Saturday, 22 August 2020

Video Review - Candy Chaser

Designed by Masao Suganuma
Published by Iello
For 2-4 players, aged 8 to adult


Candy Chaser is an incredibly quick filler game about toddlers smuggling candy. In this video review, we find out if there's anything here to sink your teeth into.




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Thursday, 9 April 2020

Review - Castle of Mind

Designed by Torok-Szabo Balazs
Published by the Fontanus Scientific Methodology Research and Education Center
For 2 players, aged 8 to adult


Castle of Mind


Have you ever played "Pan in the Sink" before?

I bet you have. You may not have realised it. But you have.

You know after you've eaten dinner, and you're washing up, and there's that one pan left? You know the one. The one with the really crusty, baked on black stuff. The one that's going to take about half an hour to clean.

Sure, you could scrub it. But you don't. Instead, you fill the sink with water and drop the pan in there. If anybody asks, it needed to soak.

And soak it will.

For how long depends entirely on how good you (and the people you live with) are at playing "Pan in the Sink."

You see, the aim of the game is simple: Don't be the one that actually cleans the pan.

It's really just a waiting game. Seeing whose will breaks first.

How stubborn can you be? How determined are you to keep the pan sitting there?

If you win, you get the joy of not having to clean the pan. But if you lose...

Losing is the worst, because not only do you have to clean the pan, you also have to clean all the other stuff that has built up beside the sink while the pan was stewing. It's a chain reaction. A domino effect of cleaning.

And you may be wondering why I bring up "Pan in the Sink" at all. Well, besides the fact I'm currently the reigning champion, and in the middle of a game as I type, it also reminds me very much of Castle of Mind.

Let me explain...

Sunday, 6 October 2019

Review - Caper

Designed by Unai Rubio
Published by Jumbo
For 2 to 4 players, aged 12 to adult


Caper, a card drafting game for thieves

As a father of two, I spend a lot of time playing with LEGO (and yes, I'm going to neatly sidestep the fact I'm using my children as an excuse for playing with LEGO as if I didn't play with it before I even had kids). Children have a very particular way of playing with any kind of construction toy. They like to build towers; but they aren't towers that just go up. They go up, and out, and around. Bits hang off, the sides, and extra bits get bolted wherever they fit, often in complete defiance of gravity. The result is something unique, experimental, incredibly fragile, and messy. If it stands up, it's a bit of a miracle.

Caper, which was kindly provided for review by Jumbo, reminds me very much of playing LEGO with the kids. It's a two-player card game (with tagged on rules for three and four players that significantly change how the game works) combining set collection, card drafting, resource management, gotcha mechanisms, and area control. And it's all smothered with a thick layer of incredibly obscure language-independent iconography that requires it's own supplemental rules book to explain.

It's a LEGO tower. It's a bit of everything. And the fact it still stands up is a testament to the designer.

Tuesday, 16 July 2019

Review - Overbooked

Designed by Daryl Chow
Published by Jumbo
For 1 - 4 frequent fliers, aged 8 to adult

Overbooked board game box art


I'm not a frequent flyer.

I mean, to the point where I had to check it wasn't spelled "flier." Which it is, apparently. Apart from when it's not.

I got confused.

It's not that I hate flying. There's something incredible (magical isn't really the word) for that moment you hurtle down the runway, and the plane leaves the ground, and every fibre of your body is screaming, "This is against God." Flying is, perhaps, the ultimate testament to humankind's achievements.

But flying comes with its own baggage, and as someone with anxiety issues, I can't think of anything more stressful than airports: Dragging your case into the overcrowded foyer, the sinking feeling you get the moment your luggage disappears from sight on the conveyor belt, the pre-flight, nerve-killing, slightly overpriced drink at the bar, your last desperate patting of pockets to ensure you have your passport, and the waiting.

Just so much waiting.

Every step of the process is an individual agony to endure.

And so it's with some surprise that I can report someone, somewhere, somehow, has managed to take this most arduous element of any adventure and transform it into something truly enjoyable. That someone is games designer Daryl Chow. The somehow is his really rather lovely game, Overbooked. And the somewhere is my house (since I received a copy from the publishers for review and sometimes the world is awesome).

Sunday, 30 June 2019

Review - Detective Stories Episode 1: The Fire in Adlerstein

Designed by Alexander Krys
Published by iDventure
For 1 or more players, aged 13 to adult

Detective Stories Episode 1 The Fire in Adlerstein


Sometimes people ask me why I love board games so much. To this question, I invariably proffer a raised eyebrow and a vaguely dismissive response along the lines of, "Everything."

And "everything" is true, of course.

But the one thing that really makes board games so special for me is their capacity to tell stories, or more accurately, their provision of the tools you need to craft your own stories.

