Blog Archives

Pax Pine: A Look at Cole Wehrle’s Root

I pronounce it rUt.

One of the things I appreciated most about Geoff Engelstein’s board game rendering of The Expanse was the way it took the venerable Twilight Struggle’s very serious, very wargamey card system and bolted it over the top of something that had nothing to do with real-world history or politics. It was, if you want to be dramatic about it, a democratizing move. Where any quantity of board gamers might shy away from engaging with “serious” topics in their leisure time, The Expanse boasted a deeply smart card system layered over a fictional world, right down to its dumber-than-a-bucket Captain James Holden. If the hero doesn’t bust his noggin over political statements and colonial implications, why should you?

Now, in a surprise alliance between political-game veteran Cole Wehrle (Pax Pamir, An Infamous Traffic, the forthcoming John Company) and one of the industry’s freshest publishers of asymmetric buffoonery Leder Games (Vast: The Crystal Caverns), we’re witnessing what just might shape up to be the next step in the process of bending the branch of wargame-style gameplay into reaching distance of a more general audience.

The game in question is Root. It’s still in playtesting, likely won’t be out for a good long while, and details are still subject to change. But my impressions of an early build have been almost entirely positive.

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The Space-Biff! Space-Cast! Episode #6: Vast Asymmetries

Warning: Patrick says the shit word at one point, but is otherwise the very model of a modern major general.

In the November 2016 episode of the Space-Biff! Space-Cast!, join Dan Thurot and Brock Poulsen in a discussion about asymmetry in games, fluctuating mic levels, and Vast: The Crystal Caverns with the game’s developer and producer, Patrick Leder!

As a sidenote, Vast: The Crystal Caverns is currently on Kickstarter for its second printing, and will fund until December 18th. You can find all the details over here.

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A Vast Vast Review

Are the goblins attacking the big letters? If so, why? Who left them there? Were they anti-goblin in some way? Or do goblins, mostly being illiterate, simply hate anything resembling writing?

The prospect of asymmetry in board games has always been a tricky one, promising great variety and depth while also threatening to overwhelm its participants with — and I believe this is the scientific term — a metric butt-ton of rules. Unlike digital games, which might handle calculations behind the scenes or offer helpful tips whenever you get stuck, in the analog world of board games every single rule must be relayed, parsed, and understood between all players at all times. Or at least most of the time.

Not only is Vast: The Crystal Caverns by Leder Games not an exception to this rule, it’s pretty much the definition. But does that do it a disservice or make it one of the richest games to appear on our table this year? Read on to find out.

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