SU&SD Take on The Board Game Geek Top 100: 40-21

Kissing Cogs, Slumped on a Bump, Sticky Cake, Rich Beef Sausages
Life Hacks: A Netrunner Story
Paul: Matt it’s nearly Friday, how are we only now poking our way into the top 40? Why did we take on this challenge?

Matt: Trains.

Quinns: He’s a goner, Paul. There’s nothing we can do for him now. PRESS FORWARD.


Feature: A Day in the Life of Quinns’ Game Collection!

Downton Abbey, an accident, 300 games, 800 spiders
Quinns: Ladies and gentlemen, roll up! It's time for a new series where we take a look a team SU&SD's board game collections. Come and see! Be amazed. Be aghast. Be envious. Comment with thought-provoking assertions like "why do you have that game it is bad".

You guys will have seen my collection in the background of loads of SU&SD videos, but I don't think you've seen the work that goes into it. Come with me today as I perform... a CULL.


Review: Tzolk’in

Here’s something to keep you guys hungry. Quinns has just posted his review of Tzolkin: The Mayan Calendar on Eurogamer, and it’s ONLY the most impressive game we’ve played this year.

“Getting worked up about mundane themes is a bit of a theme in itself in contemporary board gaming. Dyspeptic classic Thurn and Taxis is a good example: a game about running a 16th-century Bavarian postal service where failing to finish a route between Pilsen and Budweis brings on a feeling not unlike death. In the case of Tzolk’in, you could not be more emotionally invested in a corn cob


Tzolk’in: The Mayan Calendar

Tzolk'in The Mayan Calendar
Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.

During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...


Kotaku Article: The Magic Touch

napkin filth, deck filth, impossible trousers, mass graves
Kotaku Article: The Magic Touch
Quinns' latest Kotaku column is up! Our boy's talking about the joy of games-as-physical-objects, with nods to Netrunner, Tzolk'in, Memoir '44, String Railway and SO much more. Look at him go!

"Last weekend we played the epic WW2 swear-a-thon that is Memoir '44: Overlord, but my friend also brought two backpacks of his girlfriend's military equipment. We played wearing wobbly helmets and camo trousers of impossible size. Why? Because it was funny, mostly, but also because when you augment a game's components to such a ridiculous extent, you can't help but share something, and remember that game for the rest of your lives."

Has anyone else noticed that there's a power to this hobby? Quinns has, and he won't rest until he knows what he's talking about. Go read, people!