Blog Archives
I’ve Got Callouses on My Fingers
After the first two sets in Kevin Wilson’s Kinfire Delve, Vainglory’s Grotto and Scorn’s Stockade, it remained to be seen whether there was much reason to return for a third (and final?) outing.
The short version? Callous’ Lab offers more of the same, with the anticipated adjustments and extras that aficionados may want to pick up. But it would be a lie to say I wasn’t getting a little strained at the prospect of any further quests.
Pugna Quin Percutias
One of my favorite things about board games is their ability to shine a spotlight on the undusted corners of history. Take Brad Smith’s Comet, a solitaire game about the titular resistance group and underground escape route that crossed from Belgium to Spain and helped over 700 Allied airmen escape back to Britain over the course of the war. It’s one of those tidbits I had an inkling of, but hadn’t given much consideration until I sat down at a table to reenact the smallest fraction of the hazards they faced.
Make no mistake, these were monumental acts of heroism, performed by civilian safe-house keepers and trail guides, under threat of arrest and execution, and conducted without firing a shot. Indeed, that was the Comet Line’s motto: Pugna Quin Percutias. To fight without arms. In many respects, an even more courageous proposition than taking up the rifle.
Friends Don’t Let Friends Slay Alone
Cards on the table: I prefer Monster Train.
But it would be folly to deny that MegaCrit’s Slay the Spire has wielded massive influence over the digital deck-building sphere. Without Slay the Spire, an entire cohort of excellent successors would never have strode forward to claim the throne. Still, despite the odds, Slay the Spire remains unbeaten, a modern classic that’s less a game and more akin to a digital addiction.
How Gary Dworetsky got the go-ahead to adapt it for tabletop is beyond me. Don’t get me wrong, Dworetsky is a talented designer, and his previous game, Imperium: The Contention, as unfortunately titled as it may be, was fantastic. But it was also his only previous game. There’s probably some insider baseball we’re not privy to.
Not that it matters. Whatever its provenance, Slay the Spire: The Board Game is here. And it’s good. Every bit as good as the video game. Which isn’t the same as saying it’s an essential title.
Legends of a Dog System
Remember Xia: Legends of a Drift System, that sandboxy romp through outer space that didn’t really cotton to skilled play, but felt great anyway? Dog Star Shippers, the diminutive title by Sam Pugh, operates like a downscaled version of that game. It’s chancy, silly, and offers a pleasant way to pass an hour.
Chewing the Scenery
There’s no hiding it: Earthborne Rangers feels like a gigantic leap forward for a particular niche of card game, a quiet revolution of contextualization and setting that effectively relegates its predecessors to the nursing home. Those predecessors, adventure card titles defined by the release model of Fantasy Flight Games — The Lord of the Rings: The Card Game and Arkham Horror: The Card Game, to name the most durable examples — have been defrocked, shown to possess creaking knees and prosthetic hips.
But while it would be possible to write a thousand words bemoaning the business model that trickled out those games one expansion pack at a time, it’s far more interesting to highlight what Earthborne Rangers gets right.
Glimmer, Lantern, Glimmer
When I looked at Kinfire Delve: Vainglory’s Grotto last month, my conclusion was optimistic. Kevin Wilson’s sidequest in his Kinfire universe was rather good, with colorfully realized characters and a solid deck-delving system. If it also happened to be too easy, its titular villain wadding up like a spent hankie, well, at least our heroes were relieved to not require a potion to recoil their intestines.
The second set, Scorn’s Stockade, continues the spin-off’s tradition of pairing a negative trait with a generic destination. Mechanically it’s the same game, but what a difference the new cards make.
Kinfire. Not That One.
Every time I mention I’m playing Kevin Wilson’s Kinfire, somebody asks if it’s really as big and intimidating as they’ve heard. This sparks a clarification: the Kinfire in question is Kinfire Delve, which is considerably smaller than Kinfire Chronicles, the latter of which is so sprawling and so expensive that it would probably be compromising for me to even glance at the thing.
No, Kinfire Delve — specifically Vainglory’s Grotto, the first of three proposed releases in the Delve line — is neither big nor intimidating. To the contrary, it’s compact and easy. Both solitaire and with two players, it’s as smooth as they come. Maybe too smooth. But only by a scooch.
The Plum Island Park Stroll
One of the finest solitaire games of all time is Dawn of the Zeds, Hermann Luttmann’s masterful riff on the States of Siege model. Not that it should be taken lightly. It presents a vicious struggle for survival that might end in calamity faster than the game can actually be set up. It doesn’t help that further editions and expansions cluttered the table with so many optional modules that even veterans of the zed wars might pause before breaking it out. At least this veteran has.
So it was with no small measure of excitement that I approached The Plum Island Horror, a spiritual successor to Dawn of the Zeds, and a perfectly schlocky reimagining of the small town under siege by reanimated horrors.