The notion of a game as a storytelling device usually suggests a strong theme, and I absolutely love thematic games; but the simple application of theme alone isn't the same as good storytelling. Reading a few lines of text off an item card, or flipping an "event" card as you enter the next room of a dungeon, is only the window dressing. The story isn't what you read or see or do; it's what you feel. A truly great game knows this, and weaves narrative within the mechanisms, making them so intrinsically linked it's impossible to play the game without truly experiencing the world the game seeks to create.

When I think of games that blend story and gameplay seamlessly, I think of Tash-Kalar, Dungeons and Dragons, Winter Tales, Fireteam Zero, and Sherlock Holmes: Consulting Detective. And I think, perhaps in time, I may be able to add Detective Stories to the list.

Thursday, 9 May 2019

Review - How to Rob a Bank

Published by Jumbo
Designed by Prospero Hall
For 2-4 players, aged 10 to 99 years


How to Rob a Bank


I think most parents would like their young children to be interested in board games. After all, gaming promotes a range of important life skills, including mathematics, logical thinking, and social interactions. But I imagine the desire to have gamer kids is strongest among parents who are themselves gamers, with the ultimate goal being to play games with the whole family without having to endure the likes of Snakes and Ladders or Monopoly Junior.

Friday, 19 April 2019

Review - AvP: The Hunt Begins

Published by Prodos Games Ltd
Designed by Jarek Ewertowski and Grzegorz Oleksy
For 1 to 3 players, aged 12 to adult

AvP: The Hunt Begins


Recently, I was approached by a website asking if I would write board game reviews for them. It was a huge honour, but I had to decline. You see, although they said they loved my style, they would insist that I make a few changes to adhere to their particular company direction. Namely, they wanted me to break reviews into sections with headers, give standardised ratings for each element of a game (art, components, replayability), give a final overall rating, and then include a list of recommendations for other games the reader might like.

Now, in my day to day job I frequently have to produce content based on different client style guides, and that's no big deal. But board games are my passion. Reviewing games is a chance to do things my way. It isn't something I do to make a living; it is living.

I don't want to break up my stories with sub-headings. It would be like breaking up a Curly Wurly. It might taste the same, but it wouldn't be curly or wurly anymore, and that's kind of the point.

I don't want to give numerical ratings to anything because they're just arbitrary numbers that don't really mean anything. A nine to me might not be a nine to you. Besides, the reason I would rate Space Hulk a nine out of ten isn't the same reason why I would rate Tash-Kalar a nine out of ten. I just don't define games in that way.

But most of all, I don't want to give people recommendations. How could I possibly tell other people what they would like when I can barely figure that out for myself? I mean, I like what I like. Except when I don't. There are countless games in the world that look like they should be exactly my sort of thing, but which I end up disliking anyway. When I do like something, often I'm not really sure why.

Take AvP: The Hunt Begins (Second Edition) for example. It is maddeningly flawed, but I find it deeply engaging. It is overly complicated and fiddly, with a rules book that seems like it wants to actively dissuade you from playing, but I enjoy every second I'm playing it. I honestly don't know whether I could recommend it to anyone; but I love it.

Sunday, 23 December 2018

Review - Timeline (British History)

Designed by Frederic Henry
Published by Esdevium Games
For 2 to 8 players, aged 8 to adult


Box art from the Timeline card game


Not a lot of people realise, but I'm a big old bag of insecurities and anxieties. When I'm in public, I put on a decent show, I'm not agoraphobic or anything like that, and it's not like I hate people (I happen to think that, in theory, the idea of people is quite a good one); but I'm uncomfortable in crowds, loathe public speaking, and really don't like getting too close to people until I know them really well. Put it this way: It's no coincidence I've ended up working a gig that means I don't ever have to leave my house and I can comfortably hide behind my words.

Sunday, 2 December 2018

Review - Warhammer Underworlds: Nightvault

Published by Games Workshop
For 2-4 players, aged 12 to adult


Warhammer Underworlds: Nightvault


I don't watch much television, but I always make a point of watching The Apprentice. It's pure train wreck TV; a show designed to make people look as bloody stupid as possible. I'm sure you've head of it. A bunch of hopefuls get put through the wringer in a series of implausible business scenarios designed exclusively to make them look like complete pillocks ("You have 12 hours to launch a new international superstore with 50p and a stick of chewing gum") . Cameras follow them, recording everything so it's possible to recut the footage exclusively to make them look like complete pillocks. And then at the end, Alan Sugar talks about himself a bit, says how hard he is to please, and then reads from a script of insults designed exclusively to make him look like a complete pillock while all the contestants simper, stab each other in the back, and call him "Sir" like they're a group of naughty schoolchildren.

