Author: Meeple Lady

Loading lorries into trains in Coal Baron: The Great Card Game

Loading lorries into trains in Coal Baron: The Great Card Game

Last month, Jason Dinger did a giveaway on Twitter for a couple copies of Coal Baron: The Great Card Game, one of his favorite card games, and I won one of the copies! Thanks, Jason! How awesome is the board-game community! Prior to this giveaway, I had only vaguely heard of Coal Baron and didn’t even realize there was a card version of the original game. But man, this little card game really impressed me, and we’ve been having a great time playing it recently. Why aren’t more folks talking about this game? 

Stacks of cards make up the various actions players can take in the game.

Coal Baron: The Great Card Game is 2-4 player game that plays in about 50-80 minutes. There’s no main board, just these long and narrow player boards that represent loading docks from which you collect lorries and build your trains. To begin, you sort the cards by types and place them face up on your table, with the lorry and wagon cards split into two piles each. But be warned, even though the game is essentially a bunch of cards, it does take up quite some space on your table.

The objective of the game is to efficiently collect lorries, build trains, complete orders and gain end-game scoring objectives. What I love most about this game is that it’s essentially a worker-placement game, in which your workers are represented by cards in your hand in various fix amounts. Each player has 10 worker cards: five 1s, two 2s, and one each of a 3, 4 and 5.

Each player has the same hand of worker cards. Spend them wisely or else you’ll get shut out of an action location.

To activate a location, you spend a worker card and take the card at the top of the stack. If you or another player wants to activate that same location, you must spend exactly one more worker to do. For example, if a location already has been activated with one worker, then you must spend two workers to activate that location — either by using two 1 cards or a 2 card.

Having a fixed amount of worker cards where you must spend exactly one more worker results in a pretty crunchy game regarding action selection. Do you activate this location now, or can you a wait a turn and spend more workers to do so — and have the exact amount of worker cards in your hand? Or maybe you’ll get shut out because you can’t add exactly one more worker to the action space. It’s such a tight balance of timing and hand management!

Here are examples of a lorry (left) and wagon card. The symbols have to match on the lorries, wagons and the row they’re being loaded into.

So what are the cards you can grab? You want to collect lorries, which will sit in a single row to the left of your player board. The order is important because you can only load the right-most lorries into your wagons. Wagon cards have symbols that can only sit to the right of your player board in the row that matches that symbol. Additionally, lorries have symbols on their cards, too, and can only be loaded into a matching wagons. Lastly, you collect one engine per row, and the row loads or expands until you make a delivery.

Players add lorry cards to the left of their player board, and build trains on the right side.

But before you make a delivery, which is an action spot in itself, you need to collect order cards. Order cards show where you’re delivering the goods and how many lorries are required before the order is complete. You collect the majority of your victory points through order cards and the VPs on most lorry cards.

Here are other cards players can get: engines, objectives, orders, innovation and share cards.

There are also innovation cards, which give you extra actions or workers. Lastly, there are share and objective cards, which work toward end-game scoring. In addition to the loading and delivery actions, there is a wild action card that allows you to look at the top four cards of any deck and keep one of them and placing the other three at the bottom of the pile. We call this the Scouting Action, a la Battlestar Galactica.

Different action cards dictate how many load actions you can do on your turn.

Players spend workers to take an action, and then pass if they have no more workers or are unable to spend the correct amount of workers to activate a location. After everyone passes, the shift ends, and the last player to activate a specific loading action takes an action-shift token, which is 1 VP each at the end of the game.

To take an action spot, you must spend worker cards. It gets more expensive the more the action is taken.

Depending on the number of players, the game continues for five, six or seven shifts. After the shifts are depleted, it’s the end of the game and players calculate their VPs and end-game scoring. Share cards are assigned to exactly one order that matches the location symbol on the card. The person with the most VPs wins the game. In the case of a tie, the person who received the last shift token wins the game.

I can’t say enough about how wonderful this card game is! I really enjoy the fact that it’s a true worker-placement game, but with workers as cards in your hand, which is a mechanism I don’t think I’ve specifically encountered before. Who else has played this game before?

Friendly Local Game Store: Imperial Outpost Games

Friendly Local Game Store: Imperial Outpost Games

This profile on Imperial Outpost Games is part of an ongoing series about Friendly Local Game Stores I’ve visited.

