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.
YouTube not working? Try Vimeo!
“WHICH ONES,” you cry, anxious to get to the bottom of this unsettling
Well, The Adventurers: The Pyramid of Horus is pretty perfect, for what it is. Let us tell you about it.
In fifty years time I shall be a very wrinkly and very old man, but all the stats suggest I’ll still be very much alive and, I imagine, probably still playing board games too. I imagine myself sat with the odd youngster now and then, perhaps grandchildren, great nephews, or just
the odd whippersnapper who has tossed a coin in my cup and told me to get a job, but whoever it is I’m sure they’ll ask me what board games were like in my day.
"Board games?" I’ll ask, with a Santa-like twinkle in my eye, a Twainish bounce in my crazy-old-dude hair, “Oh, well it was all very different back then. They didn’t self-assemble, for a start. In fact, it was all something like this…"
"Why is everything going wobbly?!" the Dickensian sprog would cry. “I am afeared!"
"Worry not, tis but a flashback! A flashback to… TORPEDO RUN."
One thing’s for sure, though. The most exciting games in the coming year are definitely something Quinns and I will both agreed on. Definitely.
Quinns: Oh, god. Let’s get this over with.
…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.
Merry happy holiday Christmas! In this festive half-hour we look at everything from a solitaire game, to print and play games, to one of our favourite games ever.
As always, trundle over to shutupshow.com for yet more board game goodness.
YouTube not working? Try Vimeo!
Quinns: Don’t be difficult. You’re being difficult-
Paul: DRAW “DIFFICULT.”