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Ichor Game Review

I went on a bit of a journey as I considered the place of Ichor in designer Reiner Knizia’s oeuvre. My first thought, the one that came to me instinctively, was “Knizia doing an abstract game? Interesting.” My operating definition of an abstract game is relatively narrow. Rather than considering any game that does not have an explicitly implied—I’m not sure “explicitly implied” is possible, but I’ve said it, so here we are—story or setting “abstract,” I only refer to games in the wide family of things like chess, mancala, or Santorini as “abstract.” For my personal heuristic, there seems to have to be determinism, movement of pieces, and some heavy spatial reasoning.

My second thought was, “What a stupid thought. If anything, it’s surprising he hasn’t done more of them.” Knizia’s games are nearly always abstract, or at least abstracted. We could get lost in the weeds of “All board games are abstracted,” but I’m not interested. Application denied. Some games strive for a relatively representational approach to their setting. Terraforming Mars has you accrue resources to develop technology and build settlements on Mars. Other games don’t. Lost Cities is about playing cards in increasing order. It is also somehow about archaeological expeditions.

A red cloth board, divided into a 6 x…</p>
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Iliad Game Review

Boy, what a game.

You’d think straightforward tile-layers would be tapped out by now, after thirty or forty years of design, but then you sit down and play something like Iliad, which feels as fresh as the day Carcassonne was born. It manages to be fresh and exciting while comfortable and familiar. That’s a hard combination to pull off.

Each player starts with an identical deck of tiles, which vary in value from [input needed] to 5. You take turns choosing a tile from your hand of two and placing it on any contiguous space in your color on the 5 x 5 checkerboard playmat. Whenever a row or column is filled up, the values of each player’s tiles are added together, and the winner chooses from one of the two bonus tiles that sit on either edge of the relevant region. The other player takes whatever is left. The game ends the moment both players have played all of their tiles.

A selection of square titles in red and blue on a cloth mat. Each tile includes an illustration of a Bronze-age soldier and a number.

That, believe it or not, is that, as far as the broad strokes are concerned. With just a little more information, you’re ready…

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