Introduction
ICON 23 will present gamers
with more boardgaming options than ever before. From old classics
(like Avalon Hill’s
Diplomacy) to new classics (like Rio Grande’s Puerto Rico and
Mayfair’s Settlers of Catan, the game that arguably started
the whole “Euro Game” rage), there should be an offering
to satisfy any gamer’s appetite. Many different games from
many different genres will be scheduled and on hand.
In fact, the boardgaming genre as a whole has seen a renaissance
as of late – with Eurogames leading the way. These games
combine the strategic decision-making of Chess, with easy-to-learn
mechanics and an aesthetically pleasing theme, which results in
a full immersion for players.
Although these games reward skill and strategy over randomness
and luck, there is no true handicap to being new to the game. Newcomers
and curious gamers should not shy away; rules will be taught and
all are welcome to join in the fun.
Prizes (gift certificates and memberships to Connecticon) will
be awarded to the winner of each game, and, additionally, there
will be a weekend-long “Iron Man” tournament, with
one player ultimately earning the title and prestige of champion
(as well as a sizeable prize).
To qualify for the Iron Man tournament, participants must play
in at least four games during the weekend. Each game will have
scores submitted, and players will be ranked based on how much
their score was above or below the average score in the game. At
the conclusion of the weekend, the player with the highest above-average
score, for all games combined, will be crowned the champion, and
will receive a $30 gift certificate (among other prizes) to Monkey
Head Games, in Selden, NY. A second- and third-place finisher will
also be selected. Further details regarding the tournament will
be available onsite during ICON 23.
FRIDAY
Diplomacy
7-8 demo; 8-12, Fri
This classic game of pure negotiation has taken many forms over
the years. In the game, players represent one of several European
countries (France, Germany, Hungary, etc.) around the time of World
War I. There are only two kinds of units: sea and land. On a turn,
each of your pieces has very few options: move into an adjoining
territory or help another unit more into or defend an adjoining
territory. With its incredibly simplistic movement mechanics fused
to a significant negotiation element, this system is highly respected
by many gamers.
Settlers of Catan
7-9/9-11, Fri
In this game, players try to be the dominant force on the island
of Catan by building settlements, cities, and roads. On each turn
dice are rolled to determine the current production on the island.
Players collect raw materials to build up their civilizations (in
the form of roads, buildings and development cards) to gain enough
victory points to win the game. This game is a Spiel des Jahres
(German game of the year) winner, primarily because of its amazing
ability to appeal to non-gamers and gamers alike.
Web of Power
7-9, Fri
Players struggle for influence over regions of Europe by placing
two different types of control markers: Monasteries and Advisors.
Monasteries are the basic placement, with the goal of securing
a majority in a region or chain of monasteries or even decent points
from second place. The placement of the Advisors is more restricted
as the total number of Advisors in a region is limited by the majority
player's number of monasteries. The game is played in two rounds
and is very fast paced.
Axis and Allies
8-12, Fri
Axis and Allies depicts WWII on a grand scale, full global level.
Up to five players can play on two different teams: The Axis, including
Germany and Japan, and the Allies, with the USA, the United Kingdom
and the USSR. A full map of the world is provided, broken up in
various chunks similar to Risk. The game includes gobs of plastic
miniatures that represent various military units during WWII. Players
have at their disposal: infantry, armor, fighters, bombers, battleships,
aircraft carriers, submarines, troop transports, anti-air guns
and factories.
All of the units perform differently and many have special functions.
Players have to work together with their teammates in order to
coordinate offenses and decide how best to utilize their production
points. Players also have the option of risking production resources
on the possibility of developing a super technology that might
turn the tide of war.
Reiner Knizia’s Samurai
9-11/11-1, Fri
This game is ostensibly set in medieval Japan. Players use hexagonal
tiles to surround cities, which have one to three different figures:
rice paddies, buddhas, or high hats. The tiles represent influence
on particular facets of the cities, and the highest influence on
a figure when the city is surrounded takes that figure. The object
of the game is to have more of any one else in one category, and
then have the most remaining figures.
Citadels
11-1, Fri
Players seek to build a collection of buildings worth from one
to eight points. Once someone has built eight buildings, the game
ends and the player with the highest total value wins. However
to facilitate the process (and make the game interesting), players
sequentially chose a character from a rapidly dwindling pool of
eight each turn. The characters give players special abilities
for the turn.
