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Pluto (Julius Caesar God Cards Ranked, #7)

20. September 2026 um 17:56

We’ve discussed general strategy tips for Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games). One area that deserves closer scrutiny are the God cards. They are enticing, but best used in moderation. Which begs the question: Which of them are almost must-use cards and which the more disappointing of the divine bunch? Thus, I’ll rank them in ascending order, laying out how to use the card best and why I rank it how I rank it. Today, we begin at the seventh and lowest rung of the ladder… quite fittingly, that’s Pluto.

If you want to read more posts like this strategy post – for example, the next six posts on God cards in Julius Caesar – I strongly recommend you subscribe to the blog: All new posts in your inbox right when they go live!

What does the card do?

Pluto allows you to exceed the usual movement limits per road (only if you attack): You can move six blocks on a major road (instead of the usual four), three on a minor road (instead of two) and two across a strait (instead of one).

©Columbia Games.

What would be the best uses?

This card can be useful for a bigger attack than planned – either to bring overwhelming force against a tough enemy stronghold or to force lightly defended straits.

Why is it bad?

In itself, the Pluto card is nothing but a 1 Move/0 Levy card which lets you go first. And the big attacks it promises are mostly a mirage:

Gathering six blocks in Narbo? Might just play the next card openly already. If Caesar’s concentration of forces happened before Pompey got to execute his card, Pompey can still fortify Tarraco with all or most of the blocks from Carthago Nova and new recruits, which means Caesar will get his big battle, but on unfortunate terms, as defenders fire first. Even if Caesar was sneaky and concentrated his forces when he went second, Pompey will be able to reinforce the battle with the Carthago Nova blocks (which will come into play in the second round of battle).

Whenever you gather six blocks for a huge Pluto attack on the next card, you might as well tell your opponent with a megaphone that you hold the card. So, they can either prepare for the attack (usually by recruiting more defenders or moving reinforcements to the threatened area), or cancel it altogether by playing a God card of their own. In any case, you should probably not play Pluto as the last card of a year, because if you win the battle, you are likely to be left with too many blocks for the stacking limit.

Finally, attacking the Hellespont with two blocks against one! …just that Pompey can reinforce his lone block with the adjacent forces.

Forcing a strait with two instead of one blocks runs into the problem that your opponent will likely have more forces nearby: If they defend the Hellespont/Bosphorus they can just reinforce the attacked space with whichever defender they had in the other space. If they defend the Straits of Messina, they can usually pull troops from Syracuse or Neapolis.

Is there a silver lining?

Yes – you can use Pluto when you suspect your opponent will play a God card themselves to cancel that card (as with all God cards). And you can use it if you desperately need to go first on a given turn for one move (for example, to run away with a damaged leader block).

Pompey has taken heavy hits in the previous battle and is now down to one step, vulnerable to either a Vulcan eruption or an attack on Carthago Nova. Pluto blocks the former and allows Pompey to run away from the latter to fight another day.

How do you feel about Pluto? Similarly unenthused as I – or are you a plutophile, a plutomaniac, a plutocrat? What are your best tricks to use the card? Let me know in the comments!

Designer Diary: Rival Seas

20. September 2026 um 16:00

by David Ausloos

The First Spark (No Meeples Were Harmed)

When I started developing Rival Seas, I revived a peculiar little ritual from the making of Dreamscape, one that had somehow become part superstition, part creative compass, and, if I’m honest, part excuse to avoid getting down to "serious" work. One that has helped me kickstart every project since. It's a simple but effective method: build a rough improvised cardboard playground. A small imaginary arena to put pieces on, move them around, and discover what the game wants to become. I've found that this kind of tinkering sparks ideas far more naturally than staring at a notebook. It's a bit like a child playing with toys on the kitchen floor. It creates an intuitive thinking space where mechanics emerge through play rather than analysis. And so, on a bright summer morning I found myself sitting at the table with a board-shape that would later prove to be spectacularly wrong. One thing however was clear from the very beginning: this had to be a maritime game. I've always loved bustling coastal towns, little rural harbors, and the romantic notion of setting sail toward the unknown. Apparently, I also love cutting cardboard at a kitchen table and pretending these unevenly cut pieces represent a functioning economy. That first prototype was rough. So rough it probably needed its own sea-based rescue operation. But somehow it already contained the core DNA of what would later become Rival Seas.


