A Little Rebellion – #GameNight 1775 Rebellion – The American Revolution (@Academy_Games, 2013)

After playing Enemies of Rome (Worthington Publishing, 2017) the past few weeks, the Youngest RockyMountainNavy Boy picked an older but highly enjoyable title for this week’s Game Night. So it was that 1775 Rebellion – The American Revolution (Academy Games, 2013) landed on the table. We once again played a three-player version, with the very typical RockyMountainNavy Boys teaming up against Dad. The Youngest played the Loyalists while the Middle RMN Boy took the British Regulars.

Battle Forth

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End of Round 1 – 1775 Rebellion by Academy Games

Knowing that the Boys are tough opponents, I struck hard and fast. The Continentals were able to eject the British from Boston while an early Benjamin Franklin allowed me to land French troops in Savannah. Dangerously, the Patriots Militia had to play the Treaty of Paris Card as it was the only movement card in the first hand! Meanwhile, the Loyalist were recruiting a large Indian army in New York. At the end of Round 1 the Americans led 4 (Massachusetts, Rhode Island, Connecticut, & Georgia) to 3 (Quebec, Nova Scotia, & Delaware).

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End of Round 2 in 1775 Rebellion by Academy Games

Round 2 was more a war of movement as both sides postured for advantage. As the Americans I pursued a Southern Strategy and was able to bring Maryland to The Cause but was worried as the British were obviously looking to drive through New York from Canada and split the northern colonies.

End of Round 2 score:

  • Americans 5 (MA, CT, RI, GA, MD)
  • British 3 (Quebec, Nova Scotia, DE)

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In Round 3 the Americans took South Carolina and moved into North Carolina. In the North, French troops arrived in Newport to bolster the defenses there. This was especially welcome given the relentless British march through New York, The British also used their Indian allies to take Pennsylvania. Of note, the Loyalists’ played their own Treaty of Paris card. The next Treaty Card played would end the game.

End of Round 3 score:

  • Americans 7 (MA, CT, RI, GA, MD, SC, NC)
  • British 4 (Quebec, Nova Scotia, DE, PA)
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End of Round 4 – 1775 Rebellion by Academy Games

The first turn went to the Continental Army that hunkered down building forces. The second Turn was the British Regulars who used Warship Movement to land a force in Savannah – negating American control of the colony. The British also took control of New York by defeating a mixed Continental/Militia force in the area between New York City and Albany. The game was turning in favor the the British who now were tied 6-6. However, it would the be Patriot Militia who played the spoiler. During Turn 3 the Militia played the second Treaty of Paris card meaning the game would end after this Round. The Militia was able to move a force into New York City defeating a Loyalist-heavy force making New York an uncontrolled colony. Another small Militia force with Indian allies entered Western Pennsylvania which also took control of the colony away from the British. In Turn 4 the Loyalist player had too little too late and was unable to reverse a single colony falling. At the end of Round 4 (and game end) the Americans took the narrow victory with a 6-4 final score.

After Thoughts

1775 Rebellion has the least special rules of the Birth of America-series and is in many ways the easiest to play. The game can also end early like ours did tonight with both Treaty of Paris cards out for the Americans by the end of Round 4. Total game time was a short 60 minutes. Though the game was short by our game night standards (2-3 hours being acceptable) it was nonetheless very fun. I get a feeling that this month will be an Academy Games month as the Birth of America-series and 878 Vikings – Invasions of England come out for play!

 

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#FirstImpressions – Enemies of Rome (Worthington Publishing LLC, 2017)

Enemies of Rome (Worthington Publishing LLC, 2017) is a rules-lite, family-friendly, area control wargame. Well, sort of area control. Maybe too rules lite. Regardless, Enemies of Rome is a simple wargame that looks to be a fun shorter game that engages the entire family.

I missed out on the Kickstarter campaign in early 2017 that raised $17,000 against a $10,000 goal. The game is now reaching retail distribution where I got it. My interest comes thanks to a series of videos that @PastorJoelT posted on Twitter.

Components

The map has a very theme-appropriate presentation. The back of the Event/Action cards are a bit cartoonish as compared to the map but remain loyal to the theme. The card faces are easy to read and understand. The many cubes look overwhelming at first but once separated into color groups and matched with the few cardboard tokens they also support immersion into the theme.

