Posted on April 15th, 2015

It’s that time of year again, the time of no new releases. For the next few months we’ll hear about all the wonderful goodies that will pop up at GenCon in August and the Spiel in October. But right now, that is all we do, hear about the games, we don’t get to play them.

Lucky for us, the new Merchants and Marauders expansion dropped just before no-new-release 2nd quarter officially got under way. A customer recently asked what single game I would want with me on a desert isle, Merchants was 2nd on that list. It may be a bit much for most folks, but what a rewarding experience. No other game really captures the feeling of being a 16th century Caribbean sailor like Merchants does, and the expansion adds so much more theme with only small additions to the rules. So I’m not too bummed about the lack of new releases, I’ll be sailing through the second quarter with contraband and rum in the cargo hold.

Speaking of good games, a true Amerifun classic hit the table this weekend for a birthday celebration, Twilight Imperium 3rd edition. The game was supposed to start around 6pm but we took our first turn at 9:45pm after a long TableTop Day celebration. A group of 8 great guys were gathered until about 2am for just a fraction of the full game. But man, what a good time. Despite the fact that I was being a complete jerk to my neighbors due to my warlike race, the laughing and camaraderie dominated.

That night was a prime example of why I love tabletop games. We decided to end the game early but none of us really cared because we had such a great time. The game was a blast, but it really just served as a catalyst. Winning, losing, or evaluating the game in relation to others did not matter one bit. OK, winning was probably important, but still secondary.

Selling games is my job, and it’s a lot of work trying to keep our silly little shop’s head above water. It is often easy to forget why I chose to get into the business in the first place. Well, that game of Twilight Imperium, and the game of Merchants & Marauders the night before, oh yeah, and the game of Thunder Alley two nights earlier, that’s why I’m in the biz. Beyond the race to the bottom discounting, Kickstarter, good/bad game/game store nonsense, I want to see others enjoying the unique experience of playing great tabletop games with great people. The gaming nights I shared last week will serve as reminders for weeks to come. Thanks Dan for having a birthday, sorta felt like I got one too.

Happy Sailing gang!

Posted on March 27th, 2015

We made it back safe and sound after a very awesome trip. Vegas got old fast, but the games did not. I think all of us agree that we did not get to play nearly as many games as we would have liked, but that is really just a day-to-day problem.

The GAMA show is a business show: talking to vendors, analyzing products, taking advantage of special offers, listening to talks by more experienced retailers, and chatting with others in the industry. I was hunting games that I not only liked, but games that had appeal for a wider audience, our audience. See, ordering the strategy games is pretty easy, gamers are vocal about what they are interested in, and there are lots of podcasts and news sites to go to for the buzz. It’s finding the games for everyone else that is tricky, but it’s what sets us apart from the other guys. Nearly all of the other retailers at the show see 60% or more of their profit from Magic, we rely on setting all kinds of folks up with game experiences that they will enjoy.

Speaking of enjoyable gaming experiences, here are some of our highlights from the show:

  • The first few days were spent listening to talks. Day one talks were about professional development, day two talks were publisher announcements. Some lessons learned, no game playing, and constant hunting for affordable food. One lesson learned: Tom Vasel of the Dice Tower is a giant!
  • When the exhibition hall opened on day 3, we bee-lined to the Star Realms booth to test out their upcoming game, Epic. This is not a deck-builder. It is based on Magic but is non-collectible, it has a fantasy theme and allows for draft, sealed, and constructed play variants out of a single $15 box. We only played partial games, and I desperately want to play more. This game is going to be awesome.
  • Shortly after that we talked with Ignacy Trzewiczek, designer and owner of Portal games. We gushed over Imperial Settlers, so he invited us to playtest the new faction the following morning. Ben and I were far too excited to function well for the whole rest of the day.
  • Wednesday night we attended an awesome game night, hundreds of retailers, designers, and publishers doing what they loved most, playing games. Well, some of the stalwarts of the industry just stood around talking about their immense success. We were not with them, we played games.
  • Our first game night game: One Night Ultimate Werewolf with the designer himself, Ted Alspach. None of us had ever played this game and after two rounds we were sold. It is a great 10 minutes. And Ted Alspach is an incredibly towering and jolly guy.
  • Next game: Elysium. Ben has been looking at this for a while, I knew very little about it. It was great. Sort of like a Splendor for big kids. We’ll be participating in the Asmodee prerelease offer (we get to demo it and sell it two weeks prior to online retailers. This is representative of a big them of the show: Brick and Mortar stores actually do matter!), so keep your eyes open for an Elysium night.
  • We spent the rest of night at the Iello table learning a slew of small casual games. We were not so excited about the Iello talk the day before, but some of the games we played were awesome, and the reps playing with us were even better. Good stuff on the way.
  • Thursday morning (earlier than we would have liked after a late night of Vegas): Gaming with Ignacy. HOLY CRAP! Ignacy is super cool and very passionate. We spent 3 hours in his hotel room with him as a patient father walking us through the amazing new Imperial Settlers faction, a round of Neuroshima Hex, and a prototype that we mentioned would be a huge hit, especially for one of our largest groups of customers, couples. Couples you say? Ignacy said we should try Legacy, the Testament of Duke de Crecy, so come back to his room the next morning. Great, now Ben and I can’t function for another whole day.
  • Thursday night was the Star Realms tournament. The Star Realms guys are amazing, the tournament was a casual thing, and everyone (even the losers like me) walked away with tons of swag. Losing did not matter too much to me, I got to chat it up with a number of cool retailers, swapping shop stats and strategies. Did I mention that I cannot wait for the Epic game by the Star Realms guys?
  •  Friday morning (again way too early), Kirsten joins us in Ignacy’s room for a round of Legacy. Very cool game, and Ignacy again patiently sits with us the entire time. We walk away with smiles, a copy of the game, and a signed copy of his book.
We flew back to a busy weekend and serious exhaustion. I’ve been grumpy all week with all the work I have to do. I learned some valuable lessons that I may share in a future post. For now, I still have a ton of work to do and I’m not playing enough games. See you soon!
Posted on March 10th, 2015

Quick note: Wednesday Game night and Friday Magic will be cancelled the week of March 16-20 while the Cloud Cap crew is in Vegas for a trade show.

Posted on January 25th, 2015

We had an epic day of gaming this past week that included a few rounds of the Castles of Mad King Ludwig. What a game. We enjoyed it so much we were inspired to start a few bands based on our crazy castle building experience. But don’t expect to hear the Glamour Castles or Intimidated by Hallways playing anytime soon at a stony palace near you, we’ve decided just to play the game many more times rather than actually start a band, which is really a bonus for everyone.

During the planning of our 9 castle tour, we asked ourselves, why did this game inspire us to be as crazy as King Ludwig? Was it because the game had too much downtime, too much time to think? Or did it not have enough downtime, forcing our brains to run at high speeds? You know what, the downtime was just right. What about the length, maybe too long and our exhausted brains became delusional? Or too short with more time to be silly in between games? No, actually, the game length was just right. Guess what Goldilocks, this game is just right in so many ways. Are there others like Mad King Ludwig, not too hard, not too soft, but just right? We think so, and here are some of our favorites, but first, the criteria for getting Goldilocks to sleep in your bed. Um, sorry, I meant like your game.

The Golidlocks Game Test: The game must be just right in the following categories.

Length: For us, a little over an hour, but well under 2 hours is just right, so about 90 minutes. Interestingly, that is the average time for a full sleep cycle. Could being in the zone during a 90 minute game be just as refreshing as a sleep cycle? If so, bye, bye sleep, hello Goldilocks games from midnight to 7 am.

Simplicity: This refers to the rules, which should have a certain elegance rather than being a clunky collection of interactions between bits.

Complexity: This refers to the strategy. Planning ahead is fun, but if you have to hold 23 things in a brain space designed to hold only 7, Goldilocks will not be playing, which is a bummer, because she’s cute and cheery.