Wednesday, 31 October 2018

Review - Labyrinth: The Duel

Designed by Marco Teubner
Published by Ravensburger
For 2 players, aged 8 to 99 years, apparently


Labyrinth: The Duel


Is there anything more terrifying than being lost in a dark maze, where the walls are constantly shifting, and you never know which way to turn? Well... probably, yes. Probably lots of things. Spiders, clowns, spiders dressed as clowns. The list is almost endless. But the truth is, it's Halloween and I should be reviewing something suitably creepy such as Warhammer Underworlds: Nightvault right now. Unfortunately my photographs aren't ready, and that means you get stuck with a review of Labyrinth: The Duel which I'm ham-fistedly trying to cram into a spooky framework.

So, let's all just pretend this is a really creepy game and we'll say no more about it...

Good?

Great.

Here goes...

Monday, 15 October 2018

Review - Sh!thead and the Dares (Shithead, Palace, Karma, etc.)

Published by Imagination Atlas Ltd
For 2-5 players, aged 13 to adult


Sh!thead and the Dares


A little while back, I invited a group of friends to come over to play board games. It's the sort of thing I do.

It was one of those lightweight games and heavyweight beers sort of events, and as the evening drifted into the night, several guests drifted away.

By about 3am, there were just three of us left. One of the remaining guests produced a deck of cards and suggested we play a little game he knew. It seemed like a good idea at the time. But it was late at night (or early in the morning), I'd had one too many sherbets, and what followed was something akin to a game of Go Johnny Go Go Go Go.

Tuesday, 11 September 2018

Review - The Walking Dead: All Out War

Published by Mantic Games
Designed by Mark Latham
For 1 or 2 players, aged 14 to adult

The Walking Dead: All Out War


So, I work from home (if what I do all day really counts as work). I have a little nook all my own, which is actually an extension on the front of my kitchen. It's quiet for most of the day, it's nice and bright, and most importantly of all, I'm incredibly close to my kettle. Because tea is basically the thing that makes me function on a level that closely approximates the way I have determined other humans are supposed to act.

But I'm not precious about my tea. I don't use loose leaves, I don't use a teapot, and I don't think I even own a cup and saucer.

No, I brew my tea in the mug I'm going to drink it from. I squeeze the teabag, and tannic acid be damned. I even add the milk before I take out the teabag. It's not like anybody else is here to see me do it.

Part of the reason for my complete disregard for any kind of etiquette.... drunkiquette?*... is because I'm always in a hurry. And being in a hurry comes with it's own tea-related problems. For example, quite often I'll put the teabag and the water in a mug, and then I think, "I'll just leave that to brew for a minute." And then I'll go off and do something else.

Eventually I'll come back to my tea to discover it's completely stewed. It'll have that gross film over the top that breaks up and sticks to the sides when you stir it, and it'll be just the wrong side of drinking temperature. And I'll make a sort of half-hearted attempt to sip at it, but really I've left it just a bit too long, and my hearts not in it, and the idea of tea isn't quite as appealing as it was 20 minutes ago.

Then I'm a bit sad.

And this, if you hadn't figured it out, is an incredibly laboured metaphor for my review for The Walking Dead: All Out War. And by "my review," I mean this review. The one you're reading. The slightly lukewarm one that my hearts not really in.

Thursday, 26 July 2018

Review - Welcome to the Dungeon

Designed by Masato Uesugi
Published by IELLO
For 2-4 players, aged 10 to adult


Welcome to the Dungeon title art.


My mum has this saying: "Little things please little minds, little trousers fit little behinds."

My mum's weird.

But she's half right, at least. Little things are pleasing; but not only for little minds. Everyone likes little things, right? I mean, that's what I keep telling myself...

Thinking about it, it's probably not true. Only the other day I saw someone on BoardGameGeek arguing that one game was better value compared to another because it physically weighed more.

But anyway, for the sake of this bit, let's say that most people like little things. Babies, kittens, Fun Size Mars Bars... You name it. Just don't name mobile phones. They seem to be getting bigger again. Like they were in the 80s.

Everyone liked big stuff in the 80s.

I feel like this intro is getting away from me, so I'm going to press on.

Monday, 4 June 2018

Review - Candy Land

Designed by Eleanor Abbott
Published by MB Games
For 2 to 4 players, aged 3 to 6 years


Candy Land


Recently, for the first time in my adult life, I discovered I couldn't fit into my regular jeans size. I haven't stacked on massive amounts of weight though; just enough to nudge the needle to the point where it's a little bit difficult to breathe when the button's done up. It's not a big deal; these things happen. The real problem is, jeans in the next size up are too big. I need to hoist my belt to within an inch of its life to prevent myself from dropping trou when I don't intend to (because, obviously, sometimes I intend to).

Naturally, this situation leaves me in a quandary (in front of the laundry).

Do I curb my enthusiasm for biscuits to get back to my original jeans size, or do I commit to the cause and fill out my new jeans size?

Now, I know what you're thinking: What has this got to do with reviewing board games?

