AireCon 2018: A rising star in the north

In the last decade, Birmingham’s UK Games Expo has cemented its place as the UK’s largest board game convention. It is now a genuine mark on the global gaming convention map, with the cream of publishers (as well as the biggest tournaments) in attendance.

But with this success have come the inevitable problems of growth. Reasonably priced hotels near the NEC were snapped up a year in advance, leaving ridiculously priced options or a commute as the only options – not great when the trains into the city stop running early and cabs cost a fortune. And both of the last two years have seen times when the open gaming space was full. So despite its clear success (I’ll certainly be attending again this year), it shows there is room in the market for more such events.

With the Midlands well catered for, up has stepped Tabletop Gaming Live (London in September) in the South, and AireCon (Harrogate in March) in the North – with AireCon being sponsored by UK Games Expo itself (amongst others).

So why AireCon?

While this will officially be the fifth AireCon, it became an annual event last year when it moved to its current home in the Harrogate Convention Centre.

It describes itself as a “friendly and inclusive analog gaming festival” and has secured sponsorship from one of the worlds most respected games publishers, Czech Games Edition (CGE). Better still, there will be a 350-game library courtesy of FLG Travelling Man, which has stores in Leeds, York, Newcastle and Manchester.

There’s plenty to recommend AireCon. Firstly its in Harrogate, which is lovely (in stark comparison to London and Birmingham…). Second, it’s in a great modern venue and is currently a small but perfectly formed version of Expo (they’re expecting 1,000 unique visitors over the weekend) – plenty of open gaming space, plus a bit of retail therapy to demo and buy new games (there are more than 25 exhibitors confirmed, including Asmodee and the Ragnar Brothers).

The organisers provide a fun, relaxed environment and welcome all (respectful and not smelly) gamers from across the various strands of the hobby. Alongside the kind of tabletop games I talk about here, you’ll find plenty of opportunities to try RPGs – as well as gaming industry panels, quizzes, a play-test area for unpublished games, contests, a family area and giant versions of some of your favourite games. Plus there’s the Super Board team competition – with a 1st prize including tickets and flights to Essen 2018!

See you there?

AireCon is smack-bang in the middle of the town and easily accessible by road or rail. It’s spread over three days (March 9-11) and tickets are just £25 (£12 kids) for the weekend, or £10 (£5 kids) for a day if you just want to test the water.

Those of us travelling from around the rest of the planet have plenty of nice hotels and B&Bs to choose from (it’s a pretty big tourist town), and I’m really looking forward to it. You can find all the nitty gritty details in their official FAQ here.

If you like reading about games listening to gaming podcasts or watching gaming videos there will be plenty of us in attendance to have a chinwag with: I’ll be travelling up with The Game Pit boys, while the chaps from Gaming Rules, Polyhedron Collider, No Pun Included, Toucan Play That Game and Watch it Played will also be in attendance – plus loads more I’m sure. Hopefully more UK designers will be in attendance too: I know several who are hoping to pop along – not that anyone wants to speak to us when they can speak to a video blogger! Welcome to the future… 🙂

Con report: UK Games Expo 2017

At last week’s UK Games Expo I managed to break my own PB for different hats worn and sleep deprivation, adding ‘PR demo guy for a publisher’ to my usual list of designer (on booth), designer (publisher meetings), designer (play-testing), journalist and punter. It was an exhausting four days, but thoroughly enjoyable all the same.

My PR stint involved showing the next three games from LudiCreations to a variety of games journalists: Iunu, Diesel Demolition Derby and Alexandria. I’m lucky enough to now have one of my co-designs with Matt Dunstan signed with Ludi now, so I’ll no longer be reviewing its games – but I wanted to give a bit of a preview of them here.

Elsewhere I got to help out a bit with demoing Armageddon to a steady flow of punters, grab a few new games to review and show some of my own new titles to some great publishers – as well as catching up with lots of old friends I only seem to see in Birmingham, Eastbourne and Germany nowadays!

