Finally, my set is complete!
Clank in Space is always near the top of my games played. I just love the deckbuilding aspects, how the board works, and how you can end the game without any points.
Ok, I don’t love that last part, but that’s only when I’m the one with zero points.
Otherwise I laugh hysterically!
I also really enjoy the two expansions I’ve already reviewed, Apocalypse and Pulsarcade.
However, I just haven’t been able to get the Cyber Station 11 expansion to the table (other than using the cards) since I got it.
That finally ended last weekend, and I think I can finally review it now.

Clank in Space: Cyber Station 11 was designed by Evan Lorentz and Tim McNight with artwork by a fair number of people (check the BGG page linked above). It was published by Dire Wolf Digital and Renegade Game Studios in 2019.
This expansion adds a couple of interesting things to this already great game.
Since I explained how to play Clank in Space in my review, I’ll just go into the additions below.
Read MoreWe’re back to Canadian Club after some Crown Royal over the last week or two.
That’s not bad, of course. It’s a mainstay!
But maybe that’s why I’m thinking about asymmetry in boardgames for this Friday Night Shot.
Or maybe not.
Actually, the reason I’m thinking of it is because of a post from fellow blogger No Rerolls, who did a Throwback Thursday to an old post about asymmetric games.
I haven’t read the old post yet. I didn’t want it to influence what I’m going to say and look like I was copying (but really, you should check out that blog. It’s a good one).
I got to thinking, with the brain cells that are left, what is it that we like so much about asymmetric games?
Or, if you hate them, why do you hate them?
Of course, the best example I can think of just off the top of my head is the wonderful Root by Leder Games and Cole Wehrle.

Root (and its many expansions) is a game about control of the Woodland map (but the expansions have offered different maps!) with every faction having its own way of doing things and its own way of getting points.
The game is a race to 30 points (unless somebody starts going for a Domination victory, but that’s different) and each faction does its own thing.

The Eyrie is trying to build roosts in a bunch of clearings but its restricted by its “decree,” where you have to play cards to it and then do those actions each turn. If you are unable to, you go into Turmoil, lose a bunch of points, and have to begin again (though your roosts remain).
Read MoreTwo posts in one day!
But having seen this, I had to post it as soon as possible.
I saw a tweet from Alderac Entertainment Group over the weekend (it was from Friday but I didn’t see it!) announcing a new Space Base expansion coming out.

What’s this? Over 100 new ships, mechanics and colonies?
Sign me up!!!!
These three example cards look really intriguing.
Moving a set of dice three times! Gaining income based on how many sectors have deployed cards?
Wow.
Literally nothing else has been released about this (though designer John D. Clair apparently put up a Print and Play prototype version of it a couple years ago), including a release date.
I’m assuming it will be in the next few months, but who knows?
Stay tuned and we’ll find out more.
I have to say that I’m really happy this isn’t another “saga” expansion.
I like some of the stuff that came out in the previous two saga expansions (The Emergence of Shy Pluto and The Mysteries of Terra Proxima), but I didn’t really enjoy the saga format.
And I have to say that there is plenty of space left in the Command Station big box, so it will be good to have new content in it!
What do you think of this? Excitement? Derision?
Fatigue?
Let me know in the comments.
After a robust March of gaming, April took a bit of a downturn.
The lack of a convention along with missing a Sunday game day and being off for a week so there were no lunch time games that week, all of that combined to get a lackluster month of gaming.
But they were still fun and there were still some highlights!

Thanks to Boardgame Stats once again for the app that collects all of this stuff.
In April, I played 13 games a total of 19 times, and only two new to me games!
That post is going to be a bit short.
Anyway, here are those games shown in a grid format.

What were some of the highlights?
Let’s take a look.
Read MoreWe’ve come a long way in this hobby (especially wargames, since that’s what I used to play in my youth) since the days where there were very few games coming out each year so everybody who was interested in gaming actually was playing those same few games.
In those days, most players had the game, scanned through the rulebook, and just made do. I actually don’t recall how I learned to play things like Squad Leader, War & Peace, or the like.
I know I played with my brother, but I don’t remember how I learned them.
I was a kid. That was 40+ years ago. The memory fades.
Nowadays, though, there are plenty of ways to learn a game, and it varies by the player!
This came to mind today when I sat down at lunch at my office and read through the rulebook for Skies Above Britain from GMT. I’ve been doing that for a few lunches now, going through the introductory scenarios as suggested in the rulebook, learning the dogfight mechanic, the attacking bombers mechanic, and today was the Intercept Phase.
I like this programmed instruction method, though the game is still boggling my mind a bit.
But back then, we didn’t have that!
Somebody usually has to read the rulebook, though not always.
This is where the quality of the rulebook can be an issue. Hopefully the rulebook is good enough that it can help.

