Blog Archives

Time of Opportunity

I'm always overjoyed to see the Ludovisi Battle Sarcophagus. It was half of the topic of my thesis — the other half being the sarcophagus of Junius Bassus — and I have yet to see a more striking example of the form. I'm determined to be interred even a tenth so grandly.

The Roman Ludi Saeculares of 248 were an astonishing spectacle. Featuring exhibitions of hundreds of animals ranging from giraffes and elk to lions and rhinoceroses, as well as gladiatorial matches, banquets, and theater, the commemoration of the thousand-year existence of the city was intended as the greatest expression of Roman longevity ever shouted from the rooftops.

But while these festivities represent a date historians would eagerly dial into their time machines, the Roman Empire of 248 was anything but triumphal. The host of the games, Emperor Marcus Julius Philippus — more commonly known by his epithet Philip the Arab — was beset by scandal and whispered rumor. Not only had he overseen the death of his predecessor while serving as his bodyguard (awkwaaard), but he had also paid the Sassanids of Persia a tribute of half a million denarii to leave the Empire’s eastern border alone. In the same year as the millennial games, dissatisfied legions rose against Philip to appoint a new emperor of their own, spurring opportunistic Goths to flood across the Danube. Philip the Arab died in battle after fewer than five years as emperor. And that was considered an above average tenure for an emperor during the Crisis of the Third Century.

Barbarians. Famine. Civil war. Plague. Assassination. Inflation. Any game about Rome’s half-century of near disaster will have to grapple with a wide range of issues. And even though Wray Farrell and Brad Johnson’s Time of Crisis somehow touches on all of them, that’s only the second-best thing about it.

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Close and Distant

Even his clouds look fab. Sheesh. I'd sleep in those clouds if I could.

When Ryan Laukat announced that his latest crowdfunded project would be a sequel to the much-loved Above and Below, it was always going to kick right past its funding goal. Above and Below might have been flawed in some ways — the seams between its euroish town-builder and storybook adventures occasionally resembling potholes, the writing often halting, the mechanisms perhaps unbalanced (invest in beds, kids). Yet it wasn’t ever about balance or euro mechanisms or even its storybook. Or, well, not entirely about its storybook. If anything, it was about place. It was pleasant and whimsical and provided just-hefty-enough stakes to make its fans care. Also, you could recruit a cat who would occasionally fall asleep in a sunbeam.

For those who were enamored with Above and Below, I can absolutely assure you that Near and Far is creeping in through the window, tossing the watchdog a slice of bacon, and smothering Above and Below in its sleep. It’s more coherent, more thoughtful, and that beloved sense of place has never been more carefully formed, illustrated, or realized.

And for everybody else? Well, those heartstrings aren’t about to become more pluckable anytime soon.

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Cretaceous Park

My inner snob in me wants that to be B.C.E., but I’ve always thought that was snobby, so now my inner snob is out-snobbing itself.

I’ve never been secretive about my general distaste for cooperative games. I might say it’s the way they often devolve into tedious group discussions about movement optimization, but the real reason is that my lack of self-esteem means I need somebody to grind to paste in order to feel good about myself. It’s a disorder.

But hey! For whatever reason, Kevin Wilson’s Escape from 100 Million B.C. is an exception. A grand, silly, can’t-wait-to-play-again exception.

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Wallets of Turbo Party Pilgrims

DISCLAIMER: The designer of the first game, Rob Cramer, is someone who I would term a "bud." We’ve recorded some podcasts together. More importantly, we've attended SaltCon together. So his game will obviously be the best, obviously. Obviously.

You may have heard of Button Shy. Their latest “thing” has been the hosting microgame design contests — a mere 12 to 18 cards apiece — and publishing the winners under their wallet games line. It’s a potentially big deal for small-time designers, which is why I’m diving into the seedy underbelly of the last batch of three victors. Buckle up, Pope.

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Two Minds about The Banner Saga: Warbands

Why not just go with "The Banner Saga: The Board Game"? As far as I can tell, there are no real warbands in any of these banner sagas.

