Showing posts with label X-Wing. Show all posts
Showing posts with label X-Wing. Show all posts

Thursday, June 30, 2016

U.K. Games Expo 2016

 
Thanks to some inexplicable and completely fortuitous circumstances that still baffle me to this day, Chad and I found ourselves at the U.K. Games Expo at the National Exhibition Centre in Birmingham, England back on June 3'rd.

DAY ONE


Look, I've never been to a dedicated gaming convention before. So, as you might imagine, just as soon as I walked into Hall One my head nearly blew off of my shoulders, Scanners-style, yo.



Not knowing any better, Chad and I stumbled off to the far left-hand side of the convention hall. Which is technically south if you actually orient the map. Hey, I was totally overwhelmed at the time so you really can't slight me for getting completely turned around.

Thank Vishnu Chad still had the presence of mind to jump into some quick game demos. As we started down the crowded aisle (designated "Faith Avenue") he noticed that the designers of Push It were play-testing their game for curious onlookers so I followed his lead and we both plunked down to give it a shot.


And I'm glad I did. As someone who's a sucker for dexterity games this was a great first thing to jump into and the designers really enjoyed showing off their baby. One part Crokinole and one part Bocce, this is a fun, portable, well-crafted game that anyone can enjoy. And thanks to a recently successful Kickstarter campaign, we should be seeing this one get wide distribution soon.

After test-driving Push It, we only managed to stumble a few feet down the hall before we ran into Steve Venezia, who was kind enough to demo his super-compact, dungeon crawling card game Side Quest: Pocket Adventures.


Steven mentioned that the game was inspired by his epic play-throughs of Descent: Journeys in the Dark. He wanted something quick, simple and portable that he could just bring along anywhere, throw down and jump into wherever he needed to scratch that lite RPG / dungeon crawlin' itch. And in that sense it does succeed.

Chad and I dutifully made some progress on one of the three scenario cards chosen for us, fighting creatures and grabbing treasures. With eight different heroes, seven locations, twenty-two monsters, twenty pieces of equipment and spells and fourteen weapons to discover, there's certainly no shortage in variables and variety. I also like the fact that there's a time crunch in the game, represented by various "damsels in distress" who are slowly being lowered into a lava pit. Lose her and you lose the game!

Side Quest was good, but that's as far as I'll go. The generic anime-style art is a match for the game's color-by-numbers game play. Don't get me wrong, it's a perfectly serviceable design, but if I'm gonna play a compact dungeon-crawl board game, I want something slightly more innovative and atmospheric. More on that later.

P.S. It's 2016, yo. "Damsels in distress" is so...1980's.

At the end of the row I came across the stuff of legends: the D-Day scenario for one of my all-time favorite games: Memoir '44.


I've always wanted to see this in the flesh. Consisting of six pre-printed battle maps representing the Normandy coastline, seven total Memoir '44 core sets and various expansions, the game was breathtaking to see set up. The guys presiding over the game gave me an offer to play but I knew that if I sat down the entirety of my weekend would immediately be spoken for.

Side note: if you're looking for more information about rules and requirements to run this beast yourself, click right hur.

Even though I resisted the siren call that is two straight days of Memoir '44, I couldn't resist the curb appeal of a revamped Battle of Britain. Designed by several luminaries such as Richard Borg, David "Zeb" Cook, Tom Hoffman and Ken Sommerfield and originally published by TSR back in 1990, the Plastic Soldier Company is planning to bring this one back in the form of a fancy new deluxe edition.

Between the two awesome R.A.F. gals manning the booth and an amazing prototype featuring an over-sized map of the U.K. and some gorgeous aircraft models, I was easily reeled in. I had a chance to demo a German bombing run and my dice proved to be smokin' hot.

Granted, it was only a demo, but the game doesn't feel particularly deep to me. Maybe that's a good thing. Likely there's a lot more to it and the mechanics I was privy to make for a fast and furious experience. I did like it enough to prospect for more info about the game and was told that...
  1. A Kickstarter for the new edition should be going live soon. D'uh.
  2. This will be a new edition of the game, not just a straight-up reprint.
  3. The miniatures won't be as elaborate as the oversized prototype but there will be distinctly different sculpts for all of the aircraft.
  4. They're toying with the idea of including an big-ass board. Smart.

Since I'm an easy mark for lite war games, I'll definitely keep my eye on this sucka down the road. 

Hungry and overwhelmed by all the sensory overload, Chad and I took a brief spell to collect our wits and plan our next move. And therein lies the rub. I'd come into the Expo completely green, unaware of the myriad of different strategies. Did I want to comparison shop for games? Test drive prototypes? Learn how to play games that I was interested in? Scope out pre-releases? Take in the seminars? Check out the cosplayers? The options were endless.

Thumbing our nose at the baffling number of options, Chad and I forged on. As we plowed through the crowd I noticed a familiar face while Chad was distracted.

"Oh, yeah, there goes Sam Healey from The Dice Tower," I mentioned off hand, barely above a whisper.

Well, it was if I'd just blown a dog whistle. Chad perked up, spotted Sam trundling by and then started chasing after him like a Labrador retriever going after after a Buick. Instantly I kicked myself for mentioning this out loud. I cursed under my breath and then fell into hot pursuit.

By the time I caught up to them Chad was running around Sam like Chester in the old Warner Brothers cartoons. Mercifully Sam was super-sweet about the whole thing and even agreed to take a photo with us.


Eventually Chad stopped hyperventilating and I slowly pulled him back to reality. As we passed by the Z-Man Games booth he took one look at Beyond Baker's Street and instantly was smitten. Even though I was exhausted and starving to death by that point, I couldn't pass up learning a new game, especially when our teacher would be the co-designer himself, Steve Mackenzie!


Beyond Baker's Street is a co-operative deduction game for up to four players. Here's the game's case study right from the official webzone:

Another criminal is on the run and Sherlock Holmes has a lead! Of course, he’ll have the culprit behind bars in no time… Unless you beat him at his own game! Holmes isn’t the only capable mind in London and it’s about time someone noticed! With the help of your associates, gather evidence, follow the clues, and use your power of deduction to solve the case before the great Sherlock Holmes! Whatever will remain, however improbable, must be the truth!

