Tag: bonsai

Top 10 games I played for the first time in 2024

Top 10 games I played for the first time in 2024

So it’s 2025, and I know I’m a little late with my best of 2024 list, but hey, it’s still early January! That’s got to count for something! 2024 was another memorable year. I attended two conventions for the first time – Granite Game Summit and Circle DC – enjoying some touristy stuff while I was there. I also attended my usual ones – Consimworld, SDHistCon and RinCon. Last year, I also rejoined a weekly gaming group, so I’ve been fortunate to be able to get in more gaming than I had done so in the past few years. Without further delay: here are the top 10 games I played in 2024. 

10. Chicken 

Chicken! is a fast dice-rolling game that plays 2-8 players in about 20 minutes. It’s a dice-rolling, push-your-luck game that comes with 4 white dice, 4 orange dice, 4 yellow dice, 8 player tokens and one very snazzy cloth board. All these things fit into a tube canister adorned with yellow orange retro chicken artwork. 

Are you chicken?! Chuck some dice and count your chickens before the foxes arrive.

The goal of the game is to chuck your dice to get a bunch of chickens before rolling 3 foxes, ending your turn. As you roll dice, you may spawn even more dice for your next roll, doubling the reward but also increasing your chances of getting those pesky foxes. If you don’t bust though, you count your chickens and then roll all those dice to the next player. It’s pretty fun seeing them sweat with the handful of dice you hand over. They can roll their dice or just forfeit their turn, which can prompt some playful “are you chicken?” teasing. The first person to get 25 chickens wins the game. 

9. Bonsai

In Bonsai, players take on the role of bonsai masters growing their own tree. It plays 1 to 4 players in about 40 minutes. It’s a charming card-drafting and tile-laying exercise in tranquility, with a bit of puzzle play. The game comes with a slim horizontal board to hold a deck of zen cards, and each player begins with a pot tile and a seishi tile. There’s also over 156 bonsai tile, which will be used to create individual bonsai trees. 

Enjoy some peace and tranquility as you build the best bonsai tree.

On your turn, you do one of two things: either meditate or cultivate. If you meditate, you choose one of the face-up cards from the board. Depending on which spot you take the card from, you may receive one or more types of bonsai tiles in four varieties: wood, leaf, flower and fruit. Each type has a distinct placement restriction and scoring value. If you instead decide to cultivate on your turn, you can build as many bonsai tiles in your tree as seishi growth cards allow. As you collect more tool cards from the meditate action, you can potentially drop a lot of bonsai tiles all at once when you take the cultivate action. The game is so zen and it’s so fun seeing the fruits of your labor in the bonsai tree in front of you. 

8. Let’s Go to Japan

I got a chance to play Let’s Go to Japan right before my own Japan trip this year, and the game pretty much mirrored my life leading up to the trip because I am an insane trip planner! I mean, how can anyone stay organized without spreadsheets and lists? In the board game, players draw activity cards to strategically place them on different days of the week during their weeklong itinerary. Players must decide if which attractions they have to go to 

If you love planning trips, Let’s Go to Japan does just that!

In Let’s Go! To Japan, you are a traveler planning, then experiencing your own dream vacation to Japan. The game consists of thirteen rounds in which players draw activity cards illustrated by Japan-based artists and strategically place them on different days in their week-long itinerary. These can’t-miss tourist attractions will have you bouncing between Tokyo and Kyoto as you try to puzzle out the optimal activities to maximize your experience while balancing your resources. The game ends with a final round in which you ultimately go on your planned trip, activating each of your cards in order along the way. The player who collects the most points by the end of their trip wins, and it’s so fun reading over the cards of the trip you planned in front of you. 

7. White Castle 

In White Castle, players are working to become the most influential clan in Japan’s Himeji stronghold. It’s a Euro-style game where you take three actions in each round, a total of nine actions in the entire game, but of course, you may be able to combo actions depending on which of the dice you choose for your action.

Trying to train warriors and schmooze my way up the castle doors in White Castle.

The red, white and black dice (equal to the total number of players plus 1) sit on these dainty cardboard bridges in ascending order, and you may have to pay to place a dice on an action slot or receive money depending on what dice is sitting there already. Overall, players can tend the gardens, defend the castle or progress up the social ladder of the nobility. The economy is extremely tight and if there’s a bad roll, everyone is choosing from less-than-ideal dice, but I love how crunchy the game is for a game that’s under 2 hours, even shorter with 2P! There’s an expansion that just came out for this game, and I’m totally looking to buy a copy when it’s back in stock. 

6. Raising Robots

Part Wingspan, Part Race for the Galaxy, Raising Robots is a delightful engine builder tableau builder where players are young famous inventors attending school, getting good grades and creating robots. In each round, players secretly and simultaneously assign two of their five phase cards to two energy cards they’ve drawn. When everyone has picked their phase cards, they’re revealed and those selected phase cards will be the only phases in play for the round for everyone. Additionally, if an energy card has a cube printed on it, that cube goes onto the main board to show that action is available for everyone should they do those to do it. 

We’re building robots in our tableau in Raising Robots.

