Diese Woche startet die Fussball-WM und auch wir können verkünden, dass wir uns mit euch in die Spiele stürzen wollen. Für Brettspielende unter Umständen interessanter könnte ab morgen, Freitag, 12. Juni 2026 ab 18 Uhrnämlich die boardgame.digitalsein. Veranstaltet von Geekpunkt lädt diese virtuelle Brettspielmesse nämlich zum virtuellen Brettspielwochenende – und Frosted Games ist mit dabei. Bis Sonntag, 22 Uhrhabt ihr im Rahmen dieser Veranstaltung dann die Gelegenheit, mit uns zumindest virtuell unsere Neuheiten zu spielen und kennen zu lernen. Und das sogar bei noch nicht erschienenen Spielen wie TIR NA NOG, aber auch bei dem gerade erschienenen WUSELIGE WIESEN. Lasst euch von unseren Spiele-Angeboten auf der Board Game Arenaund auf unserem Discordüberraschen und wetteifert mit der größten deutschen Brettspiel-Community „League of Geeks“ virtuell vor Ort auf bga. Holt euch zudem die aftergame APP, um keine Aktionen zu verpassen. Geplant ist neben den Spielerunden unter anderem am Samstag auch ein AMA ASK ME ANYTHING am Samstag mit Ben Schönheiter und weiteren Mitarbeitenden aus dem Frosted Games Team sowie ein Panel rund um die Grafik bei Brettspielen am Sonntag.
Die boardgame.digital sieht sich dabei nicht als Ersatz für eure klassischen Brettspielrunden, sondern möchte ein darüber hinausgehendes Angebot für die Brettspiele-Community unter einem gemeinsamen Label – der boardgame.digital – bieten und zusätzliche Möglichkeiten schaffen, Menschen unabhängig von Wohnort, Mobilität oder sozialen Hürden zusammenzubringen. Im Mittelpunkt stehen virtuelle Spielrunden vor allem auf Board Game Arena, können aber grundsätzlich auch plattformoffen und künftig auch von Spielenden selbst angeboten werden. Über den Technikpartner aftergame können Besucher Spielrunden einfach erstellen, finden und sich direkt anmelden. Ergänzt wird das Ganze durch Livestreams, Sonderaktionen, Talks, Community-Events und weitere Inhalte rund um Brettspiele. Kurz gesagt: Wie eine echte Convention oder Brettspiel-Wochenende … nur diesmal ganz ohne von zu Hause weg zu müssen!
Alles zu den Spielrunden von Frosted Games erfahrt ihr in Kürze hier und natürlich über die Event-Webseite, die APP und die Spielerunden auch über bga. Auf Board Game Arena werden diesmal nämlich alle Frosted-Spielerunden exklusiv stattfinden. Wir wollen euch zudem auf unserem Discord auf dem Laufenden halten und für Rückfragen zur Verfügung stehen. boardgame.digital – Die virtuelle Brettspiel-Convention boardgamearena.com discord.com/@frostedgames
Unsere Events (Auswahl/Links führen zu discord!!)
FREITAG
Auftakt auf der Discord-Bühne mt Michael, Dennis, Jens und Co ab 18 Uhr – wir spielen WUSELIGE WIESEN und TIR NA NOG
Geekway has been on my bucket list for years and years. A well-regarded board game convention only a handful of hours from my home in Nashville, and the birthplace of the “play and win” library? It seems like a no-brainer. I was finally able to attend, and now I’m adding my thoughts to those of Kevin Brantley, who attended Geekway in 2025.
Full disclosure: in addition to being a gamer, I’m also a convention organizer with ten years of running Nashville Tabletop Day under my belt. While I did want to do some gaming, my main reason for attending this event was to observe the Geekway team and processes to find ways to improve my own event. So be aware my thoughts about the event are going to be colored by “event organizer glasses”.
Arrival and Initial Thoughts
Geekway runs from Thursday morning to Sunday evening, although I could only attend Friday afternoon to Sunday. After arriving in St. Louis, checking into my hotel, and driving over to the St. Charles Convention Center, I arrived at the gaming hall around 1pm.
