Blog Archives

Colonizers vs. Pirates vs. Egyptians!

I was going to paste in a few images of some Egyptians, but I like this one as is. Also, the fellow on the bottom right keeps tricking me into thinking he's a zombie, which is kinda on-topic.

In the month since I published Greenwashing History, my examination of how Martin Wallace’s A Study in Emerald and AuZtralia portray certain historical figures as aliens in order to justify their extermination, one question has bobbed to the surface more than any other:

Do I care as much about the ancient Egyptians?

Oh, it could be anyone. Egyptians. Pirates. Ancient Roman slaves. Atlanteans. It isn’t exactly a new question. It’s come up under varying degrees of good faith over the years. One suspects its regularity betrays an agenda. That maybe someone would prefer I shut up about some topic. But since I don’t like to presume, today I’d like to offer, sans the usual degree of snark I’d normally reserve for such a question, the three informal criteria that I use to determine whether I’ll write about a particular historical topic in board games.

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Off with Your Head

I think some appreciable percentage of my dislike of cats goes back to Disney's nauseating portrayal of the Cheshire Cat.

The latest trend in puzzle games is to tinker with communication. More properly, limitations on communication. The Mind, The Shipwreck Arcana, Codenames — the last few years have offered plenty of supernal examples. Have the player identify an island in a sea of noise, give them a way to provide limited glimpses of that island to their fellows, and then tell them to shut up. There you go. Puzzle game.

Ben Goldman’s Paint the Roses works in that same space, but according to a rhythm that feels more naturalistic and less constrained than its peers. Behind its pleasing Alice in Wonderland veneer, it just might be one of the finest limited communication games I’ve played.

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Ruination Rumination

So... is RAGE the post-apocalyptic font-daddy for all post-apocalyptic games now?

Everything about Ruination, the post-apocalyptic game of feuding post-apocalyptic maniacs by Travis R. Chance, screams in neon color squiggles that it would be the perfect eccoprotic for a trashy mood. Vibrant colors, thick miniatures, dice. Dice for days. Dice for miles of dusty motorbike trails. This is what the warboys play when Max Rockatansky isn’t helping Imperator Furiosa steal their rigs and breeders.

So why has Ruination left me colder than the wasteland after dark? Witness me as I try to explain.

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Nicaea, Now I Don’t

In which my perspective surprises absolutely nobody, because Mormons are famously Nicene heretics.

Ecumenical councils aren’t exactly the topic everybody stays awake for, but there’s a good chance you’ve heard of the Council of Nicaea. Flush with success after unifying the Roman Empire, the Emperor Constantine had made himself the patron of Christianity, a major turnaround after the persecutions of Emperor Diocletian only a decade earlier. But Constantine’s fledgling religious program faced one major problem: rumblings of controversy in Alexandria over the nature of Christ. To avert potential embarrassment — or worse, schism — Constantine convened his council in 325 CE, leading to the first sweeping statement of orthodoxy in Christian canon.

That’s the part you probably know. Less publicized is the base political nature of the outcome, all those long-held and supposedly sincere doctrinal positions wilting in the face of the Council’s pronouncements. Although the attending bishops began almost evenly split, in the end only three out of three hundred refused to side with the majority and retain their privileges and positions. A miracle, perhaps. Or maybe, just maybe, ambition and cowardice played as much a role as they always do.

So begins Amabel Holland’s Nicaea, an irreverent, boisterous, and gleefully blasphemous assault on the entire concept of orthodoxy. Expect some ruffled feathers and you won’t be disappointed.

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(Digital) Trading in the Mediterranean

Just in case you weren't aware this is from the digital edition, here's my game's main screen! Publishers — always a good idea to provide basic assets for headers. Just sayin'.

There’s a pair of reasons why I’ve never written about Mac Gerdts’ Concordia. First, it’s already been reviewed four thousand times, and the odds I’ll slip something worthwhile between the cracks is slight at best. Second, and perhaps more importantly, I’d never played the thing. Trading in the Mediterranean? That’s as novel as settings come, but I’ve been busy tackling such rare beasts as vikings and zombies.