SATURDAY
Lord of the Rings (and expansions)
10-12, Sat
Lord of the Rings is a co-operative game where the object is to
destroy the Ring while surviving the corrupting influence of Sauron.
With the two expansions, one player takes the part of Sauron, the
Dark Lord, and the remaining players each play one of the Hobbits
in the fellowship, each of which has a unique power.
The game is played on a number of boards: the Master board indicates
both the physical progress of the fellowship across Middle Earth
and the corrupting influence of Sauron on the hobbits, and a number
of scenario boards which detail the events and adventures of particular
locations. Sauron watches over the players' every move and uses
the Black Rider figure and special Sauron and Nazgul cards to strike.
New resources come to the Hobbits' support.
Progression across the boards is determined by playing cards (many
of which represent the characters and items of Middle Earth), and
the effects of corruption are represented by a special die. The
game is lost if the ring-bearer is overcome by Sauron, or won if
the ring is destroyed by throwing it into the volcanic fires of
Mount Doom.
The Friends and Foes expansion adds two new scenario boards (Bree
and Isengard), 13 new feature cards and 3 new Gandalf cards. It
also adds two completely new features to the game: Foe cards which
add a major new aspect to the game; and Character Ability cards
which give each character a unique one-shot ability.
Shark
10-12, Sat
Shark is a stock-trading game reminiscent of Acquire, in that
abstract plays on the game board determine the share values of
the various companies. Each player may buy and sell shares both
before and after his turn, and during his turn, rolls dice to determine
which company he can affect and in what region he can place that
company's marker.
Placing next to another of that company's markers increases the
company's share price, which pays out in two ways: first, for placing
the marker, the player gets money equal to the new price, and secondly,
all players get paid the amount of the increase, multiplied by
the number of shares each of them owns.
This wealth is not without risks, though, as placing in a way
that brings two companies' marker-groups adjacent to each other
causes the smaller group to be removed from the board, decreasing
that company's share price accordingly -- and all players must
pay the amount of the decrease, again multiplied by the number
of shares they hold in that company!
The game ends when all of one company's markers have been used,
or one company's share price reaches 15, at which time the players
cash out their stock and determine who, with the most money, has
won.
Fortress America
10-2, Sat
Fortress America depicts an alternate near future in which all
of the world attacks and invades the continental United States.
From the west arrives hordes of Asian foes; from the south arrives
a union of South American countries through Mexico, and from the
east lands legions of Soviets who have taken over all of Europe.
America besieged has to rely on the remaining ground and air forces
left in the country along with partisan uprisings to defend mom's
apple pie.
One player is the US and up to three others control the invading
units from a particular direction. The units in the game include
conventional infantry, APCs, hovertanks, helicopters, bombers,
US partisan units, and special "Star Wars" laser relays
systems that fire from space.
The game emphasizes combined arms, in that players get a bonus
if infantry, mechanized and air power is all used in a conflict.
For the invading countries all the units they receive for the game
are given at the start so they must manage them wisely. The US
however starts with a skeleton defense and builds up throughout
the game through a random deck of cards. Further, the US slowly
builds up its Star Wars system, and so the longer the invaders
are delayed the more powerful the US becomes both conventionally
and through their defense system.
This game is part of the Gamemaster series of games that came
out by Milton Bradley in the 1980's. The whole series is famous
for their high production value and their low complexity, thus
they offered a great series of beginner level wargames that were
both eye catching with their plastic pieces and the ability to
play an entire game in one evening.
Traders of Genoa
12-3, Sat
Players take the part of Renaissance traders, moving about the
city acquiring goods and filling orders for goods. Messages need
to be delivered and privileges need to be obtained. Of course none
of this can be accomplished on one's own. Much negotiation and
deal-making is the order of the day in an effort to become the
richest deal-maker in Genoa.
Puerto Rico
12-3, Sat
The players are plantation owners in Puerto Rico in the days when
the ships had sails. Growing up to five different kind of crops:
Corn, Indigo, Coffee, Sugar and Tobacco, they must try to run their
business more efficiently than their close competitors.
A unique game system lets the players choose the order of the
phases in each turn, and the player who understands how to employ
these most effectively, will win the game. The game has been called
an “Instant Classic” due to its innovative mechanics.
Amun-Re
12-3, Sat
This strategy game is set in ancient Egypt. Players try to outdo
each other in building pyramids and growing crops, but must watch
out for floods and droughts along the Nile.
