Tantrums in the Sandbox

I adore the artwork in this game for a bunch of reasons, one of them being that its retro playbook vibe is immaculate. That said, I wish my grandma would climb down from there.

Of the handful of things I appreciate about Pax Playground, the most significant is the way it reminds me of recess. Its very existence is playful — this is, after all, a Pax game that lasts twenty minutes and bucks tradition by refusing to touch history with a ten-foot pole, let alone compose loopy footnotes about it.

More importantly, David Masnato, who previously did the art for Matilda Simonsson’s Turncoats and Pax Penning, uses Pax Playground to reproduce the anxieties of childhood. Like a child, you step into the game buoyed by possibility — and weighted down by it. As a game about play, it’s playful; as a game about becoming yourself, it’s as fretful as a kid trying to decide which sweet to pick out at the store.

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Again, Opium War, Again

Now to thread the needle between talking about the original edition and this one... and likely failing to do either very well.

When Cole Wehrle first unveiled An Infamous Traffic way back in 2016, it was a scrappy little devil. Not only was it Wehrle’s second design, it was also among the earliest releases from Hollandspiele. As such, its constraints were stark: a handful of counters and dice, a paper map, and one of the worst rulebooks ever written. (That last one was included in the contract: “The designer will include a horrible rulebook that doesn’t explain the game in the slightest.”)

Now a second edition is on the way. Much like Wehrle’s second stabs at both Pax Pamir and John Company, this is the work of a designer who knows what he wants to say. More importantly, it’s the work of a designer who’s spent the intervening decade learning how to use the curious medium of tabletop board games, simultaneously one of our ancientest and most recent arts, to paint a compelling and damning landscape of 19th-century business.

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Satchel of Holding

oh I thought this was going to be a sweatshop allegory. my bad.

There’s undoubted utility to a bag of holding, but I always imagine everything jumbling together like loose chicken parts. Magical tomes next to tavern dinners next to razor implements, sloshing around to produce a pulpy slurry.

Designed by Molly Johnson, Robert Melvin, and Shawn Stankewich — best known for Point Salad and Verdant, although my course of choice would be the excellent TEN — Satchel Quest might be the first game to really understand the problem. This is a bag-builder only slightly in the vein of The Quacks of Quedlinburg, featuring hints of that title’s press-your-luck gameplay, but really emphasizing the disorderly nature of a magical burlap sack where one’s potatoes are stored beside mana crystals and radioactive artifacts. For example, you’ve decided to hold not only an entire arsenal in your satchel, but also a whole bunch of monsters.

If that sounds like a bad packing decision — and I’m saying this as someone who grew up schlepping a half-dozen hardbacks on any given weekend trip — then rest assured there’s a reason for all those odds and ends.

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Grabble Grabble

I'm now blind.

CMYK is on a hot streak. Get it? Hot streak? Fine, I’ll just tell you about this other board game. Grabble is a remake of Naoki Fukuda’s Nuts a GoGo!, which probably doesn’t tell you much. Imagine a bunch of people scrambling around a box for mismatched components. Shortly thereafter, they wage a sudden-death competition with their foraged traffic cones, dice, and metal pigs. In and out, five minutes.

That’s Grabble. It’s fast, it’s silly, and then it’s over. Unless you play more than once, which is more or less mandatory. Unlike a few other recent CMYK releases, I suspect this one will prove too trifling for some. I think I’ve played it something like forty times in the past month alone.

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Sharts of Creation

I don't want to hear a single thing about Brandon Sanderson in the comments, you hear?

All I play anymore is trick-taking games.

At times, that feels like an invitation to make me regret what little time I have left on this Earth.

Shards of Creation is the latest unfortunate example. Designed by Hayden Dillard, it fails to utilize the past decade of sound tabletop design principles, let alone the trick-taking revolution that has produced so many wonderful trifles. It is the anti-trick-taker, the title I would place before someone I was hoping to dissuade from getting into the hobby.

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Trench & Trough

Having lived on the Montanan prairie, this game really oversells how nice it looks.

Upland & Prairie is troublesome. Designed by the peerless Peer Sylvester, gorgeously illustrated and produced, and conceptually adjacent to certain Knizian disc- and tile-laying games, it has the makings of something wonderful.

The problem is that it doesn’t work. With some squinting, I believe I can see what Sylvester was going for. But it’s like looking directly at the sun: uncomfortable, fumbling, all its majesty blinded by sheer directness. I have worked to appreciate what is here. But the more I try, the more irritated I become.

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Space-Cast! #60. Baba Is Bluebeard

Wee Aquinas sees nothing wrong. After all, this is how medieval monks would illustrate a sheep.

BABA IS YOU is one of the most mind-bending puzzle video games of recent memory. Now, thanks to Peter C. Hayward, it’s also a board game. On today’s Space-Cast!, we discuss the peculiar adaptation of Arvi Teikari’s video game, from its inception in That Time You Killed Me and sickbed time-wasting to its gradual development and Hayward’s long-term plans to become a screenwriter.

Listen here or download here. Timestamps can be found after the jump.

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Fort, Thine Name Is Brute

gaaaaaaaaaaaaaaaaah (complimentary)

For its size, I would classify Brute Fort as maximalist. Which perhaps sounds contradictory, given it’s a microgame that runs on only 18 cards and comes in a plastic cassette case. But each of those details unfurls into something more. The cassette case is double-wide, necessary for holding the synth soundtrack alongside the cards. And the included dice, concealed under the tuckbox, can be used to generate the rooms of a haunted fort in a TTRPG.

What’s more, the microgame within is hand-drawn in garish inkstrokes that wouldn’t be out of place in a game like Cave Evil or The Restless. This is my first attempt at a game by Alfred Vale, but it’s solid enough to make me sit at attention and consider the other entries in his catalog. Maybe, for instance, the solitaire zine that requires you to spin a coin while you complete drawing minigames.

But for now, I’m contenting myself with Brute Fort. This thing doesn’t quite fit the Button Shy model. It’s way too metal.

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Goop vs. Goop

ah, it's trypophobia, but nice

Board games aren’t always very good at themes. Actual themes, as in underlying messages, not “themes,” the settings that appear in a game’s artwork. One of the hobby’s essential exceptions was Sol: Last Days of a Star. Set in some distant future, players were asked to harvest their dying star’s last embers to propel an ark into the great beyond, only to realize that their efforts were hastening the same solar death they were striving to outrun. Part climate change parable, part meditation on thermodynamics, Sol was not only playable, it was a genuine effort at using gameplay to tell a worthwhile story.

Now Ryan Spangler, one of Sol’s three creators, is back with Organism. Where Sol propelled itself outward, Organism utilizes the smallest possible lens to zoom all the way down. In a way, its diminutive subject matter is even more meaningful than Sol’s space opera. I’m speaking, of course, about the building blocks of life.

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S’pose

behold — arts

All I play anymore is trick-takers. And climber/shedders. Are those the same thing? Some say so. Others disagree. I don’t take a strong stance on it. Which is why I’m lumping these three titles together. For this quarter’s roundup, we’ve got friendly oni, unfriendly gangsters, and some super cute monsters that might be friendly or unfriendly depending on whether you correctly guess their identity.

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