Bite the Big One

That's me, avowed space terrorist, machinegunning a Bezos penis-rocket before he can escape the Amazon Superflex.

I live in the shadow of the Wasatch Mountains. Have for nearly my whole life. Out-of-towners sometimes voice their apprehension when they first visit our cordillera, when they see the way our cities and suburbs are hemmed in by walls. The mountains, they say, seem precarious, like they could topple onto our heads at any moment, burying us under a thousand tons of limestone and quartz monzonite. Jokingly, I inform them that the real danger of the coming tectonic collapse — not the little shakes we sometimes get, but the Big One, the one we’re a millennium overdue for — is that it will kill us from below. The ground will liquefy and carry us downward, the ancient tidal basin finally sweeping us out to an inland sea that died with the mammoths.

Cysmic, the board game by Jason Blake, gives me that feeling. When I hefted it onto the review stack next to my computer desk, my wife wondered aloud if it would topple and crush me. It isn’t the largest board game I’ve ever owned; that would be the 22-pound Ogre, the one with the team lift warning printed prominently on its side. But it’s the one that feels most like an Ozymandian temple to excess. Its map is sprawling. The frame that holds the hexes comes with hidden magnets to lock everything into place. The plastic constructs are so phallic that they make me uncomfortable. Among its many dice, there’s one for gauging your character’s crisis of conscience. It’s so gargantuan that it’s become a game-night joke. Nothing could justify this sprawl.

I kinda dig it.

Read the rest of this entry

Touch Grass (Metaphorical)

at last, a use for this darn orienteering merit badge

Voyages, the first of Matthew Dunstan and Rory Muldoon’s single-sheet print-and-play roll-and-write games, used three dice. Aquamarine used two. Waypoints continues the trend by using a single die.

That’s cool in its own right. But that isn’t what makes Waypoints special. What makes Waypoints special is the way it handles the movements generated by its rolls. Where those other titles — and let’s face it, most board games — featured straight movements, point to point, A to B, nearly every move in Waypoints is the sort of move you might actually make while traversing an open space.

Here, I’ll show you.

Read the rest of this entry

Blood in the Felt

he ought to be showing his middle finger

The original Fallout — the original original, the video game, the one from so long ago that they refused to sell it to me at the media section of my local grocery store because it was rated M for mature and as a twelve-year-old they suspected I didn’t qualify — it had a time limit. After a certain number of in-game weeks, the quest failed. Sayonara, Vault 13. Sorry about the terminal dehydration.

You know what else has a time limit? My life. Your life. All of our lives. I was once advertised a wall calendar that would count down the weeks in the average lifespan. It was perhaps the grimmest thing I’ve ever seen, one’s life scratched off week by week. Fallout: Power Play is that ghoulish product in board game form. It is a waste, the subtraction of every minute in its presence keenly felt. If the function of art, as Tarkovsky noted, is to harrow the soul and prepare it for death, then Fallout: Power Play is anti-art. It is a game that makes me unready for the beyond, incurious to receive the answer to the great mystery that awaits us all. It makes me resentful and crabby. It makes me want to claw those minutes back from the felt and stuff them red-nailed into the craw of whichever anonymous designer retched forth this slouching antichrist.

I do not recommend it. Not ironically, not for a sake of a lookie, not to release its carbon back into the atmosphere through combustion. Stay away. The radioactive skeleton has been thus mounted atop the dump, its meaning undeniable. If you enter here, you will leave poorer.

Read the rest of this entry

All Things Go, All Things Go

First Seattle, now Chicago. What's next? I vote Pompeii.

Quinn Brander’s Rebuilding Chicago is one of the best polyomino-placement games I’ve ever played. That’s the lede, and I will not bury it. Even moreso than its predecessor, Rebuilding Seattle — not to be confused with Raising Chicago, which I do pretty much every time I say the game’s title aloud — this is a tight, smart, and addictive approach to city-building and competitive brinkmanship. The more I play it, the more I want to keep coming back.

Read the rest of this entry

Better Citizens than Netizens

I've been reading the latest book in Adrian Tchaikovsky's Children series, and there's a very good chance it has colored my impression of this game for the better.

