As our chat bubbles (and meanders) like a mountain stream, we touch on games we haven’t reviewed yet (and why), some of our viewer responses, beautiful hexagons and a dream about plants. But we also cover games! Lots of them. Topics of discussion include
Race for the Galaxy,
A Game of Thrones,
The Castles of Burgundy,
Skull and Roses,
which I misunderstood the rules for, Sneaks & Snitches,
Shadow Hunters and some of our recent experiences with birds.
We’re between episodes right now, and also up to our necks in all sorts of business, be it our jobs or Mr. Smith’s trouble with his internet connection, but we also wanted to try something a little different. Do tell us what you think of the podcast idea and, who knows, perhaps this could be the start of something exciting.
Paul: What is this?! Why, it’s the Shut Up & Sit Down Podcast! At last, you can enjoy SU&SD while shelling crabs, or during an exceptionally banal bout of lovemaking.
As our chat bubbles (and meanders) like a mountain stream, we touch on some of our viewer responses, beautiful hexagons, a dream about plants, some of our recent experiences with birds and so many games! Topics of discussion include Mage Knight, Race for the Galaxy and the deliciously devious Shadow Hunters.
Thabwam! That’s the noise of another half-hour of board game review goodness landing in your world like a bit of glittering space junk. You’re very welcome.
In this episode, the boys are going to be on REAL LIFE TELEVISION! They’re just having a bit of trouble getting home in time for the programme. Possibly because they can’t stop dropping amazing board game reviews.
Good luck, boys. And god speed.
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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.
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)!
THE FINEST (and only) board game review show going has, for episode two of season two, turned its wet, wide, child-like eyes towards two player games! Four of them!
And that’s /not even all!/ They’re also trying to be adults! Witness their HOT REPORT from London’s Toy & Games Fair 2012, and listen in awe as they try to make it as professional commentators. Amazing.
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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.
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.
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?
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.