The answer, of course, is nothing much, really. I just felt I needed to justify why I'm eating custard creams while I'm writing.

Oh yeah... and I'm reviewing Candy Land. I figured an intro about gaining a small amount of weight was slightly more tasteful than an intro about diabetes.

Wednesday, 23 May 2018

Review - The Game of Inns & Taverns

Designed by Sara Finch and Leslie Scott
Published by Oxford Games Ltd
For 2 or 4 players, who are adults because "it is illegal for British pubs to serve alcoholic beverages to persons under 18 years of age"


Inns & Taverns cover art.


Do you like beer mats? Do you like inns? Do you like taverns? Do you like pub crawls? Do you like board games?

Do you like board games about going on pub crawls around inns and taverns collecting beer mats?

If you do then... you have very particular tastes, and probably find it very difficult to find games that appeal to you.

Furthermore, you're going to hate The Game of Inns & Taverns.

Seriously. Hate it.

I mean, sure, it's probably the first game you've ever found that's tailor-made for your particular peculiarities. But that just means it's going to hurt a little bit more when you find out it's absolute dross.

Thursday, 19 April 2018

Review - Doctor Who: Exterminate! The Miniatures Game

Designed by Wayne P. Bollands and Ricard Fortun
Published by Warlord Games
For 1 or more players, aged 12 to adult


Doctor Who: Exterminate!


Hey, everybody, I'm back! Did you miss me?

Probably not. But I'm going to pretend you did, because it makes me feel better.

Crikey, I've been busy. Arrival of child number two, combined with my wife having surgery, work commitments piling up, and my continuing efforts to get my YouTube channel off the ground have started to take a toll.

It would be great to have a TARDIS, wouldn't it? Of course, I wouldn't use it for zipping around the universe saving planets. I'd just use it to squeeze a little more out of each day. You know... catch up on the ironing, finish an extra article for work, maybe paint a miniature or two. I'd invariably have to cross my own time stream, creating terrible paradoxes and probably destroying the universe in the process; but there isn't much I wouldn't do for an extra hour in bed on a Sunday.

Wednesday, 7 February 2018

Review - Necromunda: Underhive

Published by Games Workshop
For 2 or more players, aged 12 to adult


Necromunda: Underhive cover art


Games Workshop is having a bit of an identity crisis.

Have you noticed?

I've noticed.

And I mean "identity crisis" in the best way possible.

The company is in the midst of a serious transition, and that transition is vitally important.

You see, many moons ago, Games Workshop lived up to its name. It made games. It made the very best kind of games, because they weren't like games at all.

They were doorways.

Saturday, 23 December 2017

Review - Tim Burton's The Nightmare Before Christmas Trading Card Game

Designed by Andrew Parks and Zev Shlasinger
Published by NECA
For 2 or more players


The Nightmare Before Christmas TCG box.


Ah, Christmas... It's a time to reflect on the past; it's a time to look to the future (it's only just begun, after all); but let's be honest, most of all it's a time to unwrap presents.

...

...

Bloody Hell, that's a corny intro. I'll be expecting a visit from Krampus after that.

Moving swiftly on...

Friday, 24 November 2017

Review - Warhammer Underworlds: Shadespire

Published by Games Workshop
For 2 players (up to 4 by purchasing additional components), aged 12 to adult

Warhammer Underworlds: Shadespire


I was a Games Workshop kid.

I fell in love with the company's particular brand of grim-dark humour at an early age, and spent most of my time assembling and painting miniatures, theory-crafting armies for battles I never fought, and playing board games like HeroQuest, Warhammer Quest, and Talisman.

But there was a short period when Magic: The Gathering became a bit of a thing. I was still at school at the time, and quickly coming to the realisation that trying to sneak 3,000-points worth of metal goblins into the library wasn't working out. I was in search of some other way to pass the time between the point I'd finished my Dairylea sandwich and the point when the school bell signaled another humiliating afternoon of double P.E.

Magic was the perfect time-waster.

Monday, 30 October 2017

Review - Goosebumps: Terror in the Graveyard

Designed by Craig Van Ness
Published by Waddingtons
For 2-4 players, aged 7 to beyond the grave


Goosebumps Terror in the Graveyard board game box art, showing the headless ghost preparing to strike.


Recently I've been spending a lot of time trying to get a new YouTube channel off the ground. I'd never really intended to start doing videos, but it just sort of happened, and now I'm just another victim of the machine: A disembodied voice in the vast expanse of the Internet, wailing, "Look at me!"

If I'm honest, I'm not good with cameras. I don't like having my picture taken, I don't like being the centre of attention, and even just recording my voice fills me with anxiety. I've always been more comfortable writing. It's no wonder I became a novelist; even less of a wonder I became a freelance content provider so I could lock myself away at home and project myself onto the world from the comparative safety of my computer.