Blog Archives

Chess Checkmated: The Duke

This strikes me as more of a videogame header for some reason.

Today I’m going to introduce you to a game that’s so good, it basically reviews itself, and one of the few games I’d ever recommend to every human being regardless of their taste in other games. As a lifelong amateur of modern Chaturanga (or Chess, if you insist on being vulgar), it’s also the first abstract game I’ve played that’s both reminiscent of that ancient classic and wildly fresh in its own right. Ladies and gentlemen, may I introduce: The Duke.

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Maybe They Should Stay That Way

you can do this you can do this you can do th—

Remember the last time you played 7 Wonders and thought, This is nice and all, but it really could use some dragon-slaying!

Yeah, me neither. Still, maybe we should have thought that, because then Lost Legends would have shown up sooner. Also, maybe then it would have included the pyramids or an evil animated Colossus of Rhodes or something. Anyway. Lost Legends is a drafting game, simple in scope and execution: you’re a member of an incredibly selfish party of dungeon-divers, determined to forge your name into the greatest legend around, and leave your friends behind as footnotes in the process. And drafting! Everyone loves drafting.

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Looks Like Regular Paradise To Me

These images are just about as close as the game gets to being post-apocalyptic.

Sometime halfway through playing Paradise Fallen, the most recent release from Crash Games, I mentioned the game’s post-apocalyptic theme. Probably as an explanation to why we were paddling outrigger canoes around a misshapen Hawaii for no apparent reason other than to check out a bunch of grumpy tribes, evil coral reefs, clouds of green mist, and freak whirlpools.

What. This game isn’t post-apocalyptic,” one of our players interrupted.

I insisted it was. If it wasn’t post-apocalyptic, I argued, why is it called Paradise Fallen? And why do the ration cards show tins of spam and emergency water baggies? I had to show him the game box, complete with its smouldering, beat-up Honolulu skyline, to persuade him.

“Huh,” he shrugged, and looked back down at his cards. “Looks like regular paradise to me.”

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Raiding the Vault of Darkness

grouchy

I wasn’t too thrilled about the announcement of Hemloch: Vault of Darkness from Small Box Games. Okay, that’s a lie: I was ecstatic for the thirty seconds before I read the description and realized it wouldn’t be a fine-tuned legacy edition of my beloved Hemloch in the vein of the fantastic new Olympus Edition of Omen: A Reign of War. Then I was sad and worried, because Shadow of the Sun, the other game set in the Hemloch universe, didn’t make much of an impression on me. And thus a damper was placed on my expectations.

To make matters worse… no, wait, come back — I promise this story has a happy ending.

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Plains of Dust, Caravans of Silk

I wish the camel were one of the units. False advertising! Oh, and thanks to Todd Sanders for the header image! Despite the false advertising!

I’ve covered the work of Todd Sanders before — a whole buncha times, in fact — but Serica: Plains of Dust is still one of his more unusual designs. Yes, more unusual than haunted fantasy kingdoms or clockwork airships, Serica is about the famous 4,000 mile Silk Road strung from the Roman Empire to the distant Han Dynasty. It’s also a deck-building game, though being designed by Todd Sanders, you can bet it’s unlike any deck-building game you’ve ever played.

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Risk Legacy: Envelopes

I'm a little worried that this is too spoilery for a header image, but... eh, I'm not used to having to worry about spoilers in board games. Makes my head hurt.

Here’s the drill: as started in the previous installment, my gang of puckish rogues has been playing through Risk Legacy and surviving to tell the tale. However, we’re telling everything, and Risk Legacy is one of the few board games in existence that actually suffers when spoiled — so take heed, because today we’re looking at how the game changed when we triggered the opening of a pair of the envelopes taped to the inside of the box, and once you know what’s inside, there’s no going back.

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Tell ‘Em I Ain’t Comin’ Back

*swoon*

If I were to place myself on the Firefly/Serenity Bias Scale™, I’d be a firm 7 — a far cry from the “biased against” minority down at the bottom, a bit above the “no bias whatsoever” score of 5, and not quite the eerie devotion of those who rate a 10.

I’m telling you this because the new Firefly board game, from the same designers behind last year’s lauded Spartacus: A Game of Blood & Treachery, has been landing quite a few positive reviews (and a couple negative ones too) on the basis of its nostalgia factor. Does that seem right to you? I mean, I think it seems perfectly fine, since the game is about emulating the feel and spirit of the television show and movie, but if you’re at all like me — as in, you roll your eyes ever so slightly at that twangy intro theme and some of the more out-of-place western affectations, and really could not give a flying hump about someone’s Summer Glau themed DeviantArt account — then maybe this is the review for you.

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Omen: Small Box Gaming Perfected

Poor Greek dude got stabbed in the head. Twice!

I have a theory that there’s a difference between our Favorite Games and our favorite games, if that makes any sense. No? Alright, I’ll keep trying. If you were to ask me about my favorite games of all time, I’ve got a whiz-bang top ten list ready, full of all sorts of great stuff, from the innovative to the epic. If you were to ask me which games I play all the time, well, that’s a completely different list, populated with games that are also my favorites, though for completely different reasons. And within the top couple spots of that second list is Omen: A Reign of War from Small Box Games.

Now, I’ve written about Omen before. Twice, in fact — once to review the 2nd Edition, and another to preview the then-unreleased Olympus Edition. There isn’t much more for me to add to what I’ve written there, but since it’s a slow day I’m going to take a shot at explaining exactly why I keep returning to Omen week after week.

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Pathfinder! Adventure! Card! Game!

Sadly, Valeros's hip-cup is not one of the available ingame items.

Everyone’s been talking about the Pathfinder Adventure Card Game, which is little surprise considering it’s one of the year’s most heralded releases. As such, there are plenty of reviews out there, glowing or critical, and I really don’t have anything unique to add to the sentiments that have been voiced many times over. Even so, I’ve been paying close attention to my own reactions as I’ve played through the Rise of the Runelords base set. These impressions fall into three broad stages, and I think elucidating on those is probably the best way to express how I feel about Paizo’s latest release.

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Unobtainium Wars

See, the top hat is neither steampunk nor retro, because it's got NEON.

I almost passed over Titanium Wars just because its name is so doltish. Apparently, in the far reaches of the distant future, folks have discovered a powerful new source of nearly-limitless energy… and named it titanium, just for the sake of double-booking a fairly specific word. As though titanium’s day job as Atomic Number 22 just wasn’t making ends meet or something.

Notwithstanding the minor detail that pretty much anything would have made for a better title (my group kept reflexively calling it “Tiberium Wars,” which yes is already taken but shows how easy it would be to slot any old made-up sci-fi energy name in there and call it a day), it turns out Titanium Wars is a surprisingly good negotiation game. I’ll explain below.

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