Aug 13 2009

WBC 2009

Category: Gamesstephen @ 2:18 pm

I attended 2 days of this year’s World Boardgam­ing Cham­pi­onships in Lan­caster, PA. It’s not as pres­ti­gious as it sounds – while there are many tour­na­ments held there, any­one can come and have fun. I was much more inter­ested in open gam­ing than in com­pet­ing, though I did par­tic­i­pate in one tour­na­ment heat.

The BPA site is clum­sily designed and not very newbie-friendly, and it unfor­tu­nately mir­rors some of the WBC con­ven­tion expe­ri­ence itself (you are ini­tially con­fused and dis­ori­ented, but grad­u­ally learn to nav­i­gate the land­scape in spite of the many quirks). I joked about attend­ing mainly to “watch the old guys play wargames,” but it’s unde­ni­able that grog­nards are the WBC’s pri­mary demo­graphic. One look at the BPA logo might give you a hint in that direc­tion, but any dyed-in-the-wool boardgamer would also rec­og­nize the name of the BPA’s pres­i­dent, Don Green­wood: Mr. Avalon Hill him­self, designer of seem­ingly a thou­sand titles, among which resides Advanced Squad Leader, one of the most renowned wargame fran­chises ever published.

So, “Wargamers’ Mecca” is the most apt 2-word descrip­tion I can muster for the WBC — those guys were every­where! Thank­fully, there were plenty of other options avail­able for the less-hardcore among us. As I men­tioned, I mainly con­cen­trated on (casual) open gam­ing, and there was ample time and space allot­ted for that.

Day 1

I drove out to Lan­caster with fralim on Fri­day morn­ing. Upon arriv­ing, I met my pal Severus, and we imme­di­ately launched into a game of Race for the Galaxy with the new Rebels vs. Imperium expan­sion. Severus is quite the gam­ing savant who rou­tinely beats the pants off of every­one, and he won effort­lessly. We both went for mil­i­tary, but he pulled it off much bet­ter than I.

Upon explor­ing the open gam­ing library for a short game, we were dis­mayed at how generic the selec­tion was. As Severus was off to see a game demo, fralim and I even­tu­ally decided to play a teach­ing game of Notre Dame since fralim hadn’t played it before. He seemed to enjoy it, despite being strapped for cash and nearly over­whelmed by the rats sev­eral times.

I went to check out the ven­dors’ area, where I imme­di­ately snapped up a copy of Con­flict of Heroes: Storm of Steel from the Acad­emy Games table. fralim showed me a few of the finer points of the rules and strat­egy. This looks like a really cool game, and I’m not sorry to own both it and Com­bat Com­man­der: Europe. Same genre, but wholly dif­fer­ent approaches to gameplay.

After putting SoS back in its box, fralim real­ized we had about an hour before the Chicago Express tour­na­ment. He’d heard that the new Nar­row Guage & Erie Rail­road Com­pany expan­sion would be given away to all heat win­ners, so that was on his list of things to do. Our friend Prince­Ham­let arrived, and we tried out Fire & Axe, a very attrac­tive light strat­egy game about Vikings that was sur­pris­ingly civil (and also had very lit­tle to do with either fire or axes).

The Chicago Express heat was kind of sur­real. I had never played a board game com­pet­i­tively before, so I wasn’t sure what to expect. We were seated ran­domly, 4 to a table. My group­ing was pretty polite and well-mannered. The B&O com­pany launched out of the gates pretty early and was clearly going to beat the other lines to Chicago, so I sprung for a cou­ple shares of it. The next-highest line on the income track was Penn­syl­va­nia, which I also won a share in. That would have been enough to win me the game, but I wasted some pre­cious cash a share of Cen­tral, which resulted in a tie for first place between another player and myself. The tiebreaker to decide the win­ner? A die roll, which I won. Put an aster­isk next to my win if you must — the other guy def­i­nitely deserved it.

