Blog Archives

Roll under 40 to Spot: Tanks of War

What is it about WW2 that prompts generic titles? Of *course* they're tanks of war. They aren't firefighter tanks. Mercy tanks. Hygiene tanks.

Rich Nelson, founder of Giant Goblin Games, is in the process of shipping his baby to nearly a thousand Kickstarter backers at the very same moment I sit here writing this. Storm the Castle! is his first foray into the intimidating world of boardgame publishing, and he’s determined it won’t be his last.

Since we live in the same city, I got to sit down with him for a look at his second project, the aptly-named Tanks of War: Third Reich Rising (because it’s about tanks, and war), and after talking for a while about what he’s doing to differentiate this from all the other WW2 games out there, I got a chance to play it. Quite a few times, in fact. What follows are my impressions of this WW2 tank-battle deck-building game, which should show up on Kickstarter sometime in the next week or so.

Read the rest of this entry

It’s About Building an Island Fortress

FORCING OTHERS TO DIE BUILDING A FORTRESS ON TOP OF A HILL ON AN ISLAND: THE GAME is about the only possible blunter title.

Island Fortress strikes me as a deeply silly title for a boardgame. So matter-of-fact. No mystery to it. It’s kind of like naming Archipelago, I dunno, “Unethical Caribbean Colony” or something. Or calling Netrunner “Corporate Hacking.” I’m not sure why it strikes me as so unusually stolid when there are plenty of poorly-named games games out there, but whenever I look at the box, I hear an accountant telling me, in the flattest voice possible, “We are now going to begin constructing an island fortress.” Then he starts eating all the crackers and talking about his favorite equity funds.

Thank goodness I don’t judge books by their covers unless they’re romance novels, because otherwise I would have never learned that Island Fortress is the best time you’ll ever have sending dozens of people to their deaths so that you can play Tetris.

Read the rest of this entry

Rats and Rogues

I liked the other box-side image better, but it showed a de-clawed cat bleeding all over the place, and I figured that might undermine my "good for kids" point later on.

Plaid Hat Games seems determined to win some sort of Best-Game-Quality-to-Company-Size-Ratio Award or something. Frankly, they were doing a great job of it with just Summoner Wars and City of Remnants, which has more mechanics crammed into one spot than an auto repair convention. Even Dungeon Run, far and away their weakest game, is still pretty solid, with enough of a twist to set it apart from all the other dungeon crawls on the market.

Enter Mice and Mystics, a story-based dungeon crawl-style game about a pack of too-cute mice on a quest to reverse the curse of an evil queen. It’s already won everybody’s hearts, penned a heap of glowing reviews, and garnered a whole bunch of awards — including the Dice Tower “Best Small Publisher” Award, which I suppose means Plaid Hat has accomplished its goal and must now blast off into the far reaches of space until the day it’s needed once more. But I digress. The popularity of Mice and Mystics is reason enough for me to not cover it, since I like writing about niche titles my readers may not have heard about, but my recent reentry into its brilliant campaign has forced my hand, and I feel compelled to point out some of the things I like best about it.

Read the rest of this entry

Netrunner: The Jinteki Deception

I normally wouldn't use a header with a company logo cluttering up the visuals, but in this case the Fantasy Flight Games logo looks a lot like computer circuitry, so I'll allow it.

I could write a review of Android: Netrunner, but there would be little point. Its quality is well-documented, and its more enthusiastic advocates speak of it with language that could fool the pope into believing it the second coming. Perhaps that isn’t too far off, crucified as it was by the all-consuming popularity of Magic: The Gathering and resurrected by Fantasy Flight Games for a new era. It is risen, etc.

What I’m saying is that this isn’t a review. It’s also not quite like anything I’ve done here on Space-Biff! before. Instead, this is merely a description of one of the purest, most memorable experiences of my board- and card-gaming career.

Read the rest of this entry

Pirates. Dinosaurs. Still At It.

Hm... what's this game's name again? I can't see it printed on the box...