At the start of the game, players will select one of the crimes to solve. A number of suspects, motive, and opportunities will be available for the players to convict of the crime. Each player holds a set of five clues, but they won’t be able to see their own clues, only their counterparts. Each turn, a player may either: assist another detective, investigate a crime scene, confirm evidence, eliminate dead leads, or pursue new leads.

Players will either win together if they can gather enough evidence to make a conviction before Holmes does, or crumble under the stress of the case. 


Given the fact that I was borderline delirious from hunger and exhaustion at the time, I fully expected to completely bork this co-op for everyone. But Steve did a bang up job explaining things and except for one forgetful misstep on my part, we still won the day, if just by a hair.

I must confess: as Steve was explaining the game I snobbily thought to myself 'Oh, it's just a Hanabi re-tread.' But as the game progressed, it started to get its claws into me. The subtleties of the five different actions started to impress and I was charmed by the game's gorgeous production values. Most importantly, the Sherlockian theme seemed a helluva lot more in-step with the hidden card mechanic than Hanabi's "fireworks artisan" conceit. In fact, as of this writing, Beyond Baker's Street threatens to put Antoine Bauza's venerable classic on life support for this particular amateur sleuth.

We finally paused for lunch, which is just what what the Doctor (Who) ordered. After that Chad and I tried to weasel our way into the live Dice Tower podcast but by the time everyone ahead of us got seated, there was no more room at the Inn (I.E. the Seminar Room).

But then something super-cool happened. Instead of sending everyone away unhappy, the staff gave everyone still in queue a numbered ticket guaranteeing a seat at the 4 pm show! Man, say what you want about the Brits, but they line up like professionals! I mean, c'mon, how smart is that? Why the fuck don't we do stuff like that here in North America?!? Arrrggghhh!

After a cherished re-union with some wayward friends, Chad and I took in a lecture by Dr. Reiner Knizia about the future of board gaming. How cool it that?!?


If you don't recognize the name "Reiner Knizia" then I have to assume that you must be new to this whole "board gaming" thang. Reiner is one of the most prolific game designers of all time. Since leaving his day job back in 1997, he's has gone on to publish (nor design...PUBLISH) a whopping six-hundred titles, including classics like the co-operative Lord of the Rings as well as the two-player Lord of the Rings: The Confrontation, not to mention Ra, Tigris & Euphrates, Through the Desert, Ingenious, Lost Cities and Pickomino

The presentation topic was "hybrid gaming". Now, to me, hybrid gaming is something that combines an iPad or phone app with a board game, like, say, XCOM: The Board Game or Golem Arcana. This is in direct contrast to games that incorporate electronic elements, such as Reiner's King Arthur, his volcanic island exploration game Die Insel or that kiddie game he designed with the gassy-looking dog on the front cover of the box, I.E. Wer War's? Löst das Rätsel von Schräghausen!.

IMHO, just because a game lights up or talks to you, it doesn't make it a "hybrid". It's just a board game with electronic bells and whistles; not much more advanced than Operation fer fuck's sake. The sort of games that Reiner was pointing out were about as revolutionary to me as an 80's-era electronic game like the Dungeons & Dragons Computer Labyrinth Game or Dark Tower. Which is to say, not very much.

As for true hybrid games that use smart phones and tablets, the jury is still out for me. Don't get me wrong, I love my board game apps (Tigris & Euphrates in particular!) but I like my board games the same way I like my women: analog. Wait, that's doesn't sound right.
  
Still, it was really cool to hear a super-star in the hobby talk about his designs. Sure, I might not agree with him on the definition of a "hybrid" game is, but what the hell do I know? I'm not the one who's published six-hundred freakin' games!

Chad and I temporarily left the hall to queue up for the next presentation. Armed with our numbered tickets we filed right back into the Seminar Room and settled in for Tom's Dice Tower live podcast. During the set up Chad and I had a brief chat with Tom...and that's when Chad snapped this completely ridiculous pic:


I swear, he was facing in our direction just milliseconds prior to this. Two things can be gathered here:
  1. You should never just arbitrarily snap photos of people. Do this to the wrong person and they're well within their legal right to go all Sean Penn your pushy ass. 
  2. Chad's photos use more Dutch angles than Battlefield Earth.
Even though Sam wasn't there, the podcast was pretty cool. First up, Tom interviewed Dr. Reiner Knizia.


It was really great to hear such a prolific designer talk at length about the design process and our beloved hobby. Some highlights included:
  • Tom comically underestimating the number of designs that Reiner has published.
  • Reiner trying to pin down which game, among hundreds of published designs, that he'd use to impress non-games. His answer inspired me to bring my "36" Pickomino tile with me on Sunday in the vain hope that I'd see him again and get him to sign it.
  • When some kid just flat out asked him: "HOW MUCH MONEY DO YOU MAKE?!?"  
Next up Tom interviewed Tony Boydell, the native designer of Guilds of London, a major smash-hit on the local circuit.


Even at the Expo, with dozens of game retailers present, copies of Guilds of London were scarcer than hen's teeth. Having said that, I saw it being played everywhere!

One of the things I really loved about Tony's segment was the palpable sense of glee he exhibited over the fact that one of his designs had "made it". I can only imagine what a thrill it must be to get one of your games published, receive accolades and then start to see it played all over the place.

Another interesting point he brought up was the inexplicable dearth of U.K. game designers. This was a solid point, I thought. As someone who wrote a fantasy novel, I'd murder me Nan to live in the U.K., if only because I'd find inspiration all around me. Indeed, to Tony's point, given Britain, Ireland and Scotland's rich history, why aren't there more designers cranking out imaginative regional fare?

Next up, fellow Canucklehead Eric M. Lang took the stage and delighted the crowd with his unfettered enthusiasm.


I get the vibe that Eric and I would probably get along quite well together. Based on his sharp design acumen and his commitment to making good games based on preexisting intellectual properties, I'm pretty sure we'd be on the same page about about a lot of things. Plus, I'm a unrepentant fanboy for Blood Rage, Chaos in the Old World and all things Dice Masters.

If it came from anyone else, I would have taken Eric's answer about have no preference between designing original and licensed games with a grain of salt. But in his case I really do get the vibe that he honestly adores Star Wars, Game of Thrones, superheroes and Dungeons & Dragons and, as such, he really wants to see someone do justice to these wonderful worlds.