Rules-Lite

The rulebook for Enemies of Rome is eight (8) pages. Actually, it is seven pages as page 8 is a simplified map. The mechanics of the game is very straight-forward; place reinforcements, play “Intrigue Talents” (special bonuses earned during play), play either an Event or Action card to move and maybe battle, then draw your hand back up to two cards. Victory points, called Glory Points here, are earned by conquering a territory and lost if you lose a battle against another player. Total play time is rated at 120 minutes, but even our first game was over in 90.

As simple as the rules are, the rulebook could of used a bit more work. Looking at the names of the designers and play testers, Enemies of Rome looks to be mostly a family affair. That is not bad, but I feel that if an outsider or a professional technical editor had looked at these rules they could be much clearer. Having grown up as a grognard with rigid SPI rules formatting (1. / 1.1/ 1.11, etc.) I find it helpful in breaking down a rule and making them easy to follow or cross-reference. I totally understand that this “rules lawyer” format is not popular with some, especially those who want to read a more “natural language” text.

Who are the “Enemies of Rome”

Enemies of Rome is for 2-5 players, making it high suitable for group or family gaming. What makes this game work is the presence in every game of a non-player, the “Enemies of Rome.” Enemies occupy every territory the players do not. During a players turn, some Event and Action cards allow the player to move the Enemies. This simple mechanic introduces a subtle element of strategy that quickly becomes a focus of all players – do I move my own Legions or do I move the Enemies? This makes for interesting dilemma’s – how do I move/battle the Enemies to my advantage?

Area Control – Sorta

On the surface, Enemies of Rome appears to be an area control game. Indeed, at game end the players with the most territories gains a Glory Point bonus. However, a closer look at the rules reveals that Glory Points are won/lost in battle. If at the end of a battle the player is in sole possession of a territory, a Glory Point is won. If the player battles another player (not the Enemies) and loses, Glory Points are lost. The subtlety of this rule can be lost on beginners. In the RockyMountainNavy family first game, as Red I had the least territories but fought a number of good-odds battles towards the end and tied Blue who had the most Legions and territories. In the tie-breaker I lost to the more numerous Blue Legions. The RockyMountainNavy Boys were a bit confused at first until they realized its the battles won, not the number of territories, that count for Glory Points. A quick glance through the forums at BoardgameGeek seemingly indicate this is not a popular way of determining victory with several alternate VP conditions being bantered about.

Similarities

What struck me after the first play was the similarity of Enemies of Rome to the very popular Academy Games Birth of America-series. This especially applies to the first game in the series, 1775 Rebellion: The American Revolution. The RockyMountainNavy Boys and myself have many plays of the Birth of America series and the similar 878 Vikings: Invasions of England which are team-play, area control games. Indeed, @PastorJoelT mentioned in one of his videos that he saw Enemies of Rome and 1775 Rebellion as similar games. His comment is actually what triggered me to buy the game!

In my opinion, although superficially similar to Enemies of Rome, there are enough differences with the Enemies of Rome and the Glory Point scoring mechanics that these games are just that – superficially similar. I view Enemies of Rome as the simpler game of the two.

Collection Worthy?

Although Enemies of Rome is a simple game with a scoring mechanic that is a bit opaque, that does not mean it is not good enough for a gaming collection. If you look closely at the featured image of this post, you will see several Rick Riordan books in the upper right corner of the image. The RockyMountainNavy Boys pulled these out because the geography in the books was also found in Enemies of Rome. The Boys also found my copy of Decision Games’ Strategy & Tactics Quarterly #1 – Caesar. The Boys are making what Mrs. RockyMountainNavy refers to as “connections.” They are studying the map, reading the history on the Event cards, and learning.

Enemies of Rome promotes learning while having fun at the same time. That’s a winning combination in the RockyMountainNavy stronghold. Even if you are not into learning, the simplistic nature of the game, combined with subtle strategy, make Enemies of Rome a good group game, especially when introducing new gamers to wargames.

Old Lore – #BattleLore (Days of Wonder, 2006)

The RockyMountainNavy Family Game Night game this week was BattleLore (Days of Wonder, 2006). This is the first edition of the game and not the more recent Fantasy Flight Games second edition. Our game this week was generally good although I made a few errors during the evening. Playing BattleLore has rekindled my interest in the game and it deserves more table time.

