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We All Go a Little Mad Sometimes

Lookin' blue, Cthulhu.

Eighteen cards. Four tokens. One pad for keeping score. A single golf pencil.

That’s how I introduced last year’s Tides of Time, Kristian Čurla’s then-unique microgame about the dawn of civilization as glimpsed through the world’s tiniest lens. It was a bijou of a game, as clever and elegant as it was petite.

Now we’ve got Tides of Madness, which at first glance appears like little more than the inevitable Lovecraftifying that has gripped so much of this hobby. But let’s take a closer look.

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Tides of Tiny

I'd wager two bits that if we could go back in time, the Hanging Gardens would be a big bummer of a disappointment.

Eighteen cards. Four tokens. One pad for keeping score. A single golf pencil.

That’s everything there is to Tides of Time, the first foray of Portal Games into the wild but diminutive world of microgames. It’s a surprisingly tiny effort from a company that isn’t exactly known for skimping on the cardboard. But does it skimp on the gameplay? That there’s the question.

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