A week ago, I wrote something that might have come across as a bit mean. I know, I know. Sometimes I disappoint even myself. In the comments after my review of Richard Launius’ Defenders of the Realm: Battlefields, I voiced a theory that perhaps Mr. Launius is a bit of a prodigy when it comes to designing cooperative games — after all, he’s been involved in some pretty impressive projects, like Arkham Horror, the original Defenders of the Realm, Elder Sign, and even the Infernal Relics expansion for Sentinels of the Multiverse — but that he might not be quite as adept at crafting interesting competitive games.

Well, today we’re looking at his newest game, Pirates vs. Dinosaurs, and I’m going to be eating my words. Or at least some of them.

Read the rest of this entry

Alone Time: Solopelago

* Reference Reference Pear not included.

Greetings, fellow lonely boardgamers! Now now, before you wind your typewriters for the composition of strongly-worded letters (in my imagination, your typewriters are electric but powered by treadle), I realize this issue of Alone Time is over a month late. Worse yet, the content isn’t even original — I talked about the rather-fantastic Archipelago a mere couple weeks ago, and here I am caught on repeat.

Still, this is an experience any self-respecting solo boardgamer ought to know about, because it turns out that one of the freshest recent multiplayer boardgames is also one of the freshest recent solo games to hit the market. Once you pick up the Solo Expansion, anyway.

Read the rest of this entry

Fallen Kickstarter of Karez

Alternate Title: "Fallen Shitty of Karez."

Now and then, people ask me how we manage to review some of the, ah, less agreeable board games we cover here on Space-Biff! The answer is the Crap Patrol. These are our very own Dirty Dozen, except they battle bad board games in place of Nazis. Also, there are only three of them in addition to me, they’re relatively well-groomed, and they aren’t criminals pressed into service in exchange for pardons. We don’t have an analogue for A.J. Maggot either. Thankfully. Alright, really the only point of comparison is that they do the dirty jobs nobody else wants to — though this time, it was more than just a mission and some of them might not be coming back.

Read the rest of this entry

A Pair of Saboteurs

Just try to play this game without singing "Heigh Ho" from Snow White. It's literally impossible.

As most of the board games we cover here on Space-Biff! are comfortable members of the ruin-your-partner’s-evening genre, today I figured we’d take a break from that by looking at a friendly little pair of games that are all about working together, promoting peace, and being superfriends!

Except they’re totally not! They might not look it, but Saboteur and its expansion, the improperly named Saboteur 2 (“2” infers a sequel, not an expansion), are possibly the most devious games ever to sport a happy pipe-smoking grandpa-dwarf on the cover. Little does grandpa-dwarf realize, he’s about to get worked.

Read the rest of this entry

The Other Defenders of the Realm

All of the game's images are muddy, but I'm not sure why even the box art looks like it has a giant fingerprint on it.

Defenders of the Realm: Battlefields holds the unfortunate distinction of being the game everyone gets excited about for all of five seconds before someone realizes it’s not the original Defenders of the Realm. “Hey, is this that really good co-op game by Richard Launius?” Somerset asks excitedly when she sees it sitting on the table. Just kidding, she doesn’t know Richard Launius’s name off the top of her head. Worse, five seconds later she’s disappointed because she can see the box is way too small, not to mention it’s got that apologetic “battlefields” hiding under the main title like a bashful turtle.

Instead of holding that against Battlefields, let’s give it the benefit of the doubt and examine whether this tiny turtle is too timorous for success.

Read the rest of this entry

How to Write a Board Game Manual

I was going to do a picture of all my manuals together until I realized how much work that would take.

Hi there! I’m Dan Thurot. I’m not a professional at writing board game rulebooks, but I’m here to tell you how to write board game rulebooks.

If you’re now thinking, Well why the hell should I listen to you?, here’s my response: Wow. That was kind of harsh. Maybe I’m just some dummy, but I’m a dummy who reads a freighter’s worth of board game manuals every year, and I’ve come to appreciate certain details that make them easier to read and much better at actually teaching me your game. What follows is a list of ten tips I’d appreciate you following the next time you’re seated at your computer trying to type out your new board game’s rules.

Read the rest of this entry