Twinstar Valley, my SPIEL Essen release of the previous year, revealed something I wanted to explore further with Rival Seas. What fascinated me most about Twinstar Valley were its opening turns. You begin with very limited capital, and every coin matters as you struggle to get your company off the ground. Eventually, though, the economy opens up and money starts flowing much more freely. With Rival Seas, I wanted to preserve that specific tension of those early turns until the very end. I wanted every investment to matter, every opportunity to come with a trade-off, and every decision to carry just enough sting to make players hesitate...but never enough to make the game intimidating. By this point, one thing was becoming increasingly clear: Rival Seas was shaping up to be an expert-level game.

The Fine Art of Knowing What You're Building

To keep the economy of the game tight, I wanted players to invest in order to grow, ensuring the cash flow of the player to be challenging to manage. That idea found its way into the design very early through a stockholding system. Buying shares in a container company means committing to it for several turns. You wanted that company to thrive, but just as interestingly, you sometimes wanted it to struggle once your rivals started investing in it as well. Especially when they manage to become CEO of the given company. In many games I've played, stockholding is a source of powerful emotions: the fear of losing control of a company you helped build, or alternatively the fear that other players won't use the company enough to make your investment worthwhile. The stockholding system itself was surprisingly streamlined from the start. Balancing it, however, was another story. In early prototypes, buying shares was too profitable. It created joy-filled moments, ruthless power plays, and enough drama to keep therapists fully booked, but it also overshadowed the game's other pillar: earning money by shipping containers across the sea. The solution turned out to be remarkably simple: reduce the opportunities to buy shares. Suddenly, every share purchase became a weighty commitment rather than an obvious move. The stock market remained exciting, but no longer dominated the game. It transformed into a constant source of tension that lived alongside, rather than above, the shipping economy.


The biggest design challenge, however, was finding a unique action-selection system that felt so organic that players barely noticed how much machinery was ticking beneath the surface. In the end, it took three complete redesigns before it became what I had envisioned. The first version used a rondel. Players moved their markers around it to produce containers and carefully timed their actions, trying to be in the right place when the next opportunity presented itself. It worked but it felt a little scripted. The second iteration replaced the rondel with an action-slot system. Players selected actions from different slots, with less powerful actions offering small bonuses and better intitiative to act, compensating for their lower impact. It was a more flexible design and created interesting trade-offs. But once again, I felt something was missing. I wanted players to have genuine freedom: an open playground where they could adapt, improvise, and outsmart opponents. A place where the game doesn't hand you a script, but throws you into a constantly shifting situation and asks: "So... what are you going to do now?" For that to be possible, the system needed a more organic core. A system not unlike that first cardboad playground I build in the early stages of development to play around with.


The Prototype Finally Stopped Fighting Back

The breakthrough came during a playtest at a local game club, with two critical testers sitting across the table from me, sharpening their feedback like they got paid per emotional scar. We call them "Bruno" and "Jean-Pierre" out of self-preservation. They're the kind of playtesters who will sigh dramatically halfway through a session, get up in dead silence, walk into the crowded hallway, and explain their existential crisis with your game to complete strangers. If your prototype survives them, it can probably survive publication. Your ego, on the other hand, may require a few more playtests. After yet another revised version, Bruno finally uttered the words a designer wants to hear: "It plays well." A brief unsettling silence followed. "...but..." There are few words in game design more terrifying than a compliment followed by "but you could also make it..." Fortunately, I'd had one of those rare flashes of foresight and started recording the conversation that followed on my iPhone. Two hours later, I had a complete philosophical dissection of Rival Seas safely stored in a single massive audio recording. Looking back, it was the most valuable two-hour therapy session I never knew I needed.

