe: The War in Europe (First edition)

  • Kickstarter / Aug 2018 / Dec 2018
  • Per 28 Nov email expecting press sample “any time now;” project “has fallen a bit behind.”

Compass Games (@compassgamesllc)

Battle Hymn Volume 2: Shiloh & Bentonville

  • Preorder / Aug 2018 / Mid 2019

Indian Ocean Region: South China Sea – Vol. II

  • Preorder / Aug 2018 / Mid 2019

Pacific Tide: The United States Versus Japan, 1941-45 (First Edition)

  • Preorder / Sep 2018 / Nov 2018 
  • Website now shows release date Jan 2019

Dan Verssen Games (DVG)

**NEW** Castle Itter – The Strangest Battle of WWII

  • Kickstarter / Dec 2018 / Jun 2019

Gale Force 9 (@GaleForce9Nine)

**NEW** TANKS: The Modern Age – M1 vs T-64 Starter Set

**NEW** TANKS: The Modern Age – US M60 Patton Expansion

**NEW** TANKS: The Modern Age – Soviet T-72 Expansion

  • Preorder via CoolStuffInc / Nov 2018 / Dec 2018
  • SHHHH! Christmas presents for Youngest RockyMountainNavy Boy…maybe
  • When preordered the two expansions were showing Expected Release in Nov 2018 but now updated to show Dec release. Of course, the Starter Set is now out of stock so I may just have to cancel the order and try to source locally.

GMT Games (@gmtgames)

**Note that the GMT Games P500 program works differently. Games are not slotted for production until a threshold is met. Status per GMT Games website 16 Nov and updated via 01 Dec email.** 

Flashpoint: South China Sea (English first edition)

  • P500 / Feb 2018 / Status: 458 Not There Yet

Imperial Struggle (English first edition)

  • P500 / Nov 2017 / Status: 2866 Made the Cut Later 2019

MBT: 4CMBG (Expansion for MBT (Second Edition))

  • P500 / Jun 2018 / Status: 462 Not There Yet

Panzer: Game Expansion #4: France 1940 (First Edition)

  • P500 / Feb 2018 / Status: 720
  • Per 01 Dec GMT Update to charge 10-13 Dec and ship shortly thereafter

Panzer: Game Expansion Set, Nr 1 – The Shape of Battle on the Eastern Front 1943-45

  • P500 / Oct 2017 / Status: 83 Not There Yet

Plains Indian War (First Edition)

  • P500 / Jun 2018 / Status: 331 Not There Yet 

Red Storm: The Air War Over Central Germany, 1987

  • P500 / Nov 2016 / Status: 631 In Art; Shipping 5-9 months

Tank Duel: Enemy in the Crosshairs (English first edition)

  • P500 / Nov 2016 / Status: 786 In Art; Shipping 5-9 months

Wing Leader: Eagles 1943-45 (GMT first edition)

  • P500 / Jan 2018 / Status: 529 Made the Cut

Wing Leader: Victories 1940-1942, 2nd Ed. Update Kit

  • P500 / Nov 2017 / Status: 423 Not There Yet

History in Action Games (on SquareSpace)

Tranquility Base (includes Tranquility Base: Soviet Moon Expansion)

  • Kickstarter / Oct 2018 / Mar 2019
  • Per update 31 Oct bonus Lunar Landers will be produced

Magic Vacuum Publishing (Cam Banks)

Cortex Prime: A Multi-Genre Modular Roleplaying Game

  • Kickstarter / May 2017 / April 2018
  • Designer/Publisher Cam Banks moving to New Zealand in Dec; everything pushed to 2019 (books before April with pdf before?)
  • Email 02 Dec mentions no longer processing refunds; are lots of people bailing?