I have to be honest, though, I visibly flinched when he mentioned that he's currently working on Munchkin: The Trading Card Game. Seriously, I used to own the base set of Munchkin but dumped it after just one play. Maybe Eric and Kevin Wilson they can make a silk purse out of a sow's ear...but this is my skeptical face

So, if you wanna watch the entire Q&A, here she be:

     
The panel brought us right up to 5 pm. As soon as our asses were elevated staff and security began to root people out of the convention hall with rakes and cattle prods. So ended Day One. Chad and I still hadn't gotten to the other side of the room. Oh well, this would be a noble goal for...

DAY TWO

As we attacked the far side of the convention floor on Sunday morning I was delighted to come across Star Trek: Frontiers.


As a fan of space exploration games (and Star Trek-flavored ones in particular), this has been on my radar for quite some time. Even though the players were clearly engrossed in the game, a few of them were kind enough to gave me some insights.
  • First up, since it's a Vlaada Chvátil game it plays out a lot like Mage Knight...in spaaaaaace! I.E. technological improvements in Frontiers is kinda like the equivalent of magic in Mage Knight.
  • Second up, since it's a Vlaada Chvátil game it's not a "quick throw down and jump right into it" sort of affair. The play testers that day had a bunch of questions that weren't always being addressed by the rules. 
  • There are scenarios, but the one they were playing involved hunting through the galaxy for the Borg Cube. Hmmmm, the phrase "let sleeping dogs lie" kinda comes to mind. 
Nevertheless, as someone who unconditionally loves Fleet Captains, I'm super-stoked to try this game. I'm hoping that Vlaada uses some innovative Euro-style mechanics to bring this potentially rich IP to life in a less clunky and more intuitive fashion.

Next up Chad and I were fished in by the incredibly-alluring Everdark prototype. 


I mean, c'mon...look at this freakin' thing! Essentially it's a semi co-operative / semi-competitive maze game with four concentric tiers of moving circles. The upshot is that the illuminated city of Phos is being besieged by crushing darkness outside. Recently the guardian of the city died leaving a power vacuum. Players must drive back the encroaching darkness together to save the city but also distinguish themselves in the struggle in order to be the sole winner of the game.

Like many other co-ops, you have four actions that you can spend on various tasks for valuable rewards. Players must constantly weigh the cost of re-attempting tasks they've failed since the whole thing is under a huge time crunch. Even more interesting: you can spend actions to rotate a part of the board, constantly changing its configuration to help your partners or screw over your rivals. Fun!

A relative of the designer told us that the game is still a work in progress. Based on a constantly battery of play-testing, the rules are being tweaked to perfection and now they're looking at launching a Kickstarter sometime in August. I, for one, will have my eyes firmly glued on this unique and visually arresting design!

Next up, Chad wanted to test drive the new game by Hive designer John Yianni, Tatsu.


Even though Chad was slightly bummed that one of John's helper monkeys, and not John himself, showed him how to play he still really enjoyed the experience. The game itself looks pretty sweet, kinda like backgammon on steroids.

Next up I went over to the Fantasy Flight booth to drool over the new Star Wars Armada minis.


It might be tough to see but what you're looking at are the Wave III's Flotillas, featuring two ships per base. This includes GR-75 Rebel transports and Imperial Gozanti-class assault carriers which allow you to do super-handy Fleet Support upgrades.

Also present are two Wave IV ships, namely the Interdictor-class Imperial Cruiser which sacrifices raw armament for the ability to impede your opponent's moves during the battle. Also shown is the Mon Calamari Liberty-Class Star Cruiser which gives the Rebels some badly-needed firepower. 

I also spent considerable time smearing up the X-Wing display. "Sanjay to the Fantasy Flight booth with the Windex!"


Given my irrational bounty hunter fetish I'm definitely gonna pick up IG-88's IG-2000, Bossk's ship the Hound's Tooth and Dengar's Punishing One. But I'm also adamant in limiting my X-Wing fleet to ships only shown on-screen in the classic trilogy. I have zero interest in that crappy-looking prequel scow the ARC-170, the Special Forces T.I.E. from The M'eh Awakens, as well as the Protectorate Starfighter and the Shadow Caster from the Rebels cartoon.

Hey, if you're interested, more power to ya. For me, I gotta draw a line in the sand somewhere.

Later in the day I was tickled pink to run into James Raggi, designer of the Olde Skool Renaissance RPG system Lamentations of the Flame Princess. This gave me a chance to pick up a copy of the new, super-slick looking "Rules & Magic" core rule book and find out from James that the Procedures and Inspirations book for Game Referees is coming down the pike via an ambitious IndieGoGo campaign.

Frankly, I think it was stunning just to see that many copies of Zak Smith's A Red and Pleasant Land all in one place together. I would have picked that one up if not for the fact that I already snagged my copy ages ago.

Speaking of lamentations, James had a lot to say about his recent printing woes but he also indicated that the con had gone well for him. That's great to hear. I can only imagine what the investment must be to rent a booth, schlep a bunch of inventory over from Finland and then deal with curious rubber-neckers for three days straight.


Since I already have a great source for game discounts back home I didn't go absolutely nuts and buy a metric crap-ton of games. Instead I concentrated on picking up some unique souvenirs including this massive glass mug:


And some cool-ass fantasy coins:



I did break down and score a copy of the Warhammer Quest: The Adventure Card Game since it seemed like an appropriate purchase!

We had even less time on Sunday and the time flew by. The next thing we knew it was 4 pm and we were being ushered out of the NEC. Boooo!!!

But then something completely ridiculous happened that pretty much put the perfect capper this entire crazy weekend. Chad spied Sam Healey and Tom Vasel in the distance walking back to their hotel and instantly gave chase. So, naturally, we did what any self-respecting owner of a Jack Russell terrier would do when the hyperactive l'il pooch breaks off of his lead: we ran after him!

Thankfully, things turned out great. If it had been just us two sweaty manboys asking for a pic, Sam and Tom probably would have told us to go pound sand. But when they saw the respectable company we were keeping in the form of our gracious hosts Dulseigh, Jon, Kcaz and Issi, they were more than happy to take a snap with us.

Thanks for being such good sports, guys!   