Ludi’s latest creations

I was demoing three games for LudiCreations: one currently on Kickstarter, and two more on the way in the next month or so.

I had the pleasure of sharing the games with the fine people at The Game Pit Podcast, Polyhedron Collider, Creaking Shelves, Broken Meeple and Devon Dice. Hopefully you’ll be able to check them out for more opinionated articles.

Iunu is on Kickstarter until June 30, for as little as $10. It’s a simple yet clever 2-4 player card game with elements of drafting, set collection, building majorities and engine building. It has a delicious tipping point midway though and, despite looking very simple, packs some genuine decisions into a short playing time (sub-one hour). It demoed well with everyone I played with – and you can try it yourself on Tabletopia.

Diesel Demolition Derby is a simple ‘robot smash’ drafting game from Matt Dunstan. Rounds are super fast, with many cards having effects that hit your opponents’ robots as you all try to get the most strength in machines into your tableau – but the bigger the robot, the bigger the target and the little ones, played well, will often give you those satisfying David and Goliath moments. There are a bunch of arena cards that make every round different, it plays 2-6 and lasts about 30 minutes. One for fans of filler games, drafting, simple combat, micro games, and trying to read your opponents’ plans.

Alexandria is an asymmetric, action point allowance and hand management game, played out on a modular board representing the great Library of Alexandria (2-4 players, 1-2 hours). Each character has a unique card deck and they all play very differently; as you’re trying to save particular items from the fire, you can bet one of your opponents is trying to smash them to gain their own advantage! The board shrinks each round, adding to the tension, while a bunch of reaction cards keep everyone on their toes. It tells a strong story, and will appeal to euro fans who like a bit of interaction in their games and anyone who enjoys putting together card combos.

The now, the soon and the maybes

It was great to see Queen Games at Expo, with two tables demoing Armageddon. They didn’t have loads of copies with them but they sold what they had, and the tables were full all weekend. It was fun watching groups sit down to learn the game but instead of playing a couple of turns, stay for the whole game.

It was also great to catch up with Seth Jaffee, of Tasty Minstrel Games. He has been developing Matt Dunstan and my next release, Pioneer Days, which should be out later in 2017. It’s a dice-driven euro game which I think does a good job of bringing out the Oregon Trail theme; and I’m super pumped at how the finished version is turning out.

Armageddon co-designer David Thompson and me also showed our most recent two prototypes to several publishers. It’s hard to believe how far the Expo has come in just a few years, in terms of the staff from top publishers in attendance: they genuinely see it as a key event on the calendar. The likes of AEG, Pegasus, Queen, Mage Company and Mayfair all had senior staffers on hand, to name but a few. We didn’t sign any deals, but had some positive meetings.

Reviews incoming

I was deliberately subdued on the review front for two reasons: one, I’ve still got games to review from Essen so didn’t want to add to the pile too much; and two, there really wasn’t that much ‘new’ stuff on show that interested me. There were lots of mini-heavy offerings, some pretty rustic looking affairs and a bunch of hopeful Kickstarters: not really my bag!

I did grab Design Town from Pegasus; Kingdomino and Baobab (Tumble Tree) from Coiledspring/Blue Orange, and The Cousin’s War from Surprised Stare. Design Town, or Flip City, is an interesting deck-builder; Tumble Tree a great little dexterity game; Kingdomino a light domino game recently announced as one of this year’s Spiel de Jares nominees; and The Cousin’s War is a light and fast two-player card driven war game. Hopefully I’ll get them all reviewed before Essen…

As for being a punter, I realised on Sunday morning that I’d played 15 games at the con to that point – only one of which was published! That was classic Knizia bidding game Medici, that I’d never played. I managed an inglorious last place but did enjoy the challenge – thanks to Rogue from GCT Studios for teaching.

