Author Archives: Dan Thurot

Not Such a Bad Legacy After All

Hey! Hey you down there! Yes, you! Could you, um... bring some, ahem, bath tissue up with you?

Everyone’s been talking about Rogue Legacy, the new side-scrolling roguelike from Cellar Door Games, and there isn’t much for me to add except that, just like everyone else, I really, really like it too.

So that’s it. We’re done here. Unless you haven’t heard anything about Rogue Legacy, then feel free to read on and find out exactly what I’m also liking it about it.

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Dungeon Heroes vs. the Pit of Asymmetry

Michael Coe apparently thinks he's Sid Meier, Tom Clancy, American McGee, or Reiner Knizia. More power to him.

One of the things I love most about Kickstarter is that it helps bring weird little games like Dungeon Heroes into the world. Why call it “weird” and “little,” you ask? Well, the second adjective is easier: it is rather little, which is a point in its favor considering how crowded my shelves are these days. As for the other, its Kickstarter pitch described it as a “lunch break dungeon crawl,” which seemingly not only misses the epic-length point of dungeon crawls, but takes a detour through an entirely different town than the one the point is living in. Weirder yet, it’s so asymmetrical that the dungeon master is playing a totally different game than the one the adventurer is playing. But does it work? Let’s take a look!

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Signal Oops

The concept and setup ooze good thematic intentions, as you can see from this wallpaper image that I got as a bonus for purchasing the game on GOG.

One of my earliest attempts at writing here on Space-Biff! was on the superb Atom Zombie Smasher, which I argued was the “most frightening” thing I’d played that year thanks to the way it made its players complicit in the ruthless containment of a zombie outbreak by a remote authority with a surfeit of power and a shortage of conscience. Just thinking back to the leveling of entire blocks of healthy city to keep them from falling into the hands (and mouths, more critically) of the approaching horde gives me the chills.

So when I heard that Signal Ops, the new indie title from Space Bullet Dynamics Corporation, intended you wrap its players in the shadowy cloak of Big Brother himself, I had little choice but to refill my censor’s pen, charge the old police scanner, and prepare for all the history-rewriting, evidence-planting, and dissident-sacking I was sure it would provide.

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The Other Steve Jackson’s Sorcery!

This is the third consecutive article with an exclamation mark in the title — a sure sign of how desperate things have become here at Space-Biff!

Time for a board game history lesson! Buckle up, because this one might get a little convoluted. I promise there are treats afterwards. Or a review of Steve Jackson’s Sorcery! on iOS, but that’s a type of treat too.

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Blood Dragon! The Eighties! High Five!

The main effect of Blood Dragon's art is that it makes me want to play Darwinia again.

I covered Far Cry 3 at the tail-end of last year, though you could be forgiven for not remembering, tucked away as it was in that year’s leftovers article. There was a lot to say about how that game managed to house nigh-perfect open world gameplay and then mar it with vaguely racist plot-points that would have felt more at home in a boy’s imperialist adventure story from a hundred and fifty years ago. And talk everyone did, which is why I didn’t really bother engaging in the discussion except to affirm that, yeah, it kind of felt racist.

So I’ll also be brief with Far Cry 3: Blood Dragon, a sort of do-over that fixes its race relations by omitting them. Does that fix the game? Find out below.

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Space-Biff! on Hiatus

You'll probably figure it out by just googling that hotel name over there. Cheetah.

As you may have noticed, our regular programming here at Space-Biff! has slowed from a hopeful cool trickle to a dry faucet in the middle of the harshest windswept desert. Also, you may have deduced from this note’s title that we’re taking some time for ourselves — in part to contemplate whether there’s a meaning behind our short and possibly pointless lives, but mostly just to see some pretty places in Europe. And my original plan to continue updating the site with shorter articles hasn’t panned out — after all, Venice is one hell of a place. Vienna makes two.

