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Recollect (Saturday Review)

I wasn’t sure what it was. It was certainly yellow. Maybe it was a banana. Or it was a pencil. Actually, it could have even been a lemon. I just couldn’t remember. There were just too many cards on the table. I wish I could Recollect from Pikkii.

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Trawl the haul (Topic Discussion)

It’s been a long-standing tradition in the board game hobby to show others your lovely collection. People love posting photos of their board game shelves. It’s no surprise really. People are proud of the games they’ve got. Some of the games in your collection will be rarities, they might be out of print, maybe you have games signed by the designer or you just love the latest and greatest. In a similar vein are so-called “haul photos” showing off the games you managed to get your hands on at a convention. In this article, I want to look at the latter in more detail.

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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.

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Uncertain death – end game triggers (Topic Discussion)

It’s always interesting to see how different games decide when they end. There are so many different ways of ending a game. Some games are played over a fixed number of rounds and others end when a certain goal or goals are achieved. There are also games that have a slightly more random timer. What happens when a game ends is also not always the same. In some games, all players get one more turn or the current round is played out. Other games end immediately and nobody gets another chance. In this article, I want to look at how all of these different endings create different player experiences.

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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.

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Enough is enough – minimum board game review requirements (Topic Discussion)

Reviewing board games is something I take quite seriously. It’s important to me that people reading my reviews know that what they read are my own, independent thoughts. I also want to ensure that my views properly reflect my experience of a game. I want my reviews to be relatively thorough and a fair assessment of the game. In this article, I want to look at how often I feel I need to have played a game before I’m ready to review it.

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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.

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Reviewing games – the importance of gameplay experience (Topic Discussion)

The goal of board game reviews is to give the reader the information they need to make a decision about whether a game is for them or not. Reviews are always going to be subjective and people may agree with them or they may not – or most likely they’ll agree with some things and not others. Either way, reviews have to convey what a game is like, from a product perspective as well as a gameplay experience angle. In this article, I want to focus on the latter and explain why I think gameplay experience is so important.

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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.

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Winning at all cost (Topic Discussion)

I think a lot of people in the board game hobby play together for fun and for the social aspect. Sure, many of us want to win the game. We don’t play to lose. However, I think only very few people are hugely competitive. Playing board games is more of a hobby. In this article, I look at different ways of improving your game and what it might take to become better at winning.

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