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The Binding of Isaac: Four Souls - Card Game Review

The Binding of Isaac is a hugely successful videogame, and thanks to two extremely lucrative crowdfunding efforts that netted around $8 million, you could argue that its a highly successful card game as well. The videogame fits almost too perfectly into begin turned into cardboard, with its roguelike genetics being suited to the randomness of dungeon crawler, variable bonuses and and player powers sitting well within the tabletop realm. There's around eighty thousand people who have some kind of variation of the tabletop game. So surely its extremely good because well funded games are always amazing, aren't they.  I'm approaching this as someone who is away from the hype canoe sailing down the river rapids of marketing and excitement and so this is probably going to be dull in comparison. I'm also someone who is a fan of the game, and has spent many an hour running around randomly generated dungeons of blood and filth.  For those unfamiliar with the videogame, you play

Resident Evil 3 Board Game Review Plus The City of Ruin Expansion - Steamforged Games

In terms of the videogame, I jumped into the Resident Evil Series from number three onwards. Even though it was some time ago now, I remember tension of playing, moving from room to room while trying to manage your ammo, and even control where you wanted your character to walk to. For some reason at the time even the control scheme did its best to make things as tricky as possible to navigate around something as easy as a corner. Only now looking back do I realise how much of a genius move that was, as the Nemesis came lumbering towards you and all you could do was scream, rotate wildly and run into a doorway. It did that thing that so many horror films want to achieve, which is a slow painful death that is creeping towards you slowly, and you are merely delaying the inevitable.  With that in mind, while I always approach these adaptations with a hint of trepidation as past history has shown that board games don't always translate well onto cardboard. Especially when you are trying

Greenville 1989 Board Game Review - Hachette Games

So after the rules laden buffet of the previous games I've written about recently that were digested with gusto and on one occasion resulted in a silent but deadly passing of wind. We take a trip into one of those games in which you're given the framework and boundaries in which you play, and it's up to you to craft your own experience. You can look on Greenville 1989 as a game that falls into the same kind of genre as Mysterium or Dixit which is about interpretation of imagery, but with artwork that would sit nicely on the cover of a 80's Horror VHS cassette box. This is unsettling horror with things that are strange without the obvious IP borrowing.  Greenville is a base salad, with leaves intending to inspire you as you play to relay the wildest tales of where you find yourself and try to explain why you're in a forest or a classroom or swimming pool, instead of meeting at the intended bowling night. In each of the rounds you'll try to explain where you are a

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