In the RMN family, we usually end up playing a 3-player event. This makes it harder than it should to find a good game because many games are either 2-player or a multiple thereof (i.e. 4-players, etc.).  The Birth of America-series from Academy Games (1754 -Conquest: The French & Indian War, 1775 – Rebellion: The American Revolution, 1812: The Invasion of America) work well because they are 4-player games that also work at 2-players or – best for us – 3-players.

I own BattleLore: Epic BattleLore (DoW, 2007) that I thought would give me a scenario using the multiple boards that is suitable for 3-players. Using the extra board, it is possible to make a layout that is six-sectors wide that allows multiple commanders to play one side. But when I looked for an adventure (scenario) that used this map configuration there was none in the booklet. As the RMN Boys were already at the table and itching to play, I went ahead and laid out an adventure from the booklet that used a single army and an epic-scale 3-sector map. I asked the Boys to share command and they (reluctantly) agreed.

Wrong choice on my part.

Asking the Boys to “share” command of a single army spread over three sectors did not work. I thought about using a variation of the 4-player Reluctant Allies in Epic BattleLore but decided it would be unfair in a 3-player set-up. The Boys ended up bickering a fair bit (more than their usual friendly banter) and I could see the frustration growing in Middle RMN as his younger brother outright refused at times to work together. The Boys ended up winning, 7 banners to 5, but it was not a really fun game.

I apologized to Middle RMN about my choices going into the game and he was a good sport. I think he and I are OK but I don’t want to be his brother on the other side of a future battle because I sense there will be no mercy given!

All that said, the game night was not a total disaster. Having not played BattleLore in a long time (my last previously recorded play was in 2010!) and putting aside the command issues we enjoyed it. The addition of Lore and Creatures and the Goblin or Dwarf units – each with advantages and disadvantages – makes for an interesting game. The game is not without its challenges; soft sculpts and lack of good player aids detract a bit, but should not be showstoppers to enjoyment. I also think that the Boys are much more able to handle all that BattleLore brings to the table now that they are more experienced gamers. The last time we played Youngest RMN was a wee 6-years old and Middle RMN, my Austism Spectrum hero, was 12.

In addition to the core set and the previously mentioned Epic BattleLore expansion, I also own Call to Arms, the Dwarven Battalion Specialist Pack, and the Goblin Skirmishers Specialist Pack. Between all these expansions I “should” be able to come up with good adventures for 3-players, especially using the Call to Arms system. Although fantasy is not my go-to genre for gaming, I sense that BattleLore may actually fit many of our Family Game Night needs. BattleLore will find itself on the gaming table again, but not before I thoroughly reread the rules and make considered decisions on adventure design and balance.

Thoughts on Native Alliances in #1754Conquest from @Academy_Games

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Courtesy AcademyGames.com

In my first impression of 1754 Conquest – The French and Indian War (Academy Games, 2017) I touched on how much the game is like the others in the Birth of America/Birth of Europe-series. I discussed how 1754 Conquest adds new rules for reinforcements (Harbors and Muster Areas) and Forts. There are two other different rules that help set 1754 Conquest apart from other games in the series. The rules are Native Americans and the optional Native Alliance Expansion which we played with.

In all the Birth of America/Europe-series, there are four factions each of which draw their Turn Cube during a Round. In 1754 Conquest, there is a fifth “faction;” Native Americans. When the Native American Turn Cube is drawn, reinforcements are placed on the board. There is a clever mechanic using the spot on the Turn Order Track that helps determine which Native American area gets the reinforcements. Rules are included for when Native American are allied with a faction and how they act in battle.

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Courtesy AcademyGames.com

The 1754 Conquest Native Alliance Expansion is a deck of 15 cards. During Setup, each faction draws a single card. The card will either have an Native American area that, if controlled at game end, scores extra Victory Points or a special Native American ability that the faction can use. For instance, in the image above if the Algonquin Alliance card is drawn, when the game ends with the faction in control of those Native American home areas gains extra Victory Points. Other cards are special abilities for the factions, such as the Mingo Alliance card (pictured above) that negates the Fort Die if present.

