Review: The Castles of Burgundy

Review: The Castles of Burgundy

Paul: Now, I know what you’re thinking. “Oh, Jesus! That looks like the lovechild of a maths textbook and hotel room art. I’m not having that in my house.”

Hold on. The Castles of Burgundy, which casts 2-4 players as the holders of estates in medieval France, has the whole board game community bleating with quiet joy. We absolutely had to get hold of a copy and try it out. You know what? I actually think it’s quite special, too, although I appreciate it’s such a placid, thoughtful, deeply European game that it won’t be Quinns’s kind of thing. Still-

Quinns: No, no, I really like it.

Paul: You do?

Quinns: Yeah, it’s excellent.

Paul: But-

Quinns: And here’s why!

Read More

RPG Review: Fiasco

RPG Review: Fiasco

Quinns: Listen up, ladies. Fiasco: A Game of Powerful Ambition & Poor Impulse Control (which you can buy from that same link) is very much outside the realm of what we usually cover. It’s a two hour table game, but it has no cards, cardboard, winners or losers. It has almost no rules. But despite that, it’s perhaps the best game you’ve never even conceived of.

All you’re paying for here is a very thin, very affordable book. And with this book, you and some of your friends are going to roleplay your evening away. And you’ll laugh like garbage disposal units doing it.

Read More

Review: The Mines of Zavandor

Review: The Mines of Zavandor

Quinns: CAPITALISM! It’s what’s for dinner.

Paul: It’s what’s for dessert, surely, especially if it’s about excess. The Mines of Zavandor is just the kind of cash-clutching economy management we can put all of our pasty weight behind. That’s because it treats running a business
with the same giddy lack of dignity as J.K. Rowling gave to the arcane.

The Dwarf king is dead. Two to four players control Dwarf clans attending his interminable funeral procession, winding through an entire mountain. Yet what you’re doing isn’t mourning, but receiving gems from back home and using them to buy, buy, BUY at the many auctions of useful or decorative tat you’re passing by. That’s because at the end of the procession (game) the richest clan is the new king (winner)!

Read More

Review: Kingsburg

Review: Kingsburg

Paul: So, you know that Merchants & Marauders game we looked at a couple of weeks back? Well, we didn’t. I was desperate to get my pirate paws on it and Quinns went ahead and played it without me. You know why? His excuse was that I was ill.

That’s not an excuse, that’s just exploiting a good man’s sickness. I could’ve been dying, and there he was, laughing over a game that I could only grasp at in my most moribund of visions.

Kingsburg, then!
Here’s a review of both my first and my favourite dice-placement game, and Quinns isn’t allowed anywhere near it. Come with me, readers, as I take you on a right regal journey around its royal court.

Read More

Review: Red November

Review: Red November

Quinns: Myself and Paul don’t talk much about how Shut Up & Sit Down’s episodes are made, for much the same reason that we don’t talk about times when we’ve fallen over while trying to climb stairs two at a time. We have, in the past, spent whole afternoons thinking we were turning the camera on when we were really it off, resulting in hours of captivating footage of our crotches floating around rooms with the alien purpose of jellyfish. 
So we find a kindred spirit in Red November, a little co-operative game about Stuff Going Wrong. Up to eight players act as the Gnome crew of a submarine so fantastically broken that you won’t see a problem with downing entire bottles of grog, because it grants the courage you need to put out fires. You won’t see a problem with swimming outside to battle a squid, because the oxygen pumps were failing anyway. And you won’t see a problem with flooding the ship, because it puts out fires.

Wait. Why did you start drinking again?

Read More

Review: Merchants & Marauders

Review: Merchants & Marauders

Quinns: Rum! Guns! Thievery and corruption! Broadsides and boarding actions, executed by daring captains, their magnificent ships reeking of fragrant spices and tobacco. A glittering sea, taken to foul moods and murderous storms. Sharks! MONEY!
 
Ain’t no backdrop like the 18th century Caribbean. If only there was a board game set amongst all this.

Oh wait!

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.

Read More

Review: The Pyramid of Horus

Review: The Pyramid of Horus

Quinns: We’re always squealing about smart games here at SU&SD. I’m guessing actually reading our site is a bit like untying the knot of a balloon with IMTELLIGENCE written on the side and having it noisily exhale into your face for hours on end. Which is misleading, because we love stupid games too.

“WHICH ONES,” you cry, anxious to get to the bottom of this unsettling
admission.

Well, The Adventurers: The Pyramid of Horus is pretty perfect, for what it is. Let us tell you about it.

Read More

Review: Dungeon Run

Review: Dungeon Run

Quinns:The idea behind Dungeon Run is as sharp and alluring as a crescent moon. Up to six players control heroes running (of course!) through a monster-packed dungeon (yep!) on a breakneck quest to locate a huge dungeon boss, break its neck and snatch the all-powerful relic known as the Summoning Stone from its still-twitching claws.

…which is where the action takes off, because Dungeon Run isn’t actually a cooperative game. Only one hero can leave with the stone, you see. This isn’t some gameshow where everyone goes home with a pat on the ass and a consolation prize.

Read More

Review: Pictomania

Review: Pictomania

Paul: Draw Christmas, without drawing a Christmas tree. How would you do it? The clock is ticking. Tick tock, tick tock. Tick. Tock. Maybe you’d draw a Christmas dinner! Of course! Wait, no, what you’ve drawn looks like the Last Supper fix it QUICKLY NOW oh dear too late everyone’s finished and you didn’t even bother trying to guess what they were drawing-

Quinns: Don’t be difficult. You’re being difficult-

Paul: DRAW “DIFFICULT.”

Read More

Review – Game of Thrones: The Board Game

Review - Game of Thrones: The Board Game

Quinns: This month saw the release of a beautiful new edition of the Game of Thrones board game, a game of duplicity and scheming that, according to rumours, is so mean it’s actually capable of damaging friendships. Yesterday Paul and I played it, and today we seek to answer two very serious questions. One, should you buy it? And two, following his incredible defeat, will Paul manage to assemble an objective opinion?
Paul: I’m not bitter! There’s a lot about A Game of Thrones I want people to know, but they can start by knowing I was graceful in defeat.
Under my rule House Tyrell were a staunch and honest ally for the entire game, which definitely wins me the moral victory.

Read More