Then players on their own go through each of their phase areas, activating actions they’re allowed to do this round, whether collecting resources or building robots in various rows on their personal tableau. Gameplay continues for eight rounds, and if you’re an efficient tableau builder, you’ll have a whole army of cute little robots pumping out resources and victory points for you. The artwork is just adorable and lots of punny names for the robots themselves. 

5. Fromage

Fromage is a delightful cheese-wheel of a game! Players are simultaneously making, aging and selling cheese blocks (yep, little plastic pieces) by placing them onto inlaid spots on the quadrant of the cheese wheel that’s facing them. When players have completed their turn, the circular board rotates, and another section of the board is now facing you for you to take your turn. 

This cheese player board! Fromage is such a clever game with its aging/timing mechanism.

I love the timing element of this game, a less brain-burnery version of Tzolk’in. You only have three cheese pieces for the game, and you don’t get that piece back until it’s facing you again on the board. Placing your workers in high-return slots will delay their return to you for possibly up to three turns, so planning your moves is a huge part of this game. You don’t want to start a turn without any workers in your hand. The game plays under an hour and pairs perfectly with cheese and crackers, of course! 

4. Rock Hard: 1977

Rock Hard: 1977 came out in 2024 and is designed by a real-life 1970s rock star, Jackie Fox. In the game, players are up-and-coming musicians and are working hard to practice songs, play gigs, get a record deal and become a famous rock star of 1977. Turns out, the road to stardom is a challenging one as players need to balance working an actual job and collecting money in order to follow their dreams. Players can dabble in “candy” to accomplish more each day, but too much “candy” will land you recovery. 

Do you have what it takes to be a successful 1970s rock star?

I love the entire retro look of this game as well as its top-notch components of this game, including dual-layer cardboard to place the character you’re playing, the groovy music dials that represent your various tracks, and cardboard candy and guitar picks. It’s one of those rare cool euros that oozes with theme!

3. Red Dust Rebellion

Volume 12 of GMT Games’ COIN series takes us to an unexpected place: Mars, more specifically the Martian revolt and revolution in the 2250, 200 years after Mars was colonized. This setting is quite the departure from previous COIN games, a change that I wholeheartedly can get on board with. Each faction — Martian government, Corporations, Red Dust Movement and Church of the Reclaimer — have their own different win condition, with a fifth non-player faction, the Earth Government, also in play. 

A COIN game that place on Mars! I appreciated the theme of this game.

The Marvian government, Corporation and the Earth Government are friends with each other, creating the counter insurgency mechanism of this game. The Reclaimer faction, however, behaves unlike any other faction in any COIN game I’ve played. They can actually discard asset cards to move forward on initiative. Your turn in a COIN has always been at the mercy of initiative on event cards, so this is a neat addition. I love the dusty red look of the board and am amused by the dust storm markers, called haboobs, in the game. In Arizona, we, too, call dust storms haboobs. 

2. Arcs

I’ve been talking a lot about Arcs toward the end of last year and teaching many, many games of it, so it was a tough choice between No. 2 and No. 1. Ultimately, I placed Arcs at No. 2, because the top game edged out Arcs a little bit more for the types of games I most enjoy playing. Arcs is epic, there’s no denying that. It’s a card-driven space opera, a sci-fi strategy game of multi-use cards, initiative and declaring ambitions. 

Arcs is equally gorgeous and enjoyable. Take down your enemies in space!

The board and components are just gorgeous, and each game I’ve played feels fresh and engaging, because for better or worse, you’re at the mercy of the hand of cards you’ve been dealt. With each card that gets played, a menu of actions are available to that player. But that hand of cards forces you to make tough decisions about surpassing the lead card, copying, pivoting or seizing the initiative so that you can play a lead card first in the next round. The game continues for five chapters, or if a player reaches enough points, which can happen as early as Chapter. 3. 

1. Windmill Valley

And my top game of 2024 is Windmill Valley! This crunchy euro is about tulip farming and selling tulip bulbs and enhancing your windmills. What makes this game stand out is that each player has a windmill board, made up of two different sized-wheels that rotate at different speeds, which then determine what actions you’ll be doing on your turn. It’s such a clever mechanism, one that requires you to really plan out your turns!

Windmill Valley has many of the elements that I enjoy in a crunchy euro.

At the start of your turn, you can choose how to set the floodgate markers, which determines the number of action spaces your wheel turns for your turn. Most of the actions take place on the main board, where you’ll be taking farm enhancement cards, windmill board upgrades, visiting the market, building windmills and conducting foreign trade. Meanwhile, you’ll also be planting tulip bulbs in your personal board to score points, and as you get more windmills off your personal board, different sets and colors of flowers will score. I’m a sucker for beautiful games, as this has lovely wooden windmills and tulip pieces, and it being a crunchy euro as well sold it for me as the top game of 2024. And now I just want to tiptoe through the tulips …

And that’s a wrap for 2024! Thanks for making it all the way down here through this list. What are some of your favorite games you’ve played last year? And even though it’s almost mid-January, I, and my dog, want to wish you a very Happy New Year! May this year be filled with lots of gaming!

It took a lot of treats for my sweet boy to pose like this.
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!