Category Archives: Board Game

The Review of the Field of the Cloth of Gold

The alt-text of the header of the review of the Field of the Cloth of Gold.

Today marks the 500th anniversary of the conclusion of the 1520 summit between King Henry VIII of England and King Francis I of France. The purpose of this summit was nothing less than the leveraging of the scales of power in Europe. Long story short, Francis was the sovereign of one of two European superpowers — the other being Charles V of the Hapsburg Empire — and as such, he hoped to recruit the up-and-coming Henry VIII as an ally. Instead, they feasted and jousted and showed off fancy clothes for over two weeks, caused the site in Balingham to be named Camp du Drap d’Or, and, after frittering away unthinkable wealth, failed to produce an alliance when England hopped into bed with the Hapsburgs anyway.

Tom Russell’s The Field of the Cloth of Gold is an appropriate commemoration. Unlike the actual summit, this outing is a trifle, a game designed briskly and minimally. Yet its frivolousness is all the more fitting for the real event’s excesses, a chuckle at the peacocking its sovereigns would undertake in the name of an alliance that never materialized.

In other words, this is a wonderful send-up of the absurdities of Medieval gift-giving — and also point-salad game design. Different epochs, perfect bedfellows. And Russell has his tongue firmly embedded in his cheek as he officiates the marriage.

Read the rest of this entry

Pavement & Haze

Dracula looks like a very attentive doctor who also likes bats and brooches.

I love the gentle irony of Unmatched becoming the flagship property of Restoration Games. You know, the company dedicated to remaking older titles. Yes, yes, I’m aware that Unmatched is a quasi-remake of Star Wars: Epic Duels, but come on — that “quasi” is doing some world championship lifting.

Lest you assume I’m being sarcastic, I can assure you that my affection is genuine. The initiatory set, Unmatched: Battle of Legends, was one of the best games of 2019. My only complaint was that it was a mite too basic. With so many titles passing through every month, I wanted to see Daviau & Co. put their best foot forward. Show us the weird stuff! Go crazy with your characters! There’s no guarantee of any property surviving even a few weeks, let alone long enough to justify additional releases.

Well, I’m happy to eat my fedora, because Unmatched is still kicking. Better yet, Cobble & Fog is easily the most confident set in the series thus far.

Read the rest of this entry

Previewpalooza: Bullet, Intrepid, Pax Viking

This is the sort of article you write when months of a global pandemic have piled up six preview requests and you haven't even played three of them.

Woe is me. I have let too many previews pile up, and now the reaper is coming to collect his due. What follows are three games that I’ve played only in limited fashion — digitally, in prototype, with unfinished components or rules — but certainly enough to get excited about. In other words, it’s fun to be enthusiastic, but be warned that the final game might be totally different from what I actually played.

Cool? Cool. Here we go.

Read the rest of this entry

Combat Results Tables Above the Reich

Strawboy: "Don't you feel bad playing as Nazis?" Me: "Nope."

My grandfather was a bomber squadron commander in the Army Air Corps in WWII. I went most of my childhood without knowing that. He didn’t speak of his time in the Pacific until late in his life, and then only sporadically, quietly, with great effort. He saw friends die and planes fall. His own plane fell. He spent months in recovery before resuming combat missions. The first I heard of his service was at a family gathering. My cousin loaded up a flight sim, undoubtedly rudimentary but photorealistic in my memory. Grandpa watched, hands on hips, frowning in disapproval. One of my uncles told us to turn it off. That it was bothering grandpa.

Grandpa jabbed a finger at the screen. “No, that isn’t it. It’s all wrong. You don’t hit a bridge there. They’d rebuild it in a week. And you need to approach from a wider angle. Out of the sun.” And then he told some stories. Just the silly ones. Running alcohol, almost crashing into a mountain, the fellow squadron commander who died to “friendly fire” for always assigning his own plane in the lead position. The ones that haunted him would wait until we were older.

And then there’s solo wargame Skies Above the Reich by Mark Aasted and Jeremy White. Guess I should probably talk about that.

