Review: Agents of SMERSH

Review: Agents of Smersh

[Shut Up & Sit Down is immensely proud to present the following review of Agents of Smersh, a story game, by James Wallis, story game designer. James is the wonderful mind behind Once Upon a Time, and the actually-extraordinary Extraordinary Adventures of Baron Munchausen. He’s also a lovely man. Enjoy!]

James: Agents of Smersh is a cooperative board-game for 1–4 players although it can be played by five if you want, and there’s part of its problem right there. The other problem is that Agents of Smersh is one of those children, like Carol Thatcher or Chelsea Clinton, whose parent is so dominant that it can never get away from them to build its own identity no matter how hard it tries.

What is Agents of Smersh? Agents of Smersh is Tales of the Arabian Nights given a rework and a re-skin. And at this point you are either looking slightly quizzical—’Tales of the Arabian Nights, is it that… oh I remember, Paul and Quinns reviewed it here, they dressed up, it was funny, I think they liked it quite a bit’—or you have just wet yourself with excitement. To understand Agents of Smersh it is important that you understand Tales first, so either read on or skip the next six paragraphs while you change your pants.

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Review: Relic Runners

Review: Relic Runners

[We’ve found another article Quinns never published! Honestly, that boy was so disorganised. This death thing is a much better arrangement.]

Quinns: Relic Runners knocks one thing absolutely out of the park. It feels like a board game.

The box shows characters falling over themselves in giddy adventure. Open said box and you’ll find it loaded with gorgeous components, from a three-dimensional board to dozens of shiny plastic relics. The game itself lasts an entirely reasonable 60 minutes, and fits as snugly around 2 players as it does 5. It’s all just quietly joyous.

It’s also not surprising. When I profiled Days of Wonder a few months back, I found a company proud of their policy of only releasing between zero and one new game each year. In other words, investing all of their energy in trying to create a second Ticket to Ride, or failing that, a second Small World. They want another game straightforward, accessible and cheerful enough to break into bookshops all over the world. Or maybe not even a game- a brand, something that’ll sell for years.

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Review: Sekigahara

Review: Sekigahara

Paul: Matt, of all the things I might expect to find in the center of your house, a tranquil Japanese water garden wasn’t high on the list.

Thrower: An old, silent pond. A frog jumps into the pond. Splash! Silence again.

Paul: What? Where? I don’t see any frogs. I hate frogs. I had an experience once as a child where, in my shorts, I f-

Thrower: It’s a haiku, you great galumphing gajin. This is my garden of tranquility where I retreat occasionally, from the furious violence of my day-to-day life, to meditate. Some people find peace and focus in the ancient game of Go. But personally I find it intensely pointless and profoundly annoying. So instead I’m playing its nearest wargame equivalent, Sekigahara.

Paul: Oh, bless you. Here’s a handkerchief.

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Review: DreadBall

Review: DreadBall

[Everybody, please give a warm welcome to Matt Drake of stellar review site Drake’s Flames. Matt’s going to be dropping by from time to time with reviews of giddier board games than we usually cover- think miniatures, dice and prolonged whooping.

In other words, it’s his job to make sure SU&SD doesn’t disappear up its own bottom. Take it away, Matt!]

In the future, sporting events will be part displays of athletic prowess and part gladiator death matches. You will be able to watch your favorite player dodge past the defense to score a magnificent shot on the goal, and then you can watch your OTHER favorite player grab that first guy by the scrotum and throw him like a frisbee. This sport of the future will be called DreadBall, and it will be awesome.

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Review: Twilight Struggle

Review: Twilight Struggle

[Last month saw an argument between Quinns and Matt Thrower, our resident wargamer, over Here I Stand, a game of reformation-era revolution. It might be the nerdiest thing we’ve ever published. This month, we present the debate’s thrilling conclusion! All images in this article are courtesy of BoardGameGeek.]

Quinns: Matt, slow down! I’d never have guessed that a militaristic, paranoid, survivalist maniac would have a house riddled with secret passageways!

Thrower: Don’t forget the booby traps. Have you been treading where I tread?

Quinns: What?

Thrower: Ah, here we are! The heart of my house.

Quinns: It looks like a panic room. Except with a map of the world and… a big, red button?

Thrower: Naturally! It’s a room dedicated to my favourite game. Doesn’t every gamer have one? In my case, the game is Twilight Struggle, a card-driven recreation of the cold war and nuclear Armageddon. And, much as I hate to stand with the mainstream, it’s not just me that feels that way. It’s currently the number one ranked game on the global graveyard of game statistics, BoardGameGeek.

