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Buried

In a sense, this game is the opposite of ruins. We aren't excavating the ruins. We're adding more stuff to the ruins. Which is more like, I dunno, a junkyard or a county dump.

Ruins, the card-building, card-shedding game by John D. Clair, served to answer a question that’s been niggling at the back of my skull since I first played Mystic Vale almost a decade ago. Namely, why don’t I like these things?

Not John D. Clair games, to be clear. I like plenty of his games. Rather, these of his games, the ones about sliding inserts into sleeves to build custom cards. At a notional level, it’s a solid concept. Plenty of digital card games let you modify your cards. By using inserts and sleeves, these titles circle some of that bespoke nature back to its origin point. Yet none of Clair’s experiments with the form, whether Mystic Vale, Dead Reckoning, Unstoppable, or now Ruins — which is based on an earlier title, Custom Heroes — has really landed with me.

I now know why. It isn’t the sleeving that’s the problem. It’s that Clair doesn’t exhibit much trust in his own sleeves.

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