Normale Ansicht

Vibin’

05. März 2026 um 02:03

my king

Ah, solipsism. It’s always appreciated when a board game demonstrates that we exist in shocking isolation, our comprehension of the universe siloed from every other human being, loved ones and enemies alike, by an unspannable gulf. Usually it’s Dixit or Mysterium that performs the winnowing, but there are no shortage of titles for transforming everyday people into miniature versions of René Descartes.

But then there’s The Vibe. Crafted by Jacob Jaskov nearly a full decade after he exploded onto the scene with Fog of Love, The Vibe is… how shall I put this… it contains some really great public-domain artwork. Joseph Ducreux, history’s finest self-portraitist, was a wonderful choice for the cover.

I considered trying to squeeze Ducreux into every image, but the gimmick fell flat rather quickly. A commentary on the game itself? Perhaps.

Which descriptor matches this sequence of images?

Really, I cannot applaud the art enough. The Vibe’s sixty-plus cards tour a virtual gallery, covering such works as Jacobus Doyer’s “Jan Van Speijk Debating Whether to Set Fire to the Gunpowder,” Eastman Johnson’s “The Pets,” and Unknown’s “Lover’s Eyes.” Actually, I think Unknown may be over-represented in this set. Give everyone else a chance, Unknown! Point is, opening the box presents the greatest hits from the postcard stands of a dozen art museum gift shops, drawing breathless exclamations of “Ooh, I think I remember this one!” from everyone at the table who took A.P. Art History twenty years ago.

On the back of each card, the art is titled, attributed, dated, and located in its modern museum or collection. There’s even a little barcode that promises to share more info, although at the time of writing they all lead to a generic page announcing that further details are forthcoming. Still, it’s a lovely collection. Poring over each image is a delight, and as a bonus it probably beats out any tourist shop in the world at per-postcard price. The last time I visited the Louvre, each one cost over a euro. What are the odds they’ve gotten cheaper?

But then I have to play the dang thing.

this is a board game picture about a picture about a board game

I’ve spent more time looking at the pictures than playing the game.

Picture this. In addition to the image title and author name and all that, the back of each card reveals a concept. Justice, perhaps. Loss. Passion. Surprise. On the table, you array five images, plus five more cards face-down to reveal a smattering of those concepts. Rebellion. Constipation. Transformation. Now somebody selects one of those ideas — in secret, mind you, in their brains, not aloud — and arranges the images in the order of how much they embody that idea. Left to right for all to see, from most to least. Grief. Relief. Justice. Oops, we’ve done that one. Shuffle it back into the deck. Betrayal. That’s better.

Now everybody else hems and haws and theorizes. Maybe Katsushika Hokusai’s “The Ghost of Kohada Koheiji” symbolizes anger? I mean, of course it does, but I mean right now, here, according to the five concepts on the table. But then we glance at the next image and it’s Brueghel’s “The Children of Planet Mercury.” Not very anger-y, y’know? Unless, perhaps, the arranger is struggling with their childhood faith, so any scene with a rooster-drawn chariots has certain connotations. Anger, then? Or maybe wisdom? The wisdom of the dead, the wisdom of rooster-drawn chariot-riders? Hmm. Humm.

It’s fine. Nothing incroyable, to pretend I know French. Too often it’s painfully obvious what the arranger intended to say; the rest of the time, it’s hopelessly obscure. Dixit was competitive, which ensured there were penalties for either extreme, the vague or the obvious. Mysterium was cooperative but muddied by the contrast between abstract images and concrete player actions. Here, the play is too straightforward to muster the necessary ambiguity.

Sure, there’s some of the usual apprehension that arises whenever we try to draw a box around things, to neatly cluster disparate ideas and images under shared headings. Is One Battle After Another just a social justice Star Wars? Is The Force Awakens just A New Hope for those who’ve misplaced their childlike sense of wonder? Is Star Wars just Vietnam? Are we just the Empire? Yes. I think so. Yes. I think I’m having more fun being discursive than actually talking about The Vibe. What I’m really trying to say is that the game wants to say something profound, only it doesn’t. It mostly prompts the occasional chuckle because somebody didn’t notice a detail when they examined the paintings.

There he is! My man.

The cross-four version is significantly more interesting.