Risk DeathMatch
3-7, Sat
Widely accepted as the first mainstream wargame, players are given
tons of little army units to place onto the map of the world. When
it's your turn, you use your units to attack other players' positions,
hopefully with superior numbers. Combat is a simple dice rolling
affair that stresses attrition, and reinforcements are given to
players who collect sets of cards. This game will use a GM variant,
where all players receive all units at the start of the game.
2038
3-8, Sat
2038 is a space mining adaptation of the 18xx series of games.
First, you have the ever-important stock trading rounds followed
by operating rounds where you try to deliver commodities mined
from the asteroid belt.
Colonial Diplomacy
3-8, Sat
This is a different version of the original Avalon Hill classic,
Diplomacy. Players represent one of the colonial countries (France,
Spain, etc.) sparring over the lands and riches of the Far East.
There are only two kinds of units: sea and land. On a turn, each
of your pieces has very few options: move into an adjoining territory
or help another unit more into or defend an adjoining territory.
With its incredibly simplistic movement mechanics fused to a significant
negotiation element, this system is highly respected by many a
gamer.
Samurai Swords
3-9, Sat
Samurai Swords is the last game in the original Milton Bradley
Gamemaster series (see “Fortress America,” Sat, 10am).
It focuses on the chaotic feudal society of Japan during the Middle
Ages. Players play one of several factions that erupt into a civil
war, trying to consolidate their strongholds and then defeat other
armies for the right to be called Shogun, the supreme ruler.
Carcassonne
7-9, Sat
Players pull a tile from the pool and then place it against one
of the previously played tiles. If you create a new object (like
a city or a road or a farm), then you can place one of your control
markers on the tile to denote your control. As subsequent tiles
are placed on the board, objects get bigger or even merge. Once
certain objects are completed (like roads and cities) then you
score the points and the control marker is returned to you.
However, it's possible to have all of your control markers locked
on the board on incomplete objects. The goal is to have the most
points at the end, which can be tricky to control considering your
choice for each turn isn't the tile itself, but rather the placement
of the tile that you drew.
Atlantic Storm
7-9, Sat
In this unique take on the trick-taking genre, cards represent
the units attacked or defended Allied convoys in the North Atlantic
throughout World War II.
For each trick, the lead player selects a convoy that traversed
either the Arctic or the Atlantic in a given year (1940-1943),
then declares whether the battle will be fought in the air, on
the surface of the ocean, or under the sea. He follows that up
by playing a unit, either German or Allied, that was available
in the chosen year and could fight in the chosen environment, and
the other players subsequently either pass or play a unit that
meets the same conditions.
When all players have made their selections, dice (sometimes)
are rolled and totals are compared to determine whether the Germans
or the Allies won. The player who contributed the most to the winning
team acquires the convoy as well as all opposing enemy ships, giving
him both victory points and possibly an increased hand size. After
twenty convoys have been fought over in this manner, the player
with the most victory points' worth of convoys and captured ships
wins the game!
Tigris & Euphrates
7-10, Sat
The game is set in the ancient fertile crescent, with players
building civilizations through tile placement. Basically, players
are given leaders in four different categories (farming, trading,
religion, and government) and must use them to collect victory
points in these categories. However, your score at the end of the
game is the number of points in your weakest category, which encourages
players not to get overly specialized.
Settlers of the Stone Age
9-11, Sat
This game uses the same mechanics as The Settlers of Catan, but
is a standalone game by itself. Players are in control of Homo
Sapiens and their development across the continents. Victory Points
are given for establishing new Tribes, settling on all continents,
and evolutionary progress.
The game map shows Africa, Europe, Asia, America and Australia/Oceania.
Players familiar with Settlers will recognize the four hexagonal
tile types that indicate different geographical regions. At the
start of the game, each player possesses three tree trunks in Africa
(these trunks function similarly to towns in the original Settlers
game). Players use these bases to provide the vital tools of survival:
meat, bone, skins, and flint.
Obviously, it won’t be possible to reach America or Australia
until a player has developed the necessary equipment to build ocean-worthy
boats. The development of hunting and weapons is necessary to fend
off the attacks of barbarous nomads! As the players represent dynamic
Humanity, it stands to reason that they will barter amongst themselves,
trading skins, flints, bones and meat. The axiom “one hand
washes the other” will prove to be the basis for any player’s
success.
