Stop Toying With Me – when gimmicks in board games have a purpose (Topic Discussion)

Some might argue that board games are basically just toys. Some games add to that argument when they play on the toy factor by including one or more components that are basically just a gimmick. These components could easily be replaced by something else without affecting gameplay. Yet, some games are accused of capitalising on the attraction of gimmicks when these playful components are actually an integral part without which the game wouldn't function. In this article, I want to look at this a bit more closely.

2023 – A Year in Review (Saturday Review)

Another year is almost over - and what an eventful year it has been. It is time to talk about everything that has happened, the events I attended and the games I played, give you all an update on the financial state of the blog and maybe share some sneak peeks for the year ahead. So, here goes...

No Win Situation – a look at victory conditions in board games (Topic Discussion)

Whether we play competitive or cooperative games, we all expect someone to be the winner. Even if it's "the game" who wins in a cooperative game. In fact, there is usually a single winner or a team in team games. Most games will list one or multiple tie-breakers to decide who is the ultimate winner. So the idea of victory conditions has become second nature to most of us in the board game hobby. Yet, there are games that don't elect a winner and in this article, I want to talk about what this might feel like.

Gold n’ Grog (Saturday Review)

Ho, ho, ho and a bottle of rum! That was the song that accompanied the small boat being rowed by a motley crew of scallywags. We were heading to our secret pirate treasure island to retrieve the loot we had stashed over many, many years. The problem was, none of us knew exactly where we had buried our spoils. We had packed plenty of shovels though to make short work of this small patch of land. After we pulled up on shore and spread out on the island, it was time to dig for Gold n' Grog by Jake A Smith from Next Adventure Games.

Trick-Taking it to the Next Level – my fascination with trick-taking games (Topic Discussion)

As you probably know by now, I absolutely love trick-taking games. I have long wanted to share this love with other people, but found it can be hard to teach trick-taking to people who have never come across it. Luckily, in recent months, I have found one or two games that are great for introducing people to trick-taking. They have allowed me to share my passion for this genre of card games. They are great stepping stones. I can start to draw on this giant collection of games that are often great for all the family and key to many of my social interactions as a teenager - but let me explain.

The Royal Limited (Saturday Review)

The 60s in England were a time of new music trends and dramatic changes in fashion and art. Celebrities from around the world would flock to the country's capital London to immerse themselves in this wave of cultural changes. From there, these superstars would travel the width and breadth of the country using a train line catering to the well-off. While the luxurious railway carriages were reserved only for the VIPs, the less fortunate had to jostle for space in cattle class and hope they would get a glimpse of their idols. These were the days of The Royal Limited by Scott Almes from Button Shy.

Repeated Replayability – another look at games’ longterm interest (Topic Discussion)

I have previously looked at replayability in board games and I must admit, I still can't put my finger on why a game like Chess, which has no variability and no randomness, is so hugely replayable and remains interesting even after dozens of plays, while other games with variable setup, different factions and a large amount of chance are sometimes boring after only a handful of plays. So let me grapple with this topic in yet another article.

Taiwan Night Market (Saturday Review)

There was all sorts of Xiaochi and other street food on offer, as well as a variety of speciality drinks. It was still rather quiet, but already the stall owners were busy. The streets were heavy with the scent of various herbs, spices and all sorts of wonderful flavours. As it was getting darker, more and more people found their way into the wonderful maze of this amazing Taiwan Night Market by Zong-Ger from Good Game Studio.

Fun to Lose – how opponents’ skill levels affect gameplay experience (Topic Discussion)

I don't mind losing. In fact, when I play with my weekly game group, I usually lose. There are very few board games that I am confident that I will win or at least have a good chance of winning. However, there is something interesting I noticed recently. Irrespective of whether you're a sore loser or gracious winner, I think it is true that gameplay experience changes depending on the skill level of the other players. Playing the same game with people who are as good at a game as you just feels different to playing it with people who are better than you or worse than you. In this article, I want to investigate this a bit further.

Puppy Pile (Saturday Review)

There was a lot of yapping and barking, jumping and tail-wagging. Everyone was excited, but eventually, everyone settled down and lined up in a neat row. There were a few last-minute alterations, with dogs having to change spaces. However, when everyone was ready, it was time to choose the best dog, the winner of this Puppy Pile by Mike A Pratt from Thing 12 Games.