Night after night, before going to bed, I replayed Bruno and Jean-Pierre's conversation, hoping my subconscious would do some heavy lifting while I slept. Apparently, my brain was happy to take over the design work, as long as I stopped bothering it during office hours. One morning at the breakfast table, it finally delivered: I noted down a timetrack system that would change Rival Seas forever. The old system worked, but it felt procedural, like the game was quietly filling in paperwork. The timetrack opened up everything. Turns suddenly flowed naturally, downtime nearly vanished, and players finally had the freedom to perform well-timed actions as a reaction to others. Because every action now came with a specific cost. Moving further on the track might offer you the perfect opportunity to act, but it also means handing the initiative to your rivals for the next operations in the shared playfield. Buying another share might be tempting, but if it pushes you too far ahead, your opponents might get several actions before you can react. The timetrack became the backbone of Rival Seas: a living puzzle where every action reshapes the next.


Another key mechanic that slowly revealed its true purpose during development was the Demand system, a deceptively simple idea that would become one of Rival Seas’ defining features. I wanted the market to feel alive: a constantly shifting network of needs driven by what coastal towns actually received. Once a demanded good was delivered, that town's demand should change. This evolved into a rotating queue system of demand markers. After a delivery, the matching demand marker is removed from the town and placed at the back of a queue of demand markers, while the entire line shifts forward. The first marker in the queue then replaces the old demand at the coastal town. The result is a dynamic system that keeps these coastal towns in constant motion. It also adds another layer of importance to initiative on the time track. Getting to act first can mean placing a valuable demand in exactly the right location...turning a small timing advantage into a major opportunity. Sometimes, in Rival Seas, the difference between a good move and a great move comes down to reading the currents of the market. Positioning yourself for future demand is not about luck...it is about making the right decisions before the opportunity even exists.
Shares and dares...

Also crucial in the gameplay is the connection between shares and route building. Once you own shares in a container company, you can use an action to place "Navigation Points" on sea spaces, creating shipping routes for vessels to travel between harbors. When points connect two harbors, ships can sail the route. But, naturally, there is a catch. Every time you use a Navigation Point, you pay a credit from your personal capital directly into the treasury of the company that owns that point. And here comes the delicious twist: for every share you own in that company, you can use one of its Navigation Points for free. This creates a tricky balancing act. Investing in companies gives you access to valuable infrastructure, but using your rivals' networks too often is basically handing them money and politely asking them to become richer. Meanwhile, using routes owned by companies you invested in makes those companies more profitable, allowing you to reclaim part of that wealth through dividends payed out to you at the end of each round. In other words: sometimes you're building your own shipping empire. Sometimes you're accidentally funding your opponent's yacht collection. Finding that perfect balance between cooperation, exploitation, and "wait... why am I making my rival richer?" became one of the core tensions of Rival Seas. Holding the majority of shares in a company makes you the CEO, giving you a small but powerful amount of control. Most importantly, during the payout phase: you decide how many dividends are paid to shareholders from the treasury. But be careful...if the treasury can't cover at least 1 credit per share, the company's stock value drops. And trust me, these treasuries are often painfully tight. Keeping your investments healthy requires careful planning, perfect timing, and constantly watching what your opponents are trying to pull off. Because nothing hurts quite like seeing your carefully nurtured company run out of money thanks to someone else's "perfectly reasonable" decision.

This layered approach to money management is, for me, what makes Rival Seas such a challenging economic system. Every dollar has a purpose, but knowing where to put it, and when, is where the real game begins. You are not just trying to keep your own shipping company afloat by delivering containers that are currently in demand, chasing the highest values on the ever-changing market, and planning profitable routes. You also need the container companies you've invested in to succeed, because their treasuries are what fuel your dividend income. And your rivals know this. They will happily disrupt your plans by timing their actions perfectly, making that crucial delivery just before you are ready to cash in. Since everything in the game is open information, you can't rely on surprises...You have to plan ahead, read your opponents, and leave a little room for someone else’s carefully planned sabotage. It would be rude to assume they haven’t planned anything. In Rival Seas, your biggest threat might not be a collapsing market. It might be that innocent looking player sitting across the table, smiling politely while silently dismantling parts of your unprepared business plan.


