Blog Archives

Putting on a Row

As an avid rower myself, I can tell you that this is not what rowing is like. The sky is never quite that shade of orange, for one thing.

Rowin is… not about rowing. Sorry, rowing enthusiasts. You’ve come to the wrong place. Again.

Instead, Rowin is about getting five stones in a row. I suppose that’s how rowing works, if you squint real hard and treat your brain to a few slaps. Designed by Matt Ward and debuting later this month at Pax Unplugged’s Indie Games Night Market, this one’s a standout if only for one reason: it’s not a trick-taker.

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Syphilitics

usually games with painters on the cover are super boring. they're always about, like, mixing paints. not this one! not this one at all!

Moving to Paris to embrace my inner bum/artist has always been one of my life goals, so Jasper de Lange’s Bohemians was a safe bet. Set in the drowsy days and smoky nights of Paris-That-Was, this is a love letter to the wanderers who set out to thumb their noses at society and create timeless works of art, and sometimes even did, but spent more of their time sleeping in, strolling the streets, and spreading syphilis.

Did I mention that Bohemians is also a deeply funny game? Top comedy, this.

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Neither Board Nor Counters

I remember the first time I felt doubt. It was the night my little sister was diagnosed with type-1 diabetes. Mom figured it out at the grocery store — we’d been through this once before — and was sharp with us, but she let me buy a treat and for a while on the ride home everything seemed okay.

Then she said it. “I think Em has diabetes.”

There’s that pang even now. That lurch. Em was three. At home, we already had the equipment from my other sister’s diagnosis. The glucose monitor. The ketone strips. Mom was crying. Em was crying. I couldn’t tell which was worse, my mother’s grief or my baby sister’s wails. I went upstairs to my room and shut the door and prayed so hard it felt like my stomach would roll into a ball and fall out. Please, I said. Please, Heavenly Father, give it to me instead.

Nothing. No miracle. I didn’t really expect one, even as a ten-year-old. But no comfort, either. I cried, then went into the bathroom and nearly vomited, then crawled into bed and cried some more. When I looked out from the cocoon I’d built around myself, there was the treat from the store. Sugar. Something my sister would have to avoid from now on. I threw it in the trash and fled back to my blankets and that’s where the memory stops.

The Great Commission, designed by Simon Amadeus Pillardo and Paul Snuggs, is sometimes about doubt. Not often, but sometimes, and not always in a way the game seems to understand. Set during the early years of the Christian Church — strictly speaking before there were Christians or churches as we conceptualize them today — it is preoccupied with the evangelizing mission that Jesus commanded after his resurrection. Or rather, a particular interpretation and portrayal of that mission.

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Moregenta

squint and you can see the games. no, inside the boxes. they're about the size of the cut-outs.

On the whole, I appreciate CMYK’s Magenta series, which takes classic card games and shrouds them in oversized pink boxes. Don’t believe me? Uh, that’s an odd thing to not believe. Here are the receipts: Fives, Duos, Figment, and Fruit Fight. Now you can get back to the serious business of not believing the propaganda in your social media feed.

Anyway, two new titles have now been added to Magenta. They’re both excellent. I’d even say that these are the best games in the series to date.

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The New Dog-Ears

WATCH OUT KID THERE'S A GHOST BEAR RIGHT BEHIND YOU

Storyfold: Wildwoods isn’t the game I was expecting. It isn’t the story I was expecting. If we want to be a little more crass, it isn’t the product I was expecting, either.

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Repentants

you can see them if you squint

Gosh, it’s been a while since I thought about March of the Ants. Tim Eisner and Ryan Swisher’s eusocial civilization game is now ten years old, which in board game years represents the better part of a century. As befits the game’s diminutive nature, this has always been the smaller, faster, and scuttlier cousin to fare like Eclipse: New Dawn for the Galaxy, Clash of Cultures, and Twilight Imperium. With the recent release of the Evolved Edition, it seemed like a good time to take a second look.

I’m glad I did. Not only is this new edition an improvement on the original in pretty much every regard, it has swiftly become a jumping-off point for my eleven-year-old into the expansive world of 4X games. And the ants! There’s nothing quite like slapping a big old butt onto your custom subspecies.

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Tricker Taker Soldier Spy

The illustrations make me chuckle because they're all so dang sexy. I would have preferred shabby spies. But I always prefer shabby spies.

It’s that time of year again. The days are getting shorter. The air is starting to nip. And the Indie Games Night Market at PAX Unplugged is only a month away.

After the success of last year’s Indie Market, a greater number of contenders are stepping out of their comfort zone to offer small-batch titles to the public. One of those previous successes, Torchlit, now has a younger brother. And here’s the buried lede: David Spalinski’s followup trick-taker is probably the best example of the genre I’ve played all year.

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Auto Dominion

why would I be afraid of a smoke guy

I believe Gricha German and Corentin Lebrat have cracked the code. Ever since the auto-battler was popularized way back in 2019, the format has seemed ripe for cardboardification. I mean, its alternate title is auto-chess, for heaven’s sake. But while plenty of titles have attempted to bring the genre to our tabletop, none of them have really captured the spirit of the thing.

Until now.

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Afterlives

I think I would be an excellent ghost, which makes it all the sadder that I'm immortal.

Sometimes I think about the afterlife. Not the actual afterlife. I’m suspicious about the probability of any such thing. But the afterlife as it appears across faiths and cultures, as reflections of our lived values and fears.

Take Club Spooky and That’s the Spirit!, the forthcoming duo by Connor Wake, whose Out of Sorts was one of last year’s unanticipated (and overlooked) hits. These small-box titles present contrasting soteriological outcomes for our disembodied souls, one an endless celebration and the other an endless process of self-doubt. To my Manichaean mind, one of these afterlives must be paradise and the other purgatory. The only problem is that I can’t tell which is which.

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Belligeniture

cool font bro

It isn’t often that a title will cause me to spend more time thinking about its system of political succession than its gameplay, but that’s exactly what happens every time I try to break out Leaders. According to designer Hugo Frénoy, these borderline abstract contests serve to keep the kingdom peaceful. Every spring, would-be rulers engage in a bout to capture their foe. Recruiting warriors from the sidelines and calling it quits the instant one potentate has been surrounded, these matches are bloodless, honorable, and prevent infighting.

Sure they do. Because a loser has never decided to stab the winner in the face. Because the court eunuchs have never manipulated the odds to favor whichever weak-willed sycophant will let them do their thing. Because the mercantile class has never said, you know what, annual belligeniture isn’t suitable to long-term economic policy, let’s poison the game-masters.

Am I fretting too much over throwaway details? Undoubtedly. But that speaks to some flimsiness on Leaders’ part. This is a game that ticks so many of the right boxes. All the more pity it doesn’t quite work.

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