I can't believe a month has already gone by since the the Expo. Time has now given me some perspective on the event, so here are my final thoughts:
  • This whole thing came about because Jon (an ex-pat of our gaming group) and Dulseigh were kind enough to invite us over. Not only did they house us, they also transported our carcasses back and forth to the event, took the time to feed and water us and also played tour guide. For that I will be eternally grateful.
  • If I ever get the chance to go again I'd try to make it for all three days. I'd also be sorely tempted to stay at the hotel affiliated with the event if only because they hosted all kinds of cool gaming events and tournaments in the evening after the NEC shut down. But this would be a tough call on my part because the tourist in me really, really enjoyed staying at the historic Bull's Head Inn. I think I'd be willing to go all in at an Origins or a GenCon, where the tourist in me wouldn't be so much at odds with the gamer.
  • On both days we left the convention hall to have lunch and, personally speaking, I would have been perfectly content to grab some overpriced crap to eat on site, cram it in my mush and then jump right back into the fray.
  • Next time out I'm not going to spend nearly as much time looking at vendors. Sure, I'll buy a few unique things that I can't get at home as well as some out-of-print, early release and / or prototype stuff, but next time out I really wanna demo and play as many games as I possible can.
All told, it was a wonderful, once-in-a-lifetime event that I'll cherish forever!

***

Wanna take a closer look at some of the same things we saw at the Expo? Then click on the following images to learn more and possibly fund another trip across the pond for me next year!






Saturday, April 20, 2013

Davecon 2013

Given the rousing success of last year's Davecon I began to field questions about this year's event as soon as the holidays were dispensed with.  As such, I created the official Davecon Facebook Event Page on February 28'th.

On March 1'st I set about securing the same venue we had last year: the "Danger room" at Quantum Frontier.  Here's my initial inquiry sent through the website's official "Danger Room Booking Event" email address:

Hi!

This time last year I held a private board gaming event in the Danger Room at Quantum Frontier.
It turned out to be a huge success so I'm looking at doing it again, perhaps sometime this month.

Is the room free on March 16'th?  If not, is there a Saturday in April that I can lock down?

Thanks!    

-Dave


And then I waited.  And waited.  And waited.

Thinking that I'd have better luck in person I popped into the store on the 9'th of March.

"Oh yeah, that email address," a staff member said without a hint of irony.  "That's not necessarily the best way to get things done. (?!?) Your best bet is to speak directly to Patrick, the manager.  He's not in right now but he'll be back on Monday if you wanna give him a call."

Feeling vaguely befuddled, I made a point of calling the store bright and early on the 11'th.  To my complete and total lack of surprise, he wasn't there so I ended up leaving a message.

"Okay, yeah, great.  Patrick should be in sometime today so I'll make sure he gets your message," I was assured.

And then I waited.  And waited.  And waited.

By now, options in March were starting to dry up and soon I'd be forced to push things off to April. As such, I had to call the store a second time on Wednesday the 13'th and leave a second message.

"Okay, right!  Sorry for the delay.  I'll pass this message on and make sure he gives you a call right away!"

And then I waited.  And waited.  And fucking waited.

I still hadn't gotten a call back by Friday the 15'th.  In a huff, I removed Quantum Frontier as the event's location on Facebook and then pounded out the following terse message:

"Welp, if Davecon is happening at all this year, it definitely won't be at Quantum Frontier.  How that place stays in business is beyond me." 

For several days I seriously considered turfing the whole thing.  After all, I'd created Davecon to fill in for the long-deceased Fleetcon and make up for the complete and utter dearth of local tabletop gaming events.  But since the very first Davecon back in 2007, days such as Hal-Con and Boardgasm had since been established as viable options throughout the year.  Honestly, what was the point?

I was soon reminded of the real reason why I do it: the massive outcry from the small-yet-vocal horde of rabid Davecon fans.  They really wanted me to make this happen.  So, after a series of heartfelt pleas I decided to keep searching for a home.

I turned my attention to Monster Comic Lounge on Gottingen Street in Halifax.  Truth be told, MCL was my first choice last year but store owner Mike Crossman hadn't yet extricated all of the back stock out of the game room.  Over the course of the last few months I knew that things had been squared away since the sound of jubilant gamers could often be heard coming from the bowels of that mysterious nook when I was in the store every other weekend.

So on Saturday the 16'th I popped into MCL to see if the place was a viable option.  Despite the fact that he was besieged by customers, Mike took the time to show us the room.  It wasn't quite as fancy as Quantum Frontier's Danger Room but there were plenty of tables and chairs, which was all we really needed.

Unfortunately Mike wasn't 100% sure when the room was free in April so he gave me his email address and asked me to shoot him a note.  I dutifully composed the following inquiry three days later:

Hey, Mike.

I was in the store this past weekend inquiring about using your spare room for my annual private gaming event.  Here's the plan:

It would be one Saturday in the month of April from open 'til close.  I plan to charge an entrance fee, purchase a gift certificate from the store and then give this away as a door prize.  

I also do an "M.V.P." draw for the person who plays the most board games during the day.  If you wanted to donate some cheesy throwaway thing for an M.V.P. prize, that would be cool.  If not, I can provide something.  

Currently we have seven people confirmed regardless of date.  I suspect it'll be about twelve or so in the end.  The only day in April that my regulars say is "right out" would be April 20'th.

Let me know which day works best for you and I'll make an official announcement on the event's Bookface page.

Thanks in advance.

-Dave 

And then I waited.  And waited.  With people pressing me from all sides to lock down a date, I sent this follow-up note on the 22'nd:

Hey, Mike.

If you get a free moment today, can you let me know if this works for you and what day would be best?  I've got people nagging me to make babysitter plans...

Thanks!

And then it came, the glorious response we'd all been waiting for:

Hi Dave,

The best day for us would be the 13th of April. There is nothing booked that day now and if you want it you can have it. Every other Saturday would involve some sharing of space.

If that day works for you I will make it official.

Mike

And with that, Davecon 2013 was finally a reality!

An excited flurry of emails went back and forth, speculating as to what games would be featured at the event.  Titles such as Ca$h n' Gun$, Ticket to Ride: Märklin, Legendary: A Marvel Deck Building Game, Alhambra, The Classic Dungeon!, Tsuro, X-Wing, Pandemic, Gloom, and Shadow Hunters were all bandied about.  Above all, I made sure that ye olde Davecon tradition, Ultimate Werewolf, would get rolled out sometime during the day!

