Blog Archives

Worldbreakers: The Gathering

nice tug, bro

Those of us who lived through the collectible card game boom of the 1990s approach our CCG derivatives with due suspicion.

Consider Worldbreakers: Advent of the Khanate, Elli Emir’s take on the genre. From one perspective, it’s the bastard child of Magic: The Gathering and Android: Netrunner, right down to the compulsive inclusion of a colon in its title. There’s nary a novel bone in the game’s body. Teaching it is as easy as confirming that your pupil also constructed decks in middle school. If anything, its slight differences from Magic — say, in the way attacks are resolved — are a sticking point for no other reason than because they’re so minor that they never wholly escape their daddy’s shadow.

On the other side of the coin, Worldbreakers is appealing for much the same reason. Amir has refined that august parentage into far more approachable offspring. It’s intuitive to teach, riffs on a few familiar chords, and crosses vivid new horizons. The result is that playing Worldbreakers is like exploring a hobby from adolescence for the first time.

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Class Warfaire

Pictured: More social unrest than Hegemony is actually comfortable presenting.

Hegemony: Lead Your Class to Victory, brought to us by veteran designer Vangelis Bagiartakis and newcomer Varnavas Timotheou, is the sort of game that invites criticism right out of the gate. As a medium, board games have a knack for modeling complex situations and structures. Those models, however, are only as sturdy as a designer’s understanding of the topic under reconstruction. And there aren’t many topics as complicated — or as prone to disagreement, even by very educated people — as class conflict.

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The Gryphon Has Fallen

I have no idea what's going on in this game's fiction, and I could not care less.

Very few games are as cacophonous as Guards of Atlantis II — or as elegant. Are those antonyms? Before playing Artyom Nichipurov’s masterpiece, I might have thought so. We’ve tried our hand at plenty of titles that have aspired to bring the skill and chaos of multiplayer online battle arenas (MOBAs) to the tabletop, a tall order for a genre that takes full advantage of its processing power and leans on reflex for good play. Despite the limitations of the medium, a handful of attempts have been noteworthy. Even excellent.

Compared to the best of them, Guards of Atlantis II is on a whole ‘nother level.

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This Grimoire Isn’t Grim At All

WIZARDS OF THE GRIMOIRE: IMPERIUM

Stop me if you’ve heard this one before. Two wizards walk into a—

Oh. Right. I guess it’s pretty obvious what happens next. The wizards fight, don’t they? They begin assaulting one another’s limited pools of health points, don’t they? They tussle until one of them is a pool of gunk and the other is secure in their mastery, don’t they?

True enough, Wizards of the Grimoire by Cole and Joel Banning doesn’t provide the most novel springboard. It’s about dueling wizards, as if there were any other kind. Scratch the surface with your fingernail, though, and it turns out there’s one heck of a self-contained dueling game to be found.

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Justice, Not Favors

"The Awakening," from Puck magazine! That's from way back in 1915! Period art is always cool!

I wish I could say Tory Brown’s Votes for Women didn’t feel so timely, coming over a century after the passage of the 19th Amendment, but here we are. Back around the turn of the new year, an acquaintance mentioned offhandedly his belief that the country might be better off today had the amendment not been ratified in 1920. My surprise had less to do with that he held such an opinion — people’s heads are stuffed full of silly notions — than that he was willing to state it so baldly. What can we agree upon, if not the idea that everyone should be guaranteed that most basic expression of political will, the vote?

Then again, that’s a large part of what makes Votes for Women so valuable. It returns us to a time when the rights we take for granted were anything but secured.

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Something Wicked This Way Comes

Richard III is apparently the Emperor Palpatine of the Captain's Gambit Expanded Universe.

