Tag: queen of spies

SDHistCon 2025: Queen of Spies, Microverse, a video with Volko

SDHistCon 2025: Queen of Spies, Microverse, a video with Volko

It’s November, friends, which means SDHistCon! I decided to fly into San Diego this year for reasons, which then created a different set of problems because many of us weren’t sure at the start of the con if our flights were still going to exist by the end of the convention. Luckily, the worst that happened to me was a flight delay. 

I flew in early enough on Thursday to catch the first of two pre-convention events, which was a late lunch and hanging out at Stone Brewing at Liberty Station. I know I’ve said it before, but I always appreciate pre-convention events because it gives you a chance to get to know people in person out of the Discord – before all the gaming commences. 

The early arrivers to San Diego met up at Stone Brewing.

The second event was at Eppig Brewing, where OMG – they had an ube cider. It was delightful! Highly recommended if you like ube! These are the things I miss from not living in California anymore. Eppig Brewing is right on the waterfront and it was great catching up with even more people while enjoying the cool weather. 

Hanging out with friends at Eppig Brewing!

Friday

I started the day with Indonesia. Thanks, Andrew Heim, for running two games of this simultaneously! It’s been a long time since I’ve played a Splotter game, but this one and Food Chain Magnate are my favs from them. In Indonesia, you’re producing and shipping goods – rice, spice, rubber, siap faji and oil – across the country on boats. The brutal thing about this game is that if you have product to ship, it has to ship, even if you lose money paying to use other people’s boats to get the city that demands it. Weirdly, our cities never made it past level one. Lastly, the font for this game always makes me laugh. It totally reminds me of the font that everyone used in the 2000s for their wedding invitations. 

Shipping my goods across Indonesia. The fancy pieces for Andrew’s game was a nice touch.

Next up was Microverse, a game that I got to play at Origins this past summer. It’s a fast-paced 4x game that plays in about an hour where players are alien factions are fighting in space – and not have their home planet blown up. So this past summer, my home planet got annihilated because I miscalculated how much speed someone could use to get to me. I vowed to prevent that from happening in this game.

Microverse is currently on the P500 for GMT.

Well … I was doing so well until the end, when someone attacked me and blew up my home planet. GAAAHH! The designer, Sam London, assured me that I put up a good fight though! That made me feel a little better. Kinda. I did back this game on the P500 so I am very much looking forward to this game!

Sam London ran his game that included John Butterfield and me.

I then played a prototype from Taylor Shuss called Quantum Train. It’s a trick-taking that takes place in space! Normal trick-taking rules apply for this game, which has alien suits, but the two highest cards get taken back by the player who played them for the card to be turned into passengers, and the two remaining cards remaining in the trick determine which direction the rocket ship on the board will go.

Moving the rocket ship to make passenger drop-offs in Quantum Train.

The now passenger cards that sit in front of a player have a location on the card where they’d like to get dropped off. When the rocket ship moves to that matching location, players can score their dropped-off passengers for points. Manipulating the rocket ship is a fun trick-taking twist. It really makes you really think about what card to play when you know you cannot win the trick. 

The alien suits — and where that passenger wants to go to — in Quantum Train.

The last game of Friday night was Sidereal Confluence. I love this game, and in the pre-pandemic times, I used to run this game at most conventions I went to. I wasn’t sure if this game was something historical gamers wanted to play, but after some discussion in the SDHistCon Discord, I put it on the schedule and a full table came out to play. Hurray!

I think most everyone here had not played Sidereal Confluence before. They’re in for a treat!

In Sidereal Confluence, you are alien factions with cool technologies that produce resources that you cannot use. So the crux of the game is negotiating, negotiating, negotiating. I put a timer for the negotiation phases so that the game can move along quickly. There’s nothing quite like yelling at people for small cubes and large cubes and grabbing pieces across the board with my giant tweezers. 

Of course I busted out my tweezers for Sidereal Confluence.

Dan Bullock, Brooks Barber, Cory Graham and I ended the night at a tiki bar, of course. We hit up False Idol in downtown San Diego, and the vibe was so cool. And of course, I had to order an ube bae, a drink blended with rum and sugarcane. I can’t resist anything ube. Those are the Filipino rules.

Dan, Brooks, Cory and I doing what we do best — finding the nearest tiki bar.

Saturday

Saturday morning started like any other morning – asking Volko Runhke, THE VOLKO, creator of the COIN system and all-around cool dude, to film a Tiktok with me that used a trending music mix of 4 Non Blondes/Nicki Minaj. I was a little nervous asking him to lipsync a song that contained curse words, but he did amazing! Thanks for participating, Volko! And thanks to Yoni for filming my vision!

