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It Takes One to Tango

Face/Off sure was an amazing movie, wasn't it?

I can think of any number of reasons why someone might not get along with Hostage Negotiator. Principally, it may strike some as odd that a game where the word “negotiator” consists of fifty percent of its title should be solo game. Even odder still, that it should be a pretty darn good solo game.

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Nikola vs. Thomas, Part Two

"Dearest Mother: My obsession with creating the world's largest spool of iron wool has led me to dark places. I finally accept that I need help."

You’d think Tesla vs. Edison: War of Currents would be right in my wheelhouse. History? Bitter feuds? Stolen patents? I am intimately acquainted with all of these things in my genuine everyday life, so why not in a game? Tragically, Tesla vs. Edison was an excellent game marred by a single major issue, which is almost worse than simply being a bad game. As I wrote in last week’s review, because everybody loves it when a man quotes himself:

Rather than being a game about the War of Currents that happens to have a hand in the stock market, Tesla vs. Edison is a game about the stock market that happens to have a hand in the War of Currents. Its priorities are all mixed up.

To my credit, I didn’t place that quote over an image of a snow-drifted prairie. And to Tesla vs. Edison’s credit, the expansion Powering Up! entirely erases my complaints about its tedious stock jockeying.

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Nikola vs. Thomas, Part One

Which fabulous mane of hair will win?

Call Dirk Knemeyer what you will (“flubby,” “the red peanut,” whatever you want really), but the creator of the sublime Tomorrow and a string of not-quite-as-sublime titles must be granted at least one major concession: he has designed the only game — the only game — where you can have Mark Twain write a smear campaign against Sir Hiram Maxim. “The Maxim machine gun? Compensating much?” Twain says, receiving a packed auditorium’s thunderous applause and stamped feet. Hiram Maxim exits out the back, manfully hiding his tears behind a stenciled kerchief. Twain’s sponsor and Maxim’s chief competitor, Elihu Thomson, observes this scene via opera glasses, cracking his first smile in seventeen years.

Yes, it’s Tesla vs. Edison: War of Currents, one of the most brutal contests in modern science put to cardboard. And it’s grand. Mostly.

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Drop the Big One and See What Happens

They don't respect us, so let's surprise them. / We'll drop the big one and pulverize them. —Randy Newman, Political Science

When 13 Days: The Cuban Missile Crisis arrived in the mail, I headed over to my Dad’s house and asked what he remembered about those two weeks in October of 1962. He was just a kid at the time, only six years old. His parents had sheltered him and his siblings from the full brunt of what was going on, but they still had a number of specific instructions, right down to the portion of the basement they would retreat to in the event that an air raid siren sounded. Mostly, he remembers being afraid. His older brother would act out at times. “Why should I be good?” he would ask. “We’re just going to get blown up anyway.”

It’s sobering to dwell on just how close we came to annihilating ourselves. And if nothing else, 13 Days absolutely captures the sense that the warning lights are on, the lid has been flipped back, and that red button is staring you in the eye, waiting to unleash the end of the world.

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Cruisers, in Space, Battling

Woah woah woah, there wasn't anything in the title about the Battlecruisers not getting along.

I’ve tried meditation. I’ve tried yoga. I’ve tried herbal tea. And to this day, the only thing that helps me sleep at night is the thrill of spaceships blowing each other to smithereens.

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Usher in the New Millennium

Good to see you again, old friend — er, old nemesis.

I’ve always wanted to play a collectible card game in a competitive environment. There’s something about watching a deck take shape over weeks and months, toying with ideas and builds whenever new cards are released, and then testing the mettle of your creation in the crucible of a tournament. And when that’s done, you do it all over again, learning from your mistakes and capitalizing on your successes. Unfortunately, I simply lack the time that I’d need to invest in such an endeavor. I’d say, “Maybe if I were younger,” but I didn’t have all that much free time when I was a kid either. Maybe when I’m older.

Good thing Millennium Blades is finally here, because it satisfies my hunger with one of the most rollicking fun games I’ve ever played.

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A Thousand Pages, Give or Take a Few

Paperback is about arranging letters to form words, and its graphic design is still about 300% cooler than most other board games. Get it together, board games.

I’m going to tell you something I’ve never confessed to anybody: I was raised from vat-birth to be a Scrabble-playing genius. Yes, it’s true. Unlike some of the gene-factory’s other assigned Mothers, mine spared not an iota of self-esteem when it came to her favorite pastime. She would scrub the floor with me, assembling words like SYZYGY for hundreds of points while I scrabbled in the dirt with SCOOP. I finally thought to put an S on the end. “SCOOPS,” I announced with no small note of triumph in my voice, picking up 10 points, my first double- digit accomplishment. “QUETZALS,” she countered, using my own S, my pride and joy, as the key to my undoing. From beneath the table, she produced a calculator and starting tallying her triple word score.

When I saw that Tim Fowers — who also designed the delightfully surprising Burgle Bros. — had put out a game that was simultaneously about deck-building and word-building, I knew my chance had arrived. I would finally defeat Mother.

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Dirty Rotten Scoundrel Society

Observe the upper crust. Alas, however high their society, they are all — spoiler — SCOUNDRELS.

Think of board games like a heist. You’ve got a target (winning the game), a plan both staffed with clever people (the other players) and enabled by innovative mechanical apparatuses (the rules), and any number of ways for things to go wrong. It’s the sort of analogy that feels so right because it can be applied to pretty much anything. A movie is a heist. A book is a heist. Stealing a bucketful of Fabergé eggs is a heist.

Scoundrel Society, which is about a gentlemen society of thieves seeking to fleece a mark of all their worldly possessions, single-handedly proves the point. Because when it comes to a heist, you can have all the right ideas, people, and tools, and still fall flat on your face right as you’re moseying out the door with a Rembrandt tucked under your coat.

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Nary a Geared Top Hat in Sight

This image turned me off the game for months.

Clockwork Wars is the sort of game that might not survive the first glance. “Looks like a pared-down version of Archipelago,” one of my friends said when he first walked into the room, which is a longtime cardboard enthusiast’s version of “Looks like Settlers of Catan,” the proper reaction to any game featuring colorful hexes. And while Clockwork Wars holds nothing in common with Archipelago (or Catan), my friend wasn’t wrong. Colorful hexes and counters aren’t enough to set you apart in today’s golden age of colorful hexes and counters.

That’s where the second glance and the third glance come in, because Clockwork Wars absolutely survives those.

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Who Would Want to Rule an Ice Garden?

Rule Number One of the Ice Garden: dress like a fifth-rate convention cosplayer.

Playing a game that boasts all your favorite elements but still doesn’t click is sort of like picking up a mouth-watering chili dog, taking a deep breath of its spiced perfection, then digging into a bite of jello and mushrooms. Or leaning in for a kiss and instead getting a faceful of echidna. Or looking forward to your favorite sibling’s birthday party only to arrive and discover they’re now engaged to your worst enemy.

I could go on. The point is, that’s The Lord of the Ice Garden in a nutshell.

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