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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First Play – Survive: Escape from Atlantis! (Stronghold Games, 2012)

First play of Survive: Escape from Atlantis! this evening. Caught ourselves playing one rule wrong early enough to correct. Game culminated with RockyMountainNavy Dad shouting, “Kill him!” as Middle RMN Boy used a shark to kill off the last Youngest RMN Boy’s swimmer. Lots of laughing and good nature “Take that!” RMN Mom laughing along from other room. Fun fun fun!

Epic 7×7 #Kingdomino + #Queendomino Battle (@BlueOrangeGames)

Our Family Game Night has changed a bit in character recently. Finding ourselves short on time with RockyMountainNavy Mom working weekends now, the last few weeks have seen shorter game nights with smaller, more family-oriented games vice larger grognardy titles. This weekend, Youngest RMN suggested playing multiple rounds of Kingdomino (Blue Orange Games, 2016). He then asked if we could do try the multi-player 7×7 version using the tiles from Queendomino (Blue Orange Games, 2017). Both Middle RMN Boy and myself agreed to three rounds.

We only played one. It was epic.

I have played 7×7 Kingdomino before but only in a 2-player game. Playing a three-way battle was much more challenging. Quickly I started concentrating solely on my board and virtually ignored the others. This is a dangerous strategy for in Kingdomino one must think offensively (selecting tiles you need or can use) and defensively (checking the game state of the other players and possibly selecting a suboptimal, but useful, tile for oneself while preventing the other player from selecting it).

Early in the game I selected a tile that Middle RMN Boy really needed. He needed it because it was the only playable tile left and my selection meant he was left with an unplayable tile. I admitted that I was not even watching their boards because I was struggling with mine. I jokingly said that we all were going to probably lose to Middle RMN because he has the best spatial awareness of any of us.

Fifty minutes after we started the game ended. The game was a bit longer than we expected not because of major analysis paralysis but because we were all trying to be careful.

Both Youngest RMN and myself had completed 7×7 boards with Middle Kingdoms (castle in exact middle). Middle RMN had Middle Kingdom but an incomplete 7×7. We then scored our boards.

After scoring the 7×7 and Middle Kingdom bonuses, I only had one territory of any real value at 88 points. The rest was not very valuable. Final score – 136 points.

Youngest RMN got the 7×7 and Middle Kingdom bonuses and had a huge Ocean that gave him 90 points. Total score – 140 points.

Middle RMN did not score the 7×7 bonus but had one territory – Mines – with 16 crowns on 8 territories. That’s 128 points right there. When he finished adding up his score he had an incredible 217 points.

Total runaway victory. All the more sweet because Middle RMN is my Autism Spectrum son. His brothers (and even myself) underestimate him at times. Once again we are reminded that he can be a shark at games. Youngest RMN is demanding a rematch on Sunday.

It’s nights like this that make me a proud gaming parent. Can’t wait for next weekend!

Gettysburg and Gaming

This week we missed our weekly Family Game Night for maybe only the second time in over 18 months. The fatherly part of me feels a bit sad since I missed out on quality gaming time with the RockyMountainNavy Boys, but we more than made up for it in a short spring break trip to Gettysburg. The trip to Gettysburg National Military Park made me think of several games I have and consider how wargaming can help me teach the American Civil War to my family.

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Courtesy BGG.com

I last went to Gettysburg in the mid-1990s. I was attending a school in the military and we did a staff ride to Gettysburg. As I recall, we didn’t see any movie or the cyclorama and instead used the Army War College staff guide for moving about the battlefield. I sorta recall that I picked up my main Gettysburg wargame, Thunder at the Crossroads, 2nd Edition (The Gamers, 1993) in the gift shop. I remember because I had to explain to my classmates what a wargame was (sigh).