There are sparks of brilliance in this game. Especially in the advanced mode. This sees the arranger making two rankings instead of just one, this time exhibited in cruciform. Now two of those five concepts are superimposed over the images, one of them situated so that it fulfills both criteria, but only as the middle spot in both rankings. This gives the enterprise a greater density, allowing for wider interpretations and broader misunderstandings. It isn’t enough to remake the game into something smarter, more like the artists it admires than the observers who flock to see their work, but it does nudge it a little closer to becoming an engaging plaything.

Sadly, The Vibe isn’t going to redefine the party game as we know it. I wish it would. I wish it had revolution in its bones. That way, we’d be guaranteed another few boxes of sixty postcards adorned with perfect examples of human creation. Instead, The Vibes is one of the finest packs of postcards ever assembled — and a weak imitation of better titles about the wiggly nature of perception and interpretation.

 

A complimentary copy of The Vibe was provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

The Old King’s Annulment

03. März 2026 um 20:10

Want to dump your bride but don't want to ask the Pope? Annulet!

No need to bury the lede: as of this morning, The Old King’s Crown is now in funding for its second printing. If you haven’t read my review, the short version is that Pablo Clark’s debut design was a stunning achievement on every level.

Except, ambush!, there’s a second game afoot, and that’s the real target of my interest today. Included as an option for the crowdfunding campaign, Annulet is a card game that ostensibly exists within the broken realm of The Old King’s Crown. What is an annulet, you might ask? Short of being a legal way to divorce one’s spouse without God getting frumpy about it, an annulet is a little ring one might stick on a coat of arms or a pinkie toe. Exactly the sort of paraphernalia you might expect from the well-garbed folk of Clark’s faraway kingdom.

But is Annulet the sort of card game those selfsame weary warmongers would actually splay atop a knife-scored tavern slab? That’s the pressing question.

My kingdom is full of ghost animals.

Cards are arranged on a three-by-three grid; score whenever you like!

At a glance, Annulet, like everything else in the world of The Old King’s Crown, is downright gorgeous. Also illustrated by Pablo Clark, even the prototype calls to mind a plate from a favorite childhood book of myths and tall tales, all enigmatic figures and crumbling aqueducts and mossy forests. Sure, it takes all of ten seconds to realize the game must have been designed with a regular deck of playing cards, given its four suits and face cards. So what? I can buy the notion that everything in Clark’s universe is just like ours but better illustrated.

To Clark’s credit, Annulet doesn’t play quite like anything else out there. At core it’s a market selection game. Every round begins with a few cards on offer, from which the players will draft some number into their supply.

How many cards? That’s surprisingly hard to answer thanks to the way Annulet morphs according to player count. While the rules don’t undergo any substantive changes when swapping from two players to three or four, its underlying ethos is so transformed that it becomes something fundamentally different. We’ll circle back around to this question. For now, the answer is “two cards with two players, but only one with three or four players.”

All right. So you take either one or two cards. These are added to your supply. From there, cards can be installed in your kingdom, which swiftly shapes into a three-by-three grid of lands and characters. In the short-term, cards in your kingdom are secure. Unlike those still in your supply, they cannot be stolen by upstart rivals. Thinking ahead a bit, your kingdom is also the basis of your scoring. At some future moment of your choosing, every row, column, and diagonal may form points-earning sets. The rarer the better.

Secret Insider Info: originally the game was called Signet. I'm not sure if I'm allowed to say more than that.

The market shows which cards are available now and later.

As befits Annulet’s heritage, it manages to feel simultaneously old and new. Old because it doesn’t stray far from any number of card-gathering and set-forming games of yore. There’s a comforting familiarity to its percentages, that instinctual understanding that a straight flush is rarer and therefore deserves more coins than three-of-a-kind. Unlike The Old King’s Crown, which was sometimes burdened by keywords and concepts and special abilities, Annulet holds its cards closer to our shared cultural vest.

But it feels new, too, thanks to more modern flourishes that make its cardplay more dynamic and open-ended than most tavern games. There’s the game’s currency, river stones that must be spent and even exchanged between players in order to install additional cards into one’s kingdom or swipe juicy offerings from a rival’s supply. There’s the way face cards are arranged atop lands to alter their values. In the case of magicians and knights, this means adjusting their host land’s suit or rank. Monarchs are even more potent, increasing the scoring value of any set they’re part of, and all the better if you can score them in multiple directions at once. At absolute best, a single monarch in the middlemost space of a kingdom can score four times. That’s rare, but it’s hardly impossible.