fralim, Prince­Ham­let, and I sat down to play our first-ever game of Star­craft: the Board Game with the Brood War expan­sion. Mer­ci­fully, one of the guys from Fortress Amer­i­trash swung by and helped us to grasp some of the rules. I played as the Arc­turus fac­tion of the Ter­ran race, fralim was Aldaris of the Pro­toss, and Prince­Ham­let chose to be the Zerg Over­mind. The game moved sur­pris­ingly fast despite its con­sid­er­able weight. Since attack­ers have a huge advan­tage over defend­ers, the game def­i­nitely pro­vides an incen­tive not to tur­tle. Despite this, Prince­Ham­let built up and built up, ready­ing his forces for the inevitable inva­sion as fralim and I rat­tled our sabres ner­vously. John had the spe­cial vic­tory con­di­tion that gave him vic­tory if he had 3 bases, but he only had 2, and his turtling Zer­glings were no match for the Bat­tle Cruiser and Wraiths I sent in to raze one of his bases. I ended up win­ning on vic­tory points, but mainly because we all played overly ten­ta­tively and defen­sively. We’ll get it right next time.

Severus and Prince­Ham­let went home for the night, and fralim and I were pretty fried, but we just had to play one more game: Thebes. He pretty much destroyed me.

Day 2

Sat­ur­day morn­ing began very ambi­tiously with fralim and I break­ing out Through the Ages. I began the game with Julius Cae­sar, while fralim took Homer as his leader. He took a siz­able lead in cul­ture dur­ing the first half of the game. After a while, though, my mil­i­tary started to push around his poets and artists, and ulti­mately just sat on them. I ended up draw­ing 3 War on Cul­ture cards when I had a strength advan­tage of 47 points. It def­i­nitely rein­forced the notion that you can’t afford to ignore mil­i­tary in this game.

fralim then taught me how to play Finca, a light set-collection game with an inge­nious lit­tle ron­del mechanic. I enjoy ron­del games, so that was a win. I may pick this one up at some point.

I had recently acquired a copy of Stephenson’s Rocket, and man­aged to get it to the table with Severus and fralim. Severus totally ran away with the game, owing mostly to the shrewd place­ment of his sta­tions. It’s def­i­nitely a game that I’ll have to play a few more times before I grok it. Only Knizia can make a set-collection game out of a train game. fralim called it “opaque,” not unlike Tigris & Euphrates, a game by the same designer which we later went to see demoed.

fralim had to leave, so Severus and I played his newly pur­chased spe­cial edi­tion of Cay­lus. The art­work and the metal coins are fan­tas­tic, but I have no prob­lem with the plain old reg­u­lar edi­tion. The bat­tle for con­trol of the provost is espe­cially tight in 2-player Cay­lus, and at one point, it was all the way back at the bridge! Amaz­ingly, I won the game by a sin­gle point, though I’m sure there’s a mar­gin of error con­sid­er­ing that it was Severus’ first play, and it had been a long time since my last Cay­lus game. We were unsure of whether a player’s sup­ply of houses is lim­ited, but lucky for me, it turns out that houses are unlim­ited. I built a pres­tige build­ing with my royal favor at game end.

I left to go home at that point, but Severus stayed to play in the semi-finals of the Race for the Galaxy tour­na­ment. He’d spent the whole week­end play­ing heats in order to qual­ify, and he ended up mak­ing it into the pool. Later that night he texted me to let me know he got 4th in the Final. Not too shabby!

Tags:


Jul 27 2009

Centered Container divs

Category: Markup & Stylestephen @ 9:27 am

There are two com­monly used meth­ods of set­ting up a cen­tered main wrap­per (or con­tainer) div ele­ment on your web­site. Usu­ally, a web page will reside in one big div, sit­ting just inside the body tags, like so:

1
2
3
4
5
6
7
8
<html>
<head><title>My Site</title></head>
<body>
  <div id="container">
  ...
  </div>
</body>
</html>

This basic struc­ture makes it eas­ier to con­trol the page’s lay­out. By far, the most preva­lent method for styling the con­tainer looks a bit like the following:

1
2
3
4
5
6
7
8
9
body {
  text-align: center;
}
 
#container {
  margin: 0 auto;
  text-align: left;
  width: 960px;
}

In line 6, the con­tainer div’s left and right mar­gins are set to auto and its width set to 960 pix­els. This is the basis for cen­ter­ing the div on the page. There is another approach, which I found a bit cooler until just recently.

1
2
3
4
5
6
#container {
  left: 50%;
  margin-left: -480px;
  position: absolute;
  width: 960px;
}

This method doesn’t require giv­ing text-align:center to body and then over­rid­ing it imme­di­ately in the con­tainer div. I like that.

