Sky Team

Sky Team is incredibly elegant. I would have preferred that it was interesting.

I have played a lot of Sky Team over the last few weeks. Games of Sky Team mostly happen when my co-pilot (and actual game owner) asks me if I want to play, and I respond with a half-hearted “Sure.”

Outside of our first flight, I have never deliberately visited my friend in order to play Sky Team. We find our way into the cockpit every time we run out of things to do or talk about, and don’t particularly feel like playing a competitive game.

The game’s general simplicity and short playtime mean that despite my general lack of enthusiasm for taking to the air, I’m never really opposed to it.

Let’s start with that simplicity. Every round, you and your teammate each roll 4 dice, and then you take turns placing them onto a semi-split board. EYour dice pool is secret, and you cannot talk to your partner during the round.

Slots are color coded, specific to each player. Speed and axis must be filled each round by each player, leaving your other two dice to be used for a variety of other problems, such as other planes in your path, flipping the variety of switches that will allow the plane to land, and dealing with an untrained intern.

The actual game is a fine dance of probability and signaling. Can my teammate deal with the plane we are about to crash into? Can I slot a six into our axis freeing up my 3 to signal traffic out of the way? Or will doing so throw us directly into a tailspin?

All of this stands against the ever ticking clock: you have a limited amount of fuel, and must reach your destination before the final turn with all flaps down, and at a slow enough speed that we don’t run ourselves directly into the airport Cinnabon.

As the difficulty levels crank up, additional challenges have been thrust upon us. We must dodge mountains must by manipulating the axis meter within a specific range. A greedy kerosene gauge loses fuel if it isn’t plugged with a dice to minimize the loss. There is an intern. I’m not sure why we’re letting them fly the plane, or why failing to train them is as catastrophic to our success as doing a 360 no-scope directly into Kathmandu, but I don’t make the rules here.

Despite all of the additions and add-ons, I’ve never found myself excited by Skyteam with the level of either enthusiasm I had for Clank: Acquisitions Incorporated, or in retrospect, the curiosity I had for Lost Ruins of Arnak.

Instead, Skyteam is just kind of there.

It feels odd to be so ambivalent about a game that I’ve played so much of, and also is the winner of the Spiel, but here I am. I’ll play it. I’ll do my best to enjoy it. I’ll be impressed by its thoughtful mechanics, and absolutely brilliant box and component design. But I’ll never feel inspired or enthused by it.

Post Script: It’s not entirely true that Sky Team elicits zero emotional reaction from me, but the sole example of a time when it did is neither flattering to me or the game.

During one session, I came up with the idea of a 9/11 themed expansion for Sky Team. Obviously, this hard to justify for a variety of reasons.

But the one that made me laugh, and laugh and laugh, was the thought that it would be a very easy expansion, as landing would no longer be required.

War Story: Occupied France

I enjoy co-op campaign games. As a result, after finishing up Arkham Horror, I was looking for something new. It was then that I saw a writeup from Dan Thurot on War Story: Occupied France. Sure, a World War Two choose your own adventure sort of thing is a bit out of the usual wheelhouse, but it seemed like it would be worth giving a shot.

On the whole, I have quite mixed feelings on War Story. I think I can explain them (and the rest of the game) best by first pulling the box quote from BGG.

Through three replayable story missions, you must exploit the specialties of your chosen agents to uncover information, enlist allies, and obtain weaponry. Engage occupying forces on tactical encounter maps where careless positioning could cost your agents’ lives. Remember, no plan survives contact with the enemy…and time is running out.

Let’s start with those “three replayable story missions.” Yes, there are three of them. Yes, they are missions. Are they replayable?

I would not call them that. As the box also says, much of what we spent our time doing was simply gathering information. Playing again while knowing what and where the Nazi forces are up to feels like it would somewhat defeat the point. After all, it is a choose your own adventure booklet.

Perhaps the game has an elaborate branching path system, but by the time we finished mission 3, we had a pretty good sense of all three ways we COULD have finished our objective, even if we did only focus on one of them.

That said, the general missions and choices they present are fun, tense and exciting.

I would not say the same about the tactical encounter maps.

I’m going to be honest: the gunfights feel like a crapshoot, and there were at least two instances where we got absolutely screwed by the system. That’s not to say there aren’t choices, but often the choices boil down to trying to read the game text about the tactical maps for clues.

And many times, it just feels like those clues aren’t there. A choice with no information is the same as a random selection, and random selection isn’t agency. To the quote the box for a final time “no plan survives contact with the enemy,” and no, our plans did not. Instead, the gunfights feel like a matter of asking “Are you willing to spend gun tokens to avoid the worst case outcome on this check?” twelve or so times in a row.

