It’s been a little longer than expected between podcasts for us here at Dice Hate Me HQ, but we have a good excuse – we’ve been on the road, bringing boardgaming to the masses! We got an invite to the really big show up in Beantown – PAX East – and we couldn’t say no. We’re certainly glad we made the trip, getting the chance to meet so many wonderful people and share some boardgaming love. So come on in and sit a spell while we spin a yarn of our wonderful adventures.
The past couple of weeks have been a whirlwind at Dice Hate Me HQ, as Monkey238 and I made some last-minute arrangements to work the Game Salute booth at PAX East. This was to be Monkey’s first big con, and I wasn’t sure how much of it we would get to see as we met with gamers, introduced them to Carnival, VivaJava and many other great games. We did get to take a few breaks and wander the massive halls and if there’s one thing we learned – we’re sure glad we only had to set up for boardgaming because the electronic games displays were massive!
Here’s a brief pictorial glimpse into our trip to PAX East – and a couple of games with our friend T.C. Petty III that we managed to sneak in on our way up to Boston.
“Without change something sleeps inside us, and seldom awakens. The sleeper must awaken.” Leto Atreides, Dune
For over 30 years, the board game Dune has often been talked about in hushed awe by a generation of gamers who have heard countless tales of its groundbreaking game play and legendary subject matter. For many, there was no way to prove nor disprove the rumors in these tales, as the game was often harder to find than the legendary cup sought after in the Crusades. Not long ago, Fantasy Flight Games announced that they would rerelease the classic game, but reimagined for the Twilight Imperium universe. Those that had not yet played Dune rejoiced, and those that had played Dune often recoiled in terror at the thought of any semblance of change. Those fearing change needn’t have worried – if there’s one old saying that seems to hold true in the world of boardgaming: The more things change, the more they stay the same.
There are many divisive subjects within the realm of the board game hobby, but none seem as bold nor more passionately discussed than luck. Luck defines genres, often determines the difference between abstract and Ameritrash, and, for some, can determine whether a game is fun or a flop. So come on in, listen to us ramble, and get lucky!
At sea a fellow comes out. Salt water is like wine, in that respect.
– Herman Melville
I’m fairly certain that I was a sailor at some point in a previous life. I have always faintly heard the siren’s call of the open sea, and boats hold a particular fascination. As a matter of fact, monkey238 and I were married on a traditional three-masted schooner, and that made the day all the more special. And, so, I was filled with great glee when the opportunity arose to take an advanced look at Fleet, a game all about boats, the open sea and fishing. Well, that and daft cunning. And engine building. And bidding. But I’m putting the stern ahead of the bow.
Before diving into the salty depths of Fleet, it is with no trace of hyperbole that I must first state that, after playing, I have never been more excited to support a Kickstarter campaign. Fleet is, hands down, one of the most enjoyable card games that I have had the pleasure of playing in recent memory. Many have compared it to Race for the Galaxy and San Juan, and I will speak to those comparisons shortly. But let it be said that I would rather play a game of Fleet than either of those gems – and most of you dear readers may realize that statement is bold, indeed.
In December of 2010, a strange image appeared on the front page of BoardGameGeek – a stone facade, covered in spattered blood, with the looming shadow of what could only be a rooster. Words, etched into the stone, read “Chicken Caesar.” I knew immediately that, regardless of the content, it was imperative that I experience what this game had to offer.
I followed the progress of Chicken Caesar for well over a year of its development, patiently waiting for a possible release date or at least a chance to get in the game. That opportunity finally presented itself at PrezCon 2012 in Charlottesville, Virginia. And, so, I adjusted my toga and laurel, gathered my bucket of fried fowl for intimidation factor, and settled in for a rousing good time of birds and backstabbery.