Front Page

Content

Authors

Game Index

Forums

Site Tools

Submissions

About

Boardgame-Reviews

  • Big Potato Games - Review #1

    Boxes come and go from my house with solemn regularity. A few weeks back, though, something entirely new turned up: a crate. Not some half-assed fake piece of printed card but an actual wooden crate, complete with crowbar tied to the top. When I got home that night, my whole family were sweating curiosity from every pore. I could've used the crowbar to lever open the anticipation but, instead, I used it on the crate. And as the tension reached fever pitch the lid popped off and inside there was ..

  • Bitten Board Games Review

    Does this look infected to you?

  • Black Orchestra Review

    Let's Kill Hitler!

  • Black Sonata - Punchboard

    Shakespeare, right? For so many kids his plays were compulsory study at school, and he had a way of making me feel I don’t understand my native language – English. Did you know though, that he wrote about a mysterious ‘Dark Lady’? Far from the romantic language people associate him with, it got downright bawdy, talking about his ‘nobler part’ rising and falling. Wink wink, nudge nudge. Black Sonata puts you in London in the early 1600s, tracking down this elusive temptress and trying to determine her true identity.

  • Blackbeard: A meaty review for a meaty game

    OK, so I finally registered for the site, and I was all prepared to come on here, review Blackbeard, and then apologize for not registering sooner....  then I got a registration message in my email saying this:
    Kind Regards,
    Website Administration Team
    What kind of sorry ass registration message is this?  Did I click the wrong link?  Is this Fortress Ameripussy?*  You guys should have put a cross-dressing meeple in the registration message, it would have been more macho.
     
    PS:  I TRIED TO SUBMIT THIS to the front page but your front page submission thing crashed my computer faster than Lindsay Lohan crashes her Masarati on a saturday night.
     
    Back to the task at hand:  Richard Berg's re-do of his own classic...
  • Blades in the Dark - A Minor Complication, Pt. 2

    More thoughts on failure, Blades in the Dark, and the reasons we're dumber alone than we are together.

  • Bless My Armor - Death Angel Review

    In my four-odd years of gaming, I don't think any event in the hobby was quite as big as the 2009 reprint of Space Hulk. It was out of print for some 15 years, and used copies were fetching a pretty penny on eBay. And what a reprint it was. The minis and tiles were some of the best ever produced. For perhaps the only time ever, a game totally looked like it was worth $100. 

    And just like that, the game was gone. Speculators bought up tons of copies to resell them on eBay, and soon $100 looked like a bargain compared to what some people were asking. Those who didn't make the impulse buy were left to the vultures. Fantasy Flight clearly saw an opportunity here. Having previously done some very well-received work in the Warhammer and 40K universes (with Warhammer: Invasion and Chaos in the Old World), they put the gifted Corey Konieczka to an interesting task. Turn the tense, claustrophobic atmosphere of Space Hulk into a game that might fill the gap left by the blink-and-you'll-miss-it reprint. In a rare show of restraint, FFG chose to make a small card game, and they chose to make it cooperative. Death Angel: Space Hulk - The Card Game was the result. 

    That they actually were quite successful is no mean feat. Death Angel is very good indeed, and I'd venture to say that it's one of the best purely cooperative games on the market. The setting for the game is identical to that of its big brother. The players take the role of Space Marines charged with clearing out a derelict spacecraft (the titular space hulk). Standing in their way are the vicious Genestealers, who come crawling out of the walls to attack the players. Instead of miniatures and tiles, however, this is represented in a vertical row of cards. Other items along this line are represented by cards on either side, as are the swarms of Genestealers. The Marines move from floor to floor, slaying attacking swarms and accomplishing other objectives. If you clear all the floors, the Marines win. 

    The most amazing thing about Death Angel is that the game takes this setting, recreates it very faithfully, and does so in an entirely different way from its predecessor. The formation of Space Marines is definitely abstracted, but it does an amazing job of bringing that sense of claustrophobia. There's a definite pressure to line up just perfectly, and that's not completely easy. Another sharp abstraction is the action system. Each player is given three actions, and picks one each turn. That action cannot be selected in the next round, so each player essentially gets a binary decision each time. Each player has a unique squadron consisting of two marines, so they can contribute special powers to the attack. The action selection is very straightforward, but it's also agonizing. It's not particularly thematic, but it's excellent from a design perspective. 