Downtime: We play games to use our brains in new and interesting ways, so thinking hard for short periods of time is enjoyable. Watching someone rub the skin off their chin is not. Goldilocks wants some downtime in her games, just not a halftime show.

Player Interaction: Too much player interaction and you have a great loud and chaotic pub game, too little and you might be playing a Feld or a Rosenberg. We’re looking for just enough interaction to keep the competitive tension high without the possibility of having your entire game ruined following one silly move by another bear.

Dr. Cloud’s Goldilocks List (numbered, but not in any particular order actually)

  1. Castles of Mad King Ludwig: Build wild structures with rooms that like or dislike other rooms: Fun. The most brilliant part of the game though, the master builder. Take turns setting the room prices in order to get paid and get the rooms you want. Pretty elegant. Some complain that this adds too much downtime to the game, we found it just right.
  2. Lords of Waterdeep: A smooth game with a simple design. Not brainy enough for elitists, but just right for us. We also love that the expansion sneaks right in without making a lot of noise.
  3. Snowdonia: Very rich and competitive for such a quick game, a brilliant race to build a train route up a mountain. Indie Boards and Cards took over US distribution and Kickstarted a new version with lame plastic figures and an even lamer price tag of $70. Still, a great game with 2 ways to play in the box.
  4. Last Will: Wasting money is always fun, but in this game its your goal. An interesting mix of worker placement and clever card play. Rio Grande games once published this one in the States, but Czech games is now handling their own US distribution, so Last Will is coming back kids.
  5. 7 Wonders: Now amongst the pillars of the tabletop genre. A bit short perhaps for Goldilocks, but throw in all the expansions, which you should do, and the length is just right.
  6. Fresco: A game about being a sensible artist: waking up your helpers at the right time to make the most of your day at the paint market, the chapel, and your studio. If Queen games ever gets serious about doing business again and stops the big box nonsense, we should have the basic Fresco game back in print sometime this year, which includes multiple expansion modules, so it’s already a big box. Actually, it’s just right.
OK, there’s 6 of our Goldilocks games. Everyone will have their own criteria and lists of course, and we’d love to hear some if anyone feels so inclined. Cheers.

 

“The cake may be a lie, but the vanilla ice cream is real, and it’s delicious”

 

Posted on January 18th, 2015

For a slow quarter, our new arrivals table is looking pretty full. A few weeks ago we had to make space on the table for the Star Realms Crisis expansion packs and Roll for the Galaxy, two stellar surprises (oh yeah folks, get ready for more groan-inducing puns to follow). About the same time, Carcassonne Gold Rush rode into town, which is a very cool looking addition to the Carcassonne Around the World line, an idea wrangled from the Catan franchise.

This week the new releases just kept sailing in, with the Machi Koro Harbor expansion topping the hotness list. Well, technically, Uwe Rosenberg’s new 2-player game, Fields of Arle, tops the hotness list of new arrivals for the week, but you’ll see none on our table because supply is now fallow. Anyway, The Machi Koro Harbor expansion adds a fifth player and includes enough cards to allow for a variable setup, very cool. Serious game enthusiasts like to pitch Machi Koro overboard, but in our opinion this is one of the better casual and mixed-ages family games to be released in a long time. I know at least one local podcaster who can’t wait to get his hands on this puppy.

To round up the new releases for the week, we had a slick Star Realms storage solution fall from the sky, an illustrated card box with enough themed card sleeves to shield one base game with all the Crisis expansions and promos (the card box also contains a promo card). For those hooked on the Firefly Board Game, the Artful Dodger mini-expansion made it past the authorities. Finally, a deluxe tile version of the 2013 Spiel des Jahres winner, Hanabi, exploded onto the scene, and an interesting historical euro game, the Staufer Dynasty, paid us a visit.

