Blog Archives

BattleLore ’44

My alternate title was: "BattleLore: Not About Historiography," but I felt it might indicate my grad focus a little too clearly.

I fear I have to begin this review with a disclaimer: The only other “Commands & Colors”-style game I’ve ever played was Memoir ’44 (and only one time), so if you were hoping for any comparative insights into the merits of the brand new BattleLore Second Edition relative to the other games of that family, I’m afraid I’m about as useless as a blue herring at a mystery writer convention. If, on the other hand, you want to hear me talk about four things I really like about BattleLore — four things that just maybe are double-edged swords — then I’m your huckleberry.

Read the rest of this entry

Quantum Roll

Note the cube crashing into the planet. The pieces in the game are TO SCALE.

Chances are whenever you see the word “quantum,” that rather than bearing a passing resemblance to the actual meaning of the word, it pretty much means whatever the author needs it to mean to get the plot rolling. And in Quantum, the new board game by Eric Zimmerman, that rule is taken to the extreme. Why is it your goal to plop cubes down onto planets? Quantum. How is it that your ships can reconfigure into entirely different forms, transforming from a tiny scout to an indefatigable battleship without so much as winking in the direction of the law of conservation of mass? Quantum. Why is the logical endpoint of your imperial research program to suddenly become nomadic? I’ve said it already: quantum.

Read the rest of this entry

Ogre Really Is an Ogre

#referencereferencepear

Something came in the mail yesterday. Something strange and a little crazy and a whole lotta wonderful, and also over twenty-five pounds, set up against the screen door so I had to go around out the back and into the cold so I could retrieve it without knocking it off the porch.

I’d heard the stories, of course. Who with their finger on the pulse of the seedy underbelly of the world of board games hasn’t? Even so, I didn’t expect this. I didn’t expect Ogre to be such an… ogre.

Read the rest of this entry

Triumph of Indines

Looks like a weird love story to me.

I don’t have much of a history with fighting games. Oh, there was that time up at Rocky Mountain Pizza Company when a pack of older kids kicked me off the Street Fighter machine, and I owned both Power Stone games on Dreamcast (though they were 3D, so they don’t “count”), and I occasionally got roped into enduring a match of Super Smash Bros with my cousin — but other than those isolated instances, fighting games always stood out as a particularly silly genre, and anyway, I was too busy playing games like Baldur’s Gate II and Planescape: Torment. *raises pinkie ever so superiorly*

So when BattleCON: Devastation of Indines appeared on Kickstarter, I wasn’t exactly out of my mind with anticipation. Still, it was by Level 99 Games, and after gems like Pixel Tactics and the Minigame Library, I figured I’d take a chance. That was nearly a year ago, and now that I’ve played through a couple dozen matches, I can tell you exactly how disappointed I am…

Read the rest of this entry

Tomorrow Usually Dies

I like box covers that let you know they've got something extra cheery planned.

There’s a board game called Tomorrow. It’s one of the best things I’ve played this year, and to understand what it’s all about, you only need to see two pictures. You’ll find them below.

Read the rest of this entry

Baaad, or Bleating the Competition?

Please don't. Just don't.

When Stronghold Games asked if I’d like to review Space Sheep!, I jumped at the opportunity. The cover sported a fun little riff on Star Wars, complete with an ass-covering “This Cover is a Parody!” disclaimer, and I was expecting a game about, well, space sheep. Who doesn’t like the idea of space sheep?

Instead, I got this. And I’m not sure what to make of it.

Read the rest of this entry

Horror Horrorer Horrorest

She's got really pretty teeth. Y'know, for a zombie.

You know that part of some of my reviews where I say something like, “This new game is from designer X and he designed games Y and Z”? It’s meant to give you a sense of why you should be interested in that person’s new game, because he’s produced something awesome and recognizable in the past. Sadly, this isn’t the case for the creator of Dark Darker Darkest, whose main distinction is that he designed a game so bad that I didn’t bother to review it, because my mother taught me to always insert something positive into my criticism and I just couldn’t manage it that time. And since you’re already switching tabs to ask Goog-El, patron goddess of all knowledge, what I’m talking about, the designer is David Ausloos and the offending game was Panic Station.

But here’s the good news: Dark Darker Darkest is a hell of a lot better than Panic Station, and the foremost proof is that I’m reviewing it at all! It’s actually rather brilliant in a number of ways, though I fear it might be brilliant the way unpolished diamonds are brilliant, because some of its luster is hidden beneath blackened slag. What follows is a list of three things I really like and three things that could have been improved about David Ausloos’s latest efforts to scare you silly.

Read the rest of this entry

Addendum Time: With an Inner Light

I think the Monk and Paragon have figured out they're in a board game. And they don't like that. Not one bit.

For this month’s issue of Alone Time, I covered a stellar little game called Darkest Night from Victory Point Games, the “Little Game Company That Could” (no really, that’s their actual self-designated nickname) (no, really, would I lie to you about that?). Well, as much as I loved Darkest Night, now I have to retract some of my praise — because however good it is, I’m never going to play it again… unless I’m also using With an Inner Light, which takes a fabulous game and makes it even fabulous-er.

How does With an Inner Light manage such a makeover? Good question! Let’s find out together.

Read the rest of this entry

It’s In Their Nature, After All

If you embiggen this image, you can print it to play Mage Clash! Hah, just kidding. (Thanks to Todd Sanders for providing this header image.)

Over the last week, a few hundred of you wrote in to express your extreme disappointment that this most recent issue of Alone Time wasn’t about yet another Todd Sanders game. Thank you kindly for your ebullient correspondence. My only defense is that I’ve instead been playing some of Mr. Sanders’ two-player games, which don’t really fit the solo requirement of that series. Which is to be, ahem, solo.

The good news is that I’ve recently wrapped up a few plays of Mage Clash, one of Todd’s more recent print-and-play projects, and I’m ready to tell all.

Read the rest of this entry

Twice the Pixels, Double the Tactics

I hate this header. It's like an optical illusion and it makes me dizzy.

As it did for so many others, Pixel Tactics from the Level 99 Games Minigame Library took me by complete surprise. Here was a game every bit as deep as it was slight, as expansive and expandable as it was compact. At a mere fifty-two cards, including a pair of references, it had more game packed into its box than most full-sized titles cram into packages many times the size. So not only was I entirely unsurprised when Brad Talton announced its sequel, an expandalone version that could be merged with the original or not according to my mercurial whims, I was also decidedly pleased, raising a single well-groomed eyebrow at my monitor at the news. Indeed.

Well, it’s now out (along with a healthy restock of the first game, for those who struggled to lay hands on it), and after a few days of heavy play, I’m ready to tell you whether it’s a worthy extension of the Pixel Tactics namesake.

Read the rest of this entry