    The soul of the action is a single six-sided die, which is used for attacking, defending, and several event cards. Trust me when I say that this die is merciless. Like the original game, it only takes one hit to finish someone. If you lose that defending roll, your marine is gone for good. And there are times when you need to successfully hit a Genestealer, and the die is deaf to your pleas. There are ways to get support tokens, which allow for rerolls, but they don't tone down the harshness of the die rolls much. This may sound a little brutal, but it's actually a very good thing. Even when groups get good at coordinating between each other, there's a good chance the die will screw them anyway. It really keeps you on your toes. Every roll feels important, because they almost always are. 

     In another stroke of brilliance, FFG included a very well-done solo variant. Essentially, the player takes charge of three different squadrons, and runs the game the same otherwise. I am normally not the type to solo much, although fatherhood has forced it upon me. Normally I find solitaire variants to have too much in the way of housekeeping, and not enough in the way of fun. But this one is light enough that you can set it up and run it without too much effort. I've played way more solo than with others, probably over 20 games. It makes this game a total no-brainer for people who worry about finding other players. I'd say that it's a little easier than it is with others, just because it's easier to coordinate actions without other people to argue with. 

    If there is any complaint, it's that Death Angel suffers from the common problem of cooperative games: familiarity. You figure the game out, and it doesn't really surprise anymore. Death Angel does better than most, because the die keeps things tense. But it really could use some more variety. When there are 3 or 6 players, all marines are used, and that makes things a little more predictable. Fortunately, FFG has produced two small print-on-demand expansions, one with extra locations and another with extra Space Marines. These are terrific, and if you plan on buying Death Angel, you can just pick these up with it. They give just enough variety to make the game stick around. Each expansion also has a little "1" attached to it, so I hope we can see some more like them. 

    Is Death Angel better than the original? Not many games are, so I wouldn't say this one is. It isn't quite as direct or visceral. And of course, you can never underestimate the physical aspect, which is as much a part of Space Hulk as anything else. But Death Angel looks really good too, and if you want to play Space Hulk with any more or less than two people, this is definitely the way to go. It's a lean $25, which is one quarter the price for three quarters the awesome. That's a very good ratio, and this one is still available in stores. It's a great balance between terrific theme and solid mechanics, and it will appeal to Ameritrashers and cube-pushers alike.

    Check out this review and others at my game blog,The Rumpus Room. Subscribe and start an argument.

  • Blockbuster Party Game Review

    I have fond memories of heading to the local Blockbuster store on the corner of South Clerk Street and Bernard Terrace in Edinburgh. To a film nerd like myself they were churches of unseen treasures, future loves and fond memories. With the rise of digital consumption it was inevitable that Blockbuster, much like HMV who I worked for, would crumble. What wasn’t predictable was that Big Potato Games would release a Blockbuster inspired party game, but they did.

  • Blood Bowl Season 2 Gets Blitzed - Review

    The biggest name in fantasy sporting is back.

  • Blood Bowl Team manager - Card Game Review

    So far, 2012 has been the year I had to keep making exceptions about not liking sports games. I still don't want to play a game about soccer or baseball or cricket or professional curling, but I'm considering changing my opinion about sports games in general. There are just too many oddball sports games out there that I wind up liking. Hell, a while back, I even liked one about hockey (though in my defense, that was just barely about hockey).

  • Blood Bowl: Team Manager Review

    bbtmWhen I first heard that Fantasy Flight was going to be exploiting its licence for Games Workshop properties by doing aBlood Bowl deck-builder I was wildly excited. I haven’t yet found a deck building game that’s interested me greatly, in spite of being impressed the the cleverness of the concept, and it seemed such a natural fit for the theme. Well, many months later the game has hit the shelves and it’s not looking much like a deck-builder at all but something rather different. Fantasy Flight sent me a copy so I could find out myself whether the transformation has done it any good.

    It’s just occurred to me that reviewing a card game which is supposed to be about a fictional game and in which players play player cards representing fictional players in said fictional game could get confusing fast. You’ll have to bear with me here.

