Wednesday, December 18, 2024

Levelling Up: 2024 - A Year of Board Games and New Adventures

2024 has been a great year for board gaming and for this blog! I have published 16 blogs (also counting this blog) covering a diverse spectrum of topics linked to the subject of Board gaming for a total of over 30,000 words! Quite an effort if I may say so myself. Yet I do it willingly as part of my ongoing investigation and research into the joys and benefits of board gaming. With the support of my gaming group, wife, and son Neil, I explored a diverse range of games, some of which we enjoyed so much that we played them twice. Although technically outside of 2024, I want to begin by mentioning two small games I played in December 2023.

Towards the end of 2023, I acquired two engaging two-player games, reflecting a growing market for this previously underrepresented segment.

The first, Hanamikoji, features unique mechanics and beautifully minimalist illustrations. I played it first with my wife, who appreciated both the art and gameplay while helping me clarify some rules. I later introduced it to my friend David, who also found it intriguing and enjoyable.

The second game, Splendor Duel, designed by Marc Andre and Bruno Cathala, builds on the original 2014 design while introducing innovative mechanics for two players. While the original Splendor can be played with two, Splendor Duel enhances the experience with a resource board for the limited coins and catch-up mechanisms like “favours” and the ultra-rare resource “pearls.” These additions create a richer strategic interplay.

The first game night of 2024 saw us play Pandemic: Fall of Rome, which my board gaming friends received positively. This spin-off combines historical themes with cooperative gameplay, where players work together in order to prevent the fall of the Roman Empire. While it retains many mechanics from the original Pandemic, it introduces new twists that enhance teamwork and cooperation. Familiarity with the original game helped us navigate its unique features, though there was still a learning curve.


In contrast, 3000 Scoundrels did not meet my expectations. My gaming group found it lacking, as the mechanics felt disjointed and failed to effectively encourage gambling and bluffing. Consequently, few players attempted to bluff, leaving a sense of something missing despite the game's high production values.

On a brighter note, we played Meadow, which was a standout experience. With stunning artwork and innovative gameplay twists, it balances competitiveness with the fun of creating a personal tableau of nature-themed cards. The overwhelmingly positive impression led us to play two consecutive sessions back-to-back.


The next game I introduced to my gaming group in 2024 was the classic High Society, designed by Prof. Reiner Knizia. This auction game features clever inverse bidding mechanics that activate whenever undesirable cards come up. Although it is quick, it presents significant challenges in choosing which cards to bid on, how much to wager from limited funds, and the timing of those bids. Players must also retain some funds at the end, as having none means they cannot win, even if they might have scored big during the game. My group had mixed feelings about High Society; it wasn't disliked but didn’t receive unanimous praise. Personally, I enjoyed it and would happily introduce it again.


I also acquired and played Risk Strike, a small-box game inspired by Risk. My previous experiences with the original Risk were unfavorable due to its lengthy gameplay and reliance on dice luck. In contrast, Risk Strike focuses on brief, intense tactical decisions while still incorporating some dice rolls. Its shorter duration makes it a more enjoyable option that fits well into brief gaming sessions.

This year, our gaming group was captivated by Heat: Pedal to the Metal, designed by Asger Harding Granerud and Daniel Skjold Pedersen. Whil
e it seems simple at first glance, the game features intriguing mechanics that make it a standout title in modern board gaming. It was one of only two games in 2024 that warranted consecutive play sessions.

In Heat, players use a combination of Movement, Heat, and Stress cards to compete on the racetrack. The limitations on maximum speed while navigating corners add a significant strategic layer, requiring careful consideration of how many movement cards to play without risking a loss of control from overheating. Despite being a cardboard simulation, the game demands players' attention as they assess their position relative to others, manage their available cards, and anticipate future draws to replenish their hand.

I confidently predict we will enjoy more sessions of this exceptional game in 2025.


While I've discussed the games played during our gaming nights in 2024, I haven't yet mentioned those I enjoyed with my younger son, Neil. In my quest to find engaging titles for him, I successfully introduced a few favorites.

Two games he particularly enjoyed this year are Exploding Kittens and Dungeon Mayhem. Exploding Kittens is a whimsical game where players take turns adding cards to a common discard pile while trying to avoid drawing the "Exploding Kitten" card. Although it involves some tactical decisions, it remains easy to understand and is suitable for children as young as nine due to its short playtime.

Dungeon Mayhem, on the other hand, features Dungeons & Dragons-style confrontations among iconic races, presented with cartoonish artwork. Players compete using character-specific decks, allowing for strategic card play despite some reliance on luck. The goal is simple: reduce your opponent's health to zero before they do the same to you. While it can accommodate more players, I prefer the two-player format, which feels like a simplified version of Magic: The Gathering.

The game rules manage asymmetric play reasonably well, but some creature decks seem overpowered against others. This feeling was reinforced by the booster box I purchased, which includes six additional characters that appear stronger than the original ones. Regardless of these concerns, Neil loves the game, and we've enjoyed numerous mini-tournaments where we select different characters and swap decks in subsequent rounds to balance competition.

This year, I organized a two-player game of Wingspan with Neil, which he played from start to finish. This was a notable achievement since it took about an hour. He enjoyed the experience, though not as much as some other games we played.

Earlier, we also played a couple of rounds of 7 Wonders Duel. However, Neil still seems too young to grasp the subtle strategies involved in this two-player variant, which requires building card synergies for effective gameplay. This medium- to long-term planning can be challenging for younger kids. Nevertheless, I remain optimistic that we will revisit this game in the future.


Another entertaining party game we enjoyed was Yes/No!, which serves as a fun icebreaker. Players try to get their opponents to say "yes" or "no" while creatively avoiding those words themselves, making it similar to a family-friendly version of Taboo.

We also tried Rubik’s Race, a spatial 2D puzzle that, while different from the classic Rubik’s Cube, is still enjoyable. Additionally, Neil is showing promise as a chess player, and I believe he has significant potential for improvement.

Overall, I look forward to playing many more board games with Neil in 2025, including revisiting some of our previous favorites.