I actually taught Wayfarers of the South Tigris after having read the rulebook twice and nothing else.
I didn’t even get the game out and look at it on the table at all.
When I taught the game, I used the same teaching order as the rulebook is, doing the concepts and then how a turn goes, etc.
That’s how I learned the game, and it seemed to work pretty well.
In the future, I may modify it slightly, telling people how a turn works before backtracking and detailing what those various actions mean.
But it was just the rulebook.
Nothing else.
Read More(Edit: 7/12/23) – The campaign went live a couple of days ago and I’m unenthused. This is a great purchase for anybody who doesn’t already have the game. The game is great and you should definitely check it out!
But if you’ve bought everything (or pretty much everything), the $60 (plus $20 shipping to the US, $35(!) shipping to Canada) this just is not a great deal for you. You’re getting the board. You’re getting upgraded spinners that will hopefully actually stay on the number you put them on. You’re getting some updated art work on the Destiny cards (no changes to the regular card art work, though apparently some of the cards themselves have been rebalanced).
There’s also an additional faction, so there are some new center deck cards for that faction as well. And Kickstarter exclusives! Can’t forget that.
If you don’t have any of this, this is a great deal. Eighty bucks for the game, three expansions, promos, exclusives, etc. But for me, this is a hard pass. Way too expensive for what I’m getting. Yes, I can sell what I have to make some of it back, but there are so many other options out there.
There is a $10 pledge manager discount if you prove yourself an owner of the game already, so that’s something I guess. But not enough for me. An upgrade pack would get jumped on in a flat second, but apparently that would be logistically impossible.
(Edit: 5/2/23) – Received an update in the emails that has a bit more information. And a picture!

Looks like the trackers will be updated (thank God!) along with new card art, all promos and all expansions. Will have to see if there’s any actual new material in the game, though.
That being said, I never bought the Shadow of Salvation expansion, so my decision will be a little harder.
And the box looks to be now a standard game-sized box, which isn’t bad.
Now back to the original post!
One of the more exciting deck building card games that I’ve played is Shards of Infinity (and its two expansions).
There’s just something about the game that’s attractive. It’s not hugely bloated with expansions, but the expansions it does have are very useful (including fixing one of my main problems with the base game).
Now Stone Blade Entertainment has announced something really cool, or at least the idea of it is cool.

The Shards of Infinity: Saga Collection will be coming to Kickstarter sometime in the near future.
There is literally nothing else announced about it, other than the fact that it will contain new promo cards, “added gameplay” (whatever that means) and “improved components.”
I found this really amusing after my mini-rant about Big Box games last Friday, considering this is, in a sense, a big box.
However, depending on the announcement, there are a few reasons why I might consider this one, or at least an “upgrade pack” if they offer one.
Read MoreIt’s Friday, so you know what time it is, right?
The whiskey along with me looking at Boardgame Geek is making me think about Big Boxes and Collectors boxes and games, which makes for a perfect Friday Night Shots post.
Are they worth it?
First, I have to say that I’m excluding Garphill Games from this discussion because all of their Collectors Boxes are well worth investing in (even if the inserts suck, but Folded Space has our backs!). They actually are the size of a normal Ticket to Ride box at most, so their “collectors boxes” are “normal” size for a lot of games.
These boxes are still easy to cart around to game night without giving yourself a hernia.

As long as you get a good insert for them! (Have I said how much the inserts that come with them actually suck?).
But what about normal big boxes?
Read MoreIt’s weird, but I feel funny not having posted about a GMT game in almost 6 days.
But here I go again!
It’s time for another adventure from the Combat Commander ladder. The ladder is a monthly tournament run by the supreme Patrick Pence, he of Patrick’s Tactics & Tutorials fame. Check out the channel not just for the monthly Combat Commander games, but also all of the Commands & Colors goodness!

Don’t get a big head, Patrick.
(But he’s rocking that shirt…)
Anyway, this month’s scenario comes from the Leader of Men battle pack of tournament scenarios.
Codes in the Sunrise tells the story of a team of British commandos, just after the Fall of France, doing reconnaissance and collecting information from German units.
This unit was scouting a local hotel seeking to capture prisoners.
My opponent this month was Matthew V, who was playing the British. I had the German defenders.
One bonus for the Germans in this scenario is that the British are in Recon posture, which means they only get 5 cards and not the attacking 6 cards in their hand.

(Don’t forget that you can click on a picture to blow it up)
Objectives 3 & 4 (circled) are worth 2 points each. Otherwise, points just come from killing units and exiting your own off the board. And the German secret objective, of course.
The Germans (grey) set up first and can start up to 9 hexes from the right side of the board. The British set up last and start up to 2 hexes from the left side of the board.
Read More(Edit: 4/18/23) This was not announced in this month’s newsletter, so I’m assuming it will be in the May one. Interesting that it’s already on BGG and a blogger is talking about it, though (not me, the blogger that GMT RT’d)
Lots of GMT Games news this weekend!
As I was looking up yesterday’s Time of Crisis post on Twitter, I saw another tweet that GMT RT’d talking about a new Twilight Struggle game coming out in 2024.

Twilight Struggle: South Asian Monsoon is another game designed by Jason Carr and Jason Matthews that will make Twilight Struggle fans catch their breath.
Unlike the recently-released Twilight Struggle: Red Sea, though, this is not a lunchtime game!
It’s kind of in the middle.
Read More