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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

Chronicles of Crime 1400 - Lucky Duck Games - Review

This review is based on the final retail version of The Chronicles of Crime 1400. We were provided a copy of the game by Lucky Duck Games for the purpose of this review. We have not been paid for the review. Chronicles of Crime 1400 1-4 players Age 14+ Designed by David Cicurel and Wojciech Grajkowski Published by Lucky Duck Games It’s an exaggeration to say that digital content and apps are controversial in boardgames, but it is fair to say that they’re crowd splitters.   Between fears of not being able to play a game when digital support is removed and having to hand over part of your device to a company, however trusted, there is some degree of resistance from even those willing to accept the concept.   Added to that the fact that many app integrations boil down to glorified timers and a lot of gamers only play games to get devices off the table, games with integrated apps will have some people giving a game the side eye.   The Chronicles of Crime series has arguably been

Lost Ones - Greenbrier Games - TTS Play Session 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 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. I was around nine years old, in primary school, and we were having our normal one hour reading time in the morning. Reading time was a strange type of affair, because you either brought in books that you owned yourself or had chosen something from 'the classroom bookcase'. If you had the pleasure of picking something from 'the classroom bookcase', then you had to be quick and crafty to make sure you bagged a book like Lion Adventure or The Secret Garden. If you were too slow, you might end up with some random book that you were stuck with until you were finished it

Mini Memory Mischief Kickstarter Preview

  2 players Age 14+ Designed by Nikita Sullivan Published by Atikin Games This is the pre/review for Mini Memory Mischief which should be launching on Kickstarter in the very near future. I haven’t been paid for my preview but did receive a free prototype copy of the game. Atikin Games is a UK based independent games designer/publisher, who successfully Kickstarted Tri To Win in January 2020. Mini Memory Mischief is a mint tin game where you attempt to put letters in alphabetical order on a computer chip board. You have one action which is determined by the roll of a die which you can either bank in the “Buffer” section or play, and one action of your own choosing. However, you can’t place the same action twice in a row, or elect the action that’s on the dice as your chosen action, or pass on your chosen action. The actions are to Push, putting a letter on your board, Pop, remove the top letter on your board from the game, Peek, look at your opponent’s letters which are hidde

Merchants of Infinity - Rogue Artist Creations Ltd - Kickstarter Preview

This is the pre-production version of Merchants of Infinity, 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. Of all the genres of games that are available, worker placement remains one of my favourites. Whether it be growing the vine in Viticulture, creating Jurassic chaos in Dinogenics or even completing quests in Waterdeep, placing meeples for actions has always scratched that tactical itch for me. I like the pace it creates, I also like that you can plan ahead and have those blessed moments where three turns of planning comes together like a dream and you're knocking points and opponents out of the park and into victory. Andrew Prowse is attempting to draw you into the d

Die Of The Dead - Radical 8 Games - Kickstarter Preview

This is the pre-production version of Die of the Dead, 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 argument and potential fear(?) of style over substance rears its precious little head as soon as you open the box for Die of the Dead. Now if the box art wasn't enough to make you wonder if this was going to be an exercise on how to eat a box of crayons and then projectile the contents over some pressed trees, then doubters will have their last shreds torn away as they gaze in awe at the technicolor rainbow in front of them as they delve deeper. I defy anyone not to just spend five minutes staring in abject wonder at strength of presentation here. However, (and it'

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

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