Wednesday, December 8, 2021

Flash Review — Under Falling Skies


Players: 1
Age: 12+
Playtime: 15-45 min
Complexity: 5/10

Aliens are attacking Earth, and you must defend your city while at the same time conducting research vital to the defeat of the otherworldly invaders.

In this solo game, the board is a vertical stretch or arrayed tiles, with the alien mothership at the top and the city you must defend at the bottom. In between? Empty skies—soon to be filled with diving alien ships that’ll damage (and eventually destroy) your city if you don’t blow them to smithereens before they reach the ground. You can only win by moving your research token to the top of its track, so get to it!

Each turn, you roll five dice and place them on the action spaces of your city. Some spaces provide energy (which you’ll need to do almost everything else), some spaces destroy alien ships, some spaces let you advance your research token, and others create robots you can use to temporarily automate some aspects of your city. The higher the number on the die, the more effective the assigned action will be.

Action spaces are presented in layered rows, and on each turn, you can only place one die per column. And while you’re juggling that, keep another thing in mind: each column also has one (or more!) alien ship somewhere in the sky—the number on the die you place in a column determines how many spaces the corresponding alien ship(s) will dive towards your city.
So that 6 you want to use for energy? Sure, it’ll give your batteries a great boost, but it’ll also make that alien ship drop down six spaces. Maybe settle for a 2 instead?

Under Falling Skies is simple, fast and addictive, with a high replayability factor. An assortment of two-sided board tiles provides tons of variability, and a four-part, repeatable campaign will keep you fighting those pesky aliens for a long while.

Most easily forgotten rule: It costs one energy to move the excavator—that’s why there’s a small lightning bolt printed on it.



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Wednesday, November 24, 2021

Flash Review — MicroMacro: Crime City


Players: 1-4 (coop)
Works well with just 2: Yes!
Solo quality: Perfect
Age: 12+
Playtime: 15-45 min
Complexity: 2/10

Before we begin, a few words on the above data points:
  • You can theoretically play MM:CC with an infinite number of players, but I doubt your table can accommodate that many bodies. 4 is just more manageable.
  • From a game mechanic standpoint, kids as young as 5 could play this; I think the 12+ is a recommendation based on the subject matter (murders and stuff).
  • Don’t let that complexity rating fool you: the rules are super simple but the game doesn’t play itself.

Welcome to Crime City, where everyone’s a crook so you better watch your back!
Opening the small box reveals rather sparse components: a large 75 cm x 110 cm black-and-white map of the titular city, a bunch of cards, and a magnifying glass.
Not much, right? And yet...

The map depicts the hustle and bustle of a regular modern-day city. Subway stations, a variety of shops, large parks, City Hall, living quarters—all beautifully drawn in isometric perspective. Woven throughout the scenery are 16 different crimes that unfold before your very eyes. Of course, everything is small and busy, so at first it’s not clear what’s going on. That’s why each case asks that you concentrate on the activities of a few central characters.
For instance: how did the bunny last seen in front of the theater holding a heart-shaped balloon disappear? (Yeah, he’s the guy on the cover.) What happened to him and why? That case, like every other one, comes in the form of a handful of cards, each asking specific questions. Where was the restaurant owner before she met her end? Who killed her? For what reason? And where can the murderer be found now?

The key is the poster, and it’s a genius design. You see, the poster doesn’t show a snapshot of the city, a single moment frozen in time. Instead, it shows a series of moments, all merged together in one image; and if you’re observant enough, you can rewind and fast-foward time to access different moments in the story you’re asked to untangle.
Take that bunny guy with the balloon. If you look around the theater, you’ll spot him a little distance down one of the busy streets, and the way he’s facing tells you that’s where he went next. If you then look in the opposite direction, you might spot him right before he got to the theater. Keep going in either direction, and you’ll unspool his entire day—what he did, whom he met—right up to that fatal moment. (Of course, people don’t always walk in a straight line, so you’ll probably have to do some looking around before you find him again.)

Think of it like if Sherlock Holmes and Wally (or Waldo in North America) got together to create a detective game. It’s engrossing and brilliant and I can’t wait to dive into that map again.
The game’s 16 cases should keep you busy for a little while; and once you’ve solved everything, give the game to a friend and buy volume two, which is already out!

[In Germany, MicroMacro: Crime City won Spiel des Jahres (literally “game of the year”) for 2021. That prize is bestowed upon the best family game of the year, and it’s not difficult to see why they went with this one. It’s great.]

Most easily forgotten rule: For the very first time, I can’t think of anything. The game is that straightforward.





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Tuesday, November 16, 2021

Flash Review — Praga Caput Regni


Players
: 1-4
Works well with just 2: Yes!
Solo quality: Acceptable—it’s a “beat your own score” kind of thing
Age: 12+
Playtime: 45-150 min
Complexity: 7.5/10

Welcome to 1347! It’s your job to make Prague into the heart of Europe by building new fortifications, a university, and the famous Charles Bridge that joins the old town with the new town. Don’t forget the eggs!

Praga is an action selection game where you pick up a tile from the action wheel and implement one of the two options on that tile. The game runs on a classic menu of actions that let you gain resources and then spend them building a variety of things, all of which will yield points in one way or another. Each of those typical actions is retooled here in a clever way, but never as brilliantly as the action wheel itself.

In addition to the action per se, picking an action tile can produce up to two bonuses: the first bonus comes from the section of the wheel (the spoke, if you will) that the action tile came from, while the second bonus depends on how far that action tile had traveled (along with the wheel) on the board before you selected it. The more you wait to pick up an action tile, the more valuable its board bonus will become—if no one takes it before you do, naturally. When you’re done with your action, rotate the wheel one step and hook your tile to the wheel once more, in the red section (i.e. the “back” of the wheel). Ready for the next player!

The Praga action wheel (actually called "action crane" in the game)

Praga may look like something you’ve played before, but it’s fresh and ingenious, and that wheel changes everything. 

Most easily forgotten rule: Make sure you discard down to two windows at the end of your turn.



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Friday, November 5, 2021

Flash Review — Unfathomable



Players
: 3-6 (semi-coop)
Age: 14+
Playtime: 120-240 min
Complexity: 8.5/10

One brisk night in 1913, The SS Atlantica is slowly steaming its way to Boston, ferrying passengers and… other beings, across the Atlantic. Whether or not it makes landfall depends on the level of cooperation players can muster, even in the face of nautical abominations.

