Author Archives: Dan Thurot

Spreadsheets of Gaia

You can tell it's the future because there are hexes in the font.

In my corner of the world, the Great Salt Lake is drying up. Because its bed contains deposits of heavy metalloids, the winds that sweep that portion of the valley have begun to billow arsenic-laced dust. Local politicians have proposed a wide range of solutions, from “Let’s cut down all those water-hogging trees” to “Did you know Victorian women consumed daily arsenic wafers to bleach their skin lighter and show they didn’t work in the fields? It’s time to embrace the wisdom of our foremothers!”

I prefer my apocalyptic wastelands with a splash of eco-optimism. Crud, I’d take a wasteland that wasn’t in thrall to the alfalfa lobby. Until then, Ian Cooper and Jan Gonzalez’s Shapers of Gaia is about reseeding the desert after everybody’s arsenic consumption made them too pale to keep on living.

Then again, does it count as eco-optimism if it requires mega-robots and efficacious cloning?

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Justice, Not Favors

"The Awakening," from Puck magazine! That's from way back in 1915! Period art is always cool!

I wish I could say Tory Brown’s Votes for Women didn’t feel so timely, coming over a century after the passage of the 19th Amendment, but here we are. Back around the turn of the new year, an acquaintance mentioned offhandedly his belief that the country might be better off today had the amendment not been ratified in 1920. My surprise had less to do with that he held such an opinion — people’s heads are stuffed full of silly notions — than that he was willing to state it so baldly. What can we agree upon, if not the idea that everyone should be guaranteed that most basic expression of political will, the vote?

Then again, that’s a large part of what makes Votes for Women so valuable. It returns us to a time when the rights we take for granted were anything but secured.

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Bugpope and Spacegirl Hijack a Starship

Meet BUGPOPE and SPACEGIRL, the best friends and nemeses that ever were in space or popery.

There’s nothing quite like breaking into places where you don’t belong. Between Mind MGMT, Sniper Elite: The Board Game, and Specter Ops, the last few years have offered a wealth of options for ne’er-do-wells.

At first glance, though, Gale Force Nine’s Starfinder: Pirates of Skydock, designed by Dylan Birtolo, Josh Derksen, and Thomas Gofton, has more in common with Donald X. Vaccarino’s Infiltration. Mostly because your moves are visible to the entire table and the aesthetic is oh so very neon. More than that, it comes loaded with a sense of distrust for your so-called teammates. As a crew of pirates attempting to highjack a capital spaceship, there’s plenty of incentive to bury a shiv in your crewmate’s backside.

Or so the game wants you to think. Around these parts, the Pirates of Skydock are infamous for their passive-aggressive snittiness.

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Something Wicked This Way Comes

Richard III is apparently the Emperor Palpatine of the Captain's Gambit Expanded Universe.

Coup was great, wasn’t it? Hard to believe it’s been over a decade since Rikki Tahta’s original splashed onto the scene. With only fifteen cards and an absolutely intuitive merging of hidden roles and action selection, it was very nearly the perfect social deduction game. Its follow-up, Coup: Rebellion G54, deepened that card pool but also traded away a significant portion of its ease for an oppressive need to check which actions were available this session. I eventually traded it away. Rebellion G54, that is. I still have my original printing stashed somewhere.

Right in time for the pandemic, four designers expanded on that framework. The question seemingly asked by AC Atienza, Alvin Lee, Ethan Li, and Mitchell Loewen bordered on the heretical: What if Coup, but with an extra layer of hidden roles built atop the hidden roles it already had? Also: What if Coup, but with Shakespeare?

The answer to both questions is Captain’s Gambit: Kings of Infinite Space.

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Digital Cardboard: Mahokenshi

Those ninja turtles are in trouble now!

It’s been a few years now since video games cribbed big time from the realm of cardboard with Slay the Spire, the roguelike deck-builder that spawned a hundred copycats, none of them more compelling than the wickedly glorious Monster Train (CHOOT CHOOT). As someone who weathered the Great Deck-Building Imitation that followed in the wake of Donald X. Vaccarino’s genre-establishing Dominion, I’ve followed this outpouring with some interest. My expert conclusion: both hobbies seem to be operating on the “flinging spaghetti at the wall” model. And too often, the noodles have yet to be wetted.

