Category: Board Games

  • Granite Games Summit 2023

    Every time I go to a convention, I promise myself I’m gonna write about everything I saw. And every time I get home, a bit overwhelmed, I cover 2-3 games, and then move onto the next thing.

    So this time, I’ll write all it all up right now the bus ride home! But first…

    The Non-Games part of the Event

    This is a very small event compared to something PAX Unplugged. At its heart, Granite Games Summit is a bunch of folks in a hotel ballroom playing board games for four days straight.

    It also has a very cozy feeling compared to other conventions I’ve gone to. The whole thing was very low-key, with plenty of of families and children. In terms of lodging, the Doubletree by Hilton is perfectly average. Still nicer than my apartment. For food, there’s enough stuff within walking or driving distance to be fine as well, but nothing special.

    There’s very much an air of trust to the whole thing. One draw of the event is that attendees can bring their own board game collections to be borrowed from. And beyond that, the event organizers also provide an entire game library.

    Overall, this is a low-intensity event, offering a chance to play a large number of games without buying them yourself. I don’t think anyone comes to an event like this for any reason other than to play board games. So let’s talk about those games!

    The Playtests and Prototypes

    Given that none of these games are out yet, I don’t want to say too much about them, and I won’t be saying anything I didn’t already say to the designers’ faces. Still, I spent a fair amount of time on them, so I’d like to talk about them a bit.

    Cubism by Resonym
    A very fun deck builder. The designer is a friend of mine. Still in the tweaking stages, but if you see it at another event, I highly encourage you to try it out. It has a very clever twist on resource generation that I’m not sure I should spoil here?

    Cypher Sessions
    Cypher Sessions is a beat-the-leader matching game about writing rap. I didn’t hate it, but I didn’t have too much fun with it. I said as much in my feedback to the designer. I’d play it again if someone wanted to, but I don’t have any huge amount of interest in it. But it’s still in development, so maybe it will end up great!

    The Armory
    The Armory is a set collection buying game about trying assemble collections of weapons and armor. It’s in the early stages, but its core concept does feel fun. There were some lulls and weirdnesses, and the game itself doesn’t quite feel ready for prime time, but I’d be interested to see where it ends up.

    A quick note: If you’re the dev of one of these games, and would like me to update this article to link to your twitter or blog, please just send me a message on Twitter.

    The Fully Released Games

    Here are the fully released games I played. So no punches pulled. I’ll be giving my quick thoughts, and ultimately, answering a single question: Would I play it again?

    Dice Forge

    Dice Forge is a game about Forging Dice. There are customizable dice that you can snap the sides off of, and snap back on. It’s a heavily produced affair where your goal is ultimately to Get The Most Victory Points, by customizing your dice, and using the resources they generate to buy cards that give you victory points and abilities.

    Would I play it again? Yes. I generally enjoyed it, and I’d be curious to try different strategies if I got a rematch.

    Harry Potter: Hogwarts Battle

    Hogwarts Battle is deckbuilder with the Harry Potter license. I’ll talk about the game in a moment. First though, I would like to note two things unrelated to gameplay that drove me a bit nuts.

    First off, it feels like every other name and item in the game has a trademark symbol on it, to the point of ridiculousness. In addition, all the game’s art has a tone of “on-file style guide movie images.”

    Poor Harry Potter, emblazoned with the symbol of ownership by “She-Who-Must-Not-Be-Named-On-Social-Media” for all eternity.

    The end result is that the whole thing has the artistic feeling of licensed children’s valentines from Hallmark, and a tone of tackiness. Someone in the chain of command had a decision to make: was it more important that players be immersed in defending Hogwarts from its villains, or that they know that, should J.K. Rowling’s estate ever wish to make a Peter Pettigrew themed vacuum cleaner, they own the rights to do so. They chose the latter.

    Editor’s note: You know, because Peter Pettigrew sucks.

    Which is unfortunate, because this game doesn’t feel like it wants to be a cheap tie-in product. Whoever designed it seemed to really give some thought to the characters and items. One small standout function for me was that both Draco Malfoy and Lucius Malfoy have a similar effect, with the elder Malfoy being more powerful. The effect itself is “Not really doing anything bad on their own, but making bad things that happen worse.”

