Blog Archives
Alone Among Nobles
Nobles is a snack. Like John Clowdus’s Pocket Galapagos, it’s a bite-sized solo game preoccupied with the movement of cards from one place to another. Unlike that game, Nobles also taps into the joy of putting things into their proper arrangement, even when — perhaps especially when — it doesn’t feel much like a game at all.
Elegy: The Oxidation Struggle
One of the oft-unacknowledged talents of designer John Clowdus is his ability to evoke a complete world in the most compact format possible. I’m not only talking about Omen: A Reign of War, although my affection for that card game has been documented and documented again. Clowdus is also responsible for the messy prehistory of Neolithic, the undying carnival that is Hemloch, the collapsing Bronze Age, and, more recently, the chilly The North. His games are transportations in miniature, showing a cross-section of a world that stretches far beyond the limitations of the small boxes he crams them into.
The same is true of Dirge: The Rust Wars. Returning to Aaron Nakahara’s dilapidated style from The North — with additional contributions by Liz Lahner of Bronze Age — Dirge evokes biomechanical vultures picking over the last scraps of bone in a world that’s fallen apart and won’t be put back together again.
There’s No Board Games Like Show Board Games
I’ll confess, I agreed to play Roll Camera! on the strength of its title pun alone. Because it’s about filmmaking, you see, and also it’s a dice game. Brilliant. Now you know the secret. Hook me with a next-level pun and your foot is already in the door.
Thank goodness Malachi Ray Rempen didn’t stop there. He also happens to have created a game that on more than one occasion made me exclaim with delight at its subtle moments of clever design.
Cartocide
Like everyone else, I’ve been playing a buttload of Regicide, designers Paul Abrahams, Luke Badger, and Andy Richdale’s game of royal assassination that can be played with any old deck of 52 playing cards.
Also like everybody else, I’m slightly smitten.
Slightly.
Strange Brew
Not every game reinvents the wheel. Some games instead go to pains to sand down their felloes, shore up their spokes, and slap on a rubber tire in place of a steel band.
Those are all the wheel terms I know, and they all have to do with wagon wheels. But the metaphor is sound. Brew, designed by Stevo Torres, isn’t here to do something new. It’s here to do something old with the assurance of careful iteration.
Space-Cast! #14. Mind Managed
For today’s “podcast,” our topic of discussion is everything about Mind MGMT by Sen-Foong Lim and Jay Cormier. Over the course of a single episode, we discuss Sen and Jay’s psychic powers, origin stories, and the process of designing, iterating, and activating latent psychic potential — sorry, I mean adapting Matt Kindt’s comic series.
Listen over here or download here. Timestamps can be found after the jump.
Pumpkin Party
Designing a roll-and-write or flip-and-write game is like transcribing an epic D&D campaign into a fantasy novel or sampling Rocky Mountain oysters — something everyone apparently has to try once. Josep Allué and Eugeni Castaño’s flirtation with our hobby’s latest craze is Castle Party, a game about monsters crowding into a Halloween bash to watch some fireworks, do the conga, and toast the pumpkin king. And it delivers two small tricks that are a real treat.
Two Minds About Family Simulator
Anyone who knows Dan or Brock knows one absolute truth: we are a couple of gearheads. Grease grubbers. Real socket jockeys, always under the hood or behind the wheel. So imagine our unbridled joy when we discovered a Fast & Furious board game, designed by the prolific and enigmatic Prospero Hall and published by Funko Games.
It’s a great little toy box, there’s no denying that. But does it rev our engines or grind our gears? In our latest (or maybe our l8est?) Two Minds About, we’re discussing Fast & Furious: Highway Heist. So hit the NOS and let’s do this!
Ceci n’est pas un Jeu de Société
It says so right there on the side of the box for Mind MGMT: “The Game of Calm and Relaxation. Where everyone wins.” Given the portrait that adorns the cover, of a woman partially shrouded by flames and implements of murder, one gets the sense that maybe this game isn’t being entirely forthright with its advertising.
The evidence keeps piling on. Hidden messages. Sinister warnings. Visual references to René Magritte’s La Trahison des Images. Much like the reality- and expectation-bending comic book series by Matt Kindt, Jay Cormier and Sen-Foong Lim’s version of Mind MGMT appears to be one thing only to soon reveal itself as something else. Before long, this state of constant metamorphosis proves to be the rule. You can barely hold it in place for all its writhing.
The Paleo Diet
The staggering thing about prehistory is its sheer enormity. Before metallurgy, domestication, and agriculture came along to mark the Neolithic, the Paleolithic spanned two and a half million years, during which archaic humans and anatomically modern humans developed stone tools, fire, cooking, and clothing. Also interbreeding between archaic and modern species, but it’s possible that’s beyond the scope of a board game review.
Speaking of which, Peter Rustemeyer’s Paleo is the product of some significant DNA mixing of its own. With dashes of Friedemann Friese’s Friday, Joanna Kijanka and Ignacy Trzewiczek’s Robinson Crusoe, and Peer Sylvester’s The Lost Expedition, Rustemeyer’s version of prehistory is filled with resources to hunter-gather, perils to survive and, above all, things to learn.









