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Board Game Review: UFO Alarm

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Masters of the Night Coming to Retail

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The Glamorous Life: A Glamazons vs The Curse of the Chainmail Bikini Board Game Review

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10 Feb 2020 00:01 #306970 by WadeMonnig
Doing what Killjoy does best, Glamazons adeptly skewers a variety...

We are gathered here today to mourn the loss of a punchline. Like Duke Nuke'em Forever, Glamazons has taken the wind out of the perfectly good Kickstarter/Vaporware joke by actually delivering on their product. (And why do I think that Killjoy is probably smirking seeing Glamazon's mentioned in the same paragraph as noted feminist Duke Nuke'em?)

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10 Feb 2020 08:12 #306971 by hotseatgames
Unlike Duke Nukem Forever, I had a good time playing Glamazons.
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10 Feb 2020 11:02 #306974 by WadeMonnig
Despite what the review may imply, the six year old I lost to was not required to take shots.
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10 Feb 2020 11:21 #306975 by jeb

WadeMonnig wrote: Despite what the review may imply, the six year old I lost to was not required to take shots.

Fucking BABY.

Anyway, haven't broken mine out yet, but this makes it seem awesome. And man where my ARKHAM shrinky-dink dudes to go in all these standees?

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10 Feb 2020 13:54 - 10 Feb 2020 13:56 #306988 by Josh Look
I wrote an article about Intrigue years ago that, while writing it, I kind of made up my mind about what makes a design great instead of just good at best. If you’re going to make a game in X genre, make sure you do X as best you can and don’t dilute it with too much unnecessary, unrelated bullshit, regardless of whether or not it makes the game more “thematic.” Really zero in and make that one thing you’re trying to do be the focal point of the entire design and the takeaway will be so much clearer and more pronounced. The games that do this are typically looked at as one of if not the best in their genre. Needless to say Intrigue is such a game and this was the moment I decided I was going to die on my “less is more” hill.


I’m fairly certain that article had an effect on Glamazons. I remember Matt liking it and the first time hanging out with him after publishing it, which was only a couple weeks later, he’d had his first Glamazons prototype. I had no idea what I was getting into when I sat down to play it, but it quickly became clear that Matt gets it. All of his designs have this very small mechanical footprint and whether you come away liking the game or not, there’s no confusion about what the game set out to. Glamazons is to bluffing games as Intrigue is to negotiation: It’s pure and the takeaway is so strong because the bluffing is delivered in such a concentrated dose. It also just so happens to have an interesting takedown of outdated fantasy tropes and fun Colorforms to play with.

I still really enjoy this game, happy to finally own it with its new artwork (which I actually prefer) and proud of Matt for designing it and getting it made.
Last edit: 10 Feb 2020 13:56 by Josh Look.
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10 Feb 2020 23:04 #307005 by Jackwraith
Excellent. (But, seriously... Fireball? If you're going to encourage underage drinking, at least coax them toward something that won't give them a sugar crash along with a hangover.)
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11 Feb 2020 04:00 #307009 by WadeMonnig
Lol it was originally just shots but I added Fireball since it sounded good with shots. I anticipated backlash for using such a cheap, cesspit liquor.
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