These simple changes and expansion make 1754 Conquest extremely thematic. Not only are the major contested areas the Native American lands (as was historically the case) but the importance of alliances with the Native Americans cannot be understated both in history and the game. Academy Games (rightly) boosts that, “This expansion exemplifies the impact that the Six Nations had on the French and Indian War!” For the full experience of 1754 Conquest, the expansion is essential. Adding this expansion should be a no-brainer as there is little-to-no rules overhead and seamless integration with the existing game system.

In our first game, two of the factions (British & French Regulars) drew Area Alliance cards. The British Colonials drew the Ojibwa Alliance power (ability to cross the Great Lakes) while the French-Canadiens had the Mingo Alliance power (nullifies Forts). In the end game scoring, neither side gained extra points (failure to have Native American units in the areas). During the game, the Colonials were able to use the Ojibwa Alliance to cross the Great Lakes and take some French territory (although the “invasion” was later turned back). The French-Canadian faction should of used the Mingo Alliance in one battle but we all forgot (to our later disgruntlement as it may have made the difference in the battle and possibly even the final scoring). On balance the Native Alliance cards added an interesting element of gameplay with little rules overhead but with great thematic impact.

In many ways the Native Americans in 1754 Conquest exemplify what I love about the entire Birth of America-series and 878 Vikings. The games are great for 3-4 players, feature easy-to-learn and easy-to-play rules, and hit so many thematic elements that they teach without being preachy. 1754 Conquest, and it close cousins 1775 Rebellion, 1812 Invasion, and 878 Vikings are the epitome of family wargames that are fun to play and educational.

#FirstImpressions – #1754Conquest by @Academy_Games

On the table for this weekend’s RockyMountainNavy Family Game Night was a full 4-player game of 1754 Conquest: The French and Indian War (Academy Games, 2017). I usually do a “first impressions” post after playing a game for the first time and I guess this posting is no real exception. Well, except that since 1754 Conquest is part of the Birth of America-series and we have previously played 1775 Rebellion and 878 Vikings, we actually have a great familiarity with the basic game system. So this is more of a “ongoing thoughts” after the first play of another game in the series. Bottom Line: 1754 Conquest is a great family wargame and beautiful on the table.

Like other games in the Birth of America/Europe-series, 1754 Conquest is team-play, strategic-level of conflict, lite-rules wargame. The core gameplay is the same; Reinforcements, Movement/Event Card play, Battles, and End Turn. 1754 Conquest introduces several advanced rules (that are changes from 1775 Rebellion and 1812 Invasion) including Strategic Forts, Muster Areas, and Harbors. The later two determine where reinforcements arrive (British and French Regulars enter at Harbors, British Colonials and French-Canadiens enter at Muster Points). The Fort Rule thematically captures the important roll of forts in this war.

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Courtesy AcademyGames.com

Beyond the familiar gameplay, another part of 1754 Conquest that captures my attention (literally) is the fantastic art. I recently listened to a podcast (can’t find it now) that talked to Steve Paschal, the artist who did the cover of 1754 Conquest. Mr. Paschal has done lots of work for Academy Games, and his work is quickly becoming a favorite of mine. The cover of 1754 Conquest is by far my favorite because I think it captures so much of the spirit of the game. Not only is the cover nice, but all the components nicely compliment each other and make the game extremely beautiful to lay out on the table and adds immensely to the joy of play.

Playing games, and especially wargames, has an important role in the education of the RockyMountainNavy Boys. When playing 878 Vikings, I discovered just how much the Oldest RMN Boy loved Viking history, and how much the Youngest RMN wants to learn. Personally, I have a love of early American colonial history and the French & Indian War and American Revolution are amongst my favorite periods of history to study. So this time we did something a bit different and I read aloud from the Historical Notes at the back of the rulebook. The Boys were fascinated learning about George Washington’s role in the war, and were awed when they realized that their mother’s favorite movie, The Last of the Mohicans, is on the board (Fort William Henry). When I got to the section labeled The French Plan, Youngest RMN Boy stopped me and suggested we not read further until after the game so they could explore the situation for themselves. To say I was proud is an understatement!

The game ended after Round 4 with the British having played both their Treaty Cards. The result was a very narrow victory for the British, 6-5. Total playtime was a very short 70 minutes, which is very fast for us in a first-play of a new game. Again, 1754 Conquest is not a truly “new” game to us, and the fact we have familiarity with the core game mechanics meant the introduction of the new rules did not slow down our learning of the game.

