Greg Schloesser: Gulf Games 22, a Reuniting of Friends

Gulf Games is a relatively small gaming get-together that I helped co-found way back in May 1998. The idea originated when Ted Cheatham, Ty Douds and I decided to get together with our families on the Florida gulf coast so that we could meet, socialize, game and get to know each other better. We had such a great time that we decided to do it again in the fall and invite a few more folks we had gotten to know via various Internet forums. Gulf Games was born.

We have just completed Gulf Games 22, this time held in Nashville, Tennessee. What began as a small group consisting of three families has now grown into a much-anticipated event attended by over 120 people. In spite of this growth in numbers, the assembly still has a small, intimate feeling, and there is a pervasive attitude of genuine friendship, warmth and camaraderie. It has been described by several folks as a family reunion, with the difference being that you actually enjoy everyone in attendance! 

What makes the event even more special and somewhat unique is that the event is targeted for the entire family. Children of all ages are welcome and encouraged to get involved, not simply shoved to the sidelines. One of the true joys I have experienced thanks to Gulf Games is watching these children grow into young adults, and I am thrilled at the friendships and bonds they have formed amongst themselves. They keep in touch with each other, and even spend time at each others’ home on extended vacations.  Indeed, Isaac, the son of Sarah Samuelson (of Game Surplus fame), traveled to New Orleans with the Labranche family following the convention and will be spending a week with them in the Big Easy.  The folks who attend Gulf Games are much more than just acquaintances – true friendships and bonds have been forged.

This Gulf Games was made even more special for me due to the attendance of several folks who have been missing for quite some time. My good friend and Gulf Games co-founder Ty Douds returned after a two-year absence. Ty suffered a series of serious heart attacks over the past year and is just now getting back to the stage where he can venture out and participate in various activities. Ty was always in great shape physically, and it was a tremendous shock to learn of his heart attacks. I kept in touch with him through his ordeals and was happy to hear of his progress, but was still worried that he would appear frail and sickly. I was thrilled to see him again, and even more thrilled to see that he looked no worse for the ordeal. He looked in great shape and was still the wise-cracking and warm person I had grown to know and love. I was shocked, however, to see how the intervening two years had affected his children, who are now teenagers and young adults. Man, I’m getting old.

I was also thrilled to see Buster Williamson and Chip Triplett back with us. Buster and Chip gamed with Mark Jackson when he was running the game club in Nashville. I first met them way back at Gulf Games 3 in New Orleans, and our friendship grew over the years. They are both terrific guys, and it has been far too long since I last saw them. Buster is the author of one of the many memorable Gulf Games comments. At Gulf Games 3, we met at a La Quinta Inn. Our numbers were small, and the hotel did not have a meeting room. They gave us two adjoining suites, from which they had removed all of the furniture. When Mark, Buster and Chip arrived, Buster asked the receptionist where the game room was located. She responded by stating that the hotel did not have a game room. “You do this weekend!” replied Buster.

Lest you think I’ll spend this entire installment waxing sentimental, I’ll discuss a few of the games I played in just a bit. I don’t want to end, however, without restating just how special Gulf Games is to me. Although some will doubt the statement, it truly has gone beyond the gaming. It is now much more about the people. There are probably 20-30 gaming conventions I could attend – and they all undoubtedly have features and people that are fabulous – but for me, none can come close to the special intimacy of Gulf Games. I consider the people who attend to be wonderful friends, and these friendships are destined to last a lifetime. I find myself spending more time socializing with the people than actually playing games – and that’s just fine with me.

Now, onto the games. This was an unusual Gulf Games for me in that there really weren’t many new games that I was eager to play. Indeed, I spent most of my time playing games that I had played previously, and played many games mutliple times during the course of the convention. The “new” games I played for the first time included:

Blox: This Ravensburger release was a Spiel des Jahres finalist, and few folks here in the U.S. had played it. Indeed, it is difficult to even find a copy stateside. I was fortunate to acquire a copy, which was in constant use throughout the convention. I played it four or so times, and was pleasantly suprised by the game. It is easy to learn, yet filled with lots of choices and options. It certainly is an abstract, which will turn off some folks, but I would encourage you to get past it. The game is good ... possibly very good. Indeed, I would have been much happier if it had won the SdJ rather than Keltis. Nearly everyone with whom I spoke really enjoyed the game, and I was bombarded with questions as to where a copy could be obtained. I honestly don’t know, but hope that local stores will begin carrying it soon.

Nefertiti: I had not heard of this game until local East Tennessee Gamer Nathan Cope toted one home from the Origins convention. I did not have the opportunity to play it prior to Gulf Games, so was happy to have the chance at the convention. I played twice and really enjoy it. It is a set collection game with a bidding system that is far more enjoyable for me than more traditional auction methods, which I feel have overstayed their welcome. While each round does play in a similar fashion, the goals of each round – what you are trying to collect – change, and the special power cards do allow you wide latitude to alter the landscape. A big thumbs-up from me.

Horus: The Egyptian theme was certainly appealing, and the game works; it just isn’t much fun. There’s simply no pizzazz. The game plays out in a very monotonous and dull fashion, with little, if any, excitement. There are far better tile placement and area majority games available.

