Arizona Game Fair took place recently at the Mesa Convention Center, and I can’t even begin to tell you how awesome the convention was! Now in its third year, the con had over 1,200 attendees. That’s pretty fantastic! Convention founder Andrew Long said the first year had over 300 gamers and the second had 785. I am constantly in awe at how wonderful the Arizona gaming community is.
The convention was one I had been excited about for many, many months. For starters, I never thought I’d ever in a million years meet the designer of one of my absolute favorite games, Lisboa: Vital Lacerda himself! I mean, dude is from Portugal and attends a lot of overseas conventions, which I obviously don’t attend. And they say never meet your heroes because they’re sure to disappoint, but, my friends, I was not disappointed at all. Lacerda is passionate about gaming, friendly, humble and just lovely to be around. He is all about making sure gamers have a good time playing his heavy, intricate games.
I arrived Friday afternoon at the convention after working a half day, and I had scheduled a game at 3 p.m. with Chris, Julie, Ken and me to learn On Mars, Lacerda’s upcoming game.
On Mars is by far his heaviest game, in which astronauts are trying to settle the red planet. This game is nothing like Terraforming Mars, other than the location of the game. Players are collecting resources to explore Mars, build buildings, improve their technologies and gathering scientists. There’s an added element of moving back and forth between the space station and on Mars – for free on the rocket ship that moves as the game progresses or using one of your ships, which can be expensive – which then enables you to take any action on that side of the board. The actions in itself are not hard; the challenge is figuring out how to make your actions work together, in a puzzly interconnectivity that is Lacerda’s signature style. I cannot wait for this game to come out!
Chris and I then ordered some Vital LaCider from @CiderCorp and attended a Q&A on Lacerda, with the wonderful special guest Suzanne hosting the panel. She asked some really cool questions about what it’s like to be a game designer all the way to what his favorite pie is. My favorite part of the conversation was when Lacerda said that he’s always learning about new stuff about designing games and that he doesn’t feel like a game designer completely yet. I beg to differ, sir!
I live-tweeted some of the conversation. You can read the whole thread below:
After the panel, there was a Hungry Hungry Hippos tournament. My blue hippo was defective, and I got knocked out in the first round. I did not win one of these cool meeple trophies. Womp womp.
There were plenty of tournaments at all game levels happening throughout the convention, as well as a contest for miniatures painting.
On Saturday, Chris and I hit the ground running with a 6-player game of Flamme Rouge. These guys placed some chocolate eggs on the track so that we passed them, we got a candy treat.
In Flamme Rouge, players simultaneously draw four cards and pick one to play for both of their cyclists, their Rouleur and Sprinteur, and you go through the course dealing with inclines and other areas, while utilizing slipstream and avoiding exhaustion if you’re in the front of the pack. I started out strong, but my cyclists lost steam halfway through the game. Super fun!
Next up, we played Imhotep. My buddy Mark loves to 3D print things to deluxify his games, and it was really satisfying dropping cubes into these structures. He found these files on Thingiverse.
I then taught a game of Teotihuacan, which meant I busted out my giant tweezers. I’ve taught this game a few times, and I finally feel like I got the hang of this teaching this beast. We ended the game by building the pyramid, and Chris nearly lapped all of us. The worst.
We then played a quick game of Catch the Moon, which is always a hit with gamers!
Afterwards, I joined 10-player game of Welcome To. I’m pretty bad at this game, but it was still fun to game with all these cool peeps.
Chris and I got asked on Friday to take some photos in costume for a live game on Saturday of The Usual Suspects, hosted by the Game State Show. The suspects’ photos were all lined up in the hallway after their show. Who looks the most suspicious and is guilty? Indeed it is not I.