Writing this, I realise I have only scratched the surface of what Rival Seas has to offer. It is a game that creates new dramatic situations with every play, because a single decision made by a player changes the landscape for everyone else. I have played it more than 100 times across all its mutations, and even now I still discover new approaches to play. But more than anything, Rival Seas feels alive. It is not just a collection of gears clicking together. Those systems are there, of course, but they exist to amplify the choices players make. Every playthrough spins a new story, complete with different challenges, different opportunities, and at least one decision you'll defend long after it has obviously ruined everything.


The Gentle Art of Calling It Done
Looking back, the journey of Rival Seas stands out as one of the most formative chapters of my humble life as a game designer. And, judging by the number of times I rebuilt the game, possibly one of the most expensive forms of therapy too. I learned the importance of stubornly returning to a core idea again and again, even when that means tearing everything down and starting over from scratch. A game is not finished simply because it works well. That is only the beginning. For a game to truly blossom, it needs to feel alive. I discovered how much I value player interaction, and how it keeps a game from devolving into an exercise in mathematical optimalization. The systems you create are only the stage. It is the players, and the way they interact within that shared space, that create the tension, emotions and unexpected moments, that shape a session.

And now, the final stretch towards SPIEL Essen has begun...that wonderfully chaotic beast where more than 1,700 new games fight for attention, shelf space, and the last remaining scraps of human concentration. Among all that marketing noise, Rival Seas will have to find its place. The words "battle" and "uphill" immediately come to mind, not necessarily in that order. Still, despite our modest booth, one thought keeps me calm: Rival Seas is the game I wanted to make: a compact playing time, a short ruleset, yet filled with difficult choices and intense interaction. So, if you’re at SPIEL Essen this year, come and say hi at Booth 2D130. I’d love to see you, show you Rival Seas, and perhaps convince you that container shipping is far more exciting than it has any right to be. If you take the time to sit down at the gaming table, you will discover an intense experience packed into a surprisingly compact box. A box that looks completely innocent...until two hours later careful planning has turned into cold panic, small-time endaveours have developed into grand shipping empires, and someone realizes the absurdly daring move they laughed at earlier was apparently genius. And honestly? That thought makes me disproportionately happy.

Inside The Cozy Bundle – Fiammingo Games, Strawberries, Forests, and Happiness

Fresh, juicy strawberries. Busy nature-loving cottage-witches. Ginger cats on rustic roofs. If any or all of these things (they could be a few of your favourite things) made you go 'ooo', then this September you're in luck, my friend. Fiammingo Games, a small Italian publisher, has taken note of the burgeoning market in cozy games and is heading to Kickstarter with something they're calling The Cozy Bundle. It's not one game, but three, launched together under a single banner. That's a whole lot o' cozy. It is, in fact, a "plump cushions and knitted throw and pet on your lap and steaming cup of tea" amount of cozy.

It's also a bold move. Most publishers save their big swings for one campaign at a time. What we have here is not a trio of vaguely-linked mini-games, but three fully developed board games with a shared aura. You’d expect them to be separate releases. Fiammingo is betting that they can convince you otherwise: that a witch's forest, a strawberry festival, and a cottage full of good intentions are stronger as a trio than as three separate entities. I sat down with the designers and artists behind all three to find out why, and to ask what "cozy gaming" actually means…

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Haunted Lands Game Review

There’s a lot of things I want to like about Haunted Lands. I like the premise, where you’re adventurers/exorcists trying to help your little city expand out into the countryside by sending ghosts to the great beyond. There’s some mechanical flourishes that are genuinely interesting. Unfortunately, the game itself does not really rise above a rote resource-collection exercise.

