In Part 1, we walked most of the way through the Origins 2010 Exhibit Hall. Here, we finish the tour….
Continue reading “Origins 2010 Exhibit Hall in Pictures – Part 2” »

In Part 1, we walked most of the way through the Origins 2010 Exhibit Hall. Here, we finish the tour….
Continue reading “Origins 2010 Exhibit Hall in Pictures – Part 2” »
The Wargames Vault recently added the following products to its product line:
Stafford Games in the UK has cut the price on Battlefront’s IT113 Semoventa 105/25 tank miniature from GBP 6.50 to 5.85.
Wargames Miniatures, a US distributor for Baueda, Britannia, Essex, FAA, and other miniatures, is offering a variety of miniatures at 5% off. These include (but aren’t limited to) Essex’s DD37 “Orc with sword and shield”, DD38a “Assorted Orcs”, and DD38 “Orc Chieftain”.
Today’s Miniatures Games News:
The Mayfair Games web site lists some new July 2010 events. They’ll be at the Hobbytown Convention and Trade Show on July 14 in Lincoln, Nebraska. The worldwide Catan Championship Pre-Qualifier with be held in Quincy, Illinois, on July 17-18. Petrie’s Family Games Catan Tournament will be held in Colorado Springs, Colorado, on July 24. See their web site, linked above, for more information.
Steve Jackson Games is planning ahead to the San Diego Comic-Con convention, followed by Gen Con, PAX Prime, Essen Spiel, BoardGameGeek.Con.
According to the Midnight Syndicate web site, The Dark Masquerade EP is available now. In addition, there will be The Dead Matter screenings, special events, and cast signings at DragonCon.
Of the 823 board game sites I’m monitoring, the following had news items for today:
A scan of the 73 game accessories makers I’m monitoring for news revealed the following items:
That’s all for now.
Earlier, I shared my overall impressions about Origins 2010, and those of some people I gamed with there. While there were a number of issues I dealt with (being overcharged for generic tokens, writing seminars not listed in the event calendar, not being able to find a game or two, etc.) it was still a good time, and I thank the Origins staff and volunteers for making it that way. I also appreciate the efforts of the various game masters to make the games easy to learn, fair, and fun.

