Author Archives: Dan Thurot

Best Week 2021! Force of Will!

Enough of yesterday’s hippie-dippie kumbaya nonsense. Teamwork is great and all, but sometimes you’ve got to stick up for yourself. Pare away your fleshy parts. Make of your heart a stone. Become a creature of iron. Run in one of those mud marathons. Et cetera.

Today we’re celebrating the best games about asserting yourself in the face of irreparable differences. These are the two-player games that require you to plant your feet, lean back, and heave until you either win or tumble into the chasm.

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Best Week 2021! Save Yourself!

When my first daughter was born, there was a mantra I would whisper whenever she cried out in the middle of the night, when I had chores but felt too exhausted to propel my limbs into motion, when the prospect of reading another history book for grad school felt like climbing Everest. “Nobody’s coming to save you. You have to save yourself.”

Turns out, that same mantra works in the middle of a global pandemic. Today we’re celebrating the games that remind us that we can survive almost anything. Because nobody’s coming to save you. You have to save yourself.

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Best Week 2021! Make Something!

I don’t mean to brag, but after nearly two years of a global pandemic, I’ve become something of a professional when it comes to keeping hold of my waning sanity. So what better categorization for the best board games of 2021 than the five pieces of advice that have kept me afloat?

Take today’s motif, for instance. Need to survive another lockdown? It’s easier if you make something with all that spare time. Model airplanes, a novel, stacks of newspapers bound in twine and arranged into a hoarder’s maze — it doesn’t matter what you make, just so long as you make it. Today is a celebration of the board games that let you do exactly that. These are the makers.

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Settled: Unsettled

Yeah, it's a weird symbol. Like a broken swastika, kinda? But not? Like a weapon reticle, but not? I dunno.

Replaying the Mass Effect remaster brought it all back: the weightlessness as the shuttle dropped through the cloud layer, the sight of the alien landscape for the first time, verdant with unknown plants and creatures. That prickle along the spine. Growing up, Star Trek and frontier adventure books and some hazy pioneer heritage were formative where Star Wars was grating and juvenile. The final frontier, minus the colonialist overtones. Okay, some colonialist overtones. But overtones that are trying to do better.

Marc Neidlinger and Tom Mattson’s Unsettled is a cooperative (and technically solitaire-capable) board game about confronting the unknown, very nearly dying, and then — here’s the important part — rather than taming these wild shores you’ve washed up on, entering into symbiosis with them. There’s not a sentry turret or auto-rifle in sight.

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Brian “Big Balls” Boru

Mormon Jesus?

If I’m speaking the parlance of the youngfolk correctly, Brian Boru was a “chad.” Wait, is that supposed to be capitalized? Like an actual name? Chad? Never mind. Point is, the guy unified medieval Ireland through marriages of alliance, splitting Viking skulls, and something to do with the Church.

But that was literally a thousand years ago. Old news. Much more recently, Peer Sylvester has done something even more impossible — he’s made me care about trick-taking.

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And Iran, Iran So Far Away

Nice medals, Mr. Shah.

Dan Bullock caught my attention with No Motherland Without, an examination of national security bogeyman North Korea that was simultaneously thoughtful, gut-wrenching, and possibly the reddest board game ever inked. What impressed me was Bullock’s insistence on making you stare the victims of your geopoliticking in the face. Rather than seeing its people as geography, crowds, or spy-plane images, here was a game that put its humans front and center as elites, escapees, refugees, and prisoners.

Bullock’s 1979: Revolution in Iran is similarly thoughtful. This time, his target is the barbed nature of political allegiance, temporary allies, and changing leadership.

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Not Cellulite

"Isn't that like cottage cheese thighs?" —Geoff

There was no bias against edutainment in my childhood home. PBS for social development and science, Math Blaster for numbers, Calvin & Hobbes for vocabulary and penmanship. Everything had the potential for learning.

John Coveyou and Steve Schlepphorst’s Cellulose: A Plant Cell Biology Game is, as you’ve already deduced from the title, meant to educate. As a game it’s barely there, a circa-Lords of Waterdeep worker placement gig without the variability or escalation. That almost goes without saying. More immediately, though, it has me wondering what we mean when we say a game can be educational — and whether there’s a better way to go about it.

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Pan Horama

"Panorama," from the Greek "pan" for "all" and "horama" for "view." This etymology is more interesting than this board game by a factor of 100. And no, I don't care that I don't know how factors work.

Here in moose country, sometimes you’ll see a moose. Not very often. But sometimes. Once, on a hike, a moose wandered near to where we were eating lunch. Another time, when my Mom was painting a landscape while listening to music on some headphones, she looked up to see a moose standing next to her. Those are my two moose stories.

In Alex Wynnter’s Panorama, there are moose all over the damn place. Foxes too. That’s probably the best thing about it.

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Foucault in the Woodland, Part Two: All That Power

Foucault's theories about the power of the typically powerless are really about the stunning beauty of baldness.

Right when he thought he was out, Michel Foucault wandered straight back into the woodland. Silly Foucault. Something tells me it won’t be the last time.

Speaking of last times, in the first part of our series on the Foucauldian assumptions behind Cole Wehrle’s Root, we introduced the concept of biopower. The very short version is that the suits on the game’s cards and clearings might feel like mere components, but they really represent the majority population that’s the font of all power in the woodland. In order to win, every faction must use different methods to control and expend them.

But that’s going to have to wait. Today we’re talking about the big picture. What is the central conflict in Root, and what can we learn from it?

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Space-Cast! #17. Making Magnates Work

Wee Aquinas has *opinions* about this one. But for once he's keeping them to himself.

What goes up must come down. That’s the proposition of James Naylor’s Magnate: The First City, the modern Monopoly that sees its housing boom through to the inevitable bust. Today, James joins Dan to chat about real estate development, game development, and what makes Humbleburg more of a “first” city than the many counter-examples that are undoubtedly popping into your head.

This month, we’re making a donation to the National Alliance to End Homelessness. Please consider making a donation of your own or searching for ways to help your local homeless community.

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

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