This year, I expanded my collection with several small-box games, which I find appealing for their portability. You can easily pack a few into a small bag without needing a duffle bag, allowing for great gaming experiences on the go. However, not all small-format games are created equal; their design limitations mean fewer components, but they often emphasize quality and mechanics.

One new addition is Fox in the Forest, a quaint two-player trick-taking game that piqued my interest. While I typically prefer other styles, such as cooperative games, I appreciate its simpler ruleset, making it accessible for casual or younger players. I already own a stronger contender in this genre, The Crew: Quest for Planet 9, which features limited communication and cooperative gameplay—elements not commonly found in trick-taking games.


I also discovered Battleline: Greeks vs. Persians and Battleline Medieval, both reimaginings of Reiner Knizia's Schotten Totten. Knizia’s signature minimalist design shines through, paired with engaging gameplay. I highly recommend trying these games at least once.

In 2024, I added Tiny Epic Crimes to my collection, making it the third "Tiny Epic" game from Gamelyn Games that I've acquired. Like its predecessors, it offers substantial gameplay value in a compact box. Although I haven't played it yet, I'm eager to do so in 2025. This also reminds me of Tiny Epic Dinosaurs, another title I look forward to exploring, which promises some fun dino breeding mechanics.


Over the past few weeks, I’ve explored a genre of party games I typically avoid: Social Deduction games. Notable examples include Coup and its expansion Coup Reformation, as well as Quest. In these games, players are assigned factions competing for control, making them enjoyable for larger groups of four or more. I plan to use them as filler games during the upcoming holiday season.

Another game I acquired that excels with higher player counts is Decrypto, a team-based communication game where players transmit and decipher codes. Each team has an Encryptor who gives clues linked to a secret three-digit code, while the opposing team tries to intercept it. Teams earn tokens for correct guesses and miscommunications, and the game ends when a team collects two tokens of either type, aiming for two Interceptions to win. This game is also a strong candidate for holiday gatherings if I can get it to the table—wish me luck!



In the two-player category, I recently added the award-winning Sky Team. In this cooperative game, one player acts as the pilot and the other as co-pilot, working together to land an airliner at various airports by managing dice placement for speed, altitude, and direction. Players must silently assign dice to actions like deploying flaps while avoiding obstacles. It emphasizes strategic planning and teamwork, making it perfect for relaxed game nights after a pleasant meal with wine.

Invincible: The Hero-Building Game is my latest acquisition, perfectly aligning with my love for cooperative board games. In this tabletop game, players create unique heroes by selecting various abilities and equipment. They face challenges and engage in combat through dice rolls and strategic decisions, emphasizing creativity and diverse gameplay in each session. While it will take a few games to fully assess its mechanics, I believe it will resonate well with my gaming group, who have previously enjoyed titles like Pandemic.

Yet before winding this blog down I would like to spare a few words concerning this truly golden age of modern board gaming.

Human beings have engaged in games since the dawn of civilization, with evidence of simple board games dating back to 5000 BCE. Play seems to be intrinsically linked to our humanity, offering an escape from the mundane as players immerse themselves in alternative rules and objectives. The goals can range from tangible rewards to simply the prestige of being recognized as a victor, much like the laurel wreaths awarded to ancient Greek athletes during the Olympics.

Games serve as a sandbox where players can compete without real-world consequences. In games like chess or Hnefatafl (Viking Chess), while a king may be captured, there are no physical losses. Within these games, players agree to abide by their rules, creating a micro-universe where they can experience freedom from daily constraints. This "magic circle" allows friendships to flourish, often leading to lasting connections even after the game ends.

While some argue that online games like Minecraft, Roblox, or World of Warcraft provide similar social benefits, I believe in-person interactions strengthen these connections over time. For play to yield its benefits, it must be approached with sincerity and commitment to the rules. Engaging with cynicism or detachment undermines the game's legitimacy and shatters the shared illusion.

Looking ahead to 2025, I feel optimistic about enriching my gaming experiences further. I plan to revisit beloved games and introduce new titles that will challenge and engage my gaming group. My aspirations extend beyond gameplay; I aim to continue exploring the historical, sociological, and cultural contexts of the games we play.

2024 has been a rewarding year when it comes to exploring new genres, especially when it comes to social deduction games. I also particularly enjoyed trying out two Reiner Knizia titles namely Battleline, for its streamlined rules and strategic depth, and High Society with its interesting bidding mechanisms. Furthermore, from Fox in the Forest to the exciting challenges of Heat: Pedal to the Metal, each game played created memorable moments.

Finally, I would like to express my gratitude for taking the time out of your busy schedules to read my contributions to this blog in 2024. I view BGHaven as a growing and evolving exploration of all that makes board gaming so captivating. As you may have understood from my blogs to date, my aim is to make sense of the various aspects of board gaming as a human endeavour, seeking to understand what board gaming brings to the table and why engaging in this form of recreation is significant.

I encourage you, whenever possible, to acknowledge those blogs that resonate with you by liking or commenting here, or on the companion Facebook Group. Each "Like" or comment serves as a valued endorsement of my work and will support my ongoing commitment to this blog. Thank you once again for your engagement.

 

List of board game titles mentioned in this blog

If you would like to learn more about the games mentioned in this blog, why not click on one of the links below, you might discover you next favourite board game! 


3000 Scoundrels

7 Wonders Duel

Battleline (Greeks vs Persians)

Battleline (Medieval)

Coup / Coup Reformation

Decrypto

Dungeon Mayhem

Exploding Kittens

Fox in the Forest

Hanamikoji

Heat: Pedal to the Metal

Invincible: The Hero-Building Game

Meadow

Pandemic - Fall of Rome

Quest

Rubik’s Race

Sky Team

Splendor Duel

Wingspan


 

Tuesday, December 3, 2024

Settlers of Catan at 30!

 If you have been exposed to board games published from the mid-nineties onwards, I am sure you will have heard of the game called Settlers of Catan or Catan in short. Next year will mark the 30th anniversary since its first publication and since that fateful year, it has become one of the most iconic and influential board games of the modern board game era. Designed by the late German game designer Klaus Teuber, Catan was first published in 1995 and has since gone on to sell over 22 million copies in 30 languages worldwide, making it a true phenomenon in the world of modern tabletop gaming.