How­ever, a com­pli­ca­tion arrises when you want to put a back­ground image at the bot­tom of body; for exam­ple, a hor­i­zon­tal gra­di­ent. In this case, the best cross-browser way I’ve found to work is the first con­tainer cen­ter­ing method (using margin:0 auto). In addi­tion, the html and body tags will require some addi­tional styling to make it happen:

1
2
3
4
5
6
7
8
9
html {
  height: auto !important;
  min-height: 100%;
}
* html {height:100%} /* IE6 */
 
body {
  background: url(/images/bg-footer.png) repeat-x bottom;
}

The body style is obvi­ous, but it’s impor­tant to man­age the height of the par­ent html ele­ment as well, remem­ber­ing of course that IE6 does not sup­port min-height. Inci­den­tally, it’s also IE6 that is respon­si­ble for the text-align:center that we applied to body.

In con­clu­sion, don’t use the absolutely-positioned approach for styling your con­tainer. It’s cooler, but it just isn’t as robust as the stan­dard auto-margin method because it breaks out of the page lay­out (specif­i­cally, its html par­ent). For adding any back­ground image to the bot­tom, now or in the future, that is bad behav­ior. Stick margin:0 auto on your con­tainer and be done with it.


Mar 23 2009

Game Review: Brass

Category: Gamesstephen @ 10:24 am

brass-cover
Box Photo by Ben­jamin Pachner

Brass is a medium-weight strat­egy board game for 3 to 4 play­ers. It was designed by Mar­tin Wal­lace, and was first pub­lished in 2007 by War­frog Games in the UK. Since then, it has been dis­trib­uted in US, and to date, has enjoyed two suc­cess­ful reprints. The copy of the game used in this review is the first US edition.

Please note: This is just a gen­eral overview and review of the game, not a care­ful walk-through of the rules. There is plenty of in-depth dis­cus­sion of Brass in the forums at BoardGameGeek, if that’s what you’re after.

A brief rundown

In the game of Brass, you are an indus­tri­al­ist entre­pre­neur in 19th-century Lan­cashire, Eng­land. Your goal is to build cot­ton mills, coal mines, iron works, ports, ship­yards, canals, and rail­ways, each of which can be used by you (and the other play­ers) in some fash­ion to earn money and score points. Mean­while, the other play­ers are try­ing to do the same thing – it’s a race to see who can best take advan­tage of the economy.

Brass is one of those games that encour­ages you to plan out your actions ahead of time. In order to score, you have to build. In order to build, for exam­ple, not only must you have enough pounds to pay for the build­ing, but you often must have coal as well, and you’ll be pre­sented the choice of devel­op­ing your own coal mines, using some­one else’s mines (which gives them vic­tory points), or buy­ing coal at the mar­ket price.

One extremely cool aspect of the econ­omy in Brass is that play­ers influ­ence both demand and sup­ply. If there is a glut of coal on the board, then it can be had very cheaply. In a coal short­age, you’ll pay dearly for it (as well as raise the price for play­ers who buy after you). Of course, you can always build a coal mine to increase the sup­ply, thereby dri­ving the price down and earn­ing you income at the same time.

That was just one exam­ple. There is far more to Brass than I’m describ­ing here, but suf­fice it to say that it’s a deep, tense, sat­is­fy­ing expe­ri­ence to play. More on that later.

brass-board
Photo by Geo

What’s in the box?

The phys­i­cal com­po­nents of Brass are amaz­ingly good, with one excep­tion which I’ll men­tion now: the coins. The coins are cat­e­gor­i­cally awful, noth­ing more than plas­tic tiddly-winks that are dif­fi­cult to stack, and have a propen­sity for slip­ping (and even fly­ing) all over the place. Throw them away, and use poker chips instead.

Now that the one truly neg­a­tive bit has been outed, I’ll focus on the over­whelm­ingly pos­i­tive. First, the art­work is absolutely fan­tas­tic, very the­matic and evoca­tive of the period. The game board presents the rough geo­graph­i­cal loca­tion of each town fea­tured in the game, as well as sev­eral fla­vor illus­tra­tions. The cards are attrac­tive and quite useable.

brass-cards
Photo by Henk Rolle­man

The player col­ors (red, yel­low, green, pur­ple) are well cho­sen, and eas­ily dis­tin­guish­able. Each player receives his/her own set of hefty and well-printed build­ing tiles in his/her color. The wooden bits are quite ade­quate, as one might expect of any seri­ous Eurogame: black and orange cubes to rep­re­sent coal and iron, respectively.

brass-board-detail1
Photo by Geo

Lastly, I must admit that the rule­book, although well-set typo­graph­i­cally and attrac­tive graph­i­cally, is hor­ri­bly orga­nized. The rules aren’t sim­ple as it is, and the way the rules are orga­nized cer­tainly doesn’t make them any eas­ier. Thank­fully, there are resources avail­able on BoardGameGeek to help clar­ify the rulebook’s shortcomings.