Read the rest of this entry

Redaunted 2: The Redaunting

Undaunted: Fabulous Facial Hair Styles of the Near East & North Africa

In my review of Trevor Benjamin and David Thompson’s Undaunted: Normandy, I noted that it could be the beginning of something truly special. To some degree, that original box already contained plenty of special in its own right. Where I had expected deck-building and squad tactics to make an uncomfortable pairing, Undaunted nudged them together like old friends. The rules were streamlined, the decisions meaningful, the odds of landing a shot were long but not too long, and if it occasionally became a little too tit for tat in its exchange of fire, well, I’m sure there were plenty of infantrymen outside Caen who felt the same way.

Undaunted: North Africa is Benjamin and Thompson’s second take on the Undaunted franchise, and I couldn’t be more pleased that they’ve opened a second front. From the very first mission, it’s apparent that this is an improvement in nearly every regard.

Read the rest of this entry

The Intellectual Desert of Party Games

Still more accurate than Ridley Scott's Gladiator.

Mitch Turck’s Origin might as well be a game without an origin. See what I did there? Snark aside, it’s true. After much searching — there are a lot of games with “origin” in the title — I came across a page on BoardGameGeek that repeated the blurb on the back of the box. Apart from that, there was nothing. No box image, play images, comments, forum posts, nothing.

Which raises the question: while playing Origin, if I reveal an origin card that mentions “The origin of the game Origin,” what is the actual origin of that origin card?

Read the rest of this entry

Derp Vents

I keep thinking that squid is an upside-down dragon head.

Deep Vents is certainly the bluest game of the year. Or is it the purplest game?

Coming as a surprise from Ryan Laukat and T. Alex Davis, Deep Vents plunges into territory I haven’t yet seen explored in cardboard. Can you guess the setting? Nope, not bay fishing. Nor is it about oil rigging. Rather, Deep Vents is about creating a flourishing ecosystem around a deep vent. Bet you didn’t see that one coming.

Read the rest of this entry

Talking About Games: Felber’s Farewell

Wee Aquinas has some *opinions* about this Felber guy. Fortunately for you, his views are relegated to header alt texts.

Deep breath. Let’s talk about something controversial.

If you’re a hobbyist board gamer, there’s a good chance you’ve heard about Tom Felber’s farewell article, “Tom Stops! 10 (Not Just Nice) Things He Wants to Say at the End.” It’s sparked plenty of angry words, both in support and in repudiation, some defensive and others thoughtful. It probably doesn’t help that the original is in German (Felber is Swiss), which, as those of us who speak the language can tell you, tends to come across more frankly than English, especially in translation.

Read the rest of this entry

Unforgettable Waters

It *might* not be a good idea for a game to tell me it's forgettable.

What do storybooks, Crossroads events, digital apps, worker placement, countdown timers, skill checks, and Mad Libs have in common? They all appear in Forgotten Waters by J. Arthur Ellis, Isaac Vega, and Mr. Bistro, the latest title from Plaid Hat Games! And although that might sound like the setup to a crack about how too many ingredients makes for one nasty porridge — especially after their last Crossroads game, Gen7, was such a bust — it turns out that Forgotten Waters is more than the sum of its parts.

Read the rest of this entry

Brass Age

Now make a module so Neolithic's conclusion leads directly into the starting state of Bronze Age and you'll win a Phil Eklund's Little Overachiever badge.

One of the things I appreciate most about John Clowdus is the way he peppers his games with moments of thematic coherence, when systems and setting enter into alignment to create an intuitive shorthand for what the game is asking you to do. In Omen: A Reign of War, these moments revolved around mythological beasts upending both the rules of nature and the rules of the game. In The North, it was sparse actions reinforcing the sense that you were renovating long-dormant machines. Even Mezo spun a cosmology in which the gods were always peering around the corners of reality, inspiring as much as directly intervening.

And in Bronze Age, this coherence has everything to do with the collapse.

Read the rest of this entry