Pros and con cons

At the end of the weekend, thoughts inevitably turned to next year. This time I stayed at the Hilton Metropole for the first time, which was brilliant in terms of being able to sneak off and desocialise when all the crowds and noise got a bit much. And it was also a godsend on two occasions when I needed to demo games, but we couldn’t find a free table anywhere, so used my frankly ridiculous sized room.

But despite a comfy bed and fantastic breakfast, the hotel was pretty awful. Staff were often rude and/or incompetent (especially at the bar), my room was never properly cleaned and the price of everything – from the room to drinks and food – was ridiculous for the poor level of service provided. I get better cleaners/bar staff in London fleapits. I expect I’ll try and get into one of the other large hotels nearby, if I can afford it…

As for UK Games Expo itself, I continue to be amazed at how it copes with exponential growth every year with such little fuss and drama. As ever the Expo volunteers were helpful and smiling throughout the weekend, in stark contrast to those of the Hilton. But while the areas of the NEC used were well organised, the Hilton gaming space was at breaking point the whole weekend; a problem they’ll have to seriously address – and get ahead of – for next year. But i’m confident the organisers can, yet again, rise to the task.

Con report: SorCon 2017, Basildon

After having a great time at last year’s SorCon, it was great to be able to head back to Basildon for SorCon 10. The event is held in a Holiday Inn from Friday lunchtime until the last stragglers head off early on Sunday evening, with a nominal entry fee presumably covering the cost of the conference facilities.

Most of the gaming is done in a large, well lit room with good-sized tables and very comfy chairs (there’s an over-spill room too, if you want to get away from the hubbub). There’s an average of just over 100 attendees per day, making it a comfortable size, while the food and drink is pretty good as well as reasonably priced (but as it’s a hotel, don’t expect any cask ales).

But more importantly, it has a great atmosphere. The organisers are friendly, while I’ve not been to a con where people seem as comfortable asking if there’s space in a game than they do here. It would probably benefit from some ’empty slots’ cones, or similar, but it’s nice that people feel everyone is approachable enough anyway.

There’s not much going on beyond open gaming though. That certainly doesn’t bother me, but people wanting variety may struggle. That said there is the gamer oriented Saturday night quiz-a-hunt, a bring-and-buy table and a local board game retailer on hand – as well as loads of chain restaurants and a cinema on the doorstep.

A quick shout-out to old friends Keef and Claire for driving me to the con and humouring me throughout. And it was great to have Sarah with me for the first night (her first con and a successful one), as well as seeing old friends such as Matt (Creaking Shelves), John (LoB) and the rest – sorry I didn’t get to play with many of you!

Will I be going back? Absolutely – the date will go straight in my diary when it’s announced. Behind LoBsterCon this is my favourite UK event of the year – and one I’d suggest any gamer should check out if looking for a small, friendly con with a good variety of games – from party to the epics (I saw full games of both Colony and Mega Civ played).

Gaming highlights

  • The Oracle of Delphi: This was comfortably my game of the weekend. I’d been needing to get it to the table to review it, but was lucky to be expertly taught it here (thanks Phil!). Expect the review in the next month or so – but it’s a classic Feld that removes point salad for a race mechanism. There may be a little too much luck for some, but it’s also relatively short. And the play was super tense at the end, with me losing to Claire on the second tie-breaker (Keef and Phil were a turn behind us).
  • Castles of Burgundy: Another Feld, another highlight. This old favourite is always fun, but all the more so with experienced players. Claire, Keef and me are all fans and as always the game ebbed and flowed. As we neared the end it looked for a while that I’d run away with it – but once again Claire came back and just pipped me on end-game bonuses, taking the win on 206 to my 204.
  • Celestia: We closed Saturday night out with this great, and beautiful, little filler – and it was well received by everyone. It’s so simple to teach and immediately gets people chatting around the table, which is perfect when people are a little oiled. We ended up playing back-to-back games – the second with the recent expansion – with wins for Claire and SorCon buddy Craig. The expansion adds individual player abilities, which were a bit underwhelming, and a bunch of new cards that were great fun. Expect a review of the expansion soon.