    The concept behindBlood Bowlis simple yet devilishly endearing: it’s a supposed sport, a little like a no-holds-barred, ultra-violent version of American Football played by fantasy teams in Games Workshop’s Warhammer universe. The original board game on which this card game is based is a highly-regarded classic in GW’s range and, given it’s wacky subject matter, manages to be a surprisingly cerebral game. But it’s limited to two players and the aspect of the game that everyone idolises above all - league play, where you manage and gradually improve and grow the same team over repeat seasons - is such a time-sink that mostBlood Bowlplayers have only scratched its surface. As a fan of the original game one of the first things I wanted to find out fromBlood Bowl: Team Manager was whether it might manage to fill in these gaps. It starts out well - the card game plays 2-4 and, it scales pretty well. To my surprise the two player game works well, three is best, and four turns out to be a little over-long but perfectly playable. So strike one forTeam Manager for giving us a multi-player fix of fantasy football.

    The game isn’t especially complicated but you need to read the rules carefully and follow the game turn procedure carefully else you can run into trouble. Each player starts with a deck of 12 cards representing their team members - there are six different teams to choose from, each with different strengths and weaknesses. Each turn a headline card is chosen which either represents a high-stakes knockout tournament or an event which affects all the players for that week only. Then a number of “highlight” cards are turned over, each one of which represents a particularly exciting or decisive moment of a match. Players then draw a hand of six player cards and take it in turns to play one card into a highlight or a tournament, using classicBlood Bowlskills such as block, cheat or sprint as they do so in an attempt to grab a ball counter and tackle players already assigned to the highlight or tournament. Once all cards are assigned the total value of the cards are added up - ball possession gives extra points and tackled players have lower value - and the winner claims rewards in terms of power ups, new players or fans. After five turns of this the highest fan total wins the game.

    At first I was pretty dubious about whether this was going to work terribly well in thematic terms. It just seemed a bit feeble, reducing entire games to “highlights” and whole tournaments to a single card, and then only using a fraction of your available players each round. I was wrong. It’s a genius idea that works brilliantly. The idea of a momentary, but vital, game highlight which only involves a few players is an awesome way of abstracting down a whole game and whole team into something that can be resolved in a few minutes and thus keep a lid on the playtime to a manageable 20-30 minutes per player for the game as a whole. And all the cards are cunningly designed, well chosen and illustrated with a variety of well executed and delightfully brutal artwork to suck you into the theme. Highlight cards such as “Unnecessary Roughness” and “Rolling Cage” convey the flavour of the sport to a tee, and most also carry amusing snippets of fictional commentary to get you into the right frame of mind - these are easy to miss but are totally worth reading out as the highlight cards are dealt to add to the atmosphere. As it turns out, tackling and injury is rather more common in the card game than the board version andBlood Bowl:Team Manager sits closer to the line between abject chaos and careful planning than its more demanding big brother. Indeed I always felt that the strategic nature of the board game sat awkwardly with the chaotic nature of the sport it was supposed to simulate. So on the whole, bizarrely, I actually foundTeam Manager to be more thematic and atmospheric than the board game. Strike two for the card version.

    Laying down players from your hand onto highlights our tournaments is a fairly straightforward process. You need to look at the relative ratings and skills of the players you’ve got in your hand and assign them in a tactically sensible order. This can get a bit fraught late on in the round as players begin to run out of cards: you’ll have decided by this time which match-ups are must wins for you and you want to assign your cards appropriately, but you’re unlikely to be sure what the best play is because of unknown factors like hidden cheating tokens and, unless you’re going last, what other players have remaining in their hands. This can lead to the tactics of the game feeling more involved than they actually are, and analysis paralysis can creep in, rather pointlessly since you can’t really make good decisions based on hidden information. Personally I feel it’s more the long-term strategy where the game really shines in terms of choice. You need to learn to make the best use of your teams’ strength and minimise its weaknesses, being aware of the specific upgrades it can get from its own special deck. And after the first round when you’ve started to collect specific and generic upgrades you can choose and play into match-ups that maximise your ability to use and collect points from those upgrades, whilst at the same time trying to foil your opponents from doing the same thing. All in all the game strikes a very good balance between strategy and tactics, and randomness and choice, giving stronger players and edge whilst still offering luck-based leg-ups for the inexperienced. However to get the most out of the strategy everyone needs to keep a careful eye on what upgrades everyone else has, and to this end the game procedure includes the slightly bizarre but important ritual of reading out your new upgrades at the end of each round, a necessary annoyance that slows the game down and spoils its pace somewhat.

