I Have Played So Much Blob Lobber

Bob Loblaw's Blob Lobber Law Blog

Of all the games I never expected to review here on Space-Biff!, Blob Lobber is pretty much at the top of the list. I can sum up nearly all of its gameplay in one sentence. Here, I’ll prove it: it’s about flipping flimsy cardboard discs to hopefully touch other flimsy cardboard discs — which, last I checked, you could do with a deck of secondhand playing cards and benefit from a heavier cardstock than these suckers provide. Blob Lobber was published by Steve Jackson Games, but it’s the polar opposite of their monstrous deluxe edition of Ogre. A game so small I’ve lost it in the couch cushions. Twice.

But here’s the twist: I’m going to give it a positive review. Positive-ish. Not glowing. I’m not insane. But it’s entered my regular rotation for one very dependable reason.

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Hot Men at Work

"That isn't a man!" he bellows asthmatically. "True," the game whispers. "Because she isn't working. She's the boss." He flops onto his side, seizing violently. The strawman manboy has perished.

This probably isn’t something you would guess about me, but I can be a bit snobbish about stacking games.

Don’t comment on that. Instead, let’s talk about why Rita Modl’s Men at Work is one of the world’s perfectest stacking games ever.

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Two Minds about Discover: Lands Unknown

Woooooah! Look at all these unique biomes! Surely each of them will present unique challenges and perils!

It’s that time again, when Dan Thurot and Brock Poulsen merge as one — mentally merge, don’t be gross — for Two Minds About…, the only series on the web in which two board game critics named Dan and Brock discuss how they felt about a board game. Today’s topic, the computer-assembled Discover: Lands Unknown. It’s the computer-generated future. And it’s a grim one.

Brock: Hear me out: spreadsheets.

Dan: Oh no.

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Book-Space! #8: The Cabin at the End of the World

What do two men and their daughter have in common? Being trapped in a cabin by psychopaths, of course! Join Brock, Summer, and Dan as they discuss the fearsome nature of farmers, magical realism novels, and whether The Cabin at the End of the World by Paul Tremblay is worthy of your time. Listen over here or download here.

Next month, we’re reading A Darkling Sea by James L. Cambias. Read along with us and deposit your thoughts below to hear them read aloud by Professional Podcasters!

The Seven Best Prototypes of SaltCon 2019

My annual grouse: The SaltCon people didn't let me have a press badge. What. Didn't you know this is the only coverage of SaltCon in the universe? Who else is the only coverage of SaltCon in the universe? Nobody, that's who.

Ah, SaltCon. Not only is it the third-best Mountain-West Board Gaming Convention in the Mountain-West, but it’s also where designers congregate from far and wide to compete for the prestigious Ion Award. Although I was barred from participating as a judge thanks to an embarrassing event which I’m currently appealing with Chili’s corporate headquarters, I still managed to swipe a badge from reception and take a close look at almost one dozen prototypes. What follows are my own personal awards for the top seven contenders of the convention.

Take that, Dr. Ion, whoever you are.

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Thanos Rising: A Glove Story

Branding!

Today, we’re handing to reigns to Space-Biff! ally Brock Poulsen to review a game that Dan had never heard of. Take it away, Brock!

In the biggest threat to humanity since the last threat to humanity, big purple rock man Thanos has arrived on your table, bringing with him a pile of henchmen and a penchant for the dramatic. It’s up to you to take a handful of dice, recruit some heroes, and stop Thanos from that most devious of villain activities: rock collecting. Also universe-spanning genocide.

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Vault of Draggin’

™

Sons of Anarchy: Men of Mayhem wasn’t a perfect game. Throwdowns, its fanciful term for when two grunting crews of motorcyclists settled their differences by any means other than words, were a colossal waste of everything but ego — which in hindsight was an entirely suitable, if accidental, commentary on stupid machismo. But like the rest of Gale Force Nine’s licensed catalog, it carried itself with enviable thematic cohesion, capturing the petty squabbles, unchecked greed, and hooting apeness of its source material.

Contrast that against Vault of Dragons, the systematic sequel of Sons of Anarchy that transports the action from Charming, California to Waterdeep, Not California. Set in the world of Dungeons & Dragons, what thematic core does it capture? Tedium? An over-reliance on dice? Overburdened game systems? Because as far as I can tell, those are what Vault of Dragons values most.

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If It Quacks Like a Quack…

Now, was this my potion-flask or my piss-flask?

Wolfgang Warsch is on a roll. Within the past year, he delivered the mathy Ganz Schön Clever, a great game that certain doofopoda don’t consider a game, a bunch of stuff I haven’t played because their titles are in German, and now The Quacks of Quedlinburg. I’d call his output improbable, except his games seem to truck in probability, so it’s… good odds? A fair shake? I have no idea.

On the surface, Quacks is about charlatan doctors peddling fake potions. But forget about that; it’s what we hoity-toity professionals call “setting pasta-toppa.”

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D.B.W.G.: A Look at G.I.F.T.

... mother?

Look, I love weird social games. How else could Bemused earn a spot as one of my favorite titles of all time? So when G.I.F.T. starts talking about attending an afterlife tea party, meeting the gods of life and death, and being forced to entertain them by stringing silly sentences together in order to stitch your body back together, I’m there. This getup isn’t even particularly illogical. Why shouldn’t a deity want you to debase yourself by assembling preposterous acrostics? Have you seen the world we live in? Makes sense as far as I’m concerned.

But that’s the elevator pitch. In practice, however… let’s get into it.

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Betray Me Twice, Shame On Me

Nothing a shotgun can't solve.

If you’ve been in this hobby long enough — or even if you haven’t — you’ve likely heard of Betrayal at House on the Hill. As an elevator pitch, it’s exactly the sort of thing that non-nerds might say appeals to actual-nerds. A mansion cobbled together from random tiles, scattershot with flipped cards and flavor text, and boasting a crescendo wherein somebody is transformed into one of oh so many monsters and pitted against their former fellows. Infinite games in one! You’ll never need another!

And now there’s a legacy version. Like a haunted carnival, the fun might never stop. They did say it was supposed to be horrific.

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