 

Catan is a fairly easy game to teach, the turns simple and the rules relatively straightforward for the casual player. In the game, players take on the role of settlers competing to build the most prosperous civilisation on the fictional island of Catan. By collecting and trading resources such as lumber, brick, wool, grain, and stone, players construct roads, settlements, and cities, with the ultimate goal of being the first to reach 10 victory points. Teuber's masterful design combines elements of resource management, strategic planning, and player interaction, creating a cohesive  gameplay experience.

 

One of the key factors behind Catan's lasting success is its ability to appeal to a wide range of players, from casual gamers to hardcore enthusiasts. The game's elegant ruleset and intuitive mechanics make it fairly easy to learn, while its depth and replayability ensure that it remains engaging even after multiple playthroughs.

 

Since its first release, Catan has undergone a remarkable evolution, with a wide range of expansions and spin-offs that have expanded the game's scope and added new layers of complexity. One of the earliest and most popular expansions is Seafarers (1997), which introduced ships and exploration, allowing players to venture beyond the confines of the island. The expansion added a new dimension to the game, encouraging players to think strategically about their maritime ventures and the potential rewards and risks involved.

 

Another significant expansion was Cities & Knights (1999), which introduced a new set of development cards and the concept of city improvements. Players had to now balance their efforts between building settlements and cities and defending their civilisation against the threat of barbarian attacks. The expansion has become a fan favourite, praised for its ability to add new challenges and decision points to the game without compromising its core mechanics.

 


In total, there are now over 30 different versions and extensions of the Catan game, each offering a different take on the original formula. From the sci-fi-themed “Catan: Starfarers” to the cooperative variant “Catan: Explorers & Pirates”, the game's adaptability and versatility have allowed it to remain relevant and engaging in an ever-evolving gaming landscape.

 

While Catan is an excellent game, it does have a couple of minor drawbacks, the first is during setup. Arranging the hexagonal tiles within the provided border can be a bit fiddly. Players have the option to place the "desert" tile in the centre or randomly on the map, which could impact the spatial arrangement and distances between land types, potentially affecting gameplay. Additionally, randomly placing the value tokens on the map hexes makes it challenging to predict which resources will be produced more frequently, as certain number clusters may emerge, skewing resource distribution.

 

Another notable drawback of the game I feel lies in its negotiation dynamics. The rules of Catan promote a bartering system that, in theory, enables players to acquire resources they might struggle to produce independently. While this concept is appealing, effectively executing a successful barter can be challenging and largely relies on the willingness of all participants to engage in negotiations.

 

The crux of the issue is that players involved in resource negotiations are often hesitant to trade away goods that could provide a significant advantage to their opponents. Conversely, abstaining from bartering altogether can hinder a player's ability to reach the game's objective of scoring 10 points. Although refusing to engage in bartering is a possible strategy, it is generally not advisable for long-term success.

 

No game, regardless of its brilliance, can thrive without its supporters and enthusiasts. The widespread appeal of Catan has led to the growth of vibrant communities and annual tournaments. The inaugural Catan World Championship took place in Essen, Germany, in 2002, and this event has been held nearly every year or biennially, alternating between Germany and the United States. Notably, one of the most recent Catan tournaments occurred in Malta in 2022, featuring 87 competitors from 48 countries vying for the championship title. On that occasion, Hamish Dean from New Zealand emerged victorious. The next international competition is scheduled to be the 2025 Catan World Championship, with the date and location yet to be announced as of this writing.

 




These tournaments have become a hub for Catan enthusiasts, providing a platform for players to showcase their skills, connect with like-minded individuals, and immerse themselves in the game's rich lore. The competitive scene has also given rise to a wealth of strategy guides, online resources, and player communities, further enhancing the game's depth and longevity.

 

In all respects, Catan has become a staple of what we can define as the modern board game renaissance, introducing many players to the "Eurogame" genre that emphasises strategy, resource management, point scoring and player interaction over direct conflict. The game's influence can be seen in the proliferation of other civilisation-building and exploration-themed board games, such as 7 Wonders and Carcassonne, which have drawn inspiration from Catan's innovative mechanics and thematic elements.

 

Catan's impact on the gaming world extends far beyond its immediate success as a board game. The game's unique blend of strategy, luck, and social interaction has made it a favourite among educators, who have recognised its potential as a tool for teaching critical thinking, negotiation skills, and resource management.

 

The game's cultural influence has also extended into other media, with the publication of a novel based on the Catan universe in 2003. The Settlers of Catan, written by Rebecca Gablé, further expanded the game's narrative and thematic elements, introducing readers to the rich fictional history and mythology of the island of Catan. The novel's success has led to the development of additional literary works set in the Catan universe, including short stories and anthologies.

 

In addition to its literary adaptations, Catan has also made the leap to digital, with a range of video game adaptations and online platforms that allow players to compete against opponents from around the world. These digital versions have helped to introduce the game to a new generation of players and have further expanded its reach and popularity.

 

 


One of the most exciting developments in the world of Catan is the publication of a new adaptation of the game called “Catan: New Energies”   , which brings the classic gameplay to a new generation of players. The new edition encourages players to navigate the complexities of energy production and its environmental impacts in a 21st-century setting.

 

In this newest edition, players must generate energy to expand their settlements. They can choose between constructing fossil fuel power plants, which promote rapid growth but increase pollution, or renewable energy plants, which are cleaner but result in slower expansion. This duality creates a strategic tension, as players balance growth against environmental consequences. Excessive pollution can lead to catastrophic events that affect all players, emphasising the interconnectedness of their choices.

 

The game retains the core mechanics of resource gathering and building from the original Catan but introduces new elements such as Power Plants, a Global Footprint track as well as Environmental Events. All three elements address the modern concern with generating sufficient energy to foster growth while curbing global pollution levels. The Global footprint track allows players to monitor collective pollution generated by all players while the environmental events force players to face challenges such as floods or air pollution which could in turn hinder resource production and expansion efforts.

