Gencon 2019

We flew to Gencon on Wednesday, July 31st, arriving in the early afternoon. We checked into the Conrad, a posh downtown hotel a block from the convention center (and connected through the set of overhead bridges to the mall, and from there to the convention center, so you didn’t need to go outside if you, like most gamers, spontaneously explode when exposed to sunlight).



We met up with Marty, who explained that the Will Call line for picking up tickets stretched through the convention center and into the street and down the block… and the convention center covers a full city block. We decided we would do dinner and then circle back at 9 pm.


By then, the line had shrunk to… actually, it was just as long. We decided to try Thursday morning instead. Arriving about 9, we were happy to see that the line was just a tad longer than the entire length of the convention center, but wasn’t actually out the door into the street. Despite our fears, it moved quickly and it was only a little less than an hour before we reached the will call booth and picked up our passes.


Gencon this year, like every year, was a little different. The exhibit hall, where the vendors set up, had blown out into the area that was the Magic the Gathering area, making it at least half again as large as it was two years ago. The distance between vendors seemed a little larger, but mostly it was full of a new generation of game companies with a handful of games and dreams of being the next Settlers of Catan. The miniatures tables were a scattered throughout the convention instead of concentrating in Hall A, and there were a surprising large number of them, along with new miniatures games and associated vendor booths. The Lucas Oil Stadium was open and full of vendor tables-blocks for demos. The upstairs was still the land of miniatures painting and Pathfinder (the D&D alternate RPG that has been extremely popular). It was still crowded, but didn’t feel as cheek-to-cheek as two years ago, and while some of the more in-demand vendors had aisles crowded enough that you had to zombie-shuffle through them, there were enough that were more open that it didn’t become an hour-long event to get through the exhibition hall. Cosplay was not as prevalent as at Anime conventions, and was sparse Thursday and Friday, but was out in force on Saturday.


Eric and Marty


Cosplayers

Miniatures

Alison opted out of most of the activities, although we did finally purchase a piece of original art from a painter she liked. Instead, she toured the Indianapolis area, which turns out to have a fair number of museums and other points of interest (like the old courthouse and the central canal). That included the unpronounceable Eiteljorg Museum as well as Eugene and Marilyn Glick Indiana History Center.



The original painting we purchased
She also picked a couple of restaurants that weren’t the chain or fast-food places around the convention center, both of which were a big win… Union 50 and The Livery were both fun, with interesting tapas-style food and good drinks. There were both more than a mile out from the city center. We walked it, and found a number of parks, interesting shops and restaurants that went from trendy to homey… Indianapolis is not, as it turns out, 100% dedicated to conventions like Gencon, but was on the whole a pleasant city (of course, that’s during the summer, and we had great weather).



Here’s the rundown on the games I played.


Endeavor: Age Of Sail: Good territory control game with a balanced set of abilities you need to advance; you need all of them so you are looking for the break points that let you finesse something, like play a card that gets you a resource that advances the number of cards you can hold so that you don’t have to discard it. A few variations on the path to victory, but I would put it more in the tactical category than strategic. It felt a lot like Mac Gurdts’ Navegator, a game I like a lot, althought Navegator has more of an engine building aspect to it for victory points; this game forced even progression most of the time. Buy, except I think I’d rather play Navegator, so I probably won’t.


Hadara:
A colorful card chaining game with a few special scoring rules. Pretty, but nothing special. Pass.


Ishtar:
An area control game with beautiful art and high production value; I played one round, which wasn’t enough to totally get the game (it was number one in the BoardGameGeek “the hotness” ranking, which meant everyone wanted to play it). You place oddly shaped boards over a larger board that has different kind of terrain; some you have to play next too (wells), some you can’t cover (shrines), and some have gems. The boards have flower beds and grass; you want to control contiguous flower beds. Place over gems, you get the gems, which lets you do special actions, including connecting flower beds (as long as it doesn’t merge with someone else’s). It seemed fun; it’s not out in general distribution, so I bought a copy.

Mechanica: This one was pretty unique; you have a board that represents a factory floor that produces roombas, the little robotic vacuum cleaner, in three different models. You bid on tiles that improve the factory floor, like upgraders, duplicators, and the like to improve output and model type; they can chain together to improve production even more. You can use the money you make for those upgrades, or to buy "blueprints" that are worth a lot of points at the end (plans for warbots and orbital mind control satellites). Interesting mechanics, but we played through once and it's not clear to me it's a good game. Pass.