The other ‘new to me’ games

  • Glass Road: I’d managed to miss this Uwe offering somehow, so was happy to give it a go. I liked the resource wheel mechanism in Le Havre: Inland Port, while not enjoying the game, and it turns out it is used to much better effect here. This is classic mid-weight Rosenberg – you have no idea what the hell to do at first, faced with a plethora of similarly weighted options, but after a few rounds it starts to make sense. But unlike games such as (proper) Le Havre it is pretty quick and the choices never become overwhelming once you’ve got the basics down. A good game that I’d play again, but not one I’ll be seeking out to buy.
  • Railroad Revolution: This was another game on my review shelf I’d brought along in the hope of being taught it – and once again Phil (with help from Keef) came to the rescue. While I quite enjoyed my play – and ended up winning – it was a little underwhelming overall; basically some of the scoring sections didn’t seem very fair for what you had to do to get the points. I’ll reserve judgement until I’ve played it a few more times (again, review incoming), but it seems a common complaint from those who’ve played it a few times. On the plus side, mechanically it was very enjoyable – lots of interesting decisions and very tricky resource management.
  • Steampunk Rally: Our last game of the con, this seemed a good choice for our frazzled brains – but was actually thinkier than I’d thought it would be (thanks to Paul for teaching). It’s a clever puzzle of a game, with a solid mix of dice, drafting and racing – but with the real key being engine building. I kind of missed this, building a sleek machine that got over the line – but only in joint last place. The game was OK, but definitely had that slightly shonky Kickstarter sheen – and was sadly lacking in player interaction (there are some screwage cards, but not many).
  • Ticket to Ride – Rails and Sails: I’d heard bad things about the most recent Ticket to ride offering and my fears were sadly borne out. As the title suggests this version adds boats to the mix – but only really adds fiddliness via an extra set of cards. This just proved to be a painful lesson in irritating admin rather than an interesting innovation on a system I love – and I wouldn’t seek it out again (but would play if someone really wanted to. Seemed particularly irksome with five players.

Games I’d played before

  • Can’t Stop: Always a winner, as two more highly entertaining four-player games (jumping variant) proved once again. Sarah grabbed her second win in her second play of the game, while Keef took the win the following evening.
  • Ulm: It was nice to play this four-player, and find it stands up nicely to all player counts. We played with the roof tiles face-up, which is meant to be the more ‘gamer’ version, but I just found it added a level of extra information that didn’t really add to the game – if anything it made it more cumbersome without really adding much to the experience. That said, I still really enjoyed the play – expect a full review of Ulm on the blog next week.
  • Voyages of Marco Polo: My second ‘real life’ play of this, more than a year after the first, saw me teaching it from the rules to Keef and Claire. Despite one cock up I must’ve explained them reasonably well, as they wiped the floor with me! I still think this is an OK game, but don’t really see what all the fuss is all about – overall, it’s very average. While I like the amount of variety in setup, the things you’re doing just aren’t interesting enough to make it fun over time regardless of this.
  • Castles of Mad King Ludwig: My third play of Ludwig, and my third comfortable win. No, I have no idea why I keep winning either – and I still don’t really like it. The castle building part is right up my street, but the bit where you have to set the values of the rooms is absolutely horrible (for me anyway). We played with the moats/swans expansion, which I enjoyed as an extra set of challenges/options – just give me a different option for choosing values each turn and I’d be converted.

Overall, I had a fantastic time throughout the convention (even the sausages at breakfast were good, and the Guinness reasonable). And I enjoyed every play of the weekend, even if I wasn’t sold on the game, and I didn’t play anything below average – or with anyone other than really nice gamers. Bring on SorCon 11!

Nuremberg Toy Fair versus Essen: Spielwarenmesse for game designers

I’ve wanted to go to the Nuremberg Toy Fair since I started down the game design rabbit hole and finally made it happen this year – so thought I’d pass on a few thoughts on my experiences in case any other fledgling designers were considering making the trip.

