654 entries
Reviews
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Review Thebai
Thebai pairs the rebuilding of the Cadmeia with the threat of seven attackers in a smart, handsomely produced euro. Its stack of mechanisms has real purpose, though the four-player game deserves a reservation.
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Review Rock Hard: 1977
Rock Hard: 1977 is handsomely produced and reasonably committed to its theme, but beneath the polish sits a bland push-your-luck exercise that leaves chance doing the heavy lifting.
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Review Colonial 1700-1800
Colonial 1700-1800 is an odd little pocket wargame with real atmosphere, cards marching across cards, and battles that can wreck a plan on one bad roll. There is substance here, provided you can live with its quirks.
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Review Luthier
Luthier is a lavish euro with a handsome table presence and a satisfyingly busy engine of decisions. Its first play can feel unfair, though, until everyone understands where the real choices begin.
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Review Stress Botics
Stress Botics conceals an interesting economic game beneath layers of rules, exceptions, and mechanical clutter. Its hand management deserves attention; nearly everything around it seems determined to punish that attention.
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Review Monkey Palace
Monkey Palace combines LEGO building with resource gathering in a clever, approachable game for children around 6–12. A few production cards are noticeably too strong, but it delivers exactly the sort of table experience it promises.
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Review Pampero
Pampero is a luckless renewable-energy economy game with superb information design and scoring goals that genuinely alter its shape. It needs the right setup, though, and a group that will not casually subsidise one another into a ruined game.
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Review Star Wars: Battle of Hoth
Star Wars: Battle of Hoth puts Memoir ’44’s framework in the one setting that makes its abstractions feel entirely right. In its two-box Epic form, it also gives dice less authority and hand management considerably more.
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Review Tianxia
Tianxia is a knottier Tascini euro, pairing worker placement with invaders who will not politely wait for your engine to mature. Early plays are highly encouraging, though a few buildings may be doing rather too much work.
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Review Unconscious Mind
Unconscious Mind is a substantial, beautifully produced game with plenty going on. I simply never found the feeling at its centre.
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Review 1860: Railways on the Isle of Wight
1860: Railways on the Isle of Wight made for a hard, slightly dated railway introduction with newcomers, yet it still held the table. At three players, it seems to find its strongest reason to exist.
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Review Moon Colony Bloodbath
Moon Colony Bloodbath is a silly beer-and-pretzels game with blood, laughs, and a modest little engine ticking underneath. It never pretends to be more substantial than it is.
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Review Storm Raiders
Storm Raiders is an unusually direct pick-up-and-deliver game from the designer associated with Garphill’s rise. It is fairly brisk, but gives route optimisation enough room to matter.
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Review Galileo Galilei
Galileo Galilei is a brisk, agreeable euro built around an upgradeable rondel and several credible scoring routes. A later session, however, exposed an asymmetric element capable of producing a deeply uncomfortable gap in a game this tight.
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Review Flip 7
Flip 7 is pure push-your-luck with a little take-that seasoning, and it makes no claim to be anything grander. Meet it on its own silly terms and it can become alarmingly hard to put down.
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Review Battle for the Deep: Powered by Axis & Allies
Battle for the Deep: Powered by Axis & Allies puts asymmetric sea-going factions on a cramped map that quickly gives everyone something to fight over. Dice can ruin your day, but when they behave, the brawls have real bite.
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Review Atlantis Exodus
Atlantis Exodus is an ambitious, abundant heavy euro from Greek designers, with fresh ideas and end-game scoring worth watching. It needs time, and probably a second play, before it earns a final judgement.
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Review Farms Race: Deluxe Edition
Farms Race: Deluxe Edition starts with the familiar business of spreading out for resources, then hands the table dice, karate and nuclear weapons. It is not asking to be taken seriously; it is asking for a group willing to laugh while it wrecks one another’s plans.
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Review Viscounts of the West Kingdom
Viscounts of the West Kingdom turns a rondel into something less predictable and, consequently, more compelling. The shifting card supply blunts long-range planning, but it does not blunt the design.
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Review Raising Chicago
Raising Chicago is a Spiellworx gem that slipped beneath the radar: a pure, luckless auction game whose modified Walrasian market is as disciplined as it is explosive.
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Review 7 Empires
7 Empires reduces Gerdts’s Imperial to a gentler proposition, then misplaces much of the reason Imperial mattered. The long game supplies a little pulse; it does not supply a recommendation.
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Review Heroes of Might and Magic III: The Board Game
A faithful, substantial Heroes of Might and Magic III adaptation with smart battles and a ruthless appetite for time. It is a good night out, but the box wants the whole evening, and not every scenario earns it equally.
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Review Great Western Trail: El Paso
Great Western Trail: El Paso compresses the parent game into a cheaper, portable package, but mostly feels like a reduction. The cattle-card poker is still pleasant; it just has better siblings.
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Review Frozen Frontier
Frozen Frontier is a brisk economic resource-management game in which exploring a new stretch of galaxy means making temporary alliances and fighting hard for control. It has real depth without leaving anyone parked between turns, and enough variety to stay fresh.