    Which at least to me was a pretty good way to encapsulate those characters!

    That said, this is not the strongest deckbuilder I’ve ever played, or even the best one I played this weekend. The game has 7 scenarios, all of which are additive as far as I can tell, and I played through 1-3 without being challenged. The lack of any deck-thinning mechanics or way to clear the row of items you can buy to add to your deck can quickly lead to a feeling of bloat with no mechanical remedy.

    Would I play it again? Yes, BUT only to beat the game on the hardest difficulty, and see if it gets any more interesting/addresses any of the problems with the deck building elements.

    This also would probably be a decent game to play with non-board gaming Harry Potter fans, or maybe your family.

    Editor’s note: playing this game at a convention’s library is the best way to play it! You get to try it without giving JKR any more money.

    KeyForge

    KeyForge is yet another card game from Richard Garfield. I have to assume it was built around the question of “How can we remove deck-building, landscrew, and collecting cards, but still sell you blind box packs?” And thus was born the Unique Deck Game. Each deck is randomly generated in advance for you, and cannot be changed.

    Snark aside, I generally like KeyForge. Did it disrupt the big 3? No. Do I only have the game because it’s mostly dead, and I bought a booster box of decks from a discounts bin for $40, when its MSRP is supposed to be about $120? Yes. It makes novel attempts to solve a bunch of problems in the card game space, even if they don’t all succeed.

    Would I play it again? Yes. I find KeyForge entertaining, and the unconstructed nature lends to a lower power level than a lot of constructed TCGs. I might get bored at some point, but it hasn’t happened yet.

    A Feast for Odin

    Feast for Odin is a worker placement game about populating a Tetris grid. Is that an oversimplification? Yes. But this game took 30 minutes to sort components, 30 minutes to explain the rules, and 3 and half hours to play. Whatever I write here will be an oversimplification.

    Analysis Paralysis: The Board Game

    I would like to make a few quick observations, though. If games are art, and art is subjective, then I subject that I would like to never again be subjected to A Feast for Odin. The game has an 8.2 on Board Game Geek, a number would now be infinitesimally lower if I added my own rating. I found the game to be long, tedious, and I struggled to spot interesting mechanical interactions and failed to be engrossed the game’s theming.

    This probably says more about me than A Feast for Odin, but it was my experience.

    Would I play it again? No. I would rather do my taxes. It wouldn’t be more fun, but it would be shorter, and at the end at least my taxes would be finished.

    Fun Fact: A Feast for Odin is a Euro-game, following the traditional Euro-game model of “Everyone should score about the same number of points at the end, despite the winner having a clearly better position.” I scored 30 points. Both my opponents scored OVER 90, and one of them had also never played before. I am very bad at this game.

    Clank

    Clank is the better deckbuilder I played this weekend. It’s still not great, but it does do some interesting things. The goal is to get into a dungeon, get loot, and get out. This is compounded slightly by fact that you need to do it without getting burnt to a crisp by the dragon living in the dungeon.

    There are really three systems in Clank. There’s the deck builder, where the unique conceit is that you must play every single card in your hand each turn. There’s the board that you move around on. And there’s the Clank bag.

    Some cards in your deck will generate clank tokens. These get added to the bag, and whenever various cards show up in the games buy row, the dragon attacks. You pull out a certain number of tokens from the bag, and take damage based on whose color they were. Things get more dangerous as players pick up the loot, giving the whole thing a feel of escalating tension.

    Would I play it again? Yes. Each component of Clank is “just okay,” but as a whole, it feels like a much stronger game. Apparently the spinoffs also address issues with the game’s pacing.

    Spirit Island

    Spirit Island is a co-op settler construction game. Oh I’m sorry, I mispelled that. It’s a co-op settler destruction game. This game also took 3 hours to play, though the setup time was much faster.

    I enjoyed Spirit Island far more than A Feast for Odin. At least part of this is due to the theming being far more interesting. “Drive out the invading settlers as a powerful nature spirit” excites me more than “Acquire a cow.”

