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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

Dark Imp Cracker Games - The Imp Box - The Dark Imp - Kickstarter Preview

This is the pre-production version of Dark Imp Cracker Games, so the art, rules and mechanics may be subject to change over the next couple of months. Therefore please treat this as a first thoughts piece, based on version of the game that we were provided with. We have not been paid for the preview. We also do not provide a full play by play explanation of the game, so not all mechanics may be mentioned in the preview. Tradition is a funny thing. Nothing highlights this more than one of the biggest festivals in the Christian calendar, Christmas time. Most of us realise as we get older, that it was probably placed around about the time of the Winter Solstice in order to take the wind out of the sails of that Pagan tradition. In order to drive people away from the natural and towards the 'spiritual'. Yet as time goes on, and we recognise the growing multiculturalism within our own societies, it becomes clearer that claiming the beginning of winter isn't very welcoming to an

Techlandia Board Game Review - Dan Ackerman

This review was based on the retail version of the game. We were provided a copy of this game for the review. We were not paid for this review. Dan Ackerman has appeared on the Podcast previously. How do you make something relevant and how do you keep something relevant? The issue with using something 'in the now', with using the current zeitgeist, is that you can wake up tomorrow and the excitement coffee has already grown cold, and 'the now' things taste old and ever so sightly out of place and potentially bitter. Its the reason that so many games are set in the dystopian future, or in a historical context. Ideas and concepts don't look out of place when they are already detached from the daily reality staring you in the face. You can't age something that was 'of an age' when it comes down to it. On the other side, if all you know is the now, if all you know is the slight taste of the future, and if your day to day is writing about shiny technology bel

The Changing Face of Legacy Games

(SPOILER ALERT - this article will contain spoilers of Legacy games). When Legacy games burst onto the scene in 2011-12 with Risk: Legacy, the gaming world felt a seismic shift. For anyone unfamiliar with the concept, legacy games are designed to be permanently changed through a series of sessions by the game play itself. Often this involves the removal or tearing up of cards, the ability to name character cards and make permanent positive or negative changes to them. Sometimes you'll go as far as changing the playing board, often through the use of stickers and writing on it, but it always involves changes to the rules which are revealed through each playing session. Risk and Pandemic (Season 1 and 2) have all of these elements. Like many others, my family played Risk from the earliest age (pretty sure I was 8 when I first played), and it’s the stated reason why a lot of those families and a lot of people in my family say that they don’t like boardgames. Who doesn’t remember the

Familiar Alchemy - Digisprite - TableTopSimulator Kickstarter Preview

We played this version using Tabletop Simulator on Steam, so the art, rules and mechanics may be subject to change over the next couple of months. Therefore please treat this as a first thoughts piece, based on version of the game that we play with. We played the session with the designers of the game. We have not been paid for the preview. We also do not provide a full play by play explanation of the game, so not all mechanics may be mentioned in the preview. There's a certain awkward silence for the third time in a row, as I manage place the table in such an awkward position that all I can see it the close up of one of the Familiar cards right in front of me, like right up in it's face, so I can only see the lines of of the illustration, staring at me. Robyn asks if I'm stuck, or not sure what to do, and so I finally confess that I've forgotten about moving the board around using the WASD keys. It's one of those moments where I hate technology and would have given

The Taverns of Tiefenthal - Schmidt Spiele - Wolfgang Warsch - Review

This review is based on the final retail version of The Taverns of Tiefenthal. We were provided a copy of the game by Coiledspring Games for the purpose of this review. We have not been paid for the review. One of the extraordinary things about being involved in the lockdown, is discovering the amount of extra that goes into things that are the ordinary and mundane, in order to make them palatable. The absence of chopped tomatoes on shelves in the local supermarket suggests that there are people who have attempted that stalwart UK dish of spaghetti bolognese. They have decided to master the art of a decent tomato sauce, and probably had visions of taking that step into the territory of never needing to open a twist jar again. Fast forward to the horror and shock at the dinner table upon the realisation that the humble tomato is actually a rather sour experience without the careful disguise of garlic and onions and a dentist wincing amount of sugar. We've been conditioned, and I was