    There’s been a lot of debate regarding the level of strategy and tactics in the game and I think that’s partly down to the different nature of the teams. Games involving aggressive teams that do a lot of tacking (which involves dice rolling) and cheating (which involves hidden counter draws) are going to owe a lot more to randomness in deciding the outcome than those which don’t, and if it really worries you then you can always play up the goody two-shoes teams to minimize it. But it’s interesting to note that the design goes to some lengths to allow in some randomness but minimise its impact. If you’re tackling a weaker player there’s a paltry one in thirty six chance of knocking down your own player instead, and if you look carefully at the cheating tokens, some of which cause a player to be removed or to gain two power, most of them actually add zero or one power so are unlikely to be game-changers. But they do add a fantastic element of tension and uncertainty to what could otherwise be quite a dry and analytical game like its big brother often is, without having a major impact on balance. Personally I’ve found the staff upgrade deck to be the biggest culprit in skewing games - some of the rewards you can get from it add big fan payoffs, and many of those are, in turn, dependent on you being lucky in drawing other cards such as a certain number of star players with a particular ability.

    This is an especially important issue with this game because it’s at its best when it’s played in a fast and furious manner, and yet it positively encourages you to sit and work stuff out. If you play it quickly then the rapid pace suits the subject matter and no-one minds terribly if, once in a while, the dice or the cheating tokens leap up off the table and kick you in the face. If you analyse the hell out of it, which you certainly can by toting up the star players on each side of each match-up and carefully sifting through your hand and your upgrade cards and working out the probabilities of what’s likely to happen on each one if you playthat player justthereand usethis match-up action then you’ll be there a long time and the game will last ages and everyone will end up hating everyone else and the game as well. But the good news is that it’s perfectly possible to both play quickly and in a properly tactical manner, it just takes a little experience (about two games’ worth). You might at first think the game is slow, or just a dice-fest, depending on which way your group defaults when you first play it. Stick with it.

    The game structure is supposed to be like a season of blood bowl. You play matches and a couple of big tournaments and tot up the score. You acquire star players and new staff and your team gets better. It’s fun and worthwhile and the gradual upgrades add to the options and the strategy on offer but one thing it doesn’t do is manage to convey the theme on a meta-level. In other words there’s no great sense of gradual improvement and, especially, there’s no sense in which your original player gain new skills and abilities. This is partly down to the star player decks which either give you generic, faceless “freebooter” players that replace your existing players or named star players that can come from any properly aligned race - so an elf team could end up with human or dwarf stars on its roster. That can be tweaked a little with house rules if it bother you but it doesn’t help a lot. Basically, when it comes to the crunch, this isn’t going to be a substitute for those longed-for Blood Bowl leagues we all planned and anticipated and which collapsed after two matches.

    But still,Blood Bowl: Team Manager checks two of the three “want” boxes I had lined up for it when it was delivered into my greedy hands, and checks them with considerable style. And it’s an excellent, fun, medium-light game in its own right so perhaps I shouldn’t insist on comparing it with the board game quite so much. Keep it fast, keep it loud, and you’ll have a ball.

     

  • Blue Lagoon, Scarabya Reviews

    This week I'm looking at two of Blue Orange Games' latest from Reiner Knizia and the Bruno Cathala/Ludovic Maublanc team.

  • Blue Max - A Tow Jockey Review

    The highest military order of merit one could be awarded in the Imperial German military had a strangely French name. The Pour le Merite was to be granted to individuals strictly in recognition of extraordinary personal achievement.

    The men called it the Blue Max.

    FRPourleMerite

    In 1983 I was 15 years old and I have a distinct memory of a snowy day in the middle of a Connecticut winter. There was no school and I was at my best friend Curt's house. On his expansive dining room table we had set up a copy of GDW's game of "Dogfights over France". That paper map became the sky and those cardboard chits became our machines as we spent that entire day in life or death struggles in the air.