Worthington Publishing (@worth2004)

Hold the Line: The American Civil War (First Edition)

  • Kickstarter / Apr 2018 / Sep 2018
  • Per 07 Dec update – Hard printed sample sent; games on boat by 15 Jan to ship mid-late Feb 2019

Z-Man Games (@Zmangames_)

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Credit: Self

**ARRIVED** Pandemic: Fall of Rome

Outlook

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Courtesy BGG

Designer JD Webster posted preview box art on BoardGameGeek and ConSimWorld for the next addition to the Flying Wings series of games, Wings of the Motherland (Clash of Arms, 2019). According to designer JD Webster this will be a “monster game” with a hefty price tag ($150 or more?):

  • 308 pages of printed materials in five books.
  • Rules 80 pages
  • Play Aids 32 pages
  • Data cards 60 pages
  • Rules supplement 16 pages
  • Scenario book 120 pages (220 scenarios).
  • 280 Aircraft counters
  • 280 ground unit (target) counters
  • 70 1×1/2 inch ship and terrain counters
  • Two game maps, printed back to back, four types of terrain to play on.

Not up for preorder yet but as soon as it is….

Featured image courtesy misternizz.wordpress.com

Dining on #wargames – First Impressions of Table Battles (@Hollandspiele, 2017)

Truth be told, I am a 20th century or modern-era wargamer. Most of the wargames in my collection are World War II or later. Knowing that factoid it would seem that Table Battles (Hollandspiele, 2017) should not interest me since the battles range from The Battle of Bosworth Field in 1485 to The Battle of Brooklyn Heights in 1776. More importantly, the publisher’s blurb makes Table Battles not even really come across as a wargame:

Here is something new and exciting, something completely unlike any other game on your table. Table Battles is a thinky filler, a light dice game that nevertheless will have you scratching your chin and agonizing over your decisions. It reduces armed conflict to its essentials, to the absolute universal truths behind all battles: the threat of force and its application. It’s about leverage, about feints and counterfeints, threats and counterthreats, about creating openings and then going for the jugular, about leaving openings and springing a trap.

I picked up Table Battles in the 2018 Hollandays Sale and I am very glad I did. What designer Tom Russell claims to be a simple “thinky filler” and “light dice game” is actually a very fun, yet thematic, wargame of older battles that looks good on the table, is easy to learn and play, delivers a believable history of the battle, and makes you think really hard!

Presentation

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Set Up for The Battle of Marston Moor (2 July 1644) – Royalist in Blue and Parliamentarians in Red

To an old hex & counter grognard like myself, Table Battles appears heretical. I mean, it uses cards for formations, little wooden sticks for unit strength, and to attack you place dice on those Formation Cards instead of rolling them against a Combat Results Table. It doesn’t even use a map – you literally play on your tabletop. This os not a wargame, but a new-age wargame-Eurogame (weuro?).

Playability

The rules for Table Battles take up a whole four-pages of double-column type. The rules are easy to learn; most of what is needed is already on the cards. The rule book explains the Flow of Play (or Sequence of Play to this old grognard) and the definitions of what the iconography or text on the cards mean. The game can literally be taught in five minutes or less. Each game takes 20 minutes – or less – to play.

Mechanics

Mechanically, Table Battles has two parts each turn. In the Action Phase, a single unit (one Formation Card) can Attack. This might cause an automatic Reaction. Some units can take a special action, such as Bombard or Retire. For any formation to do anything, though, it needs to “be readied” with dice.

The “light dice game” is actually the heart of the game. Each side has six dice. In the Roll Phase players roll dice and can add them to Formation Cards. Each Formation Card has a Dice Area that show what dice can be added. Players can only add dice to one Formation Card in each wing (usually one or two wings).

As that old grognard I was looking for combat ratings and it took me a while to parse what the Dice Area means. It is truly amazing how designer Tom Russell uses the Dice Area to show how capable different units are. In Marston Moor, Cromwell can use Any dice to load up, but other units (often artillery) need a “Straight 4” – or four dice showing sequential numbers – to become readied. Obviously, this means it is much easier to get Cromwell ready while the artillery takes longer!