I then took a break to get ready for one of my favorite things to do at a convention: run a ginormous game of Sidereal Confluence. I was able to gather 9 players for this game, which uses ALL THE ALIEN FACTIONS. I had never run a game this large before, but luckily, a few had played it before I had some help in answering questions. There’s a trajectory at the start of the game where I start explaining the rules and then I get a lot of puzzled looks about this game, which makes me worry that I’ve accidentally dragged folks into a 2-hour grudge match, but then once the first round gets underway, things start sorta clicking and people embrace the absurdity of the game, and we just all start yelling at each other for cubes.
Luckily, we were seated in the far end of the convention floor, as we were all pretty loud, and lots of folks stopped by to see what the game was all about. And they’d see me standing with giant tweezers in hand counting down which players can take a colony they’ve successfully bid on. One person said it sounded like a craps table was happening on the convention floor. That is exactly what it look like – yelling, people throwing cubes, and hands going everywhere on a giant table with a million cards on it.
On Sunday, we began the day playing Passing Through Petra, which is a neat puzzly tile/trading game from J. Alex Kevern, who has designed crunchy one-hour games like Gold West and Sentient. Traders travel on a caravan through the desert, and you can welcome various traders into your market and facilitate trade with people who have the goods they want. But filling your market happens in a specific order, so timing your market with the appropriate tiles at the right time for maximum trades is just delightful. I just wish the caravan on the board wasn’t so fiddly though.
I then taught a game of Mexica, which is always a hit with people and has such table presence that people stop by to take a look at the game.
I ended Arizona Game Fair chilling with Kevin Russ and Suzanne, and we played a first games. First up was Krass Kariert.
Krass Kariert is a quick fun card game in which you’re trying to beat what’s already played, through a simple hierarchy of singles, pairs, runs and triples. But you cannot rearrange your cards! If you need to play a pair, they have to be sitting next to each other. But as you pull cards from your hand, naturally, the gap closes, and you can find new combinations with the cards remaining. Super fun!
We of course played some roll-and-writes, too! I did spectacularly horrible in Metro X, but won Cartographer! Suzanne said there’s a bunch of roll-and-writes out there, and it’s all a matter of finding one that you resonate with. I guess I do better with placing tetris tiles and completing objective ones than filling numbers on subway routes.
Lastly, there was a special tribute at the entrance for my buddy Tom Wells who had passed away recently at an all-too-young age of 50. I had fond memories playing Arkwright and The Colonists with him in previous conventions, as well as gaming with him on the occasional Saturday morning. His badge was hanging up all weekend.
And just like that, three games of gaming came and went. The chill atmosphere, friendly volunteers and wide open space made the convention a pleasure to attend. There were also vendors there such as Eagle-Gryphon Games and Gamelyn Games, as well as wood workers and artists. The convention also had a designated women’s space, which is pretty fantastic, and a separate area for RPGs. There was plenty to do for all the different types of gamers!
Thanks again Arizona Game Fair for having me as a guest. I can’t wait to see what’s in store next year. And folks, save the date for next year’s convention: March 20-22, 2020. Hope to see here! We’ve got sunny skies, perfect for outside gaming, and giant cactus!
When I started writing this post, I looked back at my 2017 list, and I had to laugh because I was so optimistic that 2018 would be less rage-inducing than 2017. This past year was still rage-inducing in regards to the outside world, but there definitely was plenty of moments of pure joy for me personally and within the board-game world. I have fond memories of the experiences I had in 2018, the friendships and relationships that grew, and most importantly, all the games that I played.
So without further delay, here’s my top 10 list of games I played for the first time in 2018.
This game from GMT Games is a classic. And by classic, I mean 2010, which by board-game standards, is pretty ancient. I played this game for the first time back in January, and I honestly couldn’t believe I haven’t played this game sooner. It’s brutal, mean and literally a game of “survival of the species.” And for such a punishing game, the components itself are quite colorful and cheery: cones and cubes among a sea of bright-colored environments.
Players take on the role of one of the major animal classes (mammal, reptile, bird, amphibian, arachnid, or insect) and they’re all trying to survive and thrive on various terrains with their asymmetrical powers, all while the impending Ice Age is coming. Players compete to have the most of their species on various hexes as well as being dominant, which is determined by your animal class. Dominant Species plays like a typical worker placement but built from a war-game foundation. Just watch out for glaciers!