Unfathomable is a cooperative game with (at least!) one Lovecraftian being masquerading as a run-of-the-mill human. The SS Atlantica shall face many challenges before reaching its destination, and while humans will run around fixing the boiler room, raiding the cargo hold to arm themselves, or dropping by the chapel to engage in a banishment ritual (gotta cleanse the ship of those infernal creatures!), the traitor(s) in their midst will try to ensure the ship runs out of resources, is overwhelmed by Deep Ones, or sinks right to the bottom of the ocean.

If this sounds dire, the worst is yet to come: some of the traitors may not realize they’re supposed to work against the humans until the ship is well under way. So that friend you’ve been trusting to get you out of a tight spot for the last hour? Well he might just stick a rusty knife between your shoulder blades next time he gets a chance. That is, if the monsters don’t get you first…

Some uninvinted guests

Unfathomable is a retooling of the Battlestar Galactica boardgame published back in 2008. While the theme is obviously different, every single mechanic has also been reexamined, and I have to say that the new incarnation is a better game all around. Whatever you found clunky or unnecessarily heavy in BSG is gone from Unfathomable. My favorite change? The jump track is now TWO tracks: a travel track that moves the ship forward (and does only that) and a ritual track that wipes enemies off the board. You can’t do both at once anymore, so you’ll need someone manning the engine, and someone else casting spells to keep the horrors at bay. Also, revealed bad guys get to do a lot more here than they ever could in BSG, which is another great improvement.

Lastly, don’t be frightened by the game’s complexity rating: it sure is an intricate design with lots of moving parts, but once things get going, it’s smooth sailing… until it’s not.

Most easily forgotten rule: Each time the ship moves, enemies “left behind” in the water around the ship move one space towards the back. Sounds logical, but for some reason we keep forgetting to do it. :)



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Friday, September 17, 2021

Wargame review — Atlantic Chase

Sink or Swim

Designer: Jeremy White
Player count: 1-2
Publisher: GMT Games


During the early years of the Second World War, German and British fleets tempted fate in the icy waters of the North Atlantic. Convoys and war ships belonging to both the Royal Navy and the Kriegsmarine performed a deadly dance in which information was as vital as ammunition. No one knew exactly where the enemy’s vessels were to be found.
Come to think of it, where were yours??

After two Enemy Coast Ahead titles and Skies Above the Reich, designer Jeremy White and GMT Games bring us Atlantic Chase, a “ship battle” game that rewrites the whole book—and then some. White’s designs are already known for their innovative game mechanics, and Atlantic Chase is no exception, as it unfurls concepts that are so new as to give seasoned wargamers pause. Just to marvel at the whole thing.

The game takes place at the operational level, with ships assembled into task forces represented by elegant wooden sticks on various hexagonized bodies of water. Since each session is driven by a different scenario, player objectives abound: sink British convoys, mine the Norwegian coast, destroy a German battleship, deliver troops to your allies, prevent German raiders from reaching the Atlantic, and above all else, avoid sparking an international incident.
Possible actions are just as varied, with names that express directly what they entail, from Naval Search, Engage, Air Strike, Stealth Recon & Attack (get those U-boats in on the action), all the way to the more perplexing Trajectory, Signals and Completion actions.
And this is where things get very interesting.

The basic conceit of Atlantic Chase is that, before the age of instantaneous GPS connections, military endeavors—and naval warfare to an even greater extent—were plagued with a curse of ignorance. Admirals knew a few unassailable facts about each task force they were throwing into battle: its composition, its departure date and time, its intended trajectory, and its ultimate objective. But as soon as convoys and cruisers and battleships left the coast and sailed into the horizon, the rest was in God’s hands. Now if commanders knew precious little about their own forces, speculation about enemy forces was at an all time high.
Some naval games choose to display individual ships, others assign an entire task force to one piece, but Atlantic Chase goes the extra (nautical) mile and uses the aforementioned wooden sticks to represent the trajectory of each task force—friendly and enemy alike. That system has several chains of wooden sticks crisscrossing the board, each chain a representation of where the corresponding collection of vessels could be. You know where they departed from and their intended destination, but their actual location along the trajectory remains a mystery.

A few entangled trajectories

From there, the game unspools as a series of actions designed, in many cases, to reduce the uncertainty of the trajectories and get a fix on an opponent’s actual location. First of all, there’s the Trajectory action itself, where you draw a line of wooden sticks between two points on the map to get your vessels going; then Naval Search removes segments from an enemy trajectory (eventually reducing it to a single point—that’s where the ships are!); Engage launches an attack against a task force that’s been successfully located; Stealth brings you submarines to bear; Air Strike launches an air attack; and so on.

When friendly forces coordinate for an operation, the concept of trajectories remains in play and makes it more difficult to achieve success if the participating ships are along an extended chain of little sticks: you’re just hoping that friendly battleship is indeed within striking distance. But you might be wrong: roll the dice and let’s find out.

The active player keeps executing actions until they either decide to pass, or they lose the initiative. Some actions automatically trigger an initiative switch, whereas others will require a die roll. Many actions end with a “time lapse,” a mechanism by which active trajectories get shortened. For instance, the task force that just Engaged gave some clues as to its actual location, or it’s getting closer to the shore—all represented by the removal of some sticks from the active trajectory.
Passing also does the trick: it’s basically how you move! The passing player resolves a time lapse and shortens a task force’s trajectory, which essentially gets the ships closer to where they’re trying to go. That said, time lapses are more effective in good weather; when the storm hits, you’re even more in the dark about your little boats.

Combat is a simple affair, but it need not be.
The standard game employs a separate battle board, with quick maneuvering and gunnery to get the job done. However, an advanced combat system is also provided for the more adventurous among us who crave relative directions of movement, visibility issues, mechanical distress and age-old favorites such as flooding and burning decks. It extends playtime a little, but it also creates a more detailed and exciting narrative when two task forces do manage to meet.

Convoys taking the coward's way out — classic...

Ready to sail? The selected scenario will tell you what you need to accomplish. Beyond that, you better hope Neptune is on your side.

