Blog Archives
Yesteryear: Apocalypse Chaos
Yesteryear is a feature that reaches into the past and plucks the choicest fruits from the cardboard vine. Some are classics, known and loved but cast aside. Others may have come and gone without notice. Either way, they’re the games we keep hanging onto. This time it’s Brock Poulsen’s turn to harvest from his shelves.
2015 was a wild year for board games. The same could probably be said for several of the last ten or twelve years, but none of those years gave us the likes of Pandemic Legacy, Blood Rage, TIME Stories, and Kingdom Death: Monster. It’s no surprise, then, that a little box like Apocalypse Chaos slipped through the cracks.
A Cold Drink of Meltwater
If you want to see an example of what a board game can accomplish, while also being something I’d never recommend as a birthday gift, look no further than Erin Lee Escobedo’s Meltwater. It’s unflinchingly brutal and despairingly perceptive both at once.
Brace yourself. I have thoughts about this one.
Haven Can’t Wait
One of my favorite genres of cardboard is the location-grabber, wherein you and an opponent feud over a line of locations, parceling out cards and strength, engaging in some brinkmanship, and ultimately hoping to nab the best spots when the timing’s right. Picture Omen: A Reign of War, the prematurely strangled Warhammer 40,000: Conquest, the freshly minted Guardians, or granddaddy Battle Line. No, I won’t be strong-armed into naming them Schotten-Tots. I have my dignity.
Speaking of favorites, Alf Seegert has always done yeoman’s work with idiosyncratic designs, especially those that evoke strange worlds and feature smart twists on familiar mechanisms. Heir to the Pharaoh in particular was one of 2016’s most interesting games. A pity nobody’s heard of it.
Well, I’ll be damned if nobody is going to hear about Haven. Illustrated by the preposterously talented Ryan Laukat, this beauty is wickedly smart — and possibly Seegert’s best design yet.
For Everdell
Cute lets you get away with a lot. Think of Root, burying its class struggles and Foucauldian biopower beneath a gloss of skittish mice and adorably malevolent felines. Its revolution is as soggy with blood as they come, but you could miss it for all the awwwing.
Everdell is like that, except its cuteness isn’t a mask. Peel away the top layer and there’s more cuteness underneath. Animals preparing for winter, gathering berries and assembling shelter and establishing hierarchies and forming families. Feuding, but only playfully. Snuggling close when the first frosts appear. Cute all the way down.
They Didn’t Get the Overwatch License
I’ve played Overwatch for all of fifteen minutes, and still they were enough to peg Guardians as an imitator. From the colorful roster of characters to the powerful “ultimate” abilities, this thing practically screams “I didn’t even try to get the license.”
You know what? I don’t care. Seriously, not a jot. Nor a tittle. And I’m unsure why anybody else should, either. Despite one or two hitches, this thing is a sublime location-grabber, and it deserves more attention.
Crystal Clans, Take Two
When writing about Crystal Clans earlier this year, I pointed out that this was a system with a lot to prove. It was fiendishly clever the way it bounced initiative between players, not to mention how it marched to a killer tempo and boasted some cool ideas about unit and hand management. But deck construction and a solid roster of factions were still to be seen. Even more unenviably, the specter of Summoner Wars lingered over the whole thing. Was it possible for Plaid Hat to deliver a tactical card game when they’d already perfected the formula just a few years earlier?
Well, the first four expansion decks are out. Let’s see if they allay any of those concerns.
My Heart Pumps Neon
With the benefit of hindsight, City of Remnants was a bit of a mess. Crud, it was a mess even without hindsight. Somewhere between the tile-laying, alien-killing, and drug-peddling, it was brimming with cool ideas. Unfortunately, they were held together with bouncy glue. The resultant skyscraper towered high, but also tended to sway precariously. Needed more blurp.
Wait — blurp?
That’s right. Blurp. Neon Gods is a remake of City of Remnants, minus the mess and plus ten points of charisma. And it has more blurp than you can shake a sneeze at.
Extra Pulp, Please
Life’s full of hard knocks, kid. The sooner you get used to it, the sooner you’ll stop feeling blue. Or, as Raymond Chandler put it, “I was the page from yesterday’s calendar crumpled at the bottom of the wastebasket.”
The first thing you need to know about Todd Sanders’ Pulp Detective is that, like all Todd Sanders games, it has an aesthetic of its own, and it’s nigh-on perfect in the right light and from the right angle. Scratch the box while extricating it from the shrink, and it’ll seep an even mix of blood, rye, and chance. That’s right, chance. Liquid chance. Deep like amber but it makes sticky everything it touches. Pretty like a dame who’s known nothing but trouble, but liable to bring that trouble tagging along wherever she goes. Serious as a priest offering confession, but—
Oh fine, I’ll start the review.
Inside Insider
Two weeks ago, I reviewed a rather clever timed social deduction word guessing game by the name of Werewords. And because it isn’t enough to play only one weaponization of Twenty Questions, that old nugget of cross-country trips and standing in amusement park lines, it was suggested to me that I ought to try Insider from Oink Games.
If you’re the sort of person who enjoys reading about publishers accusing one another of plagiarism (nerd), then you’ve likely already heard this one. Long story short: Oink made a game, Bezier made a concurrent game, some licensing emails were exchanged and/or ignored and/or dropped, and now there are two rather clever timed social deduction word guessing games on the market.
As Grand Justice for our entire hobby (self-appointed), how could I pass up this opportunity to utter infallible judgment?