This was another game I played early in 2018, and OH MY GOSH — look at all these pink dinosaurs!! I came into this game thinking it would be all kinds of kitschy, but it’s a solid worker placement that comes with variable end-game conditions. Players can pick a short, medium or long game, and the game ends when scoring objectives are completed. And similar to Food Chain Magnate, you can only score objectives in the same round that everyone else does. Once an objective has been scored, the objective is closed for others in future rounds.
Players in Dinosaur Island are competing to build the best dinosaur amusement park. The game plays through several phrases in each round, from collecting DNA combinations to create dinosaurs, upgrading technology and building park attractions, to having actual visitors visit your theme park, and hoping for the best those visitors don’t get eaten. Sure, exciting carnivores will bring more visitors to your park, but if you don’t ensure security gates are at a high level, well, we all know how that plays out in those Hollywood movies, don’t we?
This new family game from Stonemaier Games is just darling! I got a chance to play it for the first time during Gila Monster this summer, and it truly is delightful! The game was created by a father who wanted to game with his daughter, and Stonemaier ended up publishing the fan-made version a year later. My Little Scythe comes with these chibi figurines of the original Scythe characters. ADORABLE.
The game also takes elements from Scythe — choose one of the actions on your player board, but not the same one you just did — and players move across the board, picking gems, apples or quests, and working to score objectives. And instead of combat, the game incentivizes you to drop resources where other players are, because that moves you up the friendship track. In the end, friendship is magic!
This is another older board game, circa 2013, but I can’t believe so few people have ever mentioned this game! Bruxelles 1893, a colorful game in the Art Nouveau style, is crunchy worker placement that has a clever puzzle element to it. Workers are collecting resources to build buildings, and buying and selling artwork to gain money.
The game also comes with a dial, which players can adjust to determine which resources are needed to build a building, and players can affect how much pieces of artwork will sell by moving this square across a board. The game continues for five rounds, and it’s another one of those games where you definitely cannot do most of the things you want to do. And at the start of each round, the worker-placement sections of the board are selected, which is another neat element of the game, so the building you built might not even be in play for the round. This game is totally underrated!
I played this new edition of this older card game for the first time this year. Arboretum is gorgeous and unassumingly brutal. At the start of each turn, players take two cards, play one into their arboretum and discard another card. You’re building paths of beautiful trees in order to possibly score that path at the end of the game. But you can only score that tree species if you have the highest sum of those tree cards your hand.
I love balancing that push and pull between keeping cards in your hands versus playing them down into your arboretum. You can also prevent opponents from scoring large paths by hanging on to certain tree cards. The card game is inviting enough to introduce to new gamers but strategic to engage heavy gamers like myself.
Catch the Moon is such a beautiful game. I just purchased it in November at BGG Con, but it’s already risen to one of my most-played games in 2018. And yes, I know it’s only a 20-minute game, but it’s one that people immediately want to play over and over again. The table presence of this game also draws curious passers-by, and more often than not, they take a seat at the next game.
Catch the Moon is a dexterity game in which players take turns adding wonky ladders to a main centerpiece that sits atop a cloud. Roll a dice, and the dice tells a player to either place a ladder that touches exactly one or two ladders, or the new ladder must be the highest point. If any ladders fall or touch the base, or the player doesn’t follow the dice’s directions, they get a tear drop because the moon is super sad. Try to get the fewest tear drops, and don’t get the last tear drop, and you’ll win the game. Each game of this has been different; some creations go up super high, while others stay really low, just barely hanging on and not scraping the cloud base.
Sidereal (which rhymes with ethereal, and, believe me, it took me some times to figure out how to say this word correctly) Confluence is a bonkers real-time negotiation and trading game that plays up to nine players who are asymmetrical alien factions working to research and run various technologies. The kicker is that they often don’t have the resources to run those technologies, hence they need to find the resources from others.
