Tag: arcs

SDHistCon 2024: Giant John Company, Shakespeare’s First Folio, Hell-Raisers in Kanawha County

SDHistCon 2024: Giant John Company, Shakespeare’s First Folio, Hell-Raisers in Kanawha County

I think about the conventions I go to every year, and half of them are in the historical gaming sphere. Am I a wargamer? Some people would say I am not because I haven’t actually played a hex and counter game — like ever. But I love learning about history, I love learning about people’s design projects, and I love playing all types of games. And I’ve been lucky to have met and gamed with some of the coolest and interesting people in the hobby! 

Earlier this month, I attended SDHistCon in San Diego, held in the SES Portuguese Hall in the Point Loma neighborhood. There is a good selection of hotels and food areas within walking distance from the convention, and it’s really close to the San Diego Airport. I arrived from Phoenix on Thursday late afternoon, checked into my hotel, and went over to the pre-convention meetup at Eppig Brewing. 

The turnout at the Eppig Brewing pre-convention event on Thursday night.

I love this meetup as it gives people a chance to meet in person or catch up with old friends before all the gaming gets underway on Friday. This year, SDHistCon continued through Monday, Veterans Day, instead of ending on Sunday like previous years. I enjoyed having that extra day to game before driving back to Phoenix!

SDHistCon founder and game designer Harold Buchanan.

Friday

The first game on Friday was Queen of Spies, a prototype from Liz Davidson and David Thompson. Queen of Spies is a bag-pull game, inspired by female spies and their networks during the world wars. Alice is the leader, and the other women belong to different cells, and they move through the town to fulfill objectives, train up, research technology and deal with officials when one of them gets caught. Our mission for our game was to gather pigeons and train them to become spies. Players decide which spies enter which locations to take an action, but those decisions require time, which is in short supply. And if strangers meet at once location, an alert token gets placed into the bag, making them more susceptible to getting caught.

I really enjoyed the tension created by the limited number of time cubes. When you decide to place a spy at a location, a certain number of cubes get placed there as well, and they come off one at a time during turns. When different locations use different amounts of times, it delays that space’s activation, creating an interesting puzzle about where to place your resources. Can’t wait to see this printed!

Always a great time hanging out with David Thompson and Liz Davidson!

Next up was Gibberers. This game was bonkers — and so incredibly innovative! Taylor Shuss brought this gen of a Japanese game from Gen Con where players create a new language with a specific number of words, and they must use those new words to get other players to guess new words on a card. You always start with words for Yes, No, I and Understand. We then created new words for 14 more words. Some of the useful words we created were living, hot, thing, person, etc. 

Gibberer was one of my favorite games this weekend. It’s the type of game that you’ll be talking about for a long time!

You then speak and try to communicate in this new made-up language that probably sounds like gibberish to someone walking by. And having yes and no to pair with new words helped communicate if the object is something that it’s not. And as you progress with each new round, you add words to your new dictionary. Readers, let me tell you that we were talking in this language throughout the rest of the con! What a lovely experience. Zeby lopa-lopa! (translation: I understand.) 

I then attended a seminar called: Games as History: Academic Preservation of Board Games that featured three professors (2 from Stanford and 1 from UC Irvine) who digitally archive board games. Liz hosted the talk, and I learned about the challenges of collecting archival material for game preservation, which aren’t necessarily about the board game itself. The panelists also discussed the changing mindset about how libraries can indeed rent out board games like any other resource material they have on hand, but that sometimes they don’t have the hobby knowledge and/or space for them, and they don’t know where to start. Yay for libraries!

The panel included (from left) Aaron Trammel of UC Irvine, Henry Lowood of Stanford and Kathleen Smith of Stanford. Liz moderated the panel.

I then got a chance to play a prototype of Shakespeare’s First Folio. I love me some Shakespeare and this trick-taking, resource gathering card game fits the bill. Players start with a hand of cards (cards are divided into three suits: histories, tragedies and comedies), which are used to win tricks during the first phase of the game. If you win the trick, you collect that card into your score pile for later. For the rest who didn’t win the trick, you collect the resources printed on your card, either paper, type, ink or money. 

