Hey there! Welcome back to the bar.
It’s been a long month and a half, hasn’t it?
It’s been under renovations, but we’re back!
Until everything breaks down again.
I’m going to try and do these posts much more regularly than they have been coming out.
The first of the year being in February is not good.
But hey, at least the jukebox isn’t playing Bieber anymore!
What? It’s playing bad disco instead?

Renovations never end, do they?
(I’m not sure how typing will fix the jukebox problem, but whatever. He’s the expert)
Sit right down, grab a drink, and let’s talk about boardgames!
Namely, in tonight’s case, what does “solving” a boardgame really mean?
And what should it mean?
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It’s a new year! And already we’re 1/12 of the way through it.
Who would have thought it would go that fast?
It’s also a new year of boardgaming, which means everything I played this month is actually unique to 2025! Unless I played it more than once, of course.
Even missing a Sunday game day, it managed to be a good month, too.
It wasn’t quite as good as December, but it was close.
Here’s what I played in January.

And here it is in grid format!

All in all, 14 games were played a total of 17 times (which included a marathon of three plays of the same game during one lunch period at work).
Thanks to BG Stats for the great app that lets me record all of this!
It was definitely a month of some great games, four new to me (detailed in a post next week) and one that I hadn’t played since 2023!
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Yes, I know what you’re thinking.
“Oh, another Garphill Games post by Dave…it must be Tuesday.”
But this is big news for me! And anybody else who likes the South Tigris trilogy of games from Garphill, or even if you just like one or two of them!
Today the Kickstarter campaign launched for the expansions to all three games, as well as the Moonsaga expansion that unites all three games.
Instead of doing individual launches for all three, they’ve decided to do one big launch, but where you can pick and choose which ones you want.
They all sound amazing, but yes, I could be biased since I love the base games as well.

Before I begin, I’m not really going to be talking about the Moonsaga expansion because it’s not really something I’m interested in. However, to quote the BGG page:
“This expansion provides players with the means to play all 3 South Tigris games back-to-back, with special goals and abilities across each game.”
The three expansions to the three base games, though, sound really intriguing.
(All photos, except the box covers which are from BGG, are from the Kickstarter page)
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Necessity is the mother of invention, but is it the mother of a game about inventing things?
Things to ponder.
That’s what I am always thinking when I play Inventors of the South Tigris, the latest (and last) of the South Tigris trilogy of games from Garphill Games.
(Ok, not really, as that’s much too philosophical for me)

Inventors of the South Tigris (it’s just “Inventors” from now on, ok?) was designed by Shem Phillips and S J MacDonald, with art by the Mico (Mihajlo Dimitrievski). It was published in 2024 by Garphill Games and Renegade Game Studios.
After having played it the necessary three times for review, I have to say that I think Inventors is probably the heaviest game of any of the trilogies, and even more so than Ezra & Nehemiah (which I thought was probably the heaviest before this).
There are a lot of mechanisms that you’re pulling, and needing to pull in the right order to do well.
But as with most Garphill games, there are multiple paths to victory if you concentrate on one or two things.
What do I mean?
Let’s look under the hood and see if they’ve actually managed to invent the car as well.
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I’ve been on a trick-taking tear recently, though that’s not necessarily reflected in my reviews (getting them played is another thing).
I have been buying a bunch of them, though.
One of them that I’ve actually played enough to review recently is a rather unique game called Rebel Princess.