1754 Conquest is less complex than 878 Vikings due to the absence of Invasion and Leader rules. It is more complex than 1775 Rebellion given the different reinforcement rules and forts. But in no way can I say that 1754 Conquest is better than or lesser than either of those other games. 1754 Conquest is superior in what it delivers; an easy to learn, simple to play, team wargame that captures the feel of the French & Indian War period. Additionally, it is a beautiful game!

Hot #Boardgames in Winter

In preparation for the arrival of a few new games this Christmas, I was updating my BoardGameGeek collection pages and noticed my profile page. There are two lists given, one is my Top 10 and the other my Hot 10. Looking at the two lists, I realized I had a methodology for creating the Top 10 list (based on my personal BGG rating) but I did not have a system for the Hot 10. Giving it a bit of some thought, I decided to use my Logged Plays as a guide. The resulting list is actually a good reflection of my year in gaming.

My logged plays games are a bit unbalanced. From January to July it featured one or two wargames a month. Beginning in August, the RockyMountainNavy family started family game nights every weekend. In the last five months of the year my gaming changed from wargames to more family boardgames. The pace of gaming also accelerated; so far in December I have already played more games that all of January to July put together. So here is my Hot 10:

#10 – Agricola: Master of Britain

As much as I play wargames solo it is actually rare that I play solo games. Agricola: Master of Britain is an easy-to-learn yet hard-to-master game that uses interesting cup mechanics to reflect shifting allegiances of tribes. I also like the escalating victory conditions that constantly force you to achieve more – sometimes more than is possible.

#9 – 1775: Rebellion

A “lite” wargame that plays well with 2-4 players. In many ways 1775: Rebellion showed me that a “family wargame” should be.

#8 – Scythe

Scythe marked the real birth of family board gaming in the RockyMountainNavy this year. One of the heavier games we played this year, we have not played in a while and need to get this one back to the table soon.

#7 – Pandemic

An older game that we “discovered” this year, I am always amazed at the narrative power this game delivers.

#6 – Plan Orange: Pacific War 1930-1935

Probably the only “real” wargame in my Hot 10. At first I was a bit surprised this was in my Hot 10 but then I thought about it; I really enjoy this CDG-design and the shorter play time means it can land on the gaming table more often.

#5 – The Expanse Board Game

At first I was a bit negative on The Expanse Board Game but I have warmed to it. I want it to land on the table a bit more but in the last game Youngest RockyMountainNavy Boy was ruthless on his brother who swore revenge. So far he hasn’t had a chance, but when it comes I’m sure it will be glorious to watch.

#4 – Terraforming Mars

Another game that exemplifies the arrival of family board gaming in the RMN family. This will be played many more times and there may even be a few expansions purchased.

#3 – Conflict of Heroes: Awakening the Bear (second edition)

If there is a wargame that connected my grognard past with my boys it is Conflict of Heroes. The Firefight Generator has led to several memorable games so far.

#2 – Ghostbusters: Protect the Barrier Game

A lucky thrift-store find, I posted earlier how this is actually a reskinning of the Kinderspiel des Jarhres-winning Ghost Fighting’ Treasure Hunters. A fun cooperative game, it probably will be superseded in a future Hot 10 by Pandemic and demoted to the kids collection for Mrs RMN to use in her teaching.

#1 – Kingdomino

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Courtesy Blue Orange Games

Given the short play time and our usual Dynasty play where we play three games in a sitting one could argue that this game is artificially high in my Hot 10. I disagree; Kingdomino fully deserves to be the Hot 10 leader not only because of my logged plays, but it is landing on the table with the RMN Boys even without me. Even the video-gaming oldest RMN Boy will join in!

So there is my Hot 10. This list helps me recognize what I have sensed all year; as much as I am a wargaming grognard this year I became more of a family gamer. This has resulted in many positive changes in the family. Not only do we spend more time socializing together, we also use games to guide our learning. The boys have learned so much more about the American Revolution and space exploration thanks to gaming. Even Mrs. RMN,  a non-gamer, is touting the value of board gaming to the parents of her students.