Imperial Outpost Games is one of several friendly local game stores in the Phoenix area. It’s located in Glendale, Arizona, and has been open since 1998. 

It’s quite a distance from where I live, so it’s a real treat when I’m in the neighborhood and I get to visit the store. One time, my buddy and I made a late-night drive to hit up the store right before closing time because we were searching for game. I often never leave the store without purchasing something. The vibe is chill and very friendly.

Imperial Outpost Games currently takes up three storefronts.

Owner Darren Johnson believes in carrying a wide range of items, something for everyone. When asked why he opened a board-game store, he said he previously was managing another board-game store at the time and wasn’t happy with the direction it was going. He said he knew he could do better on his own and eventually opened up his own store.

Imperial Outpost Games has been open since 1998.

Imperial Outpost Games has a large collection of all kinds of board games, RPGs and miniatures. There’s even a punch-card that gives you 20 percent off your entire purchase when you spend $200. It also has a very busy event calendar, which includes weekly open gaming, X-Wing casual play, D&D Adventure League, Warhammer 40k Open Play and a Painting Meetup. Its Warhammer Tournaments draw in large crowds, with people traveling in all the way from California and Texas.

The store sells board games, miniatures, and RPGs, as well as supplies and paints for painting miniatures.

Imperial Outpost Games was originally about 2,220 square feet, but has undergone two expansions since moving to its current location in 2002. When the business next door closed down, Imperial Outpost Games moved into the space and added another 2,200 square feet. A few years after that, it started occupying a third space, adding another 1,400 square feet. Overall, Imperial Outpost Games takes up three storefronts.

A peek inside the second storefront, which has terrain that people can use and a board-game library.

The store takes up the main first area, and the next two rooms are for gaming and painting. The second space has many large tables, which the miniatures players appreciate because they can put down terrain and get a really immersive experience during their gameplay. Imperial Outpost Games also has terrain for players to use, as well as a game library for people to try out games — and hopefully, Johnson said, swing on over and purchase a copy.

In the third space, there are brushes and equipment for people who want to sit down and paint their miniatures. There’s also a section that can be rented out for gaming, which includes a privacy screen and access to one of those fancy gaming tables we all drool over. The store also sells snacks and drinks, but gamers can also bring in their own food if they’d like.

People can chill in this third space and paint their minis.

However, one thing Imperial Outpost Games doesn’t sell is card games, but the store refers those gamers to Manawerx, which is literally down the street a few miles away. Manawerx, which only sells card games, then sends board gamers to Imperial Outpost Games.

Since running a store takes up a lot of time, Johnson doesn’t play as many games as he’d like. Some of his favorites are still Warhammer, RPGs and board games such as Tales of the Arabian Nights, Rex, Clank, Resistance and Tikal.

So, what’s the best part of running a board-game store?

“Seeing other people have fun,” Johnson said. “And knowing that I’m helping them have fun.”

Information and photos

Imperial Outpost Games is at 4920 W. Thunderbird Road in Glendale, Arizona. It’s open 7 days a week. Find them on Facebook.

FLGS: Imperial Outpost Games

Consimworld 2018: Big Push, Flashpoint: South China Sea, Cataclysm, Mr. President

Consimworld 2018: Big Push, Flashpoint: South China Sea, Cataclysm, Mr. President

It’s been two weeks since Consimworld (I had an LA trip in between since so I apologize for the write-up delay), and all I want to do is play more wargames! Consimworld, short for conflict simulation, is a wargame convention that lasts for eight days in Tempe, Arizona. You need eight days, because some of those games take literally three days to play!

I was lucky enough to be a special guest at the convention, now in its 18th year. I went the entire first weekend, and each day after I got off of work for the rest of the week. I got a lot of gaming in, folks! And of course, it was great seeing out-of-town friends and hanging out.

The front of the gorgeous Tempe Mission Palms, my home away from home for a week.

The convention is super informal; there isn’t a sign-up sheet for gaming. Instead, there’s an Excel file online and you can contact people who have expressed interest in playing a specific game. The only events scheduled are the Mega Games, which require official participation since they take a few days to play. There are also nightly seminars, a large flea market and an auction at the end of the week. I got an excellent deal for Thurn and Taxis at $20!

Consimworld is held at the Tempe Mission Palms, which is right off Mill Avenue in downtown Tempe. That means plenty of food options within walking distance and convenient light-rail access. Pretty darn sweet.