I also spent a considerable amount of time agonizing over what to charge for an entrance fee and what contests to run.  In a spate of good news, Monster Comic Lounge didn't charge us for the room and they also gave all Davecon attendees a 10% discount an their purchases for the day!  Without a $100.00 room rental fee hanging over our heads I could charge a considerably lower Registration Fee and put all of it towards a couple of pretty descent little gift certificates!

In the end, I decided to charge $5.00 per person and issue three tickets to each participant: one given out on arrival, one issued to anyone who stayed until the end of the day and one for the Davecon M.V.P.  Based on a suggestion by Andrew, I really dig this last concept.  Basically, this would allow everyone an opportunity to vote on the event's Mose Valuable Player: the best sport, the participant who ran the most games, the person who was the most fun to play with or the attendee who best embodied "Wheaton's Rule".


I also had plenty of time to fret over the weather.  Like in many other parts of North america, evidence of Spring in Nova Scotia had been nearly non-existent up to that point.  In the days leading up to April 13'th, the weather forecast was predicting no less then twenty centimeters of snow on game day.  Yikes!

Since we'd have enough problems getting back and forth to the venue if the road conditions were crap, I even put the kibbosh on our traditional brunch plans.  Mercifully, the Weather Gods turned the snow to rain, making for perfect Davecon weather.  Indeed I can't think of a better was to spend a rainy, crappy day then ensconced in a comic book shop playing board games!  

Despite running a bit behind schedule, I managed to pick up perennial attendee Sabina, beat it down to Monster Comic Lounge and secure a convenient parking space before everything opened up at 10 am.  Just as soon as the staff unlocked the front doors, the three of us went inside and started to set things up.  After chatting with the patient and vaguely bemused employees, I posted the awesome event sign that Cheryl had designed (see above), set up a makeshift registration table and then waited for everyone to arrive.

And arrive they did.  In droves.  By the end of it, we had fourteen attendees in total: me, Andrew B., Andrew S., Angela, Chad, Claudia, Cheryl, Dawn, Dean, Mark, Matt, Sabina and two newcomers: Chad's son Mac and Dawn's brother Joey.  Unfortunately, Davecon regular and Ultimate Werewolf grand champeen Audrey had to bow out after her babysitting plans fell through.  Booooo!!!

Before I could jump into a game, I had some housekeeping to attend to.  Like a whirling dervish, I raced all around the exterior and interior of the store, taking some establishing video footage of our new environs and drawing quizzical looks from both staff and customers alike.  Then, after collecting entrance money from everyone I set about procuring some contest prizes.  By the end of it, I'd picked up two in-store gift certificates: one for $50.00 and one for $20.00.  Suitably epic prizes for such an epic day!

By the time I got back several games were already in full swing.  Cheryl, Sabina, Dawn, Joey and Mark had wasted no time breaking out the Vintage edition of the classic die-chucker Yahtzee.  


This epic contest resulted in one of the most unlikely finales imaginable as both Sabina and Mark tied for the win!  WHAT ARE THE ODDS?!?!   WHY AM I SHOUTING!?!?!

Next up the same crew participated in two games of Zombie Dice.  In the first match, newcomer Joey walked away with a decisive victory.  Then it was Dawn's turn to become "zombie extraordinaire" when she was declared winner and champion of game two!    

Meanwhile, Dean led a gaggle of pseudo-scientists in a co-operative game of Pandemic.  He mixed in just enough of the On the Brink expansion to accommodate five players and then let them pick from a variety of eight new role cards.



With Pandemic I've personally found that the more players you have, the harder it is to co-ordinate everyone for the win.  This might have been offset in this particular game by the awesome new roles, like the "Generalist", the "Containment Specialist" and the new-and-improved "Operations Expert".  A lot of them seem downright dynamite.

Whatever the reason, lead egghead Dean managed to guide Andrew B., Angela, Claudia and Matt to a rare victory against the germs!

Simultaneously, Andrew certainly didn't have to use a Batarang to rope three more players into a session of the new Batman: Gotham City Strategy Game.  With its thematic gameplay, villainous P.O.V.'s, awesome Heroclix figures and old-school aesthetics, I really wanted to play this one myself.  Unfortunately I was still dealing with some Davecon logistics, so I didn't get a chance to sit in.


After cracking the box open 'round 10:47 am, everyone selected their villainous roles.  Andrew opted for Killer Croc, Mac became the Joker, Chad assumed the mantle of the Penguin and Mike played Two-Face to the hilt.  After everything was set up, they began the daunting process of digesting the rules.


Since this was Andrew's first time running the game, it took a good hour or so to really get into the swing of things.  During this time, the four participants had a fun time running riot all over Gotham City, committing crimes, hiring henchmen and dodging the deadly fists of the Caped Crusader.


But as the clock started closing in on 1 pm, the four super-villains had to make a painful decision to declare an early winner.  When it came down to the final moments, Andrew was declared the most dastardly member of Batman's Rogues Gallery.    

After all of my obligations were dispensed with I finally got a chance to set up a 91-point X-Wing match using the following ships, personnel, upgrades and skills:

IMPERIALS - "VADER'S HUNTING PACK"

T.I.E. Advanced piloted by Darth Vader
Upgrades: Concussion Missiles
Skills: Squad Leader

T.I.E. Fighter piloted by Mauler Mithel
Skills: Marksmanship

T.I.E. Fighter piloted by "Howlrunner"
Skills: Swarm Tactics

T.I.E. Fighter piloted by a Black Squadron Pilot
Skills: Expert Handling

REBELS - "LUKE'S SCOUTS"

X-Wing piloted by Luke Skywalker
Upgrades: R2-D2 and Proton Torpedoes

X-Wing piloted by a Rookie Pilot
Upgrades: Astromech

Y-Wing piloted by "Dutch" Vander
Upgrades: R5 Astromech, Proton Torpedoes and an Ion Cannon Turret

***

Between the detailed minis and my new, custom-made star field (consisting of a swath of black fabric flicked with white, gold, silver and yellow paint) Mark was quickly lured in by the spectacle.  He chose to command the Dark Side while I took control of Luke and company.  Given the epic length of the table, I placed all seven ships at the far end of the Range Ruler away from the edge.


This allowed Mark and I to close to within firing distance within a few turns.  In our first pass, Mark used combined fire to annihilate Luke's shields.  The aspiring Jedi soon returned the favor, causing two points of hull damage against a rival T.I.E.


