New Year, Old Year: 2022 Revisited

Day Two! Seeking Thrills!

This is the day that has suffered the most over the intervening years. The title that has best borne the weight is TEN, which I couldn’t have seen coming. This past year has seen some contenders gunning for that press-your-luck throne, including a refreshed Knizia and that flippy one, but neither of them hold a candle to TEN’s streamlined considerations.

Second place goes to The Guild of Merchant Explorers, a solid x-and-write that still somehow eludes a station in my pantheon of greats. It stood on the cusp, about to drink the ambrosia and achieve immortality, only to shrink back at the final moment. I had hoped to see new maps and new ideas keep the system alive, but apart from a microexpansion also released in 2022, nothing ever materialized. YET. I hold out hope.

Despite its awful title, Imperium: The Contention is the game I wish I had played more. The cardboard adaptation of Slay the Spire put Gary Dworetsky on the map, but with Imperium as his scalpel he had already carved his name into my left ventricle. Alas, it is the critic’s burden to only return to so many games, and this one’s emphasis on deck construction prevented me from finding the time. Hopefully we’ll see more from Dworetsky in the future, maybe even a cause to revisit this system. I would definitely be down for another look.

As for the others, I can produce more discernible complaints. Clank! Catacombs is quite good, but its approach to deck-building isn’t my favorite — an odd thing to say, as a huge appreciator of Paul Dennen’s other attempt to hybridize deck-building with a board in Dune: Imperium. Maybe it’s because I’m a stealth-game snob, but I always wish it felt better to foot-pad through these dungeons. Wonderland’s War, meanwhile, is simply too long for what it provides. It’s a delight at half the duration. Beyond that, it feels a little too much like I’ve also been absconded to Wonderland.

Are you checking off each title to see which will receive the final blow? It’s true, GoCaine has lingered at the back of the line. Go plus drug trafficking was always a strange combination. Perhaps this should have been on the gimmick list. It’s still a clever little thing, offering some devious interplay between players. Also, it was amusing the way this tiny indie game became a topic of debate between myself and a designer with an excess of opinion but scant sense. But how will players know that drug cartels are bad? I dunno. It says so in the rulebook. Maybe the board should have featured some blood spatters.

Anyway, nifty game, not quite enough meat on its bones to weather the winds of time. Next up, something lighter — games about trauma!

Posted on May 9, 2025, in Board Game, Retrospective and tagged , , . Bookmark the permalink. 4 Comments.

  1. Curiously out of the games in this retrospective I tried my conclusions mostly match yours. I think the only notable divergence is that I’m not a huge fan of Bloc by Bloc, but I’m not especially into co-ops at best of times and I found that the cool moments it does have aren’t worth the tedious upkeep. I also got rid of both Red Flag over Paris and Stonewall uprising, because 2p games are essentially a non-starter, since I mostly only get to play games in a larger group. I agree that Acts is a really good game, but the combination of the theme and significant length/downtime makes it hard to get to the table.

  2. Perhaps it’s telling that I don’t own any of the games listed and have played none of them. (Though I do own the boilerplate pirates version of one of them, which gets played often.) I guess not enough games are giving me that must-own vibe. It’s enough to make one wonder if we have reached peak-Syndrome in board games: “When every game is super, none will be.”

  3. Sadly the different opinions I’ve read on Crescent moon point the same kind of flaws, but I still hope I’ll have the opportunity to play it someday, if only to enjoy the beautiful artefact it seems to be on a table.

    John Company IS a masterpiece. Reading and understanding the rules was probably my best “game time” of 2024, and the first plays were marvelous (After announcing that it might take 3 to 6 hours, having a 45min teach followed by a 1 hour game due to our horrendous exactions in India was hilarious). I’m really eager to tackle the solo mode, just to see how the system can be twisted to accomodate one-player.

    After a few plays (very enthusiastic), Resist! is waiting for a moment when I can dig into the history of the spanish war to resurface.

    Imperium is still on my watchlist, as it seems that a new edition and/or expansion might be on the way after Dead Cells’ success. However, I doubt it could overthrow Quantum as our regular “space-game”.
    Ten has been nagging at me from the boardgame shelf of the city library from 2 years now, I need to take time to give it a shot.

    I played the digital demo of Lok months ago and had a blast, I didn’t know the full version was released! It tickles my brain in just the right way and I cannot wait to go back to it.
    I hope to play more Shamans (and hpefully a bit of Turncoats) during the summer holidays. It ask for a few plays to get all of its subtleties, but it gives back a lot once you’re in its mental game space.

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