 

As was the case with the original game, New Energies requires players to think critically about their resource management and the long-term effects of their energy choices. The game encourages discussions about climate change and sustainability, making it not just a competitive experience but also a platform for dialogue on pressing global issues. The developers aimed to create a game that is both enjoyable and thought-provoking, reflecting real-world complexities

 

Catan: New Energies represents a bold and timely evolution for the Catan franchise, addressing the pressing global issues of energy and sustainability in a manner that is both engaging and thought-provoking. By inviting players to grapple with the trade-offs between economic growth and environmental preservation, the game encourages meaningful discussions and a deeper understanding of the complex challenges facing our world today.

 

Yet no discussion of this exceptional game and all its spinoffs can be considered complete without a few words being spared on tactics and strategies to adopt if you would like to win at all. While the following pointers are extremely valid in my opinion, they are not by any means the only way to attain victory. There are other elements at play which do impact a game's outcome but along general lines the following can be considered good practice.

 


Resource management and production is significantly important in Catan.You should focus on maximising your resource production by placing settlements on the most valuable number combinations (e.g. 5/6/9 tiles). Land types and their distributions need to be taken into account whenever a new settlement or road is placed as this will significantly impact future resource production. You should also strive to maintain a balanced resource portfolio rather than specialising in one or two resources. While there is the possibility of bartering goods with other players or even the bank, relying excessively on barter could impact your chances when it comes to winning.

 

Also while you are not really expected to be a statistics guru,  the statistical probabilities of different number rolls to inform your placement and trading decisions can be very beneficial and should be factored into your decision making process,

 

The position of your settlements is also significant. When possible try using  "triangle road" settlements (basically a settlement with three roads leading out from it) to create open expansion spaces on the board. You should also employ "blocking settlements" to limit your opponents' access to key resources, especially when in the 4th player position in turn order.

 

Regardless you will always need your tactics based on the specific board layout (outer desert, second ring desert, centre desert) as this will have a significant impact on your choices.

 


When it comes to tactics and bartering, I strongly recommend that you avoid overly aggressive or antagonistic tactics that could alienate your opponents. Build positive relationships and avoid making too many enemies at the table, as this can hurt your long-term trading prospects or even deprive you of a beneficial barter when you will need it most.

 

On the other hand modulate your aggression during play by strategically employing the threat of moving the robber to influence other players' actions, such as deterring them from building in certain areas or influencing them into more favourable trades. Such stratagems need to be used with caution as repeat use could upset the mood during a gaming session and make overall gameplay less enjoyable in my opinion.

 

In most cases I would also advocate the use of soft strategies when it comes to player interplay such as selectively disclosing or concealing information about your hand and future moves to keep your opponents guessing. Also, cultivate a reputation as a "fair trader" to open up more opportunities, but be willing to be more diplomatically ruthless when necessary if this would mean securing a win.

 

When it comes to bartering you need to learn to Identify when trading with a particular player might do more harm than good, especially if they are close to winning. Cutting off trade relations at the right moment can prevent an opponent from gaining a decisive advantage. In order to achieve this level of game awareness you will need to monitor the game state closely and be willing to sacrifice short-term gains (say build a road or settlement) if it means denying a leading player the resources they need to win.

 


Some may disagree on the matter of acquiring developments (aka Development Cards) or whether they can actually help you get over the finishing line. Yet I feel that you should consider acquiring these cards, as they can provide a significant strategic advantage. What you should be mindful however, is when to reveal or conceal your development cards in order to maximise their impact on the endgame.

 

As Catan keeps growing and changing, it's clear that it has become a well known, key title in modern board gaming. Starting out as a self-published game in 1995, it has become a worldwide sensation. Whether you're a long-time player or just starting out, I think that now is a great time to experience Catan and join the millions who enjoy its mix of strategy, luck, and social interaction.

 

 

 

Wednesday, November 20, 2024

Board Gaming Survey 2024

Introduction

The board gaming community is a vibrant and diverse landscape, characterised by a wide array of preferences, habits, and opinions. As the popularity of board games continues, understanding the underlying trends that influence how enthusiasts select, purchase, and play these games remains important. The survey I would like to invite you to take, outlines these trends and patterns within the board gaming community. Your contributions will furthermore serve to shed more light on this endearing hobby. 





Survey Objectives

The primary aim of this survey is to gather insights into various aspects of board gaming, including:


Frequency of Play: Understanding how often individuals engage in board gaming activities.

Game Selection Criteria: Identifying the factors that influence the choice of games, such as genre, mechanics, and artwork.

Purchasing Behaviour:  Analysing how consumers decide to buy board games, including motivations for purchasing as gifts or for personal use.

Playing Preferences: Exploring preferences for solo versus group play, cooperative versus competitive gameplay, and the impact of technology on gaming experiences.


By collecting this data anonymously, the survey seeks to create a comprehensive view of the current state of board gaming preferences.


Methodology


Survey Design

The survey consists of a mix of question types to capture a broad range of information:


Multiple Choice Questions: These questions will help quantify preferences and behaviours related to game selection and purchasing habits.

Demographic Information: Collecting basic demographic data (age, gender) will allow for analysis across different segments of the population.


Anonymity and Data Collection


To ensure participant comfort and honesty in responses, all data collected will be strictly anonymous. Respondents will have the option to provide their email addresses if they wish to receive updates about the survey results or future research initiatives. This feature allows interested participants to stay informed without compromising their anonymity during the survey process.


Trends in Board Gaming Preferences


Frequency of Play

Understanding how often individuals play board games is crucial for identifying engagement levels within the community. Recent statistics indicate that approximately 35% of adults aged 18-34 play board games at least once a month. This trend highlights a significant interest among younger demographics, suggesting that game designers should focus on themes and mechanics that resonate with this audience.


Game Selection Criteria

Participants will be asked about their preferred genres and what factors influence their game selection. Insights from previous surveys indicate that elements such as artwork, design quality, and gameplay mechanics significantly impact consumer. Additionally, preferences for cooperative versus competitive gameplay are emerging trends worth exploring.