Raccoon Tycoon:
A fairly standard resource gathering game with auction/bid based economics built in, but with the special expansion pack you could score at Gencon, it becomes a six player game, which is rare for those types of games. I bought it.


Villainous:
A Disney-villain themed mostly-card came (each player has a board with “regions” that allow you to do certain actions, and restrict where battles and things occur, but most of the action was with the cards). Cute, and it was entertaining that each villain had different kinds of actions and theme-appropriate winning conditions (As Scar, I had to kill Mufasa, then a number of other heros, like Nala and Simba). But it was a terrible game, with repetitive, mindless game play and little player interaction (and even that was random; you had one action you could use against other players but sometimes it helped them instead of hurting them). Pass.


Rail Pass:
A frantic rail-themed co-op game where you have a set of cubes that must be delivered to other players (and a set that needs to be delivered to you) by passing cube-carrying trains, with a few rules about how to do it; you could use both hands, and had “landing spaces” for one long and one short train; you could only offload your own color cubes from a landing space, and you had to have a free had to do it; you picked cubes off a track in a random order, no cherry picking; trains couldn’t move more than one space from their origin unless you changed out a “conductor,” which took a hand; etc. It was a frantic six minutes and kind of fun but I can’t imagine you would play it more than a few times. Pass


Tiny Towns:
A pattern matching game. You have a grid. You can place different kinds of resources (that each player in turn calls) in each square, one per square. Certain patterns can then be harvested to create buildings that can be on any square that contained one of the resources you needed to build it. Different buildings had different scoring criteria. It was easy to jam up your board in a way that made it impossible to build, and any square (when you could no longer place anything) counts as negative points. It was enjoyable and the mechanism was new, but I’m not a big fan of pattern matching games so it fell a little short for me. Pass unless you like Carcassonne and variants.


Anomaly:
I didn’t actually play this, and I only mention it in passing because it was a beautiful game with interesting hidden-movement mechanics and the people playing it seemed to be having fun. I might buy this if it gets rated highly on BoardGameGeek.


Ship Shape:
This was a fun, short game with bidding and tile placement; the twist is that the tiles are partially filled in grids that lie on top of each other, so you can cover up “bad” things while increasing three different scoring paths (gold is straight victory points, cannons are the same, but minus the lowest number scored by a player, so if you have eight and they have four you get four points and they get zero, and contraband, where the highest number player gets nothing and everyone else scores). It was simple and fun and sold out. Buy.


Mission: X-code:
Another co-op game (I was with Eric, it wasn’t my fault). Pass cards around in proscribed directions in order to allow players to collect sets of three numbers; place sets of three on a telephone keypad. When you’ve covered all the numbers (and the pound sign and asterisk) you’ve won. It was fine if you like that sort of thing, which I don’t. Pass.


The Artemis Project:
A dice rolling / worker placement (well, dice and worker placement, you played dice to get people to place) game with a bidding mechanic. It looked reasonably interesting and it was high up in the BoardGameGeek “gencon hotness” ranking. Just had a walkthrough rather than playing it, but it looked good enough that I panicked and bought it (“there are ONLY FOUR left, if you want the more expensive kickstarter version with the DICE CUP and GOLDEN MEEPLE of INCREDIBLE VALUENESS!)


Imhotep: The Duel:
Imhotep is a multiplayer game (that also looks interesting but which we did not try); the Duel is a modified version of the game made for two players. It’s tick tack toe for resources; you place meeples on a 3x3 grid as does your opponent in turn; at some point instead of placing, you pick up resources along the column or row you choose and the three resources along each are distributed based on which player is in which grid. Resources combine in different ways for victory points with different multipliers (some are just “collect sets,” some are “collect sequences,” and that kind of thing). You have to pay as much attention to keeping your opponent from getting points as you do getting your own. We were going to purchase this but decided to try it out first, and by the time we circled back all the copies were sold. Bought it on Amazon.


Lovelace and Babbage:
Do timed math with quirky rules to collect random symbols that score points if you have the most. Frantic and very focused, which means you don’t want to be drinking if you’re playing the game, which rules it out for me. Pass (but Eric bought it).