For the family this time we didn’t do our visit the military way, but the way the National Park Service recommends. For a very affordable $15 ($14 with military discount) one can get in to see the 20 minute movie A New Birth of Freedom (narrated by Morgan Freeman), the Cyclorama painting of Pickett’s Charge, and the museum before embarking on an auto tour of the battlefield. The movie is excellent, the cyclorama breathtaking, and the museum extremely educational. As much as I was looking forward to teaching the RMN Boys about the Battle of Gettysburg, it was Mrs. RMN who got the best education. Being a naturalized citizen fo the United States, she missed out on a great deal of history in the schools. Beyond the battlefield, the history that resonated with her the most was the divided nation, much like her original birth land of Korea. She studied closely the words of Abraham Lincoln and the Emancipation Proclamation as well as the Gettysburg Address. It was a good learning experience for all of us.

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Courtesy BGG.com

Looking at my gaming collection, I actually have on three American Civil War games. In addition to the previously mentioned Thunder at the Crossroads, I also have The Civil War (Fresno Gaming Assoc, 1991). This game rates a solid 2.8 on BGG.com and appears in geeklists like “The Worst Game in Your Collection” or “Worst. Game. Ever.” I rate it as a 5 (Mediocre – Take it or Leave it) though I don’t remember why I rated it this way.

 

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Courtesy BGG.com

The other American Civil War game in my collection is For the People (GMT Games, First Edition, 2000). This card-driven game (CDG) was one of my first forays into that game mechanic and, at the time, I found it wanting. Since then the CDG mechanic has grown on me and I have come to like it.

 

For a guy that is was so into tactical or operational-level wargames, I am surprised that I have only one Civil War game of that flavor in my collection. I guess I am a bit lucky that it is Thunder at the Crossroads given that there are many positive reviews of the game out there. I like hearing comments that it is long, but playable. It is also popular enough that there are even how-to videos posted out there. I strongly recommend Gilbert Collins’ review posted on Youtube.

More recently, I have been following Joel Toppen (@pastorJoelT on Twitter)and his replay of the new Compass Games title Battle Hymn Vol. 1: Gettysburg and Pea Ridge. This one looks interesting enough I may just have to order it!

I aslo note that Worthington Publishing announced a new Kickstarter coming soon for new Hold the Line: American Civil War.

I like the Hold the Line system, and this one looks interesting. I guess my getting it will depend upon the price point. Worthington is going to be working a bit uphill here since I have an inherent distrust of Kickstarter.

I have also heard rumors that Academy Games is looking at a Gettysburg version of Conflict of Heroes. Take my money!

So although I missed out on game night, our family trip to Gettysburg helped all the family learn much more about a vital period of American history. In the long run, we will get more American Civil War games to the table.

Featured image: Pickett’s Charge Cyclorama courtesy NPS.gov.

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.

Deep Strategy, Simple Game in 1754 Conquest: The French and Indian War (@AcademyGames, 2017)

This week’s RockyMountainNavy Game Night featured 1754 Conquest: The French and Indian War from Academy Games. What I really love about this game, and the entire Birth of America-series, is that there are deep strategic decisions played out in a very mechanically simple, yet thematically appropriate game.

The publisher’s blurb for 1754 goes like this:

‘1754 Conquest’ is an area control game that continues the award winning Birth of America Series. Players for each side work together in order to coordinate their strategies. To win, each side attempts to control Victory Spaces on the map that represent towns and forts. The militia players receive reinforcements from muster points while the French and English Regulars must ship their reinforcements from overseas. The game ends when the Treaty of Paris is signed and the side controlling the most cities wins the game.

We usually play the three-player variant with myself on one side against the RMN Boys together as a team. This week I asked to mix things up a bit and to be part of the team and not play against both Boys. So when we sat down around the table it was the Middle RMN Boy and myself as the British Regulars and Colonials against the Youngest RMN Boy taking the French Regulars and Canadians. Before the game, the Middle RMN Boy and myself agreed to a “middle” strategy in which we pledged to focus on going thru Fort William Henry to Montreal. Supporting this strategy the British Colonials had Muster Markers in Oneida Carry and Philadelphia.

I played the Colonials in a very aggressive manner and pushed into Canada, seizing Fort Saint-Frederic and Fort de La Presentation early in the campaign. Further to the west, an opportunity arose to seize Fort Dusquesne  and I took it. In the east, around the French bastion at Louisbourg on Nova Scotia, all was static. As the French defense stiffened, they pulled their Muster Marker back to Montreal.

