Last month, SDHistCon held its first ever North convention in St. Paul, Minneapolis, on July 11-12, 2026. SDHistCon North was held inside the Union Depot, a gorgeous location that had lots of hotels and restaurants within walking distance. The convention was held on the second floor, and there was ample space for gaming, demos and seeing everyone. Plus, it was an actual train depot! It was such a fantastic time.
The main gaming room at SDHistCon North. There were two more rooms that people could game in.
I arrived in St. Paul on Friday afternoon in time to hit up the pre-convention mixer at MetroNome Brewery. There were scheduled historical tours Friday morning that I couldn’t attend because I wasn’t in town yet, but I heard good things about it from the people who went.
Enjoying some pizza and brews with conventiongoers.
As always, I love having an event before the convention to hang out with people and catch up! Had a fun dinner nearby at The Bulldog, where I, of course, ordered some cheese curds. When in the Midwest!
Dinner with Clay Capra (from left), Liz Davidson, David Thompson, Cardner Babakitis and Luke Evison at The Bulldog.
Saturday
Before heading to the Union Depot to start the convention, I walked over to So Yen to get an amazing ube donut and Vietnamese coffee with ube cold foam for breakfast.
I will never pass up a chance to purchase an ube treat.
My first game of the convention was Shakespeare’s First Folio. I always love a good Shakespeare theme! This is my second time I’ve played this prototype, and I believe this is the first time I’ve played with historical patrons and personages who help score you points in the end. I love how this game is a quasi-trick taker because if you don’t win the trick, you get to collect the resources from the card you played. It’s such a neat balance!
Cards in Shakespeare’s First Folio are separated by tragedies, comedies and histories.
Next up was Undaunted 2200: Revolution, taught by one of the designers David Thompson! This is the latest space game from the Undaunted series, and it will be an Essen release, with some copies I believe sold at Gen Con.
David Thompson teaching us Undaunted 2200: Revolution.
This is a 4-player, 2 teams battle in space deck-building game. The game comes with four scenario-long narrative arcs, or you can play any of the 15 scenarios for a quick battle. I managed both aerial and ground units, and working together as a team made for a fun experience. Teamwork makes the dream work — for destroying your enemy.
You can see each unit’s line of sight, and sometimes you have to spent movement points to rotate them.
After lunch inside the cafe inside the Union Depot – having some place to get food inside a gaming venue will always be a thing I appreciate – I played the prototype Waterways. Designed by Andrew Brailey, the game is about trading goods on the canals and other waterways in the U.S. and Canada during 1836, in the lead-up to the financial panic of 1837.
This prototype for Waterways has so many bells and whistles. The map of the East Coast is rotated horizontally.
At its current state, the game has an interesting turn-order mechanism based on how you spend your action points, and also during this time period, moving cargo over land takes a long time! We also never managed to trigger the economic panic, which the designer said he had never seen happen. A good playtest overall!
Sunday
I started Sunday with a game of Baltic Empires: The Northern Wars of 1558-1721. I played as Sweden, and the four other factions were Denmark-Norway, Russia, Brandenburg-Prussia and Poland-Lithuania. Players have to develop their economy, strengthen their administration, secure trade hubs, and build armies to become the dominant power of the Baltics.
About to start Baltic Empires with Jeff (from left) Yoni Goldstein, Joseph Buzsek and Dan Bullock.
Each faction would win via a Trade Monopoly, Cultural Hegemony, National Ambitions (these were unique for each faction, but oftentimes they overlap for control with another faction) or a Balance of Power occurs. We played a standard scenario, which goes for 8 to 12 rounds. There was a moment in the game around Round 4 where it as getting heated between Russia and Poland-Lithuania, but nobody achieved their national ambition and the game continued for a couple more rounds.
The final state of the game.
Later that afternoon, I played Penitent, a solo game about building a prison as a Quaker reformer. But for this convention, designer Dan Bullock orchestrated not one, but two large demonstrations with two teams of reformers building out their person, with a giant screen separating the two teams.
The prisoners in Penitent. The top cards are the Superintendent Cards, or how we decided to govern our prison.
It was such a fascinating experience working with teammates to get prisoners released, and to build a — for the lack of a better word — better prison where illness doesn’t spread (ventilation is key, people). And then after our games were done, Dan removed the screen and it was wild to see how the other team’s architectural plans and how their prison varied so differently from ours.
Our prison was not too cramped with lots of ventilation to prevent illnesses.
On Sunday night, we ate Ethiopian food for dinner at Erta Ale Ethiopian. It was again in walking distance from the Union Depot, and the food and company were great.
Dinner with Dan Bullock, Ido Magal and Sam London at Erta Ale Ethiopian.
And that was the end of the convention on Sunday night. But before flying out on Monday afternoon, Dan and I had breakfast with Cole and Drew Wehrle at Keys Cafe. a St. Paul breakfast institution.
Look at the size of these pancakes that came with my eggs and turkey sausage!
After breakfast, we visited the new offices of Buried Giant Studios in St. Paul and met a few other team members of the company.
Drew Wehrle, Cole Wehrle, Dan Bullock and I in Cole’s office at the Buried Giant Studios.
And of course, we played a quick game. Stick Collection is a delightful game is all about bidding on a stick that’s propped up in a plastic holder. The goal is to collect sticks in your hand in increasing 5 mm sizes to make a sort of run with sticks. You can’t touch the stick up for auction, so you’ll have to rely on guesstimating from across the table how long that stick is. Spoiler: I am not very good at this.
Mistakes were made! You can see that my sticks do not make a perfect incrememental run.
After that game, I headed to the airport to fly home. The two days of SDHistCon North went by so quickly! I was really impressed by the convention space and its hours, and how easy it was to get around the area. I stayed at the Hyatt Place just across the street, so it was really convenient for me, but there were other hotels in walking distance as well. If SDHistCon decides to have this convention again next year, I will definitely be returning. And hopefully, they’ll add another day of gaming!
Thanks to Harold Buchanan and the SDHistCon gang for another awesome convention.
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!