Registration
Registration was smooth, with pre-printed badges displaying a barcode (more on that later). The badges were full-color, double-sided, pre-printed, laminated, and came with a high quality lanyard. By the time I arrived on Friday, they were already…
Hoopla: Hoopla is an informal noun referring to excited, noisy commotion, bustling activity, or extravagant, sensational publicity (often referred to as hype or ballyhoo). It often implies unnecessary fuss or exaggerated attention surrounding a person, event, or product.
Kevin
A Softer Side of Gaming Conventions
Last year, I attended about six gaming conventions, mostly on the larger side of the spectrum: Gen Con, PAX Unplugged, and the like. These conventions are huge, multi-day, overly stimulating showcases of everything the gaming world has to offer. If the massive vendor hall isn’t competing for your attention, then it’s the organized events, publisher presentations, or state-of-the-industry talks. It’s exhausting and invigorating all at the same time. I often come home from these large-scale carnivals with no voice and an empty wallet.
But what if I told you there’s a softer version of a gaming convention? One without long queues for the new hot game, a sugar-water refill, or even the restrooms? Now, what if I said the attached hotels were affordable, the schedule was packed, and you could still buy stuff?
Well, friends, I have an event you may want to pencil into your calendar for next year.
For the past several years, the last weekend of March meant one thing: I was in Anaheim for WonderCon. San Diego Comic-Con’s slightly smaller, slightly more relaxed sibling. The routine was comfortable. Fly in, badge around my neck, wander the floor, admire the cosplay, sit in on a panel or two, and eat something from a food truck that probably violated at least three municipal codes.
This year I broke the pattern. Instead of Anaheim, I booked a week in Milwaukee for AdeptiCon, the annual gathering of the tabletop miniatures faithful, recently relocated from Chicago to the Baird Center. About 12,000 attendees. Wall-to-wall wargames. And me, showing up without a painted army to my name.
That last part turned out to matter more than I expected.
A Convention That Knows Exactly What It Is
AdeptiCon is not trying to be everything, and it makes no apologies for that. It is a miniatures wargaming convention, full stop. If you love tabletop miniatures, building them, painting them, deploying them in anger across a felt-covered battlefield, this is your Super Bowl. If you don’t, you may find yourself wondering where the panels, cosplay contests, and celebrity signings wandered off to.
The big systems dominate the floor: Warhammer, Warhammer 40,000, Star Wars: Shatterpoint,…
It’s Women’s Day! A great opportunity to look pair a book and a game on the American women’s suffrage struggle: The Woman’s Hour (Elaine Weiss) and Votes for Women (Tory Brown, Fort Circle).
The Woman’s Hour was published in 2018 by Viking Press. It focuses on the campaigns for and against Tennessee to ratify the 19th Amendment which enshrined women’s suffrage in the US constitution – as the 36th, and decisive, state to do so.
Votes for Women was published in 2022. It is Tory Brown’s first published board game. The card-driven game can be played in a solo or cooperative mode with the player(s) representing the American suffrage movement from 1848 to 1920 against an automated opposition, or with two to four players facing off against each other (half of them for, the other against women’s suffrage). In either case, the suffrage players must win 36 states (either by shoring them up decisively during the game, or in the final vote on ratification of the federal amendment) to win.
Connections & Conclusions
At first look, book and game seem to have very different scopes. After all, Votes for Women sets in with the Seneca Falls Convention (at which women’s suffrage was first voiced as a political demand in the United States) in 1848 and covers the following 72 years, whereas The Woman’s Hour begins with the arrival of activists Carrie Chapman Catt, Sue White, and Josephine Pearson at the Nashville station in the sweltering summer of 1920. Yet as the narrative progresses, background stories are woven into the tapestry – on the context of the 1920 presidential election, suffragists’ previous efforts to gain voting rights for women in the states and to lobby for a federal amendment, the women’s suffrage movement’s relationship with abolitionism, and all the way back to Seneca Falls (and a little bit of Abigail Adams’s “Remember the Ladies”). If you have played Votes for Women, you will recognize many of the people and events on the cards from the early and middle periods of the game when reading The Woman’s Hour.
The Seneca Falls Convention is the Start card for the suffragist player with which any game of Votes for Women kicks off, following the tradition laid out by protagonist Elizabeth Cady Stanton that this was the starting point of the American women’s suffrage movement.
