Folded Space Part III: Eclipse

Okay, I am back again with another Folded Space project. As you might have seen, I have already completed a Folded Space game box insert for Near and Far and 7 Wonders. Now I turn my attention to a game with plenty of cardboard pieces: Eclipse!

— Oh No! Another horror show inside a game box!

Clearly my game box of Eclipse needed some help! Not only are there bags and bags of pieces, but set up and tear down time was ridiculous.

So…I started gluing together my Folded Space game box insert. For this project, I have to make a set of 4 sheets twice. Each set took about 90 minutes. I glued one set yesterday and one set today. Here is what they look like:

— the two identical sets

The two sets sit side-by-side in the box. Once the glue dried, I started putting pieces into boxes.

— transferring pieces from bags to the new organizers. Looks much better, doesn’t it? You bet it does!

After about 15 minutes of work the job was done!

— the bottom layer of trays

— the top layer of trays set on top of the bottom layer. Check out the sweet little tile holders (center bottom). The pieces stand up in the trays so you can read their names and pull them out easily.

Once I finished, I realized how many plastic bags I had previously been using!

— the previously used plastic bags. I won’t need them anymore!

The Verdict

Another brilliant reorganization of a messy box. Eclipse is a great game, but it has a lot of pieces that need to be sorted. With my new Folded Space organizers, set up and tear down time should be greatly reduced.

The only negative is that the large hexes can be heavy when stacked together. This puts a bit of a strain on the storage trays that they are in, which can pop off a side or two if you are not careful lifting the bin. I had to re-glue the bigger trays to make them sturdier.

Folded Space is what your games need!

I just got my game box inserts from Folded Space today. They are a company out of Sofia, Bulgaria that makes lightweight, board game organizers that fit inside the original game box.

First, they arrive as sheets. You follow the instructions to punch out pieces and fit them together. Folded Space recommends “dry fitting” the pieces together first, and later gluing them once you know how every piece fits Assembly Instructions.

–Some of the sheets

— instruction sheet and my son Oliver putting boxes together

— a bunch of dry-fit boxes

Next you assemble all the components. The instruction sheet shows 1) where each insert goes in the game box and 2) what game pieces go in each insert.

Last, you load up the game pieces into the organizers and stack them in your game box.

Here is a dry-fit example of the game Near and Far:

— the inserts with game pieces

— the fully loaded game box

The Verdict

Folded Space inserts rock! My Near and Far box had previously been a mess of game pieces stuffed into plastic bags. Now it’s organized into neat little trays and everything fits. The box lid does stick up maybe 1cm but that’s a small issue.

Now I have to take everything out and glue the inserts to strength them. Then it’s on to my Folded Space organizers for 7 Wonders, Scythe, Scythe: Rise of Fenris, and Eclipse. Sweet!

My Haul at Gen Con

Gen Con was fun again this year! My bro and I walked for miles searching for both new and classic games. What did we find….inquiring minds want to know! Well my faithful friends, read on, read on for the answer!

— day one loot!

In the photo above you can see what I found on day one!

Smash Up! Oops, You Did It Again — I found this new expansion that I was looking for. Can’t wait to get in some Smash Up Games with these four new factions.

Scythe: Rise of Fenris — Is this expansion a set of alternate game rules (i.e. modules), a legacy campaign, or both!

Too Many Bones: Undertow — I kickstarted this game. It looks like a really fun dice builder. The components inside are top-quality. And many thanks to the guys at the booth who switched out the duplicate dice for the omitted dice that were missing from my box.

Horizons — A 4x space game. I love these sort of games (e.g. Eclipse, Ascending Empires, Eminent Domain)!

Unlock! — My wife loves these puzzle/escape room games, so I was happy to pick up a few more adventures.

Call of Cthulhu: Nameless Horrors — Six new adventures for CoC RPG, and it was only $15! Let the sanity checks begin!

Eminent Domain: Oblivion — Yes, yes, and more yes! Finally that Politics card gets to be a role! I am super-pumped to integrate this expansion into one of my favorite games.

King of New York: Anubis Monster Pack — A new monster and it even has a Pyramid die!

Day Two was more about taking in the convention than grabbing Games, but still we found a couple things.