How to play (in a nutshell)

Player order is not seat­ing order, as it is with most games. In Brass, the money play­ers spend is tracked, and the player that spent the least in the pre­vi­ous round is first player in the next round, second-lowest spender = 2nd player, and so on. Thus, the player order will most likely change from round to round. This is a really cool bal­anc­ing mech­a­nism that I wish more games had. You have to watch your spend­ing, because this will affect your order in the next round, and there­fore your choices of which spaces are left avail­able on the board (the early play­ers get first choice of the prime locations).

Another trick is that only the top tile on each of your per­sonal indus­try stacks is avail­able to be built. Typ­i­cally (but not always), the more reward­ing tiles are towards the bot­tom of each stack, so each player has to choose whether to build down through a par­tic­u­lar indus­try, or develop the indus­try (remove tiles off the top).

brass-tiles
Photo by Henk Rolleman

The game takes place over two Eras: the Canal Era and the Rail Era, respec­tively. You start with a hand of 8 cards, each of which con­tains either a loca­tion on the board (for exam­ple, the city of Man­ches­ter) or a type of indus­try (cot­ton, coal, iron, port, or ship­yard). Each turn, you will take 2 actions, dis­card a card for each action. At the end of your turn, you draw back up to 8 cards. An Era ends when all play­ers run out of cards (not when the deck is depleted).

As what to do for an action, you may do any of the fol­low­ing five things:

  • Take a loan (cash infusion)
  • Build a link between cities (canal or rail)
  • Build an indus­try in a city (cotton/coal/iron/port/shipyard)
  • Develop an indus­try (remove 1 – 2 tiles from the top of your stack(s))
  • Sell cot­ton (increase per-round income)

brass-flipped
Photo by Henk Rolleman

Here’s the rub: For an indus­try tile you’ve played to be any good, it needs to be used, or flipped. Cot­ton mills and ports can be flipped when a player sells cot­ton. Coal mine and iron works tiles are built with a cer­tain amount of coal or iron sit­ting on them, and get flipped when their respec­tive resources are depleted. When a tile is flipped, it is lit­er­ally turned upside down to reveal the per-round income it will earn you, and how many points it’s worth at scor­ing. You won’t get any income or points for your unflipped (unused) indus­tries, so only build what you think has a chance be used before the end of an Era.

A good rule of thumb is to try to build more of what other play­ers are build­ing less of. The demand will come, and the fewer play­ers you have to share that demand with, all the bet­ter for you!

Scor­ing points

At the end of each Era, there is a round of scor­ing. Play­ers get points for their flipped indus­try tiles and for their links to indus­tri­al­ized cities. After scor­ing the Canal (first) Era, all canal links and level 1 indus­try tiles are removed from the board, leav­ing a par­tially clean board for the begin­ning of the Rail Era.

Else­where

In the inter­est of (rel­a­tive) brevity, I won’t get into any more specifics about the rules here, but War­frog has a down­load­able PDF of the rules, as well as a FAQ page for those that are inter­ested in learn­ing more about how the game works. You’ll also want to check out the rewrit­ten rules on BoardGameGeek after see­ing the offi­cial ones! The BGG forums for Brass are another great resource if you have rules ques­tions, or just want to read what other peo­ple have to say about the game. Finally, BGG has a won­der­ful image gallery of peo­ple play­ing Brass, some of the play­ing pieces, etc. All of the images used in this review are cour­tesy of BGG users.

brass-board-detail2
Photo by Henk Rolleman

The Review

Brass is an absolutely bril­liant game, and I’m thrilled to have the chance to share my thoughts on it. It’s cer­tainly not a sim­ple game, and you’ll prob­a­bly play it wrong on your first attempt (as I did), but I’ve found it to be a true gem after sev­eral plays, and I don’t expect my opin­ion to change any­time soon. Brass shares much in com­mon with old-school rail­road games, but emerges as its own unique experience.

