Blog Archives

Roamin’ Out of Memory

just be grateful I didn't do a "Roam Wasn't Built in a Day" pun for this thing.

I don’t know how I missed Roam the first time around. Every so often Ryan Laukat releases something like this, a twenty-minute title that stands in contrast to his sprawling adventures like Sleeping Gods, its sequel Distant Skies, or even time-conscious fare like Creature Caravan. Minor artifacts, in other words, but artifacts that shoulder more weight than their diminutive frames would otherwise indicate. Like ants. Or dung beetles.

Roam is no exception to the dung beetle rule. I’m pretty sure I played it way back when, only to slip from my memory like so much sand. It isn’t that the game isn’t pleasant, or even quietly clever. It simply lacks the pizzazz that might have otherwise marked it as a staple filler.

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Our Sea-Washed, Sunset Gates

Check out that cool dragon just hovering there, waiting to snack on anybody who wanders into his enormous cloud.

After spending countless hours trekking across Ryan Laukat’s more expansive landscapes via Sleeping Gods and its sequels, Primeval Peril and Distant Skies, Creature Caravan is a throwback to his earlier titles not only in terms of setting, but also time commitment. It doesn’t quite hit the twenty-minute duration of Eight-Minute Empires, clocking in at closer to an hour, but Creature Caravan shows Laukat in fine form, pressing his craft forward while once again proving why he achieved popularity in the first place.

Or, to use a more lively term, Creature Caravan is a banger.

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Smothering Gods

I did not get to slug this pteranodon in the beak. For shame.

There’s nothing out there quite like Ryan Laukat’s Sleeping Gods. Even after a mediocre sidequel, the repackaged freebie Primeval Peril, this is one of the few fantasy universes I’m eager to dive into, a testament to Laukat’s writing, illustrations, and imagination. Where most board games of its ilk would make me groan at the prospect of another flipped page, another half-baked snippet of dialogue, another skill check (brrrr), Laukat produces worlds that drive me compulsively forward.

Which is why I’m so very happy to report that Distant Skies, the first full-length followup to the 2021 original, is everything the first game was and more.

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Snoozing Gods

Dinosaurs? Dinosaurs! Dinosaurs...

It’s been a while since I’ve visited, but I think back on my three campaigns in the world of Sleeping Gods with nothing but fondness. I could probably sketch a rough map of the Wandering Sea: that ivory hive on the map’s edge, the ancient spires stacked like dominoes rising from the seabed, the far-flung deserts. Ryan Laukat’s vibrant brushstrokes establish an adventurous tone, giving the world a sense of scale that hasn’t often been replicated. What will you find around the bend of the next island? You’re practically itching to find out.

Sleeping Gods: Primeval Peril swaps the colorful palette of the original for muddy rivers and tangled jungle, not to mention a more claustrophobic perspective. This was originally a free print-and-play for those who backed the crowdfunding campaign, now given fuller development and a shelf-ready production. I hate to say it, but its status as a rejiggered freebie is all too evident.

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Space-Cast! #13. Lethargic Gods

Fun fact: the real-world Aquinas never once looked at a boat.

This month on the Space-Biff! Space-Cast!, we’re joined by Ryan Laukat to discuss his latest game, Sleeping Gods! In the process, we also discuss open-world video games, open-world board games, and how to adapt the former into the latter.

Listen over here or download here. Timestamps and further notes can be found after the jump.

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Wakey Wakey, Gods and Bakey

This is not how my handwriting looks.

Narrative board games — now there’s a phrase that’ll get me yammering. There’s no quicker way to make my eyelids droop than by forcing me to read a middling Young Adult novel in between rounds of combat. There are exceptions. Ryan Laukat’s Near and Far and Above and Below were both charming enough to stick around for a few plays, even if their marriage of choose-your-own-adventure snippets and Eurogame sensibilities wasn’t entirely harmonious. I enjoyed them in bursts before largely forgetting they existed.

But then there’s Laukat’s latest offering, Sleeping Gods. In sharp contrast with both of his earlier narrative games, this is a landmark title. Not only is this his strongest work by far, and not only is it an entirely smooth merger of narrative and cardboard, but it’s possibly the first time I’ve been persuaded that a narrative game can accomplish something remarkable.

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Derp Vents

I keep thinking that squid is an upside-down dragon head.

Deep Vents is certainly the bluest game of the year. Or is it the purplest game?

Coming as a surprise from Ryan Laukat and T. Alex Davis, Deep Vents plunges into territory I haven’t yet seen explored in cardboard. Can you guess the setting? Nope, not bay fishing. Nor is it about oil rigging. Rather, Deep Vents is about creating a flourishing ecosystem around a deep vent. Bet you didn’t see that one coming.

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The Ancienter World

looks sort of like The A ncient W orld to me

It’s been a long time since I played the first edition of Ryan Laukat’s The Ancient World. Long enough that the second edition was totally new, like something I’d played in a dream, a game against the gods dissipated into fog upon awakening.

Or maybe it’s just that this second edition is such a vast improvement over the original that it feels entirely new, despite importing wholesale the bones and framework of its former self.

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Haven Can’t Wait

Did you know that the human eye can see more shades of green in a Ryan Laukat illustration than any other color?

One of my favorite genres of cardboard is the location-grabber, wherein you and an opponent feud over a line of locations, parceling out cards and strength, engaging in some brinkmanship, and ultimately hoping to nab the best spots when the timing’s right. Picture Omen: A Reign of War, the prematurely strangled Warhammer 40,000: Conquest, the freshly minted Guardians, or granddaddy Battle Line. No, I won’t be strong-armed into naming them Schotten-Tots. I have my dignity.

Speaking of favorites, Alf Seegert has always done yeoman’s work with idiosyncratic designs, especially those that evoke strange worlds and feature smart twists on familiar mechanisms. Heir to the Pharaoh in particular was one of 2016’s most interesting games. A pity nobody’s heard of it.

Well, I’ll be damned if nobody is going to hear about Haven. Illustrated by the preposterously talented Ryan Laukat, this beauty is wickedly smart — and possibly Seegert’s best design yet.

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Negaland

LETTERS!

Ryan and Malorie Laukat’s Megaland — the Megaland inside the game Megaland, I mean — is your typical video game kingdom. But unlike the typical visitor to a typical video game kingdom, your adventurers aren’t interested in beating levels or maximizing their abilities or completing sick raids. All they want is to amass those sweet, sweet coins.

Kind of like a digital gold farmer. As far as settings go, that’s a first.

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