I played several games this year, which I’ll discuss in no particular order…
Steve Jackson Games’ Munchkin
One of the first games I played was Steve Jackson Games’ “Munchkin” card game. This particular session reportedly included all the various expansions to the original game, which I can believe because there was a stack of cards on the table that was close to a foot high. I played with a few adults and a young child, whose parents were also at the table. As has been my experience with games at Origins, the kid won. (That used to annoy me for some reason, but I’ve grown since then.) Munchkin is a fun game when you play it with people who don’t take it too seriously, and this group didn’t.
For those who haven’t played Munchkin, it’s a card game that is a parody of traditional role-playing games like Dungeons and Dragons. Each player takes on a character and tries to advance that character to level 10, using any advantage or trickery they can get. Players gain a level by defeating a monster or playing a card that lets them gain a level. There are other cards which represent magic weapons and armor, effectively raising the player’s character’s level. For example, your level 1 character could take down a level 5 monster, provided he or she has enough weapons and armor to have an “effective” level of 6 or more. As you reach higher levels, other players will play cards on you to prevent your progress. These cards might, for example, add another monster to the fight, render one or more of your weapon/armor cards ineffective, or otherwise throw you a curve ball.
Flying Frog Productions’ Last Night on Earth
I played Flying Frog Productions’ Last Night on Earth board game at Origins as well. The premise of Last Night on Earth is that a zombie plague is destroying humanity and a group of “heroes” is trying to defeat the zombies so that this isn’t their “last night on Earth”. The players divide into two groups, one playing the zombies and another playing the uninfected “heroes” trying to defeat them. If the zombies can keep the game going long enough (a certain number of turns), they win. If the zombies kill off all the human players, they win. If the humans can complete their randomly-chosen (at the start of the game) objective, they win.
In the scenario we played, the humans were trying to destroy the seven original infected zombies. If they could accomplish this before time ran out, they’d win. The zombies (my side in this case) managed to keep the humans at bay long enough to win. I think we won because of some bad luck on the human side (lots of rolls of the dice that caused guns to run out of ammo) and perhaps a bad strategy (the humans stayed grouped together even when it was clear they were running low on time).
I enjoyed this game, and will be looking to purchase a copy someday. However, given that I still have several board games I’ve bought and have yet to have enough guests visit to play, I’m not willing to part with the list price of $49.95 for this one yet. However, if I find a used copy on eBay or a greatly reduced price copy elsewhere, I may pick it up. It’s not that I don’t think the game is worth the price, just that given the likelihood that I may not get to play it for a while, it doesn’t make sense to invest that much in something that’s going to sit on my shelf for a couple of years.
Mayfair Games’ Entdecker
I signed up for a session of Mayfair Games’ “Entdecker: Exploring New Horizons” board game, run by Mayfair itself. I had never played the game before, and neither had the other person who sat down with me for it. Unfortunately, this was a huge problem because Mayfair didn’t provide a game master for this session. The other fellow and I tried to decipher the fairly complex rule set as best we could and get playing. In the end, we both walked away feeling like this was a game we had no interest in owning.
To be fair to Mayfair Games, the event listing for Origins didn’t say the rules would be taught. And they did have someone come over to give us a very basic understanding of the game. He was there for 2-3 minutes. Perhaps if there had been a game master present, and maybe another player or two, it might have been fun. I don’t know.
I’m not going to describe the game in too much detail because, quite frankly, I don’t think my fellow player and I really “got it” from the rules in the book. At a high level, you take on the role of an explorer who is trying to gain as much credit for exploring and taking control of randomly-generated islands as possible. The islands are “generated” by placing tiles on the map in such a way as to outline a variety of islands. Exploration is done by paying a certain amount of money to “buy” island tiles that you place on your turn, from a selected starting point. You get credit for completing an island and placing units on the island. There’s probably a lot more to it, but we really didn’t have time to figure that all out.
Fantasy Flight Games’ Middle-Earth Quest
Fantasy Flight’s Middle-Earth Quest is a board game set in J.R.R. Tolkien’s fantasy world from The Hobbit and Lord of the Rings. In this game, one player takes on the role of Sauron the Great. The others take on the role of heroes hoping to defeat Sauron.
At a high level, the players each have personal quests to complete. These quests reward the player with training, favor, and knowledge which will help them in the battle with Sauron. They can also gain these resources by battling Sauron’s minions and stopping his plans. The Sauron player seeks to expand influence throughout the game world, interfere with the players’ ability to accomplish their quests, advance the “story track”, and/or find The One Ring.
The game takes 3-4 hours to complete. As is typical for a Fantasy Flight title, the artwork on the board, game pieces, and cards is excellent. It’s a fairly easy game to learn and play, but has enough strategy elements to keep it interesting and challenging. If you are a fan of Tolkien’s work and have an opportunity to sit down and try Middle-Earth Quest, I recommend it.