Play­ing Brass actu­ally makes me feel a bit like a 19th-century Eng­lish busi­ness­man. Wal­lace has clearly designed the game to be the­matic. Yes, there are some nig­gly rules excep­tions, but the mechan­ics of Brass are largely refined abstrac­tions of busi­ness processes from the period. Tak­ing into account the geo­graph­i­cal ele­ment, it’s amaz­ing how much com­plex­ity Wal­lace was able to dis­till into a really fun, and rel­a­tively sim­ple game. The game’s soul draws me in.

Brass can be quite con­tentious and cut­throat with 4 play­ers, and slightly less so with 3. With either num­ber, there will always be that deli­cious ten­sion between want­ing to increase your income, score more points, and posi­tion your­self to grab the prime loca­tions on the board, whilst try­ing not to run out of money or have your plans foiled by the other play­ers, all of whom are try­ing to do the same thing. There is a lot going on, and there will always be more you want to do than you are able to do – a sign of a solid and wor­thy game. I highly rec­om­mend Brass to those who like their games meaty and strate­gic, and who don’t mind using their first play or two of Brass to learn how to play it.

If you enjoyed this review and would like to see more of them from me, please let me know in the comments.


Sep 12 2008

Pin Your Footers The CSS Way

Category: Programming, Tutorialsstephen @ 7:59 am

I have been using a new CSS tech­nique for cre­at­ing fixed foot­ers – that is, foot­ers which pin them­selves to the bot­tom of the browser win­dow – with­out using JavaScript. Head­scape designer Ed Mer­ritt is the one who came up with the idea, and like most ele­gant solu­tions, this one is so sim­ple that I wish I’d thought of it. It really works.

Assum­ing your basic HTML lay­out markup looks like below:

1
2
3
4
<div id="container">
  <div id="content"></div>
  <div id="footer"></div>
</div>

… you can use the fol­low­ing CSS exam­ple to pin your footer:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
#container {
  position:absolute;
  min-height:100%;
}
 
#content {
  margin-bottom:100px; /* same as footer height */
}
 
#footer {
  position:absolute;
  bottom:0;
  height:100px; /* same as content margin-bottom */
}

So, hack away. It’s not suit­able for every design, of course, but it just might help you get rid of that annoy­ing white­space below your footer, for instance on a content-starved page which ends up far short of the win­dow height.

Tags:


Aug 19 2008

Game Review: Ra

Category: Gamesstephen @ 10:41 am

Box cover of Ra

For my first review of a board game, I’d like to fea­ture a true clas­sic: Ra, by pro­lific game designer Reiner Knizia. Knizia has designed hun­dreds of board and card games, but among gamers, Ra is widely con­sid­ered to be one of his finest creations.

Box, board, and bits of Ra

Ra is a Eurogame with a pasted-on Egypt­ian theme. What I mean by this is that, in the end, it’s really an auc­tion game that could just as eas­ily have been about space ships, dinosaurs, or fine art. It could have been about any­thing else, and it would play exactly the same way. The game­play has lit­tle to do with Egypt, and the theme has lit­tle to do with what makes Ra a great game. The credit for that goes to the game’s core mechan­ics, and that is what places Ra squarely in the Eurogame camp: Its main focus is on the game­play itself, rather than the theme.

I’m review­ing the Überplay edi­tion of Ra, which I own. I under­stand that Überplay is now defunct, but Rio Grande Games has picked up the rights to pub­lish the next edi­tion Ra, and that print­ing will prob­a­bly hit shelves in 2009.

What’s in the box?

The board

In addi­tion to the nicely printed (and short) rules book­let, there is a board, a can­vas bag, “sun” auc­tion mark­ers, scor­ing coun­ters, a Ra fig­urine, and a bunch of card­board tiles (and by a bunch of tiles, I mean a whole lot of tiles).

As it turns out, the board is lit­tle more than a pair of “tracks” for auc­tion tiles to sit on. For­tu­nately, it’s not entirely point­less, as it also con­tains a sim­ple ref­er­ence that reminds how the dif­fer­ent types of tiles are scored. I sup­pose the only other jus­ti­fi­ca­tion for the board is its Egyptian-themed art­work, which can help rein­force an oth­er­wise weak theme. As I’ve already pointed out, though, the theme is of no real impor­tance to this game.