Purchasing Behaviour

The survey will delve into purchasing motivations, revealing whether respondents buy games primarily as gifts or for personal enjoyment. The rise of online reviews and recommendations has been shown to influence purchasing decisions significantly. Understanding these dynamics can help manufacturers tailor their marketing strategies effectively.


Playing Preferences

With an increasing number of consumers gravitating towards solo and cooperative games, it is essential to capture these preferences in the survey. The pandemic has accelerated interest in these formats as people seek social interaction through gaming while maintaining safety. 


Conclusion

Participants are encouraged to share their experiences and preferences. For those interested in staying connected with our findings or future research initiatives, providing an email address is optional but welcomed.




Sunday, November 10, 2024

From Cosplay to Board Games: A Mixed Experience at Comic Con Malta


So, on
the 9th and 10th of November 2024 Malta will once again welcome the annual Comic Con Malta event! As I type I realise that likely, I will be posting this blog just after the event which should be fine. This will have been the third post-COVID event of the sort I would have attended, and I think I can gamble knowledgeably when I say that it will have been a thoroughly enjoyable event.

Well, Comic Con Malta has managed to establish itself as an important event in the Maltese pop culture calendar, drawing enthusiasts from across the Mediterranean island and beyond. This gathering celebrates comics, film, television, and gaming, providing a platform for fans to immerse themselves in their favourite fictional universes and connect with like-minded individuals. Over the years, the convention has evolved, reflecting global trends in popular media, and adapting to the changing landscape of fan engagement.    

I think this year, fans my age might be in for a treat. Three egregious actors will be present during the event, signing off autographs for those interested. For anyone who was into Martial Arts in the 80’s and 90’s the name of Cynthia Rothrock should be familiar.

Cynthia Rothrock is an American martial artist and actress known for her martial arts films. She holds black belt rankings in seven styles of martial arts and was a high-level competitor in martial arts before becoming an actress. In 2014, she was inducted into the International Sports Hall of Fame.

Another notable Hollywood actor set to attend Comic Con Malta is Sam J. Jones, recognised by film and sci-fi enthusiasts for his portrayal of the titular character in the 1980 film Flash Gordon. He also starred in the short-lived television series The Highwayman (1987–1988)

Initially, another notable voice-over actor, was also earmarked as a guest in this year’s event,  Stefan Kapičić, who did the voice-over for the character of Colossus in the recent runaway hit Deadpool and Wolverine. However, he had to call off his attendance due to other work commitments.

Back to the event itself, I think that the roots of Comic Con Malta can be traced back to the early 2010s when a group of passionate fans and locals recognised the growing appetite for comic book culture and related media on the island. Taking their inspiration from the success of larger international conventions, they went about creating a uniquely Maltese experience aimed at catering to the local fanbase while also attracting international visitors.

The first Comic Con Malta was a modest event, held in a small venue with a handful of local artists, cosplayers, and vendors. Despite its small scale, the event struck a chord with attendees, tapping into a previously underserved market of pop culture enthusiasts. The positive reception encouraged organisers to expand the event in subsequent years, gradually increasing its scope and ambition.

As the convention grew, it began to attract more prominent guests from the world of comics, television, and film. International artists and writers were invited to showcase their work and participate in panel discussions, while actors from popular franchises made appearances, much to the delight of fans. These additions helped to elevate Comic Con Malta's profile and cement its status as a must-attend event for pop culture aficionados in the region.

    

Growth and Expansion

Throughout the 2010s, Comic Con Malta grew in popularity. The organisers secured larger venues to accommodate the growing crowds, and the event duration extended from a single day to a weekend. This expansion allowed for a more diverse range of activities and exhibits, including discussion panels and workshops, gaming tournaments, and cosplay competitions     .

As franchises like the Marvel Cinematic Universe and Game of Thrones captured the public imagination, Comic Con Malta became a focal point for fans to celebrate these properties and engage with fellow enthusiasts. Local artists and creators also benefited from the expanded platform, using the convention as a launchpad for their work and connecting with a broader audience.

This link between popular culture and the event itself cannot be emphasised enough. In truth the ascent of franchises is echoed in the growing number of patrons visiting Maltese Comic Con. A quick look at the current trends in both the movie, streaming and comic book industries leave one to appreciate that for the time being the numbers are encouraging and still essentially high. While many have touted the demise of the MCU (The Marvel Cinematic Universe) in truth there are still venues which the industry is just about starting to explore. When people tell me that these new “venues” are marginal and less popular areas, I am reminded of two modern MCE staples that were based on what many considered B-level characters at best. I am here referring to Iron Man which practically became the cornerstone of the entire MCU Infinity Saga and the Guardians of the Galaxy which garnered an unprecedented following among fans the world over. 

Japanese Manga and anime have experienced a significant surge in global popularity, attracting vast audiences eager for diverse content. This growth is further supported by the expansion of streaming services, which facilitate access to live adaptations of popular titles such as One Piece, Death Note, Bleach, and Fullmetal Alchemist. These adaptations effectively engage both new and longtime fans, making the genre more accessible and appealing than ever before.

All this feeds straight into the fandoms, the merchandise, the cosplayers and the creatives eager to express themselves through an inclusive and highly diverse medium. Comic Con Malta in turn is all about this. It is truly a pleasure to see the artists showcase their incredible comic book, fantasy and sci-fi creations on display during these events. I personally find it very difficult to walk away without grabbing a few pieces of original art, but my problem is more about how to go about displaying them at home and where.

          

Challenges and Adaptation

As with many sizable events, Comic Con Malta faced its share of challenges. The rapid growth over the years required careful management to maintain the event's quality and ensure a positive experience for attendees. This was not always achieved year-on-year, but each event served as a learning exercise feeding into the next. Organisers had to balance the desire for high-profile guests with budget constraints and logistical considerations unique to Malta's island location.