What unites book and game is their focus on procedural politics. Historical change does not simply happen, nor is momentarily decided upon. Instead, it is brought into effect by the “strong, slow drilling into hardwood boards with passion as well as sound judgment” (Max Weber). The drills used come in both cases from the toolbox of political activism:
The Woman’s Hour details how suffragists (suffs) and anti-suffragists (antis) lobbied the Tennessee lawmakers, how they organized in associations and clubs to channel their activists’ time, funds, and energy, and, of course, how they campaigned for public opinion to win the hearts and minds of the American people with newspaper articles, public speeches, great processions, and all kinds of civil disobedience.
Votes for Women makes these the three actions from which the players choose on a given turn: Lobbying (for and against the 19th Amendment in Congress), organizing (to gain the crucial buttons which are the currency for some powerful in-game effects and die re-rolls), and campaigning (which spreads influence cubes and thus eventually decides if enough states come out in favor of ratification of the 19th Amendment or not).
Early in the game: There are still a lot of orange Opposition cubes, but the women’s suffrage movement has made some inroads (yellow and purple cubes). The large round buttons represent the movement’s organizational strength, the white columns (one already placed on the track under the picture of the Capitol) the willingness of Congress to pass the women’s suffrage amendment.
As we’ve mentioned civil disobedience already: The women’s suffrage movement was no monolithic bloc. One of the great dividing lines was that of styles: The more conventional part of the movement, organized in the late 19th and early 20th century in the National American Women’s Suffrage Association (NAWSA) led by Carrie Chapman Catt, paid close attention to appear as respectable as possible (knowing full well that their demand for equal suffrage was enough of a provocation to the male public opinion of the time). Others adopted a more radical style, inspired by the British suffragettes: The Women’s Party, led by Alice Paul (and represented in Tennessee by Sue White) referred to the president as “Kaiser Wilson” in reference to the German war enemy, burned him in effigy, and (successfully) provoked the police into arresting activists over minor infractions. The dainty young women and respectable matrons who served some prison time then embodied the injustice of depriving women of their vote.
The Woman’s Hour details these fractions within the movement, as NAWSA and the Women’s Party led entirely separate campaigns for Tennessee’s ratification of the 19th Amendment. While infighting was avoided, the reader is left to wonder if the movement could have been more effective if not for these parallel structures – or if the split between a more moderate and a more radical wing was able to compel a broader spectrum of audiences by working in parallel.
Votes for Women depicts the multifaceted character of the women’s suffrage movement by splitting the suffragist player into campaigner figures and influence of cubes of two colors (yellow/gold, the traditional color of the American women’s suffrage movement, and purple, a color which Alice Paul had coopted from the British suffrage movement). As several Opposition event cards target the highest concentration of one or the other color, the Suffragist player is well-advised to aim for an even spread of colors in the individual states.
The pluralism of the women’s suffrage movement is exemplified by the two colors… and a plethora of Opposition events which target only one or the other.
Votes for Women also tackles another split in the women’s suffrage movement which is outside the scope of The Woman’s Hour – that on strategy. After the initial push for women’s suffrage as a part of a great campaign for equal suffrage regardless of sex and race had failed in the aftermath of the Civil War, the suffragists disagreed on how to proceed: Some pushed for a federal amendment to the Constitution (like the 15th Amendment had codified the voting rights of black men), others wanted to win voting rights in the individual states first. While the struggle for women’s voting rights was eventually won with the ratification of the 19th Amendment in Tennessee, the voting rights advances in the individual states had laid the groundwork: Wyoming had established women’s suffrage as early as 1869, Montana sent Jeannette Rankin as the first woman to Capitol Hill, and by 1917, women in 19 states – mostly in the West and Midwest – had won the right to vote (sometimes only in a limited fashion, like voting in local elections).
Votes for Women’s stance is that it needs both – after all, the game is lost for the suffragist player if their lobbying fails to get the federal amendment through Congress, but to win, they need the strength amassed in dozens of local campaigns to have the amendment ratified in enough states. The game, however, makes a statement about timing: While it is possible for the suffragist to have Congress pass the 19th Amendment in the mid-game already, that is a decidedly risky strategy which gives the Opposition a lot of opportunity to snatch individual states and rack up the necessary 13 rejections which mean the failure of the amendment. The ideal move for the suffragist is to build up the strength in the states as much as possible before pushing Congress into action as late as possible. While that is not without its risks (Opposition can still try to throw wrenches in the wheels of congressional action), it spreads them more evenly between federal and local action.
