The Spill (Saturday Review)
We had been called out in the middle of the night. A major disaster had been declared. It was all hands on deck. After a swift site rep, we were dispatched to various locations around the oil platform. As we approached by helicopter, which was going to lower us onto the deck of our assigned rescue boats, we could see the extent of The Spill by Andy Kim from Smirk & Dagger Games.
Solitary Happiness – multiplayer solitaire games’ popularity (Topic Discussion)
An interesting question Phil Gross recently asked is why low-interaction games are so popular these days. Even though I’m not really sure whether these types of games are actually popular nowadays, I do wonder why people like games with very little player interaction. So in this article, I want to look at the attraction of games that are either completely multiplayer solitaire or provide very little opportunity for players to interfere with each other’s game.
Betrayal at House on the Hill: 3rd Edition (Saturday Review)
You had received a mysterious invitation to the old mansion on top of the hill, which had lain empty for decades – if not centuries. You were about to throw the letter in the bin, along with the junk mail, when you hesitated. It could be interesting to see who else would turn up. After all, there was this old story linking your ancestors to a Betrayal at House on the Hill: 3rd Edition by Dave Chalker, Banana Chan, Noah Cohen, Bruce Glassco, Brian Neff, Will Sobel and Jabari Weathers from Avalon Hill.
Everyone can play – games that (should) suit most people (Topic Discussion)
I always say that not everyone will like every board game, but there is a board game for everyone. I suppose, I should concede that some people don’t like board games at all. Our hobby isn’t for everyone and that’s fine, of course. However, in this article, I want to look at the sort of games that should suit most people.
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.
How Realtime Games Deliver Excitement (Topic Discussion)
Hey there. It’s Joe Slack from the Board Game Design Course. Oliver was kind enough to let me return and write another guest post on his blog, this time about realtime games and the experience that they deliver. I hope you enjoy the article!
Alien: Fate of the Nostromo (Saturday Review)
The Nostromo was returning to Earth with a seven-member crew in stasis. Detecting a transmission from a nearby moon, the ship’s computer awakens the crew and they land on the moon. While one part of the crew tracks down the source of the signal, the rest decipher part of the transmission and discover it’s a warning – but it’s too late! Despite protestations, the returning crew brings with them an Alien: Fate of the Nostromo by Scott Rogers from Ravensburger.
Tricky tricks – trick-taking and other games (Topic Discussion)
Growing up in Germany, I started playing traditional trick-taking games like Skat or Doppelkopf from a relatively young age. I’m used to the idea of suits, trump, following suit, taking tricks, gleaning information from what cards others play and much more. Traditional trick-taking games sort of have their own language. So I love to see modern games developing this mechanism further and incorporating it into other mechanisms, creating completely new game experiences.
Two players – how games change in 2-player modes (Topic Discussion)
I often play games with my wife. We have a fair few two-player-only games, but mostly we play games that were designed for two people or more. Some games do it really well and the experience is no different to higher player counts. Other games introduce two-player-specific setup or other rules and that can work too. In this article, I want to look at how games, that weren’t specifically designed for two people, change, or don’t change, when played with two people.