Sometimes life just hands you an impossible task and you have to do your best at it, even knowing that you’re probably screwed.
Sometimes wargames are like that!
Welcome to another tale from the Combat Commander ladder, that monthly tournament of one of the best games out there run by the top-notch Patrick Pence, he of Patrick’s Tactics & Tutorials fame.
Go check the channel out to see a monthly game from the ladder in action in addition to my wonderfully-done (but not video!) after action reports.
It’s what got me into the ladder!
June’s scenario is a really tough one from the original base game of Combat Commander: Europe.
A force of American elite units is trying to capture a large chateau in Belgium during the Battle of the Bulge. The occupiers are some German elites of their own, with two Heavy Machine Guns.
The win-loss ratio in this one currently this month is something like one win for the Americans and a million wins for the Germans.
I could be exaggerating…but not by much!
(ok, a second American win was announced while I was editing this).
Anyway, my opponent this month was the veteran Larry S, who I haven’t had the pleasure of playing before.

(Don’t forget that you can click on a picture to blow it up)
See all that open ground with a few trees to hide behind for the Americans? And that long path down the left side that’s immune from fire from the chateau because of the stone wall?
Those will become very important.
The Germans (Larry – grey) set up first, except for the Infantry gun and crew, which can set up after the Americans.
They can set up 9 hexes deep (just before the Americans), but why would they do that?
Larry set up both of his HMGs in the chateau with decent lines of fire toward the Americans, along with a couple of token squads manning the right side of the board.
And wire all in front of the chateau, to make things even more difficult.
The Americans (Me – green) then set up one hex deep, so basically right on the edge of the board.
I set up in two groups to make sure I had everybody in command, with Lt. Wray tasked with attacking the chateau and Sgt. Buehler and his men tasked with forcing a path down the side of the board.
Maybe exiting, or maybe hitting the chateau from behind?
They also have a radio that can provide smoke.
Not many special rules in this one.
The wire must be placed next to a building hex because it represents rubble from earlier shelling.
The Americans get another leader with two squads and two flamethrowers on Time 3.
That can come in handy.
The only two objectives basically make holding the chateau a 30-point swing if the Americans can take it.
Is that possible?
Is the Pope Irish?
Let’s see how everything went.
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Back in the early 2020s, Dire Wolf Digital had a huge hit with Paul Dennen’s Dune Imperium, a classic blending of deckbuilding mechanics and worker placement that quickly rose into the Boardgame Geek Top 100 and currently sits in the Top 10.
They came out with two excellent expansions, Rise of Ix, and Immortality that just seemed to make the game better.
For whatever reason, Dennen and Dire Wolf decided that this wasn’t enough.
Why not get two games into the Top 10?
Why not keep the same basic mechanics, even (mostly) the same starting cards, and just remake the board and add a bunch of fun stuff, like sandworms?

Thus was Dune Imperium: Uprising born in 2023, with wonderful artwork by a number of great artists.
Dire Wolf has also become kings of the digital boardgame world, so it was a no-brainer that they would bring all of this to Steam and mobile platforms.
Immortality came out last June and in June 2026, Uprising was released as an expansion to the Dune: Imperium app, rather than as its own app as happened with the actual boardgame.
I’ve played it once on the table, but now that I’ve put the app through its paces a bit, let’s talk about it.
It’s good!
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It’s been almost a year since my last Friday Night Shots post (though yes, it is Saturday), but last weekend’s convention gave me a couple of ideas to explore.
Though sadly the bar is closed, the whiskey does keep flowing!
And producing boardgame thoughts to explore.
The first subject I wanted to talk about is conventions and long versus short games.
I know I’ve talked about game length before (in a Friday Night Shots post!), but this is specifically talking about at conventions or some other long-term gathering (not just a 6-hour game day).
I’ve mentioned in that post that my preference, even at conventions, is for shorter games.
Longer than maybe we play at our Sunday game days, but not super-long games that go on for 4+ hours.
I’ve always been a “play as many games as possible” guy rather than “play a long game that will keep us all together for hours and maybe require a dinner break” guy.
But something last weekend changed a bit, and it wasn’t by design!
There have been shades of this in the past (Dominant Species, anyone?), but for the most part, I’ve wanted to play roughly 2-hour games as a chance to get something played that doesn’t come out at our regular game days.

Or maybe something a bit more brain-burning than is usual.
The fact that it wasn’t by design is because I wasn’t planning on spending 3.5 hours on a game, or 5 hours on another one.
There was even a 3-hour game and a couple of 2.5 hour ones.
But it did happen, for various reasons.
Read MoreDon’t you hate it when you’re just minding your own business, sitting serenely in some kind of religious building, praying and all of that stuff, and then suddenly a demon comes in and possesses you, forcing you to do unspeakable things to all of your companions?
Is that just me?
Maybe it is.
The next Final Girl feature film that I have completed takes that scenario and runs with it, with your two final girl possibilities either being a fellow nun or, perhaps, the church organ player?


Or maybe she runs the church rummage sale?
A Demon in the Shadows was designed Mike Martins with artwork by Lars Krause.
It was published by Van Ryder Games in 2025.
The Series 4 feature films have been adding a bit of complexity to the killer, or sometimes having interesting ways to have to deal with them.
In this one, the demon Berith has possessed the body of a nun, Ursula, and you are having to try and kill him, all while trying to save Ursula.
That’s a lot harder than just wailing away at him/her with a crucifix.
How does this one shake out?
Let’s take a look.
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In what turned out to be a total coincidence, last week’s Boardgame Geek century post mentioned Surfosaurus MAX and the fact that I wouldn’t mind playing it again and then, four days later, it came out to our Sunday game day!
I asked my friend and he had not seen my post when he decided to bring it.
I love kismet.
But I don’t love that he hadn’t read my post…
I digress.

Surfosaurus MAX is a very quick card game designed by Ikhwan Kwon with artwork by Lisa Goldstein and Matthias Mödl and it plays 2-6 players.
It was published by Loosey Goosey Games in 2023.
This game is, in a way, a semi-cooperative game but in actuality it’s kind of cutthroat if you can get the right cards in your hand.
How does that work?
Let’s take a look.
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(1,000,000 quatloos to whoever gets the title reference)
The Final Girl franchise has been doing a great job of covering different genres of horror movies, even including some that are more science fiction than horror.
With the advent of Madness in the Dark, however, they have moved to covering a film that’s not exactly horror, but instead more psychological suspense (One Flew Over the Cuckoo’s Nest).


The killer in this feature film set is The Ratchet Lady and is clearly inspired by Nurse Ratched from the film, but in the film she’s not a killer, instead being more of an abusive, power-hungry force.
That doesn’t mean she’s not fun as a killer!
Let’s get the credits out of the way first.
Madness in the Dark was designed by A.J. Porfirio with art by Vladyslava Ladkova. It was published by Van Ryder Games in 2023 and is part of the Series 2 slate of feature films.
The Ratchet Lady is a really interesting killer with some cool effects, and Wolfe Asylum is a nice location (well, for playing in, I wouldn’t want to be staying there).
Let’s see what makes this feature film click.
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