— day two loot

Near and Far — This game looks cool…and I got the next to last copy at the booth too! Is it a legacy game, a worker placement game in the vein of Raiders of the North Sea, or an RPG disguised as a board game? Is it all three? Did I mention that the maps are in a spiral-ring notebook? The art is great too!

Cat Lady — Saw this at the AEG booth and I had to buy it for my wife. She loves cats.

Star Realms Promos — Yep, picked up some free promos. You want to know why? Well I’m not telling you…at least not tell my next post!

4 Things I Learned from 3 Games of Scythe

You would have to been living under a rock the last couple of years to somehow not have heard of Scythe. It has been getting rave reviews, the art is spectacular, and it seems like everyone has played it at least once. Yet, the high cost of the game ($90+) might have deterred you from buying it. I put it on my Amazon wishlist and it cycled thru my birthday and Christmas before my brother bought it for me (Thank you Stew!).

Having now played Scythe 3 times (all 4-player games), I certainly agree that it’s a great game. One of the aspects that makes it so good, is that it is a “deep” game: there are multiple layers of strategy that are not so obvious initially.

Thus without any further ado, here are the 4 things that I learned from playing 3 games. For the sake of disclosure, I won the 1st game with Saxony, was 2nd with Togawa (from the Invaders from Afar expansion) in the 2nd game, and a distant 3rd with Nordic in the last game.

1–Getting All the Stars is Not How You Win

Getting all your stars (i.e. achievements) down ends the game, but this should not be confused with how you win the game. A player wins by having the most coins, not by having the most stars. In fact, in the 2nd game I got the dubious distinction of placing my 6th star on the Triumph Track, but still I lost the game. At the end of the game coins are counted as 1) coins in hand, 2) stars placed, 3) territories controlled, 4) resources controlled, and 5) structure bonuses. So always pay attention to your opponents’ popularity and how many coins they will get in each of these categories.

2–Some Strategies Seem Good but Fail by the End of the Game

Oh man, nothing worse than thinking you are doing something right and finding out by the end of the game that you were wrong. For instance, in the third game I decided early to rush to the Factory, grab a good card, and then try to generate resources, place mechs to defend workers, and rush to the end of the game. I thought I did not have the ability to attack opponents, so I chose peace as the best way to pursue this strategy. This seemed good early…but failed in the long run. Other players gained more territory than I did, occupied the Factory at the end, beat me to encounters, and piggy-backed off my turns through Recruit Ongoing Bonuses. My initial advantage evaporated.

3–You Need to Fight like You are Voting in Chicago: Early and Often

I won with Saxony by beating up one of my weak neighbors and launching a couple of assaults on my stronger neighbor. Similar to games like Eclipse, if you attack early you can really set back your opponents…even if you lose the battle. Of note is that losing a battle provides for a free relocation of Character or Mech(s) back to your home space. All those Power points are not worth anything if you don’t use them…so get out there and smack around your opponents.

4–I Am Only Beginning to See How Many Different Ways There are to Win

After 3 games, we have had 3 different players win, three different factions win, and 3 different ways the game was won (Saxony violence, more popularity than other players, and more territorial control). I think we are only scratching the surface of the possible ways to reach victory. Much like our early assumption that Riverwalk is mandatory to get early (it’s not, but that could be another blog post), I am going to bet that there are many more lessons still to be learned.—————————-Scythe is an excellent, and fun, game. I look forward to discovering many more aspects of the game as I get a chance to play it more.

In Defense of American-Style Games: 3 Good Reasons to Play Ameritrash as Seen by a Grognard

With the popularity of Settlers of Catan in the 1990s, Eurogames have exploded onto the American gaming landscape. The emphasis of Eurogames on indirect competition, hidden scoring, broad themes, resource-driven game mechanics, and balancing mechanisms to keep all players “in the game” has proven to be popular, particularly with younger players.At the same time, American-style Games, often denigrated as “Ameritrash Games”, have been criticized, panned, and abandoned by many of these newer players. The critique is that Ameritrash games are either based too much on luck (think Talisman), too much on direct competition (e.g. Advanced Squad Leader), too complex (e.g. almost anything by Avalon Hill or SPI), too theme specific as to not be appealing to the average gamer (e.g. Air Assault on Crete), and too long to play (e.g. The Campaign for North Africa).

