Tagging In
Not that long ago, my twelve-year-old daughter listed Tag Team as her favorite title of 2025. When I asked her whether that was still the case, she replied, “I like other games more, but I still like Tag Team.” There we have it, I guess.
Except now there’s a second set, Arthur’s Legacy, that can be played standalone with its own six fighters or merge with the original ten to create infinite possibilities. Or 120, which might as well be infinite. How does it stack up? Honestly, I think it might be the stronger of the pair.
Revealing the Medium’s Secret
Houdini’s Last Act feels like a magic trick. And not only because designers Chris Zinsli and Suzanne Zinsli (no relation) (okay, maybe there’s some relation, but it’s rude to assume) provide an actual card-shuffling trick as an intermission.
Set during the final years of the escapist’s life, the game’s apprentices — of which there must always be precisely four — are here to assist Houdini in exposing various spirit mediums as frauds and hucksters. It’s a noble objective, protecting the bereaved from those who would take advantage of them. But it’s also a testy proposition, one liable to end in disaster. Thus the game’s core tension: Will you work toward the show’s success? Or look after your own self-interest?
Doing Our Best
There’s a tagline on the box of The Witches of Willowspur, the latest game by Jenna Felli, that I appreciate deeply. “Doing their best,” it reads. It’s a reference to the titular witches, the daughters of wicked witches who, as a clique of misbehaving teens, have decided to get up to some good by releasing Prince Murray — the very same Murray the A**hole Frog who troubled the waters of his own title — from his shapeshifted form as… well, as a frog. Presumably not as an a**hole. There’s no counterspell for that malady.
“Doing their best.” It’s such a warm and reassuring phrase. This is a cooperative game about teenage rebellion and about teenagerhood more broadly, about finding one’s own goodness despite a world that would rather hammer you into a very different shape. Presumably Felli also did her best in crafting the game. I so very much wish it had resulted in something more playable.
Playing with Cellulose Fiber
Paper! Despite the meddling of the internet, it’s still everywhere. There’s a good chance you have some in your very own home. In fact, it’s probably within arm’s reach right now. Coming for you. Fluttering closer. Ready to give you a stingy cut on the fingertip.
But for all its sins, paper is good for a few things. Making board games happens to be one of them. And today, I’m going to talk about three paper games I’ve been playing this week.
Yawpz
This might sound funny, but the game that kept springing to mind while playing Gruntz, the tiny-as-it-gets wargame by Carter Scott, was none other than Kurt Vonnegut’s GHQ. Like that ancient (but now resuscitated) title, Gruntz is about a pair of World War-era armies bashing it out on the field. They’re both highly attritional, encouraging a tit-for-tat gameplay that’s either enthralling or exhausting depending on your tolerance for swapping one piece for another.
More than that, they’re both games about both movement and reinforcement. It isn’t enough to position your troops smartly. You also need to know when — and what — to call up from the rear. In the case of Gruntz, that sometimes means snapping a range of equipment onto a chassis to create a custom-built war machine.
This is never not cool. Because magnets, baby. I’m always in a mood for magnets.
Afterlife for Auction
I find Realm of Reckoning, the latest title by Max Anderson, Zac Dixon, and Austin Harrison, to be fascinating. There’s the cosmological angle: an afterlife fallen into disrepair, now pieced back into working order through the clashing imperatives of feuding factions. Personally, I’d be a fanatical member of the Eat As Much Cake As You Like Without Getting Tummy Sick sect.
But more even than that, it carves out a new space in the whole “dudes on a map” genre. (Are we still saying that?) There are fingerprints of the greats all over the design. A splash of Blood Rage, some Inis, even a little bit of Arcs. It’s something of a mashup, and not every part works as smoothly as the others, but the result is a gripping struggle over an ashen landscape.
Joker’s on You
Say one thing for Carl Chudyk, he’s always swinging for the fences. His latest, Chess Joker, is full of wonderful ideas. At its most basic: what if we took the game-altering jokers from Balatro, say half a thousand of them, and transformed Chess, that ancient game of strategy and discipline, into a cast-iron bathtub filled with jelly beans and marmalade and one or two razor blades just for fun.
At its best, Chess Joker lives up to that promise. The problem is that it isn’t often at its best.
Delver’s Dilemma
Brumble Quest is a peculiar inclusion in Plaid Hat’s catalog. Unlike their other touchstones, whether expandable duelers like Ashes and Summoner Wars or comedy adventures in the vein of Forgotten Waters, it’s a diminutive thing with minimal components, a ten-minute playtime, and — oh yeah — it only sells in sync with big conventions. Fortunately, that means during conventions, not at them; online ordering is still a possibility for those of us unable or unwilling to make the annual pilgrimage to Indianapolis.
For such an odd duck, though, it’s… kinda great? Designed by J. Arthur Ellis, Brumble Quest is a prisoner’s dilemma game for pretty much any number of players. Minimum three. But as many as fifty out of the box. With a projector and laser pointers, theoretically it could go even higher.
Blorpassonne
In my quest to find activities that will hold the interest of children with a five-year age gap, I routinely find myself playing board games that normally wouldn’t register more than a fraction of my attention. Blorp!, for example.
What is Blorp!, you ask? Apart from being a noise my offspring produce when they don’t want to empty the dishwasher or hang up their towels, a blorp is apparently the answer to what Dr. Seuss would animate for a David Cronenberg flick. These are queasy creatures in three colors that communicate by, uh, farting confetti at one another. Garth Kaufmann, who both designed and did the illustrating, sure has a knack for tongues, eyeballs, and tendrils, I’ll tell you that much.
Buried
Ruins, the card-building, card-shedding game by John D. Clair, served to answer a question that’s been niggling at the back of my skull since I first played Mystic Vale almost a decade ago. Namely, why don’t I like these things?
Not John D. Clair games, to be clear. I like plenty of his games. Rather, these of his games, the ones about sliding inserts into sleeves to build custom cards. At a notional level, it’s a solid concept. Plenty of digital card games let you modify your cards. By using inserts and sleeves, these titles circle some of that bespoke nature back to its origin point. Yet none of Clair’s experiments with the form, whether Mystic Vale, Dead Reckoning, Unstoppable, or now Ruins — which is based on an earlier title, Custom Heroes — has really landed with me.
I now know why. It isn’t the sleeving that’s the problem. It’s that Clair doesn’t exhibit much trust in his own sleeves.









