Sean has been an avid tabletop gamer for more than 30 years. He worked in the foodservice industry for almost 15 years, in restaurants but also as a sales representative for a national distributor. After many years in the foodservice industry, Sean is now in his sixth year as an elementary school teacher, where he combines his love of fun and games with a passion for education, and working with kids. He runs an afterschool board game club for 5th graders, helping students learn about strategy, probability, sportsmanship, and more. Sean especially enjoys living card games like Lord of the Rings: the card game, and Marvel: Champions.
Katey has spent 20 years in the customer service and sales industry, working closely with clients, and building lasting relationships. She has held management positions, and worked as an industry educator and mentor to bring out the best in newly hired colleagues. She enjoys games, and planning and hosting events. Katey is an amatuer filmmaker and has appeared in several short films shot and premiered in the Richmond 48 Hour Film Festival. She is eager to use her passion for photography, film, and production to develop content for Unplugged! Katey routinely beats Sean in close games of Dominion.
Together, Katey and Sean own a collection of over 200 games, and today they share their love of fun and gaming with their two children. Avery & Emmett, ages 8 and 6, are already developing keen minds for strategy. Avery loves playing Loopin’ Louie, and Emmett rarely loses races in Flamme Rouge. Katey and Sean are excited to share their passion for games, food, and fun with the Richmond community by opening Unplugged!
Mark – owner/operator
Ever since playing Tank Battle in 1975, Mark has been hooked on all types of gaming. Since then, he has received a computer science degree, worked in the restaurant industry and written web software in the education, telecom and restaurant sectors. Now that his kids are headed off to college, he has time to put all those skills and passions together. Bringing his collection of over 300 board games, he is ready to provide the perfect atmosphere for bringing all types of people together to experience tabletop gaming.
Mark and Sean met in the early 90s over games of Magic the Gathering, Dungeons & Dragons, and Spades. They still get together regularly to enjoy both the latest and classic games.
Action Points, Action/Event, Area Majority / Influence, Campaign / Battle Card Driven, Catch the Leader, Take That, Variable Player Powers and Victory Points as a Resource
Katey – Winner
Rules we Missed
None found so far
Being able to move up to one band means you can also move within a band.
About the Game
This area control game plays well with 4 players. Rules are simple. On you turn, you have the option to purchase a card. Each card has a number of actions points and an event. Events can only be used by the factions shown on the card. Once you have chosen your card, you can either use the action points or the event. The action points allow you to move/build your fleets and establish influence in different areas. If you use the action points each faction shown the card has the option to use the event based on the order of the initiative track.
Once a scoring round is initiated, your influence and fleets are used to see who has control of each sector. Points are awarded based on this. The person in last place gains control of the Rocinante. this catch up mechanism gives the player extra options to use during the scoring round.
The theme of the game is nice for those that are familiar with the books or television show. However prior knowledge in no way affects gameplay.
The catch up mechanism works well. In our case the person in last, up until the 5th scoring round, won the game.
This game was a long one since we were learning straight from the instructions. Future games should be much quicker, since all the rules were very straight forward.
Plaid Hat Games, ADC Blackfire Entertainment and Rebel Sp. z o.o.
Dice Rolling, Events, Narrative Choice / Paragraph, Set Collection, Storytelling, Variable Player Powers, Worker Placement and Worker Placement, Different Worker Types
Sean – winner
When taking the graveyard or morgue actions in Paris, you may choose any number of cards drawn (0-x). The first few rounds, we only chose one card to collect resources from, and discarded the others.
About the game
Abomination: The Heir of Frankenstein is a worker placement game set in Paris 20 years after the events of Mary Shelley’s Frankenstein. The game is very thematic. A player’s “workers” are scientists and assistants. Most of the game is spent collecting “resources” players use to work towards assembling a creature and attempting to bring it to life. The resources needed for this macabre task are muscle, organs, bone, and blood (as a gruesome “wild” resource, players can substitute animal parts which results in fewer points). Players will also need to purchase and charge leyden jars that are used to roll dice that can bring body parts to life or damage your creature. One interesting aspect of the game are the 3 dials at the bottom of each player board, representing your character’s Humanity, Reputation, and Expertise; all 3 earn points at games end. Reputation will eventually attract new scientists and assistants to your cause (more actions), and Expertise is needed to assemble more difficult body parts, but the Humanity dial is much more interesting. Players need to carefully consider various methods for acquiring parts for their creature lest they themselves become a monster. There are a variety of event and encounter cards used to enhance the narrative during the game and slightly alter game play each round. Abomination is a neat new twist on basic worker placement. If you’ve played other worker placement games, it’s pretty easy to learn to play. It’s 2-4 players, and suggested play time is 90-180 minutes.