"Dutch" Vander was having even better luck with his Ion Turret, inflicting two points of damage and sending another enemy ship spiraling out of control.  But then, just as I prepared to follow up on this advantage, I realized to my horror that I'd overestimated the maneuverability of the Y-Wing.  There was no way I could bring her hard about without flying off the table!


Now, although some people might accuse "Dutch" of fleeing from the battlefield, I like to think that Luke ordered him to return to the Rebel Fleet to fetch some badly-needed re-enforcements!

Unfortunately I was running into the same issue that Andrew was having.  It was already after 1 pm and we still hadn't run our traditional match of Ultimate Werewolf.  With heavy hearts, Mark and I had to cut our match short.


At least I managed to end the game on a positive note.  After R2-D2 reconstituted the shields, Luke pulled off a Koiogran Turn, performed a Target Lock, launched a volley of Proton Torpedoes and destroyed one of the enemy vessels.  Man, I wish we could have finished this game!

Based on my previous match with Mike, I knew perfectly well how long it takes to play X-Wing, but I chose to bring it along anyway.  Don't get me wrong, it's a fantastic game with tremendous curb appeal, but it's not a good pick for Davecon.  I brought five games with me that day and I only got a chance to play two of them, including this one.  Ultimately I brought X-Wing along for purely superficial reasons: to show off the ships and my pretty, customized star-field.  Hopefully I'll learn my lesson for next year.

In the same time it took to get through partial sessions of X-Wing and Batman the other tables were flying through a spate of quicker games.  Andrew S. set up another Davecon favorite, Tumblin' Dice, which soon drew a horde of willing participants.


In the first roll-off, Matt triumphed with a total score of 68, Sabina got 63, Cheryl and Dawn tied with 48, Joey had 47 and Andrew B. trailed with 42.  Andrew had his vengeance in Game Two, netting a total of 72 points, easily outdistancing Dawn with 63, Cheryl at 61, Sabina's 60, and Joey's score of 40.

Meanwhile, Zombie Dice reared its putrefying head at another table.  In the resulting brain-feast between Dean, Angela and Claudia, Angela horked down the most gray matter!  This segued naturally into a side-by-side comparison with Martian Dice.  In that throw down, Claudia got the duke over Andrew B., Angela, Dean and Dawn.


When these games were finished, Andrew and I voluntarily ended our own sessions so we could kick off the traditional run of Ultimate Werewolf.



CAST OF CHARACTERS

Andrew B. as Ham Johnson the Town Butcher
Andrew S. as "Handsome" Angus the Vampire Hunter
Angela as Shaneequa the Traveling Bard
Chad as Anvil, the Town's Blacksmith
Cheryl as Moi the Candlestick Maker
Claudia as Claudia the Alewife
Me as Mee the Taxpayer
Dawn as Jill the Washer Woman
Dean as our Awesome Game-Runner
Joey as Mildred the Town Librarian
Mac as Abs the Total Gym Salesman
Mark as Jim the Fisherman
Mike as Mike the Minstrel
Sabina as Shabinaqua the Other Traveling Bard 

Panic gripped the town as rumors of werewolves in the village became rampant.  Anvil was quick to point the finger at the local nosferatu exterminator.

"I, the town's blacksmith, was keeping a stony watch on the village when wandered in...ONE VAMPIRE HUNTER!" he proclaimed.  "I ask my fellow villagers: who hunts the vampire if not for the werewolf?"

Despite outing himself as a possible Twilight fan, Anvil nominated Angus, which was quickly seconded by Abs.  Immediately the Hunter launched into a fiery defense.

"I am not a werewolf!" he declared.  "Normally I hunt vampires but I'm all out of vampires right now... 'cuz I'm so good!  Sure, I've had to do some man-whoring on the side recently to make some capitol, but I'm not a werewolf!"

Apparently such confessionals are good for the soul and Angus was acquitted.  In a declaration that now seems a lot more suspect, Ham Sammich was quick to protest the result.

"I thought we were voting on whether or not to save him not to kill him!" the Butcher lamented.  "That's why I voted thumb's down!"

Regardless of the confusion, the unemployed vampire hunter got his reprieve.

Later that night, the three werewolves searched through stack of books to "check out" the Town Librarian.  In a horrible twist of bad fortune, Mildred also turned out to be the precious Seer.  Already the villagers were behind the proverbial eight-ball!  

With the town's paranoia growing by leaps and bounds, suspicions immediately fell upon the first person to level an accusation.

"Anvil was quick to accuse people!" Angus charged, his nomination quickly validated by the terminally-enraged, steroid-casualty Abs.

"In my defense, even though I was quick to accuse, I did vote for life!" Anvil calmly returned.  "Would a werewolf vote for life?  I don't think so."

Since this recollection was "kind of hazy" Angus asked Mee to "roll back the tape".  But because this was a medieval setting and I had no idea what sorcery the hunter was raving about, I couldn't comply.  I did corroborate Anvil's claim that he voted for mercy last time out, however.

The rest of the village saw it that way too, and with seven votes of confidence, the Blacksmith was spared!  But that didn't mean that the inquisition was over for that round.  Jim the Fisherman quickly called out Shabinaqua the Other Traveling Bard and Abs instantly backed him up!

Unfortunately Shabinaqua's own defense was piss-poor at best:

"I'm not the Werewolf, I swear!  You can trust me, I can read people like a book!"

After this lame rebuttal inspired a series of groans, cat-calls and eye-rolls, it fell upon her partner Shaneequa to come to her defense:

"I make money with this chick, don't kill off my meal ticket!" she wailed.

"No way!" Ham Salad shouted.  "Look at her, she's got Seer in her teeth!"

Despite the robust dialogue, Shabinaqua only got three votes for the defense and she was soon a-swingin' from the rafters!  Fortunately this turned out to be a focused bit of bloodlust, since she was immediately outed as one of the three Werewolves!

Later that same night, the two remaining lycanthropes avenged their neck-stretched comrade by double-teaming Claudia the Alewife (and not in a good way)!

The next morning Jill the Washer Woman immediately went on the offensive, declaring: "I still think we made a mistake not killing the Vampire Hunter!"  Before the light of inquisition could fall upon him, Angus quickly deflected the attention towards Abs.

"He 'seconds' everything so quickly!  It's all that Werewolf blood, he can't control it!"

