Nick Dubs
Nick plays and reviews board games to kill time while it cultivates the requisite mystique to become a cryptid that warns small towns of impending doom.




In my opinion, there are three things that a good expansion can do: be a physical game patch to fix some issues that play testing hadn’t revealed before printing, add modality to make the game more versatile, or simply add content for those that have played the base game
by Nick Dubs
Fangs is Kosmos’ reprint of Shadow Hunters, one of my favorite social deduction games from the olden times that I never got around to getting a copy of. There’s a couple minor tweaks here and there, but the real change is the retheme, so it’s already time for
by Nick Dubs
Sandbox games are a genre I’ve never hit it off with- I’ve had enough jobs that amounted to running around and doing various tasks that when that’s the entirety of a game, it feels like work to me. It certainly doesn’t help that the vast majority
by Nick Dubs
Since I was educated in America, my world history knowledge is embarrassingly eurocentric. I’ve attempted to correct that as an adult, but since I’m out of school, I just don’t have the free time to dedicate to it and unwind enough to keep myself sane. All that
by Nick Dubs
I knew Air Land and Sea was an awesome game, but it never made its way into my collection. Why? Well, I’ve got plenty of stodgy WWII themed games that I struggle to get to the table. In my heart, I’m a eurogamer that usually finds theme secondary
by Nick Dubs
I haven’t really gotten deep into the Marvel sets of Unmatched. It’s not that I’m necessarily against them in theory, I just found public domain characters and dinosaurs fighting much more interesting than the twenty thousandth iteration of superheroes on a board in my lifetime. That said,
by Nick Dubs
Artisans of Splendent Vale is one of those strange amalgams that is just different enough from anything else you’ve seen that it defies categorization. The majority of the time you spend with it, it’s an asymmetrical choose your own adventure book collection that you and up to three
by Nick Dubs
When you first look at the sheer volume of mechanics in Skymines, you’d probably think it’s overwrought and busy. There’s programming, hand management, area control, worker placement, and six different tracks to advance on. As with any game with this much going on that doesn’t last
by Nick Dubs