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Settled: Unsettled

Yeah, it's a weird symbol. Like a broken swastika, kinda? But not? Like a weapon reticle, but not? I dunno.

Replaying the Mass Effect remaster brought it all back: the weightlessness as the shuttle dropped through the cloud layer, the sight of the alien landscape for the first time, verdant with unknown plants and creatures. That prickle along the spine. Growing up, Star Trek and frontier adventure books and some hazy pioneer heritage were formative where Star Wars was grating and juvenile. The final frontier, minus the colonialist overtones. Okay, some colonialist overtones. But overtones that are trying to do better.

Marc Neidlinger and Tom Mattson’s Unsettled is a cooperative (and technically solitaire-capable) board game about confronting the unknown, very nearly dying, and then — here’s the important part — rather than taming these wild shores you’ve washed up on, entering into symbiosis with them. There’s not a sentry turret or auto-rifle in sight.

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Inspiration Plus Knowledge Is Wisdom

A computer would read this as "VINDICATI[onevictorypoint]N"

Sometimes — not often, but sometimes — it can feel as though I’ve seen all this hobby has to offer. The cause of such ennui is usually related to a deck-builder set in a licensed property. Event Horizon: The Card Game. Play the gravity drive card to trash your eyes cards. Yawn. Been there, winnowed that.

Every so often, however, something comes along that I haven’t heard before. Marc Neidlinger’s Vindication, for example. Its pitch starts out slow. “It’s an adventure game,” Vindication begins. Already my jaw is unhinging for the father of all yawns. Then Vindication finishes. “By way of resource conversion.”

By all rights, that shouldn’t be enough. I’ve been converting resources since my kids were in diapers, including the one that’s graduated to undies. But somehow, Vindication manages to not only make this idea work, but soar. It’s a strange world where tired plus tired equals really damn good.

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