Either way, I don’t think it’s something that would have annoyed me if it wasn’t for a larger problem I have with tone.

Now this might just be a me problem. My friend didn’t have it, and I believe Dan Thurot had a sort of opposite experience to mine. But it’s my writeup, so I’m going to talk about it here.

To me it feels like there are two very different types of story trying to co-exist in War Story. The first is a sort of grim, intense insurgency narrative, with all the things associated with said narrative.

Life is cheap, the enemy is endless, and while your actions are impactful in the grand scheme of things, they will also lead to death and torture for others around you. There are morally grey choices, and whether you are a terrorist or freedom fighter is ultimately going to be decided by if your side wins.

The way bulk choices are handled with cards, all available or not available as the mission demands is clever, but really only feels used to its full potential in mission 3.

This attempts to sit side by side with a sort of heroic myth thing. The primary enemy is a literal cigar smoking Kriminalkommissar Nazi, who the first two acts spend significant time building up. There is extended narrative time spent on a few “Face” characters who show up, but don’t actually spend much time as part of the story, like the albino toymaker.

Perhaps this is just the result of it being a choose your adventure story. Dan was darkly delighted at a moment when he was confronted with a treacherous informant, and given the choice of killing this person, lying to them, or trying to buy them off. I was equally frustrated when upon encountering a child of a German soldier or potentially SS Officer, I was not given the option to shoot the child.

This was not a choice I was enthusiastic about, but it did feel like a key moment where I would be confronted with the fact that in order to reach my objectives, I would have to make some heinous choices. Instead, we just distracted him and he ran off.

It was an oddly dissonant feeling, and one that has stuck with me since then.

It’s an interesting experience, but playing it by the book it felt frustrating at times, and frankly I don’t see how it could possibly be replayable. Would I play another game in the series? Maybe, but only if someone else was footing the bill.

I don’t really recommend or not recommend War Story. If someone told me they were thinking about playing it, I think the first thing I would say is that I’d love to hear their thoughts after they finish.

The second would be to ask if they wanted to buy my copy.

And here sit the 7 out of 8 agents that I got killed by the end of the campaign.

PAX Unplugged 2024 – Day 3

Ed Note: I promise I’m going to add photos to this at some point this week, even if it’s not right now.

First, a few quick notes: Unlike my other posts, I’m not actually writing this on day 3. Unlike Friday and Saturday night, on Sunday I never got a chance to sit collect my thoughts.

So instead, I’m piecing it together after the show from the business cards I grabbed, screenshots on my phone, and other small notes.

Everything described here is something that happened, but there are also things that did happen that I forgot, because I am completely fried. Mostly in a good way! But still fried.

Morning

Despite being the shortest day of the show, Sunday is probably the day that I played the most games.

First I played Scallywagers, a pumped up version of Liar’s Dice. It’s interesting, but having picked up a copy, and gotten a chance to play some more, it’s tough to recommend. The game is trying to solve the question “How do you improve Liars Dice?” but its solution is a bit lacking. More on that in a future writeup hopefully.

The second game of the day, War of Beasts, was also an attempt to revise a classic game. In this case, the card game War. And again, their design prompt is more interesting than the final product. It might have been intended for kids. I played a few times, and it felt like luck was the primary deciding factor each time.

I also got a chance to see the current state of Super Battle Mon, which was exciting! I do want to note that I’m a Kickstarter backer for this game, so I’m not a neutral voice here, and I want this game to succeed.

That said, with 12pm approaching, it was time for food.

Afternoon

After finally getting a chance to grab lunch at reading terminal for the first time this weekend, I continued across the showfloor, and found myself in front of Dragon Dice, a collectible dice wargame.

I sat down at the Dragon Dice booth mostly because they had chairs. Starting up a demo, my opponent proceeded to have the single worst run of luck I have ever witnessed in a war game. Before I had even taken my first turn, my automatic counter attacks had wiped out a sizable portion of their army. The result is that I’m not really sure what to think of the game.

The next booth with chairs was a pick-and-pass drafting game called Pride of Ninja. I quite liked Pride of Ninja. The game has a couple twists on the standard pick-and-pass game. One is that you draft cards into slots either face up, or face down, and their are a limited number of slots of each type. Cards also care about if they’re face up or not during scoring, so there’s some interesting signaling there as well.

The last show floor game of the day for me was String Railway. I’ll be honest, I’m little bummed I didn’t get a copy of this one. It’s a game about trains, but the train lines you place are actual pieces of string. I wouldn’t quite call it a physical dexterity game. But when so many game are regimented by grids and sheets, there was something freeing about just trying to carefully place rope.

