Fort, Thine Name Is Brute

gaaaaaaaaaaaaaaaaah (complimentary)

For its size, I would classify Brute Fort as maximalist. Which perhaps sounds contradictory, given it’s a microgame that runs on only 18 cards and comes in a plastic cassette case. But each of those details unfurls into something more. The cassette case is double-wide, necessary for holding the synth soundtrack alongside the cards. And the included dice, concealed under the tuckbox, can be used to generate the rooms of a haunted fort in a TTRPG.

What’s more, the microgame within is hand-drawn in garish inkstrokes that wouldn’t be out of place in a game like Cave Evil or The Restless. This is my first attempt at a game by Alfred Vale, but it’s solid enough to make me sit at attention and consider the other entries in his catalog. Maybe, for instance, the solitaire zine that requires you to spin a coin while you complete drawing minigames.

But for now, I’m contenting myself with Brute Fort. This thing doesn’t quite fit the Button Shy model. It’s way too metal.

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Goop vs. Goop

ah, it's trypophobia, but nice

Board games aren’t always very good at themes. Actual themes, as in underlying messages, not “themes,” the settings that appear in a game’s artwork. One of the hobby’s essential exceptions was Sol: Last Days of a Star. Set in some distant future, players were asked to harvest their dying star’s last embers to propel an ark into the great beyond, only to realize that their efforts were hastening the same solar death they were striving to outrun. Part climate change parable, part meditation on thermodynamics, Sol was not only playable, it was a genuine effort at using gameplay to tell a worthwhile story.

Now Ryan Spangler, one of Sol’s three creators, is back with Organism. Where Sol propelled itself outward, Organism utilizes the smallest possible lens to zoom all the way down. In a way, its diminutive subject matter is even more meaningful than Sol’s space opera. I’m speaking, of course, about the building blocks of life.

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S’pose

behold — arts

All I play anymore is trick-takers. And climber/shedders. Are those the same thing? Some say so. Others disagree. I don’t take a strong stance on it. Which is why I’m lumping these three titles together. For this quarter’s roundup, we’ve got friendly oni, unfriendly gangsters, and some super cute monsters that might be friendly or unfriendly depending on whether you correctly guess their identity.

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Party Up, Party Down

felt! very nice.

UFO 50 was one of the coolest gaming artifacts of the past few years, a collection of fifty unique video games by Derek Yu, Jon Perry, and a handful of other developers that pitched itself as a digital excavation of a long-lost 8-bit console. The collection was special for many reasons, but my favorite trick was the way its creators employed modern design principles that contrasted the system’s hardware and input limitations.

For example, Party House. Designed by Jon Perry, this was a full-fledged solitaire deck-building game that fictively predated Dominion by over two decades. Now, in a design ouroboros, Perry is shifting Party House to tabletop.

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Baba Is Boss

I achieved 100% in Baba Is You. The video game. That's right. I am a Baba genius. Tell your friends. Tell r/boardgames. Tell them all that I'm comin'. And hell's comin' with me.

If you haven’t heard of Baba Is You, grab hold of the nearest guardrail, because you’re about to be hit by a wrecking ball of descriptors. Here goes: released in 2019, Baba Is You was a mind-bending box-pushing syntax-making meta-puzzle video game by Arvi Teikari. It was hard. Famously so. Especially if you’re anything like me and not really into Sokoban-style box-pushers.

Baba Is You is now also a board game, albeit one whose pedigree doesn’t only belong to Teikari. The analog adaptation was done by Peter C. Hayward, and in many ways it feels like a riff on his abstract comedy game That Time You Killed Me. Although somehow, improbably, it’s even better — provided you have the right mind for it.

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Scooping Rick Steves

The art is good. Except for the map. The map is... full of interesting choices, let's say.

I owe Abroad an apology. When it first landed on my doorstep, I set it aside for a solid month. My assumption was that it was another ultra-light globe-trotter, absent serious tension and disconnected from the locales it was asking me to explore. A game about travel, but not really about travel, if you take my meaning. Not to throw any specific shade here, but I figured it for a Trekking the World clone.

Designed by Rodrigo Rego and Danilo Valente, Abroad is anything but a clone, and it certainly doesn’t feel disconnected from its geography. If anything, it hews closer to the Let’s Go! series by Josh Wood, which invited us on vacations to Japan and France. Those titles drew us in with both tourist traps and local color, the unique contours of their cities, even the way these places’ infrastructure might require transit, downtime, or some extra effort to uncover something off the beaten path. The main distinction, of course, is that Abroad covers a continent rather than a single country. The remarkable thing is that it still manages to feel like a real place — and a highly competitive one at that.

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Baudrillard in the Wetland

I had a frog growing up. Just another data-point for the mass surveillance system as it tries to reconstruct my ego-ghost to punish for eternity.

I don’t know what to make of Pond. Not as a board game — it isn’t that hard to get a handle on — but rather as an artifact of hyperreality, a signifier that has sprung into Pinocchio-like boyhood, a cardboard link to another game entirely.

Which, yeah, is to say that it calls to mind Root. It isn’t even that close, gameplay-wise. But when you put something on the table and three people blurt out “Is this that new Root expansion?” / “Wait, those aren’t the Root frogs” / “Huh, it even has four letters in the title,” just one part shy of a Barbershop quartet, reality begins to feel negotiable.

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Circlet of Mutual Antagonism

HOOP OF RINGEDDON

Circle of Conflict is a really bad title. Just terrible. You know what would have been better? Anything. Ring of Conflict, maybe, seeing as how this is a Lord of the Rings shindig. Crud, just call it Circlet. That has an elegant chime, doesn’t it? Circlet.

I imagine the thinking behind the title, which was designed by Geoff Engelstein and Stephen Buonocore, was that it’s descriptive. Because the game actually plops you right into the middle of a circle, you see, and that circle happens to be not a circle of harmony, but a circle of conflict. You’re reenacting the War of the Third Age from both perspectives, commanding the Free Peoples against the player to your left and Sauron & Friends against the player to your right. Thus the Circle. The Circle of Conflict.

The other rancid thing about the title is that… oh, what’s that? You want to hear about the game? Very well. It’s quite good. Not perfect, but good.

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All Hail King Ludd

I’m so excited to hear from the folks who have never read a word of Adam Smith as they misquote Adam Smith to me.

What recourse is there for the public when their leaders will not listen, their employers have broken the compacts that bind society, and their bellies gnaw with hunger?

If two examples are sufficient to draw a motif, that seems to be the recurring question at the center of Yoni Goldstein’s work. Last year’s Chicago ’68 was a refreshing look at civil disobedience in the streets; now Goldstein and the Dietz Foundation are publishing The Nights of King Ludd, which raises similar questions about resistance and state repression despite being translocated across an ocean and 150 years.

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Look at Me. I’m the CAPTCHA Now.

False. I don't see a single human.

The smallest but most persistent indignity of our current digital age is the way we have all, every one of us, been press-ganged into service as human CAPTCHAs. You know, the Completely Automated Public Turing test to tell Computers and Humans Apart, as tortured an acronym as ever there was. How many bicycles are there in this image? Is that a stop sign or merely a reflection of a stop sign? Is this story real or fake? The computer can’t tell the difference. Which means you can’t ping your lost iPhone without decoding the golem’s underlying logic.

Kasper Lapp, it seems, fashions games with my discomfort as their first design principle. First it was That’s Not a Hat. Now it’s Totally Human.

I dislike Totally Human. But at least I dislike it for reasons that mark it as a very interesting game indeed.

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