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Return to the Reichbusting! Reichbusters: Reloaded Rundown

24. April 2026 um 12:18

We should have gone to the beach like I told you

Peter unboxes and talks about the new Reichbusters: Reloaded – and showcases his fully painted set!

Let’s have a good look at the new Reichbusters: Reloaded upgrade set, my painted miniatures from the original set, and explore the million-dollar question – is it better than the original game now?

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Reichbusters: Reloaded v1

21. April 2026 um 23:22

You’re in it now, up to your neck!

Infiltrate the Third Reich with your Reichbusters: Reloaded rules and reference!

I spent a lot of time and money on the original Reichbusters: Projeck Vril. Painting all those miniatures was a huge job, which is why I was very relieved when Monolith bought the property from the crashing-and-burning Mythic Games and promised a new version with better rules. The original version suffered from a fiddly, clunky ruleset that bogged the game down in the second half and frustrated more than entertained. Could Monolith provide a game worthy of all those characterful miniatures?

Well, it cost me a lot more more money to get it of course, but thankfully they did. I’m very happy to say that Reichbusters: Reloaded is finally a fun game that I look forward to playing. It’s not perfect by any means – after the alarm goes off there’s still a lot of enemy wrangling to do – but it no longer feels like a game of two separate parts, one fun, the other not. Instead of constantly fiddling about with noise rolls, you have a pretty good idea how long you can get away with your team killing bad guys before the alarm goes off and all hell breaks loose; and once it does, controlling them isn’t quite so onerous and you still have a very good chance to fulfil your objectives and get out. I also love the way the objectives have been broken into three levels of difficulty – not only can you decide to go for a more difficult objective on the fly if things are going well, but extra objectives increase replayability by incentivising a return to a scenario armed with the knowledge gained on earlier playthroughs.

Thankfully, all the fiddly little tokens have completely gone, replaced by item cards and clearly laid out character reference sheets. In fact, this version is so well done I find myself looking at the original and wondering “what were they thinking?”. Probably something like “that’ll do, we’ll fix it later with an upgrade pack at huge expense”, which is no doubt one of the reasons Mythic went bust.

But enough of the past, Reichbusters: Reloaded is now the fun, frantic, silly, Nazi-bashin’ and alien-shootin’ game I always wanted it to be, and all those many hours of miniature painting were not in vain. Thanks Monolith!

Two Men and a RIng – Peter and Will Play the Board Game Classic, War of the Ring!

15. April 2026 um 01:58

One does not simply walk into Mordor.

Peter and Will are back with their most famous style of battle report – a War of the Ring one! Beer, laughs and banter ensue.

One day, when the Esoteric Order of Gamers finally comes to its natural end and all about it and concerning it is forgotten, one thing may be remembered – the battle report videos documenting games of War of the Ring between myself and my old gaming buddy, Will. It‘s been quite a while since I’ve had the opportunity to film one, but the day has finally arrived! So grab yourself your beverage of choice, get comfortable someplace where you won’t be interrupted by any non-gamer who just might not understand, relax, and enjoy this hugely fun new session of my favourite board game, War of the Ring!

Making high quality tabletop gaming content at the EOG takes time and money. Please consider becoming a Patreon supporter or making a donation so I can continue this work! Thankyou!

The Texas Chainsaw Massacre: Slaughterhouse v1

21. Januar 2026 um 02:31

That’s the last goddamn hitchhiker I ever pick up.

Escape the farmhouse with your The Texas Chainsaw Massacre: Slaughterhouse rules summary!

Despite being a huge aficionado of horror cinema, I got around very late to watching The Texas Chainsaw Massacre – too late really, as unfortunately the transgressive, dangerous aura it had when I was young had long rubbed off by that time. This can happen as I finally get around to watching a few films that were once deemed ‘video nasties’, long past the cultural zeitgeist they were born in.

A lot of people would consider it their favourite horror film however, though my taste runs to the fantastical rather than slashers. Be that as it may, this board game version by the sadly defunct Prospero Hall studio could become a tabletop favourite. It’s a tight, lean, enjoyable horror romp in the old Sawyer house that nails its theme and provides lots of (nervous) laughs and tension alike.

One player plays the unhinged Sawyer family, the others the ‘trespassers’ – the clueless young people who stumble across the house and quickly learn the error of their ways. Most actions as a trespasser carry the risk of generating noise tokens that you may have to hand over to the Sawyer player as fear tokens, who can use them to power their actions. Not an original mechanic – The World of SMOG does something similar – but it works perfectly here.

The Sawyer player starts with just one character, but as the panic meter (a big cardboard chainsaw) increases, more characters emerge, culminating in the appearance of good ol’ Leatherface himself. At which point the trespassers are really in trouble. And while the trespassers can quite easily be killed (a clever system of drawing 4 different injury cards), attacking the Sawyers only reduces their number of actions. Everything reinforces the cat-and-mouse feel of the gameplay, as the trespassers uncover horror tokens throughout the house and can briefly hide in rooms for a brief respite from pursuit. The basic rules system is enhanced by several scenarios with different goals, plus a very simple legacy system that adds item cards left behind by previously killed trespassers to the common item card pool.

