Category Archives: Board Game
Five Minutes to Impact
Much like Space Alert, XCOM, Space Cadets (whether the original or the head-to-head Dice Duel), or the deck-assembling portion of Millennium Blades, Meteor is a real-time game, meaning you’ve got a limited span of time to complete whatever objective has been set before you. With only a scant handful of minutes on the clock, tasks like navigating around an asteroid field, counting off how many turns until that stealth fighter drifts into range of your cannons, cobbling together a tournament deck, or calculating the odds of a squad of soldiers beating back an alien invasion — all simple assignments on their own, given enough time to actually evaluate your options — the stress ratchets up to, dare I say it, meteoric heights.
And yet, though I’ve played many real-time games, I’ve never seen anyone react with quite the same level of incredulity as when I start explaining Meteor.
52nd State
The pedigree of the new 51st State: Master Set is a little odd, what with it being a dirtied-down version of Imperial Settlers, which was itself a prettied-up version of the original 51st State. Out with the brain-slamming hieroglyphics, out with the gamiest rules, and in with what just might be the cleanest presentation of post-apocalyptic living out there. Like many other fans of 51st State, I was skeptical that this new edition would be able to hold an acetylene candle to the original. So what’s the verdict?
Oldlithic
Size matters. In board games too. The appeal of Small Box Games isn’t just that John Clowdus makes small things, it’s that he makes things you can carry around without much trouble, that can fit ten to a shelf where a single regular-sized game might sit, that provide some of the best ounce-for-ounce gameplay out there.
Take Neolithic, for example. Crammed into a box the size of a deck of playing cards, this is the sort of thing that would be easy to overlook on a game store shelf. But to discount it for its size would be doing it a disservice, because this is one of the cleverest little games I’ve played in a long while.
Dots & Boxes: The Next Generation
Dots & Boxes is one of those games that doesn’t seem like it bears any improvement. Largely because it’s hardly a game. It’s a time-waster. It’s a way to pass the seconds when you’re in a long church meeting, or sitting through someone else’s graduation ceremony, or… well, those are my examples. No matter where it appears, Dots & Boxes was always more of a testament to that place’s boringness level than a pinnacle of design.
Sounds like it’s time for an update? Somebody thought so.
Cheerful Woodland Marshmallows
Occasionally, being adorable is exactly what a game needs.
By way of example, consider Kodama: The Tree Spirits from Action Phase Games. Here’s a game that, if it weren’t so darn precious, might have everyone slamming their heads against the table. Not in the sense that the rules are complicated or the game is especially frustrating. Rather, because the goals lend themselves so fully to a tightly-controlled competition of wits where a single misstep can see you plummeting in the rankings. Transforming it into a zen-like game about growing a tree so you can house some cute-as-buttons forest spirits? Magnificent.
Waiting for Goulash
For those of us who haven’t lived it, it’s almost impossible to imagine what life was like under Soviet rule. In Poland, once the last political opposition was eliminated in 1947, once the last resistance fighters were killed in 1963, once private entrepreneurs were ousted from the economy in favor of state administrators who emphasized military preparedness and national industries over individual comfort, times got lean. And when I say “lean,” I’m not talking about a shortage here or there. I’m talking about the long hunger of the 1970s and ’80s, when the demand for everything from meat to soap wasn’t even close to being met. These were the years of the endless queues lining Polish streets, when families would buy up whatever was available when they finally reached the front of the line. Even if it wasn’t something they could use themselves, at least they could barter it at one of many semi-legal outdoor markets.
Kolejka — or Queue, in English — is about those years when even the ration cards had ration cards. And that isn’t a joke. To prevent people from using too many ration cards, the communist authorities issued new IDs that tracked how many ration cards you used. That’s how bad things had gotten.
Odin Can Do His Own Damn Quest
One of my favorite ways to spend a quiet hour is to look at old maps. The way ancient peoples framed their world is fascinating, familiar landmarks and settlements emphasized, the in-between and unknown stripped out, the important stuff always at the axis. One of my favorite examples is the Tabula Peutingeriana. The entire Roman Empire is represented, from the Atlantic Ocean to India, thousands of miles of highways presented in meticulous detail, her greatest cities — Rome, Constantinople, Antioch — dominating the landscape with titanic presence. This is a functional rather than a mythical map, as was more common in the medieval period. And yet there are gaps. Entire ranges of mountains appear as little more than hedgerows, distant China is listed simply as “Sera Major,” and the ends of the earth are listed as Hic Alexander responsum accepit usqi quo Alexander — the farthest point in Alexander the Great’s travels.
Odin Quest, one of the latest print-and-play solo titles from the ever-prolific Todd Sanders, evokes this sense of the unknown lurking just beyond the gaze of the civilized world. Here, the wild is ever nipping at the heels of all that has been tamed, and every truth bears the caught breath of an untold secret.
Forging Your Own American Legend
Settle in, because I’ve got one whopper of a tale to tell. I recently played the latest game from hit-or-miss-or-miss-or-miss designer Richard Launius, a doozy that goes by the name of Legends of the American Frontier. How was it? That’s not the important part. We’ll get to that when the time’s right. For now, I’d rather tell you about cheerful Jedediah, the whistlin’ preacher-man who wasn’t ever much good at anything other than stumblin’ right along, no matter how rocky the trail.
It Takes One to Tango
I can think of any number of reasons why someone might not get along with Hostage Negotiator. Principally, it may strike some as odd that a game where the word “negotiator” consists of fifty percent of its title should be solo game. Even odder still, that it should be a pretty darn good solo game.
Hemoglobin & Luck
Blood & Fortune claims to be about a monarchical succession, something about picking a suitable king with the wisdom of ten thousand dragons amid the burgeoning threat of civil war. I dunno, considering the thing is an import from Japan and talks about duplicity in conflict, it’s all warring daimyos and moonlit recitations of epigrammatic war poetry to me. Autumn leaves fall all around; on desperate ground, fight. Or, in the case of Blood & Fortune, when the river flows from behind, give ’em your twos. That will make sense in a minute.