Players are rewarded with Victory Points, for the establishment
of new trunks in the ever-expanding inhabited World, but also for
adapting to difficult climactic conditions, exploring particularly
hostile environments, and spreading to all five of the World’s
continents.
Puerto Rico
9-12, Sat
See 12pm Saturday for description
Age of Mythology
10-1, Sat
The ultimate real-time strategy game jumps off the screen and
onto your tabletop! A game of epic proportions...
Players control armies made up of warriors, priests, heroes, and
mythical creatures from ancient Greek, Egyptian, and Norse mythology.
They gather resources, which allow them to create buildings and
armies. Special buildings are required to allow players to build
new army types and improve the abilities of their units. Battles
are resolved with a unique dice and card system that keeps the
action moving. You get all the fast-paced action of a real-time
game, with real 3-D pieces, and face-to-face gameplay!
Munchkin
11-1, Sat
"Kill the monsters - Steal the treasure - Stab your buddy" Munchkin
is a stand-alone card game designed by Steve Jackson that simulates
a fantasy-themed RPG (oh, ok, D&D) in a simple, card-based
game that's chock full o' silliness. Everyone begins the game as
a 1st level Human with NO Class (heh-heh) and via cards, they acquire
Races (Elf, Dwarf, etc.), Classes (Thief, Wizard, Cleric, etc.),
Items, Armor, Potions and more that they use to combat hideous
monsters like the 4th level Undead Horse, the 10th level Net Troll
and the 14th Level Unspeakably Awful, Indescribable Horror (very
nasty, indeed). The object of the game is to reach Level 10 and
levels are acquired via the slaying of monsters and the selling
of acquired treasure (1,000 Gold Pieces equals 1 Level). Very silly
and a lot of fun!
SUNDAY
Acquire
10-12, Sun
Each player strategically invests in businesses, trying to retain
a majority of stock. When the various businesses grow with tile
placements, they also start merging, giving the majority stockholders
collect sizeable bonuses, which can then be used to reinvest into
other chains. Plus all of the investors can then cash in their
stocks for current value or trade them 2-for-1 for shares of the
newer, larger business. The game is a race to acquire the greatest
wealth.
Cosmic Encounter
10-12, Sun
Player represent alien races that are seeking to spread themselves
onto five foreign worlds. To accomplish this, they make challenges
against other players and enlist the aid of interested parties.
But all that would be boring without alien powers, which are unique
to each race. The alien powers give players ways to bend or outright
break some rule in the game...
Medici
10-12, Sun
The object is to accrue the most points during three rounds, which
you do by spending your points to bid on sets of cards. Each turn
the current player turns up one to three cards for all the players
to bid on, with the highest bid taking all cards. The cards denote
a commodity type and a size. After each round, points are awarded
to whoever has the largest total size and the most of a given commodity.
Age of Rennaissance
10-3, Sun
A semi-sequel to Avalon Hill’s epic Civilization, on a less
time-intensive scale. Players attempt to build up their cultures
during the Middle Ages through economics and conflict.
Corsairs
12-2, Sun
Rival corsairs search the seas for galleys loaded with booty,
which they will board and loot. To overtake and loot a galley,
the pirates need sufficient provisions. But a player needs a strong
crew to keep others from taking one's catch away.
Union Pacific
12-3, Sun
Players are seeking to control various train companies by taking
cards, which are shares in the company. When a player has more
shares than the others, he scores points based on how big the company
is. Over the course of the game however, players must chose to
either expand the companies or play stock from their hand. But
the real hook is that when the randomly determined scoring rounds
occur, only played stock counts, which makes for some uncertain
moments.
Merchant of Venus
12-4, Sun
Described by many as a railroading game in space, this classic
title from Avalon Hill uses many elements, which come together
to form a very interesting game. Players take on the roles of space
traders who move their ships through interconnected systems discovering
new alien worlds to exploit. As players start to make money by
delivering commodities in a very unique supply and demand system,
their earnings can be used to purchase better ships and equipment,
or to buy factories, which create better commodities. In the end,
the player with the most cash takes the day.
Rail Baron
12-4, Sun
Players move trains along historical USA railroad lines and collect
delivery payoffs. They compete to purchase the railroads in order
to assemble a network that gives access to important map destinations
while simultaneously trying to prevent their opponents from doing
so.
Axis and Allies
2-6, Sun
See 8pm Friday for description.
The boardgaming track and associated prizes is sponsored by Monkey
Head Games, Selden, NY.
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