Swayed by that undeniable logic, I quickly 'seconded' that motion, realizing all-too-late that this probably looked kinda bad for me.

Abs conducted an admittedly-spirited defense, which was one part Chuck Norris and one part Ultimate Warrior.

"Listen to Abs!  I built you guys Total Gyms so you can get fit and ripped like me!  Now, could you guys defend yourselves against the Werewolves if you weren't ripped as you are now?!?!"  

Despite being better on the mic then Dwayne Johnson, Hulk Hogan and Randy Savage combined, Abs couldn't avoid the gallows.  Unfortunately it was soon revealed that the mob had just executed a perfectly innocent villager!

That night, lured by the smell of low tide, the Werewolves crept into the village and ate the fish monger with a side of tartar sauce.  The following morning the villagers found Jim the Fisherman ripped into sushi-sized morsels!

By now, fear was sweeping through the village like a plague.  Armed with absolutely no credible evidence, Angus randomly nominated Mee.  Immediately I tried to un-nominated Mee, er, me, but for some reason that didn't work.  With the accusation now fully validated by his incongruous new ally Anvil, I was forced to do some quick talking.  Unfortunately my initial defense was even lamer then Shabinaqua's.

"It's not Mee, I promise!  When you nominate Mee, you nominate yourself!  Literally!  It's not me or Mee!  I swears!  Toadly."

Perhaps due to my last-second plea of taxpayer solidarity, I managed to escape the noose in a super-close 4 to 3 vote.

After this narrow brush with death, I felt compelled to go on the offensive.

"We just basically have to ask ourselves: has anyone been doing anything particularly suspicious?"  Not withstanding Mike the Minstrel's incessant babbling, Jill the Washer Woman begins to cast aspersions once again upon "Handsome" Angus the Supposed Vampire Hunter.  Quickly his nomination got "seconded", then um..."thirded".      

"I am here to keep the village safe!" he declared in no uncertain terms.  "I...(removes shades)...Handsome Angus am a Werewolf... NOT!   If you vote for me you will regret it.  I'm the muscle now that Abs is gone. Here, I'll prove it, let me show you the ab..."

This forced moderator Dean to break character, offering to pay Angus some serious real-world coin in order to avoid seeing the "ab".  In fact, so rattled was he by this threat that he missed my vote and nearly acquitted the Vampire Hunter on a tie by mistake.  After a quick recount, the decision was reversed and Angus was convicted on a margin of four votes to six!

"Eat it!" Andrew declared, proudly rubbing our collective noses in his "Villager" card.

During the night, the fortified Werewolves stormed back, grabbed Moi the Candlestick Maker and gnawed her down to the (q)wick.  

"I think we lost our chance at Mee!" Jill the Washer Woman accused in a now-familiar refrain.  Initially the spotlight fell upon Ham Bone the Town Butcher, but then Mr. "I Can Read People Like A Book" (I.E. Anvil the Blacksmith) had to go and open his stupid pie-hole.  After declaring in no uncertain terms that Ham and Mike are "good villagers" and that "Mee seems to be he most suspicious" I knew that it was the beginning of the end for this cowboy.    

In an act purely driven by self-preservation, I officially nominated Anvil, but no-one seconded my motion. Taking advantage of the confusion, Ham Platter pointed an official finger in my direction and instantly Anvil and Jill piled on.  Despite being so confident of my innocence that I eschewed the Chewie Defense, I lost the vote 3 to 2.

"Hold on, I'm gotta find my damned 'Villager' card," I muttered, rummaging around the room.

That night, the duo of Werewolves went all Dragonforce on Mike the Minstrel.  With that,  the lycanthropes achieved parity!  Immediately both Andrew B. and Angela revealed their lupine natures and reveled in their sweet n' hairy mutual victory.

And with that, the attendees split up once again to pursue a host of gamey new pursuits.  First off Dean took Mac, Claudia and Chad through a session of Legendary: A Marvel Deck Building Game.  



At first, the odd mash-up of selected heroes (Storm, Wolverine, Iron Man and Thor) didn't gel very well together against Doctor Doom, but mid-way through the game, the players found their footing and started to get a leg-up.


Funny enough, even though Dean was the owner of the game, only Chad had played it before.  Admittedly Dean made a few minor rule-goofs, resulting in a partial asterisk, but the heroes proved victorious with Claudia emerging as the individual winner.


Zombie Dice then shambled across the room to the other table.  In two quick contests, Joey proved triumphant against both Cheryl and Sabina.  Sometime you just gotta love a game that you can play in ten minutes!        


Especially when it give you the time to play two rounds of the visual telephone game Telestrations


Although the game has a nominal scoring system, it tends to suck most of the visceral joy out of the proceedings.  As such, Dawn, Chad, Sabina, Cheryl and Joey decided to ignore it and just get their sketch-on.    

They drew their little hearts out in game one, producing an incredible chain of drawings that carried everyone's original clues right to the very end.  After two more players (Mac and Sabina) were added to the mix in game two, the keywords didn't transfer quite so accurately.  Regardless, there were plenty of laughs and a great time was had by all.  And, hey, isn't that the whole raison d'être for this wacky event?

After this, Angela, Dawn, Sabina, Andrew B, Joey, Mike, Cheryl and Mark risked getting all of us banned from the store for life via a boisterous game of Cards Against Humanity.


Given the fact that there were eight players, it took over an hour to determine the winner with the momentum swinging back and forth.  Ultimately it was Cheryl who proved triumphant, winning the game and securing primo boxed seats in H, E...double hockey sticks in the process.

Things got more PC but no less cutthroat after Martian Dice was rolled out again.  After some frantic luck-pressin', Cheryl won with a whopping 30 points, Joey had 25, Dawn had 23, Mark had 19 and Sabina had 11.  

After Andrew heard that I'd brought along Nexus Ops he insisted that we play it.  So, after tempting Matt and Mike with a "It's kinda like Risk but good" sales pitch we were off to the races.


Right away Andrew exibited his characteristic gonzo luck by annexing a slew of incredibly valuable mines. Mike struck a balance between unearthing new units and coming across some moderately-valued resources.  Matt was similarly blessed.  In fact, the only shlub to get stuck with only one new mine was me.  To make matters worse, I didn't staff it properly on two separate occasions and had to settle for my crappy base income.