It was designed by Daniel Byrne, José Gerardo Guerrero, Kevin Peláez and Tirso Virgós, with art by Alfredo Cáceres. The 2nd edition was published by Bezier Games in 2024.
Oh my god, that was last year! It’s not “current” anymore…
Anyway, if you’re an old-school trick-taking veteran, then this game will be very familiar to you. However, it adds a bunch of interesting twists and turns that just brings joy to this trick-taking fan’s heart.
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If the sight of blood makes you feel squeamish, you can certainly continue reading this after action report.
I haven’t seen this much of a dearth of blood in a Combat Commander game since my first ladder game in 2021!
I’m getting ahead of myself, though.
Welcome to another tale from the Combat Commander ladder! The ladder is a monthly tournament of one of the best games out there, run by the unsurpassed Patrick Pence, he of Patrick’s Tactics & Tutorials fame.
Each month, you get to face off against a different opponent to see if you can manage to actually draw enough good cards to win the game!
Or, you know, maybe actually have superior tactics to defeat your opponent.
Some days it’s one, some days it’s another.
After losing last month, I really needed a win, because otherwise I would be at .500 in my Ladder career and next month would become way too important.
This month’s scenario is from the Resistance expansion for the game, where the Partisans (in this case, Russian partisans) face off against the Germans to see who can actually destroy as many units as possible.
Wait, you squeamish people! Pay attention to what I said at the beginning of this post. You’re fine.
The scenario is Bessarabian Nights II, a callback to the base game scenario where the Russian units are randomly placed, leading to a very chaotic scenario.
In this case, the Partisans are randomly placed, leading to…well, some chaos.
(Incidentally, I played this scenario in December against Noel, but since this month’s ladder scenario was this one, I’ll post that AAR later).
My opponent this month was Roger L, a recent returnee to the ladder and for the first time ever, somebody I’ve actually met and gamed with in person!
Yes, Roger played 6 Nimmt! with us at Bottoscon last November, so it was a pleasure to be playing a meaty wargame with him.
Here’s the setup for our game on Saturday.

(Don’t forget that you can click on a picture to blow it up)
This scenario is interesting for a couple of different special rules.
The Partisans (Me – Yellow) set up their Sighting markers anywhere on the board, and choose three crews and weapons (remember that Partisan weapons are randomly chosen) onto spaces 1, 2, and 3 on the Time track.
Then the Germans (Roger – Grey) set up, having to be in contiguous hexes.
Finally, the Partisans draw a random hex for every starting unit. They must set up in or adjacent to that hex.
There is no exiting the board. It’s a cage match, where the only object is eliminating enemy units!
I beat Noel in this scenario in December (sorry, I have to keep mentioning that because I’m still amazed), but would I be able to beat Roger?
Let’s find out.
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Regular readers of this blog know that I’m a big fan of Folded Space inserts because they just make organizing and playing games so much easier.
No emptying of baggies, and then wondering which baggy each thing should go in when you’re putting stuff away.
Most of the trays can be used during the game so you don’t even need to dump things out (mainly player pieces but also resources and such).
They’re also made of very light Eva Core (memory foam made from 75% recycled plastic), meaning they don’t add real weight to the game.
If any game called for an insert like Folded Space, it was Rock Hard 1977.
A phenomenal game, but lots of bits and cards, so many cards that you had to separate them into a few baggies.
And then more baggies for other little pieces!
Thankfully, Folded Space came to the rescue with a really nice insert, and it wasn’t that difficult to put together either.
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At the end of December, between Christmas and New Year’s, I was off of work (that’s one of the lucky perks of my job).
Seemed like a perfect time to get some extra Combat Commander games in!
Ladder Rules Guru Noel graciously agreed to play a couple of games with me on Friday and Monday morning and we decided to try to predict what January’s ladder scenario would be.
That meant playing two Partisan scenarios from the Resistance expansion pack!
Of course, if we guessed right, I’m not posting that AAR this month because I don’t want to do two AARs of the same scenario in the same month.
That would be boring for you, my dear readers.
So we’ll have to see when this gets posted! It may be later in 2025.
Or not…I guess you’ll know because if you’re seeing it in January, it’s not this month’s scenario!
If it is, I should probably edit all of that stuff out for later posting.

Or maybe not?
Anyway, the first (or actually second, but I’m writing this one up first) scenario Noel suggested was Tito’s Trick, a scenario between the Partisans (me) and the Italians (Noel) in Yugoslavia.
The Partisans are trying to break out of an encircled pocket, moving through an Italian strongpoint.
I wasn’t going to write up this game because it went so badly, but then decided it might make good comedy so decided to do so.

Here is our initial setup.
(Don’t forget you can click on the picture to blow it up)
Gracefully (and because this is a practice game anyway), Noel let me switch around some of the weapons and leaders for a couple of reasons: the cliffs (meaning you can only Advance up them and you can’t take support weapons with you) and the one Smoke Grenades card in the Partisan deck (only one leader can actually use it!).
But we finally started, though let me go through a couple of the special rules first.
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