Once the unit is readied it can attack, but only certain other units. Once a unit is reduced (losses all their sticks-of-strength) it becomes Routed. When units Rout the player losses one of their precious Morale Cubes to the other player. If a player losses all their Morale Cubes, or enough of the enemy units have Routed that they do not have a formation able to attack any of your units, that player wins. Simple. Direct.

Historical Flavor

If one is looking for in depth analysis of warfare in this era then Table Battles will disappoint. However, if one is looking for a simple look at the units involved, their relative strengths and weaknesses, and a somewhat high-level take on a battle, then Table Battles will more than suffice.

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Royalist defeat at Marston Moor. An earlier Bombard by Parliamentarian Artillery took one Morale Cube and the Rout of the Whitecoats- brought up from Reserve when Tiller’s Right had to Retire – by Manchester completes the victory.

Like the historical Battle of Marston Moor my game resulted a Royalist defeat. Although my game ended pretty much as history did, I also see great replay potential in each game. Just because the battle goes one way does not mean it will always go the same, if for no other reason than the Dice Gods will play havoc with the rolls in the next game.

Support

Hollandspiele has two expansions for Table Battles for sale, Table Battles Expansion No. 1: War of the Roses and Table Battles Expansion No. 2: Age of Alexander. If you have the inclination, the base game and expansions are also available as print-n-play through WargameVault.com. Tom is also very active on the BoardGameGeek forums for Table Battles and questions are usually answered very quickly.

Bottom Line

Although designer Tom Russell likes to call Table Battles a light-thinky-filler-dice game he actually has designed a very simple, yet elegant, small waro/weuro that challenges players to focus on the fundamentals of combat. Although some might call the dice mechanic too swingy, it actually fairly represents the fog of war and reflects the different efforts it takes to get units into battle. Yes, Table Battles uses dice. Yes, Table Battles plays in as short “filler” amount of time. But Table Battles is very “thinky” and a legitimately challenging wargame for grognards old and new.

(Very) Initial Reactions to Pandemic: Fall of Rome (Z-Man Games, 2018)

Designer Matt Leacock’s Pandemic (Z-Man Games, 2008) is a popular game in the RockyMountainNavy house. This is a bit surprising because we really are more wargamers than Eurogamers. Over the years, we have played a few epic Pandemic games and we love playing the title because every game is a narrative adventure. The RockyMountainNavy Boys also like Ancient Rome; indeed Enemies of Rome (Worthington Publishing, 2017) is the most-played wargame in the house this year. So when I saw the match of the Pandemic-mechanics with the Rome theme, Pandemic: Fall of Rome (Z-Man Games, 2018) was an autobuy.

zgLVeSk8Tn+CXkchMq7sMwHaving arrived this week, Pandemic: Fall of Rome had to land on the table for an early Game Night. Early because the oldest RMN Boy wanted to play and he usually works Saturday nights. Our first-ever game of Pandemic: Fall of Rome was a four-player adventure with Middle RMN as Consul, Youngest RMN as Mercator, Oldest RMN as Praefectus Fabrum, and myself as Magister Militum.

The base game comes with seven different Roles. There is not easy direct translation from the classic Pandemic Roles to Fall of Rome so it takes a bit more to figure out (and remember) what all special abilities each Role has. A real starting challenge that will surely get easier as more plays build familiarity.

There are now eight different Actions to chose from. March, Sail, Plot, and Forge Alliance are easily translated from Pandemic but Fortify, Recruit Army, Battle(!) and Enlist Barbarians are much different. When taken in combination with the two or three special ability Actions each Role has this means new players must figure out how to select from a menu of 10-11 Actions each turn. Add into that each Role’s special effect in Battle. I know that at least once I could of used my special ability if I had remembered to look at it.

Another layer of complexity are the Event Cards. When played, Event Cards do not count against the player’s 4 Action limit each turn (they do count against the Hand Limit though). Each Event Card has a standard option and a corrupt option which, when used, is powerful but progresses the Decline Marker another step towards defeat. I personally liked this choice; do the standard for OK effect or risk defeat for a more powerful effect.