    That said, given that both my teammates had played before, I don’t know exactly how impactful I was to the group. There was also a lot of time just spent resolving various effects, as opposed to using my various powers.

    Would I play it again? Yes. I liked Spirit Island, and I’d be curious play some of the more complex spirits, and the ones with different playstyles. It was fun!

    Wrap Up

    Granite Games Summit 2023 was a good time, and I’d attend a Granite Games Summit again. I do think this is an event best attended as some sort of group, or if you’re already local to try to keep the costs for a hotel/travel down.

    The other benefit to attending with friends/family is that you already have a playgroup for most things, and can hopefully find people fill out slots should you need them.

    That said, this is a very focused event. It’s about playing board games for up to 4 days straight in a reasonable hotel in New Hampshire, and not doing much else. If that sounds fantastic, awesome. Go follow the convention’s account on Twitter, so you can find out when to buy tickets for next year (they sell out very fast).

    Alternately, if you’re looking for more stuff to read about board games, why not check out my PAX Unplugged Writeups? I wrote about some Indie TCGs, board games adapted from video games, and some other stuff.

  • Dungeons of Mandom VIII

    Dungeons of Mandom VIII is compact bluffing board game. Personally I like it quite a lot, though that may be because I won when I played. It’s designed by Antoine Bauza and I WAS GAME, and published by Oink Games.

    There are no other games in the Dungeons of Mandom series, but that doesn’t stop me from imaging what they could look like. In all seriousness though, the game is entirely family friendly. Unlike me.

    The goal of Dungeons of Mandom VIII is to to be either the last adventurer standing, or the first adventurer to complete a dungeon twice. However, this is a bluffing game, not a dungeon crawler.

    This is first obvious in hero selection. Instead of each player selecting a character, the group as a whole has a single hero between them. Heroes come with their equipment, but because this is the 8th Dungeon of Mandom, that equipment is likely going to be stripped off, in order to prove how manly you are.

    There’s flavor in the equipment. Most of the characters have some form of HP boosting equipment, usually a piece of armor, or a shield. However, for the Princess class, this equipment takes the role of a Suitor and a Chaperone giving the fun implication of them being used as meat shields.

    The E in fiancé stands for éxpendable

    Equipment and hero selection aside though, the meat of the game is building the dungeon! On a player’s turn, they can choose to either pass and drop from the rotation, or to build out the dungeon deck. To build the dungeon deck, they draw a card from a the monster deck, and then make a second choice. They can add it facedown to the dungeon, or they can remove a piece of equipment from the hero, and not add the card they just drew to the dungeon.

    The monster deck is made up of a bunch of different monsters, including some special monsters. Monsters each have a number associated with them, which is linked to how much damage they do. There are more copies of the weaker monsters, and only a single copy of some of the stronger monsters, such as the Litch, Demon, and Dragon.

    Cool Monster Club – Not pictured: the dragon who’s just too cool.

    This is core tension of Dungeons of Mandom VIII. “Do I think that with the remaining equipment, based on what I’ve seen my fellow players do, I can beat the dungeon as it currently stands, or do I need to pull back?” I played one game where another player chose to remove the equipment that hero needed to beat the dragon, and I knew that I’d added the dragon to the dungeon, so I chose to pass.

    When one player takes an action, and every player after them passes, it’s finally time for that player to venture into the dungeon, and prove their worth! Or more likely, get stabbed in the face by the Litch for 6 damage and then beaten by goblins.

    The exploring player reveals cards from the top of the dungeon deck one by one, either defeating them, or taking damage equal to their value if they don’t have some way to defeat them. If they get through card in the deck, they beat the dungeon, and get a treasure card! If they don’t, they take a hit. When a player takes two hits, they lose and can’t play anymore. However, if a player gets two treasure tokens, they win.

    If I have any gripes with the game, it’s that I don’t love the elimination component. I get why it has to be there. Without it, there would never be any reason to not push your luck. But it sucks that you can end up in a position where you don’t get to play anymore.

    If the game sounds interesting, you can find it from Oink Games here.