As I slowly revealed the planet's varied environs I did come across a slew of new recruits.  By the time my forces made it to the mid-board lava wasteland, I had a disproportionally large army.  Unfortunately, my economy was also a house of cards.

Even though Andrew was clearly establishing himself as the runaway leader, I had to attack Mike in the Liquifungus Forest in order to score some badly-needed Victory Points.  Naturally I failed to win a decisive victory, so this battle dragged on for a few turns longer then expected.  Eventually I pulled out the win, but it really hurt my drive to the Monolith. 

Given Andrew's rampant expansionism, both Matt and Mike were forced to engage him in a few minor dust- ups. Initially Matt's attacks were repulsed but Mike made some promising headway.  Unfortunately Andrew's ludicrously-rich economy ensured that he could pump out reinforcements quicker then anyone else. As a result, he became the first player to produce Rubium Dragons.  Not long after he took possession of the precious Monolith.


By capturing this pivotal mid-board location, Andrew began receiving two precious Energize Cards per turn. Knowing that Andrew was closing in on victory, all three of us entered into a silent pact to chip away at his lead.  Pretty soon he was fighting on three separate fronts.

I moved my own Rubium Dragon adjacent to the Monolith by failed to light up Andrew's forces stationed there was plasma.  Andrew also had spotty luck with this tactic on the main board, roasting only one of Mike's units after several attempts.  With time running out I was forced to attack the Monolith the old-fashioned way.

Using a "Gravity Anomaly", I reversed the combat order, allowing my grunts to strike before Andrew's Double Dragons.  Unfortunately the luck I needed to execute this strategy didn't materialize and I only scored one hit on a late roll.  Andrew struck back with a vengeance, playing "Frenzy" to give each one of his units two attacks apiece!  Needless to say, the resulting slaughter was as quick as it was complete. 

Even allied together, Mike, Matt and I couldn't stop Andrew's juggernaut-like momentum.  Within another turn or two, Andrew played his last Victory Point card, taking him to 10 points for the short-game win.  After taking a look at the clock, we realized that this one game of Nexus Ops took us right up to the end of Davecon regulation time.

During this interval, the other participants certainly hadn't been idle.  Mac, Dean, Claudia and Chad threw down in a chaotic game of Star Flux which saw Chad emerge triumphant.


Then Mac, Chad, Mark and Dawn played two games of Tsuro.  In the first match, Mac made a wily tile placement and drove his pops, Chad, off the board.  Mark's dragon as the last one left in the air during that first game.  Family ties also didn't amount to much in game two, as Dawn eliminated hubby Mark for the win!


Dean, Mark, Dawn, Chad and Mac also had another close encounter with Martian Dice.  In this heated battle, Chad proved victorious with a whopping twenty-nine points!   Although it takes a longer time to play, most participants seemed to agree that Martian Dice out-distances its undead sibling.


Angela then led Andrew B, Cheryl, Joey, Claudia and Sabina through a nice, peaceful bout of murder and mayhem via Gloom.


During these purloined tales of strife, insanity, abandonment, and incongruous bliss, Pathos Points were won and lost, creative yarns were spun, and more then one miserable soul met an Untimely Death.  Sabina ended up with the most miserable clan in death and slipped away with the win!



Knowing that the store was closing at five pm I decided to wind things down around four-thirty in order to distribute the end-of-day tickets, draw for the door prizes and give people enough time to do any last-minute shopping.  During all of this, the Monster Comic Lounge staff was nothing short of awesome.  They even  told us not to rush, offering to stick around later in order to facilitate our wrap-up.  I guess this probably isn't such a big deal when you actually like where you work!

After passing out the "Hey-You-Survived-To-The-End" ballots, I encouraged folks to deposit their tickets in our unconventional "Door Prize" receptacle:


Then I made sure everyone had a chance to fill out their "M.V.P." vote and deposit it in the skull of our favorite resident Dark Lord of the Sith:


Moments later our official winners were declared:

DOOR PRIZE WINNER 
($50.00 Gift Certificate from Monster Comic Lounge)

CHAD!!!

M.V.P. Winner 
($20.00 Gift Certificate from Monster Comic Lounge)

ANGELA!!!

The great thing about our guests is that they never cease to amaze me.  Sabina actual took it upon herself to provide a third prize, which turned out to be a bad-ass inflatable shark kite.  This allowed me to give out a runner-up door prize!  

RUNNER-UP DOOR PRIZE WINNER 
(for a Bad-Ass Inflatable Shark Kite)

ANGELA!!!

After taking great pains to leave the room in better shape then we'd found it, the Davecon attendees loitered around the store for a bit, recollecting the day's stories, chatting with the staff and making last-minute purchases.  Through it all, we got the distinct impression that Davecon had finally found a permanent home!  During this time, I expressed heartfelt thanks to the staff for putting up with our over-caffeinated / sugar-fueled shenanigans.   

"Oh, no problem," one of the employees replied.  "It sounds like you guys had a really great time.  How often do you run this event?" 

"Oh, once a year," I replied.

"Hmmm, only once a year?  Could you be persuaded to do it bi-annually?" he pursued with a wry smile.

"Oh, I dunno," I sighed, betraying my exhaustion.  "I think my constitution can only take one of these a year, but hey, if someone else wants to do one..."

I turned and looked at my friends expectantly.  A part of me still hopes that, one day, everyone will run their own annual eponymous con, so that all I need to do is master a few rulebooks, buy some snacks and beer and then show up to play.

Which leads me to my sole regret for the day: the fact that I only got a chance to play three games.  That's downright shameful.  Next year I need to avoid the kind of games we play during our epic, mid-week session and stick to shorter, quicker titles.   

Speaking of regrets, I also thought about all the money Quantum Frontier missed out on by not calling me back.  First off, we would have given them $100.00 for renting the "Danger Room".  To pay for this overhead, I probably would have charged an entry fee of $10.00 per person instead of $5.00.  Although this would have resulted in a much smaller gift certificate (probably $40.00 instead of $70.00), it still would have gone right back into the store's coffers. 

Then there was all the stuff we bought that day:


After a rough estimate I've determined that our group spent around $300.00 at Monster Comic Lounge that day.  So, all told, Quantum could have made around $450.00 if they'd only exhibited the common courtesy of calling me back.  

Which left me wondering: if Quantum Frontier can survive as a business, what would happen if I opened up my very own game store and actually applied the tenants of good customer service?

Hmmmmmmm...