It was great seeing Harold Buchanan (center), of the San Diego area, and Dan Bullock, who is from Milwaukee.

My buddy Dan Bullock, designer of No Motherland Without, came into town and we started the first day by playing Pax Porfiriana, Churchill and John Company. I ended up losing Churchill on the die roll because I was 17 points ahead. It was a fun experience though as we played all 10 rounds, which was my first time playing the long scenario.

I ALMOST won Churchill as FDR in our long scenario. Alas, that die roll.

Harold Buchanan, podcaster and game designer of Liberty of Death, taught us the John Company. I ended up playing this game twice during the convention — first as a 6P and then as a 5P. I liked the experience much more as a 5P. John Company is so bonkers! There’s a lot of randomness in the game, but I’ve come to appreciate that at its heart, it’s a negotiation game moreso than an economic game, which is what I had originally thought it was going into the first game. I ended up winning my second game with zero points. ZERO?!?

Should we let the company burn? But I need to retire first! And watch out for that elephant. John Company is all kinds of bonkers.

Day 2 of Consimworld started with Fire in the Lake, my favorite COIN game from GMT Games. I’m most familiar with this war compared with the other COINs I’ve played, and the board is just gorgeous.

I love using my giant tweezers to pick up cubes.

Dan then picked up a copy of The Big Push, a new game from Hollandspiele, and he cracked it open and learned how to play the game right on the spot! I don’t think I could ever do that; the pressure would be so huge that I’d completely mess up a first play.

The Big Push is the newest game from Hollandspiele, who were at the convention selling games and gave a presentation.

The Big Push is a 2P World War I strategic card game in which you program your cards along various battle areas on the board, and resolve them. The order by which you resolve battles matters, and depending on which cards you play, you can add to your attack or defense value with leftover cards in your hands. Lots of tough decisions about timing and card play in a game that played in about 90 minutes. I’m still kicking myself for not picking up a copy. I did purchase Supply Lines of the American Revolution though!

Lots of tough decisions about where card placement, and if that battle is attacking or defending. Crunchy!

Dan, Harold and I then finished Day 2 with a game of play Battlestar Galactica, my favorite! I ended up being a cylon this time. One guy was being super shifty, so Harold brigged him and I became the CagMiral (Cag and Admiral). I was able to just let resources die down for the cylons to cruise into victory. It was marvelous!

About 270 people attended Consimworld, held at the same hotel for the past 18 years. There were 54 newcomers this year. Some attendees even came in as far as New Zealand and Japan!

I arrived on Day 3 after getting off work. I attended the Welcome Reception, where I learned that the convention has been going strong for 18 years! Even more impressive was that there were a group of folks who had attended every single year. The organizer, John Krantz, is now based out of Texas but used to live in Phoenix when he first started the convention and has kept it at the same location since its inception. Which is awesome for me as a local gamer! The reception also raffled off a lot of games!

Here’s me with John Krantz, organizer extraordinaire of Consimworld.

Dan and I also got a chance to play Flashpoint: South China Sea, Harold’s new game. Flashpoint is a 2P card-driven game that pits China and the U.S. in the hotly-contested area of the South China Sea. The Chinese player works to influence countries while the U.S. is works to maintain influence in the region and keep China in check. Meanwhile, tensions between the two countries can escalate through events and actions that take place.

We’re about to play Harold’s Flashpoint: South China Sea. And Tom Russell hung out with us, too!

The game takes place over four rounds in under 60 minutes, and Dan and I had the chance to play the prototype. At the start of each round, a new crisis card is flipped and the text is triggered. Each player then draws up to a hand size of seven event cards and selects a card to bid for initiative. On each event card, there’s a number for action points as well as an event. When bidding for initiative, the event does not trigger, and the person with the higher number on the selected card is the winner. The winner then gets to decide who goes first.

Here’s the prototype board for Flashpoint: South China Sea.

Players then take turns going back and forth playing a card and taking actions based on the action points on the card. In this phase, no matter what, the event always triggers first, and the text is supposed to be taken literally. Dan and I had to get out of the mindset, a la Twilight Struggle, that the event will only affect you negatively. Some of the event cards will say something like “Chinese remove 1 Economic influence from Vietnam,” which means that the Chinese player can remove either the U.S. or Chinese influence cube from the board. (They will likely remove their opponent’s cube, unless there aren’t any left. In that case, then they have to remove one of their own cubes.)