Fort Circle Games said the artwork in the middle of this card is pretty final.

The second phase of the game starts with players trading resources (one of each) to publish a play from the market, or paying money to hire workers who give you special abilities. You can also take a gamble to draw chits from the bag, which could potentially net you more resources, or take a rolled dice from the market that also has resources on it. At the end of the game, the cards in your personal pile are scored if you have sets of the same number, or if you have straights of the same suit. I love the artwork for this game, and I can’t wait to play it in Washington, D.C., in 2025 at Fort Circle’s Circle DC convention, which will be held at the Folger Shakespeare Library in March.

The cards I had at the end of the game. I could not for the life of me make a run!

One of the restaurants we eat at frequently at the con is Ketch. It’s close and nearby, and the menu is large enough for all kinds of eaters. Unless it’s a busy Saturday night, you can usually just walk into here to get a meal.

Dan Bullock, Kathryn, Sebastian Bae and I at dinner at Ketch.

The last game of the night was Rock Hard: 1977. This game is a worker-placement euro, but was very surprised how well the theme was incorporated into its design. Gameplay just oozed rock ‘n’ roll! Players are up-and-coming musicians who have to work their regular job to pay for recording demos, create records or hire PR. And those jobs are either day, night or after-hours!

The hustle of an up-and-coming musician! It’s a rock hard life!

As your chops, reputation and song list grows, which are tracked on these very cool dials on the player boards, you’ll be able to perform at bigger and bigger venues, gaining more money and potentially more chops or reputation. And yes, you can crank that dial to 11! If you want to make a second action during a phase, you can spend “candy” to do so, but if you use too much “candy,” your craving might get too high and you’ll end up in recovery. You might end up with a skiing problem. As the game progresses, you’ll be able to skip your regular job because gigs are paying enough, paving the way to become a full-fledged rock star. Rock on, party people! 

I loved the dials and the character boards for this game. The money felt pretty authentic, too, with those nice design touches.

Saturday

I started the day with Pax Pamir, which has become a staple at every single convention I’ve gone to. It’s always so nice to slide into a game you’ve played before countless of times!

Love getting Pax Pamir on table! It’s such a beautiful game to look at.

It was a tense 4P game, which ended in a three-way tie, with yours truly a few points away from the rest of the pack. I should’ve switched my alliances! 

Dan and I played with Brooks Barber (second from left) and Artur Carvalho.

I then got to meet this lovely gentleman in person. Pete Skaar always leaves a nice comment on my blog posts. We got a chance to talk about games and his family in the San Diego area. Thanks, Pete, for always reading along! 

It was nice finally meeting you in person, Pete!

I then played a prototype from Taylor Shuss called Love Potion Factory. Players are placing meeples into a factory to collect resources and trade them in for potions and victory points. If you’re the first player to come into a space, you get one resource of that type. The second person then gets 2 resources, etc. As the main board fills up, there’s a danger that the meeples will come together because they’re magnetic, which then ends your turn and clears off the board. It starts to get a little stressful placing your meeples, and there were a few times I jumped because the meeples snapped together. Super duper fun! 

When meeples get too close in the Love Potion Factory, it shuts down the factory and all the meeples go home.

I then taught a quick game of Bonsai, a tile laying game where each player is cultivating their own bonsai tree. I really enjoy the choices for this game (essentially gather resources or lay down resources), and the game creates such a gorgeous table presence when over. Each game randomly chooses three sets of objectives, where you can claim one or push your luck to claim a higher-valued one, skipping the lower-valued one permanently. If you want to learn more about the game, I did a review of Bonsai on The Five By Episode 148

My bonsai tree may look wonky but I got achieved some high-value objective cards!

Next up was a pretty-finished prototype of Hell-Raisers of Kanawha County from Milda Mathilda and Luke Evison, coming next from Wehrlegig Games. This game is set during the Paint Creek–Cabin Creek Strike, a confrontation between striking coal miners and coal operators in Kanawha County, West Virginia: The strike lasted from April 18, 1912, through July 1913.

