Blog Archives

The Better Part of Valor

"The real enemy is the snow" NO IT'S THE NAZIS STUPID

The Battle of Hegra Fortress saw 250 Norwegian volunteers holding off a Wehrmacht battalion for the better part of a month. It was a comparatively minor engagement in the grand scheme of the Second World War, but the unexpected success of the defenders against overwhelming numbers, artillery and air bombardments, and the weather itself became a symbolic victory for Norway.

Petter Schanke Olsen’s version of the battle, Halls of Hegra, turns to modern mechanisms and systems to immortalize the battle. The result is exceptional craftsmanship, a depictin of warfare that goes far beyond the customary in its portrayal of courage under fire.

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Flippin’ Heck

pictured: neither flips nor towns nor fliptowns

Round these parts, we mostly know Steven Aramini for his 18-card wallet microgames, fare like Circle the Wagons, Sprawlopolis, and Ancient Realm. Now he’s set up his own imprint, Write Stuff Games. While its inaugural title is rather compact, it’s downright massive compared to a wallet game. It’s also one of the best flip-and-write games I’ve played. Ever.

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Now I Know My ABDECs

caption contest: what is this little guy saying?

Abdec is an abusive little thing. It says mean things behind your back and passes along your vulnerabilities to everyone who bullied you as a child. Together, they’re planning a comeback tour.

Designed by Blaž Gracar, one of the up-and-coming designers I’m most eager to follow right now, it’s also fiendishly clever. We know Gracar from two previous puzzle games, All Is Bomb and LOK, both of which were similarly clever and nearly as abusive. I want to tell you about Abdec because it’s a puzzle game for everyone who wrapped up the base puzzles in digital titles like Baba Is You, The Witness, and The Talos Principle, only to crack their knuckles and begin decoding the secret stuff behind the curtains.

The problem is that I can’t actually tell you anything about Abdec. Even the rules are spoilers.

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Femkort in the Woodland

I keep thinking this is a bear, and even wrote a caption to that effect. But now I think it's a lion?

A solitaire trick-taking game sounds like a contradiction in terms. Then again, I used to say the same about two-player trick-taking, until a few superb examples showed me the error of my thinking.

It’s still too early to tell whether For Northwood!, the solitaire trick-taker by Wil Su, is an outlier or an originator, but it makes for a dang good time either way. More than that, it functions as a primer for a handful of trick-taking concepts that can prove intimidating to tackle in a multiplayer environment.

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Eila and Something Disconcerting

Well, that puts to bed any chance of me hiking that nearby mountain. (Okay, I wasn't going to hike it.)

I’ve never taken a firm stance on age ratings, in part because I’m not sure what they’re trying to impart. Most of the time, I take them as an evaluation of a game’s complexity, and a wishy-washy evaluation at that. A rating of 12+ won’t prove much of a deterrent to my nine-year-old because she plays more board games than her peers. That’s only the first limitation. I also can’t be certain that the designer invested much thought into it. Before I had children of my own, I couldn’t have told you the cognitive difference between ten and twelve years. And it isn’t as though the other numbers on a box bear much resemblance to reality. How often has a game’s estimated playtime proven to be hopelessly optimistic? These days, the only digits that really catch my eye are player counts.

I didn’t play Eila and Something Shiny with my daughter. Jeffrey CCH’s narrative experiment is a solitaire game, and for once I took that suggestion to heart rather than offering to loop in my kid. What a relief. Given the game’s friendly exterior, she might have accepted.

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Antiquity in Your Pocket

I'm not actually sure who one of these characters is. Maybe I always crush her by default when building my empire.

So we were talking about wallet games. Yesterday we took a look at River Wild, a microgame by Steven Aramini that didn’t quite live up to the (compact) heights of his previous efforts Circle the Wagons and Sprawlopolis. As I wrote way back then, it’s exciting to see how a genre can be pressed into its purest form by the strict limitation of having to fit onto eighteen cards. The only hitch is that the resulting microgame ought to be, you know, good.

Ancient Realm, also by Aramini, is good. Maybe better than good. Maybe even better than Sprawlopolis.

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River Riled

*Not the one with Kevin Bacon.

When it comes to his work with Button Shy, purveyor of 18-card wallet games, Steven Aramini has a mode. Between Circle the Wagons and Sprawlopolis — not to mention spinoffs Agropolis and Naturopolis — his output has been a fixture of microgames for years. His latest diminutive title is River Wild, about selectively channeling a river through a fantasy kingdom to preserve its wildlife. It is exceptionally pink and purple. That might be the one kind thing I can say for it.

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The Unlucky Eighth

I don't think "tactical" means anything anymore.

Even though he has only the sole credit to his name on BoardGameGeek, it wouldn’t be fair to call Zach Barth a newcomer to card game design. While his studio, Zachtronics, was perhaps best known for its high-concept engineering and programming titles like SpaceChem and Infinifactory, I was more preoccupied with his solitaire offerings. When it comes to a simple deck of cards, Barth displays an ear for riffing on established designs, producing new and more interesting versions of FreeCell, cribbage, and one of the most devious solitaire games I’ve ever had the pleasure of suffering through, a ditty by the name of Fortune’s Foundation that wields a tarot deck like a rusty knife.

So it’s safe to say that Barth knows solitaire card games. Now that Zachtronics has been shuttered, it seems he’s shifting his attention from digital to tabletop. The first project of his design collective is now out. It’s a solitaire card game. Bet you didn’t see that one coming. Here’s one better: unlike his previous solitaires, this one isn’t quite like anything else. It’s sharp. It’s punchy. It plays in about ten minutes. It even opens with a bona fide gag.

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Carcassonne-by-the-Sea

toot toot!

It would be easy to label Beacon Patrol, the tile-layer designed and illustrated by Torben Ratzlaff, as a toothless Carcassonne-by-the-Sea. Like Klaus-Jürgen Wrede’s masterpiece, it’s preoccupied with the matching of corners and edges, the apprehension of gaps yet to be filled, and landmasses that come together at jutting intersections. Despite those similarities, Beacon Patrol is unhurried, a wholly cooperative or solitaire game that proceeds at leisurely pace and doesn’t conclude so much as it goes to sleep.

That’s exactly what it’s meant to do. It may lack bite, but the better descriptor would be to say it never breaks skin.

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Something Familiar This Way Comes

Scary pumpkin-men are not my favorite thing to happen across on a moonlit night, but I've become very good at smashing them.

Madrid-based publisher Salt & Pepper Games has been on a roll lately. I hesitate to say that the secret sauce behind both Resist! and The Hunt was the visual work of Albert Monteys, not least because both would have been impressive even had they been illustrated by crayon. Honestly, though, it’s the art that catches the eye. There’s a humanity to Monteys’ work that breathes life into his subjects, whether they be dueling captains or ragged insurgents.

Or a coven of witches in Salem-adjacent New England warding off evil while placating the local judges. Designed by David Thompson, Trevor Benjamin, and Roger Tankersley, Witchcraft! is the follow-up to Resist! In many ways, it’s a familiar outing. In others, it’s an improvement.

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