When you score points in Ra, you receive lit­tle “tablets” with quasi-Egyptian numer­als on them. They come in denom­i­na­tions of 1, 2, 5, and 10. A cool way to keep track of how many points you have through­out the game.

The auc­tion mark­ers are wooden “sun” pieces, num­bered 1 – 16. In an auc­tion, play­ers bid with these suns, and ties don’t hap­pen because there are no dupli­cate num­bers. The heart of the game, how­ever, is the enor­mous com­ple­ment of auc­tion tiles, and as I men­tioned above, there are quite a few of those. The dif­fer­ent types of auc­tion tiles you’ll come across are:

Pharaoh tiles

Pharaoh tiles

Nile tiles

Nile tiles

Flood tiles

Flood tiles

Civilization tiles

Civ­i­liza­tion tiles

Monument tiles

Mon­u­ment tiles

Disaster tiles

Dis­as­ter tiles

God tiles

God tiles

Gold tiles

Gold tiles

Epoch tiles

Epoch tiles

How to play (in a nutshell)

Ra is all about auc­tions. Every auc­tion gives play­ers a chance to win a set of tiles. The basic gist is that you can choose to do one of three pos­si­ble things on your turn:

  1. Draw a tile from the bag and place it on the board.
  2. Call for an auc­tion to begin.
  3. Dis­card one of your god tiles and claim a sin­gle tile of your choice on the board.

Scor­ing points

Ra is played in three rounds, or Epochs. An Epoch comes to an end when the Ra tile track fills up, or when every­one has played all their suns. At the end of each Epoch, play­ers score points for the tiles they own. The goal is to have the most points at the end of the game.

Else­where…

In the inter­est of (rel­a­tive) brevity, I won’t get into the details of the rules any fur­ther here, but BoardGameGeek has a down­load­able PDF of the rules for those that are inter­ested in learn­ing more about how the game works. The BGG forums for Ra are also a great resource to check out if you have rules ques­tions, or just want to read what other peo­ple have to say about the game. BGG also has a won­der­ful image gallery of peo­ple play­ing Ra, some of the play­ing pieces, etc.

Auction tiles

The Review

Ra is such a sim­ple, smart, easy-to-teach game. It’s just plain fun, and I’d rec­om­mend it to almost any­body, even many non-gamers. It plays pretty quickly, and the press-your-luck ele­ment is fan­tas­tic. Every­one I’ve intro­duced to Ra has loved it, too. Despite the loose-fitting theme, the game is still visu­ally rich. Yelling “RA!” when you want to start an auc­tion is a blast as well. I very highly rec­om­mend Ra.

I would say that the biggest hur­dle for new­com­ers to Ra would be pick­ing up on how some of the scor­ing works, but even that isn’t too cum­ber­some. There’s a cheat sheet on the game board that sum­ma­rizes the scor­ing very nicely, and it’s not too hard to get used to. Like most games, the best way to learn how to play it is to play it.

The bid­ding is stream­lined, and the other play­ers’ suns are easy to read across the table, so you will always have an idea of how likely you are to win those tiles you want. There are often plenty of oppor­tu­ni­ties to bluff or force some­one else to play their high sun too early, set­ting you up to win a big­ger auc­tion later. That is, if the Epoch doesn’t end first!

There is won­der­ful ten­sion in Ra. Play­ers are con­stantly bal­anc­ing the desire to wait and get the best value for their suns with the knowl­edge that they need to get what tiles they can before the end of the round arrives. The game is a tick­ing clock, and every­one feels it.

In con­clu­sion, Ra is one of my favorite games. It’s not a ter­ri­bly heavy or com­plex strat­egy game, and there is a bit of luck/chaos due to the draw bag, but it still rewards smart play most of the time. Most impor­tantly, it’s ridicu­lously fun, and doesn’t take all night to play. In the end, those two things are what makes it so much more likely to hit the table than some other really good games. Even if the Egypt­ian thing was just tacked on at the last minute.

If you enjoyed this review and would like to see more of them from me, please let me know in the comments.

Pho­tos by Kurt Keck­ley and Stan Mamula on BoardGameGeek. Many thanks, guys!

Tags: ,


Next Page »