There are some designers that seem to come out of nowhere and then dominate the scene, at least for a little while and Scott Almes is one such designer. If you would have asked me 2 years ago who he was, I wouldn’t have been able to name one of his games without looking at BGG. And now I own/am waiting for 4 of his games and he’s one of the designers that I tend to keep an eye on because of his skill in taking very simple mechanics and turning them into great games.
Tiny Epic Galaxies is his latest effort, one which will be on Kickstarter early in the new year (January 8th to be precise) and it is the third game in the Tiny Epic (Kingdoms and Defenders being the other two) series. Like other games in the series, this is an attempt at doing a bigger game in a short playing time using a few components. While a little too big/long to be considered a micro game, it can easily be taught and brought pretty much anywhere. The real question remains, how does it play? Let’s find out!
It has been quite a while since I’ve updated this blog with reviews or other articles, but that doesn’t mean that I’ve stopped or slowed down on my game playing or, unfortunately, my game acquisition. What with a new project at work (I’m now working on The Mighty Quest for Epic Loot over at Ubisoft Montreal) and some renovations at home, I’ve fallen off the review wagon and I sure need to get back on it! I’ve got a few things lined up but I need to make a bit of space first.
So, you know how this goes: if there’s something you’d like in the list or are just curious to know what I’m getting rid of and why, the list is right below. See something you like? make me an offer and remember, it doesn’t have to be cash. I’m actually looking for someone to paint some Rivet War minis…
Don’t care about the games I’ve gotten rid of so far and just want to see what’s on the purge list this month? Be my guest!
Space, the final frontier, or at least the latest frontier in micro-games. Not too many micro games do space well (there is Pocket Imperium that is quite neat however) and even less do hand/deck management. Granted, there aren’t many hand-management games out there in the first place, with it being similar to deck-building. In hand-management, you grow your hand of card and thus what you can do, but you never shuffle your cards.
This is the last of my post GenCon acquisition. There was just so many new games that made their way into my collection around that time frame that what started as being just a series of very quick impressions about them turned into a 4 part series. Either I got too many games during that time or I’m just not fast enough…
Keep in mind that this post is just that: quick impressions. This is often after having read the rules and pushed some pieces around, and in some cases getting one play in. I don’t consider that enough to be able to fairly evaluate a game so please keep this in mind. My opinion about these games is likely to change as I get them to the table a few more time.
I haven’t had a chance to play a lot of new games lately although I’ve been able to get a few solo games to the table since being on vacation. Been playing a lot of RAF: The Battle of Britain, which while it tells an interesting narrative, kind of fails as a game so far. I have only played the Lion set up however, where you take the role of the RAF against the Luftwaffe bombing campaign and it feels very much like a Pachinko machine so far. Once I get a few games of the Eagle scenario (you play as the Luftwaffe this time), I’ll do an in-depth review. I’ll be back doing some reviews soon, with Dead of Winter at the front of the line. In the meantime, enjoy these quick snippets!
In the first part of the post-GenCon quick impression, I talked about a bunch of games that I had a chance to play a few times, not quite enough to really do an in-depth review of. This time around, I’ll be looking at some more games that I’ve only played once or twice, along with a bunch of games that I’ve only had the chance to read the rules and push a few pieces around solo. Hopefully I’ll be able to bring them to the table soon and give them the proper time they deserve. Hopefully, none of them will be horrible…
It’s always interesting to see how people feel after even just one play, especially since sometimes it’s the only chance players will give a game. Don’t make the first impression because the players didn’t fully get it or errors were made in the rules explanation and, what would have normally been a great game simply isn’t. On the other hand, some games that are horrible still make a decent enough first impression that they are invited again to the table, only to disappoint. Where will the following games fall? I’ll only be able to tell once I get them to the table a few times. For now, let’s just see what kind of first impression they make.
I know that a lot of board gamers put a lot of stock in Essen as being the great big convention that has all the new releases, but for the last two years it is starting to feel like there is a shift, or at least a change in the board gaming world. To me at least, GenCon seems to be the place where lots of new, interesting games are coming out. Add to this the combined effect of all the KickStarter projects that are trying to come out around the same time and August is feeling more and more like Christmas.
This is my roundabout way of saying that a lot of new games showed up at my house in the last few months and I haven’t had a chance to play them enough times to review properly or simply haven’t had a chance to play some of them yet! So, instead of a review, I offer to you, dear reader, Part One of my 2 (or 3) part series of quick impressions. Strap in, because there’s a lot of games to cover!
August is GenCon month and it’s killing me. Between all the new stuff that’s coming in because I backed it on Kickstarter and the new shiny coming out of the con itself, there’s just so many new games coming in that I thought seriously of dumping 20 games this month instead of 10, but I stuck with 10, which is still a lot of games.
Choices of what to drop is starting to go to games that I’ve own for a while and either I’ve actually never played or that I really don’t think I’ll get around to play. I don’t think I have very many “games that I really don’t like” anymore in my collection, apart maybe from the occasional dud that I’ve just picked up. Rather, I’m starting to cut games that I figure have a very low chance of be brought to the table, which does feel good. Getting rid of games that I kept simply because they were sort of ok and “maybe one day” is a very good feeling. Will I ever reach 600 games? Not this year, unless I decide to do a massive purge. If I manage to bring the collection to under 700 and clear out one or two games for each new game that comes in, I’ll be happy.
Either there’s been a lot of discussion about what is and what isn’t a micro or I hang out with people who are obsessed with board games. No matter, I find that quite a interesting discussion. Apart from those who deny that they exist at all (let’s call these people Jason), most of the definitions seem to give more of an insight into the person than the games themselves. There are those who claim that simplicity and game length defines a micro; others claim that footprint and components define a micro; other claim that they are nothing new really, that they have been around for a long time. There’s some interesting conversation to be had, that’s for sure but at the end of the day, micro or not, they are games and they live or die by whether they are interesting and can stay interesting.
AEG is one company that has been doing real well with this resurgence of the micro: first came Love Letter, then Agent Hunters, with Mai-Star and Cheaty Mages following closely. And then the moment I’d been waiting for some time, the release of Sail to India, a micro-sized game that contains a huge game. Is it a micro since there isn’t a lot of components and the footprint is fairly small? Maybe, but on the other hand, the game is meaty and the playtime is around 1 hour, even with experienced players. But more important, is it fun? Let’s find out! Continue reading →
I have to confess that I have no great love for racing games in general. For me, those that don’t focus on the race per se are far more interesting and successful (like Royal Turf) than those which try to recreate something that is really all about reflex and endurance. For me, they all feel like an exercise in getting the right roll/card more than being able to recognize a key moment and take advantage of it. Well, that was true until now…
I’ve been talking a lot about Thunder Alleyin the last few weeks and with good reasons. Not only is it relatively easy to explain, it also accommodates up to 7 players and keeps everyone on their toes. I never thought I’d say this about a racing game, but it’s quickly is making its way in my top 10 of the year, if not top 10 of the last ten years (I should do such a list at some point). Why is that? well, let me tell you all about the NASCAR game that wasn’t a NASCAR racing game…