Bad Trevor (Saturday Review)

Fero City: a bustling metropolis that has become a battleground. There was little time to evacuate the millions of inhabitants before a horde of supervillains descended and started pulverizing iconic landmarks. Most people fled, but many had no chance. Now you have to get them out of there before it's too late and before the arrival of the worst supervillain of them all: Bad Trevor by Mark Hurdle from Fist Bump Games.

Game Definitions – a game is a game is a game (Topic Discussion)

It is sometimes nice to discuss semantics. It can get a bit abstract and more often than not rather nuanced, but that's not necessarily a bad thing. So while we all might be talking about the same thing in broad strokes, we are likely to have slightly different definitions in our heads. Therefore I want to look at how to define the term "board game" in this article and see where it takes me.

The Plot Thickens: Sci-Fi Edition (Saturday Review)

Space - the final frontier. These are the adventures of space pirate Oliver, who is on a mission to catch bounty hunter Boba on the star Alpha Centauri. Bob knows where their towel is - at all times. Meanwhile, in an underwater base, crime lord Jabba has built their shrink ray using the data chip that Boba had stolen. And so, The Plot Thickens: Sci-Fi Edition by Mike Callahan, Brigette Indelicato and Thomas Rochelle from Bright Eye Games.

Digital Advantage – online gameplay experience versus in person (Topic Discussion)

Since the pandemic, many of us have started to explore the world of online board gaming. Even before we went into lockdown, there have been digital platforms allowing us to play games remotely. For me, these were really important, because it allowed my game group to carry on when we were all told to stay at home. Now that my friends have moved away, they continue to help us play together. Yet, in this article, I don't want to look at these platforms themselves, but focus on how the digital gameplay experience differs from meeting in person.

Cosmoctopus (Saturday Review)

Welcome, everyone. It is wonderful to see so many of you here today. The hour is near and the gaze of the Great Inky One is upon us. We have to be strong and stay true to the cause. It is time to show our dedication, fellow followers. It is time to hail the mighty Cosmoctopus by Henry Audubon from Lucky Duck Games.

Fatal Attractions – my fascination with historical games (Topic Discussion)

Historical simulation games, conflict simulation games or war games - call them what you will. There is certainly a huge following of this genre and there is an endless list of these games already on the market, with many more coming out each year. Many people are put off by the idea of replaying a real conflict from history, but of course, these types of games don't necessarily have to be about war, nor do they have to be set in history. In this article, I want to look at this genre of game and try and work out what it is that seems to attract me to it.

Flamecraft (Saturday Review)

Once upon a time in a magical village where artisan dragons worked at the butcher's to sell meat, the ironmonger to make metalware or in enchanting shops to bake bread it was your role, as a Flamekeeper, to find the perfect shop for each dragon. You would visit these shops to gain items or enchant the shops to grow your reputation. Only the best Flamekeeper could become master of the Flamecraft by Manny Vega from Lucky Duck Games.

Repeatable Replay – the importance of replayability of board games (Topic Discussion)

I keep hearing people talk about replayability in board games. I've talked about the topic a few times in the past. I've also clarified the difference between variability and replayability. However, as the topic keeps popping up from time to time, I thought I'd share some more of my thoughts. After all, I think replayability is an important criterium when it comes to buying board games.

General Orders: World War II (Saturday Review)

The mountains provided great vantage points for both sides. We could easily see what the enemy was doing, but so could they. Providing air support was going to be impossible because of the terrain, but we were still considering paradrops to get troops far into the enemy's territory. It would all come down to tactics, because we had only been given General Orders: World War II by Trevor Benjamin and David Thompson from Osprey Games.