For the uninitiated, the fair (official snappy title: Spielwarenmesse) is massive: almost 3,000 exhibitors showing a million products to almost 75,000 trade visitors.

While the board game halls are just about two of the 20 or so on offer, the list of publishers in attendance is impressive: alongside all the key German players (Kosmos, Huch, Haba, Pegasus, Queen, Alea, Amigo, Schmidt etc) you’ll find many of the world’s finest on hand – from Asmodee and Granna to Blackrock and Mayfair, and many more in between.

Below I’m going to compare my Nuremberg experience, in as much as I can, to going to Essen – as both a game designer and a game fan/blogger. The two are very different experiences and both have their advantages (or perhaps disadvantages, depending on your point of view!).

Nuremberg versus Essen

1. The great unwashed: One of the great joys of Nuremberg is that it isn’t open to the general public. This means that, in terms of crowding, it is far more relaxed – especially because the board gaming areas aren’t the most heavily trafficked (that’s reserved for Lego and the like).

This also translates to the public transport to and from the show (the price of which is handily included in your show ticket), which is far less packed, while it’s easy to find short food queues once you find some of the more hidden away cafe areas (no, I’m not telling!).

2. The atmosphere inside: After the lower numbers in the halls, the next thing you notice in comparison to Essen is the subsequent volume level. This is a huge boon in terms of trying to have meetings as you don’t have to shout over the crowd the whole time; and the lack of crowding gamers means it’s easier to get from one meeting to the next – not to mention almost all the publishers you’ll need to see being in two adjacent halls.

3. Relaxed meetings: As stands aren’t all hands to the pumps, it means games developers can concentrate purely on taking meetings. And better still, they don’t need to fill said stands with tonnes of games to sell – meaning the stands are much more geared towards meeting spaces with tables and chairs. Having seen games pitched at Essen anywhere from a window ledge to the floor, it’s a welcome change!

Also, as the show lasts a full week, there are usually plenty of time slots to be had (mileage may vary here though). This means you can go for less time, but still squeeze a lot in – we managed to take a dozen meetings in two days, while still having time to eat and wander around the halls a bit – and it never felt as if we were having to rush a pitch.

4. More time for your games: Better still is the logistics of the European game release year. Most hobby publishers will release a lot more games at Essen than at Nuremberg – and the gap from Nuremberg to Essen is longer, meaning that publishers are feeling the pressure is off a little at this time of year (February/March).

This means they have more time to play prototypes – and yours will be fresh in their minds if you show here, rather than Essen. You can also improve on ideas between the two, or work towards ideas they may have hinted at back in October. And publishers will generally be more patient as you bumble through!

5. Outside the fair: Comparing the cities culturally is a total mismatch: Nuremberg has a fantastic medieval castle and district, a great train museum, art of all kinds and German history museum – as well as a bustling shopping centre and some decent restaurants and bars. Essen has something of the latter. However Nuremberg has an accommodation market well used to Spielwarenmesse being in town, so staying during the show is eye-wateringly expensive. That said, as there are way less publishers than at Essen – who have more time slots – you can stay for a shorter break.

So which is better: Nuremberg Spielwarenmesse or Essen Spieltage?

I don’t think it’s possible to say one is better than the other, as every visiting designer will be different. But what I can say for sure is that the two complement each other beautifully: I’ll try to continue to do both, but think Essen will remain the priority.

I fell for Nuremberg as a city and would love to head back for a touristy visit (when it’s less expensive!). I had some great publisher meetings, met some great people and – money permitting – will return next year (perhaps commuting from a nearby city).

But, despite any perceived slights, for my money you just can’t beat Essen. Every publisher worth their onions is there, a thousand new games are released, its organised chaos and something always goes wrong – but it’s the most exciting and exhilarating gaming weekend of the year.