  • PAX Unplugged – Mythic Mischief and Klask

    Mythic Mischief and Klask don’t really have anything in common with each other. It’s not even like they had booths next to each other or something. Mythic Mischief is an action economy and movement-based game with victory points that almost reminds me of Chess. Klask is a skill-based dexterity game that feels like miniature air hockey.

    So why am I covering them together? Because I don’t have enough to say about them separately to fill writeup! Anyway, let’s get to it.

    Mythic Mischief

    Mythic Mischief is an asymmetric grid-based movement game, designed by Max Anderson, Zac Dixon, Austin Harrison, and published by IV Games.

    The best summary I can offer is that you and your opponents both control 3 miniatures on a 5v5 grid. Alternating turns, you attempt to spend your actions and use your abilities to place your opponent’s units in the path or directly on an NPC unit called the Tome Keeper.

    Editor’s Note: Tome Keeper not to be confused with Dome Keeper

    At the end of a player’s turn, the Tome Keeper moves towards specific locations. If there are units in its way, the Tome Keeper knocks them out, and the player who didn’t control those units scores points. Units that get knocked out can be replaced at the start of the next player’s turn.

    There’s a fair amount to the movement and action system, and how it plays with the game’s upgrade choices that I don’t think I can summarize effectively, so I won’t try. It’s a perfectly fine system, but I would not describe it as “Sparking Joy,” at least for me.

    It is worth noting that each player will be playing a different faction, with unique abilities and so keeping track of what your opponent can do is necessary to succeed.

    I only played one game of Mythic Mischief, and it was a combination of a demo and an ass beating. I wouldn’t say that I hugely enjoyed it. That might have been because I lost, and because I get salty easily. But I also struggled with two other factors.

    First up, just because of how the game works with scoring, it felt very difficult to make any sort of comeback once I fell behind. Secondly, the game reminded me of Chess in that it felt like a game of trying to find the “Correct” moves, and like a puzzle of chaining things together. That’s just not something I find very fun.

    So yeah, if you do like deterministic movement games, or things like Chess, maybe you’ll get more out of Mythic Mischief than I did.

    Klask

    Klask is a manual dexterity game by Mikkel Bertelsen.

    Honestly, it feels weird to be reviewing Klask here. It’s as if for some reason I felt compelled to write a review of Skeeball, or Soccer. The closest games I can think of as a comparison to Klask would be Air Hockey or maybe Foosball.

    Those chips look really good.

    All of this to say that the “Manual Dexterity” part of the game is absolutely not optional. Klask is played in an elevated square wooden box with sides. Each player has a magnet with a stick in the end that they hold under the box, and a pawn they place on top. The top pawn is moved by dragging it with the magnet from under the box.

    The pawn and stick aren’t the only magnetic pieces, though. Klask also has 3 small plastic beads with magnets in the center that are placed equidistant in the middle of the playfield at the start of a point. These beads will jump and stick to your pawn if you get too close, and if 2 of the 3 stick to a player’s pawn, their opponent gets a point.

    Points can also be scored by a player hitting the ball into the goal indent on the board, or if a player messes up and gets their pawn stuck in the indent.

    The interesting part of Klask for me is how the tiny white beads open up strategy. Without them, the game is pretty much just air hockey with a marble. But with the beads, you can do interesting stuff like hitting them towards your opponent in order to close off parts of the board.

    Overall, I like Klask. I just don’t like it enough to really want to buy it. That said, if someone asked me if I’d play, my response would be a semi-enthusiastic “Sure!”

    Conclusion

    I don’t think there’s any meaningful conclusion you can take out of things like both Klask and Mythic Mischief being present at PAX Unplugged. Maybe there’s some sort of testament to the diversity of mechanics and games present. Maybe there’s something to be said for the sorts of games you’d play if someone else is footing the bill.

    And maybe there’s nothing. Maybe there is no purpose. Maybe the real journey was the friends we made along the way.

    If you want more nonsense and to be notified whenever I write new stuff, maybe consider following me on Twitter? The site still seems to be up and functioning, at least for now.