RULES OF ENGAGEMENT

Atlantic Chase ships with five rulebooks in a big, armored box. You read that right: five. Now DO NOT PANIC. It’s not as bad as it sounds; it’s actually a really cool thing.

RULEBOOK
The first book contains the actual rules of the game. It clocks in at 63 pages, but every other page features a fully illustrated example to help the reader along. Moreover, each page of rule forgoes the typical wargame three-column, hope-you-got-a-magnifier structure and opts for a single column in large type with plenty of illustrations.


Even better, the game’s actions are arranged in alphabetical order, making in-game referencing a snap. And best of all? You don’t even need to read the damn thing to start playing.

TUTORIAL BOOK
Here we go—55 pages that take you by the hand, ask you (gently) to cherry-pick the aforementioned rulebook and learn the game as you play, one step at a time.
I’ve said before that you could learn a Jerry White game straight from the player aids, and I’ve done it myself more than once. In this case though it’s not quite true: the player aid material will get you halfway there, but you will be required to crack open the rulebook at various points. Rest easy: it’s done with such finesse that you won’t feel a thing. Every “lesson” is a very short scenario you play alone against a table of possible enemy reactions, and which teaches you one more of the game’s systems until you’ve mastered the whole thing. It’s brilliantly done, and fun to get through. And of course, White being White, each tutorial scenario also doubles as a quick history lesson. Why would you not want to jump right into that?

SOLITAIRE SCENARIOS
Next up is a 71-page book that holds no fewer than 15 solitaire scenarios. Those function the same way tutorial scenarios did, with one or more tables used to determine what the enemy will decide to do. Worth noting, the player will alternatively play the German and the British, so both sides of the coin get to shine here.
Except for the fact that combat gets a tad predictable with no one else at the table, the solo scenarios are lots of fun to play, as well as a great way to get your sea legs once you’re out of your tutorial berth.

TWO-PLAYER SCENARIOS
When it comes to two-handed action,
Atlantic Chase has you covered with 21 further engagements. That’s 63 pages chock-full of daring adventures on the high seas, ranging from skirmishes involving a handful of ships, all the way to massive assaults that’ll have the neighbors complaining about the salt water. Ever dreamed of sinking the Bismarck? Now’s your chance.

ADVANCED BATTLE RULES
Last but not least, we get to 15 pages of advanced combat instructions. It bears repeating that the game can absolutely be played without this appendix, but it does give the proceedings a fiery flair that’s difficult to ignore. Some will relish the added nautical fun, others will stare at the clock mounted in the captain’s cabin; I suggest you play a few games without the advanced combat rules, and then try them on for size. You can always go back to regular combat if this proves too cumbersome or too long for your taste.

All told, that’s 267 pages of rules and instructions. Scary at first, than strangely inviting. As the French like to say, ce n’est pas la mer à boire (“it’s not the sea to drink”—not so daunting a task). In and of themselves, the rules are not complicated, as the only real hurdle lies in the originality of it all. But fear not: the layout and the numerous illustrated examples make navigating the many books both agreeable and efficient.

FUN FACTOR

True, Atlantic Chase is a ton of fun to play. Who knew being clueless about the position of your own ships would be so exhilarating? There’s a special thrill to be found in figuring out that your task force really is on the path of that rival fleet, then outmaneuvering those bastards and torpedoing their tanker… Or, for the more dignified among us, dealing with the political repercussions of a neutral country reacting angrily to mines being laid in their waters. However, in a weird kind of magic twist, the game is also fun to learn. Several times during the tutorial process, I caught myself with a wide grin on my face, just having a blast reading about how I could send my submarines against one of those confounding trajectories. Or cajole an allied task force into taking an active role in an operation. Who cares whether their position is blown? The Admiralty demands results.

I should warn prospective sea dogs to pay attention to the first four tutorial scenarios (T1-T4). Those are so short as to normally reach a conclusion after a single turn, which makes setting them up in the first place a bit irrelevant. So unless you’re very confused about the new rule you just learned, I suggest you simply read the provided examples of play and move on. T5 is where you want to start breaking out the ships.

WAR PRODUCTION

The big Atlantic Chase box comes with so much stuff that by the time you punch everything out, it will barely take it all back in. It also weighs enough to keep an aircraft carrier anchored through a biblical storm.
In addition to the five rulebooks, you get a bunch of player aid materials, a pair of task force display sheets (where the ships that compose each task force actually reside), two inset maps (one for the North Sea, the other for the Norwegian Sea), a beautiful eight-panel mounted map, a wide array of ship and control counters (including that damn initiative that never seems to go my way), plus enough wooden sticks to recreate the Eiffel Tower at full scale.

Those wooden components are the trajectory segments, and they’re gorgeous. I’ve seen showstoppers in my day, and this is certainly one of them—I can’t imagine a gamer walking by and not missing a step at the sight of this baby in full swing. Plenty of spare wooden parts are also provided, something I think no game should come without.

The inset maps are useful for a few scenarios that constrain the action to a small area. Each of the two maps expands what would be just a handful of hexes on the main map, and provides a zoomed-in view of the relevant section. Very cool.

Some errors did swim their way in, and GMT ships a one-sheet errata compendium with the game itself. Most items listed there are of the minor variety, although my eyes hurt a little each time I read “Inturruption” on the player aids. The one mistake that keeps me up at night involves the three French light cruisers, whose markers were printed with the French flag in a horizontal configuration—like pre-war Yugoslavia decided to join the fray and send a few vessels.

Doesn't it break your little French heart?

It doesn’t alter the game in any way, but it bothers me enough to keep an eye out for replacement ships in something like a future issue of C3i.


PARTING SHOTS

After you’ve burned through all 36 of the provided scenarios (all eminently replayable, by the way, even the solo ones), you might be tempted to tackle the “best of five” campaign game. It presents itself as five scenarios, with crucial setup decisions before each one, and eventual reinforcements once the smoke has cleared. Whoever wins three of those comes out on top.

Which brings me to one of my favorite aspects of the game: the definition of “winning.” While the two-player scenarios make it clear what victory means (half of them through an actual score, the other half using a table of victory conditions), each of the solitaire scenarios comes with a debriefing table where victory points are tallied and an outcome presented. Not just one word, but an actual paragraph that explains how that outcome might translate to a real-world situation. Extreme outcomes are clear-cut cases (Steady On! or Another Defeat leave no wiggle room for doubt), but everything else welcomes interpretation. I love outcomes titled Bitter Success or Grim Battles, evocative enough to keep the narrative going long after the bits have gone back into the box.

