Pax Pamir: Second Edition (Saturday Review)

The Durrani Empire had just collapsed and large swathes of Central Asia had fallen into disarray. It was an ideal opportunity for the ferengi to impose their power over the region and fight out their rivalries somewhere far away from their daily politics. The foreigners were completely unaware of how the local Afghan leaders were manipulating them to their own benefit. They played their own "Great Game" with these superpowers and knew that the imperial might would not survive for long. There was never going to be a Pax Pamir: Second Edition by Cole Wehrle from Wehrlegig Games.

Town 66 (Saturday Review)

A brand new greenfield site was ready for development. The architects had submitted their drawings and the planners were satisfied that everything was in order. Everyone was in agreement that this new place should grow organically, but had to follow strict rules. New houses could only be placed in certain ways to create this brand new Town 66 by Christoph Cantzler and Anja Wrede from Oink Games.

Sagrada (Saturday Review)

As an artist, I knew this was going to be a challenging project. Making stained glass window masterpieces required clever and careful planning and meticulous execution. The prospect of having one of your pieces be seen by people around the world was a daunting prospect, but working for such a prestigious family made up for it. I was honoured to be employed by the famous family of Sagrada by Adrian Adamescu and Daryl Andrews from Floodgate Games.

Union Station (Saturday Review)

It was a glorious time of progress, industry and opportunity. The turn of the 20th century promised so much and if you were flush with cash, there were plenty of opportunities to invest and reap huge rewards. That was especially true for the railroad industry in the United States. In one place alone, there were five companies working together to build the greatest station in the world. They all bought stock in one of the potentially most lucrative companies in Chicago. Their hopes and dreams all began at Union Station by Travis D. Hill from New Mill Industries.

Undaunted: Normandy (Saturday Review)

We had just landed in Normandy. It was the summer of 1944, but it was relatively cold. We were thousands of miles from home and the landscape was unknown to us. Yet, we had to push deeper into a country we didn't know in our goal to push the German forces out of France. There was regular machine gun fire and mortar bombardment. It was really scary, but we remained Undaunted: Normandy by Trevor Benjamin and David Thompson from Osprey Games.

Aquamarine (Saturday Review)

It was a beautiful day. The sea was calm and the sun was shining. The water was crystal clear and even while you were sitting on the side of the boat, in your full diving gear, you could see the corals and wonderful sea creatures in the water. You knew it was going to be a long day and you would probably split it into two or three dives. You did one last check of your gear and then you leant back and dropped into the Aquamarine by Matthew Dunstan and Rory Muldoon from Postmark Games.

A game about stuffing balloons as a team, without talking. But it’s a card game – there are no actual balloons (Saturday Review)

I thought long and hard about how to start this review. Usually, the introductory paragraph of my reviews is like a short story, setting the scene of the game and the experience you're likely to get. I finish by linking back to the title of the game, making it part of the short story. Yet, for this game, its name is a little short story in itself. So I might as well just go straight to the title. Here goes... In this review, I look at A game about stuffing balloons as a team, without talking. But it's a card game - there are no actual balloons by Bez Shahriari from Stuff by Bez.

Scout (Saturday Review)

Finally, the baton of ringmaster has been passed to you. Your predecessor has been in the job for many decades, but now it's your turn. You need to get the most out of the motley crew of performers and put together a show that will beat your rivals'. Yet, immediately it becomes clear that you need to bring in new talent to make your circus really stand out from the rest. It's time for you to Scout by Kei Kajino (梶野 桂) from Oink Games.

Adventure Games: The Dungeon (Saturday Review)

Waking up from an uneasy sleep, you look around. You aren't quite sure where you are or how you got here. There is moonlight streaming through the small, barred window. It looks like you're in some sort of cell, but you're not chained up or otherwise restrained unlike the skeleton opposite you. There is only one thing for it. You have to find a way to escape Adventure Games: The Dungeon by Phil Walker-Harding and Matthew Dunstan from Kosmos.