Joker’s on You
Say one thing for Carl Chudyk, he’s always swinging for the fences. His latest, Chess Joker, is full of wonderful ideas. At its most basic: what if we took the game-altering jokers from Balatro, say half a thousand of them, and transformed Chess, that ancient game of strategy and discipline, into a cast-iron bathtub filled with jelly beans and marmalade and one or two razor blades just for fun.
At its best, Chess Joker lives up to that promise. The problem is that it isn’t often at its best.
Delver’s Dilemma
Brumble Quest is a peculiar inclusion in Plaid Hat’s catalog. Unlike their other touchstones, whether expandable duelers like Ashes and Summoner Wars or comedy adventures in the vein of Forgotten Waters, it’s a diminutive thing with minimal components, a ten-minute playtime, and — oh yeah — it only sells in sync with big conventions. Fortunately, that means during conventions, not at them; online ordering is still a possibility for those of us unable or unwilling to make the annual pilgrimage to Indianapolis.
For such an odd duck, though, it’s… kinda great? Designed by J. Arthur Ellis, Brumble Quest is a prisoner’s dilemma game for pretty much any number of players. Minimum three. But as many as fifty out of the box. With a projector and laser pointers, theoretically it could go even higher.
Blorpassonne
In my quest to find activities that will hold the interest of children with a five-year age gap, I routinely find myself playing board games that normally wouldn’t register more than a fraction of my attention. Blorp!, for example.
What is Blorp!, you ask? Apart from being a noise my offspring produce when they don’t want to empty the dishwasher or hang up their towels, a blorp is apparently the answer to what Dr. Seuss would animate for a David Cronenberg flick. These are queasy creatures in three colors that communicate by, uh, farting confetti at one another. Garth Kaufmann, who both designed and did the illustrating, sure has a knack for tongues, eyeballs, and tendrils, I’ll tell you that much.
Buried
Ruins, the card-building, card-shedding game by John D. Clair, served to answer a question that’s been niggling at the back of my skull since I first played Mystic Vale almost a decade ago. Namely, why don’t I like these things?
Not John D. Clair games, to be clear. I like plenty of his games. Rather, these of his games, the ones about sliding inserts into sleeves to build custom cards. At a notional level, it’s a solid concept. Plenty of digital card games let you modify your cards. By using inserts and sleeves, these titles circle some of that bespoke nature back to its origin point. Yet none of Clair’s experiments with the form, whether Mystic Vale, Dead Reckoning, Unstoppable, or now Ruins — which is based on an earlier title, Custom Heroes — has really landed with me.
I now know why. It isn’t the sleeving that’s the problem. It’s that Clair doesn’t exhibit much trust in his own sleeves.
Clatter and Write
When the Portuguese charted the island of Taiwan, they named it Ilha Formosa, “beautiful island.” That’s the background behind the board game Formosa Formosa, which — and I’m not sure designer Kirk Beiser is aware of this — translates to “beautiful beautiful.” Kind of like when somebody calls a monster a were-person, which just means man-person, except “beautiful beautiful” is even more duplicative.
Appropriately, Formosa Formosa doubles down on its namesake. Designed by someone who has lived in Taiwan for fifteen years, printed in Taiwan, and ultimately about Taiwan, this is a drop-and-write game that’s as charming as it is combo-heavy.
Liberation Ludology, Part Two: Peru
When last we visited Stephen Rangazas’s The Guerrilla Generation, we looked at a localized urban insurgency in Uruguay, one that failed to bring about a socialist revolution, but eventually, after a period of military rule, saw former revolutionaries elevated to government positions, including the presidency itself.
Today’s scenario casts a wider net, not to mention a more tangled one. When the scenario opens in 1980, Peru has only recently emerged from its own period of ideologically complicated military dictatorship. Riven by debt and poverty, Peru now has a freshly elected civilian government that’s reluctant to give the military too much latitude, while a philosophy professor named Abimael Guzmán has just launched one of the most vicious insurgencies in Latin American history: the Shining Path.
Wingspan for Mandy
“Wingspan but smaller, simpler, and shorter” isn’t half-bad as pitches go. That’s precisely the niche Wingspan Pocket carves out for itself. In every way that matters, this is Wingspan, Elizabeth Hargrave’s 2.6 million bestseller, all birds and combos and speckled eggs, but slimmed down to a blue-footed booby’s webbed footprint.
I’m convinced that it might even be better than the original. For the doubters, it’s certainly shorter.
Media Masters
I’m not the biggest fan of trivia games. Especially those that require players to know a specific answer, and a hundred times those that sporadically stuff me into a locker with an unexpected sports question. “Who soiled his pants while stealing two consecutive homers during the 1914 Cinnamon Bakeaway summer camp?” the question will ask. “Nobody could possibly know that,” I begin, only for my father to scream “Mickey ‘The Dugout Dog’ O’Queefe!” for ten thousand points.
Book Club and Movie Night are teensy-tiny trivia games by Peter Hayward. Each session lasts five minutes, sometimes a run of cards will produce an impossible question, and they’re titles that will prompt the most obnoxious person in your gaming group to insist they’re activities rather than games. For all that, they’re the rarest of beasts: trivia games that put creativity and lateral thinking on the same footing as raw factoid retrieval.
Therapeia Infernalis
The first time I opened up to a medical professional about some childhood trauma, it was like surgically excising a living thing from behind my breastbone. That experience — the galloping pulse, the ventricle-deep ache, the sensation that something alive and malicious was digging in its claws to stay rooted — made it easy to see how one might disavow ownership of those emotions and assign them to supernatural entities. Demons rather than one’s own untilled memories.
That, it seems, is the connection being made by Judson Cowan as well. Personal Demons is Cowan’s chaser to the successful Deep Regrets. Where that game used fishing for eldritch horrors as a stand-in for, well, deep regrets, Personal Demons is about calling demons to your own private summoning circle in order to dispel them. Or to confront them? To host a tea party for them? Look, it may be an apt metaphor, but it isn’t always a perfect one.
Space-Cast! #57. Rebuilding Rebuilding
Every so often, a game system not only gets a second try, but entirely wallops its original incarnation. That’s the case with Quinn Brander’s Rebuilding Chicago, which remakes Rebuilding Seattle with such aplomb that I called it “pretty much perfect.” (I called it that to myself, right now, so I could quote it.) For today’s Space-Cast!, we’re joined by Quinn to discuss how he improved a game that’s still on store shelves, what some folks might prefer about the original, and the little touches that go into making a successful sequel.
Listen here or download here. Timestamps can be found after the jump.