It’s like the difference between a folk festival and a rock festival. One is better organised, has better toilets, you’ll be able to see, things will run on time, and you’ll come away from it with most things you took with you. But the other – once you submit to its rakish charms – will give you the memories you’ll treasure for a lifetime.

Con report: LoBsterCon XII, Eastbourne, December 2016

marine-eastbourneDespite the best efforts of freezing winds and the utter incompetence of Southern Rail, around 100 hardy souls managed to make it to Eastbourne for the winter leg of London on Board’s bi-annual board game extravaganza.

Returning to The Cumberland was like warmly hugging an old friend, despite it only being our second time here. It has that creaky, tired charm you tend to find in English seaside resort hotels – all creaking floorboards and wobbly staircases. But it’s friendly and we have the place to ourselves for four solid days of drinking gaming.

I’ve been having a crappy time of late, so it as nice to get away from reality for an extended weekend. But geography can only take you head so far and I found myself playing a lot fewer games than usual, preferring to spend quite a bit of time just relaxing and emptying my mind. The Marine’s Christmas grotto (pictured) certainly helped for an evening out and about, while the nearby Victoria was also lovely. Even the dodgy looking American diner in town served up some pretty great food.

I love our Eastbourne trips the way they are – a big room of gamers playing, drinking and trash talking. So the addition of a bring-and-buy, secret santa and probably some other newfangled ideas for the kids totally passed me by (but were apparently enjoyed by those who got involved). And I’m glad I didn’t get involved, as I was probably hiding away in my room while they were going on anyway.

I did manage to play 17 games (13 different ones) over the four days, including quite a few gems I’d missed from Essen 2016. But as always it was more about the people – catching up with old friends and making new ones. To everyone I gamed with, and/or had a beer/meal with, thank you – and see you next time.

terraforming-marsNew game highlights

  • Terraforming Mars: This was comfortably the game I most regretted not bringing home from Essen – and it turned out to be everything I’d hoped it would be. It has the tough decisions and massive card stack of Race for the Galaxy, but without the confusing iconography. It also adds a board, a mild ‘take that’ element that works and about two hours more playtime per game – but it genuinely flew by. This is definitely a game I will be getting my hands on as soon as they manage to get it back in print.
  • Lorenzo il Magnifico: Another I’d had my eye on at Essen, I’d cooled on it after being pretty bored by the design team’s previous release, Grand Austria Hotel. This is also a dice-based action selection euro game, but a great improvement on its predecessor – it halves the game time by largely eliminating the AP downtime. It does this by reducing the game space considerably – there are fewer wordy options, but the decisions are much more meaningful and it still feels as if you’re all traversing different paths. I have some doubts about its longevity, but if I get 5-10 plays out of it that are this much fun it’ll worth the entrance fee.
  • Fabled Fruit: The latest idea from the unique mind of Friedemann Friese, I’d decided against pursuing this at Essen because you can never be sure if his games are more about a concept than actually having any fun. But post-Essen reports had been positive, so I made sure to get a few games in. It proved to be a great little simple card game, where you stayed engaged because the mix of available actions changes a little every few turns. It’s not a crazy change, as in Fluxx, but much more subtle – it keeps you on your toes, but never feels complicated. I won’t be seeking a copy out, as I don’t think my regular groups will car enough, but I look forward to exploring it more when I get the opportunity.
  • Manhattan Project – Energy Empire: The spiritual successor to Manhattan Project polishes the kinks out of the original design, making it a much smoother ride. But in doing so it takes out all the take-that and the end game tension, making it a rather solitary engine building affair with a set number of rounds. I really enjoyed my play and would play again, but was left feeling the perfect version of this game is somewhere between the two – and hopefully still in the making.

