An Actual Interview: Space Cadets

master brains, the psychology of tables, stress points, loose deaths
An Actual Interview: Space Cadets

[Following on from last month’s interview with Eric Zimmerman, we dispatched intergalactic bounty hunters to next track down Geoff Engelstein, the man behind SU&SD favourites Space Cadets and Space Cadets: Dice Duel. With two expansions and a new Space Cadets game on the horizon, we needed details on the future of this runaway brand, and how it came to be.]

Quinns: Wake up! Alright “Geoff”, you can earn your freedom by answering no less than eight questions.

Geoff: What? You wanted an interview? You could have just asked.

Quinns: Oh, you’d have liked that, wouldn’t you. NOW: The year of Space Cadets, eh? Does the prospect of continuing to work with the Space Cadets license exhaust you at all? No new and fair pastures for Mr. Engelstein?

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It’s the last day for Gold Club bag #2!

postmen on time off the shores of england, merchandise glittering in the dark
It's the last day for Gold Club bag #2!

Pictured above is what we sent to SU&SD Gold Club members three months ago. Limited edition, so now every one of those precious objects and download codes are gone. Lost, like… tears in rain.

If you like the sound of supporting this site and being mailed a goodie bag full of limited edition nonsense, our second ever pledge season ends TONIGHT, March 31st, at midnight EST. As before, the contents will be mostly secret, but the micro-reveal we did can still be found over on our donations page.

Thank you so much for your generosity, everybody.

— Team SU&SD

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Games News! 31/03/14

seductive witches, fake cyclists, our lego saviour, flaming phones, vats of slime
The Last Banquet

Quinns: How is everybody? Are we all recovered from the biblical deluge that was last week’s news? I saw one of you got a token right in the eye, so I hope this week will be a little more sedate *is passed piece of paper* OH COME ON

Alright, then! Let’s get through this. Fantasy Flight has announced a new, English language edition of The Last Banquet (seen above). A feast of a game, The Last Banquet sits between 6 and 25 players, who (depending on their team and the scenario) will try and manipulate everybody’s seating positions. Like a kind of… turn-based musical chairs, with added poison?

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SU&SD Play… Wiz-War and Malefic Curses!

it was acceptable in the 80s, i will dispel the shit out of you, fake wizards
SU&SD Play... Wiz-War and Malefic Curses!

You there! Browsing the internet without a care in the world. Don’t you know there’s a war on?!

…It was a Wiz-War, technically, and it took place this week in Quinns’ flat, but still! Show some respect. This venerable old game was originally released in the 1980s, and the new, eighth edition is a cardboard monument to EVERYTHING that was wrong, and right, with game design at the time.

It’s complex, yet stupid. Competitive, yet unfair. But with the right people? There’s a very real magic to it, and that’s why we had to film this video. Plus, it was a chance to test the new expansion, Wiz-War: Malefic Curses.

WARNING: This is unquestionably the most swearing we’ve ever had in a video. Sensitive viewers? You may want to wear ear muffs.

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Review: Viticulture

a hint of sage, earthen shades, an undertone of tea, bollock carpets
Review: Viticulture

Quinns: Readers with their finger on the pulse (of strategic wine-making board games) might be aware of this Kickstarter for Tuscany: Expand the World of Viticulture. Totaling $277,258 at the time of writing, it offers a copy of the much hyped Viticulture, unavailable since the first Kickstarter in 2012, as well as a new, massive Tuscany expansion.

In other words I finally have a reason to review the ludicrously heavy copy of Viticulture which Stonemaier Games sent me a year ago, before triumphantly flinging it out of my window, killing a passerby in my desperation to get it out of my life.

OR WILL I? As you’d imagine from Viticulture’s continued bobbing atop the public consciousness like chunks of cork in a bottle, this game’s really very good.

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Daft Souls is a new gaming podcast! With us!

pearstations, onlime games, really terrible digital ports of board games
Daft Souls is a new gaming podcast! With us!

