Blog Archives
The Art of Victory, I Presume
We’ve all been there before. You want to play a game, but judging by the clock, you’ve got exactly one hour before your attentions are needed elsewhere. Not fifty minutes, not an hour and twenty. One hour.
Thank goodness then that Ars Victor is the one-hour wargame. There are no others. None.
Okay, leaving aside the harping on its faintly silly self-appointed subtitle, let’s talk about why Ars Victor might actually be a contender for what you play when you’ve only got an hour.
War Express
Age of War is possibly the smallest game I’ve played this year. So small, in fact, that I’m going to try and review it in a single breath. No cheating, I promise. Here we go:
Age of War is the latest from Reiner Knizia, and the first thing you notice about it is that it’s a mere seven dice and [count them later, can’t stop writing] cards. So it’s a small game, but perhaps it has a big heart. I don’t know what I’m saying I can’t concentrate. It’s pretty fun. I had fun with friends. I think it gets too
Ohmygoodness. Guess I’ll have to do a real review after all.
It Also Gazes Into You
Look into his eyes, and tell me what you see. For me, he looks like the trailer-folk of the sea, majestic and graceful, but probably smokes too much for his own good — which, granted, fire probably doesn’t work down there, so maybe he just snacks on too many mollusks or something. He tried the gum a while back, but it didn’t kick the cravings like it advertized. His pod-mother always said—
Wait, what were we talking about? Oh, right: Abyss. Yeah, let’s talk about that.
Borrow, Ignore, or Buy?
A lot of people are bored of the zombie thing. Not me. For one thing, the appeal of straightforward bad guy artificial intelligence is undeniable: they walk towards you, walk some more, and then paw at you like a drunkard on the subway. There are no cover mechanics to worry about, no flanking, no need to do anything other than walk and paw. And anyway, aren’t they sort of a Metaphor? For death, or how you don’t like spending time with your grandma because she’s slow and she paws at you?
I suspect Run, Fight, or Die! is a metaphor too. Possibly for death. Maybe for boredom.
The League of Extraordinary GenConmen
GenCon is no SaltCon, that’s for sure. Or perhaps that should be writ the other way around — SaltCon is no GenCon. That’s for sure.
Dan and the Space-Biff! crew, or at least one of the Space-Biff! crew, flew all the way to Indianapolis, which is in Iowa, I think, for the largest board game convention in these the United States. The original thought was to deliver a daily report of all the GenCon goings-on, but Dan was too timid to actually interview anyone, though he claims it was because the Wyndham West didn’t have working internet, which it really didn’t, and we don’t recommend anyone stay there if they want to Skype their baby’s first steps.*
What follows is the true story of how Dan and Steve navigated the crowds, fell asleep at odd hours in their hotel suite, and generally GenCon’d it up. Fun fact: there were more people at GenCon than in the entirety of Dan’s hometown!**
A Sellsword You Can Trust
Mercenaries are disunited, ambitious, undisciplined, and treacherous; they are powerful when among those who are not hostile, but weak and cowardly when confronted by determined enemies; they have no fear of God, and do not maintain commitments with men.
Know who wrote that? Niccolò freaking Machiavelli. Which is weird, because although I read The Prince in high school, I had no idea he played Sellswords from Level 99 Games. I guess that part went totally over my head.
Sheriff of Yessingham
I want you to imagine something with me. Close your eyes. Squeeze them tight. Tighter.
Now open them so you can continue reading the article.
51st State: Family Edition
A couple weeks back, I reviewed a family of games from Ignacy Trzewiczek by the name of 51st State, and mentioned that a new implementation of that system was forthcoming. Now it’s here, and a mere glimpse of the original trio’s artwork should provide sufficient indication that Imperial Settlers is going in an entirely different direction. For one thing, the sun shines in this universe. People smile. There’s not quite as much cannibalism.
Is that a good thing? Well, okay, for the inhabitants of Imperial Settlers, sure, of course it’s better. But how about for the rest of us?
Anarchy Reigns!
Gale Force Nine has been batting a thousand lately, which yes is a sports reference I understand because I’ve always loved badminton, thanks very much. So far, they’ve managed to nail the feel of each and every series they’ve acquired the license for, from Spartacus: A Game of Blood & Treachery, which captures all that show’s themes of corruption, backstabbery, and the reduction of people to playthings; to Firefly, which was about ramblin’ through space because Firefly the television show was about ramblin’ through space. Also smuggling cows.
Now Gale Force Nine has acquired the license to Sons of Anarchy, television’s preeminent motorcycle-gang-as-Hamlet program, and this time they’re proving that they understand the series even better than the series knows itself. For one thing, Sons of Anarchy: Men of Mayhem never transplants its motorcycle gangs to Ireland in search of a kidnapped child, because the board game version has the sense to know that’s a stupid and boring thing to do. Instead, the board game knows how to have fun, every second, all the time — so let’s take a look at my top five fun moments.
A Wintry New Era for 51st State
I love post-apocalyptic stuff. Mostly because I’d be a pro at surviving the wasteland. Sure, sure, everybody says that. But I really would. Why? Because I’ve planned it all out, see. I’ve got my— well, more on that some other time. A man’s gotta have some mystery to him, you know?
For now, let’s talk about 51st State, a trio of games by one of my favorite designers, Ignacy Trzewiczek of Portal Games, set in the same blasted North American landscape as Neuroshima Hex and The Convoy (which was one of the best two-player games of 2013). This trilogy carries all the staples of the genre: scarce resources, harsh conditions, frumpy mutants… but even so, they manage to create their own vision of the world after the fall. Let’s take a look at all three!









