Blog Archives

Four Alone

This *is* the box art, or at least as close as Tetrarchia gets. It comes in a fabric bag.

A couple hundred years before it would fall for good, the Roman Empire faced a half-century of panic and defeat. Internal competition had split the once-great state into three conflicting portions, barbarian invaders ransacked the countryside, and a series of plagues depopulated much of the continent. Even the emperors weren’t safe, as one after another they succumbed to assassination, disease, and battle, the average span of rule during this period amounting to a mere two years. Even their nickname, the “barracks emperors,” betrays the speed with which they were hauled out, crowned, and used up.

Saving the empire came down to four men. Diocletian, when he realized that the task of administrating the empire was too much for one person to handle, split his authority first with co-emperor Maximian, then Constantius and Galerius as junior emperors. Of course they ended up feuding later on — they were still Roman statesmen, after all — but for the time being, Diocletian’s tetrarchy was enough to save the empire from total collapse.

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Odin Can Do His Own Damn Quest

This picture makes me hungry. Psychoanalyze me.

One of my favorite ways to spend a quiet hour is to look at old maps. The way ancient peoples framed their world is fascinating, familiar landmarks and settlements emphasized, the in-between and unknown stripped out, the important stuff always at the axis. One of my favorite examples is the Tabula Peutingeriana. The entire Roman Empire is represented, from the Atlantic Ocean to India, thousands of miles of highways presented in meticulous detail, her greatest cities — Rome, Constantinople, Antioch — dominating the landscape with titanic presence. This is a functional rather than a mythical map, as was more common in the medieval period. And yet there are gaps. Entire ranges of mountains appear as little more than hedgerows, distant China is listed simply as “Sera Major,” and the ends of the earth are listed as Hic Alexander responsum accepit usqi quo Alexander — the farthest point in Alexander the Great’s travels.

Odin Quest, one of the latest print-and-play solo titles from the ever-prolific Todd Sanders, evokes this sense of the unknown lurking just beyond the gaze of the civilized world. Here, the wild is ever nipping at the heels of all that has been tamed, and every truth bears the caught breath of an untold secret.

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It Takes One to Tango

Face/Off sure was an amazing movie, wasn't it?

I can think of any number of reasons why someone might not get along with Hostage Negotiator. Principally, it may strike some as odd that a game where the word “negotiator” consists of fifty percent of its title should be solo game. Even odder still, that it should be a pretty darn good solo game.

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Mr. Cabbagehead’s Pleasant Garden

I call this the "Mr. Cabbageheader."

I know a thing or two about pesky neighbors. So when Mr. Cabbagehead goes on holiday and Horace Savoy-Brassica from down the lane swipes an armful of prize-winning radishes right out of his garden, I can empathize. In fact, I empathize so fully that I may have even uttered some of the same phrases that saw use in my house when my neighbor petitioned to have speed bumps installed on our street. Phrases that include such words as “tarnation” and “sasquatch.” Apologies for the foul language.

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The Court of Xiang Todd

Need something to look Asian-y? Add a bonsai straightaway!

It’s been far too long since I’ve highlighted anything from my favorite print-and-play designer, Todd Sanders, whose games are consistently interesting, easy on the eyes, and completely free, provided your local library doesn’t charge for printing. The trick is to bring your own card stock and perform the ol’ Thurot eyebrows dance. I’ve yet to meet an octogenarian whose heart won’t go sticky as molasses once my eyebrows have had their way. Mmhm.

Back on topic! Todd’s latest solo game is a ditty called The Court of Xiang Chi, about managing three different clans, navigating the intrigue of the court, and scoring as many points as possible. Oh, and also living in constant fear that those damnable Daemon Princes will show up and whisk away your ministers to serve the Daemon Court. Exactly like it happened in Real History.

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Print and Play (Oh My Darling)

I now imagine my life is narrated in this font.

Staying up to date with all of Todd Sanders’ projects is functionally impossible — for reference, he’s already finished four games in 2015 alone, and we’re only halfway through the year’s second month. But it’s been a long while since we examined anything by one of the most prolific creators of free print-and-play projects, which means it’s high time we dive back in. This time, the game in question is Do Not Forsake Me (Oh My Darling), one of the winners of the BoardGameGeek 18-Card Minigame Contest.

Yes, you read that right. 18 cards.

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Alone Time: Darkness Returns Twice

I know they're supposed to be evil eyes, but I keep thinking the green streaks around the Valkyrie's head are some sort of lame magic.

When you’re a force for righteousness like myself, there’s nothing quite so satisfying as driving a holy relic through the eye socket of a foul necromancer. Ah! The splash of his brain-ichor, cold and rancid, soaking the cuff of my tunic!

There are very few games that provide necromancer-slaying goodness quite so well as Darkest Night, one of my favorite solo and co-op games from last year. Its first expansion, With an Inner Light, which added the incentive of quests to get you roaming the map more and just hanging out in the mountains and forest less, was too.

So the question: are the two newest expansions for Darkest Night, On Shifting Winds and From the Abyss, as good as we’ve come to expect from Victory Point Games?

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Alone Time: Suboptimal Moves

I don't know about you, but I'm finding it incredibly uncomfortable coming up with funny alt-texts for the images in this review.

I don’t make suboptimal moves on purpose. Okay, that’s a lie. If I’m teaching a game, or a friend seems like they need a win, or the current best move will just piss off everyone at the table, then sure, I’ll intentionally make a less-than-ideal move now and then. Just to keep things breezy. But not when I’m playing solo games, because nobody will get angry because I’m winning or store a grudge for next game or flip my handcrafted game table. When I’m playing alone, there’s simply no reason to take any move other than the best one I can see at any given moment.

That is, until I played Freedom: The Underground Railroad. Let me explain.

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Alone Time: Beyond Arkham

I have such doubts about the worth of my abilities, much like the mi-go that fly over the pyramids by moonlight.

It’s incredible to me how often board games imitate life. And I’m not just talking about how they have rules, smell best when they’re new, work fine whether played solo or as a team, and tend to be about trains a lot more often than we’d like. Sure, all of those things are pearly nuggets of truth, nested into board games to remind us of our mortality, but I’m not talking about those. Oh no, not at all.

Rather, I’m talking about how board games warn us about the return of the old things. Because not letting our planet get transformed into a chew-toy is pretty dang important, don’t you think? Anyway, what follows is a series of letters from one of my ancestors, one Leo Anderson, which happen to correspond exactly with some of the things that can happen in Eldritch Horror. Chills. Up my spine. Brrr.

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Best Week 2013: Alone / Co-Op Time

Game of the Year! Damn, I spoiled the surprise.

“What’s this Best Week all about, sir?” I was asked last week by the orphan pulling my rickshaw through the fictional streets of Malgudi. I considered not answering, as talk shortened his breath and subsequently lengthened the journey, but some Christian nook of my heart compelled me to tell him anyway. Perhaps it is because I believe all peoples everywhere should know about Best Week. It is, after all, the most joyous five days of the year, in which all the best board games are compiled, considered, and listed. And everyone loves lists.

Today, on the very first day of Best Week 2013, we’re going to examine the five best solo and cooperative games of the year. There are some natural limitations — I cannot, for instance, award the title of “Best Solo / Co-Op Game of 2013” to a game I haven’t played, and there are one or two games that didn’t come out in 2013 at all. So okay, it’s subjective. But I’d love to hear your input, dear readers, for Best Week is not only about my favorite games — it’s also about yours.

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