In Hell-Raisers of Kanawha County, two people are playing as the companies and one person is playing the side of the miners.

Games like this are exactly why I attend historic gaming conventions — to learn about these moments in history that affected a group of people and/or culture and how this event influenced present day. The strike was one of the most violent conflicts in American labor union history, and this game captured the tension between the miners and coal companies. The game also featured prominent labor figures such as Mary “Mother” Jones.

Drew Wehrle (second from right) and Joe Schmidt (right) teaching me and JP the game, with Amanda and Nathaniel looking on.

I then attended a seminar called How Professional and Hobby Wargames Connect. I learned a little bit about the unclassified processes of real life wargamers who work with the military and how they have turned some of that work into published games into the hobby industry. Liz also ran this panel, and I enjoyed attending these very academic seminars. Thanks, SDHistCon, for having these on the schedule! 

Liz running the panel that includes Akar Bharadvaj (from left), Maurice Suckling and Sebastian.

I then played a quick demo of another game from Taylor Shuss, this time about parking requirement laws when creating a shopping area. You’re drafting various tetromino shapes and objectives to place on your board. The first half of the game features various businesses with a whole bunch of parking spaces. Then in the second phase of the game, you’re adding different businesses on top of those parking squares while trying to fulfill a second set of objectives. 

This prototype deals with parking lots and shopping centers.

On Saturday night, I got invited to participate in the celeb game of giant John Company. This game was ginormous, including plastic ships, a substantial elephant, and our family members enclosed in these Victorian-looking photo frames. In John Company, players assume the roles of ambitious families attempting to use the British East India Company for personal gain. According to the Board Game Geek description, the wrestles many of the key themes of imperialism and globalization in the 19th and 19th centuries and how those developments were felt domestically.

Look at all the cool people I got to hang out with during our game! This was before the yelling started.

The game featured 16 players, split into four people per family. The Hastings family included venerable war game designers Mark Herman, Ananda Gupta, Sebastian Bae … and me. LOL Ananda suggested using the strategy of putting a bunch of writers out there on the board, which helped for a bit, but it did no good under the bad leadership of a chairman who seemed to just completely mismanage the funds.

The Hastings family: Mark Herman, Ananda Gupta, Sebastian and me.

The game included a lot of wheeling and dealing, and some forceful yelling to get the chairman to do our bidding. (The yelling mostly came from Sebastian.) What an awesome experience to play with all these cool people! Cole Wehrle did a great job of making his game ginormous!

Love all the work put into this giant game, including the Lego cannons!

Sunday

I started my morning attending a public SDHistCon board meeting. I wanted to hear about the state of the convention as board members discussed how to make it grow and be more accessible to all types of historical gamers. SDHistCon does online conventions a year, as well as SDHistCon East held in Newport, Rhode Island, at the U.S. Naval War College Museum. 

The SDHistCon board had a public board meeting to talk about the organization

I then attended an announcement of the Zenobia award winner. The Zenobia Award is both a competition and a mentoring program in which game designers from underrepresented groups develop and submit historical tabletop game prototypes. This year’s winner was The Porters, designed by Lucas Cockburn, Neco Cockburn and Alex Goss. The game tells the story of Black porters on the Canadian railways who were working to organize unions. The grand prize for the award is $1,000 and a travel grant to a game convention of their choice.

Akar and Liz talked about the Zenobia finalists and announced this year’s winner.

I then taught a game of Arcs to Trevor and Treg. Arcs is quickly becoming one of my favorite games of the year, and I’ve been teaching this game every week for the past few weeks to different groups of people.

Arcs is just gorgeous! I’ve been teaching this game every week for the past month.

It’s a sci-fi strategy game where you seize initiative using multi-use cards and declare ambitions, while destroying opponent ships and capturing their workers. I love the gameplay mechanisms and the look of the board and components. 

Had a great time playing with Trevor Bendor and Treg Julander, even if I did lose because people kept taking my resources, costing me majorities!