  • PAX Unplugged 2022: The Adaptations

    I don’t have anything good to put in this opening paragraph. Maybe I should just talk about how good the food is in Philadelphia? It’s really tasty. Reading Terminal is delicious, even if PAX Unplugged does pack it to the brim. Even if it can take 40 minutes for someone to get you an egg and cheese on a roll.

    Anyway, enough about sandwiches. Let’s talk about board games. Today I’ll be covering the board games at the show that are either adapted from, or licensed from video games. It’s an arbitrary category, but one with a fair number of entries. Also, interestingly enough, all of them are based off games I’ve played.

    Shovel Knight: Dungeon Duels

    I want to open this part of the writeup by noting that I love Shovel Knight the video game. I did a writeup on it where I said as much. Which makes it a bit hard to say the next bit.

    Shovel Knight: Dungeon Duels feels like the literal definition of overproduced Kickstarter Ameritrash.

    That’s kind of a bold claim, so let me make some observations to back it up. From a mechanical standpoint, the game is incredibly uninspired. The goal is to get the most victory points. You do this by defeating enemies, and clearing out a boss. This, in turn, is done by moving across a board.

    You have three actions per turn: moving, attacking, and jumping. Of those actions, only moving doesn’t require you to roll dice. You can’t just move your way to victory, because the board is covered in spikes. You’ll need to roll to jump over those. And if you fail? Fall into a pit, and lose half your victory points. You want to attack something? Roll dice, and hope you get enough successes to do something valuable. Because if you don’t, you might die, and lose half of your victory points.

    Should you manage to survive long enough to get to a shop tile, you can spend your victory points to buy a completely random upgrade. It could be +1 dice to all your rolls! It could be the ability to make ranged attacks. It could be a worse item for a slot you already have filled, because it’s a random draw from a deck. Upgrades are frequently utterly worthless and get thrown away immediately.

    Of course, dying doesn’t knock you out of the game. You’ll get to replace your wonderfully crafted miniature at the start of the next round on the far side of the board. And that’s good, because aside from the aforementioned falling into pits by missing a jump, or just taking enough damage to die, you can also get pushed back into pits by enemies if they damage you.

    Now, this can’t happen during the boss fight. Instead, if you get knocked off the board during a boss fight, your character goes prone, and has to spend an action to get back up. If you get unlucky, the boss can do this to you before you even get to take a turn. And yes, someone in my demo was on the receiving end of this.

    These are all the mechanical reasons I have for calling Shovel Knight: Dungeon Duels “Ameritrash.” The game is incredibly random with a focus on dice rolls for resolving most meaningful interactions. You have minimal capacity to make meaningful choices around upgrading or building your character.

    This game was Kickstarted. It has 44 miniatures. And they are very nice minis! I like these characters so much from playing the video games, that I was and am still tempted by them because of how much fun they would be to paint. But those minis are also probably a large portion of why this game costs $125. It has a 58 page rulebook, apparently? It has custom dice, and tokens, and lots of playable characters.

    My personal verdict: cut down on the minis and include a fun game. Or even keep the minis and include a fun game! Or, scratch that, screw the game, just let me buy the minis from you directly. Because they’re the best part about what I played here.

    SolForge Fusion

    Continuing a trend of writing things that guarantee I will never end up on a press list for prerelease copies of anything, let’s talk about SolForge Fusion. Like with Dungeon Duels, I really liked SolForge Fusion’s parent game, SolForge. Also like with Dungeon Duels, I really don’t like SolForge Fusion. It’s for a very different set of reasons though, and to explain them, we need to talk about SolForge briefly.

    Or perhaps it would be more accurate to talk about what SolForge was. You see, SolForge is dead. And unlike many games that I’ve written about in my end of year wrap-ups, SolForge didn’t really do anything to deserve to die. It just didn’t make enough money for the company to continue supporting it. Which honestly kind of sucks, because SolForge was one of the best digital CCG’s to exist.

    The key word in that sentence, and the root of a lot of problems we’re going to be talking about, is “digital.” SolForge’s key mechanic was digital-only, and it worked like this: whenever you play a card, an upgraded version of the card is added to your discarded cards. When you run out of cards in your deck, you shuffle your discarded cards back into a new deck, and continue the game, now with some of your more powerful cards. It also had a reliance on triggered effects. Also damage and buffs on creatures didn’t wear off between turns.