What's up, @volko.bsky.social? Having some fun at @sdhistcon.bsky.social with this TikTok trend! #beezinthetrap

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— Meeple Lady (@meeplelady.bsky.social) November 8, 2025 at 1:13 PM

Next up with a game of Cross Bronx Expressway, a game I had originally played at Origins as well, but this time, I played a short scenario that took place in the 1990s. This decade was BRUTAL to the community, the faction I played. The game is a 3P game where the community, private and public sectors work to house vulnerable populations and build infrastructure in the South Bronx during the 1940s-2000s when urban development was basically creating all sorts of havoc. It has a collective loss condition so players need to kinda work together while working to achieve their objectives. In my game, an event removed the one infrastructure the community had, and I could not raise any money because in order to fundraise, you roll a die based on how many infrastructure you had on the board. See the dilemma? I was spiraling!

The 1990s were brutal for Bronx residents, especially for the community faction.

I then played a quick game of Yubibo, which I’ve been describing as Twister with fingers. Players use one hand for the game, and the other to turn a card from their deck, which dictates which person and finger they need to place a stick in between.

As more cards are played, more sticks – and possibly squishy balls – are in play, making everyone really focused in order to hold the precarious stick structure together. If too many sticks fall, the game is over. Man, my fingers were kinda cramping, and it was so difficult getting a good group shot. My fingers were very occupied!

Bruce Mansfield and the rest of us focusing on not dropping sticks in Yubibo.

We then played a quick game of Cat in the Box. This trick-taking game without any suits is seriously a convention staple of mine. We play it all the time! It always amuses me teaching this game to people and telling them that you have to decide what the suit is for a card that you played, and that at any time you can declare you are out of a certain color.  

What suit is this card? Only you know!

The last big game of the night was Game of Thrones. Love playing this game, especially with Dan Bullock and Brooks Barber, who were in the game I played this past summer at Consimworld.

Kathryn, Justin Fassino, O. Shane Balloun, Dan Bullock, Brooks Barber and I are all smiles at the start of this game.

Players are GOT houses trying to capture castles in 10 rounds. There’s always backstabbing, intrigue (as you place order tokens face down and they are all revealed simultaneously) and watching out for the Wildlings. Unfortunately, with SDHistCon closing its doors at 10 p.m. each night, we were unable to finish the game. Conquering Westeros just takes up so much time!

GOT houses all trying to capture castles.

Afterwards we went across the street to Point Break Bar and Grill, where we played even more Yubibo and just hung out until it closed. As much as I love playing all the games at conventions, it’s the moments like where you hang out with friends and share life stories that make it all worthwhile. And man, there are some bonkers stories!

The gang enjoying some Yubibo and libations.

Sunday 

Sunday morning was the annual in-person SDHistCon board meeting. As an SDHistCon advisory board member, I attended the meeting with other board members and we talked about the state of the convention, the growing attendee list, plans for the future and other administrative stuff. The meeting is always open to the public for anyone who would like to attend. 

The SDHistCon Board of Directors and Advisers.

After the meeting, we went outside to play Medusa’s Garden, a game that requires some space and moving around. In this game, one person is Perseus, who turns away from the group and holds up a mirror, their only viewpoint of the group playing behind them. The rest of the group gets a secret card that says they’re Medusa or statues. The game starts when everyone freezes like a statue, and the Medusa player discreetly touches another player, who then falls to the ground after 10 seconds, like a shattering statue. Perseus must figure out who in the group is Medusa. If Medusa can shatter the majority of her statues, Perseus loses. If Perseus identifies Medusa, they win instead. 

Medusa’s Garden is absurdly fun, as you can tell by this photo.

Next up was Harmony of Discord Shogunate, a prototype from Sam London where players are warring Japanese clans trying to take control and complete their secret ambition. The game uses cards in a Pax-style market that has two clans on it and two actions, and on your turn, you can take one of the actions on the card or do an action with any clans on the card. If you take the first card, it’s free; the farther along the market the card is, the more coins it will take to use it. During the game, alliances can be made and broken, and battle resolution plays out in a specific order regarding samurais and others. The designer said this was the very first time this game had been played out in the wild, and he thought we were going to break the design, but the game ended up being really fun with our large group.

Creating chaos in Japan in Harmony of Discord Shogunate.