It’s important to gather wood when exorcising

Haunted Lands is an action point game, where instead of getting a pool of action points, you have discs that correspond to different actions that you use to do various things in a sequence of your choosing. For example, you move, then gather, then build a building, move again, and finally, help a ghost.

You’re doing all this because helping the ghosts (which requires the right number of action tokens depending on how far the game has advanced), harvesting, and building buildings all give you resources, which you use to build more buildings, or sell said resources to buy upgrades. Building buildings and paying for upgrades gets you points, and in the late stages of the game, helping ghosts gives you points too.

The game forms a fairly simplistic loop. You move, making sure…

The post Haunted Lands Game Review appeared first on Meeple Mountain.

Unboxing Video: Battles of the American Revolution Tri-Pack II: Monmouth, Germantown and Newtown from GMT Games

Von: Grant
20. September 2026 um 14:00

Battles of the American Revolution Tri-Pack II: Monmouth, Germantown and Newtown is the second compilation of earlier releases from GMT Games’ Battles of the American Revolution Series. These are tactical level battles at the regimental level with a map scale of approximately 200 yd/hex.

Additions to the original releases include:

  • maps are hard-mounted
  • packaged in a GMT “deep box”, which is a 3″ box
  • rules and player aids printed in color
  • all replacement counters that have been issued since the games’ original releases
  • a new one page matrix-style play aid to assist the First Nations player in Newtown
  • Joel Toppen’s Solitaire Tactics Card play aid
  • a significantly upgraded Germantown rulebook addressing errata and ambiguities

-Grant

Mark Jackson – Thunder Road: Ignition Review

20. September 2026 um 13:00
Cue the game description, thanks to the Restoration Games website: “Like its bigger sibling, Thunder Road: Vendetta – in Thunder Road: Ignition your crew is racing through the wastelands – get your cars across the finish line first to win. … Continue reading

Malaysia Design & Play Game Design Competition 2026 Results

The results of the Design & Play Game Design Competition 2026 have been announced on Malaysia Day, 16 Sep 2026. Congratulations to Muhammad Aiman Haqiemi Mohd Shaipul (Jalan Jem), Anas Maghfur (Unlawful) and Andrew Tan Kui An (Malaysia's Last Tigers). I am one of the six judges for the competition. We had our judging day on 12 Sep 2026 at Lalaport. It was one full

Designer's Diary: Wireless

19. September 2026 um 16:00

by Marco Canetta

A long time ago in a galaxy on a beach far, far away....

Actually, the beach was in Tuscany, not that far from our home, at least. It was 2010 - long enough ago that many details have faded from memory.

Stefania(Niccolini) and I had recently published African Park; we were working on The Doge Ship and Rhein River Trade; and, above all, we were brimming with enthusiasm, which had spread to the whole family. It all started when our son, during that year’s summer vacation, said to me, “Papino (more or less “Daddy” in English), why don’t you make a game about your job?”

At the time, I was working as a consultant for major mobile phone operators: base radio stations, antennas transmission patterns and gains, dBi and dBd, and electromagnetic fields were my daily bread. The idea of creating a network, with constraints on power, antenna orientation, and interference with other networks, was quite appealing. That day, instead of building sandcastles, Stefania, our son, and I started drawing hexagons on the beach (hexagons were used at that time for representing mobile phone network over maps – perfectly fitting also for a game).

It didn't take long to come up with some initial drafts: a map on which to create the network and various radiation patterns. The patterns consisted of 1, 2, or 3 cubes placed on hexagons, representing the signal intensity, which, when moving away from the antenna, naturally decreased.

The first draft was purely economic: I spend money to build the network, and I earn money based on the locations reached by my signal. An interesting optimization, but not an easy one.

Between 2010 and 2012, while we were completing our other ongoing projects, we continued to develop these ideas. To create a variety of strategies, cards like these have been introduced.

And the map looked like this.

Some “workers” were moving around on the map, identifying the locations (i.e., the hexagons) where the base radio station would be installed and from which it would then spread the signal.

