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Radbound

Okay, yeah, you're tickling my nostalgia.

My first memory of Fallout was the guy cashiering the tech section of my local supermarket refusing to let me purchase Fallout 2 on the grounds that it was “for adults.” My moral fortitude lasted all of two weeks before I nabbed a copied disc from a buddy. The rest of my affection for the series — right down to my snobbish adherence to the Fallout 1, 2, and New Vegas canon — is history.

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The Dawning of a Brand New (Short) Day

AT LONG LAST, MY NEMESIS, WE SHALL FACE ONE ANOTHER ON THE FIELD OF OBSOLESCENCE

Some games need room to breathe. There, I’ve said it, and you can probably infer many of my feelings on Civilization: A New Dawn from that one statement alone. Not every game requires streamlining, especially when that game’s goal — or at least that game’s genre’s traditional goal — is to capture the sweep of something epic. Cutting Twilight Imperium from eight hours to five is one thing; pruning it down to sixty minutes would kill everything that makes it special.

Broadly speaking, the same goes for Civilization games. As one of the principal granddads of the 4X genre (explore, expand, exploit, exterminate), Sid Meier’s Civilization carries certain expectations. Foremost among them is the notion that it will capture a hearty slice of the breadth of human history, perhaps all the way from mud huts to rocket ships. Rome wasn’t built in a day and all that.

Civilization: A New Dawn certainly accomplishes this, more or less. Emphasis on the less, since A New Dawn is more interested in wrapping up as quickly as possible than providing a satisfying play arc. The result is two-thirds of an utterly excellent game.

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Five Beginner’s Notes on Twilight Imperium

I will confess, it was the lion-face that turned me off the old 2nd edition.

When it comes to Twilight Imperium — which has now been around in one form or another for twenty years — I’m an absolute newcomer. Whether it was the game’s intimidating play length, my soft fingers’ inability to punch out the third edition’s bazillion plastic sprues, or my nagging ailurophobia setting my hair on end whenever I glance at the cover, it wasn’t until the last couple weeks that the brand new fourth edition caught my fancy.

But hoo boy, has it. Caught my fancy, I mean. And while I’m certainly not qualified to deliver a review on this sprawling monstrosity, what follows are a few of the things I’m delighted to have learned after only a short time in Twilight Imperium’s presence.

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The Cardboard Noom

The plain b&w logo is so much cooler than the techno-logos of Dooms past.

First of all, the thing about id Software’s New Doom — which shall henceforth and forever be portmanteau’d as Noom, because it makes me giggle — is that it was actually, against all odds, an incredible shooter. It was frantic and controlled in equal measures. It boasted a tempo that shrieked between exploration and violence. It was good. Which was a tremendous surprise, considering how uninterested id seemed to be in making good games anymore.

Perhaps even more improbably, Fantasy Flight’s new board game rendering of Noom is also good, and largely for the same reasons.

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New Ecuador

Memo: this is not nearly dim enough to be set in the future.

I think maybe the reason the Android universe of Netrunner and Infiltration functions so well as a setting is because it’s pretty much just a dim mirror of ourselves. Strip away the last few filaments of privacy, make corporations even more faceless, empower hackers to be even weirder and more frightening, and there you have it: the future. The space elevators and robots hardly even register.

Then again, my day-to-day doesn’t include negotiating with people who might want to foster deadly diseases in the beachside district in order to up their bottom line with their shareholders. More’s the pity. Hopefully we catch up to the future sooner rather than later.

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The Glorious Blandness of Runebound

PEEK. UH. BOOOOOO!

Much as I love Fantasy Flight’s line of rune games, the Rune Ages and Runewars and Descents of the world, there’s something faintly desperate about the Terrinoth setting itself, as though it’s terrified of standing out from the crowd. “You want undead? Sure, we got undead. Demons? Yeah, there are demons everywhere. Mechanical men? Of course, we’ve got mechanical men coming out our ears. Pixies? Um, absolutely, we can cram some pixies in there.” In envisioning a world where any manner of creature might appear, there’s hardly any reason to be surprised when it does.

And yet, Runebound, which is on its third edition, is one of the better adventure games out there. The very fact that it’s survived to see three editions is already proof of that.

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The Space-Biff! Space-Cast! Episode #1: Paranoid Cuneiform

Ahem. Leaders cannot be placed on river spaces. Podcast failed.

In the inaugural episode of the Space-Biff! Space-Cast!, what do Homeland: The Game and Reiner Knizia’s classic Tigris & Euphrates have in common? Listen as Dan Thurot, Rob Cramer, and special guest Mark Henderson attempt to stretch these games like taffy in order to find out. Special thanks to Michael Barnes for changing the conversation about theme and setting.

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Dots & Boxes: The Next Generation

I'm losing by winning at this game!

Dots & Boxes is one of those games that doesn’t seem like it bears any improvement. Largely because it’s hardly a game. It’s a time-waster. It’s a way to pass the seconds when you’re in a long church meeting, or sitting through someone else’s graduation ceremony, or… well, those are my examples. No matter where it appears, Dots & Boxes was always more of a testament to that place’s boringness level than a pinnacle of design.

Sounds like it’s time for an update? Somebody thought so.

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When the Rebellion Isn’t Scum

Luke always looks like he has a bad comb-over to me.

Look, you’ve probably heard plenty about Star Wars: Rebellion, so I’m not going to do my usual thing here. For some people, the fact that it’s a high-production Star Wars game will be enough to rave about it, regardless of whether or not it’s particularly good. Which is why I’m here to tell you, as a Star Wars skeptic, that this is an incredible, fantastic, tense, wonderful game. Sure, it’s only for two players (or two teams) and it runs anywhere from two to four hours, but it absolutely captures the adventure, desperation, and drama of Star Wars. Better yet, it’s adventurous, desperate, and dramatic no matter the setting. Seriously, this is a very good game.

So come along and let me tell you about two very different plays, and why this just might be one of the best games I’ve ever had the pleasure of experiencing.

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Valley of Green Mystery Fury (2nd Ed.)

Lookin' slim, second editions.

As those who know me can attest, I abhor repeating myself. Which is why I can’t even begin to fathom doing individual reviews of all the new editions, deluxe boxes, and standalone expansions appearing on shelves this time of year. Thus, rather than subject myself (and you) to a plodding second refrain of things I’ve already covered in the past, what follows is a breakdown of six excellent new versions of older games. Take a look.

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