In the designer notes, White mentions that the trajectory system was first envisioned for a Civil War game before drifting into WWII naval confrontations. As an ACW nut, can I preorder that game right now? I can’t wait to lose track of my troops in the woods at Shiloh.

 

  

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Friday, July 30, 2021

Flash Review — Lost Ruins of Arnak


Players: 1-4
Works well with just 2: Yes!
Solo quality: Good
Age: 12+
Playtime: 30-120 min (30 min per player)
Complexity: 6.5/10

There is much to explore in those mysterious ruins, and possibly much to fight off, too.
Acquire new tools, hack through the jungle, face fearsome guardians, and make sure to keep a detailed log of all your discoveries.

Arnak is another hybrid deck-builder/worker placement game, much like Dune: Imperium. This time around it’s all about finding the Indiana Jones within you and letting him shine. Now where other deck-builders have players pick between using each card for its effect (to accomplish something in the game) or its currency value (to buy more cards), Arnak throws in a third option: transportation. So you can also opt to use the transport icon(s) on your precious card to take your explorers to new, virgin locations. Which of the three options to pick? Oh, sweet agony.
Through the purchase of regular equipment (with gold) and the discovery of powerful artifacts (using compass tokens), your card deck will grow and open up plenty of options for you to amass resources and transform them into progress on the research track—’cause that’s there the big victory points are to be earned.

Lost Ruins of Arnak surprised me: it looks like your typical, tired Eurogame design, when in fact it’s nothing like that. Cool mechanics, novel concepts (I love the idol bonus options on the player board) and beautiful illustrations make for a compelling package indeed.

Most easily forgotten rule: When you upgrade an assistant, you also refresh them. (So make sure to use them before you upgrade!)




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Thursday, July 15, 2021

Flash Review — Sleuth


Players: 3-7
Age: 10+
Playtime: 30-45 min
Complexity: 4/10

A valuable jewel has been stolen, and it’s up to you with your clever use of logic to figure out which one it was. Play your question cards, write down what you’re told, and deduce the rest.

This isn’t a new game by any stretch: Sleuth was first published back in 1971 as one of 3M’s gamettes. But Sid Sackson’s game endured, went through several incarnations and is still in print, with the rights currently in the hands of Eagle-Gryphon Games, who put out an edition very reminiscent of the original.

Whereas Clue asks who committed the murder, in what room and with what weapon, Sleuth is only interested in the identity of the missing piece of jewelry. However, that difference is superficial: the game still boils down to three categories of information with several different values, and you’re trying to nail each one. Gem type (diamond, pearl, opal), type (solitaire, pair, cluster) and color (red, blue, green, yellow). So one jewel card—the stolen gem!—is removed from the game sight unseen, some cards are dealt face up on the table Texas Hold’em-style, and the rest distributed amongst the players. Which is the missing mystery card?
Each player is dealt four question cards and the game begins.

Sleuth is essentially Clue without the board, which gets rid of all the problems and frustrations connected to the roll of the die. No more hoping to make it to the library to ask the question that’s burning your lips: if that question is on one of your four question cards, you’ll get to ask it on your turn, no matter what. (“How many blue gems are you holding?” “How many pairs”?) Then draw a new card to bring your hand back to four, and keep going. While all questions require their answers to be spoken out loud, some of them will also provide additional information only the interrogator is privy to.

Looking for yet another improvement over Clue? Fine: if you think you’re one bit of information away from solving the case, you get to ask another player any question you want (your question cards be damned), and then you have to go for it: write down what you think the answer is, peek at the secret card, and revel in your deductive glory. You got it wrong? Then you’re out of the game but keep answering questions until someone wins—which usually takes very little time.

All in all, Sleuth remains the best deduction game I’ve encountered so far. It’ll take something truly special to dethrone this one.

Most easily forgotten rule: If you think you know the identity of the stolen gem, you can say so at any time, and not just on your turn.




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Wednesday, July 7, 2021

Flash Review — Imperium: Classics


Players: 1-4
Works well with just 2: Yes!
Solo quality: Really good
Age: 14+
Playtime: 40-160 min (40 min per player)
Complexity: 6/10

You are the leader of a famous civilization from history. Will you be able to guide your people through their barbaric years and achieve empire-hood?
Expand your territory, grow your population, husband your resources, keep unrest in check, and grab those Fame cards whenever you can.

I’m a big fan of deck-building games, and Imperium is a deck-builder like no other. There is a market of common cards (in several varieties) that all players can purchase from, but each civilization comes with a personalized stack of cards that represent their own, unique path to domination.
It works like this:
You begin with your starter deck, which is different in size and contents for each civilization. These early cards allow you to start expanding your domain by grabbing new cards from the market, but not by paying currency like you would expect: instead, some card actions let you acquire new cards (while other cards perform other functions). Then you have a Nation deck (also different for each civilization), which slowly drips into your starting deck: one Nation card gets added to your deck with each reshuffle of your discard pile. (So it pays to reshuffle quickly, but go too fast and you’ll miss out on some valuable plays.) Once the Nation deck runs out, the next card to drip into your deck is your Accession card—a famous leader, location or accomplishment (Julius Caesar for the Romans, Olympic Games for the Greeks!). When that happens, your ragtag collection of barbarians becomes a bona fide empire, and you can start adding powerful and civ-specific Development cards to your deck with each reshuffle, further shaping your destiny. (But those are costly! Make sure you have the resources you need to pay for the card you want when you’re about to reshuffle.)

Some cards can only be played by barbarians, and others only by empires. This means that in the first half of the game, you’re trying to temporarily stow away empire cards until you’re allowed to play them; conversely, in the latter half of the game, you’re trying to get rid of barbarian cards so they don’t gum up the works each time you draw a new hand.
Game end is triggered by specific decks running dry, and victory points are tallied. Will your Macedonians defeat the Scythians? Only one way to find out.

Imperium is the most intriguing deck-builder I’ve played so far, partly because it really feels like a civ game in card form (more so than something like Nations, for instance), but also because the eight different civilizations provided in the box—with eight more in the compatible Imperium: Legends sister game—create an impressive network of possibilities to explore. I’ve heard complaints about the art, which has a European comic book style to it, but I really enjoy it, and I can see myself playing this one for a long time to come.

