Your humble narrator recently attempted to play-test Mound Builders, the new solitaire game of Mississippian-era exploration and survival. After two hours of
set-up, re-reading (and re-re-reading) the rules, and slow,
methodical play, I managed to make it into the early Mississippian
era, the game's second epoch. My cultural empire extended deep into
Shawnee and Caddo country, generating regular surpluses of hides and
mica, before enemy war parties – notably the Cherokees, whose
homeland I never managed to incorporate – began battering Cahokia's
palisades.
Then I noticed I'd made it through the
Hopewell era without remembering to trigger the revolts specified on
the game's first set of history cards. I apparently misread a paragraph on page 9,
column two of the rulebook (like you do). Well, so much for being
methodical! And so much for trying to write a legitimate session report. I'll make another attempt to play the game correctly, but
it will have to wait until June, as I'll be traveling and Mound
Builders requires more play area than the average hotel table or
airline tray-back provides.
(The image at right shows the game board at the start of the first [Hopewell] era, shortly before I began to screw everything up. Not sure where I placed the fifth peace-pipe marker; I suspect it's out-of-frame. The mug on the right edge of the board, used to hold chiefdom counters, was one I picked up at the 2012 meeting of the American Society for Ethnohistory.)
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