The rules for Revolts and Invade Cities in Fall of Rome are not difficult but the spread of the barbarians is much different than the spread of infection in classic Pandemic. Different enough that this section requires a much closer reading than I gave it.

Being a wargaming family we really were looking forward to the Battle Action in Fall of Rome. The Action turned out to not quite be what we expected. When battling, you have to be ready to lose Legions. There are several ways to build Legions (Recruit Army or Enlist Barbarians) and using these Actions will be needed to raise forces to stem the advancing hordes.

Thematically, all the game elements come together and do a good job of creating the feel of a declining Rome. Although I am a historian by education, I was pleased to see the designers making a point that Fall of Rome is not a historical game.  Amusingly, they make that point in the Historical Notes on p. 11:

Pandemic: Fall of Rome is inspired by the historical events surrounding the fall of the western Roman Empire….

Although a strong attempt has been made to pair game mechanics with some level of historical backing, the game is not attempting to be considered as a historical simulation….When a design choice was required between simulation and gameplay, gameplay received preference.

We lost our first game of Pandemic: Fall of Rome. Like really lost. Rome was sacked when we only had two of the five needed alliances. We will play again, but next time we will be much smarter because we now clearly see that although Fall of Rome is a Pandemicstyle game, it is not a Pandemic clone. Fall of Rome is a much different strategic challenge than Pandemic. Thematically, Fall of Rome also delivers on the title; there are times when one feels helpless against the never-ending invading hordes. Few boardgames really deliver on theme (Battlestar Galactica: The Board Game (Fantasy Flight Games, 2008) is the best exception) and Pandemic: Fall of Rome is one of them. For that reason alone the game will land on the table again – only next time we will all be smarter and more prepared to face the tough challenge.

Featured image courtesy thehistorynetwork.org

Record Rhino Hero (HABA, 2011)

The main game for Game Night was finished but the RockyMountainNavy Boys were not quite ready to hit the sack. Youngest RMN asked, “How about a short game?”

After a short discussion, we pulled Rhino Hero (HABA, 2011) out. Rhino Hero is a dexterity game where you place floors atop walls to build the tallest building with the Rhino Hero pawn inside and not knock it over.

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Leaning & shaking with 13 floors. Rhino is hidden within near the middle…

In the first game we built the structure up 13 stories. The RMN Boys cannot ever remember a Rhino Hero building this high. Of course, it was me who knocked it over on the 14th-level!

We ended up playing three games total but none of the other buildings got near the height of the first game. The last game came close and was all-the-more-difficult because we started with the single-wall base structure instead of the usual (and more stable) two-wall first floor.

According to my BGStats appRhino Hero is my most-played game of 2018 with 36 recorded plays. No wonder; a short, fun game where everyone laughs. Don’t let the kiddie graphics fool you, Rhino Hero is a serious game that deserves to be in a family game collection.

Blah-day Gaming

Today was a Federal Holiday to honor former President H.W. Bush and although I didn’t have to go to work the Youngest RockyMountainNavy Boy was also home. He had come down with a case of the blahs and didn’t really look healthy enough to go to school. Instead, he stayed home and we both took advantage of the day for some father-son bonding using boardgames!

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BGG.com

The first game of the day we played was Queendomino (Blue Orange Games, 2017). It was a good two-player contest with me emerging victorious 54-44. Today’s play also pushed Queendomino into my Dimes group of played games (at least 10 plays) for 2018.

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BGG.com

The second game of the day was Tiny Epic Galaxies (Gamelyn Games, 2015). My Secret Mission was Orbiter (all ships on home galaxy at game end, +2 VP) while Youngest RMN Boy was Conqueror (most planets, +3 VP). The Secret Mission 1 VP difference was the final scoring difference with Youngest RMN squeaking by with the 1VP win (24-23).

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Credit – Self

The third and last game of the day was Ticket to Ride: New York (Days of Wonder, 2018). This was another game that needed one more play to enter Dime -status for the year. Middle RMN Boy joined us for this game which in hindsight was a mistake as he totally swept us 38-31-25.

