654 entries
Reviews
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Review Brass: Birmingham
Brass: Birmingham gives an old favourite the production it always deserved. It is a handsome, weighty railway game, and calling it Ticket to Ride for Serious Children is meant as high praise.
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Review Lisboa
Two full plays are enough to show that Lisboa is not random point-salad sprawl, but a game with flow and real strategic shape. It needs time to become familiar, then pays that time back.
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Review Lowlands
Lowlands never made for a bad evening, but its welcome wore out far sooner than I expected.
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Review Conquest of Paradise
Conquest of Paradise is a light, interesting GMT mini-4X with a strong theme and a fifteen-minute teach. Its relaxed nature, though, means the players must be willing to do the policing themselves.
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Review Pendragon: The Fall of Roman Britain
Pendragon: The Fall of Roman Britain is every bit as weighty as its reputation suggests, but the effort pays off in a deeply engaging and enjoyable game.
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Review Concordia: Gallia / Corsica
Concordia: Gallia / Corsica keeps Concordia firmly in our regular rotation, with Gallia offering a taut, satisfying five-player board.
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Review Imperial 2030
Imperial 2030 produced another epic, close and entirely merciless game. Alliances are not a safety net here; they are the knife handed to the player beside you.
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Review Empires: Age of Discovery
Empires: Age of Discovery is a dependable six-player game that becomes much tighter when everyone arrives ready to pay attention. With different nations in play, this session stayed close to the finish.
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Review Arkwright
On my sixth play, Arkwright remains perhaps the best economic game I own, though it certainly charges for the privilege in stamina. It turns a shared market into a proper battlefield, and a one-point finish makes every calculation feel earned.
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Review Power Struggle
Power Struggle is a brisk, noisy blend of area control and negotiation for five players, with tightly joined systems and a scoring structure that does not quite keep pace.
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Review Petrichor
Petrichor has a few interesting, inventive ideas, but the design leaks badly. The tension it creates is not productive; it is simply draining.
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Review The Flow of History
The Flow of History is a compact card-driven civilisation game with a clever economic model and virtually no waiting around. It never quite became exciting for me, but it delivers neatly on its promise as a civ snack.
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Review Railways of Nippon
Railways of Nippon is a tidier stop on the familiar Railways route: built for four players, with a new map and cards, but no grand attempt to reinvent the line. It is useful and pleasantly manageable rather than especially memorable.
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Review Fleet
Fleet still comes out now and then, but a return to Warhammer 40,000’s eighth edition left a very particular aftertaste: plenty of aroma, no bread.
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Review Feudum
Feudum is a dense, psychedelic heavy euro that keeps the table moving with almost no downtime. It has a little too much procedural clutter, though, and some balance questions linger.
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Review The Sands of Time
The Sands of Time has the right ingredients for a civilisation game and makes good use of them, yet somehow leaves the final course a little short.
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Review My Fair Princess
The supplied text contains no observations about My Fair Princess, only an unrelated anecdote about a game room mistaken for student poverty.
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Review Corporate America
Corporate America looks like a throwaway joke game until the right group gets hold of it. With enough people and no one treating it like a board meeting, it becomes a splendid little engine for lies, favours and glorious fines.
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Review Sidereal Confluence
Sidereal Confluence looks like a table-wide disaster at first, then reveals itself as one of the liveliest negotiation games around. Bring enough people, a little nerve, and a group willing to trade without choking the clock.
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Review Paranoia Games Masters Screen
The recent Kickstarter version of Paranoia keeps the beloved RPG’s malicious streak, only with a lighter and more contemporary rhythm. Give it a group willing to plot against one another and it pays back in laughter and a small mountain of dead characters.
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Review Sword & Sorcery: Immortal Souls
Sword & Sorcery: Immortal Souls is, for me, the best dungeon crawler of its generation: a notably solid system that does not drown in cooperative niceness. It deserved far more support and visibility than it has received.
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Review Hexpanse
Hexpanse is an honest, brisk area-control game with more depth than its spare rules initially suggest. It will not suit every group, but the right table can get a great deal out of it.
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Review Pax Renaissance
Pax Renaissance has the teeth and spite for a properly memorable card game, but its rules burden and questionable balance make reaching that point a chore. There is a terrific dirty fight in here; the game simply declines to make it easy to find.
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Review 1805: Sea of Glory
1805: Sea of Glory is less a conventional wargame than a demanding simulation of naval pressure in the Napoleonic era. It needs time, reading and a table given over to the cause, but it looks set to reward all three with a deeply asymmetric experience.