Blog Archives
Jerkforce, Jerkier
Even a year later, Downforce — or Doucheforce, as my group affectionately calls it — remains one of my favorite comedy games. Revolving around haphazard betting far more than actual racing, it sees its participants buying cars, placing wagers, and then doing everything in their power to come away rich(er). And if you’re playing right, you’ll place unexpected wagers, persuade everyone to hassle the lead car, and then gum up the roadways so that nobody else can pass. There’s a reason my driver is named Gandalf.
Danger Circuit adds more. Just more. And while that’s pretty much what I wanted from Downforce’s first expansion, nobody should hop into this particular car expecting a new engine. Read the rest of this entry
Dinosimple Tea Party
The motto for Restoration Games is solid. “Every game deserves another turn.” See what they did there? Another turn. Yeah. Both hopeful and a pun at the same time. Good stuff.
Dinosaur Tea Party is a remake of Whosit?, minus 1976’s uncomfortable stereotyping of its dinner guests. Apparently. I didn’t investigate the matter. All I know is that this game does plenty of stereotyping of its own — a real triceratops would deeply resent being portrayed in that trilby, and T-rex culture actually demands that any work of art portray them chowing down on raw meat. But the real question is, did this particular game deserve its second turn?
Hopeless
Oh no! It’s the far future, humanity has spread to the distant corners of the universe, yet an evil black monolith is consuming entire solar systems! Panic in the streets! Science confounded! The only solution is the colonization of planets that happen to match a hand full of cards!
Okay, fine, I can’t confess to having any idea of what’s going on in HOPE. Why are we colonizing planets again? Why do solar systems inhabit three dimensions at once? And what’s with that tacked-on betrayer mode? Do the bad guys really call themselves NOPE? In terms of fluff, it’s no Sol.
Instead, it’s exactly the reason I play lesser-known games.
Chesty Puller
There aren’t many games that wouldn’t be improved by the presence of clickety-clackety, oh-so-tactile, heavy-as-depleted-uranium poker chips.
Then there are games that already have poker chips and pretty much feel like they’re bribing you into liking them more.
Try to guess which type of game War Chest is.
Another Land War in Asia
“For once, you should fight a land war in Asia.”
That’s how I concluded my review of the first edition of Pax Pamir, Cole Wehrle’s razor-loaded take on imperialism and the Great Game. It promoted Phil Eklund’s Pax Porfiriana into the Pax Series, boggled a fair number of minds with its interlocking spheres of influence and enigmatic victory conditions, and — at the forefront of everybody’s minds, surely — was my top game of 2015.
Now Wehrle is crafting a second edition, one he hopes will be more accessible without becoming divisive the way, say, the second edition of A Study in Emerald was. Little hope of that, I’m afraid. This new edition is indeed more approachable, while recapturing much of the bite, intelligence, and adventure of the original. But fans of the first edition may not want to sell their copies just yet.
Ancient Artifice
I’ve always liked dice games. Loved them, in fact. So why can’t I muster any enthusiasm for Ancient Artifacts?
Going Medieval on Medieval
Ralph Shelton’s Medieval, a reimplementation of Richard Berg’s Medieval, knows enough about Medieval life to understand that it was crummy, capricious, and lasted at least three centuries too long.
What neither Medieval understands is that none of these attributes are desirable in a game.
Poor Unfortunate Souls
Villainous sports a killer hook. And that’s only half-intended as a pun. Yes, because Captain Hook is one of the game’s six villains. But also because each villain gets to do their own thing. Just because Maleficent wants to choke King Stefan’s fantasy kingdom with curses doesn’t diminish Hook’s vendetta against Peter Pan. Just because Ursula wants to crown herself queen of the sea doesn’t mean the Queen of Hearts wants to do anything but play croquet. There’s no universal metric of evil here.
Oh, except that only one villain can win. But that goes without saying.
What We Play in the Shadows
It isn’t often that the story behind a game is more interesting than the game itself. If you don’t believe me, try watching that documentary about Twilight Imperium.
Nyctophobia, though, is one of the few games that comes close. Created by Catherine Stippell as a way to include her blind uncle in the hobby — and possibly even grant him an advantage over those with functioning vision — Nyctophobia casts its players as teenagers fumbling through a darkened wood on a moonless night, navigating purely by touch as they scramble to rescue a friend who’s been bound as a vampire’s familiar.
As far as gimmicks go, donning blackout glasses is dang sexy. As a game? Well, let’s talk.
Cataclysm Is a Giant “What If?”
Every time an undergrad asks What if?, a history professor gets her tenure. Yet there’s an undeniable appeal to that question. What if Hitler had been shrewder about invading Russia? What if the United States had gone all-in on the Pacific rather than entering the European Theater? What if both Axis and Allied powers had teamed up to battle aliens? There’s no way to know, man.
Other than that last one, those are the questions at the heart of Cataclysm: A Second World War, Scott Muldoon and William Terdoslavich’s take on the devastating twentieth-century conflict. And they’re also the questions that arise approximately every two minutes while playing.









