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Something Familiar This Way Comes

Scary pumpkin-men are not my favorite thing to happen across on a moonlit night, but I've become very good at smashing them.

Madrid-based publisher Salt & Pepper Games has been on a roll lately. I hesitate to say that the secret sauce behind both Resist! and The Hunt was the visual work of Albert Monteys, not least because both would have been impressive even had they been illustrated by crayon. Honestly, though, it’s the art that catches the eye. There’s a humanity to Monteys’ work that breathes life into his subjects, whether they be dueling captains or ragged insurgents.

Or a coven of witches in Salem-adjacent New England warding off evil while placating the local judges. Designed by David Thompson, Trevor Benjamin, and Roger Tankersley, Witchcraft! is the follow-up to Resist! In many ways, it’s a familiar outing. In others, it’s an improvement.

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Grab Hold of One Long Sharp Tooth

"Those should be backwards!" —nerds, not realizing that the words The Hunt are printed, ambulance-like, so as to be read forwards in a mirror. Checkmate, nerds.

Wargames are in a period of metamorphosis. One of last year’s most impactful titles was Resist!, a masterful release from Salt & Pepper Games designed by David Thompson, Trevor Benjamin, and Roger Tankersley. Resist! was an exemplar of what I like to call the “human touch” wave of wargames. Rather than fretting over the particulars of military paraphernalia, its interest was more psychological, emphasizing the human toll of insurgent warfare. Every play forced a reckoning. Brought to life by the illustrations of Albert Monteys, its cast of Maquis rebels stared you down as you undertook antifascist assaults and chose who to sacrifice or preserve. Its pedigree owed more to The Grizzled than to Advanced Squad Leader.

That pedigree continues this year with The Hunt, another Salt & Pepper release illustrated by Monteys. Designed by Matthias Cramer and Engin Kunter, The Hunt positions its lens somewhat farther out, encompassing the South Atlantic Ocean and the dueling searches of the German and British Navies.

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“Republic, Socialism, Humanism”

My goodness. May Albert Monteys illustrate everything.

The story of the Spanish Maquis is a long one, laden with setbacks, betrayals, and defeats. First formed as a guerrilla force in the waning years of the Spanish Second Republic’s fight against the junta that propelled Francisco Franco to power, the resistance was soon displaced to France. There they spent time in Vichy concentration camps, fought alongside the French Resistance, and eventually returned to their homeland only to be abandoned yet again when the Allies declined to finish the job of rooting out fascism. The Maquis continued to wage a losing war for years to come, buoyed only, as cartoonist and onetime soldier Josep Bartolí i Guiu put it, the possibility of “Republic, socialism, humanism.”

Resist!, co-designed by David Thompson, Trevor Benjamin, and Roger Tankersley, is a solitaire game about the brave men and women who strove to retake Spain. I’m tempted to declare it the best portrayal of a resistance movement ever put to cardboard. Here’s why.

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