This is one of my favorite games to run at the convention, because you can assemble a large number of participants, as I think a larger player count works best for this game. There’s yelling, trading for future favors and making less-than-ideal trades because you really, really need that one last blue cube, and the time is running out. (I set each trading round to 10 minutes.) And when you have an alien race like Kt’Zr’Kt’Rtl (complete with a pronunciation guide), you know the game is gonna be insane.
I had the pleasure to play Teotihuacan at BGG Con, and it did not disappoint. In Teotihuacan, each player is a powerful noble family working to build the temple of Teotihuacan. You’re using your workforce of dice to move around the board like a giant rondel. Depending on the value of your dice, you receive various resources at each location, and then at the end of your turn, your dice levels up.
As with its predecesor Tzolk’in, the game is a lot about timing your actions correctly. Instead of the giant wheel cogs in Tzolk’in, the game is all about moving your dice in a way so that it levels up at the right moment, so that you can get resources to build temple steps and gain technology, among other things. Dice are moving in one direction in order to ascend to 6 pips, and then you get a reward and start over again at one location.
Picking between No. 1 and No. 2 was super difficult as these two last games are equally exceptional, but for the purposes of this list, I had to pick which game belonged in which spot. For No. 2, it’s came down to Feudum. Feudum, despite its whimsy artwork and endearing behemoth, is quite a beast to learn and equally to play. But it’s definitely worth it, in my opinion.
Feudum combines elements of Concordia with using card play for taking actions, but adds area control on the board and maintaining influence in various guilds to gain benefits for various actions. It’s one of those games like Lisboa where all the actions itself aren’t difficult per se, but the interconnectivity of those actions and guilds is what makes the game truly shine. This game is definitely not everyone’s cup of tea, as I saw some criticisms online about this game being unnecessary complicated instead of complex, but I don’t agree with those assessments. It’s hefty, crunchy and pays off when you find that group of people who enjoy these type of games and are willing to put in the time to peel away at the game’s layers.
And we’re at No. 1! What edged Coimbra a bit past Feudum is its accessibility. Coimbra is an equally crunchy game, but when it’s just four rounds and plays in about two hours, more people will likely dive into this game than Feudum. Plus, people love brightly colored game boards, and there’s lots of dice! But the dice isn’t used for chucking!
In Coimbra, the dice are rolled each round, and players take turns selecting dice in which pips matter for the first half of the round, and then the color of the same dice matters for the second half of the round. In the first half of the round, players collect character cards the give them special abilities or end-game scoring points. Character cards are mostly selected from higher to lower pips, and paid for with either money or military resources. On the second half of the round, the color of the dice will give you that income resource based on there you’re sitting on one of the four tracks. Tracks galore in this game, and I always enjoy balancing all the different resources and having two different incomes. What a fantastic game!
And that’s the end of the list! Let me know what some of your favorites were this year, and what you’re looking forward to next year, either with board games or life happenings.
Happy New Year, and hope everyone has a wonderful 2019!
Holy forkballs! It’s December already! Where did November go? Man, it’s been a busy, fun, amazing few weeks, and now that I’ve had some to come up for air, let’s talk about all the gaming I did at BGG.
This is my fifth consecutive BGG Con, and my fourth year volunteering for Team Geek. If you’re on Team Geek, you work eight 2-hour shifts throughout the course of the convention. And you get to do so in a sweet, sweet jersey. There’s also a volunteer dinner the Tuesday night before the convention so you can meet and hang out with fellow volunteers before the con gets underway on Wednesday. Here’s a photo of Team Geek from Jenny, who is also on team Geek:
I arrived in Dallas on Tuesday morning, had a wonderful breakfast with an old Phoenix friend at Yolk. What an adorable breakfast place, and my skillet was hearty and tasty. I was pleasantly surprised that they had an option for turkey sausage, considering I’m in the heart of Texas, where everything is all about other meats that I don’t eat.