I then got a chance to play LetterLine Junction from Ido Magal, a roll-and-write railway game where you’re creating words with the limited number of letters you have in order to complete your path. If you love word puzzles, this was a fun challenge, as we did not get good letters! At the start of the game, you roll the dice to determine your letter pool, and as you collect more iron from the map, you can roll for more letters or buy shares in various columns or rows, from which letters in those columns will boost your share price. You also have to collect wood from the board in order to cross mountains, while making sure revenue is higher than your debt. 

In LetterLine Junction, you use a small pool of letters to spell words and make a route between cities. We probably should not have used Q’s!

I always bring a couple of non-historic games to events like these because it amuses me a little bit to get a bunch of wargamers playing offbeat games. I mean, last year’s My Favorite Things was a big hit! After dinner, we played Wandering Towers, which, I think, is always a fun time. You move towers to fill your potions, and you move your wizards into the keep. But that darn keep won’t stop moving, and now you’re accidentally stuck inside a tower that someone moved over you. Sometimes people forget where their wizardis, which often leads to “Hmm, I thought my dude was in this tower.” It’s hilarious fun — and it’s a short game!

Did I park my wizard here? Who can remember in Wandering Towers!

The last game of the night was Phantom Ink. This game is AMAZING! It’s a clever party large-group game that manages to keep everyone engaged throughout the game. Players split off into two groups of mediums who try to guess an object that one person on their team, the designated spirits, knows. The mediums choose two cards from their hands that have random questions and give them to their spirit, and the spirit chooses one to answer — one letter at a time.

Can you guess the clues? Yeah, sometimes we couldn’t either, and it was hilarious.

The mediums at any time can say “Silencio!” if they can guess the answer. Or if they don’t want too much of their word revealed as it may give the other team a clue, even though they don’t know what the question is. It’s really entertaining when a round goes off the rails, but it rarely completely comes undone. One team usually ends up getting the word before the end of the game. I also did a review on it on The Five By Episode 150.

Phantom Ink was a big hit to close out Sunday night!

Monday

Monday was the last day of SDHistCon. Some friends had already flown out this morning, but I got a chance to play a few games before I drove back to Phoenix. I played Nathan Fullerton’s prototype of The Most Insignificant Office, a card game about who will become vice president to George Washington. The different suits represent different men, and players are playing one card into their scoring pile and, depending on the round, a card or two or three into the middle, which then will be shuffled. Players then vote for or against the cards to be tabulated into votes for a specific person, and if it gets approved, that person moves up on the track. Hopefully the cards you put into your pile match the person in second place behind George Washington at the end of the game. Because if George isn’t No. 1, then everyone loses. 

Back during George Washington’s time, the person with the second-most votes became VP.

The last game of the convention I played was Bread by Xoe Allred. It’s the end of the world, and you need bread to survive. Players play through a deck of cards where they can gather or build in their bunker, but you need bread in order to quell unrest. I love the artwork on this, and working together is harder than it looks! 

We are all looking for bread to survive the apocalypse.

And that ended my four-day convention in San Diego. It had been an exhausting few weeks leading up to this convection, so I was glad to step away and unplug for a few days with good company.

Taylor, Liz, Andrew Bucholtz and I before Taylor and Liz left town.

The convention is always so inviting, and I love meeting new people and learning about their game designs. By the time this post goes to print, I have already attended Rincon in Tucson (more on that coming soon), but the next historic gaming convention I’ll be going to will be Circle DC in March. Hope to see you there one day. And let me know which of these games you’re interested in! 

The main gaming area at SDHistCon has tons of seating!
Circle DC 2024: Meeple Lady goes to Washington 

Circle DC 2024: Meeple Lady goes to Washington 

Last week, I traveled to Washington, D.C., to attend Circle DC, a convention held on April 5-7 hosted by Fort Circle in the nation’s capital! Votes for Women was my top game of 2023, so I wanted to support the game’s publisher, plus check out some sights and sounds in D.C. One of my goals this year is to attend more conventions. Circle DC is a great convention for historical game designers; I actually played more prototypes than published games! 

Spring in Washington, D.C.