The convention also had to navigate the evolving landscape of pop culture fandom. As digital platforms became increasingly prominent, Comic Con Malta adapted by incorporating social media engagement, live streaming of select panels, and virtual meet-and-greets with guests. These innovations helped to extend the convention's reach beyond the physical event space and keep fans engaged throughout the year.

 

The Impact of COVID-19 and the Post-Pandemic Resurgence

It’s been four years now since the onset of the global COVID-19 pandemic in 2020 which presented an unprecedented challenge to Comic Con Malta, as it did to all events worldwide. With large gatherings prohibited and international travel severely restricted, the organisers were forced to cancel the in-person convention for the first time in its history. This setback was felt by the local community of fans and vendors who had come to rely on the annual event as a highlight of their year.

In response to these extraordinary circumstances, Comic Con Malta went virtual. Online panels, digital artist alleys, and virtual cosplay contests allowed fans to participate from the safety of their homes. While this format could not fully replicate the energy and excitement of an in-person event, it helped bolster the Maltese community and the organisers' commitment to maintaining the convention's presence even in challenging times.    

As restrictions eased, anticipation for the return of in-person events grew. The bottled-up demand for social gatherings and shared experiences led to a significant increase in interest for Comic Con Malta. Fans, having been deprived of the convention experience, eagerly awaited the opportunity to reconnect with their community and immerse themselves in the world of pop culture once again.

The first post-pandemic Comic Con Malta was met with a lot of enthusiasm. Ticket sales surged, with many sessions during the convention selling out well in advance. The organisers, fully aware of ongoing health concerns, doubled down on safety measures while striving to deliver high-quality experience attendees had come to expect. The success of this event signalled a triumphant return and set the stage for even greater things to come.

 

Comic Con 2024 Blog – Sunday 10th November 2024.

So, this is the part where I tell you about Comic Con 2024 and how it all worked out. It’s almost 9pm on the 10th of November 2024 as I sit down to type, and I got back home at around 6pm. Understandably I am a bit tired, but I think it was worth it. This year I attended the second and final day of the event which, as I mentioned earlier, was held at the Eden in St. Julians. I made a day of it by arriving in Paceville, St. Julians, at around 08:30 AM with my son Neil in tow.

I arrived early due to the area's limited parking, and fortunately found a spot. I then took some time to show my son around places I used to visit as a child when I lived there.

At around 10am, ticket in hand we headed for the Comic Con Venue

I was surprised by the venue's size, which featured plenty of space and numerous stalls. However, as I've noted in previous editions of the Con, there was a lack of signage to help visitors navigate. It seemed patrons had to wander around in hopes of finding a stall that caught their interest.


The venue showcased a remarkable variety and quantity of stalls, but I felt the board gaming community was significantly underrepresented. While shops were present, they primarily focused on action figures, collectibles, model kits, and a vast array of comic books, art, and Japanese manga. Despite this, I still managed to find, and purchase, a copy of the board game “Invincible, the Hero-Building Game” from Dire Wolf Games.

I also noticed an almost hidden area at the back of the venue designated for live board games, but it was nearly empty, with few people available to set up a game. This was quite disappointing, as I was eager to try “Art Society,” which seemed to be one of the options. Unfortunately, the boxes looked lonely and neglected, with no gamers in sight to play.

Determined to enjoy myself, I explored the displays to see what was trending this year. Gundam kits were particularly popular, dominating the offerings, although there were a few Star Wars and Star Trek kits available. If you looked closely, you could also find some true collector's items from classic anime series that celebrated the Mech genre, including Grandizer models—which I knew as Goldrake—and Jeeg sets, which I used to watch when I was just about as old as my younger son.

A closer look at the manga and anime references embraced by patrons and cosplayers revealed two dominant titles currently capturing collective attention, “One Piece” and “Jujutsu Kaisen” (or “Demon Slayer”). Every stall featuring related merchandise had a substantial number of products from either of these franchises on display.

To be fair, Marvel and DC are still present, and this year's "Deadpool and Wolverine" has sparked renewed interest in the genre. However, it's reasonable to say that these franchises are not nearly as popular as they were at the height of the MCU's success during the Infinity Saga, that culminated in 2019’s Avengers Endgame.


As the hours passed, just before lunch, an engaging discussion took place on the main stage featuring Sam J. Jones and Samuell Benta. Jones, known for his role as Flash Gordon and for starring in The Highwayman, and Benta, who played a Black Power Ranger in one of the series, shared insights about their early careers and how they landed their iconic roles. Jones recounted setbacks he faced before Hollywood recognised him, emphasising that his determination and belief in himself ultimately revitalised his career. In contrast, Benta is still young and embodies a strong entrepreneurial spirit, choosing to write, direct, and produce his own projects instead of waiting for the right opportunities to come along.

After enjoying lunch away from the venue and taking a break from the hustle and bustle of the convention, my son and I, returned to check on the performances that were set up on the main stage for everyone to enjoy. The event featured a little bit of everything, a magic show, a movie quiz for enthusiasts, and, as the grand finale, a parade of cosplayers, some of whom were truly remarkable.




In summary, that concludes this year’s Comic Con Malta. It was a mixed experience for me, but I still enjoyed it. Will I return next year? It's highly likely! However, I would have appreciated seeing more board gaming options available, perhaps with some organised games instead of relying on casual walk-ins from attendees who might stumble upon the gaming tables. Additionally, having more board games showcased at the stalls would have been a nice touch for someone like me who is passionate about this hobby.

Until next year, that was Comic Con Malta 2024!

Tuesday, October 15, 2024

The Game of Curiosity: Exploring My Passion for Board and Card Games

Board and card games have held a significant fascination for me throughout much of my life. Over the years, I have engaged with many board games, although I must confess that only a select few have truly resonated with me and maintained their appeal over time. While it is difficult to articulate precisely what draws me in, I believe the attraction lies from a combination of several factors I personally find compelling .


As a general rule, I find that each board game offers a blend of strategy, social interaction, and mental challenge that can be both thought-provoking and entertaining. The mechanics, depth, and the opportunity for creative problem-solving contribute to an experience that is enriching and at the same time enjoyable. As I shall elaborate further on, the reasons behind my lasting interest are multifaceted, encompassing elements of intellectual stimulation, community engagement as well as nostalgia.