Citizens of the Spark feels like it was custom-made with me in mind. It’s a tableau-builder (yes) designed by Philip duBarry and illustrated by Diego Sá (yes) seeded with a small selection from a huge pool of cards (yeeesss) that happens to be populated with anthropomorphic animals (eh, fine). Those animals, it turns out, are not your usual medieval-ish fare, but scientists, scholars, performers, and everything else, jumbled together to form a polis of intersecting interests and vocations.

Which is to say, it brought me around in the end.

Read the rest of this entry

Dive Tables

The fish is inside the dive suit. It has become the diver. When it returns to the surface, it will have its vengeance.

Here’s something you probably didn’t know about old Dan Thurot: I’m a scuba diver rated for search and recovery. There aren’t many of us here in the desert, which is probably why I receive unexpected calls to dredge the ponds of local golf courses whenever there’s a Silver Alert. Thus far, I have declined these requests. Those waters are, like, four feet deep. That’s a job for snorklers. Or a tall guy with hip waders.

Instead, I mostly use this as qualification to comment on scuba stuff. That cave rescue in Thailand? Legitimate. The roll-and-write shenanigans of Aquamarine? Um. Okay, look, Aquamarine isn’t the most robust scuba simulation. But as another print-and-play title from Postmark Games, it’s a worthy followup to Voyages.

Read the rest of this entry

Coprodexterity

I would love to hide some serious commentary in these alt-texts, so... how about I regale you with the sodden tale of the worst poo of my life?

Wombats are herbivorous solitary nocturnal mammals native to Australia, and — here’s the part you knew was coming; nay, hoped was coming — they poop in cubes. And stack them. Why? I dunno. Darwin was pulling a goof that day.

Now Wombat Poo is a stacking board game by Phil Walker-Harding. Why? We know why. Because poop is funny, that’s why. But is Wombat Poo funnier than its opening joke? I think so. A little bit.

Read the rest of this entry

Not Your Daddy’s Blackbeard

*not a representative image of the actual Blackbeard or Lieutenant Robert Maynard*

I no longer think of Volko Ruhnke as a man, but as a machine purpose-built for stamping out novel conflict simulations. COIN, Levy & Campaign, that older one where the terrorists have the efficacy of ’90s movie baddies, and now Hunt for Blackbeard, an unexpected romp that’s as much about setting the record straight as it is about blasting pirates with grapeshot. I now know more about Blackbeard than at any point in my life. Which is to say, I know a lot less, given the man’s outsized legend.

Read the rest of this entry

It’s Always the Ides of March Somewhere

... wait, that isn't how time works.

I would describe my feelings toward Regicide as “appreciation,” despite it finding dedicated fans all around me. For years it was in regular rotation on my wife’s phone; my sister-in-law bought the fancy custom deck rather than just using a generic deck of playing cards. My own interest had more to do with the game as an act of repurposement: the clever casting of face cards as mad royals who needed to be put down, the suits transformed into character classes for blocking attacks or repairing injuries.

Regicide Legacy, designed by the same trio as the original — Paul Abrahams, Luke Badger, and Andy Richdale — is very nearly the exact opposite of the original game, at least in terms of form factor. Where the previous Regicide could be played with any old deck scrounged from a vacation bag, this edition is something of a throwback. It’s a genuine legacy title, for one thing: torn cards, stickers, micro-expansions, all of it. Its cooperative/solitaire campaign is generous. Moreover, it’s hard, significantly harder than is the norm in our current obliging hobby. It isn’t uncommon for a chapter to take two, three, half a dozen tries before your band of mercenaries is permitted to move on to their next target.

Now that I’ve wrapped it up, I can squarely say that the ordeal was thrilling, brilliant, and exhausting.

Read the rest of this entry

High O’er the Billows We Are Wafted Along

let's make this header as ink-hungry as possible, hmm? because I know some of you readers are PRINTING EVERY SINGLE ARTICLE for some reason.

Let it not be said that I don’t take requests. A number of readers have pointed out that it’s been a long time since I’ve covered any print-and-play games. Too true. But there’s a reason for that. Voyages, the six-map design by Rory Muldoon and Matthew Dunstan and the launchpad title from Postmark Games, is both an illustration of my reticence and a roundhouse kick to that same reticence’s noggin.

Read the rest of this entry