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Campaign Overview (base map courtesy nps.gov)

As the game entered the later turns, Youngest RMN used a special Event card to enter his French Regular reinforcements at a defended harbor. His target was the Chesapeake Bay, which he successfully assaulted, followed by seizing Williamsburg and Alexandria. But his assault in the British rear was too late as both British Treaty of Paris cards were played, ending the game after the current turn. A desperate French attack that saw Fort William Henry fall to the French was offset by the Colonials leading a massive Indian raid through Fort Niagara, Fort Toronto, and into Ottawa with all becoming British controlled. The end result was a major British victory.

This was the longest game of 1754 we have played lasting into the seventh turn of eight possible. Still, total play time was a relatively quick – and very enjoyable – 100 minutes.

Our game this weekend showed the value of choosing a strategy and committing to it, even when major distractions abound. 1754 Conquest, like all of the Birth of America-series, are great teaching games and highly suitable to family game nights. Not only does one learn the geography, but the game mechanics help players explore strategic choices that are very historically thematic.

Featured image courtesy Academy Games.

 

Plotting Along with Air Force (Avalon Hill Battleline Edition, 1977)

Playing Air Force (Avalon Hill Battleline Edition, 1977) for my Game of the Week culminated in a game with the RockyMountainNavy Boys on Saturday night. Although I personally rediscovered my love for Air Force this week, the Boys had a lesser reaction.

At first I imagined a basic Battle of Britain dogfight scenario with Hurricanes and Spitfires versus Me-109s. That was until Youngest RMN Boy got his hands on the Aircraft Data Cards (ADC) and found the Me-262. He absolutely wanted to fly the Schwable. He also asked about shooting down bombers. So I quickly scratch-built a scenario where a single B-17G, separated from the bomber stream but escorted by a pair of P-51D, is jumped by a pair of Me-262.

Gameplay in Air Force is “Spot-Plot-Scoot-Shoot.”  In the interest of making for an easier first scenario we bypassed the Spotting rules and got straight into the action.

Youngest RMN Boy quickly discovered that the Me-262 handles like a truck. We had randomly rolled for starting altitude with the B-17G at 20,000 ft. In Air Force, when the Me-262 is at 20,000 ft. or higher, it has no Maneuver Speed and therefore adds the Level Speed penalty for maneuvers. This made the already ponderous Me-262 even more ponderous!

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Photo of Luftwaffe Me-262 being shot down by P-51 Mustang of the 8th Air Force, as seen from the P-51’s gun camera (Courtesy warhistoryonline.com)

I spent a lot of the game helping the Boys with plotting notations. The hardest part for them to envision was the aircraft Attitude, or banking.. Interestingly, Middle RMN Boy, my Autism Spectrum son, caught onto plotting faster than his brother. This may be because he is a bit of a “rigid thinker” and the predictability of the plot “clicked” with him easier than his more free-thinking brother.

The game lasted 15 turns, played out over about 90 minutes. The result was both Me-262 shot down by the B-17G, but with helpful contributions from the Mustangs. Unfortunately, in the same turn the last Me-262 was shot down, the B-17 fell too. This was in great part because the Me-262 used it’s Air-to-Air Rockets…and blasted the Flying Fortress.

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A B-24 “Liberator” of the 448th Bombardment Group, shot down by R4M missiles of a Messerschmitt Me-262 (Courtesy warhistoryonline.com)

After the game, we talked about Air Force as it compares to the other air combat game the Boys know; Wings of Glory. They both agreed that the addition of aircraft attitude and altitude was a large step-up in complexity over Wings of Glory. They also agreed that the flight model in Air Force gave a better comparison of the aircraft.

Although he had trouble during the game with plotting, Youngest RMN expressed a desire to try Air Force again. Next time, he wants to fly a maneuverable FW-190! I think the next game will be better; the hardest part of the learning curve for Air Force – plotting – is now behind them.