We return to our regularly scheduled program after some unfortunate equipment malfunctions! This is a “getting back to speed” episode, with a lot of talk about our recent plays, recent purchases, and upcoming convention we’ll be attending. We also dip our hand into the mailbag for a listener question. Continue reading #16: The Variety Show
No, this title is not a telegraphing of my emotions about the game – instead, “Mottainai” literally means “What a waste!” in Japanese. It’s kind of an odd thing to name a game, but that’s the way the monk rumbles. Mottainai is a “spiritual” successor to Glory to Rome, and it’s definitely more available than it’s older brother! Let’s see if it’s as good as the original: Continue reading Mottainai: “What a waste!”
Join us for a discussion of co-ops! We talk about what makes a co-op game fun, why we play cooperative vs. competitive games, and common mechanics that are seen in co-op games. We also discuss underutilized mechanics in co-op games, and wrap up with a few recent play impressions.
We will be off next week for vacation, but look for us to return the week of April 9th! Continue reading #15: Co-op Discussion Extravaganza
No show notes this week, and apologies for the funky audio echoes in part! We’re trying to fine-tune our recording setup since we’re still new to this, so there have been a few hiccups along the way. Thanks for your patience.
Join as we talk about games that make you say, “Well, that was different” — games that have that one thing in them that was really interesting or unique. We’ll also take a look at the sub-zero temperatures of Arctic Scavengers in our review corner. Enjoy!
Join us as we talk about randomness in gaming — or, to quote a certain Despicable Me nemesis: “Unpredictable! Oh Yeah!” We talk about what level of randomness we’re OK with in board games, why randomness is a useful tool for game designers, and specific ways that dice and card randomness can be done well. Things wrap up with our usual recent plays. Show notes and mentioned games after the break. Continue reading #13: Unpredictable! Oh Yeah!
By Andrew Joyce
This review is a summary of an audio review by Get on Board. Feel free to click here for the full audio review (from episode #9) ›
The first time I played Tammany Hall, it was a disaster.
One couple played as a team so we could cram everyone into the game. One person never got off their phone. One person got screwed by first-player rotation, as we got the rule wrong. I hadn’t learned the rules, so we learned straight from the rulebook (that one’s on me!) It was a disaster. Continue reading Tammany Hall: a Swarm of Political Locusts
Andrew and Tim “the game mechanic” Hange take a look at not one, not two, but three games in this ultra-stuffed, triple-decker review episode of the podcast! First, we take a look at Andrew’s #1 game of all time, Glory to Rome, and then take a look at two games that might be more affordable and accessible successors to the out-of-print classic. Continue reading #12: The Triple-Decker: Glory to Rome, Mottainai, and Eminent Domain
By Andrew Joyce
Reiner Knizia. The double-breasted suit of boardgaming: timeless, classic, reliable. The very first Reiner Knizia game I played was Polynesia, and I have to admit I was underwhelmed. It was a mathy, themeless affair: the game was interesting, but also bland, and more bland than interesting. I knew, I just knew, that there had to be a reason for geeks to speak breathlessly of “the good Doctor’s” games, but Polynesia was not the way to experience it. Continue reading Samurai: Lovin’ Touchin’ Hexin’
This episode, we’ll be talking about tips and tricks for teaching games well. Tim regrets the pitfalls of judging a book by its cover, and (on an entirely unrelated topic) we also take a look at the popular dice-placement filler, Sagrada! Continue reading #11: Teaching Games Well, and Sagrada
By Tim Hange
This review is a summary of an audio review by Get on Board. Feel free to click here for the full audio review (from episode #7) ›
Introduction (mist rises…)
Way back in 2001, in the pre-history of board gaming, before the internet, Botox, and indoor plumbing, John Yianni released a strange looking innovative abstract: Hive.
Thirteen years later, I was flying my space hover car by a friendly local game store and saw Hive in the window. Three words sold me on it: Chunky, Hex, Tiles. Gorgeous Baklelite pieces with colorful, textured insects on the face–It was a thing of beauty, and happily, it played as well as it looked! Continue reading Hive: A good old fashioned buzz