Oh, yes: Don’t spend too much time with the rulebook. At first it’ll seem like it’s not teaching you much of anything, but keep in mind that the cards do most of the heavy lifting. Just start playing the game and it’ll all fall into place.

Most easily forgotten rule: Make sure to drop a progress token on one card in the market when you start your clean up at the end of each turn.



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Monday, June 14, 2021

Flash Review — Kanban EV


Players: 1-4
Works well with just 2: Yes!
Solo quality: ? (haven't tried it yet!)
Age: 14+
Playtime: 60-180 min
Complexity: 8.5/10

As a worker in a car factory, you need to stay on top of every aspect of production and make sure the manager, Sandra, is satisfied with your performance.
Pick the right car designs, confirm that the required auto parts are in stock, manufacture the actual automobiles, put them to the test, and don’t show up at the next meeting without something positive to share!

Kanban EV is the latest edition (2nd? 3rd? There was kind of an in-between edition somewhere…) of the car-production game by designer Vital Lacerda. The first edition was already a joy to play; the second edition brings that joy to a whole new level, with great components and a new board that scares the hell out of everyone at first, but becomes second nature in no time.

We’re talking about a worker-placement game with just one worker per player. This means you have to move your worker from action space to action space, and in turn that action spaces become available—and then occupied again—in an accelerated cadence. You score points when you test cars, but you must first obtain those cars; however, you have to provide specific parts before a car can roll off the assembly line; and don’t forget you also need car designs, otherwise, how will you know what you’re ultimately making and testing? Oh and did you remember to get the proper amount of training in each of those departments?
On top of it all, Sandra, the factory manager, will amble along the entire factory and check up on player performance. If said performance is lacking and training is insufficient, penalties will be doled out. (You do not want to get penalized by Sandra.)

So there’s a lot going on here. There’s no doubt Kanban EV is one of the heaviest Eurogames you’ll ever learn (and a bitch to teach, I can tell you that). But it’s well worth the effort: once the mechanics have been internalized, the game runs smoothly and what’s left is the good stuff—figuring out how to make the most out of limited time and resources. The result is a favorite in my collection.
(I haven't touched the small expansion that comes with this edition. The game's already great without it.)

Most easily forgotten rule: In a 2-player game, you cannot move to a department occupied by Sandra. (But she can still move to any department with a free spot in it.)


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Thursday, June 3, 2021

Flash Review — Bloodborne: The Board Game


Players: 1-4 (coop)
Works well with just 2: Yes!
Solo quality: Great
Age: 14+
Playtime: 60-90 min (per chapter)
Complexity: 7/10


Yharnam is a scary place, but if you can figure out how to be brave and clever enough, you might just get out of there alive.
Explore the town’s every nook and cranny, battle horrifying monsters, upgrade your weapons, and unearth layers upon layers of secrets.

Bloodborne: The Board Game is the ultimate cooperative dungeon crawler. Yes, you reveal tiles and fight enemies that pop up, but the comparison to other games in this genre stops there. The game is story driven, with each campaign comprising three chapters, and each chapter built around several different missions. One mission might be to investigate strange sounds coming from a specific location, which might lead to another mission about doing something with whatever revelation awaits there. Getting around is dangerous, with a variety of creatures (specific to each campaign) lurking around every corner. And time is of the essence! Players are afforded no more than 16 turns to wrap up a chapter, and quite possibly fewer than that, with each visit to the Hunter’s Dream (for revives and upgrades) pushing the turn marker one more notch towards extinction.

The game’s got a great card-based combat system (difficult choices galore), with at least six different attack modes unique to each enemy, and plenty of cool stuff to pick up along the way. It also comes with a pinch of deck building, where you can upgrade cards in your fixed 12-card deck, saving your progress from chapter to chapter until the campaign comes to an end.

Replayable? Very. Even though you might know what a campaign entails, you’ll still have some fresh branches left on the decision tree, enemies won’t spawn in the same places—nor fight in the same manner—and the town of Yharnam itself will reinvent its layout with each visit. The base game comes with four full campaigns, or 12 chapters in total, all completely replayable. Thirsty for more? CMON is printing expansion after expansion. There’s no limit to the carnage.

Game components are top notch, including miniatures that are amongst the best I’ve ever seen in a boardgame. And if you’re a fan of the Bloodborne videogame, then you’re in a unique position to appreciate (and frankly drool over) not only all of the lore ported to the cardboard incarnation, but also how they managed to make playing the boardgame feel like you’re fighting your way through the videogame.
Hats off to the designers.

Most easily forgotten rule: An enemy on your space or tile will pursue if you move away (move 1 space along the path you took).



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Tuesday, May 25, 2021

Flash Review — Dune: Imperium


Players: 1-4
Works well with just 2: Yes!
Solo quality: acceptable
Age: 13+
Playtime: 60-120 min (barely 60 minutes with 2 players)
Complexity: medium

In the Dune universe, the Great Houses of Landsraad gather resources, forge alliances with powerful factions, and face off in explosive battles for control of the Imperium.
Build the perfect deck to unlock some of the Bene Gesserit’s secrets, learn new tricks from the Spacing Guild, gain much-needed water by making friends with the Fremen, and stay on the Emperor’s good side. But above all, make sure you never run out of spice. (‘Cause it must flow.)

Yes, Dune: Imperium is a deckbuilder, but it’s also a worker-placement game. You’ll find yourself playing cards to gain access to specific spots on the board, usually to generate resources or ready troops for war. You’ll also want to keep some cards for your last turn of the round, when you reveal what’s left of your hand and use the currency found there to buy new cards to add to your discard pile—in addition to triggering the occasional special ability. At the end of every round, combat takes place between those with troops on the battlefield, with a variety of spoils awarded to the top contenders. The game ends after 10 rounds or when someone reaches 10 points.

For a system that simple, it’s surprising how much the theme shines through. Fighting is an ever-present reality that needs to be dealt with, but intrigue and manipulation (of your card deck, for one thing) are also a big part of the game. Experience plays a major role as well: newcomers won’t know how to navigate the intricacies of the system, but will learn after a beating a game or two.