Prior to the convention’s start, Fort Circle hosted a reception at Astro Beer Hall, where we got to meet fellow convention-goers and eat some yummy food. These mixers are always a nice start before all the gaming about to take place for the next few days. 

Hanging out with Drew Wehrle, Yoni Goldstein, Dan Bullock and Liz Davidson.

Friday 

The convention was held at Planet Word museum in a private events room. I stayed a hotel a little over a mile away and walked to the convention.

The Planet Word museum, where Circle DC was held this year.

I first played a prototype by Liz Davidson of Beyond Solitaire and David Thompson called Night Witches. This is coming to Kickstarter soon from Fort Circle, and the game is about the all-female pilots of the Soviet 588th Night Bomber Regiment working together to fly harassment missions on the Eastern Front during WWII. The game will include a 10-mission campaign, with individual maps bound together in a spiral notebook. Players go on missions as pilots to avoid spotlights, evade attacks and ultimately kill Nazis, while managing their resources such as fuel, stress levels and bombs. This is Liz’s first design and I can’t wait for it to come out! 

Liz Davidson and David Thompson’s prototype of Night Witches.

Next up was Volko Ruhnke’s newest prototype, Hunt for Blackbeard, which will also be published by Fort Circle. I’ve played multiple COIN games from Volko and this was quite a departure from those usual games. This is a 2-player hidden movement game where the colony of Virginia and its Royal Navy are tracking down the notorious pirate Blackbeard, whose fleet is living that pirate life down in North Carolina. The game is set up with blocks placed in a recessed board, with the Royal Navy side seeing all blanks, while Blackbeard is sailing from point to point carrying out his piracy. 

Blackbeard hiding from the Royal Navy in North Carolina.

A big group of us went out to dinner to Ella’s Wood Fired Kitchen with Sebastian Bae and friends, some of whom are members of the Georgetown University Wargaming Society.

The last game of the night was Fruit, Dan Bullock’s latest prototype, about United Fruit in Latin America during a period of 50 years during the early 1900s. Each country has its own national objective, and the players, as business people, have secret priorities, ranked in priority The game begins with drafting cards and then taking actions with those cards while triggering events on the card itself. This is a very early playtest, but I’m excited to see how this game develops! 

Exporting bananas in Fruit.

We ended Friday night with drinks at the Moxy Hotel at Lucha Rosa. Cheers!

Cheers! Dan, Yoni and I found a rooftop bar in the Moxy Hotel near the convention.

Saturday

The first game I played on Saturday was Chicago ’68 by Yoni Goldstein. This game takes place during the 1968 Democratic National Convention protests. One side plays as the Establishment, and the other side plays as the Demonstrators. The game takes place over five rounds; each round has two phases that is daytime and nighttime. Each player plays from two decks of action cards, depending on daytime or nighttime. Players are attempting to seed the bag with their delegates, as one delegate is pulled at the end of each round. Whoever controls the majority at the end of the game wins. I really enjoyed this game, and while this is a prototype, the game feels pretty solid to me.

Chicago ’68 is a historical game about the 1968 Democratic National Convention protests.

Next up was Rafter Five, a cute little Oink game that I’ve been carrying around recently. Players are building planks with skinny strips of paper that one of the rafters have to stand on. The rafters are originally standing on top of the two Oink game boxes stacked on top of each other, and the game quickly evolves into a dexterity game of paper, rafters and placing a treasure chest on the newly placed plank. Placing all your treasure chests are required for victory.

Trying not to drop any treasure chests or rafters in Rafter Five.

It’s a delightful yet nerve-wracking dexterity game in which you’ll eventually have to pick up a rafter meeple that may or may not be keeping a bunch of planks in place. Or if you’re really mean, you place the plank in a precarious place so it’ll fall off and penalize your opponent. 

Ryan Heilman, Tim Densham of Catastrophe Games, Chris and Wendy from Dice Tower, and I play Rafter Five before it all came tumbling down.