Today on Two Minds About…, Dan Thurot is graciously joined by famous rockstar Brock Poulsen to examine, critique, and otherwise dissect The Banner Saga: Warbands.

Dan: Introduction time! Take it away, Brock.

Brock: You swiped right on this guy a few days ago, and agreed to meet up for coffee. He’s as handsome in person as he was online, all muscles and thick beard, maybe with a tattoo creeping out of his collared shirt.

“Hey,” he says as he approaches your table. “I’m The Banner Saga: Warbands.”

Dan: I’m already loving this.

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The Not-So-Pleasing Pyramids

Yawning landscapes of clashing colors? A lone figure silhouetted against those chasms? Oink Games is once again up to no good.

There aren’t many publishers that beat Oink Games for cramming so much utter delightfulness into a box the size of a tuna tin. Even a couple years after their first appearance, both Deep Sea Adventure and A Fake Artist Goes to New York make the occasional appearance at our table. These waters may not run fast, or even all that deep, but they certainly are steady. Like the Nile, perhaps.

Speaking of the Nile, The Pyramid’s Deadline sees designer Jun Sasaki back in fine form. Here, up to six players are the harried architects of an ailing pharaoh, desperate to finish their man-god’s tomb before his last phlegmatic gasp. Like an edifice of sandstone, it’s a sturdy sort of game. Unfortunately, it sometimes feels about as polished as sandstone too.

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Pack O Review: BUS

Honestly, this is a bit of a relief. The Pack O Game has been fun to review, but its individual titles never quite captured my imagination the way some of the ditties in Level 99's Minigame Library did. Hopefully Pack O Game 2 will fare better!

Chris Handy’s first Pack O Game has been something of a wild ride, ranging from delightful highs to more than one stretch of tedium. Much like a bus journey, perhaps? Nah, not really, as anyone who’s ever ridden a Greyhound across any significant distance can attest. There comes a point of self-annihilation, usually when the Great Plains stretch out before ye, where you come to comprehend that nothing you have ever experienced has occurred beyond the inverted reflection of light against your retinas, the imposed firing of nerve endings or vibrating cochlea. It’s a moment of tremendous enlightenment, if perchance you permit it to be. Otherwise it might consume you, as only falling upward into the black night sky could do.

Anyway, BUS is a rather good conclusion to the Pack O Game!

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Pixel Tactics, Finally Home

I have literally no idea who that orange dude is.

I’m a big fan of Pixel Tactics. Look, I’ll prove it, right over here, here, and here. I never even got around to reviewing the sprawling deluxe set, because, one, I had nothing interesting to say that hadn’t already been said, and two, there was so much stuff in that big box.

Which is why I struggled to pull the trigger on Mega Man Pixel Tactics, which promised not one, not two, but three new boxes. On the one hand, I’ve never minded more of a good thing, even when we’re talking ice cream and more of a good thing will make me ill for two days. On the other, I still haven’t seen everything my current collection of Pixel Tactics has to offer. Which, considering I have the exact same problem with BattleCON: Fate of Indines, seems to be a recurring theme with D. Brad Talton’s designs. The guy is dangerous like a good fast food restaurant.

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Pack O Review: SHH

I'll be loud if I want.

I’ve always had a complicated relationship with word games. Raised from birth to compete in Scrabble, I can identify all the best two- and three-letter words. I’m the guy you accuse of cheating when playing online. But I’m not cheating. It’s just that I’m a robot with a singular purpose, and that purpose is to spell QUICHES on a triple-word score.

With that level of programming rattling around my head, you’d think SHH would be my sort of thing. So let’s talk.

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Ethnos-centrism

Oh dear. Looks violent. Not for me, then!

Paolo Mori has put together some wonderful stuff, ranging from the shipshape Libertalia to the behatted Dogs of War. Both were exceptionally muscular for their size, flexing their wiry ruleset so that even reluctant friends could join in and still feel brilliant after a couple rounds. What’s the one thing better than staffing a snarling pirate den? Fighting on both sides of a mercenary battle, that’s what.

Ethnos joins that brawny pair as possibly Mori’s most sinewy game yet, and not just because it features trolls beating up orcs. Come take a look.

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