I arrived at the Hyatt Regency at DFW after breakfast, checked in, took a quick nap (don’t judge — I flew out of Phoenix at 5:30 a.m.), and started volunteer shifts. As a veteran Teek Geek member, I got the first selection on volunteer shifts, so I was able to knock out three of my shifts on Tuesday before our welcome dinner of Mexican food. Yums!
After dinner, we got our badges and free games, one of which was a sweet Everdell glass pint, and started gaming! First up was Teotihuacan: City of Gods, which was high on my to-play list for BGG. Kevin Russ, who I had met at RinCon two months prior, taught us how to play, and man, do I love this game!
In Teotihuacan, each player is a powerful noble family working to build the temple of Teotihuacan. You’re using your workforce of dice to move around the board like a giant rondel. Depending on the value of your dice, you receive various resources at each location, and then at the end of your turn, your dice levels up.
The board looks incredibly intimidating but the iconography is clear in terms of what rewards you’ll receive at each location, and game play, in my opinion, is pretty straightforward. Making the most of those actions is much more difficult.
As with its predecesor Tzolk’in, the game is a lot about timing your actions correctly. Instead of the giant wheel cogs in Tzolk’in, the game is all about moving your dice in a way so that it levels up at the right moment, so that you can get resources to build temple steps and gain technology, among other things. Dice are moving in one direction in order to ascend to 6 pips, and then you get a reward and start over again at one location. Can’t wait until my game group gets of a copy of this game!
Next up, I learned and played Catch the Moon for the first time from Eric. I can’t say enough great things about this darling game. It’s one of the few games I purchased at BGG Con because I immediately fell in love with it. And true story: Eric is really good and mean at this game!
Besides it being just adorable to look at, this dexterity game is easy enough for people to jump into and interesting enough to keep even the heaviest of gamers engaged. On your turn, you roll a die, and you place a ladder onto the cloud either touching one other ladder, two other ladders, or it has to be the highest point on the cloud platform. If you make ladders fall, the moon gets super sad and you receive a teardrop. If you get the last teardrop, the game ends and you’re eliminated, and the person with the fewest teardrops wins the game.
I then played Tokyo Jidohanbaiki, which is a game about Japanese vending machines and drinks. It’s a little — literally, teeny tiny — game where place your smol soda bottles on drink crates and not have them explode, but also when you choose for them to explode, you can wipe out your opponents.
Wednesday
Today was the first day of the convention. I worked two shifts at registration, which I love doing. I love greeting folks and seeing everyone’s excited and happy faces on Day 1.
I then met up with some Arizona folks to play some games before dinner that evening. I got a chance to play Meeple Circus for the first time. That game is a riot, and the circus soundtrack adds a nice touch for this game. I’m not normally a fan of adding apps or tech to board games, but this was stupid fun. I mean, who doesn’t love stacking meeples in a dexterity race while circus music is playing in the background?
We then all went out to dinner to a vegan restaurant called Spiral Diner. This was all of our first time visiting this place, and, even though it’s quite a haul from the Hyatt Regency, it’s definitely worth checking out.
I ordered an El Paso burger with a cashew patty and pistachio ice cream for dessert. Both were super yum and tasted like what I would normally eat as a non-vegan.
We then arrived back at the hotel to teach my favorite game to run at a convention: Sidereal Confluence. I enjoy having a large amount of people playing this game since it makes for a better economy, and luckily, seven people signed up to play. And I know live negotiation games aren’t everyone’s cup of tea, or that maybe I’m not even the best teacher of it, but I do enjoy sharing this game with others as I feel like it’s not a game that would normally get on table on a regular game day.
I then ran across Eric teaching Eco Links, which is another real-time path-building game in which you’re trying to connects animals through a path. Even though the game is light, it reminded me of playing an 18xx because you’re playing these tiles on a board and looking for that sharp curve.