    All of these were good and interesting designs that worked well digitally. The computer could manage resolving triggered effects, tracking stats, and upgrading your cards. Because all of these were handled by the computer, games were quick, fun, and could allow for ridiculous numbers and scaling.

    Perhaps you see where I am going with this.

    Works great with a single digitally managed card. Works less great when it’s 3 physical cards that have to be swapped out.

    You see, all of these mechanics technically could work in a paper card game. Each paper deck would need to have three times the cards, forcing you to keep track of which ones you played. And because damage and buffs don’t wear off, you’d have to have a billion tokens for keeping track of damage. And you’d need to manually track all triggered effects, and also manually resolve the full combat step for the board.

    This is all technically possible in the same way that it is technically possible eat an entire card board box. You can do it, but I don’t know why you would, and it probably wouldn’t be a good time.

    All of this is to say that SolForge Fusion is effectively a port of the aforementioned mechanics to tabletop. It’s not a straight port by any means, with many cards being heavily changed around, and the numbers having been rescaled a fair amount. But it’s still a port!

    Anyway, as if this wasn’t funny enough, two days ago I got this in an email:

    So yeah. They’re planning to make a digital version of a physical card game based off the mechanics off a digital game that was shut down for ultimately just… not really making enough money.

    It would be cool if this went well, but I’m not exactly holding my breath. And again, the digital version doesn’t exist yet. Until a digital version exists, playing SolForge Fusion requires managing a set of decent mechanics that are fundamentally flawed in meat-space.

    Storybook Brawl Unnamed Deckbuilder

    I’ve debated whether to put Storybook Brawl’s unnamed deckbuilder here with the other video game adaptations, or with a later page on games I played in the Unpub hall. Ultimately I decided to place it here.

    I’ve written about Storybook Brawl before, but you don’t need to read that writeup now. Unlike the other games on this list, this board game is its own game. It’s also in the rawest state, if the fact that it doesn’t even have a real name wasn’t enough of indicator.

    Unlike Storybook Brawl, instead of building a set of characters that you play out onto a single large map, it’s much closer to a deck builder with simultaneous play competitive elements. And while it maintains some mechanics (such as the idea of tripling, and playing a single spell per turn), this unnamed deckbuilder mostly puts its own twists on the video game’s mechanics.

    I wouldn’t say that I love this as-of-yet-unnamed game. But given that it’s still an alpha, there’s both time to improve and tweak things, and also to refine the game as a whole. Despite its flaws, Storybook Brawl’s unnamed deckbuilder is probably the most interesting of the three games on this list, despite not being a full game yet.

    So in summary…

    What have we learned today? Well, mostly that Panda Cult and Stone Blade Entertainment are incredibly unlikely to send me review copies for any reason whatsoever in the future. And the same is probably true for Storybook Brawl, if for no other reason than the fact that their parent company lost $16 billion dollars.

    On a less sarcastic note, I think the main takeaway should be that if you’re going to adapt anything, it’s probably a better idea to try to work with the strengths of the target format than to just try to port things straight across.

    More PAX Unplugged writeups in the week(s) to come! And in the meantime, why not follow us on Twitter, assuming it hasn’t burnt to the ground yet.

  • Boston FIG 2022 Writeup – Part 1

    They say to strike while the iron is hot, and it’s been like a day since Boston FIG wrapped up. So if it actually was iron, it probably wouldn’t be very hot anymore, and now I’ve lost the thread entirely.

    If you haven’t heard of Boston FIG, it means Boston Festival of Indie Games, and it’s a smaller game convention that takes place in Boston. I find it to be a really good place to find games that I might not otherwise hear about.

    That’s what this writeup is gonna be: a list of all the stuff I saw and played at Boston FIG, some notes on which things I liked, and where to find out more info about those games.