Monastery: I tend to enjoy Ragnar Brothers creations, as they are usually original, challenging and enjoyable. The theme of Monastery certainly seems original, as are some of the mechanisms. I played 1-1/2 times, with a few minor rules gaffes, and did find quite a bit to admire in the game. However, the luck of the tile draw seems to be too prevalent, allowing for the possibility of some players to flourish while others flounder. I do want to play another full game before passing final judgment, but I’m dubious.

Cannonball Colony: This is from designer Phil Harding, who also created the fun card game Archaelogy. This is decidedly more abstract, with players attempting to place all of their forts in a small grid. The placement aspect is certainly very challenging and often frustrating. One small mistake can doom a player, so it is relatively unforgiving. I’m intrigued, but not sure it will be something that maintains my interest for long.

Dominion: I did play this “in development” game one year ago back at Gulf Games 21 in Chattanooga. At the time, it just didn’t grab me. I must say, however, that Dale Yu and Valerie Putman have done a superb job at streamlining and developing the game, and I now find it quite enjoyable. I played it twice and really enjoyed it, finding it fun, fast and filled with options. Jon Pessano was smitten with the game and must have played it a dozen times during the course of the convention. This one is good, and will likely be a big hit for Rio Grande Games.

HysteriCoach: Ted Cheatham has been urging me to play this one for quite some time, telling me it was “late-night, wacky fun.” A group of 16 or so split into two teams, and we proceeded to yell and scream ourselves silly. We laughed and moaned, but was the game fun? No, not really. It was more akin to chaos. I guess it is cute enough as a late-night activity, but there are far better party games that would fill that role better.

Duck, Duck, Go!: This is the latest from designer Kevin Nunn and Ape Games. It is a faster, lighter version of Robo Rally, without a sequence of pre-programmed moves. Additionally, it uses large, playful rubber ducks as opposed to robots. We played the easier introductory version, which was over too quickly. I’m not generally fond of these types of games, and while I can see the game’s appeal – particularly for families – it didn’t excite me.

Burgenland: Part of the “Easy Play” series from Schmidt Spiele. I actually enjoyed this light, two-player game. The main choices were whether to push your luck and keep rolling or whether to take a tile or additional dice. This is a nice, light filler that I wouldn’t mind owning.

Saikoro Dice Matrix: Another fast two-player game. Players must move their token over a grid containing dice, hoping to force their opponent into an illegal move. This is fast and quite clever.

Other games of note that I played: Tinner’s Trail, Oregon, Tribune, Just 4 Fun, Ticket to Ride: The Card Game, Big Points, Palastgeflüster, Wabash Cannonball, Toledo, Forbidden, Yahtzee Free-For-All, Thurn & Taxis.

Gulf Games 22 was another smashing success, and I’m already looking forward to Gulf Games 23 in Chattanooga.

© 2008 Greg Schloesser


Posted by Greg Schloesser on Aug 6, 2008 at 10:30 AM in Columnists, Articles, Etc.Articles / 1786

Comments:

To comment, you must register with BGN. Registration is free, but donations are greatly appreciated!

Greg

I agree with your assessment of Monastery.  I think it’s very fun with cool mechanics, but the random tile draws (and the costly mechanic to switch for a new tile is not very appealing) could make or break your game.

I’ve been toying with the idea of drawing 1 (or 2?) extra tile per tile draw phase, and discarding down to 3, 2, or 1 depending on the time of day.  I’ll probably try this next time we play.

Posted by Robert Ramirez on Aug 6, 2008 at 05:46 PM | #

Nice to see you enjoyed Nefertiti :)

Posted by Thomas Cauët on Aug 8, 2008 at 04:48 AM | #

Hi Greg,

I would love to hear your thoughts on Toledo, Wabash, and Tinner’s Trail.

Posted by Eric Knauer on Aug 8, 2008 at 04:55 PM | #

Quick thoughts:

Toledo:  Toledo is somewhat a departure for Wallace, in that it is on the lighter end of the strategy scale.  Mind you, that doesn’t mean there aren’t decisions to be made and strategies to pursue.  Indeed, I find the game to be quite challenging and enjoyable.  However, it is no where near as “deep” as some of his other titles.

I enjoy the clever card-based movement system, which forces players to properly utilize these cards to land on the locations they desire.  Ultimately, the game is one of hand-management combined with a race to the finish.

I find Toledo quite fun with a decent amount of choices.  It won’t ever be confused with Age of Steam or Struggle of Empires, but it much more accessible by families than these two titles. 

Wabash Cannonball:  18xx light. VERY light.  So light that true “18xx"ers will likely disavow much similarity.  I’ve played 5 times or so now and enjoy it, but feel it may be losing its lustre as each game will feel similar to the one preceding it.

Tinner’s Trail:  The first in the “TreeFrog” line from Martin Wallace.  I REALLY enjoy this one.  The rules are easy and there is a healthy dose of luck, but there are enough options to overcome all but the worst luck.  The decisions are not overly taxing, and one some turns one’s options seem limited, but overall the game is quite good.  Not as meaty as some of Wallace’s other titles, but a good middle-ground.

Posted by Greg Schloesser on Aug 9, 2008 at 06:54 AM | #



Advertisements

Follow Boardgame News on Twitter