Crucially, these flourishes tell something of a story, or at least they gesture at the outlines of Clark’s fantasy world. Just as different trick-takers might speak to the sensibilities of those who played them historically, whether as domestic parlor games or the pastimes of naval officers padding their peacetime income, Annulet speaks to a kingdom that’s always reshaping itself. Monarchs come and go. Treasures are gathered and plundered. Violence is so matter-of-course that the apex of a kingdom is also its dissolution.

The smartest of Clark’s inclusions are the tale cards. Each session opens with players selecting a pair, whether by choice or at random. At a gameplay level, these are modifiers. Textually, they’re regional variations. One session might feature “the People’s Game,” scoring extra points for sets that sum to a small number, while the next revolves around “Border Reaving” that adds junk cards to opposing kingdoms. The effect isn’t dissimilar from the many small variations in trick-taking or shedding games, leaving the core rules intact but tweaking the game’s breadth. The result is a title that feels as large as the world Clark penned to contain it.

Will these all have original illustrations? That depends on how badly Pablo Clark wants to ruin his next few months.

Regional variations keep each session fresh.

This isn’t to say that Annulet escapes wholly unscathed, either as a plaything or within its internal fiction, and those scathings are largely interrelated. The short version is that the game is simply too permissive — in one sense, too modern — to pass muster as something that might appear in a military camp or dimly lit roadhouse.

First of all, the scoring is tremendously intrusive, often requiring an extended pause to sum up every one of a kingdom’s angles. On its own, this isn’t such a bad thing; we share a reality with Germans who play Schafkopf, so it isn’t as though real-world tavern games haven’t ever belabored their scoring to the point of madness. But where Annulet slips is through the inclusion of special cards called fates. Everybody begins with a few of these and can purchase more for a heap of river stones. From there, fates pull multiple duty. They potentially add to one’s score at the conclusion of the game, and can be spent to place trash into a rival’s kingdom, seize the all-important initiative marker for yourself, or enter your own kingdom as a wildcard.

It’s this latter function that gives Annulet its bagginess. A fate can function as anything: any card, whether land or nobility. But in scoring, it must adopt a single posture — not always the easiest thing to visualize when there are a full eight sets that might be assessed at any given moment — and the problem only compounds in kingdoms with multiple fate cards fulfilling many roles. Too often, Annulet hinges more on how permissively one employs their fates than how sharply they draft their kingdom.

This is a small complaint, but it’s small the way a pebble is small when caught inside one’s shoe. Annulet is too broad, failing to quite capture the sensation of playing and mastering a truly great tavern game, one defined as much by chance and limitation as by the range of things a player might accomplish on their turn. It’s like playing a trick-taker with a bunch of wilds; thrilling the first time you steal a trick, obnoxious when everybody’s doing it all the time.

Perhaps more pronounced, the game is a different beast depending on player count. It will probably surprise nobody to hear that it’s strongest at two players, which affords greater numbers of drafted cards and a tighter focus all around. Higher counts clutter the decision space a bit, especially where initiative and drafting are concerned, but three-player is charming in its own way. Annulet is at its strongest when it presents that razor-wire choice of which cards to draft and how to use them. With each additional player, that sharpness is blunted.

I once owned a very nice river stone. True story.

I’m a sucker for river stones. (Disclaimer: not real river stones.)

Apart from that, however, Annulet is quite the production. Even at its flimsiest, it’s lively and exciting. More importantly, as a diegetic artifact it speaks to the breadth of this place Pablo Clark has envisioned, something Baron Cuttlefish might splay atop the camp-table on the eve of crushing the Speakers of the Wood. With one finger he traces the rim of his goblet, heedless that the Vial Sect has already dusted the brass with their bitterest toxin. By the time the Ornithopter Club swoops down from the hills, his pulse will have already stilled.

Ahem. Look, it’s good stuff, even when it doesn’t hang together quite as tightly as I had hoped. For a follow-up to what was perhaps last year’s most exciting debut title, that’s no small thing. The result is an imperfect game, but a lovely and evocative experience nevertheless.

 

A prototype copy of Annulet was provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

Re;MATCH One, Two, or Four

03. März 2026 um 00:50

I like to play games where every character is ten times cooler than me. Scratch that — fifty times cooler.

It hasn’t been all that long since we took a look at Re;ACT: The Arts of War, an intriguing but imperfect game about various artists manifesting their crafts into the physical world in order to determine which medium is the most artsy of them all. It’s like Bloodsport but with calligraphy versus spray paint versus film stock.