A sampling of the event cards for Flashpoint. The event always triggers first for this game.

After the round ends, countries are scored based on majorities, and players have the option to add add cubes from the Political Warfare track to boost majority. I really enjoyed playing Flashpoint! There’s so much tension in a relatively short game, making hard decisions about the order to play your cards or forgoing an action you had originally planned to instead reduce the Tension track so you can put influence cubes back on the map. Plus, it plays so quickly in 60 minutes, so every majority and VP matter. I can’t wait until this game comes out!

On Day 4, I attended an evening seminar from Hollandspiele. Tom talked about how he and Mary started the company, and how using a print-on-demand business model allowed them to enter the board-game publishing company. Thus, in having their own company, they can publish the idiosyncratic wargames that they want to.

Here’s me with Tom and Mary Russell, who are Hollandspiele. It was lovely meeting them and seeing how they work so well together.

On Day 5, I played The Grizzled twice and learned how to play Cataclysm: A Second World War. It’s a recent release from GMT Games, and the “learning round” took 2 hours to play. The game uses a chit-pulling mechanism, in which your flags and operations are placed into a cup or put on an initiative track. Play is determined by which chit is pulled, or if you’d like to use an interrupt with your chit on an initiative track.

One of GMT Games’ latest releases is Cataclysm. It’s a very long game, my friends.

I then spent the next two nights playing this game, and we only got to Round 5. The first two rounds breezed by, but by Round 3, whenever you do an action that’s next to another power, they get a flag that’s placed into the cup. So then the length of these future rounds exponentially gets longer as more and more chits need to be pulled from the cup. The box says the game lasts for 90-600 minutes. I believe that!

The Cataclysm maps usually go side by side, but we placed them this way because we were on a round table. So many chits!

On Day 6, I stopped by the room where Mr. President was on display. I sat with Gene Billingsley, Rick and Tom as they playtested a scenario for the upcoming title from GMT Games. Mr. President is a ginormous solo game about being president for four years, about advancing your agenda, dealing with diplomatic and war crises, and keeping the U.S. safe.

This is Mr. President. Not shown is a board to the left that dictates the round sequence and tracks your Cabinet, bipartisan cooperation, scandals and a whole host of other things.

This board is a giant map with a bunch of tracks that tell the story of your diplomatic relations and threat levels in various regions across the world. There are events from Crisis cards that come into play, and at its core, it’s a resource management game. It was so inspiring and humbling to sit in on the playtesting process where they were tinkering with various track values. These guys know so much about that point in history! Mr. President aims to give a deep and immersive experience for the solo gamer. But man, it looks so intimidating!

It’s always great seeing Gene! I hope to make it back to GMT Weekend one year.

Lastly, Harold interviewed me for his awesome podcast, Harold on Games. If I’m being honest, it’s always nerve wracking being on the opposite side of the interview chair. I’m used to interviewing people and asking the questions. Check out the episode and listen to all his other interviews as well!

I first met Harold over a year ago at Strategicon in LA. He hosts his own convention in San Diego in November called SD Historical Con.

And then just like that, an entire week of gaming passed. I had a great time at Consimworld, playing both old and new-to-me games. If you love wargaming, then this is the convention to be at.  Next year’s dates are already set. Hope to see you there on June 22-29, 2019!

Thanks for having me, Consimworld! Can’t wait for next year!

High Society: Hobnobbing with rich folks while trying not to go broke

High Society: Hobnobbing with rich folks while trying not to go broke

I had heard about High Society from folks online because of its gorgeous artwork. Then the game went on sale for $10.99 from Book Depository (with free shipping!), and I immediately snatched up a copy without knowing anything about the game. And folks, I have no regrets!

Osprey Games reprinted this old Reiner Knizia game, which originally came out in 1995.

High Society is a bidding card game from Osprey Games that plays 2-5 people in about 20 minutes in which you’re hobnobbing with rich folks and showing off your fancy style while trying not to go broke. It’s designed by Reiner Knizia, and the artwork is done by Medusa Dollmaker in this 2018 reprint. The cards feature a diverse cast of characters, which is wonderful, all illustrated in an Art Nouveau-inspired style.

I seriously love this freaking artwork. Insert all the heart-eye emojis here.

