RogerBW's Blog

Airecon in 2026 18 March 2026

My ninth Airecon, and the eleventh anniversary. With images; cc-by-sa on everything.

Back to the Inn on Cheltenham Parade, though I didn't spend as much time drinking there. Still excellent breakfasts, and I've already booked in for next year. I don't know anywhere else that serves Landlord Dark, and they keep it well.

Games started with Compile: Main 2, first time I've had a chance to play with this set. Diversity has a very interesting tweak that lets it be flipped without triggering a formal compile action… I suspect the best way to play this is knowing all the cards, and against someone else who also knows all the cards, but I don't get in enough games to make this happen.

On to Project L, always good fun.

And Sentinels of the Multiverse: Definitive Edition with Disparation content: Chrono-Ranger, Omnitron-X and KNYFE against Miss Information in Silver Gulch. Tricky, but we made it.

Skull Queen next, still an interesting tweak on trick taking. I still don't play trick-taking games well but this is one of the ones that has helped me to understand them better.

Then Imperium: Horizons, Polynesians vs Martians. This was probably a bit over-complicated for us at this time of night, and we didn't finish before we had to leave the vanue, but we were each convinced we were losing.

By request, I had brought along Firefly: The Game (even though it takes up the space usually needed by one of my large game crates). I took a "Goody Two Shoes" crew under Nandi, none Wanted, mostly Moral, and just beat out Wright's "Human Resources" crew to be King of All Londinium. This took about five hours in the end, as Firefly tends to.

Tavarua next (with the player who'd introduced it to me, but he didn't have his upgraded copy that lets the waves slide down the board in a channel). There are some fiddly timing concerns here and I think it's worth having someone as a timekeeper to make sure everyone's in the same phase of the game at the same time, especially at six players as we were.

After dinner out, back for Sea Salt & Paper and sleep.

In the morning, out to the dealers' room in case of anything interesting. I'm still not sure why the big game vendors bother, really, since a game is fungible and it's easy to find out where it's cheapest, but some of the smaller stalls were interesting.

No photos for the new Flip 7: With a Vengeance. I feel edgy about this: if I didn't already have Flip 7, I'd buy it. I'm not at all sure there's any virtue in having both; any time I'd play one the other would be an acceptable substitute. But then again it was fun… and one player lost by half a point, having a score divider played against him and ending up with 199½… and half rounds down.

On to Spokes, in which you're trying to lay trails of the same coloured rods to make a route round the racetrack. But the next player may be able to use the trail you've just laid… which is how I ended up taking the final lap in one move, Automobiles style, and indeed generating an infinite loop. Good fun!

More racing, of a sort, with Steampunk Rally Fusion: Atomic Edition. I ended up with a remarkable lack of movement generators for much of the game, except when I suddenly had several at once and could zoom ahead.

Faraway with the new "Under Starry Skies" expansion. Unlike the first expansion this does introduce some new rules, but I don't think any of us had trouble with it. I asked the friend who was out in the trade hall to pick up a copy for me, even before the game had ended.

Next was Sentinels of the Multiverse: Definitive Edition: Captain Cosmic's Inversiverse variant (the "good" version of his usual recurring villain Galactra, I think, with an interesting power: turn a card, then anyone can play any card in hand that shares a keyword with it), Nightmist, Ra, and Darkstryfe/Painstake. versus Necrosis in Silver Gulch. This was a long and tough one: Ra went down quickly and the rest of us were struggling. Nightmist fell taking out a whole bunch of Ongoing effects, and Cosmic kept Darkstryfe/Painstake pumped up while they dealt damage. Hard work and I was expecting us to lose, but we just barely made it in the end.

On to Nokosu Dice with four, in which I carefully warned people about the Confusing Rule and this mostly worked.

Out by the loos, there was a wooden dexterity game: your job is to move the ring round the maze, by pulling the strings, without letting the ball fall through any of the holes. (Other wooden games too, but this was the one that seemed most fun.)

Next game was Decrypto, in which I had my usual problem of being either too obscure or too simple in my clue-giving, and not knowing which. But in the end we outlasted the other team.

Getting late, but there was still time for Letter Jam, which somehow we managed better than any other game I've been in: even I got all my letters (one questionable, but it fit in the same place either way), and three of us got bonus letters.

Last game of the evening was Project L, in which I got into one of the traps that sometimes hits: no tiles that I could fill in quickly to bootstrap into more pieces. So I got off to a slow start, but it still went well (and we exhausted the white tiles before finishing off the game).

Several of the people I'd been playing with had to miss Sunday, but I got in a game of Xenon Profiteer (lost by two points to the new player).

Then, with no photographs, Kluster, particularly fiddly on the slippery neoprene mat.

Five-player Tenby, in which I almost had a great idea: get one long street that qualifies for everything. Sadly, I'd failed to realise that I needed to complete (i.e. cap off at both ends) the street to do this, so I missed out on quite a lot of points. Never mind!

Finally for the show, Rossio, a mostly abstract tile-laying game with a pleasing interaction of mechanics. I did badly, as I almost always do in this style of game, but still had a great time.

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