MingYang Lu’s forthcoming followup, Re;MATCH, isn’t exactly a sequel, although its peculiar capitalization and errant semicolon might lend one that impression. Instead, it’s something even better: a match-three game in which one must never, ever match three.

Okay, it isn’t only that, although I’ll confess I find that part amusing.

Match three? Straight to jail.

Match some number of balls, so long as you don’t match three.

Like Re;ACT before it, Re;MATCH begins with a settling of accounts between two careers, although this time the jobs are even more disparate. That’s right, no more squabbles between artists. Instead, one match might see an axe-wielding firefighter squaring off against a disc jockey. Perhaps that seems one-sided, but no, this is a competition of the minds.

Still seems one-sided? Okay, let’s leave the minds in the drawer. How about a battle of marbles?

The big visual draw is the marble tower. The closest touchstone is the box from Potion Explosion, which, if you’re in the mood to suddenly feel old, came out a lengthy eleven years ago. The marble tower in Re;MATCH is even simpler than that game’s, producing three lanes of balls in three colors. It’s marble-matching so simple a baby could do it, right before trying to eat the marbles.

But the matching is simple for a reason. For one thing, you aren’t permitted to use all three of those lanes. Instead, you’re always limited to two: the one closest to you and the shared middle lane. The decision space is compressed, but in such a way that even a fourth color would cause no shortage of problems.

And then, of course, there are the fighters.

Nobody ever does, like, optometrist versus baggy college professor. But that's basically my marriage.

Whose career is better in a fight? Go!

The gist behind Re;MATCH is that every fighter comes with their own arcade cabinet, complete with a standee — whose function, it must be said, is principally aesthetic — a few special tokens, and a fold-out broad displaying a unique set of moves.

Those moves are the important part. By making color-coded matches in the marble tower, your fighter triggers various effects. Each color permits three levels, one that triggers when you utilize a single ball, another for two balls, and a third that skips over three balls to instead trigger when you manage to string together four marbles at a time. It’s simple, but not as much as it initially seems. Sometimes you’ll want to forego a powerful move for the sake of setting up an even more potent combo later — or because you desperately need to block a move coming down your rival’s lanes. It feels surprisingly close to the fighting cabinets it strives to evoke visually, despite the turn-based limitations of its medium.

Now comes the tricky part, because I can’t give examples without delving into the fighters themselves. This will come as no surprise to anybody who played or even glanced at Re;ACT. In that game, the duelists were so different that they often used entirely distinct mechanisms. Bag-building versus card management, for example. The contestants in Re;MATCH boast a more robust shared foundation, in that nobody leaps away from the marble tower to shuffle a private deck or anything like that. But the breadth of their personal expression is still quite the thing to behold.

Maybe I can limit myself to only one or two examples.

I wish I could wear spooky glowing glasses.

Predicting my opponent’s moves.

I wasn’t joking when I said there was a firefighter. That might sound silly. That’s because it is silly. But at the same time, this is a firefighter with a possessed axe that makes her take deadly risks, which pushes the character from silly to excellent. At various points, the firefighter’s moves might cause self-damage. This flips the axe to its other side, gains an “ironblood” token that can be spent to empower her moves, and changes how the firefighter operates in battle. Basically, she shifts between damage mode and defense mode, healing her injuries and destroying any combo-making balls in the marble tower before her opponent can pounce on them.

And this is reflected in those color-coded movesets. For instance, her red moves are all about dealing damage. One red marble deals three damage to her opponent and one to herself. Two marbles means she deals two damage, or else spends one of those ironblood tokens to deal twice as much. Four marbles deals only one damage, but does so to every color.

Did I mention that health is color-coded? It is. Both fighters have three health dials, one per color. Bottoming out a dial will “break” it, forcing its owner to spend a coin to stay in the game. This alters how the whole thing is played. Now the injured player can’t make matches with that color. Instead, it changes function for a bit. Instead of building matches, the broken color operates as a connector, letting its player trace through those busted marbles to connect other ones. This has the benefit of gradually ticking the broken dial upward, eventually restoring it to its healthy side.

In other words, as your moveset becomes more limited from suffering damage, your remaining colors grow even more formidable. At the same time, though, you’ll want to restore your broken dial as soon as possible, lest a second dial succumb. When that happens, it takes two coins to stay in the game. That’s bad. Coins are your “real” currency, you see. Lose all of them and it’s game over.

me: I don't think this is how firefighters— game: SHUT UP AND PUUUUUNCH

A closer look at the firefighter.