Coup was great, wasn’t it? Hard to believe it’s been over a decade since Rikki Tahta’s original splashed onto the scene. With only fifteen cards and an absolutely intuitive merging of hidden roles and action selection, it was very nearly the perfect social deduction game. Its follow-up, Coup: Rebellion G54, deepened that card pool but also traded away a significant portion of its ease for an oppressive need to check which actions were available this session. I eventually traded it away. Rebellion G54, that is. I still have my original printing stashed somewhere.

Right in time for the pandemic, four designers expanded on that framework. The question seemingly asked by AC Atienza, Alvin Lee, Ethan Li, and Mitchell Loewen bordered on the heretical: What if Coup, but with an extra layer of hidden roles built atop the hidden roles it already had? Also: What if Coup, but with Shakespeare?

The answer to both questions is Captain’s Gambit: Kings of Infinite Space.

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This Is How an Angel Cries

SAIL

Hameln Cave, designed by Akiyama Koryo and Korzu Yusei, made something of a splash in the wide waters of the Japanese trick-taking market a couple years back. Enough so that it’s getting a remake courtesy of Allplay. Sail this one is called — just try to say it without periodically yelping it aloud, Awolnation style — case in point: (SAIL!) — and like its forebear it’s a two-player cooperative trick-taking game. It’s also quickly become one of my favorite trick-takers. Ever.

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Milk’s Favorite Board Game

alt title: "Is That a Volcano Steaming up the Place, Oros It Me That's so Hot?"

There are certain missteps freshman designers struggle to avoid. Take Oros, the first title from Brandt Brinkerhoff. Set on an archipelago bristling with demigods and volcanoes, Oros leans into its first-timer gaminess right away, offering upgrade tracks that don’t always feel fully-baked, complex interactions between its shifting islands and floes of lava, and persnickety rules that are guaranteed to slip through the cracks. It’s as scattershot as its shattered seascape.

For all that, it’s also as refreshing as a sea breeze. Let’s pick into why that is.

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I’m an Asclepiad, Jim, Not an Ocularius

I'm tempted to explain the title joke, but... you know what? I don't think I will. So there. Ten space pennies to whichever reader first responds with the proper explanation. Because the best jokes are also riddles, right?

Medical history is one of my favorite topics. As an undergrad I was fortunate to work with a second edition of Andreas Vesalius’s De Humani Corporis Fabrica Libri Septem, that revolutionary tome that contested and updated Galen’s anatomical observations from over a millennium earlier.

This shouldn’t be taken as a criticism of Galen. Unlike his far-removed successor, the Roman prohibition on human dissection forced guesswork on his part. If anything, the anatomists led remarkably parallel careers. Both challenged received wisdom, ran afoul of their period’s traditions, and eventually escaped into self-imposed exile. Where Vesalius drew fire by concluding that men didn’t have fewer ribs than women, a detail that clashed with the Catholic Church’s belief that Adam’s rib had formed Eve, Galen threaded an awkward middle ground between the dominant dogmatist and empiric schools of medicine, drawing ire and threats of poisoning when he spurned their guiding philosophies.

Galenus, designed by Harry-Pekka Kuusela, steps into the testy waters of Galen’s poison-laced Rome. It’s a fascinating setting. If only it provided more of a deep dive than a shallow wade.

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Gimmick’s Got Game

Dang, I love gray baddies. I could smite them all day.

I didn’t grow up playing many board games. In our household they fell into three camps. There were classic games like Risk and Monopoly, also known as “boring games.” There were the complicated multi-session games my friend Brent played, which required more investment than my periodic visits could provide. And there were demonic games, those that might rupture the fabric of reality like a turgorous pimple and allow the devil’s hordes to pour into our plane. These included ouija boards and face cards.

But then, in between episodes of Duck Tales, a commercial showed me something new. In vivid colors and a thespian’s voiceover, it boasted of something that was as much a mountain of plastic as it was a game. It was mechanized. It made sounds. Its turbulence was part of its gameplay. I had to have it.

That game was Forbidden Bridge. Its commercial was seared in my memory. That Christmas, it became my first encounter with gimmick-as-gameplay.

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