In solo mode, the lone player uses a special card deck (or else a free companion app) to generate worker placements for two virtual rivals. But since the whole thing is random, it feels more like a learning tool than a true “competing against AI” experience. By contrast, the two-player version—which uses the same deck to drive a single virtual opponent—works really well. In this version, the AI is not collecting any resources nor scoring any points: it’s just there to gum up the works, blocking spaces on the board and putting up a surprisingly stiff competition in combat when you might have wished for an easier confrontation.

Overall, Dune: Imperium is a winner. It doesn’t reinvent the wheel, but it’s a solid, exciting design with plenty of depth to explore. Now if we were to talk expansions...

Most easily forgotten rule: At the end of a round, put a spice token on each of the spice-generating spaces that were not visited during the round.



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Friday, May 14, 2021

Flash Review — Watergate


Players: 2
Age: 12+
Playtime: 30-60 min
Complexity: low-med

It’s the Nixon administration against the staff of the Washington Post, and while the latter works to establish a link between the President and the Watergate break-in, the former does its best to conceal evidence and bury the lead.
Play cards to recruit informants, take the initiative, gain momentum, move pieces of evidence within your grasp, and bring your opponent to their knees.

Each turn, you play a card out of your hand and trigger one of its many potential effects. You could try to bring a piece of evidence a few steps towards your side on a tug-of-war track; you could move the momentum token closer to you (to set off special abilities) or do the same with the initiative token (go first next turn!); or else you could execute the card’s powerful event, to recruit an informant, neutralize evidence acquired by your opponent, silence a potential threat forever...

Recruited informants go on the board’s periphery, while acquired pieces of evidence are placed in a chain that the Washington Post hopes will eventually connect the President (in the center) to one of the informants. Unless the Nixon administration manages to take that information out of play, of course. The Washington Post will juggle multiple chains of evidence at once, waiting for one of them to pay off, while the Nixon administration does its damndest to kill the story.

By and large, it’s amazing this game even exists. Many casual gamers will be put off by the theme, whereas hardcore gamers might dismiss the short rulebook as “too simple.” The truth falls somewhere in between, in a situation where the end result is bigger and better than the sum of its parts. The history-dripping theme combined with the accessible ruleset make Watergate an engrossing experience, which is a surprise coming out of such a small package. (In a way, it’s reminiscent of 13 Days, for those familiar with that compact game about the Cuban missile crisis.)

Most easily forgotten rule: Whenever a token (of any type) reaches space no. 5 at either end of the tug-of-war track, the player sitting on that side acquires the token immediately.



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Monday, April 12, 2021

Flash Review — Black Sonata


Players
: 1
Age: 12+
Playtime: 30 min
Complexity: low-med

A solo game of deduction and hidden movement, with quite the original theme: you’re roaming 17th century London, trying to ascertain the identity of the “Dark Lady” Shakespeare refers to in several of his sonnets.
Track down the Dark Lady, try to get a glimpse at her to obtain clues about her identity, then state your conclusions out loud (even though it’s just you in the room) and check whether you’re right.

Black Sonata stands as one of most devilishly clever games I’ve ever encountered. The game runs on a deck of movement cards you assemble according to a simple formula, and that deck provides clues as to the Dark Lady’s comings and goings. So let’s say the back of the first movement card shows a beer mug—ah! the Dark Lady starts the game on one of the “inn” spots on the map; if the next card shows a cross, the Dark Lady moved to one of the four “church” spots, but since she was coming from an inn, you can eliminate two of the possibilities; and so on.
Each time the Dark Lady moves, you also move your pawn, and in so doing try to land on her path. If she moves to a location where you stand, you can take that location’s card (which has a hole in a unique area, different on all location cards), place the movement card on top of the location card, and flip both over: if the silhouette of the Dark Lady is showing through the (key) hole, you’ve caught a glimpse of her! The game rewards you with a clue card, and accumulating enough clues in that manner will eventually allow you to deduce the three characteristics that identify the elusive woman. But take too long to accomplish this, and the Lady will vanish into the London fog.

All told, each game lasts between 15 and 30 minutes and is a very pleasant, logical endeavor. It’s not a deep game by any means, but the sheer fact that designer John Kean was able to create a solo engine to rival the classic Scotland Yard completely blows me away. You can also adjust the difficulty level in multiple ways, which ensures everyone will feel comfortable ambling through dark alleys and slinking into one inn after another.

Most easily forgotten rule: In order to try to peek at the Dark Lady, you have to be at a location ALREADY when she shows up there—on your turn you have to move or peek, but not both. (Although Easy Mode allows you to move and peek in the same turn.)




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Friday, March 26, 2021

Flash Review — In the Year of the Dragon


Players: 2-5
Works well with just 2: Yes!
Age: 12+
Playtime: 75-100 min (but that’s very inflated, it never takes that long…)
Complexity: medium

Action selection in medieval China, with a nasty event everyone needs to deal with at the end of each turn.
Build palaces, staff them with doctors (against the plague) farmers (to feed your people during droughts), soldiers (gotta fight those invading Mongols)—hell, even courtesans to keep everyone entertained and score bonus points each turn.

In the Year of the Dragon might be the quintessential Stefan Feld design. You’re faced with interesting (i.e. agonizing) choices all through the game, you get to score points in multiple ways, and the system scales amazingly well from 2 to 5 players (one of Feld’s specialties). The priority track is genius: do you recruit staff that will perform better, or accept a slightly diminished performance in the hopes of going first on the next turn?
The game is also very straightforward; the most difficult concepts to explain are the end-of-turn events, and even those are not complex at all. This means your group is up and running in a matter of minutes, and the game is short enough—an hour on the outside—for someone to request another go at it when the final reckoning comes.

A 10th-anniversary edition was released a few years back, and it contains the Great Wall of China and Super Events expansions. Well worth getting—this is the kind of game that remains in a collection for a long, long time.

Most easily forgotten rule: When you pass to get money, you get BACK to 3 yuan. So if you had 2 already, you only get 1 more. (A lot of people just take 3 yuan, no matter what.)



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Friday, March 12, 2021

Flash Review — Hardback


Players: 2-5
Works well with just 2: Yes!
Solo quality: fun
Age: 10+
Playtime: 45-60 min
Complexity: low

A deckbuilding game of words!
You start with a basic deck of letters, draw a hand of five cards, and proceed to spell words for points, special effects and/or money that’s used to purchase more letters and add them to your deck. The end goal is to score 60 points, but how you get there is up to each player.

