Category Archives: Conventions
What happens when gamers get together and just, y’know play games?! ~
Gary Mengle, 01 October 2016
From September 5-12 wargamers, local and from far away, gathered in Columbus, Ohio for the annual War Room. The War Room is an event that runs in parallel with the Buckeye Game Fest, a show that draws hundreds of gamers from around the region and put on by the Columbus Area Board Gaming Society — the same group that hosts the Board Room at Origins, and which boasts massive attendance at its weekly meetings. Euro games, card games, rail games and racing games — you name it, they’re all on display at Buckeye Game Fest. But the War Room is for wargamers, and we get an extra three days to partake.
What happens when you wander around GenCon with a camera and an overdose of caffeine? ~
Michael Dunn (special to GrogHeads), 20 August 2016
While GrogHeads doesn’t have the official presence at GenCon that we do at Origins, we still sneak in someone to play games and take pictures. This year, we borrowed Mike to do the honors for us.
See you guys next year? Maybe!
What did our crew bring home from Origins? ~
The GrogHeads Team, 06 July 2016
Here’s what our guys brought home from Origins…
Here are all the pics we’ve got left ~
Corinne Mahaffey, 01 July 2016
If you can’t find something you enjoy doing at the show, you’re just not trying hard enough.
What is this “Command Post Wargaming” of which you speak? ~
The GrogHeads Command Post Wargaming Team, 26 June 2016
There are all sorts of stuff you can do at a game convention. You can play games, shop for games (and accessories!), hang out discussing games with other gamers… all things you can do at home, but made easier by the concentration of the gamers in one place. Things you can’t do at home, though, are the bigger destination events that you need a convention to support. The Command Post Wargame events are a destination event.
There’s plenty of information about the Command Post Wargames here. What we’ve got for you in this article are the details of this year’s mission, and a look at the teams in action.
Take another trip through the gaming hall ~
Corinne Mahaffey, 25 June 2016
The depth and breadth of games at the con is incredible. There are all manner of cards, minis, counters, meeples, boards, books, tables, and terrain spread throughout the convention
A Grog has no name. A Grog has only a screen name. ~
The GrogHeads Crew, 23 June 2016
photos by Corinne Mahaffey / click to enlarge
Dubbed “Fort Kickass” by the GrogHeads Central Command crew, our little patch of concrete in the gaming hall was the nexus of some excellent wargaming at Origins 2016. While it’s not the overwhelming dominant presence in the gaming hall like it was in 1978, anyone who says that “there’s no wargaming at Origins” is just flat-out wrong. Hex-and-counter, card-driven area, or minis-on-terrain, we had wargames in spades.
More to the point, we had the Grogs!
And our GrogHeads crew has their own thoughts about Origins 2016, as we asked them (1) “What’s the coolest thing you saw?” and (2) “What was the thing you enjoyed most?”. Here’s what they told us…
Play all of WWII in one sitting? That’s what the GG guys gave you with Quartermaster General ~
Corinne Mahaffey, 23 June 2016
A quick stop at the Griggling Games booth yielded an interesting – and different – conversation about Quartermaster General and its genesis. Expansions are already rolling out the door for QMG, so look for more to come from them. Designer Ian Brody explains
I wanted to make a simulation, then abstract it until I had a playable game. I also wanted a game that people could play together in an evening, rather than one played in turns for days. I have given the game rules to a new player, then not see them for a week while they read the rules, or learn, as in Axis and Allies, base 6 statistics. I also didn’t want to be able to gain in-game intelligence because I had to explain rule that my opponent wanted to use. Finally, I wanted a game that war gamers and historians would agree touched on the salient points of World War 2, and had a sense of the narrative of the war.
I was introduced to Magic [the Gathering] by a friend, and realized how much game mechanic could be put on a card. Then I looked at old war games, including World of War, Third Reich, Rising Sun, World in Flames and Europa. I looked at the headings, and realized I needed a card for each one. All the game chrome and fiddly rules could be put on the cards.
I also found that, by front-loading the luck on the card draw instead of backloading the luck on the dice, choosing the one card to play that turn becomes a move of skill. You don’t get to micromanage; you must play the hand you are dealt.
As a reminder, we reviewed Quartermaster General a while ago, and will have some coverage coming soon of the Air Marshal expansion.