Gazette Trucker

"KERNING!" editor squirrel cries

It will surprise nobody to learn that I was one of the layout editors of my high school newspaper. There’s an art to fitting everything on the page — just don’t ask me to demonstrate that art or what any good examples are. Mostly I remember working late after school to meet deadlines.

In that regard, Peter McPherson has transcribed the topic accurately. This is the third of McPherson’s published titles, after Tiny Towns and Wormholes, and it’s the strongest of the three in no small part due to a frenetic nature inspired by Vlaada Chvátil’s Galaxy Trucker. The secret to Galaxy Trucker’s success is that it, like its sister title Space Alert, grows funnier as its players fail. It’s the hobby’s equivalent of slapstick. Fit to Print follows that tradition. It’s at its best when everything is falling apart.

Read the rest of this entry

Beads?

I was thinking of having the title be something about how there are no apes in sight, but then Geoff walked into the room and made the same joke and I realized it was the lamest thought to ever run through my head.

There’s an obvious appeal to Connie Vogelmann’s Apiary, if only because “space bees” is such an evocative pair of words as to bend light waves. Also, bee puns are really, really easy. “Bee” sounds exactly like the letter B. Come on.

But I want to set that aside, because Apiary excels at making difficult things look easy. This is a fine-tuned example of optimization gameplay and speculative fiction. I suspect there was nothing easy about designing it.

Read the rest of this entry

Observe, Feyd-Rautha

BEHOLD THE SPACE PENIS

Arrakis. Dune. Desert planet. Warner Bros. property.

It’s not every day that a game I genuinely love hits it big in this hobby. I’ve been pleased to watch Paul Dennen’s Dune: Imperium thrive, earning two expansions in Rise of Ix and Immortality. That said, I’ve been as perplexed as anybody at the latest offering. Dune: Imperium — Uprising has a surfeit of subtitles and a questionable provenance, functioning neither as an expansion nor as a totally fresh start for the series. At a glance, it’s not all that far removed from the original game.

Read the rest of this entry

Colors of Abstraction

Each of these titles produces a certain tone in my head. From the clipped "iro" to the longing "sayu" to the soaring, operatic wannnnnnaaaaah.

As a youngster one of my prize possessions was The Book of Classic Board Games from Klutz Press. I didn’t know at the time that I was in good hands, the book being authored by none other than Sid Sackson. While Sackson seemed intent on imparting how much could be accomplished with a single set of Go stones, mostly I was enamored with the more “thematic” games in the collection, such as the clay-molded landscape of Dalmatian Pirates and Volga Bulgars or the plump wrestling moves of Hasami Shogi. Thus began my lifelong appreciation for abstract games. (Although please note that “appreciation” and “skill for” are very different traits.)

Over the past few months, I’ve been enjoying three modern abstracts at a leisurely pace. Their common thread is that they were all designed and self-published by Khanat Sadomwattana. Not that you’d know they were self-published by looking at them. These are lavish productions, each visually arresting on their own, with striking aesthetics that aid in making their gameplay as smooth as possible.

Read the rest of this entry

Shiny and Chroma

ew, key color

One of this hobby’s great pleasures is coming across a designer whose creations adhere to a logic that’s unlike anything else. Jorge Zhang is one such designer. I’ve been obsessively playing and replaying his latest release, Chroma Mix, scouring it for new gems and cracks alike. It’s been a rewarding process, unfurling a game that touches on highlights from other titles — Cieslik and Chudyk’s Red7 springs to mind — without, it turns out, being very much like them at all.

Read the rest of this entry

MORE RHUBARB

What manner of pervert puts a plum in a pie.

All I play anymore is trick-taking games.

Pies, a remake of Matthias Cramer’s 2015 Plums, does not happen to be a trick-taker. Oh, I’m aware there’s some debate over the matter. Couldn’t this be considered a trick-taking game with but one suit and a slew of ranks? I guess so. That would transmogrify a whole lot of games into trick-takers, but sure. And a hot dog is a sandwich.

Semantic athletics aside, my concern has less to do with trick-taking essentialism and more with this pastry’s sogginess. Cramer has produced some excellent games over the years, from hefty fare like Weimar to more accessible titles like Watergate and The Hunt. Compared to those, Pies doesn’t rate.

Read the rest of this entry

Federation Kitbash

HUMANS?! WHY?!

Yesterday we took a look at Age of Civilization, Jeffrey CCH’s take on the thirty-minute civgame, which was loaded with clever ideas that got short shrift thanks to the game’s clipped duration and misplaced priorities.

Fortunately for us, CCH revisited the concept a few years later. Age of Galaxy swaps the first game’s historical civilizations for alien societies, tasking players with cobbling together their very own Federation of Planets — or a merciless Dominion. Or a Culture. Or maybe an Imperial Radch if they play their cards poorly. The bones of that first game remain very much intact, but everything else has been overhauled. And this is one hull upgrade that proves rather appreciated indeed.

Read the rest of this entry

Age of Three Civilizations

As someone who has spent an inordinate amount of time studying ancient reliefs, I approve.

Before Inheritors, before Eila and Something Shiny, Jeffrey CCH designed a civilization game. The white rabbit of “civ but in half an hour” has humbled many a talented creator. Does Age of Civilization bend the long arc of history away from failure?

Nope. But it’s an interesting failure. That’s more than I can say for many of its peers.

Read the rest of this entry

The Banalities of Yesterday

"Let's make a bargain, you and I."

Growing up Mormon, disdainful opinions about smoking were in plentiful supply. I recall a mother proudly recounting her answer to her daughter’s question about why people smoked. “Some people are on Satan’s side,” she declared.

She was half right. But the wicked were not the smokers — the victims, to use Amabel Holland’s parlance in Doubt Is Our Product. They were the profiteers who killed hundreds of millions for market share. Who peddled tobacco to children and obfuscated the deadliness of cigarettes. Who flooded the zone with bullshit so that ordinary people couldn’t make informed decisions. Who continue to do so, to the tune of eight million dead per year, one million of whom die from secondhand smoke. Textual critics have long held that hell and the devil were invented as a form of cognitive easing, a way to reassure ordinary people who couldn’t square why some of their peers, leaders, and oppressors were so predatory. Surely they were being influenced by a malevolent, otherworldly agent; surely they would receive a fiery judgement at the end of time.

If there’s anybody who makes hell and the devil seem necessary, it’s tobacco executives.

Read the rest of this entry

Antiantidisestablishmentarianism

Okay, fine, you caught me, it's Hollandspiele week.

This might shock you, but I don’t actually love big words. Rather than elbowing pneumonoultramicroscopicsilicovolcanoconiosis into a conversation, I prefer short, evocative slashes to anything my readers might need to sound out. Let’s be real for a second: Did you actually say the word in the previous sentence, or did you blip over it like one more nickname for Raskolnikov in Dostoevsky’s Crime and Punishment? Exactly.

Five-Dollar Words, then, is a game that I am unexpectedly terrible at. Designed by Amabel and Mary Holland as the freebie for this year’s Hollandays Sale, it peddles itself as a game for sesquipedalianists and pedants. Better yet, it has a rule that prevents anybody from dragging out antidisestablishmentarianism as their word of choice.

Read the rest of this entry