The idea feels so obvious, it’s a wonder nobody did it before. And in fact, the design team did do it before: it was called Paperback and it didn’t turn out great. But the concept was fantastic, so I’m happy they decided to go back to that well and come up with a much-improved sequel.

There’s not much more to add. All the letter cards are shuffled together, and players buy them from a seven-card “offer row” with the money they generate spelling words. Letters come in several colors (themed as literary genres: romance, adventure, horror…) and work best together: in other words (ha!), you’d better stick to a couple of genres, so your cards trigger each other’s bonus effects more often.

Several optional rules (and related materials) are included in the little box, two of which I found essential: adverts, which enable players to convert money into points in the second half of the game (otherwise why not just buy point-scoring cards and cycle through your deck as often as you can); and events, which add some spice to the proceedings, by preventing players from using the letter E in their words, for instance, or by limiting the length of words to four letters.

The solo game is actually a coop mode for 1-5 players. The AI scores points in a variety of ways and acts as a timer: players need to collectively reach 60 points before the AI does (i.e. before the clock runs out).

Hardback is fun, quick and easy. I don’t even like word games that much, but this one’s a winner.

Most easily forgotten rule: If you spend an ink marker to draw an additional card, you must use that letter to spell your word, otherwise you forfeit your whole turn.



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Thursday, March 4, 2021

Flash Review — Hallertau


Players: 1-4
Works well with just 2: Yes!
Solo quality: Okay
Age: 12+
Playtime: 50-140 min

A farming game (again!?) where the main focus is on gathering the necessary materials to upgrade a variety of small craft buildings in order to clear the way for your “community center,” which drives both the number of workers you get to use each turn and the number of basic victory points you score when the whole thing is over.

Yes, Uwe Rosenberg (of Agricola fame) is giving us another heavy farming game; but once again, it’s quite different from what came before and provides its own set of challenges and opportunities. There’s an array of available actions, but costs are incremental: the more people have used the action before you, the more expensive—in quantity of workers—your go at it will be.

You’ll end up drawing a bunch of cards from various decks and trying to tweak your timing so they combine in a cascade of bonuses and kickbacks. But keep an eye on your resources! Some of them you can grow, others you’ll have to trade for. Come the end of each turn, you’d better be sure you’ve stocked up on what you need to upgrade those craft buildings, so your operation can keep expanding.

Solo mode is a beat-your-own-score kind of deal, so your mileage may vary. But multiplayer? It’s one hell of a ride on the swing-plough.

Most easily forgotten rule: You can play a card AT ANY MOMENT, including right in the middle of an action—yours or an opponent’s. This goes counter to so many other games of its kind that I need to keep repeating that rule.




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Friday, February 26, 2021

Flash Review — Bonfire


Players: 1-4
Works well with just 2: Yes!
Solo quality: very good
Age: 12+
Playtime: 70-110 min
(but once you know the game, it’s at most 60 min for a 2-player match)

Gnomes and guardians and magical bonfires, plus mystical islands you need to reach by boat…
It’s a fantasy theme wrapped around a tight engine where players need to generate their own Action Tiles (and be clever about it), and then use those tiles to accomplish special tasks, rebuild their cities, rekindle the magic—all the while keeping an eye on dwindling resources.

I don’t care for the theme (which makes the game a bit more difficult to grok than it should be), but the mechanics are fantastic, the components beautiful, and the tension genuine: you always want to do five different things at once. Bonfire is a typical Stefan Feld design, where points come at you from every direction, but which requires some serious optimization if you ever hope to emerge victorious.

Beware, though, that Bonfire is not an entry-level game: while each rule is simple to understand, putting them all together into a coherent strategy can be overwhelming for newcomers, at least in the first couple of games.
But it’s all well worth the effort.

Most easily forgotten rule: You can’t play a Fate Tile if you hold more than 1 Action Tile. (You can discard down to 1 if you want, though.)


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Thursday, January 7, 2021

Flash Review — Clinic (Deluxe Edition)


Players: 1-4
Works well with just 2: Yes!
Solo quality: okay
Age: 8+
Playtime: 120 min

A game about building, running and profiting from your very own medical clinic.
Expand to meet the needs of your patients, hire and/or train doctors to treat specific ailments, and if all else fails, make sure you have enough nurses to pick up the slack!

Clinic is a medium-weight Eurogame that looks much more complicated than it actually is. The first game is difficult, no doubt about it. But once you’re on the other side of the learning curve, the rules are pretty straightforward. Wielding those rules to maximum efficiency—now there’s a real challenge for you. It’s got clever mechanics that make you want to come back just one more time to try and do better...

Really, it’s all about thinking in three dimensions. Same-color modules cannot be adjacent, and that includes vertically. So mind what you plan to build on those upper floors. Also, untreated patients worsen from one turn to the next, so try not to have any of them die on you, because your final score (popularity!) will suffer from it.

The solitaire option is basically a puzzle where you try to achieve a specific goal within the game’s six-turn structure. Since there are several possible goals, you can pick a different one each time, or even let chance make a selection for you.
Far from my favorite solo mechanism, but it works better here than in other games I’ve encountered.

Most easily forgotten rule: Whenever an employee or a patient enters your clinic, you must add one car to your parking spaces! If you can’t park the car, you can’t get the employee or patient.



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Sunday, January 3, 2021

A Year of Boardgaming, 2020 Edition

 


2020 was a different year in a lot of ways, and boardgames were naturally impacted. In the spring, face-to-face gaming became a thing of the past—outside of family members I could convince to sit down and let go of their screens for an hour or so. 

Still, my boardgame buddies and I managed to keep playing together, partly through digital versions of our beloved games (with tools like BoardGameArena.com or Tabletop Simulator), but also using videoconferencing, which turned out to be our preferred method. As long as we all own a copy of the game and no vital components are meant to be shared, calling out moves and recording them on our respective boards (à la chess by mail) proved not only to work well, but also to be very enjoyable! It means you can get to your "friend's place" in no time at all, and that you also can keep playing until the wee hours, because the minute you turn off your camera, you're home.