Abomination: The Heir of Frankenstein is a great addition to our library. The game is oozing (see what I did there?) with theme and atmosphere, and managing the dials was a neat puzzle to solve at times. Like many worker placement games, it can take several turns to build momentum, and late rounds can feel full of “filler” actions, but that may have been because we played with only 2 players. Katey and I really enjoyed Abomination, and we’re looking forward to trying it again, with different characters and/or additional players. Until next time!
Eagle-Gryphon Games, Angry Lion Games, Giochix.it, hobbity.eu, Lavka Games, Maldito Games, Mosaico Jogos, Skellig Games, TLAMA games and YOKA Games
Area Majority / Influence, Hand Management, Hexagon Grid, Point to Point Movement, Tile Placement, Variable Phase Order and Worker Placement
Mark – Winner
Rules we Missed
Building complexes using executive actions on blueprint cards: The corresponding tech must exist on someone’s board in order to build or increase the size of a complex. If the existing tech’s level is toolow to build a complex of the desired size, you can boost it by sending colonists to the working area.
If you develop only 1 tile twice, treat each of the movements separately.
If you gain a discovery or research tile, resolve it immediately by paying any associated cost, then place it in your play area (put Discovery tiles face down).
When 2 players have the appropriate tech tile, the player who uses the tile chooses who gets the benefit
If a tech tile is used twice on the same turn, the owner gets two oxygen
Like all of Vital Lacerda’s games, this game has a learning curve. The rules take a while to learn, but they all make sense and seem logical as play progresses. This is a long game but turns can be quick, since you can take one action and one executive action each turn That said, the best turns are ones that can string multiple actions together by moving tech tiles or completing your personal goal. As someone who also likes The Gallerist, I would recommend this game.
Sébastien Dujardin, Xavier Georges and Alain Orban
Pearl Games, Asmodee, CrowD Games, Hobby Japan, Maldito Games, Rebel Sp. z o.o. and sternenschimmermeer
Bias, Dice Rolling, Hand Management, Slide/Push, Solo / Solitaire Game and Tile Placement
What did we miss
You can change the color of die. Draw a card of the original color. I think the only way to do this is using a tech tile.
It is enough to “own” a Mission Card in order to activate it, you don’t need to have a ship there. From page 10: “If you choose to activate a card with an activation mission, you must respect the following conditions … You must have a robot or ship on this card.”
After taking an Advanced Technology tile, immediately replace it with a new tile from the deck.
When an Advanced Technology tile is ejected, immediately place it on one of the 3 Advanced Technology spaces on your player board (limit 1 tile per space). The space you choose determines the maximum VP this Advanced Technology tile can earn during end game scoring. This maximum starts at 4 VP, but each of your Mission cards that are ejected from the Space board that you place beside this space increases this maximum by 2 VP. Each Advanced Technology tile not ejected at the end of the game, and each Advanced Technology tile that is ejected after all 3 spaces are occupied by tiles can earn you a maximum of only 4 VP at the end of the game.
If you can not pay the cost of a ravager card, you can sacrifice a victory point
Each hex can only accommodate up to 2 different player’s Ships.
f you must place 1 Damage cube on a damaged action (an action which already has 2 Damage cubes), you must place the cube on a die in the same-color supply. This die is damaged! If during Sequence B, you must roll a damaged die, you lose 1 VP, and the Damage cube returns to the supply. Damaged dice are only ever found in the supplies
When the endgame is triggered, finish the round in progress, then play a final round. During this final round, if you are required to perform Sequence B, you can instead simply pass (but only in this final round!). Even if there are still dice in players’ compartments, the game ends after this final round
Some FAQs from BGG
This is more of a clarification for the Neutralization mission card
When the card ejects, the owner of the card receives the benefits
listed on the left, while everyone with a ship docked on the card
receives the benefits listed on the right. This means if the owner still
has his/her ship docked on the card then they will receive the benefits
listed on both sides of the card. IF the card only has one space for
benefits listed (not split to left and right) then the owner and
everyone with a ship there receives the benefits listed and the owner
only gets the benefits once, i.e. the owners docked ship doesn’t provide
any extra benefit of still being there, therefor this is one reason for
the above question “Can you move ships off mission card?”.
Can you activate a mission card you control without having a ship there?
– I believe the answer is yes, I haven’t seen a clarification on this but I am not sure there needs to be one. The rules state, “You must have a robot or ship on this card.”