Whew, so much for a slow month. But while all of the new goodies piled in, I had the chance to play a few older titles. The holiday season put a bit of a damper on my ability to relax, sit down, and play, so I have quite a backlog of titles to try out. High on my backlog list was Castles of Mad King Ludwig, which has been receiving a lot of low-level buzz, and for good reason. I’ve lost 2 games miserably now, but thoroughly enjoyed doing so. In this game, players buy rooms from the current market to build their own crazy castles, and try to score points by creating room combos and finding the King’s favor in often unusual ways. What I find most brilliant about this game is the mechanism for establishing room prices. Players take turns acting as the master builder, which means they get to set the prices for the available rooms for the round. And as the master builder, the other players pay you when they purchase a room. So cool.

I also finally had the chance to play Theseus: the Dark Orbity, and my respect for the publisher, Portal Games, has now skyrocketed far out of orbit. I’m a big fan of weird strategy games that provide absolutely unique experiences, and Theseus makes that list. The story behind the game is a bit reminiscent of an Aliens movie, 2 groups of humans and 2 groups of aliens trying to survive on a giant space station. The rules for the game are ridiculously simple, and then they’re not. It’s too hard to explain, and while I’m not a fan of saying this, it takes multiple plays to get comfortable. For strict eurogame lovers it will probably feel like the sci-fi horror movie Event Horizon, so stay clear of the blast doors. But in my opinion, it’s a wonderfully fresh design. Look for it on the rental shelf, and just give me a reason to play it on a game night, I want more of it!

Cheers everyone! And since I’m loving the local developing podcast and blog scene, I’ll leave you with a few recommendations from them that you can find on our rental shelves.

Punching Cardboard picks: Panamax and Patchwork
Tattered Board picks: Camel Up! and Imperial Settlers
Kick the Box picks: Paperback and Lewis and Clark

Posted on January 11th, 2015

The new release schedule for 2015 kicks off with 2 highly anticipated space games, one the dice game version of a gamer staple card game, and one is the expansion for a relatively new and extremely popular card game.

Roll For the Galaxy: We’ve been getting questions about this game since we opened over 4 years ago. It actually arrived at our distributors in November, then the entire lot of games was rapidly recalled due to missing components. Well it is finally on our shelves, and the copy we opened for our rental library was complete.

Roll for the Galaxy is a dice version of the card game Race for the Galaxy. As in the card game, you are truly racing to discover alien technologies, control newly discovered planets, and trade a variety of galactic resources. The central mechanic of the game is role selection; each round you will roll your citizen dice and allocate them to tasks such as exploring, settling, or trading. Trick is, you will do all this behind a screen and you will be selecting just one action as your role, this is the action you know you will get to perform. Your opponents are also choosing roles, and if you can predict their behavior and allocate your dice wisely, you’ll get to perform far more than just one role for the round.

Now while I wholeheartedly respect the Race for the Galaxy card game, I can’t say that I’m a huge fan. Admitting this is difficult, because not liking Race for the Galaxy seriously lowers my geek cred, which is dangerous in my line of work. I do thoroughly enjoy the dice game however, and I think fans of the card game will enjoy this new title as well. Roll for the Galaxy gives you all of the tableau-building combo-creating fun of the card game with a very satisfying dice allocation mechanic. Hopefully a tiny bit of my geek cred will be restored by liking the dice game.

Star Realms Crisis: Imagine what would happen if Dominion and Magic the Gathering were mashed tightly together into a bright dense mass that ripened and eventually became a beautiful planet of cards. Well that’s Star Realms, a head-to-head game of building ships and star bases to expand your galactic influence while reducing that of your opponent. This tiny little 2-player card game hit our shelves last year and is now a big sensation. We had to set up an account with a new distributor just to keep the game in stock all year.

Now we have the Crisis expansion packs, 4 different packs of cards to mix right into your original deck. The event pack adds a bit of silly randomness to the game, not my favorite. 2 of the other packs add more bases and ships, very cool. My favorite though, is the Heroes pack, which adds a new type of card that comes directly into play when you purchase it, and can basically be sacrificed to kick other cards you play during the round. Tricky to use, but that’s why I like them. We’ve got plenty in stock, so saunter on over when you have a chance to expand your Realms.

Cheers all,