Other ‘new to me’ games

  • Oh My Goods – Longsdale in Turmoil: I’ve enjoyed my plays of Oh My Goods and was keen to try the expansion. You can absolutely see what he was trying to do here – but unfortunately it seems he wrote the ideas on the back of a fag packet and they published them by mistake. Much as with Manhattan Project above, a reprint of the original with a lot of this included (after some serious work on it) could be awesome – but this feels wholly unfinished. Each player could’ve won, depending on which interpretation of the rules you decided to throw up in the air.
  • Dale of Merchants: Sometimes you start playing a game and just think, Kickstarter. This is one of those games. There’s nothing wrong with it – there’s just no point in it existing. From the mediocre mechanisms, terrible title and clichéd fantasy animal setting to the mass of options that will never make the game different enough each time to care about, it’s just an over-complicated exercise in draw one, play one with way too much AP-inducing card text. Really, really average – never again.

The Dwarves boxGames I brought and played

  • The Dwarves: Once again Sean and Natalie joined our latest attempt to save the world from trolls, orcs and dark elves – this time joined by Hella and John Mitchell. We played the ‘Book 5: Triumph of the Dwarves’ mini expansion on ‘difficult’ and, after a relatively simple start to the game, I decided to spruce things up with some epicly bad Sean-esque dice rolling. Luckily I redeemed myself (a bit) in the final battle to secure a very narrow win with just a couple of turns to spare. Love it.
  • Armageddon: I explained the rules (poorly) to Hella, Sherine and Teri – and then Teri showed us how to play the game. I was lucky to end up joint third, but more disappointed to find a couple of the end game tiles are problematic balance-wise. Don’t look at me! Also gave everyone a chance to mock me as they wandered past – which was much like I imagine it feels like being in the stocks! Hats off especially to Jacob who mocked me, came back and told me how much he actually enjoyed his one play of it, before walking away – and then thinking better of it, doubling back, and mocking me again.
  • Planet Defenders: I’m still reserving judgement on this one, because it has garnered such mixed reactions – weird for such an innocuous game. It’s a cleverly designed puzzle game where you’re essentially trying to fulfil cube combos to capture robots. But the art is cute, it plays fast and there are some nice little tech cards to differentiate the players. It may be a layer short of holding the imagination of more experienced gamers, but I don’t think that makes it a bad game – more a family or gateway game that doesn’t overstay its welcome. More on it soon.

Other games I’d played before

  • Navegador: In a year dominated by review plays, my three plays of Navegador make it stand out as one of the most popular of my oldies – and this was another fantastic play through. The builders (Karl and me) got going faster than the explorers (Anne and Adam) and we were about 10 points ahead of them by the end – with Karl pipping me by three for the win.
  • Acquire: Another old favourite, this turned out to be my 10th play of the 60s classic – but I didn’t have it my way. A great start was scuppered mid game as my stock of hotel making pairs dried up – leaving me holding a lot of stock in a dead chain and my influence dwindling. But it was great fun, as always. This is a game I very rarely reach for on my own shelves, but am always happy when someone else suggests it – so thanks for doing so Simon!
  • 6 Nimmt!: I entered a LoBsterCon tournament for the first time – and ended up coming third. I really don’t like tournaments, they can really drag, so I’ll probably end up going out on a high. Three went through to the final table from the two starting tables, from which I progressed in second place. Two players fell early in the final and I was in a strong position, until one bad hand left me adrift of the top two. The final hand saw one card I played (I couldn’t have seen it coming) really stitch up Rocky (which is always fun) and ultimately it handed Marcus the trophy. But despite it going very long for what should be a short, fun party game I did really enjoy it.
  • Race for the Galaxy: Can this really only be my sixth play of the year of my favourite game…? Shocker – and it shows what a strange year it has been for me. It was an enjoyable five-player game, despite a couple of newbies struggling their way through making it very slow (never something I really care about). I used the contact specialist to spam out a bunch of military windfall worlds, guaranteeing myself a regular stream of cards to choose from and a steady flow of points. Laying the nine-point grey rebel world sealed a narrow win in the final turn. And what better note to end a con report on, than with a scrappy victory?