None of the games played today were “heavy” by any stretch of the imagination. In many ways playing the “lighter” games was right because the play emphasized family together time instead of being a “brain-burner.”

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Credit – Self

As excited as Little RMN was to play with Dad on this Holiday/Sick Day, he got more excited when a certain box arrived. Pandemic: Fall of Rome (Z-Man Games, 2018) is now in the house and will almost certainly land on the gaming table this weekend for a 4-player session. Given the theme, even the Oldest RMN Boy wants to play. Which goes again to show how gaming can bring family and friends together and make even a dreary day so much better.

Featured image courtesy Z-Man Games.

Tough Game Night Moments – thoughts on rules, factions, and “take that”

After missing the RockyMountainNavy Game Night for two weeks the boardgame Enemies of Rome (Worthington Publishing, 2017) landed on the table. Although there are other games unplayed waiting for a slot at the table, like AuZtralia (Stronghold Games, 2018) we pulled Enemies of Rome out at the request of the youngest RMN Boy as it matches what he is studying in history at school.

It did not go so well.

I have said before that Enemies of Rome is not the game it appears to be. What looks like an area control game is actually a Battle Royale. Glory Points are scored by winning battles which means one must think very offensively. Although the RockyMountainNavy Boys and myself have played Enemies of Rome ten times now, and even discussed the victory demands, it has yet to fully sink in to the Middle RMN Boy. In tonights game, like the last one, he “turtled” early and fell far behind in points as he built up his forces without attacking any of the enemies of Rome. Unfortunately, the enemies of Rome also were building up their forces right in his neighborhood. It also did not help that the Youngest RMN Boy chose to lash out at his brothers outposts and seized several provinces. As a result, Middle RMN fell far behind in points and was very sullen and not fully into the game.

It would be very easy for me to blame this on his Autism Spectrum condition but that’s too easy. Tonight was a good reminder that, no matter how familiar one is with a game, it behooves players to review some of the basic rules and mechanics of a game. In this case, a gentle reminder to all that Glory Points are earned by attacking is only part of it. A review of the die odds is also helpful. If one waits for overwhelming odds in their favor they will fall behind. I know that I often gamble with 2:1 or 3:2 attacks because I recognize the need to generate Glory Points. I save the 3:1 or 4:1 attacks for battles against other Legions because the penalty for losing those battles is loss of Glory Points.

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Courtesy Z-Man Games

I think Enemies of Rome will sit on the shelf for a bit and cool off. This doesn’t mean we will be hurting for games; indeed, it clears the way (and maybe even creates a demand) to get the semi-cooperative AuZtralia to the table. All the RMN Boys are also excited that the cooperative Pandemic: Fall of Rome (Z-Man Games, 2018) has been shipped. As a family, we really enjoy Pandemic and the Middle RMN Boy has proven to be a bit of a whiz at playing. I hope that these games in particular bring joy to the gaming table.

Dk_yqCEWsAki4_HIn the same vein, this weekends events have forced me to reconsider introducing Root (Leder Games, 2018) to the RMN Boys. The asymmetric nature of the different player factions in Root demands that each player play a bit differently. For the Middle RMN Boy this may be challenging. I remember the first time we played with the Invaders from Afar Expansion to Scythe (Stonemaier Games, 2016) and the Middle RMN Boy got a whole new faction. He struggled mightily to figure out how the faction worked. When he tried to watch his brother and I play our factions it was of little help because every faction plays differently. Root may work if I can convince him to play the first time the using the Marquis de Cat as I think that faction is mechanically the most straight forward.

As a wargamer, a game with a “take that” mechanic doesn’t offend me. However, events like this weekend’s game reminds me that not all players are like me. I don’t think I will ever fully turn into a Eurogamer with their “let’s just all get along and make a farm” attitude but bringing out more games with less “take that” for the Family Game Night probably won’t hurt.

Featured image courtesy Worthington Publishing.