More Thunder! Thunderer!

my seven-year-old has one complaint: the missile on the box should have the same smiley face as the one on the first-player jerrycan token

Every so often — although not as often as I’d like — a publisher will release a more affordable version of a beloved game, and it’s always interesting to see where they’re able to shave a buck off the original production. Cardboard becomes cardstock. Plastic miniatures lose detail or transform into standees. In the absolute worst cases, the game is streamlined. “Streamlined.” The doubt-quotes are important. Pared down, more like. Cut short. Decapitated.

Thunder Road: Ignition trails the lavish Thunder Road: Vendetta. In some ways, this is what you would expect from a product that’s more of the same but costs a third as much as the original box. Cardstock and single-injection molds. The usual.

What’s surprising about Ignition, though, is where it departs from the save-a-buck formula. It isn’t that I expected the folks at Restoration Games to churn out garbage. Far from it. But Ignition isn’t just Thunder Road Done Cheap. After only a handful of plays, my daughters, who had previously declared Vendetta one of their all-time faves, insisted Ignition was superior. To my own surprise, in many ways I agree with them.

Read the rest of this entry

Mooks

love this

Hench is a strange, lovely beast. It’s as far as it gets from Edward Damon’s previous title, Rex Regnat, and not only because its Saturday morning cartoon vibe is a sharp contrast with that game’s public domain portraiture. They operate in distinct modes. Where Rex Regnat functioned best when everybody was attentive, Hench is a little sloppier. It’s raucous. It doesn’t mind getting grease on its shirt. It wants to throw stuff against the wall.

Players are, rather obviously, a supervillain’s henchmen. Henchpeople, according to union guidelines. It’s a role that rewards those who steal recognition for the most basic of tasks.

Read the rest of this entry

New Year, Old Year: 2023 Revisited

Say it with me: The wheel has turned once more.

2023 feels like a zillion years ago. That’s what I get for having the brain of an old-growth redwood. According to tradition, New Year, Old Year is how I revisit the titles that I declared to be the “best” in any given year. Best Week 2023 featured thirty titles over five days. Let’s see how they stack up today.

Read the rest of this entry

Gooey-Free Classification

Aliens are not good at sorting books. Everyone knows this.

Two years might not seem like enough of an interval to warrant a second edition, but Connor Wake’s Out of Sorts is not your average board game. Actually, it’s become something of a counterpoint for me. While Wilmot’s Warehouse has become the proof of concept for what a modern memory game can accomplish, to such a degree that I have played it something like fifty times, Out of Sorts is that but bizarre, that but frightening, that but even more unwilling to guide its players by the hand. Because it is weird, my appreciation is even more boundless.

How weird is it? Here’s the premise: You’ve been abducted by an alien and put to work categorizing their spacefaring library. Presumably the delay of lightspeed means they’ve only recently learned of Melvil Dewey’s book classification system. “There are less racist alternatives!” one might protest. Yes. We have more pressing problems at the moment, but too true. Unfortunately, the alien doesn’t know about those Dewey-free alternatives. All it knows is that humans are good at sorting books. And it owns a lot of books.

Read the rest of this entry

All Flesh Is Grass

Today's title comes from an old anonymous poem: The steed bit his master; how came this to pass? He heard the good pastor cry, "All flesh is grass!"

One of my favorite games ever designed is getting a new edition. Apart from some component upgrades and better availability, nothing has changed. Which is precisely what this title needed.

So come on in. The tea’s hot and the fire is crackling. HA HA. You just scalded your tongue. That means I’m the winner. It also means today’s game is Schadenfreude, the most joyously nasty trick-taker out there.

Read the rest of this entry

Flapjacks, Magic Tricks, & Sputtering Torches

Yes, yes, it's nice that you've shown us their form factor. But how much do they WEIGH.

All I play anymore is trick-taking games. Fortunately, it’s an uncommonly smart genre. Today I’m covering three titles that highlight both the format’s breadth and what makes trick-taking one of tabletop’s most enduring pastimes — and one of its meanest.

In other words, these are trick-takers for jerkwads. Compliment intended.

Read the rest of this entry

The Shortest Nineteenth Century

The coloration makes me kinda see this in ANN IHI LAT ION mode. REV OLUT IONS.

According to one of my uncles, the terms “right” and “left” derive from the fact that conservatism is correct while liberalism is wrong. You know, because we say “that’s right” to mean “that’s correct” and “that’s left” when we’ve suffered a serious brain hemorrhage and don’t remember how words work.

In actuality, the right/left divide comes to us from the French Revolution of 1789, when the members of the National Assembly who supported the Ancien Régime would sit to the king’s right, while those in favor of the revolution sat to the left. Presto blammo: a rubric that would confuse dumb uncles for the next 240 years.

Still, it’s a helpful formulation for the rest of us, if often an overly simplistic one. When I introduce the five factions from Laurent Rix’s exceptional Revolutions: France 1820-1880, I lay them out from right to left. All the easier to explain their objectives. Often, players appreciate this gesture, especially for the factions in the middle, whose aims might seem alien to our modern minds. And some people say you can’t learn history from a board game.

Read the rest of this entry

Spylune

but wait, hear me out: what if the dragon had a top hat... with gears

I never played Spyrium, William Attia’s 2013 game of steampunk factories, but I heard good things about its worker placement/removal system. Greylune, as near as I can tell, recaptures that title’s core appeal, while swapping the geared top hats for a more generic — but maybe more blandly appealing? — fantasy universe.

Read the rest of this entry

Zed’s Dead — All Over Again

cue the axe gang dance from Kung Fu Hustle

There was a run there, between the aughts and the teens of the current century, when Victory Point Games published multiple of the best solitaire board games ever. Banger after banger. Then it was sold and chopped up for parts.

Perhaps the best title to emerge from that golden age was Hermann Luttmann’s Dawn of the Zeds. This baby merged the strategic considerations of the States of Siege line with some cinematic flair. So much cinematic flair that its overstuffed third edition aped not only the dramatic beats of cinema but also the notion that it was a movie being directed by the player. A tonal mismatch if ever there was one.

Here’s the good news: Hermann Luttmann is back with a new version of Dawn of the Zeds. Dubbed the Designer Edition, and divorced from the vultures who gobbled up Victory Point, it’s a revamp of the system from top to bottom. It isn’t as good as I remember. It’s better.

Read the rest of this entry

No (Okay, Some) Ragrets

hope you're into tentacles

As a natural melancholic, the idea of being drawn to the sea — to drown one’s regrets, whether figuratively or bodily — makes me glad there isn’t a significant body of water within six hundred miles. It isn’t that suicide holds appeal for its own sake. Rather, it’s a fire door in the back, rigged with an alarm but duly located in case of an emergency. Sometimes, when an elderly person goes missing in the mountains, I wonder if they disappeared because of forgetfulness, as the silver alerts would have us believe, or because they could no longer stop remembering.

Deep Regrets, like Judson Cowan’s forthcoming Personal Demons, wears its metaphor on its sleeve only to collar it in gameplay. Perhaps we went to the sea to forget, to scrape our hull free of the barnacles that have accreted there, only to find ourselves fouled with a fresh catch. To mount an escape is to be caught.

Okay, now I’m being melancholic. At least it’s a good fit for Cowan’s intended topic.

Read the rest of this entry