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I could save everyone the trouble of reading the rest of the review and let you know that Victory Point’s Hundred Days 20 is a good game. But does that really tell you anything? After all, BoardGameGeek’s library includes nearly 300 Napoleonic games that have at least 25
As a rule, I’m suspicious of tabletop game reviews. I get that we want to proselytize for our hobby, but the cost is a hyperbolic review cycle that tells gamers that there are dozens, even hundreds of “must-play” titles releasing all the time, even as the number of hours
I remember seeing BattleLore when Days of Wonder released it. It looked like an intimidating game, with fantasy characters battling across hex-based maps. Some maps seemed to sprawl over several tables. After Fantasy Flight Games acquired the rights to BattleLore, I didn’t think much of it, other than the
by Keith Schleicher
I remember seeing BattleLore when Days of Wonder released it. It looked like an intimidating game, with fantasy characters battling across hex-based maps. Some maps seemed to sprawl over several tables. After Fantasy Flight Games acquired the rights to BattleLore, I didn’t think much of it, other than the
by Keith Schleicher
I could save everyone the trouble of reading the rest of the review and let you know that Victory Point’s Hundred Days 20 is a good game. But does that really tell you anything? After all, BoardGameGeek’s library includes nearly 300 Napoleonic games that have at least 25
by Nick South
As a rule, I’m suspicious of tabletop game reviews. I get that we want to proselytize for our hobby, but the cost is a hyperbolic review cycle that tells gamers that there are dozens, even hundreds of “must-play” titles releasing all the time, even as the number of hours
by Tom Harrison
Growing up in the 80s for me meant two things: great movies and lots of conversations about them. The most debated ones were about which character you would be from Star Wars. Everyone wanted to be Darth Vader, and everyone had their thoughts on which unobtainable girl they wanted to
by Nick South
Games walk a fine line – a thin bouncy little tightrope. Finding the right balance between depth, complexity, focus, theme – this is really really hard to do. Sometimes games can be perfect in the execution of their mechanisms, but lack a thematic hook to engage players. Some are dripping in artwork
by Kit Harrison
It’s not uncommon to see digital implementations of board games and vice versa, but the tower defense game hasn’t been explored very often in the board game space. John Wrot of Gate Keeper Gaming decided that he wanted to rectify that situation and came up with The King’
by Keith Schleicher
Tom Jolly’s games often make us feel clever, mean, lucky, as if we’re playing alternately at the expense and at the mercy of our friends. His designs give us leeway to bend the rules either just enough to win the game or, as is more often the case,
by Paul Bauman
Back in 2010, in one of the best years ever for game publishing, Marco Ruskowski and Marcel Süßelbeck partnered up with Wolfgang Panning to create Fresco, which was almost universally lauded as a beautiful, engaging, strategic yet family-friendly game. Five years later, Marco and Marcel are back at it with
by Kit Harrison