Ziggurat Games’ World War IV: One World One King
Ziggurat Games’ World War IV is set in the year 3126, after a massive world war has devastated the planet and taken technology back several decades. Each player takes on the role of a king who wants to rule the planet.
The best description I can give for the game is that it’s like a combination of Risk and Axis & Allies, but with some additional twists and turns. For example, in Risk it is possible to build a large army in a given territory and use that army to launch a massive attack. That’s hard to do in WWIV. Each territory in the game is able to support an army of a specific size. If you have more units in the territory than it can feed, you are required to roll the dice each turn to see if any of those units are starved out (and die). This simple mechanic keeps players from building and sitting on large armies, and encourages them to attack neighboring territories rather than let their armies die of starvation.
On each player’s turn, he or she draws an event card. The event card can be either an “innovation” that helps the player who drew it or a catastrophe that affects a random area on the board. For example, you might gain an innovation that makes your units move farther on each turn. You might instead draw an event which causes a typhoon to happen in a particular region, which destroys an opponent’s fleet there (and possibly starves out neighboring countries). The world of 3126 is not a pretty one.
After the event card is played, players collect income for the territories they control, which allows them to purchase military units and spies. They also move units around, launch attacks, resolve combat, and place newly-purchased units on the map.
Earlier, I mentioned spies. These are a vital part of the player’s arsenal. Although spies only combat other spies, they have benefits that make them worth keeping around. For one thing, spies can move unnoticed through enemy territories. They can use this freedom to get into the territory where an opponent’s king is located and attempt to assassinate him, taking that player out of the game. Spies can also give players an advantage in combat. If a particular attack takes out one of your units and you have a spy in the territory, you have the option of selecting which of your units is destroyed. If you don’t have a spy, your opponent gets to decide, which is usually very bad for you.
In the game I played, one of my opponents decided to test a theory. He created a “stack” of 6 spies and sent them into my territory. Since spies can move around unimpeded by who owns the territory, they were able to reach the territory with my king in a few turns. When they got there, the 4 spies I had guarding my king were (through some unlucky die rolls) taken out on the first attack. My king was taken out on the next. Considering that spies are among the cheapest units to purchase in the game, this was a relatively inexpensive attack for my opponent and (for me) a rather devastating one.
I really enjoyed this game. I think it may well have been one of the best games I’ve played at Origins in a long time. If you like games like Risk and Axis and Allies, I can’t encourage you strongly enough to take a look at this one.
Red Shirt Games’ Injurius Games: It’s Killing Time!
Playing Injuris Games at Origins is something of a tradition for me. It’s a fairly rules-light and fun miniatures game, depicting gladatorial style combat in a futuristic setting. Players each start with a squad of 5 units, which are moved around on a tabletop. There are snipers who can pick off targets at a distance, weapons that do damage over time, grenades that can miss one target and take out another by “splattering”, and power-ups that make units more powerful and effective. I’ve always enjoyed the game and the Red Shirt crew makes it fun to play, so I try to get at least one session of Injurius Games into my Origins schedule each year.
Exhibit Hall 2010
I’ll post some photos later, but it felt to me like the Exhibit Hall (or “Dealer Room”) was more full than at Origins 2009, meaning both that I saw more people walking through it and more vendors with booths. I hope that’s a sign that the economy is doing better and that the games industry is getting stronger.
There were some interesting products there this year which weren’t strictly game related (or at least I didn’t think so). There was a fellow selling handmade leather-bound journals or notebooks, containing handmade cotton-fiber paper. I have to admit I liked the look of those and since I tend to unintentionally “collect” notebooks it took some self-discipline not to buy one. I also saw a massage booth where gamers could get massages. I felt a little sorry for the massage givers that some of the gamers who purchased their services were drenched in sweat from the high temperatures outside.
Closing Thoughts
Being a resident of the Columbus area, Origins is an easy convention for me to attend. I take a couple of days off work, drive downtown, park the car, and get to play a bunch of games. It’s a fun time. I also get to visit some of my favorite restaurants that I wouldn’t normally visit because of their location.
Still, it felt to me like this year’s Origins wasn’t as well-run as it usually is. If the trend continues, I am not sure I will bother attending in 2-3 years’ time, or if I do it won’t be worth taking time off for.
Worse, it appears I was overcharged for the generic tokens I purchased. The refund I was promised by the Service Desk for the overage was not received as of earlier this week when I checked. Granted, $24 isn’t exactly going to leave me broke, but paying $24 extra for essentially nothing isn’t a good thing.
Today I checked in at Origins and picked up my admission badge and tickets.
