Condottiere (Saturday Review)

The city-states of Venice, Florence and Genoa and their economy were doing extremely well. However, their military strength was extremely lacking not only in size, but also in experience and conviction. It was clear that strong soldiers with real battle experience were needed. So when the English soldiers returned from the Crusades, they were welcomed with open arms. Finally, the city-states would be able to extend their reach and influence, thanks to the wonderful Condottiere by Dominique Ehrhard, Duccio Vitale and Justin Kemppainen from Z-Man Games.

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Victory Conditions other than Victory Points (Topic Discussion)

Victory points (VP) are so common in modern board games, along with the condition that the player at the end of the game with the most VP is declared the winner. Sometimes it is called influence, sometimes just points or it may be money or some other resource or currency. But it is all essentially the same thing. So, we’re going to dive into some other fun and interesting ways that players can win a game, along with examples of each.

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Six Greetings Card Games (Saturday Review)

Sending someone a letter seems to have become a thing of the past and sending people postcards is mostly restricted to when you’ve gone away on holiday – but it’s been ages since many of us have done that. However, many of us love sharing games with others, so it would be amazing if you could send someone a card that’s also a game and even add a little message. Well, that’s exactly what Six Greetings Card Games by Ellie Dix from The Dark Imp does.

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Amelie Le-Roche (Let me illustrate)

Amelie Le-Roche is a veteran video game animator, creating games in her free time. She loves to explore different art styles and unique themes while creating family-friendly board games. She started Zerua Games in 2018 (which means “sky” in Basque) as a creative outlet.

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Co-operative loss (Topic Discussion)

A large number of board games are about winning and losing. Sure, for many of us, it doesn’t really matter whether we win or lose, as long as we have a good time, either with friends, family or alone. In co-operative games, you play against the game itself and either you win or the game does. The same goes for solo games, of course, which are basically co-operative games, but with a single player. In this article, I want to look at the different win and loss conditions you can find in co-operative or solo games.

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Library Labyrinth (Saturday Review)

It is the evening and everyone has gone home, but you. The library is dark and everything is quiet, when suddenly, out of the corner of your eyes, you think you can see a book opening all by itself in the horror aisle. As you turn to get a better look, you see Dracula standing there, with Bram Stoker’s book by his feet. You know exactly what to do, because this isn’t the first time this has happened. You rush to the fiction section and pull out three particular books, whose heroines will surely be able to catch the vampire and put him back in his book. The problem is, the library’s aisles are starting to shift and change and your way is being blocked but shelves. You have to be quick and find a way through this Library Labyrinth by Jessica Metheringham and Mill Goble from Dissent Games.

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What Could Go Wrong: An Abridged Almanac of Production Pitfalls (Topic Discussion)

Hi! My name is Lewis Shaw, and I run Braincrack Games, a UK-based tabletop games publisher that’s been bouncing around the scene since 2016. After my recent interview with Heavy Cardboard, and a post on our own blog where I listed some of the reasons I don’t think people should rush to start their own board game publishers, Oliver was kind enough to invite me to guest post on Tabletop Games Blog and talk more about the challenges the industry has thrown us in recent years – a brave choice, considering I could easily clear a room this way!

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Dwellings of Eldervale (Saturday Review)

We were still trying to understand the special powers of the 8 elemental realms and how our dragon, wizard and warriors could take advantage of each and how we could impose our dominance over the other factions in this growing world. Each realm also had a giant monster that would wreak death and cause havoc amongst us, if we couldn’t work out how to defeat it first or control it and steer it in our favour. We didn’t have much time to build our Dwellings of Eldervale by Luke Laurie from Breaking Games.

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Variable replayability (Topic Discussion)

The idea that variability and replayability in board games have the same meaning is understandable, but of course, even though the two terms are related, they are independent of each other. Just because there is a lot of variability in a game doesn’t mean that you’ll want to play it over and over again and that it will feel different every time. Similarly, a game that is highly replayable, offering a different and interesting experience every time you play it, doesn’t require it to be highly variable as well – but let me explain…

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Root: A Game of Woodland Might and Right (Saturday Review)

It was quiet in the deep, dark wood. Everything was still and nothing stirred – but everyone was ready. The cats had taken up their position in every clearing, six birds were waiting patiently by their roost in one corner of the forest, the racoon had taken cover deep in the woods and the crows were biding their time in a handful of clearings of their choice. The moment was near. It was time to decide who was the best animal in the woodland, who was the Root by Cole Wehrle from Leder Games.

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