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Upcoming: Runewars Mega
Loyal Space-Biff! readers (both of you!) may have noticed that the number of articles has declined over the last pair of weeks. This is because I’ve been working with some friends on something extra special. Starting on Monday, I’ll be posting a miniseries covering an epic play of one of my favorite boardgames: Runewars. This is an excellent specimen of boardgaming at its best from Fantasy Flight Games and designer Corey Konieczka (whose games I’ve prattled about twice before). We’ll be using both the base game and the expansion, Banners of War (by designer Andrew Meredith). The series will be spread out over eight parts, and will be updated every Monday and Thursday. Should be fun.
That’s the bulk of my announcement. If you want details on the game, they’re posted below.
Gears of War: The Board Game: The Review (Part 2)

Our attempt at an over-the-shoulder shot, just like from the PC game. This is, incidentally, the one moment where weenie-man Damon Baird attempts something heroic. I'm sure he missed the shot.
“C’mon Baird! A little bit of this is good for you! Builds your immune system.”
—Augustus “Cole Train” Cole, Gears of War
In part 1, I outlined the three things that stand out to me as the advantages of Gears of War: The Board Game, the latest from Corey Konieczka and Fantasy Flight Games. I’d recommend reading that first, because this is the segment where I talk about the game’s three disadvantages. Now, before I get into that, I’d like to say that for some folks these might be totally negligible. I enjoyed the game, and thought a few of the mechanics were especially smart. However, I wouldn’t recommend a purchase without a prospective buyer knowing a few things.
So here we go!
Gears of War: The Board Game: The Review (Part 1)
“Yeah! Wooo! Bring it on, sucka! This is my kinda shit!”
— Augustus “Cole Train” Cole, Gears of War
Corey Konieczka is one of only four board game designers whose names I’m capable of recognizing immediately. He’s designed some of my favorite games, such as Battlestar Galactica, Runewars, and Mansions of Madness—the last of which I’ve talked about at length here on Space-Biff! before. He’s also designed some other well-received games like Descent: Journeys in the Dark, Space Hulk: Death Angel, and Starcraft. As such, when one of my friends proposed Mr Konieczka’s recent Gears of War: The Board Game for our next game night, I didn’t require much convincing.
The verdict? Find the first half after the jump.
Mansions of Madness: Blood Ties (Part 3)
That is not dead which can eternal lie,
and with strange aeons even death may die.
— H.P. Lovecraft, “The Call of Cthulhu”
When last we saw our investigators, things weren’t going well. You should read all about that before continuing on (Part 1, Part 2) . “Ashcan” Pete’s uncle Artimus has made some sort of black bargain, and now that he’s died it’s blowing back Ashcan’s way (“Just my luck,” he mutters repeatedly), who is now trapped between a mi-go and a zombie. Professor Harvey Walters has contracted an otherworldly case of kleptomania. Kate Winthrop and Sister Mary were ambushed by a very suspiciously quiet zombie, and now they’re hiding out in the house at the north of Artimus’ estate.
Is this the end for our ragged band?
Mansions of Madness: Blood Ties (Part 2)
West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut.
— H.P. Lovecraft, “The Colour Out of Space”
When we last saw our intrepid investigators, they were about to begin their adventure. Such suspense! This time, we’ll definitely get to see some actual adventuring as they investigate the estate of “Ashcan” Pete’s deceased uncle, who was quite strange. Before continuing, you should probably read Part 1.
Mansions of Madness: Blood Ties (Part 1)
The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.
— H.P. Lovecraft, “The Call of Cthulhu”
Mansions of Madness by Fantasy Flight Games is about an ancient conflict, between incomprehensible things and a few ignorant people willing to peer into the unknown, and in the process push back the darkness for a few minutes more or lose their sanity. It takes place in the thick of Lovecraft’s (and his inheritors’) fiction, in a vast universe hostile, or perhaps worse, indifferent, to man.
I sat down on Halloween night with my wife, my sister Emilie, and two friends to play through one of the game’s scenarios, “Blood Ties.” This is the story of what befell four investigators as they struggled to uncover the mystery of a blood relative, and the legacy he may have passed on…




