Category Archives: Board Game

The Other Defenders of the Realm

All of the game's images are muddy, but I'm not sure why even the box art looks like it has a giant fingerprint on it.

Defenders of the Realm: Battlefields holds the unfortunate distinction of being the game everyone gets excited about for all of five seconds before someone realizes it’s not the original Defenders of the Realm. “Hey, is this that really good co-op game by Richard Launius?” Somerset asks excitedly when she sees it sitting on the table. Just kidding, she doesn’t know Richard Launius’s name off the top of her head. Worse, five seconds later she’s disappointed because she can see the box is way too small, not to mention it’s got that apologetic “battlefields” hiding under the main title like a bashful turtle.

Instead of holding that against Battlefields, let’s give it the benefit of the doubt and examine whether this tiny turtle is too timorous for success.

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How to Write a Board Game Manual

I was going to do a picture of all my manuals together until I realized how much work that would take.

Hi there! I’m Dan Thurot. I’m not a professional at writing board game rulebooks, but I’m here to tell you how to write board game rulebooks.

If you’re now thinking, Well why the hell should I listen to you?, here’s my response: Wow. That was kind of harsh. Maybe I’m just some dummy, but I’m a dummy who reads a freighter’s worth of board game manuals every year, and I’ve come to appreciate certain details that make them easier to read and much better at actually teaching me your game. What follows is a list of ten tips I’d appreciate you following the next time you’re seated at your computer trying to type out your new board game’s rules.

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Archiwhatago?

Yes, this game includes golden pyramids.

Turns out 2013 is one hell of a year to be playing board games. Back in March, I wrote about a game called Kemet that I assumed would be one of the best titles of the year — and it turns out it still is, though now it has a competitor in the form of Archipelago, the latest from designer Christopher Boelinger. Now, maybe at this very instant you’re muttering that Archipelago technically released in 2012, but I have two counters for that: one, I had no idea this gem even existed, and we’ve always run things on our own time here at Space-Biff!, and two, if you knew that off the top of your head, why are you even reading this review? Surely you know it’s amazing by now? Why don’t you go play it instead of hassling unpaid board game reviewers?

Anyway, Kemet and Archipelago would be about as different as two games could be if it weren’t for precisely two similarities. For one thing, both force their players to ration a limited pool of actions like precious canteens of water in the desert; and for another, they’re both determined to make you despise your friends for the evening. This time around though, it’ll be because your best friend just swindled you out of a bumper pineapple crop. That little turd.

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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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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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Alone Time: Cthulhu Yahtzee

My assumption would be that they're both dead.

In last month’s installment of Alone Time, I mentioned that the Lord of the Rings Card Game from Fantasy Flight Games was very possibly the only solo game a fella would ever need. And perhaps you thought to yourself, “What if I don’t want to design decks and buy more quests? Also, I hate hobbits.” If that’s the case, today we’re going to talk about two different editions of another game from FFG. It’s Elder Sign, and it’s much more self-contained, has a lot more dice, and doesn’t have quite as high a barrier to entry. And anyway, what could be more anti-hobbit than H.P. Lovecraft’s Cthulhu mythos?

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Phoenix Elves vs. Tundra Orcs, Round II

Admittedly, this isn't as good as the last one.

Queen Maldaria vs. Torgan’s floating head.

The original plan was to write a lengthy battle report showing off the capabilities of Queen Maldaria and Torgan, the second summoners for the Phoenix Elves and Tundra Orcs. You know, like we did last week for the new Guild Dwarves and Cave Goblins. Then the actual match didn’t go quite as me and Somerset hoped — as dynamic and interested as the battle had been, it didn’t feel like it would make for particularly good reading. Our rematch was similar, though inverted. That will make sense later.

Somerset then had two realizations: first, the crazy outcome of these two fights was actually a perfect example of what we both like most about Summoner Wars; and second, although I’d written about Summoner Wars over a dozen times, I’d never actually gotten around to writing a review. So that’s what this is: my unconventional review of why I love Summoner Wars, from the perspective of two matches that just didn’t want to be written as battle reports.

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