Well, as a Grognard (look it up kids if you don’t know what it means), I am here to defend Ameritrash Games with 3 good reasons you should be playing them:

1 – Direct Competition Can Be More Fun Than Multiplayer Solitaire

One of my critiques of Eurogames is that often the game is thinly disguised multiplayer solitaire (in other words, each player plays alone and the end-game scoring determines who played solitaire better). Players really cannot directly confront, impede, attack, etc, each other. Thus, each player’s “strategy” is not truly an interactive strategy, but really solitaire. Good examples are Race for the Galaxy by Rio Grande Games or Cities by Z-Man Games. Often a Eurogame adds one element of direct confrontation, such as card drafting (think 7 Wonders), that isn’t really “direct” confrontation as the emphasis is on denying an opponent a resource rather than taking it from them.

Direct competition in an Ameritrash title is more than just denial, it’s seizure! Take the classic game Dune by Avalon Hill (or the new variant Rex by Fantasy Flight Games). Your units (tokens) will move quicker if they have access to Arrakeen or Carthag. Taking those strongholds gives you an advantage and removes it from an opponent. The battles that I have seen in my 4 decades of gaming in those Dune strongholds are legendary! In a similar vein, Small World by Days of Wonder encourages aggressive acquisition of territory–at another player’s expense (much like Risk). Nothing more fun than making your opponents’ units disappear from the board.

And if you haven’t played Enemy in Sight by Avalon Hill, you are missing out on how much fun direct competition can be. There is nothing more enjoyable than screaming “Breaking the Line” to the tune of Judas Priest’s “Breaking the Law” as you wreck an opponent’s line of ships. I have seen grudges held for years (actually it’s two decades now in one instance) over a well-played Breaking the Line card! Taking the battle to your opponent can be very fun–and memorable!

— you don’t eat the worm, it eats you!

And here is the kicker–luck is NOT involved in battle in any of these games! The common criticism that Ameritrash games are full of luck can be untrue.

2 – Randomness Can Be More Fun than Repetition

What makes Talisman work? The random discovery of what monsters, treasure, etc, lie in every space! Why do battles in Star Wars Rebellion feel exciting–because you have to chuck dice and live with the results. Let’s face it, many things in life are random, and randomness in games is a good thing not a bad thing. Now, we don’t want so much randomness that we are playing Monopoly, but adding a random element can help make a game less predictable, repetitive, and boring. Even the classic Settlers of Catan has two random mechanisms (dice rolls for resources and random bonus card draw).

The main problem with Eurogames is that they are so repetitive due to a lack of randomness. And repetition can be boring. Really good games with repetitive play (for example, Lost Cities by KOSMOS) are fantastic (much in the vein of Rummy, Solitaire, Pit, etc) but a good number of Eurogames are not fun when repetitive. In particular, I find Carcassonne to be really boring due to it being the same game over and over.

— nothing says generic, repetitive play like these components from Carcassonne

3 – Strong Themes in Ameritrash Games Make for Evocative Gameplay

Okay, one thing I despise about many Eurogames is that the “theme” seems to be an afterthought. The game is so abstract that literally any number of broad themes could fit. The classic Puerto Rico by Ravensburger or the more recent Terra Mystica by Feuerland could realistically be titled and themed anything. The games are all about the gameplay “engine”, Puerto Rico has nothing at all about it that is truly Puerto Rico–other than the tacked on place names, currency, etc.

Strong creative or historical themes build evocative gameplay. When I play Dune, I can envision that Sandworm eating my units (even if they are just little round cardboard tokens), I can see the Baron Harkonnen backstabbing me with a traitor, etc. Eclipse by Lautapelit is a rather complicated game, allowing for players to customize their spaceships. Guess what? This detail adds to the space 4X theme and gameplay. Arkham Horror by Fantasy Flight is so thematic that when I play it I can actually feel the Elder Gods returning to Earth.

— Arkham Horror by Fantasy Flight, a million Cards, chits, tokens, bits, etc, but well worth the hours it takes to set it up and take it down


So in short, there is a lot to love about American-style gaming, so don’t believe the “Ameritrash” label and get out there and play a dice chucking, card drawing, heavy themed game today!