At 11am, I played Steve Jackson’s Munchkin card game with three other adults and a child. As is typical for my experiences at conventions, the child won. Her prize was a Munchkin coin.
I spent a lot of the afternoon reading a book. I had wanted to sign up for some games, but didn’t really see any that interested me. The book I was reading (James Frey’s “How to Write a Damn Good Novel”) DID interest me, so I made a bit of progress with it.
At 6pm, I sat down with some others to play Fantasy Flight Games’ Middle Earth Quest. The game is based on the fantasy world of J.R.R. Tolkien, and depicts a part of the story not seen in the books or movies. The game pits up to 4 players against a fifth player who assumes the role of Sauron. Sauron’s objective is to gain influence throughout the land, which allows him to advance his “plot” to the “finale”. The players are simultaneously trying to prevent that from happening and keep their own story advancing along. They do this by completing quests, collecting favor, and defeating Sauron’s minions. It took us about 4 hours to play through, with only a few short “bio breaks”. The pace of the game feels a bit slow, but this is primarily due to the amount of strategizing involved for both the “hero” players and the Sauron player.
On balance, I found it an enjoyable game. With a group of experienced players, I suspect it would be very challenging, though it feels like the game is weighted a bit toward Sauron winning. The artwork on the box, the cards, the board, and the plastic miniatures is all very beautiful and high-quality stuff… as I’ve come to expect from Fantasy Flight Games in the past. I’d definitely recommend checking the game out if you have the opportunity.
My brother Matt, who is also attending Origins this year, spent the evening playing Fantasy Flight’s Battlestar Galactica board game. Matt is very fond of the Battlestar Galactica board game. I believe he signed up for every available session at Origins 2010. I enjoy the game myself, though I wanted a bit more variety out of my experience this year, so I signed up for only one session of BSG.
The Exhibit Hall isn’t open yet. It kicks into full swing tomorrow from what I understand.
Several of the eating places in the Greater Columbus Convention Center near the gaming areas are also not open yet, which is understandable given that the convention is just getting started.
The good folks at Mayfair Games published their official Origins 2009 report. It includes a slide show of photographs, along with a narrative about their experiences in Columbus, Ohio, this year.
They mention that 2,500 people came through and demoed games at their booth.
They sold every copy of the Steam board game they brought with them.
As I write this, the Exhibit Hall at the Columbus Convention Center is being dismantled, the vendors are packing up their stuff, and the gamers are probably finishing a last few games. Origins 2009 is over. It always seems to pass so quickly. Sadly, tomorrow morning I’ll be getting up and going to work as usual. No more fun and games.
You can definitely see the impact of the economy on the gaming industry as you walk around Origins. The lines I saw at the registration desk and event ticketing were less than half of what I’ve seen at the same time in past years. The exhibit hall (or “vendor room” had huge walkways, several tables to sit down in, and one or two empty booths. It felt almost desolate compared to a few years ago.
In the miniatures hall and the board game hall, there were huge numbers of empty tables no matter what time or day you were there. Very few of the games I played were full, and getting event tickets was eerily easy. I had no problem getting tickets to any game I wanted in on, and only one or two games had to turn away those with generic tickets. In some ways, it was nice. In others, it made me wonder if there will even be an Origins in a few years if things keep going like this.
This year I took part in a couple of seminars and several game events. My schedule included all of the following:
I’ll write more about each of these events in separate posts, to make it easier for readers to find the titles they might be interested in.
The Origins Game Auction
The auction at Origins seemed rather sparsely attended compared to five or six years ago. I blame that on three separate things.
The most significant of the above events to me is the change in auction management. The group running the auction in 2001 knew a lot about hobby games. They knew who designed them, who published them, what they were like to play, and what their approximate value was. They also took great care to share this in-depth knowledge with the auction audience. This made the auction more than just a “buy and sell” affair. It was actually quite an education in gaming history and economics. The group running the auction today may know a lot about games, but not much of that is shared during the auction from what I saw. This makes it a fairly bland event.
The requirement to have an “actual” auctioneer at the event introduces the familiar “auctioneer chatter” into the event. Personally, I’ve never liked the sound of an auctioneer prattling on and find it irritating and hard to follow. Even if there were some games I wanted to bid on, I wouldn’t sit there very long because I’d have to listen to that.
As for the economy, there isn’t much I need to say about that. In bad economic times like these, the prices will naturally be down compared to years when they’re better.
Conclusion