There’s something about bidding games that makes my friends and me lose our freaking minds. It truly becomes this intense game of chicken, and we have so much fun egging on folks to make the next bid. Hilarious bidding escalation always ensures, but you cannot go broke or be the one with the least amount of money at the end of the game before the scoring phase or else you’re eliminated. The first time I played this, we immediately played it again a second time. It was that fun!

Up to five people can play High Society, and each player gets their own set of money cards.

Each player begins with their set of 11 money cards, in values from $1 to $25. As you can see, there aren’t cards for every value in this range. The money cards will be used to bid for various socialites as they come up in the deck. Socialites are worth different points, and some will double your points at the end of the game.

To bid, a player must play one or more money cards in an amount that’s higher than the previous bid. If you pass, you pick up all the money cards you just played and return it to your hand. You’re then out of the bid. The player who bids the most money wins the socialite and discards his or her money cards. The winner then flips over the next socialite card and starts the auction round again.

The disgrace cards. Check out that Scandale! card, also known as the panicked look of when you jump out of your lover’s window because their significant other has come home.

There are also three disgrace cards, which change the bidding ever so slightly. If you are unable to bid or outbid a previous bid on a disgrace card, you will end up taking the card. The disgrace cards either remove one of your socialites, reduce your score by 5 points or half the amount of points you have at the end of the game.

The four prestige cards, which work as the timer in the game. Geez, that Scandale! guy is seriously everywhere.

There are four cards with the green background in the deck, the prestige cards. When the fourth green card comes up, the game ends immediately. But before scoring can happen, the person with the least amount of money is instantly eliminated from the game. Then players can score their socialites, and the person with the most victory points wins the game!

High Society is a short, but delightful, bidding card game that’s easy to teach. The box is small and easily transportable, and the card quality is excellent. Plus, seriously, look at that art! The only people I see not liking this are those who don’t like bidding games. So if you don’t mind bidding games, High Society is a great card game to add to your collection. Who out there has played this?

Things I’ve Learned From Producing A Podcast

Things I’ve Learned From Producing A Podcast

On Jan. 1, 2018, my buddy Greg and I started a new podcast called Hooked On Geek. Every Monday morning since then, with the exception of June 4, a new Hooked On Geek episode came out. I had a great time doing it, but unfortunately, the time commitment was taking its toll on me, and this morning’s episode was my last one.

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BGG Con Spring 2018: Visiting Dallas in May

BGG Con Spring 2018: Visiting Dallas in May

I got the chance to go to BGG Spring in Dallas for the first time at the end of May. My lovely friends from Phoenix, Ohio and Atlanta wanted to meet up somewhere in between all of them, and we all stayed at an airbnb near DFW Airport. I had an amazing time with these guys, and it was just what I needed to de-stress from a chaotic few months. We usually met up yearly for Friendship Con, which I’ve written about here and here.

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Sentient: Doing Math To Score Your Bots

Sentient: Doing Math To Score Your Bots

There’s a misconception among a few people (namely some men I’ve dated) that I’m horrible at math. But in reality, I’m actually pretty decent at math; I just can’t for the life of me do it in my head. Give me some writing utensils and/or my cell phone, and I’ll be able to calculate things and cruise into board-game victory any day.

The first time I encountered Sentient from Renegade Game Studios was late last year, and I was so blown away by it that it immediately made the list for my top 10 games I played for the first time in 2017. Sentient is a clever set-collection, area-control, dice-manipulation game that sometimes involves math. I seriously squealed and said, “That’s FOIL!” when one particular card came out in that first game.

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No Motherland Without: The DPRK vs. the West

No Motherland Without: The DPRK vs. the West

I first encountered No Motherland Without last October at GMT Weekend and immediately fell in love with the game. Game designer Dan Bullock was there, and I had the pleasure of gaming with him and a few other folks I met that weekend. I was drawn to No Motherland Without because it’s a card-driven game similar to Twilight Struggle and 1960: Making the President, both of which I love, plus it also has some unique elements that make this game stand out. It’s set in the Democratic People’s Republic of Korea, and the game is now on Kickstarter! (Edit: The Kickstarter has since been cancelled, as the designer is deciding how to progress. Stay tuned!)

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ZapCon Arcade and Pinball Convention

ZapCon Arcade and Pinball Convention

Last weekend, some friends and I went to the sixth-annual ZapCon Arcade and Pinball Convention at the Mesa Convention Center. It was my first time attending, though they had been telling me for years that I should come check it out. And it did not disappoint!

More conventiongoers playing lots of pinball. This guy is patiently waiting for his turn at the game.

