Age of Steam Con 2021 Recap

This last weekend, John and I drove to Kansas City for Age of Steam Con. I’ve talked about the convention before, when I went in 2019 (Day 0, Day 1, Day 2, Day 3), and was thrilled that the timing worked out for me to make it again. This will likely be a little bit of a travelog, a bit of map overviews and impressions of what I played, some food coverage, and ramblings about why it is such a brilliantly executed convention.

Kansas City is a long drive, and the distance is at the awkward spot for me where I’m torn between flying and driving, but I let the driving win-out for a number of reasons, such as what I’m able to pack and where I’m able to stop.

We took off around 6 AM, as while I don’t plan out all of my meals and what not when travelling, I do a bit of research to locate the top-tier bakeries in the area, and for this trip, we’d need to be in Indianapolis by 8 AM – and no sooner as we’d be waiting for it to open.

This trip’s bakery of choice was Amelia’s. It’s just down the street from Milktooth, my previous bakery stop of choice in the area, and while it doesn’t have an espresso machine or restroom (those are available at a coffee shop next door), it does have a small grocery area – with fresh local persimmons – and a homemade gelato selection I had not been prepared for.

I grabbed a kouign amann, which I’ll never be able to pronounce, a cinnamon roll, and a chocolate chip cookie. I ate one right away, another at our first pit stop, and took bites of the cookie here and there during the drive. As is the case most times I see it on a menu, the kouign amann hit the spot.

It was a midwestern U.S. road trip, complete with small town quirkiness. I had an envelope I needed to mail to California, and while I was leaving before my local post office would be open, I figured it wouldn’t be much trouble to mail it along the way, and, well, it’d be a little closer to California when I mailed it!

Fortuitously, somewhere in the middle of Illinois we saw a billboard for The World’s Largest Mailbox, and so we stopped off in Casey, IL to experience the joy of The World’s Largest….lots of things: tacos, knitting needles, rocking chair, wind chimes, mousetrap, and more. While we couldn’t _mail_ the envelope in the world’s largest mailbox, we could climb up in it, and there was a post office just around the corner (on the other side of The World’s Largest Birdcage).

We had other distractions to break up the drive too. Mattel has recently released an intriguing set of “escape room” games, Isabel and Kira. We’ve talked about some of their “Escape Room in a Box” releases in the past, and while the puzzles are a just a tad easy, they have a lot of _fun_ in them, through both the puzzles and the physical mechanisms. While I’m fairly jaded on Exit and Unlock now, this is the series I currently look forward to the most.

So what’s new here? Well, it’s broken into two boxes. You can get one box. Your friend can get the other. When you’re finished, you can video chat to solve an extra set of puzzles that uses a little from one box and a little from the other. This drive was on a Thursday, a day one of my weekly groups usually meets, and so we talked to the folks at Mattel and they recommended we might be able to do one of the boxes while driving. John would read or describe the puzzle, and I would keep my eyes on the road, and together we made a bit of progress – though one puzzle he saved for me until a lunch stop where I could responsibly do it while not also trying to drive.

When we got to our lodging in Kansas City, we set up a call with Dale and worked through the joint puzzles, as he had done his box earlier in the week. Both the individual box and the joint puzzles were a lot of fun, and I imagine we’ll have a full review of them up soon.

We made a few other stops along the way, a bookstore, a game store, a detour to see the arch in St. Louis, and learned a bit about what was going on around us – such as Missouri’s peculiar state-route lettering system. One town’s largest road side attractions were a prison and an inexplicable chamber of commerce sign in front of it that said if you lived here, you’d be home by now.

But it was a drive that was over sooner than a clock would’ve implied, and we headed to the site of the con, a 163 acre retreat center with cabins of various sizes, camp sites, some creeks, hiking trails, and plenty of deer. We play in the brown building below, and the white buildings off to the right are some of the smaller cabins available.