After that, we played Steel Beasts, another prototype from Sam London. It’s inspired by Tank Duel, a game I first played in New Orleans this summer, except Steel Beasts is played with just a deck of cards instead of including player boards. My experience in tank games are very limited, but I was able to quickly pick up the rhythm of the game as all the stats are printed on the card itself. The game is quick and fast, perfect when you have a small pocket of time in between games. 

Taking down tanks in Steel Beasts.

Mid-afternoon, I was on a panel titled “How do we talk about historical games?” with Dan Thurot and Liz Davidson, moderated by Akar Bharadvaj. We discussed how journalism about historical games fits into the broader conversation about history, how academics study and use historical games for teaching, and the moral/ethical obligations we have about historical games, and other topics. Thanks, Akar, for asking me to be on this panel with two heavyweights in the historical gaming sphere. <insert gif of here of a smiling cat that says “I’m just happy to be included”>

Liz Davidson (from left), me, Dan Thurot and Akar Bharadvaj.

After the panel, a group of us played Terra, a game about cooperation to save the world from environmental destruction. Players draw cards into their hand. If it’s a solution card, they keep it, but if it’s a crisis card, it’s placed face up into the middle of the table. Players then have a chance to play numbered solution cards to add into the crisis number on the crisis card. If they play the first matching solution card, they get 3 points, and the player that played the highest solution card gets 3 points. If crisis cards are not solved, they turn into full-blown crises and a collective loss can happen. 

Terra is an old game, and it’s so weird seeing cutesy artwork on a serious-ish game.

Much like Terra, where players had to work together, players had to do the same thing in Bowie, a game from Dan Bullock. Four players are different versions of David Bowie, and you’re trying to visit locations to record albums while trying to prevent any version of Bowie from dying through the various things that happen living like a rock star, things like threats, dark princes and figures of the occult. 

My Bowie successfully recorded a single in London and stay away from dark princes.

Monday

Monday was the last day of the con. It went by so fast! I started with a quick game of Close Assault, another prototype from Sam London. My experience in tank games has now tripled just from this convention! In this game, you’re playing as two teams of two players, and each team has a couple of cards that act as replacements if your officers die. Game play is similar to Rummy where sets of cards are played for an action that’s printed on the card, and a higher value set can partially or fully beat what your opponent played. I enjoyed the hand management aspect of this game, as well as sometimes hiding out in a house so that my tank doesn’t get destroyed. 

Romero using a house for cover in Close Assault.

Next was a demo of Queen of Spies, a game coming to Gamefound next month by Liz Davidson and David Thompson. I had seen an earlier earlier version of this a year ago, and to see a game’s development and fruition are one of the highlights of attending conventions such as SDHistCon. 

Look at the artwork for Queen of Spies!

Queen of Spies is a solo, story-driven game about espionage and missions in occupied Belgium during World War I where you play as Alice – a former journalist turned spymaster – who runs a secret spy network. The artwork on this is gorgeous, and completing your missions before you run out of time or getting someone in your network imprisoned is hard work!

So cool to hang out with Liz Davidson and see her game develop over the year!

I then picked up a game I won at an auction: The Plum Island Horror. And guess what folks, I’ve already played it! I’ve had a very productive post-convention week. I love the horror theme of the game – as well as all the side jokes in the cards and rulebook – and playing cooperatively like a wargame to stop the hordes of murder zombies will always be a good time. 

The artwork on this is super cool! I love this campy horror look.

And after that, I flew back home on Monday night, after a two-hour delay. The plane was super empty, which was a rare thing for me to see. 

I can’t remember the last time I flew in a plane this empty.

This is my fourth SDHistCon, and I will definitely be back again next year. It’s such an intimate experience being surrounded by designers and gamers alike, and the location is super convenient to the airport as well as plentiful hotels and restaurants nearby.

A full house on Saturday, Day 2 of the convention!

SDHistCon was the last convention I will attend this year – maybe one day I’ll make it to Pax Unplugged, but it’s smack dab in the middle of holiday travel, and I do not want to add another trip during that chaotic time. But for 2026, I’d love to attend an overseas convention. What are some of your favorite non-U.S. conventions? Let me know! And thanks for making it all the way down here. Until next time! 

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

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

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

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

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

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

SDHistCon founder and game designer Harold Buchanan.

Friday

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Saturday

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

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

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

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

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

It was nice finally meeting you in person, Pete!

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

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

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

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

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

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

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

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

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

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

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

This prototype deals with parking lots and shopping centers.

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

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

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

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

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

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

Sunday

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Monday

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

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

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

We are all looking for bread to survive the apocalypse.

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

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

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

The main gaming area at SDHistCon has tons of seating!