In any case, in light of tomorrow’s release of Acram Digital’s, er, digital edition, I’ve finally learned how to play Concordia. And let me tell you something nobody else has mentioned: it’s quite good.

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Space-Cast! #15. Paleopalooza

Wee Aquinas feels a stirring. Deep down. In the loins.

There’s something dangerous in those bushes over there. A sabre-tooth tiger? A handful of poisonous berries? Nope, it’s designer Peter Rustemeyer, here to chat about the origins, development, and history of Paleo, 2021 winner of the prestigious Kennerspiel des Jahres.

Listen over here or download here. Timestamps can be found after the jump.

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Musical Stakes

It was hard not to title this review "Take My Breath Away." Another candidate was "The Schleitheim Shuffle," but that seemed too niche.

I’ve been playing a game about Anabaptist martyrs getting burned at the stake. I’m resisting the urge to call John Ratigan’s Martyr: Bloody Theater 1528 “metal,” although it practically begs for the descriptor. The gilt artwork, paused somewhere between reverential and an iconoclast’s pasticcio. Its sole resource, your stolen final breaths. A transparent disc indicating the Holy Spirit, drifting among onlookers. Even the sweetish wood smoke smell of the Game Crafter’s laser cutter, like some theme park’s attempt at “four-dee” entertainment, slathered so thick with verisimilitude that it kicks down the sauna door on bad taste.

What is this thing? And why does it remind me, more than anything, of a prayer spoken in an unfamiliar tongue, clumsy and unaware and maybe even vaguely offensive, but so earnest that it demands a clemency of its own?

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States of Ziege

The third edition's aesthetic wrapper — which is that cards are scenes in a movie — is frankly irritating, but it's easy to ignore.

For a while there, Darin Leviloff’s States of Siege system was a big deal for solitaire gaming. The concept was brilliantly simple: what if, rather than sprawling hex maps and proviso-laden movement priorities, conflicts were portrayed as tug-of-wars along lanes? The inaugural title in the series, Israeli Independence, was more a proof of concept than a full-fledged game, but it quickly drew imitators and iterators. Before long, the series stepped into many of history’s overlooked corners. Zulus on the Ramparts. Ottoman Sunset. Hapsburg Eclipse. Mound Builders.

The best entry in the series, however, gamified the under-publicized zombie invasion of Farmingdale. I’m speaking, of course, about Hermann Luttmann’s Dawn of the Zeds.

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Set Another One Afire

This Art: Better than the Pendragon Art. Any Art: Better than the Pendragon Art.

One of the things I value about the COIN Series, which stepped onto the scene back in 2012 with Volko Ruhnke’s Andean Abyss, is its ability to fill in the gaps of history. The Finnish Civil War was a bloody three-month conflict that left lingering scars for decades, yet it’s one of those wars that’s usually only mentioned in passing, more notable for how it impacted the foreign policies of its larger neighbors, especially Germany and Russia, rather than for the sovereign republic it ultimately birthed.

No longer! As the tenth volume in the Coin Series, All Bridges Burning is the first published design by VPJ Arponen. Never mind that. His confidence with the subject matter is evident in the game’s finest details. I’d even go so far as to call this one of the series’ most radical entries.

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Bug Wrasslin’

My question is whether the "helmet" of "kabuto" first came from the beetle's horns or the helmet's prongs?

Ask my seven-year-old daughter what she wants to be when she grows up, she’ll say “an entomologist.” Also a robot artist. Still. An entomologist. That probably has something to do with why she shrieked in delight when I showed her the bug cards in Kabuto Sumo. And why she kept insisting we play again and again. Or maybe it’s that she loved shoving things around.

Tony Miller and Kwanchai Moriya, you made my daughter very happy tonight.

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