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Wreathes and Tombs and Hearses
Dark clouds are smouldering into red
__While down the craters morning burns.
The dying soldier shifts his head
__To watch the glory that returns;
He lifts his fingers toward the skies
__Where holy brightness breaks in flame;
Radiance reflected in his eyes,
__And on his lips a whispered name.
You’d think, to hear some people talk,
__That lads go west with sobs and curses,
And sullen faces white as chalk,
__Hankering for wreaths and tombs and hearses.
But they’ve been taught the way to do it
__Like Christian soldiers; not with haste
And shuddering groans; but passing through it
__With due regard for decent taste.
________— “How to Die,” Siegfried Sassoon, 1917
Brine & Dice
I’ve heard tell that pirate games are the new zombie games, but I don’t think that’s anything to be worried about. For one thing, zombie games aren’t going anywhere, sadly. They’re as unkillable as their subject matter. Secondly, the latest pirate game is called Rum & Bones, and it’s about immortal (and sometimes skeletal) pirates brawling over cursed doubloons, flamboyant captains firing off flintlock pistols and getting into duels, and maybe a kraken rising from the depths to munch on both sides.
Isn’t it odd how the exact same plot can sound moronic in a movie but so utterly wonderful as a board game? Fret not, Rum & Bones is about five times more comprehensible than the Pirates of the Caribbean sequels.
Cigars, Diamonds, or Bullets
We number one shy of a dozen, dressed to the nines and seated around the heavily-grained table of Hotel Nacional’s grand ballroom. Through the high windows, propped open to let in the cool salt air, I can see Havana Harbor, smell it, taste it. Smoke curls over the dance floor, points of light glowing as made men chew the ends of their cigars. Motionless along the back of the room, hands clasped and suits crumpled from previous victims putting up a fight, the godfather’s men stand, faces unreadable.
“Don Daniel,” the godfather says, rolling his pig’s eyes in my direction. His mouth is turned down in a frown so deep it’s almost comical. Would be comical if it didn’t mean he might be about to order those crumpled men to drag me down to the harbor, wingtips kicking gravel and fists punching the salt air. Just like he had done with Don Alberto minutes before. The diamonds from the godfather’s enameled cigar case tickle at my breast, itching to be let out. “Don Daniel,” the godfather repeats. “Empty your pockets.”
Approximately 3,720 to 1
Confession time: I don’t much care about Star Wars. It isn’t that I have any animosity towards the series, it’s just that lightsaber duels and brown hoodie-robes weren’t a particularly big part of my childhood, so I paid about as much attention to all this talk of the Force as I did to anything else where words like “Naboo” were thrown around.
Some might argue that my apathy towards all things Star Wars undermines my ability to review Star Wars Risk. My response is that I’m probably the one person capable of explaining the game to those who don’t know what Star Wars is all about. So let’s get started!
Samurai You Win, Samurai You Lose
I’d open with a historical anecdote, but unfortunately my knowledge of pre-20th century Japan basically boils down to the Total War series and that one time I read the first quarter of James Clavell’s Shōgun. Instead, I’ll point out that Samurai is another classic title from Reiner Knizia, along with Blue Moon Legends and Tigris & Euphrates, that has been given new life by Fantasy Flight Games. And much like those others, Samurai is so much more than it first appears.
No Place Like Catacombs
At long last, the great gates that have obstructed your passage to Khrlot shudder open, axe-bitten oaken doors shrieking on their hinges. So stale is the air that the moisture of your mouth and nostrils is sucked dry in an instant. Beside you, Elani sighs noisily, flicking a glinting coin into the air and nabbing it just as quickly. Xoric runs his finger along the blade of his axe, testing its bite, and Varesh rummages through his spellbook, frowning deeply. Before you is the darkness of the final tomb obstructing your passage to Vasesak, the foul sorcerer of the catacombs beneath Stormtryne.
He will know your fury. You have vowed it.
One by one the braziers gutter to life. You are not alone down here — not that you expected to be. Long before you can make out their shifting outlines, you’re bombarded by a ghoulish cacophony, clacking pincers and the chattering jaws of Vasesak’s reanimated servants. To your side, Xoric tests his axe’s weight, giving it an exploratory swing through the air. Elani pockets her gold and licks her lips. Varesh begins muttering an incantation, flames licking at his fingertips.
And then you ram into the nearest skeleton with your forehead, bashing him to pieces, before rebounding off a pillar and smacking a troll onto his arse. “Good shot!” shouts Elani, following up your assault by smacking into the troll with her shoulder. You grumble a bit. After all, she just stole your kill.
Tiny Epic Review
The audacity of the Tiny Epic series has never been more pronounced. First they were proclaiming a kingdom both tiny and epic, then a battle. Now it’s the whole damn galaxy. Plural galaxies, even.
Then again, the upside is that Tiny Epic Galaxies is the best thing we’ve seen yet from Gamelyn Games, so maybe we’ll give those oxymorons a pass this once. This once.
Thane You, Jarl Welcome
Even after a sustained two-year barrage of contenders, I still consider The Duke one of the best head-to-head games of all time. I called it “chess checkmated” in my review, mostly because I knew it would prove controversial at the local chess club meetup over at the senior center. Those guys still flash their octogenarian crusties at me whenever I stop in for a cheap lunch.
Another thing I enjoy is the History Channel’s TV series Vikings. I’m not going to use a word like “love,” but yeah, I like it alright. Sometimes they fight each other, other times they scheme. Usually somebody gets naked in a PG-13 sort of way. Y’know, Viking stuff.
At any rate, The Duke and Vikings have apparently also gotten naked in a PG-13 sort of way, because Jarl has recently been delivered kicking and screaming into the world. Let’s pay our respects.
Nevermore Evermore
What does the Nevermore card game have to do with Edgar Allen Poe’s famous poem “The Raven”? Good question! The ever-present burden of memory? Nope. The terrible knowledge that we already know the answers to every single one of our most pressing questions, it’s just that we don’t like those answers? Not at all. The uncomprehending universe to which we pose our—
Okay, enough of that. The correct answer is “Ravens. Just ravens.”
Elsewhere for 10 Minutes: Space Alert
Space Alert is one of my favorite games ever designed, a hilarious seizure-inducing experience that I’ve never quite been able to write about. Probably because just thinking about it makes me twitchy. In the restless nights that follow those abortive attempts at discussing the past trauma that is a ten-minute round of Space Alert, I dream of stealth fighters uncloaking off the port bow, alien amoebas squirming beneath my eyelids, a giant nebula-lobster shredding the ship’s armor with snapping pincers. Down the corridor someone begins to scream, cut short by explosive decompression.
Shudder.
I don’t know if this will help me finally come to terms with my unseen injuries, but at long last I’ve begun the first tentative steps at working through the pain. My tool of choice is a five-star rating of Space Alert over at the Review Corner. Give it a read.