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Patrick Brennan: Game Snapshots – 2021 (Part 17)

One of the benefits of BGA is that it can turn what can be considered complex games into simple games. Case in point is Castles Of Burgundy. This game has struggled to come out physically over the years because each round requires explanation of what all the yellow and brown tiles do because the iconography is non-obvious. Repeat the explanations mid-round as needed. It always seemed like too much rules effort and it wasn’t a game I could simply sit back and enjoy. When playing on BGA, having hover scripts that explain all the effects of each tile makes everyone self-sufficient. Now, being able to focus on my own game, it turns out that Castles is rather simple – play a die to get a tile, play a die to place a tile. The decisions may be hard, but the play is simple. It turns it into a game that I can look forward to online.

flemington

This might be my favorite Aussie horse race

Nicodemus (below) is another example. The iconography is dubious, but online we don’t have to memorise every effect from the rules … just run the mouse over it!  And while there’s plenty of downsides to online gaming, like not knowing what the hell all the players are doing and how it’s going to affect your game, reducing this rules barrier of entry caused by inadequate iconography is definitely one of the upsides.

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Dale Yu: Review of Bequest

Bequest

  • Designer: Marek Tupy
  • Publisher: Wizkids
  • Players: 3-6
  • Age: 10+
  • Time: 30-45 minutes
  • Played with review copy provided by Wizkids

bequest

In Bequest, all the players are relatives of the misunderstood Dr. Schism, who has somehow met his ultimate demise, and whose last wishes state: “I, Dr. Schism, being of siminster mind and not-bad body, leave one bequest to my underlings, the gift of petty conflict!  My minions must squabble amongst themselves to take control of my supervillainous empire.  Whoever can cut the best deals, deviously split my treasure, and scheme their way to the top is the true worthy heir to my legacy!”

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Dale Yu: Review of TEN

TEN

  • Designers: Molly Johnson, Robert Melvin, Shawn Stankewich
  • Publisher: AEG 
  • Players: 1-5
  • Age: 10+
  • Time: 20-30 minutes
  • Played with review copy provided by AEG

ten

The trio of designers behind this game are also responsible for two other games that I have greatly enjoyed – Point Salad and Truffle Shuffle – so I was definitely interested in trying this one out once I heard of it.  TEN was described to me as both an auction game as well as a push your luck game, and I was quite interested to see how those two mechanisms melded.

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Review of Oath: Chronicles of Empire and Exile

  • Designed by Cole Wehrle
  • Published by Leder Games (artwork below from the Kickstarter edition)
  • 1-6 Players
  • Playing time: 45-120 minutes (or more …)

Oath is an ambitious and deeply philosophical design, so when I call it “Fabled Fruit: The Boardgame” or “Oath: Gamifying the Meta-Game”, it may be a little underwhelming. Oath takes the “legacy-lite” concept of Fabled Fruit, adds in a board, a healthy dose of kingmaking, and some deep thoughts on the meaning of player interaction to produce a unique design. As a statement on the meaning of history or the meaning of player interaction, it works well. Whether it will be remembered as a classic or simply as an interesting statement piece is an open question.

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Not Flynn’s Arcade: A First Look At Pulsarcade for Clank! In! Space!

A long time ago in a galaxy far, far away (yep, 2019), I wrote about what I called the Clank-iverse and my general love for the game and all its expansions. As a part of that article, I noted that I needed to do a second article about Clank-in-Space-iverse. 

This is not that article. (For those of you who spent great wads of emotional and mental capital on a TV show from 2004-10 like I did, this is Not Penny’s Boat.)

Instead, what follows is my impressions after two plays of the newest Clank! In! Space! expansion – Pulsarcade. I promise it’s still worth reading. (I apologize in advance for the obscure Tron references scattered throughout this post.)

My Clank CV

I acknowledge that two plays (each with two players) isn’t usually enough to get a good picture of the quality of an expansion – but I humbly submit that we’re not dealing with an untrained eye here. Since my first play of Clank! nearly five years ago (in January of 2017), here’s how much experience I’ve had with the system:

  • 67 plays of Clank!
  • 11 plays of Clank! Legacy
  • 37 plays of Clank! In! Space!
    • 7 with Apocalypse
    • 3 with Cyberstation 11
    • 2 with Pulsarcade
    • 10 with solo campaign version on the Renegade Games app

What’s the thematic thread?

Evidently, everyone’s favorite intergalactic bad guy, Eradikus, is a big vintage arcade game fan. (I’ll be showing my age by noting that based on the arcade cabinets chosen, I would also be considered “vintage”.) We are “setting high scores” on his machines in order to fight our way to where we can purloin one of his priceless artifacts.

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