 

Where it all started!

 As a child, card and board games were my way of proving my skills in an activity shared with adults. I have fond memories of playing simple games like seven or ten-card rummy with my grandparents and relatives, which provided a welcomed change of pace during some of our many social encounters like, for instance, after a particularly sumptuous Sunday lunch. In my mind, these games were often tied to festive occasions such as Easter, Christmas, or the village feast in Sliema, where my maternal grandparents lived.


I can vividly recall my grandparents' rooftop on a warm spring day, table laid, with white shades raised to shield us from the sun, surrounded by smiling faces and laughter that only young minds can fully appreciate. The food was unforgettable, hearty, delicious, and abundant. The enticing aromas were a dizzying commensal invitation for the senses, but it was the shared experience and love that truly united us as a family around the table. It fed into my innocent self-centeredness we all share as children, blissfully unaware of life's harsh realities.

I still remember how, after the meal, plates were swiftly cleared away, and the dining table transformed into a gaming surface. We would bring out decks of Piatnik cards, carefully checking for defects or missing items, an activity often carried out by my maternal grandfather or uncle Carm, who made sure everything was in order and fit for play.

Once everyone settled around the table, we would choose a game. Rummy was a favourite, but we also played a game called Flash, a mix of Crazy Eights and Uno using a standard deck. Although the rules were often bent for fun or the occasional laugh, everyone enjoyed themselves.


Board games and Family time

Board games were also played on these occasions with Monopoly featuring as a family favourite. The games played were interminable, but somehow on those special days it did not matter in the least. We played on, prepared teas and passed biscuits and other munchies around as we played. Only now do I realise just how precious those moments truly were and how incredibly special those games were to me growing up.

At home the gaming situation was different in that my mother seldom joined in the games though she did fancy a game of rummy when the game was spread. She also happens to play the game instinctually, winning without really understanding the underlying logic she uses while playing. Fact remains she won, consistently and we were fine about it. Dad on his part did not play much of anything, though he did buy me some classic board games as I grew up, including Backgammon, Chess and Draughts. What games I played, I usually played with my sister and the competition was fierce.

My sister was a tremendously good player when it came to abstract strategy games. One game she used to ace with an astounding level of proficiency was “Connect 4”. Beating her at that game was extremely difficult with draws being a more common occurrence...when I even managed that! Still, it was those early interactions that helped nurture my passion for board games and card games and to carry that with me throughout my life.

Obviously as I grew, my focus switched to a deeper appreciation of board and card games. For a while I became absorbed by the history and development of the standard deck of cards. The history behind its early development and democratisation thanks mostly to the printing press is a fascinating topic.

 

 

Exploring the standard and not-so-standard Card Decks

It was during that phase of my life that I started to look at the various regional decks of cards from around Europe but with specific focus on Italy. I learnt how these countries and regions adapted the decks to the games they favoured as well as the vast spread of diverse card games which grew around these decks. The Italian “Scopa” remains one of my all-time favourites and I still love playing this game when I get the opportunity. Some card enthusiasts look at Scopa as a kind of child’s game, but I still feel that it’s highly entertaining and comes with some interesting strategic choices if you even bother to consider them.

 

 

The Board Games of the 80ies and Early 90ies


All along, my other passion, that is board games, never truly waned. My early purchases, aside from Monopoly, included games like Stratego and a kind of Rummy adaptation with Mahjong-style cards called Mhing. There wasn’t much to go by in terms of board game reviews and exposure though I did get to play an early version of Talisman (another long winded game if there ever was one), Hotel, Hero Quest, Cluedo as well as The Game of Life. Titles which at best epitomise the kind of mainstream games available back then.

It must be said that in the eighties and to an extent the early nineties, most board games I came across could be divided into two categories, commercial ”mass market” or party games.

With mass market I mean games that were marketed aggressively over the media of the time and which, with few exceptions, tended to be targeted at a younger audience. Games like Hungry Hippo, Operation, Simon Says, Twister and Bop-it were dexterity games or ones that rewarded reflexes over mostly anything else. Others like Mastermind, Othello, Connect Four, Battleships, Stratego, Cluedo and Risk were significantly more cerebral by comparison but had been around for a while and went through several iterations by the early nineties.

It must be said that most, if not all, mass market games out there at the time were intended to sell and so production companies tended to cut a few corners when it came to quality. At times this showed mostly in the outer box but there were instances where even the components could only be described as shoddy at best. When you’re young and you don’t know any better it does not affect you much, but things change when you start to develop an appreciation for these things. 

The other category of games, party games, was a genre I never really enjoyed. I used to find them to be mostly loud, a bit on the obnoxious side or tended to reward raucous behaviour. Not my cup of tea! For this reason I seldom if ever willingly participated in such games and when I did I never felt engaged in any way. I am thinking  here of games like Outburst, Taboo, Cranium, Scattergories and others of that ilk.

Growing up, I tended to gravitate towards titles or games with a fantasy or science fiction theme. This was why, while it was relatively hard to come by, I particularly enjoyed my first ever games of Talisman or Hero Quest when the opportunity arose.

Before proceeding, I must note that, for reasons largely rooted in the cultural context of the time, some of the more “serious” games were expected to take longer to complete. There was an unspoken consensus that a quality game required a significant investment of time to be deemed worthy of the label “grown-up entertainment.” Games like Talisman and Risk, for instance, were known for their lengthy play sessions, and participants were well aware of what they were signing up for.

Additionally, many of those early games relied heavily on player elimination. It was common for games to eliminate players at certain points, which often left the affected participants watching idly or drifting away from the gaming table as the game progressed. This dynamic shifted with the emergence of a new wave of games from Germany, termed Euro games,  that emphasised point scoring and end-of-game tallies rather than player elimination.

