Siberia: a vast area of over 13 million square kilometres, which consists of taiga, tundra and even temperate forests. From the north of this region, where temperatures regularly drop below -25°C, come reports of a massive meteor having crashed. Not only that, the team who went to investigate the impact crater lost contact and never returned. Rumours are spreading of a strange parasite that possesses all living things in the region. After a team sent to rescue the first group also fails to return, heroes from the now long-forgotten war in Europa decide to explore for themselves. They borrow mechs and head to base camp. From there, they start their Expeditions by Jamey Stegmaier from Stonemaier Games.
We were a band of feared Viking warriors of Borg on the Lofoten islands. Our chieftain had tasked us with assembling a cunning and mighty crew, collecting provisions and journeying north to plunder gold, iron and livestock from foreign lands. We would find glory in battle and the Valkyrie would lead the fallen to Odin's Valhalla. We were the Raiders of the North Sea by Shem Phillips from Renegade Games Studios.
Before the dawn of time, Gaia, our Mother Earth, gave birth to the first trees. With their strong trunks and majestic crowns, they quickly converted the fallow land into fertile soil. They cherished the everlasting rituals of Gaia that sent a ferocious force through their veins, bringing life to the highest branches and deepest roots. It did not take long for them to cover the whole continent and create the vast Forests of Pangaia by Thomas Franken from Pangaia Games.
The canal era was over. It was the time of the steam railways. The industrial revolution was in full swing and coal was at the heart of new, booming industries. A lot of steel was needed to build the infrastructure that would allow resources and goods to be shipped around the country. The workforce needed to be kept happy and beer was the perfect lubricant for this task. The rise of cotton mills, potteries and manufacturing gave us the opportunities to earn our Brass: Birmingham by Gavan Brown, Matt Tolman and Martin Wallace from Roxley Games.
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.
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.
As you probably know by now, I'm a very visual person. I love great illustrations in board games, hence my series "Let me illustrate" highlighting board game artists in the industry. At the same time, a board game with an amazing look alone is not enough. The gameplay needs to be great too and the rules must not be more complicated than necessary for the weight of the game. So in this article, I want to look at how important realistic resources are to me in games.
Our spaceship had safely landed on Mars and it didn't take too long to convert it into our base station. A few other corporations had done the same and we could just about see them in the distance. There was even an embassy station that was there to try and keep the peace. However, we were quite some way off thinking about politics. All of our energy was spent mining resources so we could build tunnels and other buildings to grow our settlement and increase our population. It would take a long time, but eventually, we would finish project Migration: Mars by Enhance Games.
Over the years, I've played many games where you produce and have to manage resources of one kind or another. These can range from traditional things such as coal and ore or wheat and sheep to money, gems, energy or similar. Different games represent resources differently, so in this article, I want to look at what you might come across when you play a resource management game.
Good customer service is always welcome and nobody likes bad service. In fact, we're more likely to complain about bad service than we are to praise good service. In this article, I'm trying to redress the balance a little and talk about the good customer service I have come across in the board game hobby and give some extra praise to those companies who have gone above and beyond.