Contributor
WhiteColarGamer
Suave, flamboyant, and unrepentant about it. Drawn to deluxe editions, upgraded components and a table that looks as good as it plays.
217 reviews
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ObsidiaObsidia is the kind of odd indie release that probably owes its existence to Kickstarter—and thankfully so, because it has character in spades. Dark, thematic, and hilariously crude, it is far more interesting than its low-key presence suggests.
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Honey BuzzHoney Buzz, especially in its deluxe edition, is a beautifully produced game of bees, hexes, and an initial explanation that feels far more intimidating than the actual play. Beneath that impressive package sits an honest, approachable racing/economic game.
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Fleet Commander: 1 – IgnitionA forgotten Essen impulse buy finally reached the table, like a small space-age excavation during lockdown. It did not blow me away, but its clever dice system and expansions keep it respectably in orbit—provided you can stomach the baffling retail price.
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Alma MaterAlma Mater is a lavish, tight euro that looks great on the table and has plenty to offer genre fans, though it demands a lot of upfront absorption. After four plays, the familiarity of its engine began to show more than I would have liked.
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Whistle MountainWhistle Mountain has already given me two excellent sessions, at the table and on Tabletop Simulator; only Tabletopia managed to spoil the mood with its physics. It is tough, spectacularly score-driven, and close right up to the end.
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Black Rose Wars: Sator BoxSator Box makes Black Rose Wars bigger, more chaotic, and far more striking on the table, at the cost of an exhausting setup. I do not think it is good value for its price, but as a spectacle for people with a weakness for plastic, it has plenty to show.
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Tawantinsuyu: The Inca EmpireTawantinsuyu was one of the good games I played last year and my first replay choice for 2021—until Beyond the Sun finally arrives. The second game was even better than the first.
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Vs System 2PCG: The Marvel BattlesVs System 2PCG: The Marvel Battles never claimed the place it might have deserved during the heyday of the big LCGs, but it remains an honest, pleasantly approachable card game with plenty of material for a group. With a well-stocked card pool and a little willingness to build decks, it gave me exactly the kind of game night I want from a light LCG.
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Merchants & MaraudersMerchants & Marauders is a flavour-packed pirate game that demands the right group, exactly three players, and plenty of time. If you embrace its atmosphere and make peace with its dice, it is easy to see why it has earned such a devoted following.
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Rome & RollRome & Roll is a clever dice-drafting racing game with an appealing construction, Tetris-like feel. I would enjoy it even more if its roll-and-write side were more carefully handled as a physical object.
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New Corp OrderNew Corp Order proved to be the honest, quick little friend the evening needed: good enough for everyone, without swallowing the group’s time.
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Iberian RailsIberian Rails was an ideal warm-up for a second gathering with a slightly different lineup—and it proved far more enjoyable than its modest appearance might suggest. It is a cube rail that stands out more for its financing and auctions than for the actual railroad building.
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Eclipse: Second Dawn for the GalaxyEclipse: Second Dawn for the Galaxy is a reprint that seems to redefine what “deluxe” means, with production values that turn the table into a spectacle. Beyond the bling, though, Eclipse’s old weaknesses are still there.
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Robotech: Crisis PointRobotech: Crisis Point is a noticeably better second game in the series, fixing several things that left me lukewarm about its predecessor. It does not reach the great names of fast two-player games, but it has a place as a Robotech filler.
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The CostThe Cost was another evening of economic panic: coffins filling up, beers opening, and a photo finish separated by only $3-4. For our group, it remains the foie gras of economic games.
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Flying ColorsFlying Colors seems cursed whenever it reaches my table, but that does not diminish my appreciation for the game itself. For anyone who loves a dice-fuelled blowout, it is an honest pick.
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Rolling StockRolling Stock, played as the full game in the first All-Aboard edition with the purple companies, gave us a wonderful economic sandbox — while also making a very convincing case for why the 2038 companies attract complaints.
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Cosmic ColoniesCosmic Colonies is a lean, well-produced puzzle game of around 40 minutes: it did not blow me away, but it gave me the right amount of brain-burn for its size.
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FoothillsFoothills is a small, polished euro for two, with the feel of a mini Snowdonia. For anyone who loves compact two-player titles, I consider it a very easy blind buy.
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PandoriaPandoria is a cute, fast tile-placement game with a pleasantly tight economy. It did not deeply impress me, but it is a good time for as long as it lasts.
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Star Trek: Ascendancy – Vulcan High CommandA four-player game of Star Trek: Ascendancy with the Vulcans and Andorians was my highlight of the month. It has not completely won me over as a game, but with the expansions on the table it is easily my favourite 4X.
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Paladins of the West KingdomPaladins of the West Kingdom initially struck me as the heavier, but not necessarily more exciting, entry in the West Kingdom trilogy. Its latest play, though, raised it considerably in my estimation.
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Card City XLCard City XL fits into 20–30 minutes, but it is not remotely a “buddy game” after the first five minutes. It is simple to set up, yet it quickly fills both the table—and your head—with tough decisions.
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Throne of AllegoriaAn overlooked Spielworxx hidden-bidding gem, far smoother and more approachable than its BGG complexity suggests. With the new Queen Edition on the horizon, this is the right time to give it the attention it deserves.