Don’t get me wrong. I love going to Origins and always have a good time. It’s great to be able to sit down and actually play games you’ve only read about, learn new things from people in the industry, and spend a little time away from home with other gamers. (Though Origins is only minutes from where I live, I don’t go into the downtown area very often so it’s like a mini-vacation where I sleep in my own bed at night.) I would strongly encourage anyone into tabletop games to go at least once. Although I’ve been a little troubled by the (possible) lighter attendance this year by gamers and vendors, disappointed by some screw-ups in registration and event ticketing, and upset that the auction seems to be dying a slow death, these are relatively minor nits in the big scheme of things and shouldn’t be taken to imply there is any serious problem with the convention. There isn’t.
I’ve just attended the first two days of the Origins 2009 Game Fair here in Columbus, Ohio. I’ll be going back in a little while for day three, and wanted to share some quick thoughts and experiences.
While we’re still looking at mid-week attendance (Wednesday and Thursday), it seems to me like attendance is down a little this year. One of the game masters I spoke with last night expressed the same concern. On the other hand, I’ve never noticed the attendance on these two days being especially high, probably because people are working and don’t want to burn too many vacation days. I’m told the exhibit hall felt a little light, too, though I’ve not been in it yet.
I have to vent a little and say that things don’t feel like they’ve been as well run at Origins this year as in years past. About two weeks ago I received a call from GAMA telling me that there was a “payment problem” with my event tickets. Since I placed the order online and provided payment at the time, that seemed odd but the call was legitimate. When I picked up my tickets I was asked to confirm that they were correct. I went through them quickly and they looked right. Later, I found that I had been issued two tickets for the same timeframe but different games. Since I couldn’t be in two places at once, it appears something in the system screwed up. Later, I found that one of the games I had planned to play wasn’t among my tickets. I’m guessing a mistake somewhere caused me to end up getting one ticket instead of another. One of my friends wanted the other ticket, so it wasn’t a total loss. Then, when I went to go to my first game at 1pm Wednesday, a miniatures game named “Border Patrol”, I arrived at the correct table only to find it wasn’t there. I couldn’t find anyone in the hall who knew where it was, so I ended up being unable to play. Not a great start to the con.
Wednesday evening I had the opportunity to play Munchkin Quest by Steve Jackson Games. It was run by the Amorphous Blob group. The GM was excellent, as has been the case with other of their events I attended. Munchkin Quest differs some from the standard Munchkin card game but is similar enough that you’d be comfortable with one if you’ve ever played the other. I was one of three people who “won” the game at midnight and received a copy of “Munchkin Fu” as my prize.
Thursday I attended Michael Stackpole’s “Rules of Writing” instructional session. I honestly don’t know if I’ve read any of his books in the past or not. Regardless, I found the session to be extremely beneficial. He helped me to see fiction writing in a new way, and helped me to resolve several things I have struggled with in the past when attempting to writing fiction.
Thursday afternoon my brother and I played Battlestations Fleet Action with the folks from Gorilla Games. I had wanted to try the game for a while, so I was happy to sit down and have a go at it. Unfortunately, our GM was divided between two groups of players and we were having trouble getting his attention when we needed it. The rules to the game aren’t especially complex but they are significant in determining how things play out. There were no quick reference sheets, so when we got stuck trying to remember what to do next, we were in a holding pattern until we could free the GM’s attention from the other group. The game is probably fun, but to be honest, I just wanted it over with.
Thursday night before coming home, I played Privateer Press’ “Infernal Contraption” with some other attendees, run by Roger Snow of Rogue Judges. As I’ve probably mentioned before, Rogue Judges (like Amorphous Blob and Red Shirt Games) does a great job running their events. You can tell they want people to learn the game, but more importantly they want things to be fun and fair. I’ll share my impressions of the game later, but suffice to say it’s fun, silly, and does require some strategic thinking. It incorporates a number of elements I’ve not seen in a card game before, such as cards you play once and remove from use for the remainder of the game.
Today, the plan is to play the Bootlegger board game and Stargate Silent Scream. I’ll let you know how that all turns out later.
According to a June 9, 2009, post on the Red Shirt Games web site, General Glen’s Showdown will be released at Origins on June 29. They’ll have a booth across from Dwarven Forge, and will be running games Wednesday night through Sunday at noon. Showdown is their latest D12 game, which pits gunslingers, hombres, soldiers, and warriors against each other in a wild west shootout.
General Glen’s Modern Combat is also releasing at Origins. This is a successor to General Glen’s WWII skirmish game and contains all the rules needed to run a modern combat game on the tabletop.
I always make it a point to sit down with the Red Shirt Games crew and play at least a game or two during Origins. They take their games seriously enough to keep them fair and challenging, but lightly enough that you have a lot of fun with them. I’m planning to try out Modern Combat while I’m at Origins, and hope to get in on some of the other games they offer as well. I’m also hoping to spend time at their tables at Gen Con Indy in August.
