Today I was walked through WONDERFUL post-apocalyptic tactics game Neuroshima Hex!, released in 2006 and since expanded by a untidy bag of army packs. My friend took out this game, taught it to me, and promptly put it away again.
"We’ll play on the iPad," he said. “It’s better on the iPad."
My face promptly crumpled up like a plastic bag in a strong breeze. Worst part of it is, he was right.
The tiny box looks like it should contain soviet suppositories, and inside it you’ll find 110 cards in the same hospitalised colour (Lung? Nicotine?). The deathly manual informs you that every one of these cards is an “innovation", from archery to automobiles, and 2-4 players will use them to race from one end of history to the other.
Let’s say you agree to play Innovation, even though it’s clearly not your thing. That experience can be compared to going to drink a tall glass of dirty water, and discovering it’s neat whisky.
Because board games age so goddamn well, running a board game site can be a bit like running a daycare centre. Those guys can’t rest because it might mean a kid getting stuck behind a radiator or someone eating a rock. We can’t rest because even if we stay on top of new games, we’re writing under the weight of every awesome game we’ve never played.
Shadows over Camelot is one such older game we need to tell you about. One of HUNDREDS. It never ends, but all the same we’re going to talk about it with the good humour of men throwing a shiny penny into a wishing well.
Mission: Red Planet is a game of racing to colonise Mars in a congenial, steampunk fashion.
3-5 players jostle to load their tiny astronauts into ships on the launchpad board, these land them on the planet board, and you all try and dominate regions and fulfill secret objectives in a game of area
That is me singing the STAR WARS theme. I am singing it for you. It is a special treat.
Fantasy Flight’s owned the Star Wars license for more than a year now,
but all that’s meant for us is one passable card game. Until today. The X-Wing Miniatures Game is THE release this month. Tiny, pre-painted spaceships, jinking past lasers that could reduce them to a sneeze in less time than it takes an extra to scream “I’M HIT".
But SHOULD YOU BUY IT? Short answer: “Yes.” Long answer: “Yeeeeeeeeeeaaaaah," followed by a thoughtful pause and a speech like this…
Ain’t no backdrop like the 18th century Caribbean. If only there was a board game set amongst all this.
In our last episode we said we thought Fortune & Glory was a poor example of Ameritrash, Ameritrash being board games that, generally, focus on conflict, cheap thrills and on smothering your table with components rather than being a fair and nuanced game. We’re covering Merchants & Marauders, then, to show you a beautiful example of Ameritrash. This game is a parade of unexpected happenings, satisfying rewards and crushing defeats that all mix together in a foul voodoo potion which brings the Caribbean, shuddering, to life.
Prior to this your only option for getting involved with Summoner Wars was to buy a Starter Set containing a couple of races and a paper disasterpiece of a playing mat. Whether our review of Summoner Wars piqued your interest or you’ve invested in your first decks, you’ll probably be wanting this.
Both you and this game deserve better. Click through the jump for our review of Ghost Stories.