Okay, so the firefighter is all about tempo, switching between blasting both players and nursing her wounds. Let’s contrast that with another contestant, the D.J.

The D.J. loves to make noise. Her kit comes with a turntable and a selection of discs. Every so often, she’s allowed to drop a beat, physically taking one of those discs and placing it on the turntable. This might attract fans — a shared currency both players are grappling to control, and which increase the potency of every move in the game — or deal damage, or whatever. This also places a beat token on the marble tower. Row by row, the beat will advance. When it finally ends, another power triggers.

Naturally, the D.J.’s moveset includes normal stuff. She wins over fans. She deals damage. The usual. But her real abilities revolve around dropping, advancing, and killing beats. Her entire setup is one cacophonous wall of sound. Like the firefighter, she’s all about tempo. But the way those tempos function couldn’t be more different. The firefighter is all about managing two very different modes. The D.J. is the board game equivalent of a Shepard Tone, always ascending, always building momentum.

The other fighters tweak the formula in their own ways. Some, like the dancer and the chef, lay little traps on the marble tower, penalizing anyone who selects balls on the booby-trapped row. Others, such as the psychic and the trickster, are all about predicting and preempting their opponent’s moves. Like the firefighter and D.J., they share some similarities, but there’s an initial sense of discovery to seeing how they function, followed by the joy of figuring out how to leverage their strengths against an opponent with tricks and traps of their own.

I believe this turntable is incorrectly oriented, but neither I nor my 12yo actually know that much about turntables.

The D.J. battles via a turntable.

The effect isn’t all that dissimilar to something designed by Brad Talton, like some lighter marble-drop version of BattleCON or Exceed. Or, sure, Re;ACT, although Lu is in stronger form this time around. Unlike that earlier effort, which was full of sticky rules and questionable matchups, the fighters in Re;MATCH are sharply crafted — and I say this despite playing a prototype, with all the small tweaks and imbalances that always entails. Even so, my twelve-year-old was more than capable of figuring out the fighters’ intricacies. At the same time, they weren’t so breezy that she didn’t have to wrestle to overcome their various deficiencies, learning to mitigate a fighter’s shortage of healing or accurately predict my moves.

Are there depths here to plumb beyond the learning phase? I think so, although it’s hard to say after only a half-dozen matches with an in-progress prototype. I will say that I’m excited about the possibilities. Where Re;ACT was interesting to discover but also something of a chore, Re;MATCH doubles down on its strengths. Its systems are simpler, more tactile, and easier to master, but still reward clever combo-building. In the process, the randomization of the marble tower prevents it from feeling quite as process-bound as its predecessor. While some of the fighters still sport ambitious attacks, the game feels less like a race to trigger their two apparent combos.

Or maybe I just really enjoy fiddling with those balls. The game’s kineticism is admirable. Claiming marbles, studying your future options and those of your opponent, even jostling the prototype tower when the balls got caught within, everything about the production felt hefty and enjoyable. The game is pleasant in a way that Re;ACT only attempted.

And how one fondles them.

It’s about the balls.

But enough with the comparisons. Re;MATCH is one of those titles I’m excited to keep exploring. It’s colorful and diverse in its gameplay, fast-paced and hard-hitting, and above all, a pleasure to discover.

As a bonus, it made my kiddo go “wokka wokka.” I had no idea she’d ever seen a turntable. The more you know.

Re;MATCH launches on Kickstarter tomorrow.

 

A prototype copy of Re;MATCH was temporarily provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

Flip-and-Curse-That-Stupid-Dragon

27. Februar 2026 um 06:40

The two-tone color scheme is striking, but it also leads to a few problems. My friend Adam, for instance, cannot tell the difference between the gold coins and the gold magic beans.

Remember when every other game was a roll-and-write? That was living proof that even golden ages come with cloudy linings. Flip Pick Towers, designed by Rob Fisher and Adam Porter, benefits from its release a few years after the slew of samey writing games. It’s an unrepentant flip-and-write, is what I’m saying, more in the vein of Cartographers than the form’s more mathy alternatives. Some artistic talent won’t go amiss.

For those of us who can’t even sketch a convincing stick figure, however, it’s still charming, albeit not perhaps as compelling as some of the options out there.

Nice ivies, dudes and dudettes!

Two very nice towers. (Not mine. Obviously.)

Stop me if you’ve heard this one before. Every round, three cards are flipped. Everybody at the table picks one — different ones, the same one, it doesn’t matter — and pens it onto their personal sheet of paper. Once the deck is out, it’s time to score.