    I suppose it was Ace of Aces that had led us to it. That book game, acquired at the local hobby store then known as The Train Exchange, had given us hours of enjoyment the previous summer when we had spent two weeks at boyscout camp. This game promised to be all the fun of that game and more...and it was. There are few games that I remember as fondly as this.

    So it was not without a sense of nostalgia driven excitement that I heard of the new edition being released by Stratelibri (distributed by Fantasy Flight).  Excitement but also trepidation. Would the game hold up or would it be old and outdated? Would the memory be better than the reality? 

    There was only one way to find out.

     bluemax

     

    The first thing that struck me was the components. As I mentioned, the original game had a paper map and chits that, even though they had unique paint jobs of the planes they represented, were really quite small. Not so here. The map is a fully mounted double sided map. One side has a bird's eye view of the French landscape circa 1917 while the other has the traditional sky blue. The hexagonal tokens that represent the aircraft are large and have a side view and model name of the aircraft as well as the pilot associated with it purely for information's sake on one side while the other is the for function and has a top down view of the plane with the numbers and facing letters needed to play the game.

    There are cards for each of the planes as well. Each with an image that reflects the unique paint job of the aircraft it's associated with. One side listing data such as the date when it was introduced into service, top speed, weight, armament and other things. All for flavor and coolness. The other side of the card depicts the plane with numbers showing how much damage various areas of the plane can absorb, fuel capacity, stability rating and maximum altitude.

    bluemax3

    Yes all that is well and good but how does it play?

    The basics of the game are simple and can be explained in a few minutes. Each plane has it's own maneuver chart which shows the moves the plane can make and which way it's facing when it's done. All players simultaneously and secretly choose what their plane will do and then all moves are resolved at the same time. After all movement is done, if there is an enemy within range of your guns you can shoot at and hopefully destroy him. 

    Sound familiar?

    Of course it does because it's the very same system used in some of the most popular games at the present time. Star Wars: X-Wing, Star Trek Attack Wing and Sails of Glory  are all the children of Blue Max. The natural comparison, though, will be to Wings of War due to the theme.

    They are similar and that can't be denied. You might say to yourself "Why would I want to play with cardboard tokens when I can play pretty much the same game with super awesome minis?"

    bluemax4

     

    Well there are some differences and they are important.

    One of the big changes when the system progressed from Wings of War to X-wing/Attack Wing was the elimination of the 3-maneuver per planning step idea and reverting to the immediacy of one maneuver at a time via the dials.

    Blue Max was that way from the start. It does require the use of pen and paper to write down what you wish to do. One maneuver at a time. Some might find this to be laughably outdated but I think I prefer it to the card selection in Wings of War and because you are choosing a maneuver off of a chart, the variety of potential actions is much greater than X-wing's dials would allow if only out of space/font size requirements.

     

    bluemax5

     

    Another difference is the combat system. There are dice in Blue Max. Custom dice that have blank sides, blue sides and red sides.  When you take a shot you start with two dice and depending on certain factors like range, length of the burst of gunfire, speed of your last maneuver and several other things  you add or subtract die to a minimum of 0 or a maximum of 6. You then roll these dice and each colored face that comes up is a hit. The enemy draws one card for each hit off one of  several decks depending on which side of the token the fire came from (Fire that comes from behind is more likely to damage the tail, from the front the engine). Each damage card has a red half and a blue half and the damage taken is indicated by the color of the die result. (Red is worse than blue).

    I like dice and I think it's a bit more thrilling than the card pulls in Wings of War.

    Another big difference is in the "optional rules". I put that in quotes because even in the brief time I have owned the game, I wouldn't dream of playing Blue Max without them.

    Elevation rules have been the bane of table top airplane games for as long as there have been such things. Blue Max has a simple yet effective system that while it may not be a precise simulation is also not a burden to implement. Thus keeping a player immersed in the game.

    Fuel Capacity is the other optional rule. It differentiates the planes in a huge way. Yes the DR1 is the most agile plane in the game so why would you want to fly any other? Well because it's got a teeny tiny fuel tank and all those nifty turns and flips will drink all your fuel much faster than you would want while that slower lumbering Neuport just goes on flying and flying and flying.