    That said, before I start the rest of this glorified listicle, I want to make two quick notes:
    1. I only played board games at Boston FIG, and of those, I played or listened to pitches for almost 75% of the pool of the games. I didn’t get a chance to see the digital side at all, and there’s a whole quarter of the board games at the show I didn’t see at all. So if your game/a game isn’t on this, I apologize. I just may not have gotten to it.
    2. I think of myself as a someone who enjoys lighter board games, but even more importantly, I prize demos far more than pitches. For a digital convention this can be difficult, as not everyone has the time or effort to make something that can be played digitally. And some games (thinking of you, Crash Factor) would probably be near impossible to make a cheap digital version of. Thus, the longer paragraphs are pretty much exclusively for things I could actually play at the show.

    Retrograde by Resonym

    Retrograde is a roll and write, a genre that I think could be better named. I assumed “roll and write” meant some sort of word game, like Scrabble. As such I had kind of avoided it until someone explained, “No, it means a game where you mark stuff to score.” So Retrograde doesn’t involve writing any words. Instead, you roll dice in real time to try to get sets, then draft one of a series of cards from a shared pool to determine which of the invading droids on your sheet you can actually blast. The primary tension comes from trying to get a perfect roll vs. getting the draft card you want before someone else snags it.

    You can find more about Retrograde here, and I believe it comes out next month or so.

    Dyna-Boom By Entro Games/Chris Backe

    Dyna-Boom is a set collection and movement game by Entro Games, which is actually just one guy named Chris Backe. I’m not throwing shade here, that’s his description from the site. Anyway, Dyna-Boom. You move around a playing field of randomized tiles, flipping them after you pass over them, and collecting them when you pass over flipped up tiles. There’s a bit more to it than that, but I very much enjoyed playing Dyna-Boom, and I want to play more.

    Chris mentioned to me that he’s currently looking for a publisher for the game, so I guess maybe check out his site if you’re a publisher?

    If, like me, you’re also not a publisher, don’t worry. You can play the Tabletop Simulator version of the game, and you can download the set of rules from the Entro Games site under the games page.

    Speculation

    Speculation is a number guessing game. Everyone gets a hidden number, and then takes turns drafting face up cards that give away various pieces of information about that hidden number. Nick Federico, the designer, mentioned to me that he thought of it as like trying to count cards in Poker. I’m inclined to agree with him that it’s a lot like Poker, because just like Poker:
    1. I am very bad at it.
    2. It made my head hurt.
    Speculation was not my favorite, but if you want to try it, it has a Tabletop Simulator implementation you can grab here.

    Lab Meltdown by Zerua Games

    Lab Meltdown is a co-operative… hmm. Writing “Co-operative Board Game” seems like kind of a cop-out. But I’m not sure what genre to place it in based on what I played.

    Players are a group of astronauts on a space station, working to stabilize various chemicals compounds and keep the station from turning into a ball of gas and flames high in the sky. It has some very neat movement mechanics, with the same cards being used to both run your astronaut around, and also stabilize chemicals.

    It did feel like it might end up suffering from quarterbacking, where one player ends up directing everyone else on where to go, and what to do. But it also isn’t out/published yet, so it’s also possible that might change.

    While Lab Meltdown isn’t released, Zerua Games does have a bunch of other games out, and you can see those on their website here. (Tack was also at the show, and supposed to be very good, but I didn’t get around to playing it!)

    Rapid Fire Round – Some Other Stuff

    All the games listed below are either one of two things: I didn’t make it to their booth, or they just had a pitch deck and not a demo.

    The Worthy – Grand strategy/area of control game. Lots of minifigs.
    WarBonds – Grand strategy fantasy wargame. Apparently fully deterministic. Not really my thing.
    Persuasion – Supposed to be good. Didn’t get to play. No idea how it plays.
    Critical Care – Won a bunch of awards. Didn’t play it. Also supposed to be good.
    The Genetic Code – Genetics themed builder/trick taker. Didn’t have a demo.
    Plague House – Non-worker misplacement game. More stuff by author here.
    Crash Factor – Manual dexterity/placementgame with a board designed to allow structured placement and strategies without having great dexterity.

    That’s all for this section of the writeup. I think there were enough games to do 2-3 more of these, so expect more as the week/day rolls on!