It's Not Time To Make a Change…

Putting aside a prototype for a while might help you see it in a new light and spot its flaws and its potential areas for improvement. The long break due to the development of ZhanGuo allowed us to return to the game later with fresh ideas.

To offer more variety, the map became modular, with modules like this one.

(Personal note: the modularity is always great. However, cutting hexagons is somehow annoying).

In addition to the cards, which still were driving the actions in the game, patents had also been introduced, providing permanent improvements to actions.


In short, all the elements were in place, but another long break was looming on the horizon…

Video Railroad Killed the Radio Star (?)

Working on Railroad Revolution - a game that had something to do with building a network - brought the project to a halt once again. The subsequent expansion of Railroad Revolution, Railroad Evolution and other projects that had taken shape in the meantime left the Wireless prototype gathering dust on a shelf.

There was a bit of a scare with the release of Smartphone Inc., a great game that - fortunately - had a different game flow and, in some ways, a different theme. All in all, that game was not “interfering” with our project. The real interfering factor was the time. We were aware that the rapid evolution of the board gaming world would render the prototype outdated and that, if ever revived after years, the project would require complete rework.

A New Hope

Winter 2023. A quiet period. COVID has been left behind, the development of Zhanguo: The First Empire was at the end, the prototype of Kingdom Crossing was already satisfying: a good time for new ideas. Personally, I’ve always been fascinated by the colorful cards of Ticket to Ride, and I was wondering what a game might be like that used colorful cards for more complex actions (sorry, we often tend toward complexity…).

Ok, but what should I do in this game? Certainly not a railroad network, I thought.

Why not revisit some concepts from Wireless, in a totally new form and with a totally new gameplay? And in a short time, here come some dual-purpose cards…


...and a fairly detailed playerboard with a summary of the available actions.


The basic idea was: if I play several cards, I have access to stronger actions.

(Fun fact: The playerboard in the example belongs to the yellow player and features an image of Nikola Tesla. By pure coincidence, since this version of the game never left our house, the final version designed by Harald Lieske also features the same combination Tesla + yellow).

The “network” would be created by placing tokens on a modular map like this one. The number on the hexagon represented the difficulties in installing a base station there.


Rather than introducing different types of resources (both abstract and concrete, such as knowledge and experience, physicals antennas, supports and infrastructures for antennas, electrical and electronic equipment, energy, technicians, and collaborators…), we decided to condense everything into simple cards, which could eventually be combined with money.

As far as I recall, we played only a very few turns of that prototype. The generic map wasn’t helpful (too generic) and didn’t provide any direction.
We soon put together a map focused primarily on the locations (i.e. Europe and U.S.) where Marconi, Tesla, and other scientists began their research and experiments.


(I admit, we created the map by borrowing map fragments from a game I like a lot).


And the cards evolved accordingly…


I Still Haven’t Found What I’m Looking For

However, there was something about the card mechanics that didn’t quite convince us. Or, at the very least, that didn’t quite satisfy us.

The idea came to us while playing around with some $ tiles from Railroad Revolution.


What would happen if the coloured cards became simple coloured tiles, maybe in the same size of the banknote above, and if having more or fewer of them affected the cost of the action? And what if I compensated for the missing tiles with $? And, to prevent the game engine from “exploding,” how would it feel if every action taken weakened the next one? And finally, what would the game be like if I could use money as a wild card or as a filler to make up for any shortcomings?

The answers ended up on an oversized game board like this one.


Finally, the game was heading in the direction we wanted. In short, in addition to the action tiles (which temporarily had flags on the back)…


… other tiles were added that simply “filled” the spaces - the Tycoons.


The development of the playerboard and the map was quite complex and went through numerous versions, released between 2023 and 2024, again with (albeit useful) breaks related to the completion of Kingdom Crossing.

The signal tokens had also found their place and their role on the playerboard.


Finally, the Personal targets had arrived as well - especially useful in the early games (when in doubt, I’ll just grab the flags…).


