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Iello’s Traditional Games Line Game Review

Concerning Formatting

Before we begin, we should discuss formatting. Meeple Mountain’s house style is to italicize the names of games. Arcs, Catan, Kabuto Sumo: Sakura Slam. This is not contentious. They are, after all, titles of authored works, and deserve the grammatical demarcations befitting their status. When it comes to classic, authorless games such as chess and checkers, there is a schism within the church of Meeple Mountain. Some believe they should be capitalized too, but this has (as evidenced just now by my flagrant disregard for the house style) never sat well with me. Chess has no single author. “Chess” is a name, but it is not a title, and the dominant English convention is to neither italicize nor capitalize it.

The same is true of most traditional games, a number of which will be discussed in the article that follows. Cribbage, oh hell, solitaire, koi-koi, and canasta will come up, but they will only be capitalized if they happen to begin a sentence, and they will only be italicized for the purposes of emphasis. This would not be worth explaining if this article did not also cover French Tarot and scopa.

You see the issue.

“French Tarot” is generally capitalized in English in order to separate the card game (French Tarot) from the deck with which that card…

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Solitaire Video Review: Pacific War 1942 Solitaire Travel Game from Worthington Publishing

Von: Grant
21. März 2026 um 13:00

In early 2024, Worthington Publishing announced a unique 2-pack of games on Kickstarter that were marketed as easy to play travel friendly solitaire games. And you know that I love a good solitaire wargame! And when I heard that these games were small, even portable, then I was even more interested. One of the games covered the Pacific Theater of WWII called Pacific War 1942 Solitaire and the other covers the War of 1812 called (you guessed it) War of 1812 Solitaire. These games are designed by Mike and Grant Wylie and each game has 4 pages of rules, a beautiful mounted board and double sided counters. I played both and really very much enjoyed the experience.

I wrote a fairly in-depth First Impression post and you can read that on the blog at the following link: https://theplayersaid.com/2024/08/20/first-impressions-pacific-war-1942-solitaire-travel-game-from-worthington-publishing/

-Grant

Space Empires 4X (aka Space Imperia) Demo Thoughts

21. März 2026 um 03:27

The computer version of Space Empires 4x (Space Imperia) has a steam demo and I took some time away from Slaying the Spire to try it.

This is a faithful implementation, nothing else. Right now the demo is against a (poor) AI only and with only parts of the tech-tree available but it was good enough for a demo. The full game promises multiplayer support. Given that Space Empires 4x is all about fog of war, feints and the balance of terror, multiplayer support is required (IMO) and a computer implementation would be a Very Good Thing as it would replace all the fumbling for chips and accounting errors.

A good AI would be a “nice to have” bonus feature, but I get it. It’s perfectly reasonable to learn the game. (I would hope that the full game would implement one of the solitaire variants/scenarios, but who knows?)

But what is it with GMT and computer implementations? Look, I get that programs have bugs (I submitted a few bug reports), but there is just a basic level of …. I don’t want to say incompetence, but maybe “I ain’t got time for that” on the developer’s side. (I rarely worked with graphics engines, but I’ve designed plenty of Graphical User Interfaces in my day). From what I saw:

  • I’ve played SE4x multiple times (the last a few years ago) and even then sometimes I couldn’t do anything and would have to try and figure out why. It was usually correct, but the game never said “This vessel can’t explore” or anything useful.
  • No Undo button for a misclick. I get that there are certain points you can’t undo, but there are many you should be able to.
  • Frequently windows pop up over other windows, some buttons are hard to see against the background. (I thought the game had locked up but nope, some clear-bordered modal buttons were lurking.)
  • When firing in combat, sometimes you must click multiple times to select a ship+target before the “fire” button appears.
  • If there’s only one class of target, you still have to select it and fire for each ship instead of just having a “go ahead and just keep on that one class” (maybe just once/round, and then you can have your retreat/screen options).
  • No way to speed up combat, or turn off the “yes, commander” when you select a ship (or the random blather they say when firing, just a few options and they got old very quickly) Yes, I could adjust the volume, but the one time they have some effects they are just annoying.
  • If there was a way to combine stacks (that have the same exact stacks) I didn’t see it. I did see how to split stacks.
  • The board would zoom into combat (fine) and zoom out, but then often back to a weird view. Honestly it feels like whenever they want to try to do something cool, it just makes it more confusing.

Also, because this is a computer game, I hope there are options like “No countermix limit.” The countermix limit existed in the board game because, well, yeah, there are limited counters. Maybe that makes the board game better. Maybe not.

Despite liking the board game, I doubt I will be purchasing the computer game.

Bebop

Bebop is a tile placement game about a jazz music fair. You are ticket sellers trying to book the right seats for customers who enjoy specific performances - piano, brass (trumpets) or percussion (drums). I find the link between theme and mechanism a little weak, but still, it’s nice to see a music fair setting, which is not something you see often. This being a tile

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