Category Archives: Board Game

When the Frogs Knock Over the Trees

Check out these uncomfortably attractive frogs in their sex poses.

Chaos. The whispered curse. When a game is labeled as capricious, we hardly expect further explanation. “Too random,” we say, like that’s answer enough, like there’s no difference between types of chance, like nobody could appreciate a game for the chaos it flings in our faces. It’s the leprosy of the modern board game scene.

I’ve already written about Jim Felli’s Cosmic Frog. Now that it’s finally here, my thoughts on the matter haven’t transformed. Like the rest of Felli’s work, Cosmic Frog is distinctive: an offbeat setting, messy rulebook, reasonably straightforward play, and a social space that relies on the investment of its players to mark the line between an unremarkable slog and one of the weirdest competitions in recent memory. Its finished incarnation isn’t all that different from the preview version, either. The main change is a variant that adds even more chaos.

That’s its defining element, what will float or scupper it with audiences, what marks it as worthy of investigation: chaos. So let’s take a look at the many ways it handles chance, and why this particular pile-on gives it such flair.

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Last of the Loner Romans

Those eyes... they follow you around the room! No matter where you go!

Poor Rome. No matter how many centuries fly by, her problems remain the same. When last we spied the immortal city — or at least the version found in Robert DeLeskie’s solo wargame Wars of Marcus Aurelius — the Marcomanni, Quadi, and Iazyges were harassing the frontiers. Now it’s the Goths, Vandals, and an upstart general named Constantine III who’s decided he’d rather call the shots for a change. Thank goodness for loyal half-barbarian Stilicho, ready to defend the young Emperor Honorius from all comers.

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Knizia Gets Hooked on Netflix

Man, there is so much bad TV on right now.

I don’t have much free time for TV these days. Except for Tiger King. I’m sitting on a dozen solid Netflix recommendations from trusted sources who’ve never led me astray, and I blitzed through that garbage in under a week.

Victor Melo’s Streaming gets it. More importantly, this is one of the finest auction games I’ve played in a good long while. I’d even go as far as to call it Knizian.

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Massless Rod, Massive Bob

IN A WORLD OF PENDULUMS, EVERYBODY IS EITHER A MASSLESS ROD OR A MASSIVE BOB. BUT ONE DAY, BRIAN DECIDED HE WOULD BECOME A FRICTIONLESS PIVOT.

Real-time games are tricky, both to design and play. It’s an inherent conundrum. Most of our hobby lets us take things slow, examine the playing field from a sky-high vantage, and make decisions based on data rather than reflex. For a real-time game to work, it’s necessary to shift the player’s headspace into overdrive without cooking it altogether. Along the way, there are hurdles aplenty to consider.

Pendulum almost clears them. But the thing about hurdles is that almost clearing them still leaves you chewing rubber. Let’s talk about how it misses that final crucial inch.

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Sand in Yer Crack

I really like how this looks. Off-center header images are how I'll be coping with the remainder of 2020.

John Clowdus has always trafficked in games with a homemade feel, and not only when he’s stretching shrunken boxes to make the cards fit. In some ways it’s Small Box’s foundational ethos. Here’s a guy making the type of games he likes, in print runs so small it’s possible to step over them, and he’s having the time of his life doing it.

Sandstone takes this ethos to a new level. Apart from the cards, Clowdus took as direct a hand in the production as possible. The drawstring bags and box are hand-stamped. The pieces are hand-poured. There’s a signed card detailing the care that went into each copy and explaining why there might be some imperfections. The interior of the box declares which of this “small batch” you hold in your hands. Mine is first printing, number 100 of 100. A nice round number.

And then there’s Sandstone itself. It feels like a home-brew as well, in ways that are both endearing and somewhat rough.

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Alt-Delete

You can tell it's a negative review when I didn't bother to center the title in the image.

Ctrl sure knows how to strut its stuff. Never mind that its stuff is an ill-fitting peg leg, peg arms, and a peg head that keeps falling out and looks so identical to its other peg-parts that nobody can remember which depression it’s supposed to peg into.

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One Thousand Years of Solitude

These alt-texts will contain spoilers from the tale of my vampire. Beware!

When I heard that Tim Hutchings’ Thousand Year Old Vampire was a solo RPG, my response was pretty much, “Buddy, if I wanted to pretend to be somebody else when I’m all alone, that isn’t a game. That’s my life. Now cease disturbing my slumber.”

The first chink in my armor was the book itself. If it weren’t so pristine, this thing could have passed for a tome stacked under a hundred years’ worth of library sediment. The title and byline appear as though they’ve been shoddily glued into place, the description on the back secured with masking tape that’s peeling at the edges. The cover’s golden debossing calls to mind pottery mended by kintsugi, but more veined, more branching, like rivulets of blood straining for shared warmth. With great restraint, in only a few spots, the spine exhibits dents and tears. And within, an academic’s trove of article clippings and telltale stains and artwork of a dozen styles, none of it detracting from the actual utility of explaining how you, the reader, will spend the next few hours sharing the story of a vampire in bloom and decay, love and ruin, tragedy and beauty.

As for partaking of a solo role-playing game, pay no attention to my earlier reaction. Thousand Year Old Vampire is devastatingly therapeutic.

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Five-Foot-Three-Inch Gauge

It's appropriately green.

Did you know that Ireland’s track gauge isn’t very common? 1,600mm. That’s rare, apparently. Not that you’d know it from Tom Russell’s Irish Gauge. Some games fill you in on what they’re about. Scratch that, most games. Some go the extra mile by holding forth on the ancient lineages of their elves. Irish Gauge doesn’t warrant a paragraph. Not even a blurb in the rulebook. The back of the box says something about puffs of black smoke and braking steam — real scene-setting stuff — but nothing about why Ireland requires such wide tracks. You’d think that’d be an American thing.

Not that it matters. If Irish Gauge is presenting one of Russell’s systemic arguments, it’s silent on the topic. Instead, this is a design of sharp edges and barbed hooks. And it peels its way under the skin with only a single sheet of rules.

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Four Complaints about Crokinole

If you zoom in far enough, you can see a reflection of me taking this picture. It's like an infinity mirror, minus the infinity. So, a mirror.

I recently purchased a Crokinole board. It’s ruining my life. Let me tell you how.

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Back to the Universal Studios Licensed Property

alternate title: Past-Biff!

I like Back to the Future. You like Back to the Future. Everybody likes Back to the Future.

So let’s set that aside for a moment and ask the bigger question: does Prospero Hall’s take on Back to the Future hold together as a functional game about Elliot Alderson’s most beloved film or a mere slideshow of its best scenes and catchphrases?

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