Quinns: Sound the competence klaxon! Matt and myself have a quick announcement. We’ve joined forces with a few other UK games writer luminaries to create DAFT SOULS, a new weekly podcast about video games! And much like SU&SD, it has the single, lofty goal of not being shit.

So if you like SU&SD and you do play video games, give the first episode a listen. Underneath your seat you’ll find the iTunes page, SoundCloud, RSS feed, and even Youtube. Oh, and you can follow Daft Souls on Twitter here.

It’s kind of amazing how good a job Matt and I do of seeming like we’re not hurtling towards 30 when we’re talking about cool games like Luftrausers, Dark Souls 2 and Heroes of the Storm. And no, this doesn’t mean we’ll be spending any less time on this site or the SU&SD podcast. We’ll be revealing a similar refurbishment of our own podcast in just a couple of weeks.

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Review: Rampage

passionate kisses, accidental spit, cardstock crucible, eating teeth, the french
Review: Rampage

Quinns: A lot of you guys said you were really excited about Rampage, and it’s easy to see why. A game of destroying a real-life three dimensional city? AND enjoy misadventures with real-life spit? Sold!

I just gave my review to the mighty Eurogamer. It starts like this…

In Rampage, everybody plays a big, stompy kaiju monster, and the game ends when you’ve all levelled a town. Like a board game from the ’80s (think of the merciless TV advertising, the photogenic kids shouting and high-fiving), a game of Rampage starts by offering you an immaculate, three-dimensional city, and wants you to delight in knocking it over. At the end of the game, the player who caused the most destruction to the city, its inhabitants and the other monsters is the winner.

And then, like the lashing of a great monster tail, the review goes on to have not one, but TWO separate twists. Go have a read, people! And definitely don’t write this one off as too silly for you. It has a lizard brain to it, full of animal cunning.

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Games News! 24/03/14

octopus allies, fox mulder, wooden wizards, the card bogs, malfunctioning elbows
D-Day Landings

Quinns: Guys. GUYS. Before I went to bed last night I said a little prayer to the Gods of Gaming. I asked for a very special game to be announced.

I wanted a game from Bruno Cathala, the designer of Shadows Over Camelot and Cyclades, where the players all control wizened undersea lords. A game of politicking and pushing your luck, where you can ally with crabs, control the algae trade and stockpile pearls. A game with beautiful art that’s at once ridiculous, otherworldly and beautiful.

YOU’LL NEVER GUESS WHAT HAPPENED.

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The Opener: Skull & Roses with Fresh Pizza

cheese & cheese & cheese, yeasty stuffs, lost skulls, raw souls
The Opener: Skull & Roses with Fresh Pizza

We end Simplicity Week with a bang, and the bang in question comes from you executing your friends, one after another.

Skull & Roses is the game Matt’s reviewing here, although throughout the review he calls it Skulls and Roses, and actually, the new, gorgeous edition is just called “Skull”.

But never mind our charming incompetence! This isn’t just one of the simplest games we’ve ever played. It’s one of our favourite games, period. And just to make sure your friends come over and get involved, Matt’s also going to teach you the single darkest secret known to SU&SD. How to “make” “pizza”.

But what if I were to tell you that for the next Opener, we’re planning something even better? Ah, it’s a good time to be a board gamer. A very good time.

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Review: Concept

charahhdes, feverishness, below house, down cone, our lord satan
Review: Concept

Brendan: It’s simplicity week here on Shut Up & Sit Down and I am celebrating with margherita pizza, simplest of the foods. But also with a board game. Concept is a new party game from the French publisher behind Mascarade and City of Horror. But it is about as far removed from those games as you can get.

This is a game all about guesswork, language and stifled communication, about creating brilliant new ways to express old ideas – oh, I forgot the game. Hang on, I’ll go get it. Quinns, don’t eat my pizza while I’m gone.

Quinns: Of course not!

Brendan: Okay, I’ve got the … You’ve eaten my pizza.

Quinns: …

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