Blog Archives

The Wine-Dark Aegean Sea

What a very lovely font.

I know Carl Chudyk can design a great game. That’s because he has. Many times. The Glory to Rome black box sells for like a bazillion dollars, and not only because it’s out of print. Innovation has fifty editions, all well deserved. And I still regard Impulse and Red7 as overlooked gems. Not because they’re overlooked, really. Because they don’t get the same attention as those first two I mentioned.

So it’s with no small degree of perplexment that I have struggled to understand Aegean Sea. The bones of a Chudyk game are there. You can line them up to make a proper skeleton. But once assembled, there’s no telling how this dinosaur was meant to function.

Read the rest of this entry

Two Minds About One Deck Dungeon

One of them can apparently fly. I didn't notice that in-game.

Today on Two Minds About…, Dan Thurot and Brock Poulsen are here to dissect the claim that One Deck Dungeon only contains one deck. Because it totally doesn’t.

Dan: You heard the invisible man. So what’s your take, Brock? One deck or not?

Brock: Is this one of those Zen kōans? Are we going to have some kind of pseudo-intellectual discussion, like when those people argued about whether you can shuffle a single card?

Dan: Well, can’t you? (faint whiffling noise) Never mind, let’s move on.

Read the rest of this entry

Uno Was Drunk, Fluxx Looked Great

The theme feels a bit painted on.

The other day someone asked how I’d describe Red7, from designers Chris Cieslik and Carl Chudyk. That’s an easy one: imagine Uno and Fluxx got plastered and had a one night stand, and their illegitimate love child grew up surprisingly well-adjusted and clever, but never forgot its roots even as it transcended them.

That’s Red7. Yes, I’m basically a genius at similes.

Read the rest of this entry

Get Ready to Make an Impulse Purchase

I thought it was a game about a dance club.

“Impulse” doesn’t feel like a very good title for Impulse, the newest game by Carl Chudyk, whose previous games I didn’t play but probably will now that I’ve played Impulse. While I realize they’re going for the “driving force” definition, especially since the game’s impulse track is what enables all of your potential actions, “Impulse” makes it sound like a game about making snap decisions. And that couldn’t be further from the truth.

“So if you’re such a title genius,” you’re probably thinking, “what’s your title?” Well, yeah, I’ve got one. It’s perfect.

Space Deliberation.

Boom.

Read the rest of this entry