Thursday
On Thursday, I woke up early (for me) to game with Moe and play Fort Sumter at 9:30 a.m. Fort Sumter is a 2-player card-driven game that pits the Unionist and Secessionist player against each other. The game plays for 25-40 minutes, and takes place over three rounds and ends with a Final Crisis confrontation.
Similar to other CDGs like Twilight Struggle, players have a hand of cards and play them for events or action points. What’s different about this game, besides it taking a fraction of the time of a game of Twilight Struggle, is that in each round, you get a secret objective that you’re playing toward for extra victory points.
I enjoyed the push and pull of this game, and that escalation of the game as more cubes come into play. This game is part of the GMT Lunchtime Games series, strategic games designed for the lunch hour. It’s a great game to play if you’re interested in learning how to play a card-driven game and don’t have an entire half-day to play.
Next up was lunch with Netters and Mitch, and then Netters taught me The Estates. Jeremy and @fencedingates also joined in on the game. This game is right up my alley! It involves bidding and blocking people, and is all kinds of mean! You are bidding to build pieces to place along three different streets, and any incomplete streets will score negative points in the end. Players can also dictate how long the game will go, and I love the closed economy of it.
I then taught this game I had heard about on Tuesday from JonGetsGames: Eye My Favorite Things. This game can be a tad absurd but it’s fun with the right folks. You pick a category for the person on your right, and they write down their top 5 items for that category and rank them, as well as something they hate in that category and rank them as a zero. Then you get the cards they wrote on, and then it becomes a trick-taking game based on what you think they ranked all the items they wrote on their cards. You do this three times, and then the person with the most VPs wins the game. It’s a game that compares random categories like soup, world problems, board games and ice cream flavors altogether.
I then met up with some friends at a meetup for female content contributors and their friends. Netters and I organized one last year and it was a nice refuge from the hustle and bustle of the main convention floor, and it gave people a chance to get to know each other in a smaller setting. The two games I played were — yep you guessed it — Catch the Moon and Eye My Favorite Things.
FridayF
I started my Friday with a lovely game of Coimbra with these cool folks, Joe, Julie and Chris. I absolutely adore this game, and, even though I’m completely horrible at it, I’m always down to play it. It was a wonderful way to start my morning.
Chris and I then went to meet Jason and Donna Dinger for lunch, and Jason taught us Ground Floor, designed by David Short. In Ground Floor, you’re the CEO of a company, and you have to manage hiring new employees, expanding your office and scheduling your shipments. In addition, you’re literally building floors into your office building. That was a neat visual component to the game! The game plays for about two hours, and man, you quickly start running out of actions and can’t do everything you want to. I had a great time playing this!
Jason then taught us another game, The King of Frontier. It’s one of his favorite games, and he managed to secure a copy of the first edition, since the new one has been completely revamped with a completely different aesthetic. I mean, who doesn’t want to play a game with these stick figures?
It’s a neat tile-laying game that has a follow mechanism, and you’re building out a little kingdom and collecting resources on your player mat. Jason showed me photos of what the new edition looks like, and I think it has lot a lot of its charm with the new art.
I then attended a meetup from the Inside Voices Network. I played Wangdo with a different Eric and Chris. It’s a cute little area-control game where you draw bears from a bag in order to place them on the board. But you can only place a bear when you have the appropriate colored bears matching the spots surrounding that location. There are also cards you can play to benefit yourself or hurt an opponent, and the game is a race to collect all the tokens.
And the bear pieces look like yummy gummy bears.
Next, we played a prototype that Chris was demo-ing called Hour Town by LO5 Games. This game is a real-time worker-placement game where you collect resources to build buildings, some of which are multiple levels tall. And there’s also an area-control element in which you contributed the most resources toward a building. I like the up and down frantic-ness of this game, which lasts about 20 minutes. I hope this game gets published!
I then played a game of Azul: Stained Glass of Sintra. I was a little skeptical about this game, mostly that it was relying too much on being gorgeous and like how could it be better than Azul, which was one of the top games I played in 2017.