As mentioned above, equal suffrage spread from the American West and Midwest. It had a much harder time in the Northeast and in southern states – like Tennessee. The southern states were not only more conservative in general, suffragists also faced specific obstacles there: Many southern whites remained committed to the cause of white supremacy after the defeat of the Confederacy in the Civil War. Enfranchising women would give the right to vote to black as well as white women, and in the mind of the white supremacists, white women would be much less likely to actually exercise it (be it because they, as “proper” women, would rely on their men to represent them, or because they would not go to a polling station where they might meet with Black Americans). Others, while generally in favor of women’s suffrage, resented the method: After the Civil War, the 13th, 14th, and 15th Amendments had enshrined certain rights (including male voting) for Black Americans in the Constitution. Federal amendments were thus unpopular with many southern whites.
As The Woman’s Hour details, this provided for a lot of traction for the anti movement in Tennessee. Activists like Nina Pinckard and Josephine Pearson railed against carpet-bagging outsiders swooping down from the North to meddle with Tennessee’s affairs, warned of impending “negro domination”, and appealed to the chivalry of southern men to rescue their women from being thrown into the dirty cesspit of politics. That they themselves were knee-deep in that cesspit – after all, they were political activists! – bothered them as much as modern-day “tradwives” are bothered by the fact that their plea for women to be submissive to and dependent on their men is at odds with their often successful social media enterprises.
Somewhat counter-intuitively, many women opposed women’s suffrage on moral or political grounds. Votes for Women does a great job in showing the multi-facetedness of the anti movement beyond the male political and business establishment.
Inherent contradictions aside, the antis’ arguments needed to be countered by the suffs. Many of the white suffragists were willing to make rhetorical or substantial compromises: One of NAWSA’s most-cited statistics in the Tennessee campaign was that the number of white women in the south exceeded that of black men and women combined. Enfranchising women, so the more-or-less subtle subtext, would thus not threaten white supremacy – it might even strengthen it. In the end, the tacit agreement was like that found after the Reconstruction amendments designed to protect Black Americans’ rights in the South: The women’s suffrage amendment made its way into the constitution. Yet voting rights were overseen by the individual states, and federal institutions looked the other way about the blatant disenfranchisement of black voters in the South until the Voting Rights Act almost half a century later.
Neither The Woman’s Hour nor Votes for Women shies away from this uncomfortable part of the women’s suffrage movement: The protagonists of the movement are not portrayed as infallible saints in the book. While they held wildly progressive views for their time on women’s suffrage, their stances on issues of race and class were often more in keeping with those of their contemporaries. They also made tactical mistakes, like Carrie Chapman Catt railing against outsiders trying to influence Tennessee – a charge that was immediately turned against her, a Northerner herself, and restricted her visibility for the remainder of the campaign. And most of them were willing to make compromises for the cause of women’s suffrage – sometimes with themselves (Carrie Chapman Catt supported the US effort in World War I against her pacifist convictions lest the women’s suffrage movement be branded unpatriotic), and sometimes at the expense of others. In short, they were human.
Would the 19th Amendment have passed in Tennessee if the suffragists had been less willing to assuage the fears of southern whites about “black domination”? – Probably not – maybe another state could have become the decisive 36th then, but all likely options had been exhausted before. Did the Black Americans in the South, men and women, suffer from the continued disenfranchisement after 1920? – Undoubtedly.
The South is notoriously tough for the suffragists. Placing a ton of cubes there (plus some additional perks) is a tempting proposition.
Suffragist players in Votes for Women face the same strategic and ethical question (of course, with infinitely lower stakes): One of the most powerful cards in the game is The Southern Strategy which places an immense amount of suffragist influence in the South (representing the union between suffragists and white supremacists). It does open the suffragist for some counter-plays from the opposition, though. Savvy suffragist players might hold the card from turn to turn to play it as late as possible, as an uncounterable stratagem in the final struggle for women’s suffrage. Victories won that way have an odd aftertaste, I assure you.
