Dan Hughes from Sporadically Board joins us to flip the podcast on its head. Now that we’ve spent a hundred and sixty seven episodes raving about board games, it’s only fair that we discuss all the reasons they suck. Before we turn heel, we talk about Blackout: Hong Kong, Royal Visit, Marvel Champions: The Card Game and Deckscape: Test Time.
Author: Orange Tank
As important as it is to talk about that which we have received, so must we mark the loss of the games whose time has passed. Board games leave our collections for many reasons, so we’re going to revisit the ones that found better homes in the past year. Before we press F, we talk about Long Shot: The Dice Game, Hallertau, and Welcome to New Las Vegas.
Design often builds heavily on what has come before, but some designers, have made an art of iteration, taking their own beloved designs, and frequently reinventing them in new ways. We dig into this practice of extremely iterative design, and how it fits into an industry hungry for fresh ideas. Before we do it again, we talk about Dirge: The Rust Wars, Electropolis, Vinhos Deluxe Edition, Architects of the West Kingdom, and Sagani.
There are two good ways to create engagement in a board game: One is to let the player feel like they’re achieving something constantly, the other is to keep them feeling like any wrong move could tank their game. We’re dubbing this the “thriving to barely surviving” spectrum, but first, we need to figure out where some of our favourite games fit on it. Before we surthrive, we talk about Carnegie, Divvy Dice, and Underwater Cities.
It’s getting a bit too comfortable around here. Time to put stones in our shoes, tighten our belts, and get out of our comfort zones. We talk about the times that we’ve found ourselves in unfamiliar or uncomfortable gaming situations, and what we learned about ourselves in the process. Before we unfluff our pillows, we talk about Lord of the Rings: The Confrontation, Reavers of Midgard, and Paleo.
Wow! We asked for your top twenty lists, and boy did you deliver. We’ve crunched the numbers on the hundreds of submissions, and created what we think is the definitive list of BGB listeners’ favourite board games. Now let us tell you how we think you did. Before we outsource our work, we talk about Santa Monica, Steam Works, and Cthulhu: Death May Die.
We’re seeing a lot more versions of games that are X: The Dice Game or Y: The Card Game. These are (usually) simplified takes on beloved classics, but often end up changing the feel of the game dramatically. We discuss when we think this formula works, and when it really doesn’t. Before we cast the die, we talk about Gods Love Dinosaurs, Nanga Parbat, and Ra: The Dice Game.
Sometimes all it takes is a good designer (and the right game) to take what would otherwise be a mechanic we don’t like, and utilize it in a way that feels right. We take a look at some mechanics that we usually don’t love, and the games that turned us around on them. Before we see things in a new light, we talk about CloudAge, Mariposas, and Faiyum.
Look, when we made those resolutions in episode 105, how were we to know? The world exploded, and here we are, one year later, sheepishly looking back on the goals we set. But we’re not beaten yet, we cast our minds forward (always forward, never back) and set our sights on our resolutions for 2021. Before we make promises we definitely will keep, we talk about Sprawlopolis, Bandada, and Terramara.
We’ve been doing it a lot lately, so we thought we’d reflect on the ways that we evaluate our favourite games. How do you even begin to compare extremely dissimilar games, some party, some strategy? The process of making and ordering our lists is a fun challenge every year, and one we’d recommend you try too! Before we make hard choices, we talk about Medici: The Dice Game, The Gallerist, and Iberian Gauge.