If you’re wondering how to while away the hours in our absence… well, I was close to recommending a spate of excellent blogs you could read instead of this one, then figured if you’re missing this site all that much, why go and ruin that for you?

And by the way, the view is fantastic. Five space pennies to whomever can identify the spot I took that picture from.

Building a Better Deck-Builder: Core Worlds

The art in this game is consistently some of the best non-cartoony images I've seen in a card game. Comparable to the Lord of the Rings Card Game.

There’s a special place in my heart for deck-building games — it’s just that it’s a twisty, confusing place.

On the one hand, the basic concept behind deck-building is nothing less than an absolute stroke of genius. On the other, I’m one of those theme guys that can’t help but need a reason for all the sheep-shuffling, card-conscripting, and goblin-ganking that board games regularly task me with. And while it’s a hoot to listen to my Dominion-loving buddy Stephen try to explain away that game’s thematic failures by insisting on a historically plausible kingdom composed of two witches, three markets, and a half-dozen duchies, I remain unconvinced. Although there are exceptions (like Mage Knight, upon which you could read a three-part series and never guess is running on deck-built steam), this is a genre I admire more from a mechanical standpoint than because I’m actually smitten.

Until Core Worlds, that is. Because I’m in love with Core Worlds, and I don’t care who sees us making out in public.

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A Short Review of a Shorter Version of a Long Game

The lore of the BSG universe confuses me. For instance, the underwear looks really hot. And not sexy-hot. Overly warm.

Ever since first playing Battlestar Galactica years ago, the cry of “Cylon!” can often be heard ringing through the burgundy corridors of Château de Thurot. Usually during game night because one of our besties is preparing some horrible machination or another, but it’s not an uncommon shout at other times either. “Will you empty the dishwasher?” Somerset asks me. “Cylon!” I scream back.

The only problem is that we can’t seem to find the time to play Battlestar Galactica anymore. Fantasy Flight’s two-hour playtime estimate doesn’t help, as it’s so conservative it makes the Tea Party look Left. For whatever reason, BSG is just one of those games that always takes a few too many hours to play — so thank goodness for BSG Express from some fine gentleman who goes by the obvious pseudonym of “Evan Derrick.” This version really takes less than an hour to wrap up, and, best of all, you can put it together all by yourself.

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Luck Be a Lady (& Gentleman) Tonight

This box image fails to convey the sheer quantity of invective this game can drag out of its players.

It’s easy to read about the ladies and gentlemen of previous times — say, the Regency or Victorian eras — and cluck at just how silly and simple those people were, to care only as far into the future as next Friday’s ball or Jane Warmporridge’s upcoming wedding. To fret so intently over appearances and the ministrations of their servants. To live with such a vast gulf between husbands and wives. It’s so easy to read about those people in those different times and let out a sort of superior chuckle. The easiest thing in the world, really.

So although a few folks have voiced concerns that Ladies & Gentlemen sounds a bit, ahem, sexist, in reality it’s a marvelous tool. For, you see, by the end of the game you’ll understand precisely how much a well-matched dress and hat can matter. Most importantly, this is one of the first board games that has stood out to me as having actually taught me something. And I’m not talking about trivia, because I’ll be damned if I’m going to say Trivial Pursuit is an important game.

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Quarantine: Graysles Anatomy

My pun titles aren't usually any good, but I'm DAMN proud of this one. And for a minimal fee, you can use it for the expansion, Mark Klassen.

Once upon a time there was a cowboy by the name of Mark Klassen, though everybody called him Dr. Handsome. Nobody is sure what Mark did for a living — whether he erected hospitals with his bare hands, or just watched way too much Grey’s Anatomy and ER in between modeling gigs. Really, it’s a hell of a mystery. Whatever the case, Mark decided to design the board game equivalent of those fine television programs, though minus all the chiseled doctors and ravishing nurses hooking up. The result is Quarantine from Mercury Games, and it’s unlike anything you’ve played before.

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