Since Votes for Women has been released, it’s been in the top 5 of games I have played most often. And while I rarely re-read books, especially non-fiction (because there are always intriguing new books to read), I have come back to The Woman’s Hour and have now both read the physical book and listened to the (excellent) audiobook production. Besides all their worthy exploration and analysis of history, that speaks to both the game and the book being excellently crafted, incredibly engaging pinnacles of their respective medium.
Before the fall fair and convention circuit is coming to an end, I had the opportunity to attend Süddeutsche Spielemesse (Southern German Game Fair) in Stuttgart. As when I went last time, it was a pleasant, laid-back experience.
The game fair is part of a conglomerate of hobby and leisure related fairs which are all held over the same long weekend in neighboring fair halls. As the ticket covers all fairs, you are free to explore everything. That’s great if you go as a group or family with differing interests: Your creative-minded daughter can get all inspired at the arts & crafts fair, your animal-loving son will try to make friends with the cats, rabbits, and camels at the animal fair, your gourmet spouse samples their way through the food fair, and then everybody meets at the game fair because you all love board games. Right?
These folks will go to the board game fair later and play Camel Up.
With that setup, Süddeutsche Spielemesse’s target audience is broad, from the hobbyist to the very casual gamer. Consequently, you’ll find a lot of games outside of the hobby board game niche – from classics like chess and go over sports games to role-playing games. The exhibitors are usually either vendors (game test opportunities are rare), clubs looking for new members (like many of the role-playing clubs), or, my favorite, the big gaming island run in the middle where you can just borrow a game and play it free of charge which gives Süddeutsche Spielemesse a certain convention feel.
At this point, it is tradition that the gaming island remains open until 10pm on Friday, allowing for a beautiful evening of gaming. I met with a friend there and we played three different two-player games:
Northern German cities Hamburg and Altona try to outdo each other – yet while the usual victory point collecting occurs, these only matter if the game runs its full seven rounds. And it is much more likely that one of the cities will decisively outdo the other in one of the four areas of competition (alliances, ships, lawsuits, and prestige) and score an instant victory. With such a plethora of instant victory conditions, you will always feel the thrill of chasing one yourself and being threatened with another by your opponent.
Yes, that’s a concrete floor… all tables were taken already. I report that I am still young and springy enough for this kind of gaming (at least for 45 minutes).
In our game, we both started conservatively, getting a little bit of everything. Then my friend made a play for the alliances and was only one of them short of victory… but I could stave off defeat and counter-punch with ship dominance. I guess more experienced players would be at each other’s throat from the get-go which should make for exciting gaming and high replayability (at a very moderate complexity).
Two players chart their path up a mountain built from a shared supply of tiles, each of which has a unique combination of a color (indicating its row) and number (indicating its file). Thus, you always know that a tile you took cannot be accessed by your opponent – and vice versa. This kind of very abstract game with almost-perfect information is usually not up my alley, and Solstis proved no different. We were both unenthused by its mix of logical planning and high randomness in the rare case of placing a nature spirit. However, each play only took 10 minutes, so we didn’t spend much time to gain the valuable knowledge of what’s not our jam.
Table time! That’s a pretty solid path up the mountain, and you can see a lot of nature spirits in the middle – but one of them (the red one) is the evil spirit of vengeance.
Maybe our highlight of the fair: Agent Avenue pits its two players against each other as retired secret agents trying to catch each other. To unveil the other’s identity, they enlist their suburban neighbors, all of which are anthropomorphic animals, from daredevil wolves over codebreaker owls to double agent vixens. The recruitment comes by “I cut, you choose” – but as one of the two cards the active player offers to their opponent is face-up, the other face-down, there is a spy-appropriate amount of bluffing and deduction. Pair this with a varied, but not overwhelming amount of instant victory/defeat conditions and card effects, and you have a light, but tense contest which resolves in no time at all (we played three times in 40 minutes).
My green figurine is being pursued by the blue one. So far, my crew of agents is decidedly sub-par – the double agent on the left is only effective when you have two of them (numbers on the left), the sentinel on the right also kicks in at two and three, whereas the daredevil in the middle will lose you the game once you collect three of them.
Any games of these that sound like your cup of tea? Have you attended any cool local conventions or fairs recently? Let me know in the comments!