There are a few little distinctions that set Flip Pick Towers apart from its peers, and no, I’m not talking about how the game’s title is a literal description of its phases. For one thing, the game cleverly triggers its scoring phase twice. This potentially pushes you through the deck twice, which is nice for those who are still learning its composition, but also encourages players to hustle toward scoring goals early rather than waiting for them to come together at the last moment. It helps, too, that it’s entirely possible for somebody’s failed castle to end the game a few rounds early. So much for that last tower you were hoping to stretch heavenward.

The constituent parts of your castle are simple enough. Most cards represent floors. These you stack like LEGO blocks, always keeping an eye on their stability number, which must tick downward with each successive level. Eventually bridges can span the gap between floors, providing foundations for further building and bypassing the usual stability rule for a moment. Look, it’s basic architecture. If you lean two crumbling minarets against one another, you can pile another few hundred tons of hewn blocks between them. Everybody knows that.

There are also magical creatures who provide special abilities — like, say, ignoring a floor’s stability, easily the most potent ability in the game — rooftops that can earn a few points but conclude a tower’s upward trajectory, and royalty who occupy all those empty rooms to score points. More on their majesties in a moment.

not shown: a good example of the game's diversity, but a great example of what most decisions actually look like

Every turn, you select from three cards.

Finally, every card also provides a material of one kind or another. The format for these is simple enough, adding new features to your castle whenever you complete a material’s column. Hence glass introduces windows to your castle, bags of gold eventually fill entire floors, and banners hang from on high while magic beanstalks creep up from below. In fine flip-and-write fashion, these soon jostle for space. There’s room for planning, but remaining inflexible is a surefire way to get nothing done at all.

The last type of card is a dragon. Argh, the dragon. There are two of these in the deck, meaning you might see four of the winged pests in a sitting, and they’re as unwelcome as it gets. Whenever one of the sky-rodents appears, you either place it atop one of your towers — blocking further construction, which can be a real nuisance if they appear in the game’s early stages — or scrawling out one of your hard-earned bags of gold to buy them off. Thankfully, they are not sexist dragons, and no sacrificial princesses are required.

Speaking of princesses, the most interesting offering by far are the royalty cards. Each session assigns an objective to your queen, king, and princess. As their chambers are added to your towers, their points tend to compound. And compound. And compound. It isn’t uncommon for a single royal member to score as much in the endgame as a player earned at the midpoint tally.

King: "3 points per crushed orphan." Queen: "6 points for retracting privileges from the artisans." Princess: "8 points for telling them to eat cake."

The needs of your petty royalty.

In the best of instances, these transform the game’s sometimes obnoxious placements into significant opportunities. Remember those dragons? Well, if your king prefers occupying towers with dragons perched on them, now you can keep your gold and take care of the old man at the same time. All the better if you manage to erect a single tower with a single dragon atop it, then fill the place with four or five stacked kingly quarters. The same goes for the other elements. One session might feature a queen who yearns for escape, encouraging you to place those magical beanstalks next to her chambers rather than doing the normal thing by squirreling them off. Or, heck, a princess who just really likes living near bridges. Don’t we all appreciate a nice bridge?

Not every objective is similarly worthwhile. For every goal that enlivens the game’s placements, there’s another that’s plain uninteresting. After a couple plays, our group reached the point where we would keep drawing through the deck until we found something that felt sufficiently energetic.

Even then, the overarching puzzle doesn’t change much from one session to the next. On the whole, there’s enough to keep everybody engaged, at least for a session or two. But the gameplay is simple enough that, barring the pleasure of scrawling a little castle, with little banners that look like banners and not whatever my castle’s banners look like, there probably isn’t much to keep anyone coming back time and time again.

It is, in other words, a flip-and-write. A very good flip-and-write, a charming flip-and-write, a flip-and-write with plenty of little considerations to account for. But it doesn’t stand up there with the finest of them.

Those are banners hanging from the side of my castle, not shed snake-skins and spent condoms.

Fine. Here’s my garbage tower.

Maybe it doesn’t need to. I’ll admit I’ve enjoyed looking at my friends’ creations, and even letting them laugh at mine. To go with my perfect face for radio and outstanding voice for text, I have excellent penmanship for a keyboard. Once, I wasn’t even sure whether a room’s occupant was a Q, for the queen, or a bag of gold with a little knot cinching it closed.