My memories of playing pinball growing up were limited to hanging out in the arcade at the mall with friends or at the local pizza place after sporting events. And I’ve been to a few of the barcades that have sprung up in the Phoenix area in the past few years, but if I’m being honest, I don’t have that big of a connection to those kinds of machines like other folks. Nonetheless, I still went to check this out — and it ended up being so much fun!

Badges for the weekend were $40, or $30 for Saturday and $20 for Sunday. Kids’ badges were at half price. The convention was held in Building C at the Mesa Convention Center, its biggest building, and it was just endless rows and rows of vintage arcade games and pinball games.

Ms. Pac-Man and Donkey Kong! Where’s Billy Mitchell?

The whole hall was dimly lit so that you can see the games clearly, and the convention was packed, but not too packed that it made you feel uncomfortable. People politely waited in line behind a person playing the machine they wanted to play. I even saw a bunch of parents carrying stools so that their little ones could see the screen. I wouldn’t have even thought of that!

The convention had a bunch of tournaments scheduled, which had cash prizes. There was also Pingolf. It’s like golf but with pinball games! Nine machines sat in one corner of the hall for “Pingolf” in which you play all machines and rack up your score like golf. There was a label on each machine, which showed your target score, and you played until you hit that number. If you go through all four of your balls and don’t hit that score, you check the sheet to see where your score fell into the number of strokes, and write your scores for that machine, just like a hole in golf. I ended up getting 56 for the nine machines. It was a lot of fun trying to get to those scores and frustrating when you fell super flat!

Five people get to play as one team in a 10-player game of Killer Queen.

One of the big super video-game machines was Killer Queen, which plays 10 people simultaneously. The Gold and Blue teams battle each other on screen, trying to achieve one of three victory conditions: killing the Queen Bee, moving the snail to their side, or filling your team’s hide with berries. It’s super fun, especially when your team wins! I personally just liked jumping onto the snail and moving that sucker to your goal.

Atari! I’ve never actually played on this; my first video-game console was the original Nintendo.

Outside the main convention floor was the Retro Living Room. In here were retro video-game consoles hooked up to old TVs, where you can sit back on a couch or lounge on a bean-bag chair and play some games from your childhood. Or you can try your hand at giant Super Mario 3! And they were selling beer in this room, so it totally felt chill and loungey.

Giant Nintendo! I saw people playing Super Mario 3 and Contra. Can you imagine up-up-down-down-left-right-left-right-B-A-start on this sucker?

On Saturday night, Minibosses performed in the Retro Living Room. They’re a local band who plays 8-bit video-game scores, and their most-famous song is Metroid. I’ve been going to their shows for over a decade, and it totally made me fell old when it seems like some of their kids are now part of the band. I had a great time listening to them.

Another cool thing about the convention was that there were food trucks hanging out outside of the building. They seemed to rotate every few hours, so that was pretty cool having food options on site. Or you could just drive off to a local restaurant, which there are plenty of in and around Mesa.

It’s Axl Rose and Guns N’ Roses, one degree from Kevin Bacon in Apollo 13.

Overall, I had no idea how the hours would fly by playing pinball over the course of two days. I learned that I don’t like gun-trigger pinball starts (which show sup in games like Jurassic Park and Guns ‘N’ Roses — yep, those guys), and I’m not a fan of the digital screen either, which I played a game of Archer on. It was dizzying to me. My favorite pinball machine I discovered there was the Adam West Batman one. If only I had $7,000 to buy it!

Holy Batman! I was obsessed with this show growing up. I could tell you which actors plays all the villains.

My friends and I also discussed the recent dethroning of Billy Mitchell, villain extraordinaire and “record holder” of “The King of Kong: A Fistful of Quarters” and one booth even had these Game Over T-shirts. I was greatly amused by them. Overall it was a good time, and I’m glad I went!

Game Over, Billy Mitchell! Go Team Steve Weibe!

A Quick Weekend in LA

A Quick Weekend in LA

Last week, I mentioned to a friend that I was “just heading to L.A.” for the weekend, and he sarcastically responded, “Oh, is that it? No big deal.” To me, it’s just hopping home, the city where I grew up, for the weekend, but there are probably some of you who haven’t been, so I’m going to recap my quick two days there and share some of my favorite places. And by the way, there isn’t any board gaming in this post. Stay tuned for next week instead!

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