If you enjoy lighter miniatures gaming, without heavy rulesets that bog down the action and ratchet down the fun, you’ll enjoy what Red Shirt Games is all about. They usually run science fiction, fantasy, and historical style miniatures combat games. So far, I’ve always enjoyed my time with them.
The great folks at Red Shirt Games (look in the history on this site and you’ll see I tend to rave about them every year at Origins) have published their 2008 convention photos. As I looked through them, I was surprised to see my own face posted there! If you’re curious to see what I look like (and I warn you, you may be disappointed because I’m no Brad Pitt), click here and scroll down the page until you see a picture where someone is “flipping the bird” to a bad dice roll. To the left of that colorful photo, you’ll see a shot of 3 people playing Injurius Games. The guy in the black shirt is me. If you need to help your eyes recover from that sight, move further down the page to the “Things of Beauty and Oddities” section, where you’re practically guaranteed to see something far more attractive…
It’s hard to believe that Origins 2008 has come and gone already. For
those of you who have never heard of Origins, or those who’ve heard of
it but never been there, this article will try to convey some sense of
what Origins is all about, why people go there year after year, and why
you might want to consider attending Origins 2009.
The Origins
Game Fair is an annual event run by the non-profit Game Manufacturers
Association (GAMA). There are essentially two sides to the show, an
exhibition of games and game-related products, and a nearly
round-the-clock opportunity to play just about any kind of game you
might be interested in. Game players from around the world converge at
Origins to play their favorite games, meet game designers, talk with
game manufacturers, and pick up the latest releases.
Origins
runs for 5 days, usually at the end of June, at the Greater Columbus
(Ohio) Convention Center. Some 4,000 tournaments are held during the
convention, in addition to hundreds of casual and serious games.
Origins 2008 offered attendees the chance to play these and other card
games:
Boardgames and “traditional” games played at Origins 2008 included these and many more:
Miniatures games are a big part of the fun at Origins. This year’s miniatures games included the following, among many more:
Origins also features a number of role-playing and live-action role-playing (RPG and LARP) games, including the following:
Origins
also offers a number of educational and entertaining events for those
who need a break from gaming or perhaps don’t enjoy gaming at all:
Hopefully
these long lists have given you some idea of the kinds of activities
you might take part in as an attendee of Origins. All I can tell you
is that I’ve only scratched the surface above. Origins manages to keep
around 20,000 people entertained 24 hours a day for 5 days.
In
the area near the Columbus Convention Center where Origins is held are
a number of restaurants. Some of my personal favorites include the
Japanese Steak House, Barley’s Brew Pub, and various stands in the
nearby North Market. Barley’s Brew Pub, as one example, features an
on-premises brewery and offers several micro-brew draft beers to enjoy.
The Columbus Convention Center itself offers a wide selection of
restaurants, too.
Since you still might not have a picture of
what a day at Origins can be like, I’ll recount one of my days at
Origins 2008. I woke that morning around 9am, showered, and headed to
the Convention Center with my brother. We parked in the garage on Vine
Street, practically across the street from the convention. We entered
the convention center, grabbed a morning beverage at the coffee shop,
and headed to the exhibit hall or “dealer room” to look around. We
spent an hour or two looking around at what the various vendors had to
offer, making mental note of where we’d seen the best deals. I stopped
at the “Paint and Take” area to pick up a free miniature and sat down
to practice my painting skills while waiting on our first game to
start. We had lunch, and a couple of beers, at the Brew Pub across the
street. We walked around and looked at some of the setups in the
miniatures room before heading off to our first game, a Mayfair Games
card game called “Family Business”.
When Family Business was
over, we went to the Japanese Steak House across the street to have
dinner. After dinner, we went back to the convention center and
arrived at the Red Shirt Games area to play “Injurius Games: Keep What
You Kill”. This game ran until around midnight, whereupon we went home
for the night.
During the course of my time at Origins, I had the opportunity to play in full or demo versions of all of the following games:
In
addition to the games, I attended a “Miniatures Painting Basics” class
taught by the very capable and talented Heather Blush. Ms. Blush
covered prepping and priming a miniature, applying a wash, applying a
base coat, mixing colors, drybrushing, and more in an
information-packed 90 minutes or so.
Matt and I had a great time at Origins 2008, as we do every year at Origins, and are already looking forward to next year.
I took quite a few photos at Origins 2008, both to document some of the more interesting things I saw and to share with those who couldn’t or didn’t attend the convention a sense of what they missed.
As you walk around Origins, you’ll find gamers setting up everywhere, at all hours of the day and night. Pick-up games, demos, and planned events can be found everywhere, like these tables in the walkway between the convention center and hotel:


Here are a couple of players setting up a Heroscape table:

And here are just a few of the board games in progress as I walked around the convention center:





It’s possible to check out games from the Origins library to play, even if there is no specific instance of that game scheduled at the time:


If you’re into train-oriented board games, you can join in the fun and even win some awards:

At the back of the room were some intense CCG championships:

In the Mayfair Games room you could play a “giant” Settlers of Catan game:

You could also have joined in on any of these other games:





As you look at these photos, you should notice that Origins attracts young and old, tall and short, slim and “not so slim”, men and women, the costumed and the plainclothed, etc. It’s a pretty good cross section of society, all in one place to have fun.
This is the first of my reports from Origins 2008, which ended on
Sunday, June 29, 2008. I brought back around 130 pictures, which I’ll
be sharing the rest of the week here on the site.
The last few years at Origins, I’ve played a game run by Red Shirt Games. This year was no exception. The game in question is their “Injurius Games”
product. Injurius Games is a futuristic squad-based gladiatorial-style
arena tabletop miniatures game that has a relatively easy to learn rule
set but enough complexity to keep it from getting old. As they
describe it on their site, “this system is based on the premise that
gamers want realism, but not at the expense of gameplay and fun.”
In
past years, Red Shirt has run Injurius Games with its human gladiators
on a 3″ by 3″ grid. This year, the human gladiators were replaced with
Mecks like these:


There are four basic types of Meck units in the game. First is the “leader” unit, known as the Jumper:

As
you may be able to read in the picture, the Jumper packs 3 Autocannons.
It has no energy shield (ES), armor against physical impacts (APAC) of
8, 2 movement points (MP), and it requires 4 command points (CP) to
“inspire” its performance (i.e., improve its chances to hit). The
Autocannons can fire at targets in short range (1-5 squares), medium
range (6-10 squares), and long range (11-15 squares). If the
Autocannon shoots through the enemy’s shields and does damage, two
12-sided dice are rolled to determine the damage. Higher damage
amounts are treated as critical hits. The attacker rolls a d12 to
determine the effect of the critical hit:

A
critical hit of “1″ is a kill and takes the Meck out of the match.
Critical hits of 5 or 7 take a weapon offline. Take both a Meck’s
weapons out and that’s considered a “weapons kill”. Critical hits of 9
and 11 take out a Meck’s legs, scoring a “movement kill”. Each kill
allows the attacker to gain a “battle honor” which improves the Meck’s
abilities, including speed increases, extra command points, better
to-hit abilities, increased damage, and better armor.
In
addition to the Jumper, each player also controls two Spartans. One
Spartan features two Twin Lasers. The other features two Rocket Pods,
each of which fires 3 rockets.


Each
player also controls two Runners. Runners have the most movement
points and 3 separate weapons. Runners are the weakest of the 3 unit
types in terms of their ability to take damage, but have the effective
Static Charge weapon which can cause considerable damage at melee range
due to the ease with which it hits other targets.

Injurius Games is played on a tabletop with terrain pieces such as the one below from this year’s Origins:

Or this one, used for a scenario version of the game:


This is a relatively inexpensive game to get into. As you can see from the price list on the Red Shirt Games site,
you can pick up the rule book for $20 and miniatures relatively
cheaply. They even offer sets for $40 with a rule book and enough
miniatures to get started immediately.
As I said, I’ve played
this game for the last several years, and specifically the “keep what
you kill” variant played at Origins. I usually manage to take home a
few miniatures and have fun winning them. The Red Shirt team at
Origins always seems to do a good job running their games and keeping
things both fair and interesting.
If you encounter the Red
Shirts and Injurius Games at a convention you attend, I definitely
recommend checking out the game to see what you think.

Miniatures games are a big chunk of the action at Origins. An entire Exhibit Hall is set aside for tables of miniatures gaming. While I didn’t have the time or the batteries to document every interesting miniatures setup I saw in the hall, many of the more-impressive or more unusual ones appear below for your amusement.































































