Anyway. Flip Pick Towers. It’s cute stuff. I’ve had a nice time with it. I suspect I’ll strain to remember it by year’s end.

 

A complimentary copy of Flip Pick Towers was provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

Walletbiters

25. Februar 2026 um 00:21

Gotta say, the art is excellent across the board.

It’s in my nature to appreciate wallets. I own a couple dozen of the things. One for carrying money and eleven-year-old gift cards to defunct smoothie chains, the rest for microgames from Button Shy.

This latest batch includes something experimental, something from a designer whose previous work I’ve loved, and something that’s really just a bigger board game compressed to fit into a wallet. That’s gotta be a home run, right?

Right?

now I want a banana

Downtown Las Palmas is the domain of “banana mitts.”

Downtown Las Palmas

I appreciate a surfaceless game now and then, especially on long flights or while sitting in hotel rooms with tables that barely fit their obligatory lamp. In theory, Erica Pinto’s Downtown Las Palmas is one such game. You’re building a city in the palm of your hand, stretching those finger-webs to maximize real estate. The more cards you stuff into your mitts, the better, earning points not only for volume of cards, but also for every highlighted feature. Along the way, there’s some variability thanks to objectives printed on the back of every card. Stuff like “Traffic Jam: +2 points per vehicle” and “Urban Sprawl: +10 points if there are 7 or more cards with visible ground.”

Sadly, it doesn’t work.

I have wide hands. Not as wide as my friend Chris’s — everybody in our high school group called him “gorilla hands,” they were that massive — but big enough to comfortably reach an octave plus three on the piano. And I can barely hold these things. Maybe it’s the linen finish. Maybe it’s the game’s directives, which require ground-level streets to align and the sky to not intrude like some dimensional rift in front of another structure. These are necessary rules; to function as a society board game, you’ve gotta have rules. Or maybe it’s just my slippery fingers. But whatever it is, the entire thing slides to pieces the instant I’m holding more than four or five of the things.

Dang sky, always ruining my skyline.

The table version is functional, at least.

There’s an alternate way to play. Cards can be arranged on the table, spaced between your session’s chosen objectives. This allows some glimpse of how Downtown Las Palmas is meant to function. The buildings that sprout from the concrete jungle, punctuated by slants of blue sky. The signs over the signs, the awnings and cats perched in impossible places. It’s a lovely thing to see come together.

Playing this way, though, I can’t escape the notion that this isn’t how Downtown Las Palmas should work. Probably because it isn’t. Sure, this is an official variant. But there are other small games about overlapping cards, many of them also published by Button Shy.

In the end, the game remains a lovely concept. Maybe I’ll get to try something else from Pinto before too long.

I'm stronger than these cards. I will always win an arm wrestle, if only barely.

Stronger? Weaker? Who can say?

Phantasmic

Phantasmic is the smallest of Marceline Leiman’s games, which is saying something when the others are High Tide and Heavenly Bodies. It’s the smallest in terms of rules footprint as well. The game is dead simple.

Picture a magical duel. That can’t be hard; heaven knows we’ve witnessed a bazillion of the things. One player is the Leader, a face-up spell before them on the table. The other is the Rival; their card goes face-down. At this point, the Rival announces whether their concealed spell is stronger or weaker than the Leader’s. A spell’s strength is a changeable quality, dependent on its rank and its spellbook’s position in relation to two others. The Leader declares whether they believe the Rival is lying or telling the truth. The hidden card is flipped. Everyone oohs and aahs.

Like I said, Phantasmic is simple. Perhaps too simple. At first brush, it feels almost like a coin flip. I say something, you determine whether I’m lying.

Then I could propose to Summer and have it bite her finger, haha! She would love that! (No, really, she would probably dig it.)

I want a ring box mimic.

But if Phantasmic is a coin flip, it’s a heavily loaded one. The placement of those spellbooks, the various rankings, even any previously played cards, all add to the game’s texture. A coin flip comes down to 50/50 odds; here, the likelihood that my spell is stronger than yours might be rather slender indeed. It helps that certain cards alter the outcome by swapping those spellbooks before the duel is decided.

So it’s a game of probabilities and bluffing in equal proportion. Given the game’s 18-card format, it helps that the card pool is knowable. Button Shy always offers little expansions, in this case a fourth set of spells; it isn’t enough to throw the calculations into disarray, but it does loosen up the probability a little bit.