The latest case in point in Mahokenshi, a lavishly animated deck-builder that sees one of four heroes roaming a landscape inspired by Japanese mythology, poking goblins and hiding in forests. Its closest cousin is Vlaada Chvátil’s supernal Mage Knight. Unfortunately, its consanguinity is thrice removed.

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This Is How an Angel Cries

SAIL

Hameln Cave, designed by Akiyama Koryo and Korzu Yusei, made something of a splash in the wide waters of the Japanese trick-taking market a couple years back. Enough so that it’s getting a remake courtesy of Allplay. Sail this one is called — just try to say it without periodically yelping it aloud, Awolnation style — case in point: (SAIL!) — and like its forebear it’s a two-player cooperative trick-taking game. It’s also quickly become one of my favorite trick-takers. Ever.

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Reconstructing the Original Space Biff

This robot has aircraft carriers for arms. Do I know why? No. Do I need to know? No.

As the foremost authority on the matter, a “space biff” is when a robot, preferably a giant robot mech, punches one of its peers in the jaw. Why do these robots have fists? Why jaws? Nobody knows. I certainly don’t. But there they stand, with their fists and jaws. Sometimes accident or fate brings them into collision.

I never watched Robotech. It, uh, aired before I was born. On those grounds, I’m the absolute worst person to measure whether it’s a suitable adaptation. Instead, my expertise lurks around an unexpected corner: as an avid player of the COIN Series.

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Milk’s Favorite Board Game

alt title: "Is That a Volcano Steaming up the Place, Oros It Me That's so Hot?"

There are certain missteps freshman designers struggle to avoid. Take Oros, the first title from Brandt Brinkerhoff. Set on an archipelago bristling with demigods and volcanoes, Oros leans into its first-timer gaminess right away, offering upgrade tracks that don’t always feel fully-baked, complex interactions between its shifting islands and floes of lava, and persnickety rules that are guaranteed to slip through the cracks. It’s as scattershot as its shattered seascape.

For all that, it’s also as refreshing as a sea breeze. Let’s pick into why that is.

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I’m an Asclepiad, Jim, Not an Ocularius

I'm tempted to explain the title joke, but... you know what? I don't think I will. So there. Ten space pennies to whichever reader first responds with the proper explanation. Because the best jokes are also riddles, right?

Medical history is one of my favorite topics. As an undergrad I was fortunate to work with a second edition of Andreas Vesalius’s De Humani Corporis Fabrica Libri Septem, that revolutionary tome that contested and updated Galen’s anatomical observations from over a millennium earlier.

This shouldn’t be taken as a criticism of Galen. Unlike his far-removed successor, the Roman prohibition on human dissection forced guesswork on his part. If anything, the anatomists led remarkably parallel careers. Both challenged received wisdom, ran afoul of their period’s traditions, and eventually escaped into self-imposed exile. Where Vesalius drew fire by concluding that men didn’t have fewer ribs than women, a detail that clashed with the Catholic Church’s belief that Adam’s rib had formed Eve, Galen threaded an awkward middle ground between the dominant dogmatist and empiric schools of medicine, drawing ire and threats of poisoning when he spurned their guiding philosophies.

Galenus, designed by Harry-Pekka Kuusela, steps into the testy waters of Galen’s poison-laced Rome. It’s a fascinating setting. If only it provided more of a deep dive than a shallow wade.

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Space-Cast! #25. Nonsense Words

"I know how that feels!" says Wee Aquinas, making the entire theophilosophical world blink twice and wonder what he could be talking about.

What’s the difference between a puzzle and a game? Heck if we know. Today’s Space-Cast delves into two puzzle titles by designer Blaž Gracar: the 18-card microgame All Is Bomb and the pen-and-transparent-sheet game LOK. Listen in as we discuss both games, the value of nonsense words, and share some of our favorite puzzle recommendations.

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

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