    There is also a subtle difference of tone between the two games. Blue Max is more brutal than Wings of War. For instance, when taking damage in Wings of War I often get the feeling that it's an all or nothing affair. I take a point here or there but I really have to be shot a lot before those one or two points add up to enough to take down my plane. That is unless I draw the Ka-boom card of instant death regardless of previous damage. If you take a long burst at short range in Blue Max it's going to hurt unless the hand of God comes down to alter the dice roll. Your wings are going to be shot to pieces, your engine might catch fire, your tail might be shot off. Maybe you'll be left with enough plane to fly but don't count on it.

    Aerial collisions are also much less forgiving. Rather than the "Pardon me sir, our bases have touched," politeness of Wings of War, in Blue Max you can end up smashing in to your foe...or your ally...and end up killing you both.

    Run out of gas? You die. Try the Tom Cruise "I'll pull the air brakes and he'll fly right on by" Top Gun trick? Maybe your plane stalls completely and you go into an uncontrollable spin...and you die. Get on somebody's tail for the killing shot and maybe your machine gun jams...for good! Now you're nothing but a target.

    Brutal.

    Now this comparison isn't all one sided. Wings of War is a great game. I like it a lot. And it has those minis! Those glorious fantastic models of the planes where Blue Max has tokens, nice tokens but tokens none the less. I like those models. No! I LOVE those models.

    Of course those are double edged. Blue Max cost me $35 and comes with 18 planes. 18 planes for Wings of War is going to cost you a bit more than that.

    Also the sheer number of different planes produced for Wings of War is far greater than is in Blue Max. It comes with 18 planes, yes, but only six different types of planes. In a perfect world Blue Max would be wildly popular and they'd produce packages of many other planes but we don't live in a perfect world and I really am not holding my breath for that to happen.

    If we leave Wings of War behind and carry our comparison over to X Wing/Attack Wing certainly Blue Max suffers from the lack of scenarios and the there being no ability to customize your plane/ship. A DR1 is going to fly the same regardless if the pilot is Manfred Von Richthofen or Fritz von Schleppingheim. 

    So is Blue Max worth getting?

    Oh heck yes. The last time I played we were shouting and cheering and groaning as the battle between three Sopwith Triplanes and three DR1's teetered back and forth. Things looked good for my side until that scoundrel Jim was able to extinguish the fire that had nearly ended him and put a lucky burst into my friend Billy Zavos and sent the Canadian Ace crashing to earth.

    Any game that can have six grown men on the edge of their seats holding their breath as one prepares to throw the dice that will cause elation or despair is a damn good game.

  • Board Game Review - Rise of the Zombies

    What you really need to enjoy this Halloween is a game that will terrify you, one that will make you want to scream in terror because it will be so terrible. Actually, wait, that is not what you need. I just checked, and you just need like, candy or something.

  • Board Game Reviews

  • Board Game Revisit - Risk Legacy

    risk legacy

    My new plan of playing the games I actually enjoy even though I have a huge stack of review copies sitting in the corner of the room and calling in silent, hissing voices, 'play us!' is working out pretty well. Today, instead of playing one of the dozen games I've got lurking in the corners of my office like monstrous toddlers with sharpened teeth, I played two games of Risk Legacy. I may not have reduced the pile any, but DAMN! did I have a good time.

    The first time I reviewed Risk Legacy was about a year ago, before it came out. I played 13 games on that particular copy, which was obviously unlucky because my house caught fire before I could make it to 14, and destroyed that copy of the game. That level of luck is infectious, apparently, because when Risk Legacy's numerical curse destroyed the copy I had, it took every other game with it. It also cost me fifteen thousand dollars to fix the house. That was one unlucky board game.

    So being a rationally superstitious man, when I got a replacement copy of Risk Legacy for my birthday a month ago, I resolved that I absolutely had to play it more than 13 times. Sure, I could have decided to stop playing after 12 games, but come on. It's Risk Legacy. It's one of my favorite games. I would much rather break the curse by going to 14. I'll risk it.