The FLGS has got to earn the F

Tom Vasel of The Dice Tower created quite the stir recently when he ranted on about the Friendly Local Game Store (FGLS). In all the negative backlash, mostly on reaction to the tone he took, I think people tried to ignore his real message – the FLGS is not always friendly.

Nearby where I live, there are four “Friendly Local Game Stores” or FLGS. There used to be five but one closed a few years back. Let me tell you a little about each.

FLGS #1 is the best for wargame selection but it is small and impossible to navigate on a weekend with gaming tables occupied in the middle. If there is a game going on then good luck getting the cashier to pay attention! The RPG section is in a dark back area with sagging shelves. They still writes out sales invoices. My wife refuses to enter the place because the regular clientele creeps her out; probably because they hit so many of the negative gamer tropes. If I want to buy a wargame this is not the place I really want come to, much less bring my boys to.

FLGS #2 is right in my neighborhood. It’s within walking distance. If I want to play Magic: The Gathering or in an X-Wing Tournament this is the place to go. If I was competitive. I say that because the players I see are hyper-competitive and this is not the place for a friendly pick-up game. That said, they did support a game outreach event at the local library, but it came and went quickly. Last year I walked in looking for card sleeves and they were helpful. This year I walked in with a card from Academy Games 1775 – Rebellion and asked for help finding the right size card sleeve. The store owner asked what game it was for and I told him. He acknowledged he didn’t know the game but after looking at (not examining) the card in my hand he declared, “We don’t have sleeves for that card.” I asked if he could measure the card (I know they have a sizing mat) and maybe find something close. He got up from behind the counter (out of his comfort zone?), walked to one display, roughly compared the card to a few packages and declared, “We don’t have any sleeves for those really old games.” I looked behind the counter at his more premium line of card sleeves but he totally missed my hint. Probably for the better as he obviously didn’t want to sell me any sleeves and I now felt like I was sullying his place with a non-MTG card. I left. I have not been back since.

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Huzzah Hobbies

FLGS #3, Huzzah Hobbies, is a real FLGS. Huzzah is the most balanced store in the area. It does have a focus on MTG and Flames of War, but also has a nice stock of new tabletop games and a few RPGs. This store actually spawned FLGS #4, Huzzah Junior, which is the “kids” version. We are patrons at both and the staff is very helpful and friendly. They usually have at least one new-ish game open and ready to demo. Huzzah sponsors many game nights (even at a local brewery) and contests. The problem is – as friendly as they are – the prices online are just so much better than they can offer. So we use these two stores mostly for game accessories, plastic models, and an occasional game purchase.

FLGS # 5, now closed, was the old veteran that had been around over 25 years. It had a fair selection of wargames and RPGs. Problem was their new item section was very small and their shelves were full of old backstock…in some cases very old. I had a love-hate relationship with the place. At first I went on weekends but came to despise the staff that always seemed to look down on my boys and I because we were not there to play MTG. I eventually figured out that the owners covered weekdays and they were much friendlier. I even made a package-deal with the owner to relieve them of several items that had been on the shelf for years (literally). The store closed because the owners wanted to be closer to their grandkids, though one candidly told me that online sales had taken a big bite out of their business.

camgirls1-300x247For a good example of another real FLGS, I point you to Petrie’s Family Games in Colorado Springs. Petrie’s is a real family game shop. When we lived there it had a very small selection of wargames and RPGs but was blessed with the friendliest owners. Petrie’s also had an awesome game library and they were often willing to break open a game, even a newly released one, to look and play with it. The owners are just good people and they made this the only game store my wife ever willingly entered.

You may be offended by Tom Vasel’s tone, but you have to listen to the message. FLGS are not automatically “friendly;” it is an honor they must earn. A major part of earning the “F” in FLGS is by creating a welcoming, inviting atmosphere. If my little corner of the world is any indication, two out of five understand that, one struggled with it but is now gone, and two others are missing the opportunity. That’s a 50% failure rate amongst the existing shops. That leaves two stores doing their best to support the hobby. It’s an uphill battle against online retailers and Kickstarter, but by being Friendly they get me through the door.

This is what Tom was really trying to say. The FLGS problem I see starts when a store feels that the “F” in FLGS is their entitlement and they stop earning it. Get me through the door and they are more likely to make some sort of sale. Without the “F” it is far less likely I will enter the store. If I don’t enter, I can’t buy.