The last game of the day was Abracabattle. It was one of my favorite designs from UnPub in 2023, and the designer Josh Finkel was kind enough to show me the current version. There are a whole bunch of changes and improvements, but the big thing I really want to call out is how much better all the synergies and elements feel. Previously, snakes were the only card type that had synergies, and felt like they provided both a strategy. But now Cheese and Air card types are also incredibly fun.

Last year Abracabattle was a game with strong core elements, that didn’t quite have the right cards for its gameplay. Now, it feels like a full game, with a few reworked systems, new items, and a MUCH stronger set of cards. I’m really excited to see where it goes.

Breakdown

No, not that type, though I was feeling a bit like that by the end of the day. I mean the sort where you pack everything up, and go home. I helped some friends take down their booth, and it’s always fascinating to see everything come down, and get stored for the next event, and to watch a hall full of wonders turn into an empty expanse of concrete.

I also found random cookies in a cookie bucket. Are those the reason for my current state? Possibly, but I doubt it.

Missed Connections/Final Thoughts

There were a fair few things I wanted to try out, but didn’t get a chance to see. I’ve been very curious about Ironwood since I saw it last year. I love asymmetry, and it just generally appealed to me, but the wait time was always a bit too long.

Similar feelings about Gnome Hollow. There were only two tables, and while I’ve heard good stuff, it’s hard to tell if it’s marketing hype, or actual enthusiasm.

I never got a chance to really do any Lorcana either, even if I did pick up some singles.

Finally, I wish I’d gotten a chance to try more things at the night market. It was great to be able to get in, and even get the few items I did, but I would have loved to play more weird stuff.

Overall, this was a good if very, very busy PAX.

Save travels, and as always, more writeups to come in the future. If you want to know about those as they come out, please consider following me on Bluesky.

Indie Games Night Market @ PAX Unplugged

I had a skeleton of this article written up before last night. I figured it would be a fairly simple thing to fill in a few details, double check some numbers, get some quotes and call it a day.

Less than 37 minutes into the Indie Games Night Market, there were still hundreds of folks in line just to get in.

Multiple games had already sold out.

Hosted by New Mill Games

So I scrapped that draft, and started over.

The Event

The Indie Games Night Market was “small” market event within PAX Unplugged, organized and hosted by Daniel Newman of New Mill Games. It was for games that would otherwise never go to production or distribution.

The reasons for that were as varied as the games themselves:

Propaganda is a game about tossing dice and then using photo framing to try and sell yourself as the underdog. The game’s core mechanic and unfortunately topical theming made it difficult for the designer, Chris Lawrence, to pitch it to publishers.

Lab Meltdown is a real time co-operative game with a lot of components. Designer Amelie Le-Roche, who assembles her games out of garage, said it would have been impractical for her to produce more copies than she needed for the Night Market.

In Memory Of is a collaborative storytelling experience about holding a funeral for fictional person. The designer, Tony Tran, felt like it would be too sad an experience for a mass market audience.

And some games, like Skyline, a 1-4 player co-op visual puzzle game, were never made to be distributed at all. Max Seidman and Mary Flanagan made Skyline as a research tool over 10 years ago, and the Night Market proved to be a solid opportunity to dust off and hand-craft a fun game that otherwise wouldn’t have been published.

This is just a smattering of games and reasons, but the Night Market let all of these designs, that might otherwise not have seen the light of day, have a chance to shine.

The Results

It’s hard to see this first event as anything but staggering success. There were over 20 games, and slightly under that many designers. There were some pain points, but both attendees and designers clearly had a huge amount of enthusiasm for the idea.

Folks had started lining up at 6:00 to get in, and by the time 7:00 rolled around, there were five or six stacks of lines filled. Here’s a bird’s eye view of the setup:

Diagram of table layout and flow. There are 20 tables, and lines going from left to right to enter the area where the tables are.

Games sold quickly. Different designers brought different numbers of games, so some games vanished in an instant, while other games held onto their demo copy to sell closer to the end of the night. While the event was planned to run until 10:00, things had mostly quieted down by about 9:30 or so.

Pain Points

No first draft is perfect, and the same can be said for events. While things went fairly smoothly for the designers, many attendees who waited in line found that all the games they were looking for had sold out by the time they got in.

Image of crowd of people gathered around tables with board games on them. The image was taken at PAX Unplugged.
I probably should have taken more photos, but that would have required me to actually look up from the event itself.

In addition, the looping structure of the layout and the small corridors for each table meant that there was some bunching up near the front. This resolved itself eventually, but was definitely a bit of a problem at the start.

Overall

IGNM was a pretty incredible event. While I didn’t get a chance to talk to everyone, it seemed like at least half the tables completely sold out. I’m super excited to see what the future holds for this sort of event.

That said I do feel quite bad for folks on the tail end of the line to get in. Some of these attendees waited 45 minutes to walk into a mostly empty salesfloor.

