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Boss Cells

DAD CELLS the story of my life

I don’t envy the creative team tasked with adapting Dead Cells to cardboard. The video game is all twitch reflexes and light-speed assaults — a state I’ve heard called “submission,” more about submerging oneself within a game’s flow than about responding to any specific stimulus — which isn’t exactly the most conducive mode for taking turns or planning ahead. How does a designer transpose a video game that’s about subordinating one’s consciousness to sheer reactivity into a medium that generally works the other way around?

For the most part, the answer is that Dead Cells: The Board Game doesn’t bother.

Don’t get me wrong, there’s a living spring of talent behind this adaptation, a wundersquad that consists of Antoine Bauza (7 Wonders, Ghost Stories, Oltréé), Corentin Lebrat (Faraway, Draftosaurus), Ludovic Maublanc (Cyclades, Ca$n ‘n Gun$), and Théo Rivière (Sea Salt & Paper, The LOOP). For this collaboration, the squad approaches the original design like a fold-up snowflake, snipping around the edges of the video game for the stuff that’s easily ported to the game table and leaving the rest scattered on the carpet.

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Don’t Know If It’s Day or Night

I want the A in my name to also be cavitied by a helicopter.

A lot has changed with Bernard Grzybowski’s Purple Haze since I examined it three years ago. As wargames go, the final product is more assured and polished, as one would expect, but also less burdened by the prototype try-hard attitude. I might even go so far as to call it one of the finest narrative wargames ever produced.

To explain why, you need to meet my squad.

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A Mindful Rain

for some reason I kept thinking this game was about frogs

It’s been said many times before, but A Gentle Rain is not Kevin Wilson’s typical fare. Highly abstract, both in setting and objective, and showcasing a willingness to sidestep victory conditions altogether — a willingness that Wilson doesn’t wholly indulge in, although he gets close — this has all the makings of a pet project. For all that, it’s beautifully crafted and clearly wants to communicate something, even if that something is fuzzier around the edges than most board games manage.

I didn’t get it. The first time I played it, that is.

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Resistance in France

I clipped out the weird resistance fighters of the box image, which look like zoomed-in characters from a video game that wasn't actually meant to be zoomed in.

“Timely” isn’t my favorite descriptor. It’s such a trite word, like we’re trying to persuade somebody to take our hobby seriously. I tend to feel that board games are timely because somebody bothered to create them right now, in this time and place, and the sooner we assume that contemporary objects have contemporary meanings, the better and more durable they become.

Unfortunately for all of us, concentration camps are back in fashion and due process has been downgraded to an inconvenience. These are the years that make art like In the Shadows not only timely but necessary, if only as a reminder that people have, elsewhere and in other times, resisted movements every bit as stupid and cruel as those rolling off their overfed haunches today. Dan Bullock and Joe Schmidt have an eye for such examinations, and In the Shadows is no exception. As models go, the history they display here is both a reminder and a corrective. If only we didn’t need them so badly.

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In the Margins

That shooting star is the antagonist. Oops. Spoiler.

At a mechanical level, In the Ashes, the gamebook by Pablo Aguilera, is a major accomplishment. Full of novel solutions to problems that have dogged the format since somebody first decided to put a game inside a book, I was repeatedly struck by Aguilera’s creativity. Nearly every encounter did something new, exciting, or innovative. Sometimes all three at once.

But before you order the thing, let’s rein in our expectations. In the Ashes is also a hot mess. At least in the format I played it, anyway.

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Imperium: Kobayashi Maru

star trek: pixels

More than most fictional settings, Star Trek lends itself to what-ifs. Mirror universes, alternate dimensions, and time travel play a big role in making the final frontier ever more expansive, but we don’t even need to breach the time-space continuum to find uncomfortable alliances and enemies-turned-friends. In its messiness, Star Trek has always been playful. Ever wondered what would happen if a dilithium leak briefly tricked an intoxicated Commander Sisko into courting Lursa Duras? Me neither! But there’s a non-zero chance that someone in the writer’s room drafted an entire Deep Space Nine episode about that very scenario.

Star Trek: Captain’s Chair swims in those possibilities. Designed by Nigel Buckle and Dávid Turczi, and built around the deck-building system they unveiled in Imperium: Classics, Legends, and Horizons, this isn’t the first board game to bottle the spirit of Star Trek, but it is perhaps the one that most exemplifies its endless possibilities.

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Another Imperium

Tag yourself. I'm the letter R.

With a few years behind us, returning to Imperium is like catching up with an old friend. A messy friend, one who hasn’t ever gotten their life together, but a good friend who’s never given me reason to regret their acquaintance. When Nigel Buckle and Dávid Turczi first unveiled their hybrid deck-builder / civilization game, there was so much material that it had to be split across two separate boxes, Classics and Legends. Horizons adds half as much again to the collection, and shows these designers once again at their most creative.

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Ode to the Depot

I considered writing a poem about the depot, a real paean, but this week has already featured some very bad internet poetry thanks to a particular idiot billionaire.

Here’s a question for you. What do Oltréé, The Plum Island Horror, The Struggle for Zorn, Earthborne Rangers, Sleeping Gods: Distant Skies, Striking Flint, The Mandalorian: Adventures, Mass Effect: The Board Game: Priority: Hagalaz: Subtitle, and The Lucky Seven all have in common?

That’s right: they’re all solitaire or cooperative games from the past year that I broadly enjoyed that are too easy to win. Time and time again, I sit down at the table spoiling for a fight, thinking I’m about to get thrashed by the approaching tsunami, that it will take all my guts and endurance just to keep my head above water, and instead I roll the storm like a steamroller over a kiddie pool. Sure, in the past I may have groused about Antoine Bauza’s Ghost Stories being too rough on my delicate sensibilities, but this is an over-correction. Sometimes I want to be punished. Give me Slay the Spire. Give me Halls of Hegra.

Or give me the depot. This is a one-card expansion for The Lucky Seven, included in copies of the second printing, that Zach Barth sent over along with a copy of his next game, Chemistry Set. Too bad for Chemistry Set, because this singular addition has gotten me playing The Lucky Seven more obsessively than the first time around.

I’ve never reviewed just one card. Roll out, squad.

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Float or Flounder

Cannery Row board game when?

Tinned fish! Potted pulpo! I know so little about conservas that I can’t tell whether it’s a staple or a delicacy. In Scott Almes’ hands, it’s more of a double-edged pun, both a commercial enterprise and a matter of survival. In this solitaire game, you take on the role of a tinning factory. Your goal is to land and sell conservas — but not so much that you overfish the sea and leave yourself unable to operate next season. As such, there’s a delicate balance to be struck between your needs right now and the promise that tomorrow can be just as rich as today.

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Breaking Mythwind

Surely the shadow of that ominous tower will make for a lovely new home!

I like an ambitious game. Maybe it’s my abiding soft spot for Teddy Roosevelt’s Man in the Arena, despite some of the worst people you’ve ever met quoting the thing to deflect criticism, or maybe it’s my never-ending hunger for novelty. Either way, a board game that tries something different is bound to attract my attention. Even when that board game decides to get dressed by looping its underpants around its shoulders.

Mythwind, designed by Nathan Lige and Brendan McCaskell, certainly fulfills in the ambition department. To various degrees, it also does the underpants-as-pauldrons thing.

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