Unusually, there are no win conditions as such – the goal is simply to survive, which is thematic and all, but raises questions if one player is playing 2 trespassers, and 1 escapes – is that a win, or do you keep playing? One of the game designers told me players can come up with their own ideas about success, and that the goal was to make a game that felt like a horror movie. Which is fine, though this is still a game … anyway, it’s a small issue. There are also some omissions in the rulebook, but all that is fixed in my summary.

Overwhelmingly however, this is a huge success and a fitting swan song for the creative people at Prospero Hall, all of whom, I hope, are still gainfully employed in making more games that blend theme and gameplay with such success.

City of the Great Machine v1

12. Januar 2026 um 22:19

I can remake you, just as I was remade.

Control the city with your City of the Great Machine rules & reference!

This game was brought to my attention by a great review on Charlie Theel’s Player Elimination website, and as usual, Charlie didn’t steer me wrong (well, there was that Fate of the Fellowship review, but there’s always an exception to the rule). City of the Great Machine is one of those rare games I like so much in which mechanics and theme are inextricably intertwined.

It’s a one-vs-many struggle set in a steampunk city dominated by a mechanical overlord – sort of George Orwell meets H. G. Wells. Players are Revolutionaries trying to inspire citizens to riot against oppression; the Great Machine has time on its side and a legion of automata to quell the dissent.

City of the Great Machine blends hidden movement, resource management, and asymmetric gameplay in a wonderfully thematic package – and it can also be played solo or co-operatively. It’s a stunning production with an excellent artwork, a well-written rulebook and comprehensive support material, and some very nice miniatures as a bonus. I enjoyed this at 2 players, but I’m very much looking forward to to playing this at a higher player count so players can scheme amongst themselves in the presence of the Great Machine (the rulebook expressly tells you to refer to players as Revolutionaries or the Great Machine, in one of many thematic touches). And, dare I say it, its theme of revolution against autocratic technology is more relevant than the glossy layer of steampunk initially leads you to believe.

There’s a wealth of strategic material in the rulebooks, but this summary distills the rules into an easily digestible few sheets. And of course, it’s available on my app, Tabletop Codex!

Dune v2

18. September 2025 um 23:54

Here I am, here I remain.

Explore all the factions with your Dune v2 rules & reference!

I don’t usually draw attention to incremental updates once I’ve launched a rules & reference (though there’s a section down below on the home page that calls new ones out, if you’re interested), but this update to my sheets for the Gale Force Nine version of Dune is a biggy, adding all the variants and faction expansions to the core rules. Enjoy!

The Lord of the Rings: Fate of the Fellowship v1

16. September 2025 um 06:42

… and I like less than half of you half as well as you deserve.

Keep it secret! Keep it safe! The Lord of the Rings: Fate of the Fellowship rules & reference!

The Pandemic system has spawned quite a few games now, and while I’m not a big fan of co-operative games, I hoped that The Lord of the Rings: Fate of the Fellowship would be different enough to offer a new and, for me, better, experience. And all the elements are here to make a more compelling game – it just seems that co-ops still aren’t for me.

The Lord of the Rings: Fate of the Fellowship boils the books down to a series of objectives you must complete before the final push to drop the Ring into the Crack of Doom. These can be mixed and matched to create scenarios that concentrate on various parts of the tale – for example, the taking of Isengard and the battles in Rohan – or you can just choose a random set of them. Each player controls two characters and must complete 4 actions with one, and 1 action with the other, on each of their turns. Your hand of region cards has icons on them that allow you to pay for some of those actions or get dice re-rolls. At the end of each player’s turn, a number of shadow cards are drawn according to the threat level, and these cards dictate the movement of troops along battle lines on the board as they head inexorably towards the strongholds of the good guys, or move the Eye of Sauron and the Nazgûl around the map. Occasionally, Skies Darken cards will pop up that, among other things, instruct you to shuffle the shadow card discards and put them back on top of the deck, in true Pandemic fashion.

I appreciate that this game is an interesting and very thematic evolution of the Pandemic system, but unfortunately I find the constant maintenance required by that system – moving the troops around the map in little conga lines, shuffling the cards back on top of the deck – pulls me out of the game’s theme. I sometimes found myself in situations where I had nothing I could do with my characters (probably my poor playing, but still…) Crucially, I simply can’t seem to get excited about winning or losing against a game system rather than real-life opponents. And finally, while the included dice tower is a solid, attractive bit of gimmickry, I found the game’s graphic design lacking a unified direction and a little bit amateurish. So in the end, while I can definitely see why this game has been reviewed so well and why so many people will love it, after a couple of plays, I realised it just wasn’t for me and I decided to sell it on to someone who would enjoy it more.

For more detail, check out my video review! And of course, you can find this summary in my amazing rules app, Tabletop Codex.

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