The verdict is that this sequel is worth playing! It changes up gameplay to make it more puzzly, and more importantly, it’s a fixed amount of rounds. You’re working to complete vertical columns, and there’s an added element where you only score columns to the right of the pawn. Thus scoring can ramp up if you build your window in the right order. I enjoyed that extra elements to the game. And it comes with this little cardboard box to discard pieces in it, which makes it easier to pour back into the bag. I don’t need both copies though. One should suffice in your game collection.
I ended Friday night with my usual BGG Friday Night Shenanigans by playing Yummy Monster and Coconuts with my girlfriends.
Yummy Monster is a flinging dexterity game in which each player is feeding a monster. Each player wears a mask over their face and slides cardboard claws onto their hands, and you throw pieces of food into the monster’s mouth, which is depicted as one of four walls you set up in the game box. It’s super ridiculous, but we had a lot of fun.
And of course, we love Coconuts. So much shenanigans.
Saturday
Saturday began with seeing some sun (even though it was freezing outside) when Rand, who is originally from Dallas, invited us and took a car-load of us to his favorite BBQ joint Lockhart. The place is a tad farther from the convention, but definitely worth checking out if you have access to a vehicle. The meat was tasty, and there wasn’t a 40-minute wait for the meats, which is the case when we go out to Hard Eight This place is casual, homey and right in the middle of the Dallas arts district.
Saturday gaming began with Rescue Polar Bears. I’ve already been bracing myself for this game because everyone has been telling me how hard it is, and when you lose, these little guys die.
This game is a co-op action-point-allowance game where you’re trying to save the polar bears before all the ice melts. Brutal! But these components are just darling, and they make you super motivated to try to win the game by getting polar bears onto your boat and helicoptering them away!
Saturday night was closing ceremonies. This is always a great time because so many game prizes were awarded! One year, I’ll totally win a prize package.
I then unknowingly started a new tradition with my friends: teaching Battlestar Galactica immediately after closing ceremonies. This is my absolute favorite game, and I love teaching it to new people. I played this with Greg, Chris, GloryHoundd and DrGloryHogg. It’s my third year in a row that I’ve done this on the Saturday night at the convention.
GloryHoundd even had this shirt on, which I totally should’ve guessed she was the cyclon. She later revealed she was, after DrGloryHogg brigged her and Chris. DrGloryHogg has no reason to brig Chris but Chris ended up being the other cylon. Good job, humans!
The final game of BGG Con for me was Iki. The game is based in Edo, Japan, where artisans, street vendors and professionals are setting up shop. Players move their meeples along the city like a rondel. There’s also a track showing how protected your stores are from fire, and that determines the order for choosing how many spaces you want to move in the next round and the order to purchase character cards. This entire game has many clever elements! And some of the Japanese professionals are charming and based on historical writings.
When you do business with shop owners, you get resources and the shop owners gain experience. Timing also plays a large role because as shop owners maximize their experience, they move off the board and into your personal supply. So you might be expecting some resources, but another player has triggered your shop owner to be removed from the board. Iki is such a hidden gem, and I’m super sad that I can’t find a copy of it that doesn’t cost an arm and a leg.
And then just like that, six days came and went, and it was time to return to Phoenix, which was Chris’ first time visiting. Every year I say that I had an excellent time at BGG, and this year is no exception. It’s my one giant con for the year, and it’s truly an amazing experience hanging out and gaming with people I call my friends, even though they live all across the U.S. This year’s BGG was particularly special for me. Board-game Twitter just brings people together, you know?
Anywho, if you’re interested in going to BGG Con next year, it’ll be moving to a bigger location in downtown Dallas, which means more tickets will be on sale! Staying at the Hyatt Regency in downtown Dallas will result in access to restaurants and nearby attractions, something I’m very much looking forward to. Because, man, does it get expensive uber-ing out of DFW to get some good grub.
If you made it all the way here, thanks for reading about my experience at BGG Con! I hope everyone is having a wonderful December!