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Zimby Mojo Review
When you open a modern board game, you don't expect to find what looks like a Parcheesi board. You especially don't expect to find it set in the midst of lush Mesopotamian jungle or to be decorated with bizarre sigils. Then you flip through the lavishly illustrated rules, picking out phrases like "blood mist" and "cannibalism". We're not in Kansas any more. I'm not sure quite where we are, but I don't think it's a place I'd want to go on holiday.
I would have thought so, too, but I played my first game with a good friend of mine who's my only regular Battlelore 2nd Ed. opponent, my girlfriend who's a dedicated Eurogamer, and her son who's been raised on Euro boardgames, but regularly plays D&D 3.5 and video games like Guild Wars 2. So, a pretty mixed crowd. Everyone liked it.
Gary Sax wrote: I find the rules quite intimidating in this one, I still haven't played my copy. It appears to require a particular type of group.
You need "fuck you over" kind of people to play with. No crybabies or whiners. Total cut-throat.
As for the rules, you're overreading them like everyone else did, including me. They're incredibly intuitive after two or three turns.