 


 

The Euro Game Epiphany

In the early 2000s, I finally experienced a true Euro game, which was a significant moment for me. The first Euro game I played was Settlers of Catan, and it felt like a revelation. The concept of having a unique board layout for each game was groundbreaking, providing genuine replayability since no two games started in the same way. Additionally, the gameplay kept all players engaged from start to finish, with scoring occurring only at the end. This meant that even if you realised you weren't winning, there were still actions to take and turns to enjoy. I was also fascinated by the "robber" mechanic, which rendered certain areas of the board unplayable until the robber was moved elsewhere.

As things turned out, Euro games and the whole table top gaming hobby experienced a radical epiphany over the past twenty-five years or so. The number of noteworthy titles grew exponentially taking the gaming industry in all new directions. I have gone into a lot of detail in other blogs posted to this website so I will not repeat myself. Still I invite you to have a look at my other postings should you wish to go deeper into the subject.

 

 

Board games the “swiss army knives” of social gatherings

Throughout my whole experience to date, I have realised that my fascination with these creations is not in the gaming itself but rather with exertion of the mind and the satisfaction derived when the presented puzzles are resolved. I am also keenly fascinated with the kind of democratic egalitarianism that pervades these games. There is often a streak of luck, an unknown that acts as an equaliser of sorts, bringing diverse players with varying degrees of mental skill to the same table. Indeed once a puzzle is cracked or at least substantially unravelled, winning becomes a more frequent event, yet it is never guaranteed. This is what I find so tantalising.

Also, playing a board game can serve the purpose of a social crutch like no other. They can help fill in awkward silences when words fail us, and they do so by appealing to the mere execution of play. This universal paradigm is one that enjoins us all as mammals, primates and human beings. Games and board games by inference can ignite the mind by appealing to our innate sense of the fantastical or whimsical, allowing our thoughts to travel deep into the extraordinary beyond the mundanity of life.

 

 


Are Board Games a mirror of life?

For me, a good game tells a story. They can be a kind of interactive book that uses diverse media, and a mix of components and rules to tell a tale. The rules define the universe where the game’s story will take place and the components coupled with good rule execution bring the game to life.

I feel disappointed when what could be a great game is accompanied by a sub-standard ruleset that lacks clarity and is difficult to understand. It is like encountering a poorly crafted story; even if the underlying plot is intriguing, the journey to grasp it becomes tangled in unclear language and a confusing order of presentation.

In a way, the act of engaging in any sort of play does reflect life to some degree. In order to illustrate this idea I would like you to imagine life itself as being a game of backgammon. Backgammon is an intriguing game which comes down to us from earlier ancestors played as far back as 5000 years ago in Mesopotamia and Persia.

Modern Backgammon is a game of strategy but also a game of luck. Players take their turns to roll dice and move their pieces around a board towards their respective home areas. Once all pieces reach their respective home area, the player may then proceed to bear them off using precise dice rolls. The first player to bear off all their gaming pieces wins.

Yet there are so many aspects to this game. To begin with, the modern distribution of the 15 identical game pieces is quite specific with two of the pieces starting off deep within the opponent’s home area. This in itself poses one of the games main challenges. Backgammon is also a game of many faces and many stages as we shall now see.

At the start of a match, it is a game of waiting and weighing opportunities. Players will contend for key spots (or points as they are also called) around the board. The actions taken may be simple blocking tactics at first but they could well evolve into well executed tactical strikes aimed at knocking an opponent’s pieces temporarily off the board. The closer opposing pieces get, toward the middling part of the game, the more the blocks and strikes will become, as either player seeks the path that will lead all his or her pieces home and off the board.

So what we end up looking at is a game that evolves as it progresses from patient observation and calculation, to tentative or tactical blocking and striking to ultimately optimising the end game which in most cases can be construed as a race to the finish.

Is this not the essence of most of our endeavours in life? We establish objectives and allocate resources, carefully observing the context in which we operate before taking action. In a subsequent phase, we progress toward our goals, jockeying to secure advantageous positions that may ensure our success while eliminating any circumstances that could impede our advancement.

As we approach our ultimate objective, having addressed all obstacles and secured a favourable starting position, we proceed with our plan, maintaining focus on the final goal. Once we execute the tail end of our strategy, it is typically time to reset the board and embark on the process anew. Although the goals and means to achieve them may differ, the fundamental nature of each endeavour undertaken remains unchanged.

 

Facing off with reality

So for a person like me, that sees so much value in board games, I find it quintessentially difficult to comprehend why others may not share this same passion to some degree. It is not that I expect any person who falls under the banner of “board gamer” to like all the board games they come across or to hold an appreciation for the diversity that we are now presented with. Yet I do expect them to at least understand the spirit that attracts us to this hobby.

There are certain board games that have achieved an unparalleled level of prestige over time, and modern chess is one of them. This game has experienced significant transformations throughout its history, beginning as the Indian game Chaturanga and evolving to include the powerful Queen piece, a hybrid of the Rook and Bishop, during the 15th century. Chess represents a distilled form of strategic play, characterised by its symmetry, especially in the opening phases. It is a game of complete information, and its rules have been universally embraced across the globe.

I wanted to highlight chess because, despite its rich history and widespread recognition, some people still view it as a trivial pastime—something to engage in only when there’s nothing else to do. This perspective is unfortunate!

Life presents us with various stressors, whether at work or at home. Taking the time to step back, slow down, and enjoy a few hours of chess (or any other board game for that matter) can be incredibly beneficial. The advantages of disconnecting for a while far outweigh any potential downsides of taking that break.

As far as I am concerned, board games serve as a profound source of mental rejuvenation, tranquillity, as well as a connection to a community of like-minded individuals. They provide not only entertainment but also a sanctuary where I can escape the stresses of daily life. Whenever I find myself feeling disheartened or directionless, I am reassured by the knowledge that engaging in a few rounds of my favourite board games will uplift my spirits.

The intricate mechanics and thoughtful strategies involved in gameplay often lead to unexpected moments of inspiration. As I engage with the carefully crafted turns of play, I may discover a spark of creativity or an innovative solution to a lingering problem, emerging from the depths of my own psyche. Ultimately, board games are much more than just another hobby; I believe that they are vital tools for personal growth and emotional well-being.