All the pieces were now in place…

SPIEL Essen 2024

A game with this complexity and these dimensions certainly isn’t right for every publisher. And time at the trade show is limited. So, we had to choose our meetings carefully. By chance, Bier Pioniere caught our attention and therefore we wrote to Spielefaible. We had a cordial meeting, during which we found many points on which we were in complete agreement. And a few months later, our journey together began.

And with Spielefaible came the final major revolution: turning hexagons into rectangles meant redesigning almost the entire game. Transmission patterns, patents, objectives… A lot of game parts were affected by this change. But this change was a bold finishing touch.
We went from this:


… to this:



SPIEL Essen 2026

SPIEL Essen 2026 will be the final destination of this long journey I tried to resume here. And, even if I often used the term “I” throughout this diary, this has been a journey we took together, not only with Stefania, but also with our daughter and our son, who are not only our main playtesters but also precious help. For example, in contrast with our prototypes, rather essential, we had a nice cover image made by our daughter.


Now, all we have to do is wait a little longer to finally see the game on a (XL) table. Our son and our daughter, who are grown up now, will obviously be in Essen too.

“Papino, why don't you make a game about your job?”
Done!

Your Friend Doesn’t Need to Become a Gamer Tonight

There is a dangerous moment in every board gamer's life when a non-gaming friend says, “Sure, I'll try one.” Remain calm. Do not make any sudden movements. And, most importantly, do not immediately disappear into the basement and return carrying a box large enough to contain a microwave.

We have been waiting for this moment. That's the problem. When you love tabletop games, introducing someone to the hobby can feel like being handed five minutes to explain your favorite band, restaurant, television series, vacation destination, and minor religion simultaneously. You want them to understand why this thing matters. You want them to experience the clever mechanisms, impossible decisions, ridiculous betrayals, dramatic reversals, and that beautiful moment three hours into a game when everyone suddenly realizes Dave has been quietly collecting sheep for reasons nobody fully understands. So we get excited. And excitement makes us terrible ambassadors. Or, at least, obviously biased ambassadors to the point of destroying our credibility.

We start explaining. “This one's actually pretty simple.” This sentence is usually followed by eighteen minutes of rules. “You have workers, except they're technically druids, and you're placing them on action spaces to collect resources so you can fulfill contracts, although they're called prophecies, and the purple resource isn't actually a…

The post Your Friend Doesn’t Need to Become a Gamer Tonight appeared first on Meeple Mountain.

Unboxing Video: Europe at War 1940 Solitaire from Worthington Publishing

Von: Grant
19. September 2026 um 14:00

Europe at War 1940: Solitaire, the sister wargame to Pacific War 1942, places the player in the role of the Axis high command during the first 18 months of World War II and focuses on the European Theater of World War II.

The game introduces some new concepts important to the war in Europe. Each side has a limited number of tank units to add strength to some front armies. The axis has a paratrooper unit that can help with hazardous operations. Choosing when and where to place them can be a major decision. Also control of air spaces on fronts becomes an important factor. And, ports on sea zones are affected by sea zone control. Crossing bodies of waters on a front is a major effort.

As the axis do you try to take London before turning east against the Russians? Should you help out the Italians in the Balkans? Or do you turn your tanks loose in the deserts of North Africa?

-Grant

Go Big (Saturday Review)

19. September 2026 um 12:43

Three 7s have just landed on the table, worth a potential 21 points - if they survive, that is. Their owner already looks like the victory is in the bag. Yet, they're a bit too sure of themselves. Of course, somebody plays three 6s and wipes their 7s off the table and their smile off their face. Yet, the 6s are also short-lived and replaced by a triple 5. So it continues until someone lands a safe triple 1. Suddenly, everyone's supposedly enormous scores have vanished. Yet, three 1s are only 3 points. That wasn't enough. It was time to Go Big by Antony Proietti from Sinister Fish Games with art by Archie Edwards.

The post Go Big (Saturday Review) appeared first on Tabletop Games Blog.