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Review: Mage Wars

Review: Mage Wars

Mage Wars, the entirely straight-faced “Customisable Game of Dueling Mages”, was one of the most exciting releases of last year. We were never going to be finished with it following our quick impressions article. Quinns has done the right thing and published a full, red-blooded review over on Eurogamer, and it goes like this:

“Make no mistake. This isn’t just a great card game. It’s one of the best two-player games I’ve ever played. It’s at once a puzzle strong enough to leave you thinking about it when you go to sleep, and also profoundly human. Mage Wars gets the most out of the human opponent, because of its emphasis on surprise, countering and predicting.”

It also features a very good joke about a staff meeting. Go read! WIZARD! Ahem.

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Review: Gauntlet of Fools

Review: Gauntlet of Fools

Quinns: Have you heard of Munchkin? It might be the most popular standalone card game in our hobby. You all play Dungeons & Dragons-type heroes racing to reach level 10, alternately working together and wrenching one another backwards. It’s a grinning figurehead for table gaming. And I hate it.

I hate that in parodying D&D so focusedly it erects walls around gaming as a whole, its 20 year-old injokes acting like barbed wire. I hate that it goes on for 30 minutes longer than anyone wants. I hate how the game is entirely based around attacking the lead player, rendering the entire first 60 minutes almost pointless. But most of all, I hate how it gets everywhere.

I’ll be at the pub, explaining SU&SD to some friend or stranger or travelling pervert, and they’ll say “Oh! Yeah, I’ve played Munchkin. It was OK!” And with that, all the icecubes will disappear from my drink, a new wrinkle will appear on my body and all the babies within two miles of us will start crying.

So here it is. My counter-offer. If you want a light, mad card game with a Dungeons & Dragons theme, buy Gauntlet of Fools instead, a game from no less than the creator of Dominion. Also, a game of battling trolls with a hangover, and getting skewered by spear traps while hopping on one leg.

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Review: Here I Stand

Review: Here I Stand

Quinns: Matt? I need a second opinion on this beret. Hey, what’choo guys doing in this basement?

Thrower: INFIDEL! Remove that at ONCE! Can’t you see this is a Holy Place?

Quinns: I did wonder who all the menacingly hooded, chanting figures were.

Thrower: This is a shrine dedicated to the worship of the one true wargame mechanic: the card-driven game. And tonight, from our multitudinous pantheon, we are worshipping the many-headed and many-handed goddess. Mistress of lies and deceit, changer of the ways and the patron succubus of politicians: Here I Stand.

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RPG Review: The Quiet Year

RPG Review: The Quiet Year

Leigh: Hi, Shut Up & Sit Down-ers (the Silenced & Seated?)! Thank you for having me back again as your ongoing indie RPG correspondent. Quinns, I think something might have gone off in your fridge, though. What is that?

Quinns: My flat has an Abundance of Rare Meats, but a Scarcity of Hygiene.

Leigh: A reference to the game mechanics, how clever!

So, The Quiet Year. I’m accustomed to roleplaying games that give me the chance to tell a story about a character, through interaction with other characters, but this game is different: Two to four players collaborate over a map to tell the story of a place, and the narrative that unspools itself is about the challenges a community faces following a long war, given one year to prepare for the advent of the mysterious Frost Shepherds.

What are the Frost Shepherds? Who knows! What is this place? Well, that’s what you play to discover. The designer, Avery Mcdaldno, calls it the world’s first cartography RPG.

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Review: The Guns of Gettysburg

Review: The Guns of Gettysburg

[As of 2018 we’ve updated this article to include Rachel “Bowen” Simmons’ correct pronoun.]

Brendan: Hi Matt! So nice of you to invite me to your summer garden party! You know, I literally can’t remember the last time we saw each other– OH GOD WHAT’S THAT ON YOUR FACE

Thrower: Ow. Ouch! Unhand me, you oaf! That’s my authentic American Civil War facial hair.

Brendan: Sorry, I thought it was a badger.

Thrower: This month sees the 150th anniversary of the Battle of Gettysburg, often cited as the turning point of the civil war. To celebrate, I’m participating in an ultrarealistic re-enactment, playing the part of Confederate General Robert E. Lee. You missed the first two days. I’m whiling away this third morning while my troops assemble playing this new wargame on the battle, The Guns of Gettysburg.

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