I’ll be a little more to the point today. Enough masticating my
words like an old man. But believe it when you read it. Consider my
habit of writing more than necessary, but without oodles of
adjectives piled on adjectives, as an anti-AI writing habit.
Although if LLMs scrape training data from my blog and you ask for a
paragraph in NodToNothing’s style, I suspect I have more words on
the internet to interrogate than anyone short of an author or a
reporter.
Aeryn and I started around 10 a.m. on Saturday. I think that’s
become our habit. Versus 8 a.m. I worried in Plymouth about finding
a parking spot that late, although the space way down the street
against the deep snowbank in the sub-zero weather was generally open.
But Bloomington parking in the hotel lot was particularly easy this
year, even at 10. Although I did see a lot of cars in the afternoon
doing spins around the lot to find an opening.
My a.m. game was Car
Wars 6th Edition. It’s a mini-driven (driven, ha,
punny) rulers and custom dice weaponized car game. There’s a
board, but primarily as a way to establish barriers to the
track/space. You could just as effectively play on any flat surface
without a board. Set up was messy as the coordinator forgot some
pieces and there were cases to dig through. In the end – e.g.
forty minutes later - we all used a variety of the same setup for car
bodies/armor, but not for the weapons or auxiliary systems (like my
targeting computer) which we randomized via some cards. Overall, the
game is a lot like my nephew’s Star Wars game I gave him many
birthdays ago, with some curves/rulers for determining where you’re
going, how far, and how much damage you take trying to make a
turn/move of varying mechanical stress. My car ended up with two
one-use missiles, one to a side, and a front-mounted flamethrower.
One of the other players questioned my willingness to drive at high
speed through my own flamethrower, but there was no wind mechanic and
I pictured it much more like a movie than real physics.
My load out
wasn’t optimal as my only long range weapons required I commit to
their one use per side. Other players had some much more effective
pulse-cannon style attacks. But I did enough general damage with the
flamethrower and maneuvering to where others were more likely to
engage with higher-danger targets. Until someone realized I’d been
the one ablating their armor and they decided to ram me. My patience
with my weapons paid off and I buried a missile in the side of their
car, burning out their engine. My guidance computer helped, but I was
amused that I was using it despite being close enough to probably
throw the missile. As they coasted away to a stop, another car came
up on an intercept that I set on fire – c’mon, picture me at top
speed letting loose with the flamethrower as it blows into the side
of another car and back over my hood until I emerge like a
phoenix...glorious! And then I proceeded to run away while he tried
to do a super tight curve to avoid the wall as a result of his
intercept attempt. Why...why run away!? Well, cars had drivers and
passengers equipped with weapons and grenades as well, so that
effectively put me at a better range to avoid them and it meant with
only a few minutes left in the session I could finish the game alive,
although not necessarily the winner. My wife and I played a
lot of Vigilante
8 on the PS2 back in the pre-2000s so this experience brought
back some fond memories.
Game 2 was Street
Fighter the Miniatures Game with TCAT.
I played this with them once before. I remember being very confused
about how the combos worked last time as well as some of the
interactions with the cards to determine a block or a miss. e.g. you
basically “guess” what kind of attack the other person is
throwing and try to rock-paper-scissors (well, rock-rock,
paper-paper, scissors-scissors) their choice. Some variations bypass
the typical trio to mix it up even more. I was much more on top of it
this time, although that countering language at the bottom of the
card in Times New Roman 4 point strains my old eyes. My primary goal
was to try all my abilities as Balrog the boxer, although he didn’t
lend himself to combos in general like some of the other characters.
I positioned a bit to take out the character I thought had the most
combo interaction first because I had a sneaky suspicion that would
be a problem when he really got going. He showed me his cards after
he took his fatal hit and yeah….he could have dropped most anyone
with one more turn. Here’s my character, twice. One with his card
focused in the foreground, and another with the scenery more in focus
so you can see the trees we kept throwing each other into as well as
the board.
The only bad part about the game was we had a player with decision
lock. He had to re-read his cards each time and you could tell he
wasn’t sure what to do sometimes after a thorough review even with
some help/hints. And then sometimes after a few hints he’d start
all over reviewing the cards one-by-one once again. The first couple
hours we were really concerned we wouldn’t get to finish the game.
I noted above I had issues with the rules previously, but what little
proactive deal-with-the-outcome-just-make-a-decision manager threads
there are in me are very good about applying that to board games. I
enjoy the mechanics and the players and seeing how things interact,
so sometimes a bad decision is as good as a good decision if it moves
the game along.

We had a teen at the table who was really enjoying the game. About
mid-way I decided I could contribute to their overall enjoyment (see
above, I enjoy the mechanics and the players, not necessarily
winning), so I focused on surreptitiously spreading my damage and
maneuvering to bring people near each other in a way to drag health
levels down to close to zero. Then at the end I closed on the other
remaining player despite knowing it would take me close to dead so
the kid could finish us off. They did. Super excited.
Game three was Manatee
Sanctuary and just me and Aeryn. I brought it with me in case
there was some down time. It is the epitome of a “cozy” board
game. We played two games over a beer Aeryn brought me from Wooden
Hill Brewing as our lunches were somewhat staggered.
This time we used the “goals” for each round (three rounds) to
see if it got rid of some of the randomness when it comes to the
push-your-luck yellow manatees attract more manatees mechanic. I
know...I hate push your luck games, but this one is a bit more
constrained when it comes to how you manage pushing your luck. You
still have to feed everyone if you don’t want to feel like a
manatee murderer. The goals didn’t completely change the strategy,
but they do add an extra layer of thinking to how you coordinate your
manatee collection and your mating/feeding spring. We still split our
cards 2/3 instead of 1 and 4 almost exclusively and we haven’t used
the green manatee expansion yet, so I suspect there’s quite a bit
of strategy to explore still. Speaking of...here’s me with a
manatee at Blue Springs in Florida in 2011.
Finally, my last and late night game. I played until 10 p.m.
Saturday Night at the Mall. You can’t find this one on Board Game
Geek. It’s a custom mash up of Last
Night on Earth and Mall
Madness to create a sort of Dawn of the Dead style board game.
This might have been my favorite game of the Con. We played against
a game master – shout out to Ben who was an absolute riot – who
ran the mall and affiliated shops full of zombies. The players can
exchange die numbers (1-6) which affects their movement and ability
to attack and search, so there’s a lot (a LOT) of discussion about
who can use what die and what benefits they get for which numbers.
Better and more productive interaction than I get in many engineering
/ product meetings.
If you die during the game, you get a new character. But your old
character is likely to become a more powerful zombie which is a real
p.i.t.a. because it’s not like you’re every really winnowing down
the total load of zombies in the first place. The GM gets bonus
zombies and bonus moves based on some dice rolls, as well as cards to
bump zombies and play actions. For their part players get loot/gear
and various special abilities that have a lot of interaction. We
played right up until the last minute trying to get the items we
needed into the truck, throw gas at the zombies, throw dynamite at
the zombies, and sometimes simply stare at the zombies while we tried
to figure out a way down the elevator without ending up in the middle
of a hungry mob.
We didn’t make it. The zombies ate us and our truck without enough
supplies was left idling in the parking lot. There was a lot of fun
asking Ben the GM how many items we needed in the truck to win. Nine
(9). How many do we have? Two (2). So how many are we short? And
then the next person would ask the exact same set of questions. It
was accidental at first because so many conversations were happening
around a big table to optimize strategy, but then it became a bit.
It really felt like a spirited drinking board game experience just
without the beer. A good example of where losing was still a fun
journey even if my poor farm girl was so much brain sashimi before
the end.