The designers I was able to talk to were thrilled with the response to their games. Even the folks who had expected to sell all their copies didn’t expect this level of turnout.

While I obviously wasn’t able to look at everything, the full list of games and designers can be found here.

Post-Scripts

  1. There’s a lot that could be said about Japanese indie culture as it relates to fan work, small batch board games, and other differences between Japan and the US. And it should be said by someone who knows what they’re talking about. Someone like James Nathan, whose has a bunch of great posts about attending the Tokyo Game Market on Opinionated Gamers. (The one above is a really fascinating read about catalogs, and cultural expectations.)
  2. I had originally planned to play as many of the games at the event as I could, and buy a lot more. Since I managed to get into the event early to help folks set up, and to interview a few people, I scrapped that plan out of respect to attendees who had waited in line. I did manage to get copies of Propaganda, Mutation, and In Memory Of, which I’ll cover at some point in the future.

Thanks

I’d like to say a huge thank you to everyone who took time to chat with me about their games, and their thoughts on the night market, including, but not limited to:

  • Daniel Newman of New Mill Games, for hosting the event, and chatting with me about his inspiration for it.
  • Chris Lawrence, the designer of Propaganda
  • Max Seidman, one of the designers of Skyline
  • Tony Tran, the designer of In Memory Of
  • The many, many, attendees who took the time to chat with me briefly about their feelings on the event.

PAX Unplugged 2024 – Day 1

Woof. It’s just around 4:00 PM, and everything is in a bit of haze. Maybe it’s the hours on the con floor, or maybe it’s the 5 hours of sleep. It’s been a good event so far, if busy. PAX Unplugged actually sold out for the first time this year, but it hasn’t felt too bad.

Side Note: I’m on Bluesky now. If you want tweets and updates from the show, follow me there. Shilling over, back to blogging.

Morning

I spent most of the morning getting ahold of few things that seemed like they would be pretty tricky to get otherwise. Notably the new Lord of the Rings trick taking game. I don’t have any special fondness for either rings or tricks, but I have friends who do, and Dan Thurot has given it positive review, so I grabbed a copy.

Buying games based on other peoples’ enthusiasm is not something I usually do. Usually, I just make questionable purchases based off box art. Given that the game sold its daily allotment by about 1:00, I think I may have made the right call here.

I followed this up by demoing and purchasing a copy of Happy Camper’s Combo, a retheme of Surfosaurus Max. It’s a co-operative set building game where you try to have your own personal cards be the best value in the set.

Last purchase of the morning was Undergrove, again, going in somewhat blind. But Elizabeth Hargrave is an incredible designer, so I’m willing to take a chance.

Afternoon

The afternoon was a bit more chaotic. I taught some folks dressed up as the Grinch’s dog Max how to play Lorcana. I did a little bit of networking and chatting for a future investigative piece I’m doing (mostly just looked for contacts and grabbed business cards) and just wandered the floor.

I can’t talk about those conversations too much yet, but they felt like a productive start to a bigger piece.

I didn’t play as many games as I had expected to play in UnPub. But fortunately, the two games I did play were both great.

First up was Matthew Everhart’s Dance Shuffle, a very clever dance themed deckbuilder for 2-6 players. I’ll likely revisit it in a full UnPub rundown post-show. But in summary: it’s worth playing even as it currently stands. It has some very satisfying movement, chaining and typal triggers, and also has a very clever scoring system. None of which I quite have the energy to currently describe in detail.

It’s not finished yet, but if you like deckbuilders, and get a chance to play this, you should.

The second game was Brightcast. Brightcast describes itself on the back of the box as a 1v1 card battler, which is really underselling it. I think it’s like two MTG controls decks into each other. It’s a very tense of game of reading your opponent’s options, and trying to figure out how to they interact with your own.

It’s a very fun experience, and the dev team was actually giving out free copies of the game up in UnPub.

It also has some incredible art. Again, cannot stress the whole “Get a free copy of this” thing enough.

Oh! This doesn’t fit in anywhere else, but I chatted with a few folks who had been competing in Speed Puzzling! It’s basically doing jigsaw puzzles as fast as you can. It was really cool to see part of the event, and learn about something I’d never heard of before. So that was really neat.

Of course, the show isn’t over yet. I’m planning to do some two headed giant Magic in about an hour and 30 minutes, but that’ll probably be my final event of the night. I’m a little wiped from the drive down, and not getting enough sleep. I really want to conserve my energy for the Indie Game Night Market tomorrow, and the Jonathan Coulton concert.

Corrections 12/9: In an earlier version of this article, I incorrectly called Dance Shuffle’s creator Matthew Everhart by the name Matt Ever. This has been fixed.