    The thing that struck me as I played games two and three on my new copy was how incredibly awesome this game really is. I already know what's in all the envelopes, so it's not as though I'm looking forward to the surprises Hasbro has seen fit to bestow upon me. But what amazes me is how this new board is completely different, and the games I play on it will be new and fun and unlike anything we've played before. The surprises that matter are not the ones Hasbro dreamed up. The surprises are the ones you'll create yourself because you really need to protect North Africa, so you put in a bunker, or the world capital winding up in Canada and being named Sphincter.

  • Board Game's Next Top Model - Starlight Stage

    Like it or not, Japanese Idol culture is stealthily sneaking into pop culture like Solid Snake dressed in a blue sequinned tutu. Now it's board games' turn.

  • Bolt Thrower: Worker Placement, Twilight Squabble

    This week's companion piece is a list of my five favourite games in my least favourite genre. Yep, that's right, it's Worker Placement time. You can see the results of my ruminations over at Rollin' Dice.

    Perhaps the most interesting thing I discovered while compiling the list is how badly lots of randomness fits into the mechanic. Normally, tons of dice or cards is a fine addition to any game and, indeed, some of my picks showcase how well they can work in Worker Placement. But raw chaos and aggression alongside heavy strategy just doesn't sit well for me. Too much chalk with too much cheese. Or perhaps too much milk with too many pickles.

    Why am I back to compiling listcicles? Because it's been a long time since I was really excited by a board game new release. I can't even muster any enthusiasm for Warhammer Quest: Silver Tower, not when I've got Descent, DungeonQuest, Mage Knight, the Adventure System and lord knows how many other fantasy adventure games kicking around already. Instead, we're still have tons of fun with Automobiles and X-Wing. There will be a review of the latest wave coming soon, but other than that, I'm content with what I have.

    Sometimes though, even when you're immersed in ennui, something can come along and jerk you out of your torpor. That happened recently when I got given a copy of Twilight Squabble via its designer, who lives near me. It's a tiny thing, just a small deck of cards and a few cubes, and it's got nothing to do with its Struggle namesake, except for a cold war theme. But there's a surprising amount crammed into that little box.

    At first glance, it's a simple bluffing game. Each turn you get three cards valued at 1, 2 and 3. You play two face down, one on the "space race" and the other on "balance of power". Highest card wins, except you can use your third card to either counter an enemy card or buy bonus points to allocate the following round. There's also an Agent you can use to find out what card your opponent has played. After a few rounds, highest balance of power wins, with ties settled by the space race, unless one side has accumulated two much power and started a nuclear war for an instant loss.

    On first play, it turns out to be surprisingly convoluted. You need to read and stick to the rules very closely, and there's a lot of mechanical elements which don't serve an immediately obvious purpose. Halfway through the first hand of this supposedly short game, with flip of the rulebook on every play, I was ready to give it up as rubbish. But once we got the hang of things and the game flowed, it proved both fast and fun.

    The cleverness in the game is the way it marries bluff with probability. We encountered several points when, in spite of the hidden information element, there was a "right" and a "wrong" play and making a bad call had the potential to lose you the game. If you're ahead on the balance of power, for instance, failing to negate one of your own cards with your own cubes (which you can do) can mean instant armageddon. 

    I was also atrociously bad at it. So, if you fancy an unusually quick and deep bluffing game for two, or just a game you can beat me at if we ever meet, it's worth checking out.

  • Book Review -- "Little Wars"

    "We still found it difficult to introduce any imitation into our game of either retreat or the surrender of men not actually taken prisoners in a melee. Both things were possible by the rules, but nobody did them because there was no inducement to do them. Games were apt to end obstinately with the death or capture of the last man. An inducement was needed. This we contrived by playing not for the game but for points, scoring the result of each game and counting the points towards the decision of a campaign."

  • Bring Your Machete - Tobago Review

    Periodically I look at my game shelf to see if there’s anything I feel I could part with, either in a sale or in trade. It’s a way for me to ensure that games I don’t play don’t sit gathering dust. Whenever I do this, I’m a little surprised to see that yes, I still own Tobago. It’s not that Tobago is a bad game. Actually it’s pretty great, creative and accessible. But it sometimes feels like it was released, enjoyed for a while, and then largely abandoned. Once or twice I’ve toyed with moving it off of my shelf and on to someone else, but then I play it again and remember why I own it in the first place.