Blog Archives

Kinfire Homeowners Association

If I had to choose which Kinfire race to be reincarnated as, fire-eyes robot would be number one.

Kinfire Council is full of jolting moments where I can’t tell whether Kevin Wilson wants to Say Something or I’m just suffering from a momentary case of pareidolia. As councilmembers of the once-great city of Din’Lux, we’re treading water while the world goes to hell. Magical climate change has led to sweeping food insecurity. Cultists are tearing down the very safeguards that have seen them prosper. Our politicians are feckless cowards who will swap sides the instant it seems expedient. Oh no. Is this the United States of Din’Lux?

More like the Homeowners Association of Din’Lux. After the events of Kinfire Chronicles and Kinfire Delve (all three of them), we’re patching the city back together one brick at a time. Most of our activities are suitable to such a task: gathering taxes, delivering food, deploying seekers with magical lanterns to kill the monsters in the sewers. Others make less sense. Can we censure the councilwoman who regularly visits the pub to court the evil cult’s loyalties? No? Hmph. Semi-cooperative once again proves the shakiest mode for any designer, even one as experienced as Wilson.

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A Mindful Rain

for some reason I kept thinking this game was about frogs

It’s been said many times before, but A Gentle Rain is not Kevin Wilson’s typical fare. Highly abstract, both in setting and objective, and showcasing a willingness to sidestep victory conditions altogether — a willingness that Wilson doesn’t wholly indulge in, although he gets close — this has all the makings of a pet project. For all that, it’s beautifully crafted and clearly wants to communicate something, even if that something is fuzzier around the edges than most board games manage.

I didn’t get it. The first time I played it, that is.

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Kinfire. That One.

I like the frizzy-haired elf lurking from below. She gonna getchu.

Here’s a funny thing: playing Kinfire Delve, the three small boxes spun off of Kevin Wilson’s much grander Kinfire Chronicles: Night’s Fall, I figured they must be runty versions of the larger thing. Those side quests feature the same cast of heroes as Chronicles, albeit parceled out two per box, with a card system that sees them either using cards for their principal effects or to boost their fellow heroes. Surely, I assumed, the massive slab that was Kinfire Chronicles would be deeper, smarter, more compelling?

If anything, it’s the other way around. I’ve been playing Kinfire Chronicles: Night’s Fall for some months now, picking through its storybook, slaying its monsters, and scouring the lighthouse-protected city of Din’Lux for its coziest inn. And I have to say — I prefer the little ones. By a lot.

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I’ve Got Callouses on My Fingers

this time: ice. or crystals. elf knives?

After the first two sets in Kevin Wilson’s Kinfire Delve, Vainglory’s Grotto and Scorn’s Stockade, it remained to be seen whether there was much reason to return for a third (and final?) outing.

The short version? Callous’ Lab offers more of the same, with the anticipated adjustments and extras that aficionados may want to pick up. But it would be a lie to say I wasn’t getting a little strained at the prospect of any further quests.

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Glimmer, Lantern, Glimmer

Scorn is an ocularist.

When I looked at Kinfire Delve: Vainglory’s Grotto last month, my conclusion was optimistic. Kevin Wilson’s sidequest in his Kinfire universe was rather good, with colorfully realized characters and a solid deck-delving system. If it also happened to be too easy, its titular villain wadding up like a spent hankie, well, at least our heroes were relieved to not require a potion to recoil their intestines.

The second set, Scorn’s Stockade, continues the spin-off’s tradition of pairing a negative trait with a generic destination. Mechanically it’s the same game, but what a difference the new cards make.

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Kinfire. Not That One.

Even though I know the titles of the forthcoming installments, I want them all to be as nonsensical as this one. Gluttony's Crevasse. Gratification's Butte.

Every time I mention I’m playing Kevin Wilson’s Kinfire, somebody asks if it’s really as big and intimidating as they’ve heard. This sparks a clarification: the Kinfire in question is Kinfire Delve, which is considerably smaller than Kinfire Chronicles, the latter of which is so sprawling and so expensive that it would probably be compromising for me to even glance at the thing.

No, Kinfire Delve — specifically Vainglory’s Grotto, the first of three proposed releases in the Delve line — is neither big nor intimidating. To the contrary, it’s compact and easy. Both solitaire and with two players, it’s as smooth as they come. Maybe too smooth. But only by a scooch.

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