I then played a prototype for Peace 1905, which is about the Treaty of Portsmouth during the Russo-Japanese war. It can be played as a 2P game with Japan vs Russia, or a 3P game, adding Teddy Roosevelt as the third nation who is trying to achieve balance between the issues the other countries are negotiating. Players place face-down cards one at a time to vote on issues, and if there’s a giant difference between the two sides, the tension increases between the two nations. If tensions are really high, an event card will trigger where the two countries can participate in some party or billiards to reduce the tension. Teddy wins if both sides are in a tie.

Negotiating the Treaty of Portsmouth to end the Russo-Japanese War.

I then played Union Stockyards, an economic game about the meatpacking district in Chicago during the Gilded Age. I had such a hard time making money in this game, as the livestock market was constantly in flux! Players are also increasing brand recognition, building polyomino shaped buildings to connect to a network, and constructing houses in various cities in the hopes the train network will enter that market. But if there is worker dissatisfaction, they strike, essentially losing one action during the round. 

The meatpacking industry in Union Stockyards.

Circle DC held a raffle each day; the grand prize for Saturday’s raffle was the Dune bucket.

The crowd on Saturday night at Circle DC.

I totally put all my tickets for this but did not win. Liz Davidson was the lucky recipient! 

You know I totally stuck my hand in this. It’s much softer than it looks!

I then played Arcs, the latest game from Leder Games and designed by Cole Wehrle, who taught us how to play. I enjoyed playing this game so much – I think it’s now my favorite Leder game! Set in space, Arcs is a sci-fi strategy game that uses multi-use cards to construct ships, battle, move and repair. 

Playing Arcs with Mark Herman, Dan Bullock and Brook, with Cole Wehrle teaching us.

Players play cards to take actions, and if you can beat the initiative order and suit of a previous player, you can play multiple actions related to that suit. Players also need to declare ambitions, which are objectives by which you can score VPs, but each round starts with a blank slate as to which ambitions will score. The board and components are gorgeous, and I can see a lto of replayability with this game, as your actions are tied to the hand of cards dealt to you each round. Cole said this game will be shipping soon to backers. 

The Arcs board is just gorgeous.

Sunday

On the last day of the convention, I signed up to play Bosses of the Senate from Chonky Fire Games, a prototype set in the ambitious political world of the Gilded Age. Players take on the roles of different political ideologies and play as teams in order to pass your faction’s legislative goals and balance that with the will of the people. I love historical games that are team-based (e.g. Angola, a game I love to play at Consimworld), and this one did not disappoint. There was negotiation and trash-talking, and I enjoyed the back and forth of the politics to control seats in Congress. It also had some luck regarding how different types of agendas gain approval points, which was a fun touch. 

Placing our tokens on various agendas that may or may not benefit you, but would benefit your team.

I stuck around for the Sunday raffle, held at 2 p.m. that day since people were heading home and eventually, I made my trek to the airport to catch my flight back to Phoenix. I had a great time at Circle DC and met so many new people and got to hang out with some of my favorite people in the industry. 

I didn’t get a chance to game with Tory Brown but we were able to hang out at other events.

The convention was nonstop, and it seriously felt like most everyone I talked to was working on some type of historical game. I loved hearing about their projects, their interests, how they got into game design and just hanging out with so many smart and interesting people. I definitely have plans to attend Circle DC next year, and hopefully explore more of the city!

Me with Kevin Bertram, owner and founder of Fort Circle.

And the touristy stuff …

I landed in DC a day prior to the start of the convention and was able to do some exploring. I took a nice long walk from my hotel to visit the Smithsonian National Postal Museum. 

A very, very expensive and rare stamp: the Inverted Jenny.

I then walked by the U.S. Capitol and the Supreme Court and took some photos there. 

Stopping by the U.S. Capitol to take a photo.

Lastly, I joined some board gamers at the Nationals Game that Kevin had organized. We got some sweet seats, even though I was a little unnerved by the foul balls coming over the net. We were that close!

About 10 minutes after this photo, it started pouring the game was on rain delay!

It was so easy getting around the D.C. area via subway and bus. I love being in a walkable city! There’s so much more to see for next time. And with that, the next historical gaming convention I’m attending will be Consimworld here in the Phoenix area, which will be in July. Hope to see you there!

The view from my plane as we took off.