Azure

  This is a game I have been keen to write about since I played it. In recent months, my to-do list of blog posts to write has been hovering around 15 to 20 items long. I generally write in a first-in-first-out manner, but sometimes some blog posts cut queue, for example when I write about exhibitions I attend. I have heard a little about Azure, and I thought it was just

Star Wars Deck Building Game Rebels & Empire Reinforcements Expansion

18. September 2026 um 15:39

This expansion is a great addition to the Game. This expansion adds so much to the play including a campaign mode, mission cards, reinforcements as well as adding new base cards to expand your gaming experience even more.

First up is the new mission system.  Unlike with the original game where there was a shared Galaxy Row, now there missions to complete that allow you to claim the relevant reinfroceent card and add it directly to the top of your deck.  This means you can plan around unlocking units rather than hoping for a lucky galaxy row flip.

The new Campaign Mode means that rather than just playing one game  you play five games back to back to work out the winner.  Each of the 5 parts repesent a major phase of the galactic conflict. You complete missions in each game.  Then between games you can use points from the previous mission to buy as many of the new starter cards as you can afford to replace the old ones with so that you always have 10 starter cards in play.


This adds so much to the Game and I hope that you enjoy it as much as I did.  You can order it at: https://www.bgextras.co.uk/products/star-wars-the-deck-building-game-rebel-and-empire-reinforcements-expansion

The post Star Wars Deck Building Game Rebels & Empire Reinforcements Expansion first appeared on Board Game Extras.

Amoebunnies Game Review

I don’t remember where I first heard about Amoebunnies, a self-published game from a designer who’s not made anything else, but I’m so glad I did. This game was attractive to me for a couple reasons: it was cute, and I needed more cute games to play with my bunny-loving seven-year-old daughter. But the thing that intrigued me most was seeing it described as “Root lite”. Was there really a game I could play with my kids that would introduce them to the world of asymmetric play that would also be fun for adults?

The story

The amoebunnies have fallen from the sky and are doing different tasks on the earth. Each player begins with the same resources, but the movement rules, special abilities, and winning conditions are different for each character. The characters also have different difficulty ratings, which means you can give the easier characters to newer or younger players, and the more experienced gamers can pick a more complex character. There are movement cards, which tell you where to place characters and other bits and bobs (depending on which characters are involved), and the coveted jellies, which are like a wild card but are rare and difficult to get. The game is a race to finish your special task.

The post Amoebunnies Game Review appeared first on Meeple Mountain.

Quick Peaks – Fuji Flush, Terra Eterna, Bring Your Own Book, Beach Bandits, Stuglandet

Fuji Flush - Thomas Wells

Fuji Flush is a good time. It’s like super Uno that doesn’t fall into an infinite loop, especially at higher player counts. Basically, you play a card from your hand, and if the turn comes around to you again, and someone hasn’t “flushed” your card, you discard it. Get rid of your hand to win. Flushing is playing a higher card, but if someone plays the same card, your values are added together and you enter a sort of partnership where all same-card values are tougher to flush. 

Mainly, it’s an excuse to say flush a lot, but it’s a hoot with a larger count, and is really easy to table and play at the end of a night. 

Ease of entry?
★★★★★ - No sweat
Would I play it again?
★★★★★ - Will definitely play it again

Read more articles from Thomas Wells

Terra Eterna - Kevin Brantley

We at Meeple Mountain always enjoy the chance to cover self-published titles, as they often don’t get the opportunity to be showcased to a larger audience. Terra Eterna is one of those titles, a semi-cooperative RPG focused on exploration and character building.

Unfortunately, the game…

The post Quick Peaks – Fuji Flush, Terra Eterna, Bring Your Own Book, Beach Bandits, Stuglandet appeared first on Meeple Mountain.

Carcassonne Labyrinth Review

18. September 2026 um 14:54
Carcassonne LabyrinthI enjoy mashups in music, pop culture, and games, so I was very excited to hear about a game that has 30 expansions (small and large), which is almost enough to make CMON say “whoa, calm down,” crossing over with one of my favorite ’80s movies: Labyrinth. I can’t wait to see how Jennifer Connelly […]

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