Yeah. This is a lot of board gaming. But I’m down to the last two. My first Sunday game was Salvage: Deep Space, a 2023 Kickstarter. Although there are an awful lot of games you can apply the Kickstarter label to now. I have a suspicion I own more Kickstarter-backed games and extensions than I do non-socially funded ones, taking a cursory glance at my shelf. I really enjoyed this one. You’re part of a group of collaborative mechs, big mechs you pilot, but not kaiju-fighting sized mechs, trying to salvage post-peak Earth gear and equipment and resources while worrying about alien bugs. e.g. you’re in old labs and mining facilities doing a bit of Stalker/Roadside Picnic.

An interesting aspect of the game is that to avoid the collaborative player dictator that so often happens in that time of game, Salvage has you play your two proposed actions with no discussion at the beginning of the turn to mimic a sort of soft telepathy between players as a plot point. To force individuals to make their own decisions but telegraph the likely play as a collaborative mechanic. If you do your proposed actions, or they’re completed as a side effect of someone else doing the same action, like a bug kill, then those successes play into players being able to recharge their systems faster and act together better with some perks. At any time you can just go off script, although it affects the overall perks you work to accumulate. Different mechs have different specialties, focusing on resource accumulation, tank, speed, and balanced play.
I played Al (not A.I., AL) the balanced mech pilot, but channeled a healthy dose of Leroy Jenkins. While everyone was in an area doing cleanup, even before the fighting was complete, I’d just charge ahead to the next area. My plan wasn’t specifically about staying in character, but rather was with the hope it might allow us to finish within our 4 hour block. It did! Barely. I think the team was surprised when I charged ahead, looking like I was setting myself up for disaster, and then my character was able to power sword two of the last bugs at the same time for a double kill and step back and let the last one charge me resulting in a stun. My other goal was to try all my perks and the sword and stun were last on my list. Mission accomplished. It’s not a cheap game. About $159-199 depending on the version: minis or no minis (and you’ll want the minis). But if you had a scifi-centric group of consistent players, it’d be a good one to play through the series and you’d get better value than going to movies or maybe even one of the standard streaming subs.

A big thanks to Ben, a different Ben than the zombies Ben and yet, afterwards I find out, both apparently software managers. He did an excellent job walking us through the basics and giving us some course correction when we were confused. Pretty seamless and included lots of detail about the mechs, the story line, and the interactions.
And my last game. Ahoy Expansions and Demo. It’s just Ahoy, but per that link we played with the Fang and Fortune expansion and Rivals and Renegades expansion. I’m not sure what the “demo” part of the session title was all about. We definitely played a full game. The second day we were at Con of the North, Aeryn and I turned a corner and ran into my friend Chris (and former fellow high school graduate, and fellow Eagle Scout from the same troop, and fellow high school D&D three-person party, and covid era D&D GM, and fellow end of covid era sky pirate raccoon). Chris had come to town to play with his brother who lives in the cities (who we also played D&D with over covid and once in person). They were doing a mix of RPGs and boardgames, so we didn’t see much of them during the Con because Aeryn and I have stayed away from RPGs at Cons since a weird experience playing a one shot at Gameholecon many many years ago. But for our very last game we ended up at the same room and although we were initially at different tables, we jockeyed a bit to play the same board. I own Ahoy, but I had never played it prior to CoTN. Asymmetricals sometimes aren’t my jam even if I understand the appeal. Although they’re definitely more to my liking than push-your-luck mechanics. I played the snails – they had a different name, but I thought of them as just the snails – whose core tactic is to leave snail dudes everywhere on the islands. Chris played the Beast, who’s not a pirate at all, but an expansion sea monster, spawning heads and humps and trying to eat my motie (try that reference on for size) snails. Chris’ brother played the shark pirates who are a bit UK rule the sea sorts. Our table coordinator played the smugglers. It was a tight game overall, although Chris had some trouble getting the mechanics of the beast right and I don’t blame him. That one really seemed like it might need a few plays to nail down the logistics. I can see why people like this and Root, which is by the same company (Leder). You can just switch factions the next time for a new experience if something doesn’t suit you. However, some of the faction interactions can seem a bit unbalanced until you pick up what your particular edge might be, or how to hide your tactics in the noise of the other players. Congrats to Chris’ brother for a solid win playing the points game at the end.

One final observation. I love the new location in Bloomington. It’s within walking distance of a bar, Wood Hill Brewing, that not only serves beer but has a good menu of sandwiches, wings, and even some unique desserts. Walking distance in Minnesota in February usually means a block or two, although at half a mile one way I think this would have been doable even if it hadn’t been unseasonably warm as long as you brought the right clothes. Additionally there was a coffee shop across the lot (two actually), a DQ across the lot, a buffet nearby, what looked like a great breakfast buffet on site, a pretty comprehensive bar on site, and some other restaurants a short drive away. That it cut the distance to home in half was a bargain as well. Overall, an excellent three days.














