Blog Archives
It’s Never Too Late to Launch a Coup
Hoo boy, I’m late on this one. Sorry about that. Thanks to some buried childhood trauma, now and then I’ll intentionally not engage with something I know I’ll like — a highly-anticipated movie or book or slice of pie — just to save the thrill of the experience for later. I know it’s dumb, and I also know that every single board game reviewer has already talked about why this is such a great game.
Still, Coup is like good chunky peanut butter. So smooth. Yet so nutty. And so simple, yet so compelling. Multitextured. Rich. Rewarding. Sexy.
Okay, that comparison doesn’t hold up very well, because Coup certainly isn’t oily — scratch that, it totally is! But okay, I’ll try to explain why I’m crushing so hard on Coup, and I swear I’ll stop talking about the world’s number one food paste.
Get Flicked
Everyone with a soul loves dexterity games. Maybe it’s their inherent lightness, the way they push the most diehard rule-memorizing gamers off their pedestal and onto a level playing field with the rest of us. Or maybe it’s just the fact that everyone likes flicking things around a table and trying to cause as much damage as possible, from smacking quarters into other kids’ knuckles in the cafeteria to games like Catacombs, Ascending Empires, Rampage, and Disc Duelers letting us vent a little of our carefully suppressed anger.
Well, today we’re looking at another dexterity game, and like the best of them, it’s going to let you smack the hell out of anyone who stands in your way.
In the Past Tense, Splendid
While I fully recognize it’s a sign of my curmudgeonly age to keep making use of stock “You know what I don’t like?” intros here on Space-Biff!, I still can’t help but say that I really don’t like Eurogames where you have to appease some local medieval or Renaissance lord. Probably because my current landlord demands rent be paid in chickens and/or clay but not roasted on a spit or baked into bricks but yes if I deliver glazed pots full of steamed casserole.
So here’s a game that by all rights I shouldn’t like. It’s called Splendor, and it’s about appeasing medieval-ish lords. It also has a theme so pasted on that it could be about pretty much anything, from importing booze for Prohibition gangsters to selling datachips to shady megacorps. Which raises the question: why is it that I want to be playing Splendor right now?
Rogue Ausloos
Just for the sake of being a grump, I’m not convinced “Rogue Agent” is a very good title for Rogue Agent. Maybe it’s because it conjures up images of the worst of the schlocky spy movies from my dad’s generation or because there aren’t any actual rogue agents in the game, just normal agents going about their normal day jobs, but hey — in either case, I think it’s fair to say my expectations were far removed from what Rogue Agent is actually trying to be.
And since this is the third game I’ve played from designer David Ausloos, the first two being Panic Station, which was so bad that I couldn’t bring myself to review it, and Dark Darker Darkest, which I thought was pretty good but sort of uneven, it’s also safe to say that my expectations were quite low. Bad schlocky spy movie low.
Atlantic City is Best Doomed Together
We’re all sick of Monopoly, right? I mean, sure, part of that is because pretty much nobody uses (or even knows about) the auction rules, and maybe it’s picked up a bad rap because your Aunt Ellie keeps giving you special editions for your birthday ’cause she heard you like board games. But then another family holiday rolls around and everyone’s sitting there after dinner, what what do they recommend? Monopoly. Boring ancient World War 2-winning (but nothing since) Monopoly.
Well, I’ve got a solution for you, and it’s just crazy enough that it might work.
Agriculture Sans Sissies: Pyg Farmer
The other day (okay, it was really sometime back in December), I had the opportunity to sit down with Rich Nelson, the owner, lead designer, and all-around hot topic of Giant Goblin Games, not to mention the proprietor of last year’s successful Kickstarter campaign for Storm the Castle! In the midst of a bustling board game store, we met up to give his newest prototype a whirl. Which now that it’s mid-April, is up on Kickstarter.
Saving Us: And Then We Held Hands
Just for tonight, Space-Biff! is going to act as my personal tell-all gossip rag. Gather round, because I’m going to spill a whole mess of secrets about my celebrity marriage.
Fantastiqa is Fantastic(a)
When it comes to Fantastiqa, I’m every bit as late as Lewis Carroll’s White Rabbit was back in 1865. I’m even tardy for the game’s second successful run on Kickstarter, which wrapped up about a month ago.
Now, under normal circumstances I wouldn’t bother reviewing an older game (assuming Fantastiqa’s 2012 release date qualifies as “older”) because I hate being unfashionably late. But in this case, I’m making an exception because… well, I could give any number of reasons, but really it comes down to Fantastiqa’s unique ability to make the mundane fresh again.
COIN Volume I: Colombian Conflagration
Space-Biff! has been quieter than usual over the past couple weeks. Apologies. Couldn’t be helped. After all, I’ve been devoting most of my board gaming attention to figuring out Volko Ruhnke’s formidable COIN Series, which, if you haven’t heard of these behemoths, are all about insurgency and counterinsurgency — guerrilla warfare, hearts and minds, that sort of thing — and they’re endlessly and utterly compelling. The first volume, for instance, is called Andean Abyss, a four-way conflict over the jungles, mountains, and cities of Colombia, and it’s possibly one of the most thrilling, deep, and disheartening board games I’ve ever experienced.
The SaltCon Diaries, 2014 Edition
Dragon’s Tiles! Dice Towers! Mayhem RPG! A ton of publishers, like Crash Games, Red Raven Games, and Gamelyn Games! War Command Haven! Ryan Laukat, Michael Coe, and other designers whose names we can’t remember! That’s how many there are!
All this and more, at SaltCon 2014! So come along, as Space-Biff! investigates exactly what it is that makes this board game convention the third-best in the Mountain West.









