Victorious losses – games without loss or victory condition (Topic Discussion)
In digital games, the idea of a high score table dates back to the 1970s and 80s. Yes, you would eventually run out of lives or credits and therefore lose a console game, but beating your own or someone else’s highest point score was much more important. Finishing a game and beating the last boss monster was not really a thing. Many digital games didn’t even have an ending as such. They just got more and more difficult. So the question is, if something similar is also possible for analogue games.
5 Great Christmas Games (Saturday Review)
Yes, it is that time of year again when I release a list of games that I think are ideal for you to play over the holidays. My list of Christmas games is not ordered in any particular way. Instead, I am trying to offer five different types of games that will hopefully provide you with one or two choices that suit your taste in games and are a great fit for the festive period.
Economic simulations – why I love them so much (Topic Discussion)
There is one genre of games that really stands out for me: economic simulations. These types of games scratch a very specific itch, right in the middle of my back, that other games just can’t reach. I get an immense feeling of bliss when the tingling finally subsides as I invest money to make more money. In this article, I want to explain in a bit more in detail why this genre makes me feel so good.
Hamlet: The Village Building Game (Saturday Review)
It was a sleepy village in the middle of the countryside. The residents were hard-working, cutting down trees for wood and digging up rocks to construct new buildings and planting and harvesting grains to feed the population. Over time, more people were attracted to the village as it grew and grew. Eventually, it was time to build a church in this little Hamlet: The Village Building Game by David Chircop from Mighty Boards.
Digital cheats – practising against AIs (Topic Discussion)
Since the lockdown, many board games have now also been released in digital format. Some of these implementations are just a representation of the physical game on your screen. You still have to move everything by hand and do all the housekeeping. Other solutions enforce rules and carry out all the actions for you. You just need to point and click. Some games also come with AI opponents, allowing you to create a competitive game even when you’re by yourself or add additional, digital players to a multiplayer game. In this article, I want to look at using these computer players to help you improve your game.
Gaslands: Refuelled (Saturday Review)
The apocalypse has finally come. After the breakdown of society, survivors have formed gangs of motorheads, that scour the wasteland for rare and very precious petrol reserves. Their vehicles are highly tricked-out, finely tuned, heavily reinforced and equipped with a wide range of weapons. They will stop at nothing, which is exactly why a small number of the surviving rich elite have organised deadly races, where the gangs are pitted against each other to be the first to reach the finishing line and claim their prize – or be the last survivor in the arena of these Gaslands: Refuelled by Mike Hutchinson from Osprey Games.
Keeping time – how time limits can speed up games (Topic Discussion)
I enjoy games with quite a wide range of playing times. I like long games that take a couple of hours or more to play, up to a certain point at least. Anything above three hours is probably going to be too long for me. I also love quick games that take 15 minutes to half an hour, but I’m definitely not a fan of real-time games. In this article, I want to look at how timekeeping affects the gameplay experience.
Matches (Saturday Review)
A great fire engulfed the Whelming Matches factory. All the water in the world couldn’t put it out, so hot it burned. When the flames eventually died down many hours later, one artefact was found among the glowing embers. It was cold to the touch and nobody knew what it was. Maybe it was one of the Matches by Daniel McKinley from Thing 12 Games.
Yota Suzuki (Let me illustrate)
Yota Suzuki is a board game artist and UI designer. He created Tactical Games in 2017 and loves working with other artists to create the best results possible.
Pricey games – how we value games (Topic Discussion)
I have often heard that board game reviews should talk about the price of games. If a review tries to help people make a buying decision, then that makes perfect sense. After all, the best game in the world may still just be too expensive and a game that’s free may still not be worth it. Of course, there are many steps in between. So how much a game costs is clearly something people consider. Yet, I never mention the price of a game in any of my reviews and I don’t plan on doing so in the future. Let me explain…