Which begs the question: do you count plays of digital boardgames?
I certainly counted plays with physical components over videoconferencing, because I was handling an actual game, no matter what. (Hell, it's the same reason I count solo plays.) However, I decided against counting digital plays, because they're essentially video games.

And with that preamble out of the way, let's take a look at some stats for the god-aweful year of 2020. As I expected, everything pretty much took a nosedive.


GAMES
I played 101 different titles (way down from 135 in 2019), for a total of 384 plays (down by a hundred from 483—and to think that last year I had written, "I'll make and effort and try to reach 500 plays for 2020!"). Interestingly enough, I spent 450 hours poring over mapboards in 2020, and 453 hours in 2019, which means that the games I played last year were bigger and longer than those from 2019. As I wrote above, if you don't have to drive home after a gaming evening, you don't shy away from heavy games that will go the distance.
In any case, that's almost 19 full days devoted to boardgaming bliss. I'm a happy camper.

Out of those 101 titles, 42 were new to me (down from 63 in 2019). That was to be expected: since we were learning a new way to play boardgames—remotely—it made sense to stick to game we already knew. But hey, I can't stay away from new stuff completey, you understand...

Here are the 10 games I played the most in 2020:
1. Wing Leader (40 plays)
        WWII air combat. One of my gaming buddies and really fell in love with that one, and we just couldn't stop playing it: 40 plays, all over videoconferencing. And it's not a quick game, with average sessions lasting about two hours, and some of the more massive scenarios eating up over five hours. 
2. The Quacks of Quedlingburg (30 plays)
        An enchanting push-your-luck/bag builder, and a family classic. 
3. Arkham Horror: The Card Game (18 plays)
        A card-based cooperative game of absolute horror and creeping insanity, with artwork that will both amaze you and keep you up at night.
4. Combat Commander: Europe (14 plays)
        WWII tactical warfare, and my favorite game ever.
        A relatively simple wargame that retraces medieval history. The GF and I played all 12 published scenarios and are eagerly awaiting the first expansion. Bring on the Crusades!
6. Cooper Island (11 plays)
        A tight and clever worker-placement game about developing your chunk of a shared island, and sailing as far as your resources will let you.
7. Thunder Alley (10 plays)
        NASCAR on a cardboard track, and one of my go-to racing games. (But it's getting a run for its money from the new Apocalypse Road, which was one of my favorite games of 2020.)
8. Apocalypse Road (10 plays)
        Speak of the devil... This is Mad Max on a racetrack: drive around the board and shoot everything that moves.
9. Back to the Future: Back in Time (10 plays)
        A heart that beats with clever mechanics and an obvious love of the original material. Perhaps my favorite cooperative game, but the jury's still out.
10. Ottoman Sunset (10 plays)
        A solo WWI game where you try to keep the Ottoman Empire together. Instructive and frustrating in equal measures.

PEOPLE
During 2020, I explored the boardgaming world (mainly from my home) alongside 36 different players, down from 55 in 2019. It's the pandemic: I'm really not turning into a misanthrope. I think.

So here are the 10 people with whom I played the most last year:
1. Suzie D. (137 plays)
2. François P. (108 plays)
3. Jean-Luc S. (60 plays)
4. Ophélie K. L. (32 plays)
5. Gustavo A. (24 plays)
6. Héloïse K. L. (24 plays)
7. Niko S. (15 plays)
8. Fred B. (10 plays)
9. Philippe M. (8 plays)
10. Marilyne E. (6 plays)

The GF is keeping her crown, winning top spot for the fourth consecutive year! (Being trapped with me in the house pretty much sealed that deal back in March.)
I'm delighted to see my two youngest daughters back on the list, and also a handful of colleagues who had just over two months to leave their marks before the pandemic (and a new job) whisked me away.

LOCATIONS
While my boardgaming had brought me to 17 locations in 2019 (including Normandy, France!), I ended up playing games in only 12 different places throughout 2020—essentially 11 different spots in the first three months of the year, and then "home" or "FaceTime" (which I decided to count as an alternate home location) for the next nine months.

80% of my playing was done from the confines of my home, as opposed to 56% in 2019. My workplace boardgaming amounted to barely 5% because, well, it turned into a biohazard wasteland.
Perhaps 2021 will be different in that regard. Perhaps.

RANDOM OBSERVATIONS
My yearly H-index has been 10 for five years in a row. I'm cursed!
(In this context, my H-index is the number (h) of games which I've played a number (h) of times.) In other words, for the past five years, there are 10 games I played 10 times each. Last time I played 11 games 11 times each was in 2014.

I barely accomplished my 10x10 challenge in 2020 (play 10 games 10 times each), so I'll set myself another regular 10x10 challenge for 2021. In addition, I'm also creating a "reach 25 solo plays" challenge, and a "reach next (global) H-index" challenge. So far I've played 35 games 35 times each, which means that my next H-index is 36. We'll see how that goes.

My favorite game, Combat Commander, currently stands at 445 plays. I doubt I'll reach 500 in 2021, but maybe in 2022... My buddy François and I haven't progressed in our project to replay the entire second world war through Combat Commander in quite a few months, but we'll surely get back to it before too long.

I began 2020 with Azul: Summer Pavillion and I ended it with The Quacks of Quedlinburg. Two light games that don't do justice to all the heavy boardgaming that took place between those bookends.

So what am I looking forward to in the coming year?
There's the new edition of Kanban: Automotive Revolution, from designer Vital Lacerda, which promises to be even better than the already stellar first edition. Aliens: Another Glorious Day in the Corps! arrived a few days before Christmas and remains unplayed as of yet, but it won't escape the violence of torn shrinkwrap and punched components for long. The new Stefan Feld game, Bonfire, is already punched and ready to go at the first opportunity. 
Two new GMT titles I was eagerly awaitingCaesar: Rome vs Gaul and Imperial Struggle—arrived in 2020 but proved too difficult to bring to the table under pandemic conditions; hopefully 2021 will be the year they finally get played. A third game from GMT, Dominant Species: Marine should reach my doorstep in a few weeks, and will hit the table in short order.
And 2021 is the year I'll finally get cozy with two particularly demanding solo games: the veteran Fields of Fire and the new recruit Stellar Horizons. If you hear me swear at an invisible opponent, alone in my basement, that'll be the reason why.

 

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