Swatch Kickstarter Preview - Minerva Tabletop Games

This is the pre-production version of the Swatch, so the art, rules and mechanics may be subject to change over the next couple of months. Therefore please treat this as a first thoughts piece, based on version of the game that we were provided with. We have not been paid for the preview. We also do not provide a full play by play explanation of the game, so not all mechanics may be mentioned in the preview. The competitive nature of a creative design agency, where designers aim to complete their brief while  staring sideways at others in the office. Where resources are sparse and so every time some gets up for coffee, there's a ripple of potential movement across the rest of the team, hoping they are not about to snag that all important last colour in order to create the ultimate colour scheme. Everyone is aware that there are no prizes for second place here, there's no runner up version of the bosses' handshake, there's no mug that says 'I almost made it'. Thi

Pandemic: State of Emergency expansion - Z-man Games - Review

Pandemic: State of Emergency 2-4 players Age 13+ Designed by Matt Leacock and Thomas Lehmann Published by Z-man Games My partner and I are huge fans of Pandemic, so much so that we took Pandemic Legacy Season 1 on honeymoon with us. We used to play it a couple of times a month and got pretty good. However, for whatever reason we haven’t played for a while. But with all this time on our hands we, maybe foolishly, decided to try State of Emergency. Pandemic is a co-op, action management game, where players use character cards with special abilities to try to cure 4 different diseases which are rapidly spreading across the world. The State of Emergency expansion increases the difficulty of the game by adding Emergency Event cards into the event deck, giving a nasty double whammy with the Epidemic cards. The Hinterlands extends the playing board and can be infected through the rolling of a dice and outbreak to connected cities, and the Superbug Challenge which we didn’t attempt. To mitigat

LEGACY: Quest for a Family Treasure - Escape box - Kickstarter Preview - Argyx Games

This is the pre-production version of Legacy, so the art, rules and mechanics may be subject to change over the next couple of months. We were provided one section of the game. Therefore please treat this as a first thoughts piece, based on version of the game that we were provided with. We have not been paid for the preview. We also do not provide a full play by play explanation of the game due to possible spoilers. You could argue that as games get more complicated, or even more involved, and as components multiply, and set ups seem to last almost as long as the games themselves, there is something wonderfully attractive about the Escape Room and Puzzle genre. There is something extremely attractive about opening a box and just starting to 'do', getting stuck in and trying to figure out the first piece of puzzle.  With Legacy from Argyx Games it starts off as a letter from Maitre Santini, the notary for your father's estate for the Hellas section of the Legacy Escape box.

Ravage: Swamps of Delgor Kickstarter Preview

This is the pre-production version of the Ravage: Swamps of Delgor, so the art, rules and mechanics may be subject to change over the next couple of months. We were provided a couple of scenarios of the game. Therefore please treat this as a first thoughts piece, based on version of the game that we were provided with. We have not been paid for the preview. We also do not provide a full play by play explanation of the game due to possible spoilers. Did you and your band of ne'er do wells survive the Dungeons of Plunder? Well, soon you'll be able to enter the Swamps of Delgor with your band of misfits and see how many faces you can bash in to liberate them of their teef (which acts as the in-game currency) and scoop up any treasure in the process. Now while I have played Dungeons of Plunder, it was several years ago and age does not come alone so I only recall the bare bones of the game. I treated this preview/prototype copy of the game as a new experience and did not look

Heropath: Dragon Roar - Unique Board Games - Solo Mode Review

If you're a hero with a path, you can be pretty sure that a very large, angry dragon is waiting somewhere ahead, ready to turn your body to a blackened husk. Such is the life of a wannabe hero. Our hero (you) finds themselves in an unnamed land dominated by said dragon. Your job is to wander the land gaining arms, magic, abilities and various other items and boons that will hopefully make you strong enough to fight the dragon and ultimately slay it. The game allows you to choose from one of 4 familiar classes - Elf, Dwarf, Warrior or Sorcerer - and who you choose determines your stat line, and how much gold and food you start with. The stat line comprises the usual array of categories associated with a fantasy style game namely Experience, Vitality, Faith, Wisdom and Skill. Cards are then drawn from various decks and in the solo game you get to keep 6. These will comprise weapons, armour, abilities, magic etc that you may have at your disposal in the game. These items are also

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