Okay, so it isn’t quite as vacuous as a coin flip. But is it any good? Perhaps the best way to describe Phantasmic would be to say that I don’t mind it. I might almost use it as a five-minute tiebreaker, rather than a game’s default “whomever has the most leftover resources” or whatnot. But it’s so slight that I struggle to foresee any reason to nab it off the shelf rather than any number of other titles. Wallet games included.

After taking this picture, I chucked it disc-like toward the stack of coasters on the counter, only for it to knock over a pencil holder. So surely it could shred a repurposed school bus.

Pretend the tortilla coaster is a whirlwind.

Dustbiters: Pocket Edition

I remember being curious about Dustbiters a few years back, that collaborative design by Robbie Fraser, Jan Willem Nijman, and Terri Vellman, in no small part thanks to Vellman’s lovely pink-hued trashheap illustrations. It’s basically the sandstorm scene from Fury Road, all those cars gunning their engines and puffing propane-jelly, while being ripped apart by a duster wider than Texas.

To my delight, Button Shy’s Pocket Edition is Dustbiters, albeit in a smaller package and minus only a few cards that are immediately replaced by the expansion. When the original game hit the scene, I had no idea it was functionally a microgame itself, tallying a slender twenty-one cards. I might have even been irritated at seeing its contents floating inside a too-large box.

Right away, Dustbiters excels on multiple fronts. The artwork is perfect, of course, those little road-freaks guffawing as they tear across the wasteland. The gameplay is also no slouch. Six cards begin on the table, three oriented toward me and the rest facing you. Every turn offers three actions, whether spent moving vehicles up or down the line, triggering abilities, or deploying reinforcements to the melee.

From there, it’s a bloodbath. The goal is to be the last player with any cards on the table. Every turn will result in multiple casualties, and that’s if you’re shirking your homicidal duty. Thanks to the storm bearing down on your position, at least one car will be demolished at the conclusion of each turn. The only path to survival is sheer forward propulsion.

just good friends having a good time

A day out with the crew.

What a great little game. There’s some wonderful overlap between the vehicles’ appearance and their function, breeding a certain irradiated logic. There’s a Jammer with an old satellite dish wedged atop its minivan frame; it cancels the abilities of both adjacent cars. A repurposed steamroller can crush its neighbor, but only if its victim is sandwiched by another of your vehicles. A Ramp Truck lets you fling your car haphazardly to the front of the line. The blood-bag Max tethered to the front of the Martyr car may absorb any other hit.

Here’s something that tickles my fancy: quite often, designers stretch the microgame’s 18-card limit by pressing their cards into multiple duty. Each card has two sides and many orientations, after all. Dustbiters doesn’t need the help. All it takes is a conga line of murderous gas-guzzlers, some nasty time pressure, and a few simple rules. Five minutes is all it takes to play, but there’s more drama compressed into those five minutes than… well, than in certain nu-euros about flinging tourists into outer space.

Of the trio, Dustbiters is the clear frontrunner, which means it is the sole title to not be shredded by the wasteland storm of my judgement. Dustbiters, I verily witness thee.

 

Complimentary copies of Downtown Las Palmas, Phantasmic, and Dustbiters: Pocket Edition were provided by the designer.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

Triple-Triple Omelette Burger w/o Cheese

24. Februar 2026 um 00:11

I'd eat there.

Sold initially at the Indie Games Night Market, Joseph Z. Chen’s Flip Stack Burger Shack has all the markings of an indie darling: its not-quite-smooth discs look great on the table, the gameplay is tactile and amusing, and it even comes in a bag. (All the best indies come in a bag.) But what I least expected from it was a cerebral puzzle that reduced my brain to onion jam.

Can you make my favorite burger? Nope. There aren't ingredients in the right colors.

Sandwich artistry.

Picture this. It’s your first day on the job. The burger shack down at the beach is your haunt, and there are already people lining up at the window. The orders are coming fast and hot. Classic burger! Tomato grilled cheese! Diamant deluxe! Lavender burger! Your assistant begins flinging ingredients your way. It’s all you can do to flip the piles onto the proper buns.

This isn’t quite how Flip Stack Burger Shack plays — nor does this particular shack deserve the highest food safety rating — but it’s close enough. Drafting from shared stacks, players take handfuls of ingredients, flip them this way and that, and slop them into something resembling an edible hamburger. Ideally before their coworkers can snipe the order out from under them.

Let’s get the quibbles out of the way. For a game about flipping burgers, Flip Stack Burger Shack is a strangely deliberate event. When you’re trying to assemble a particular sandwich — let’s say an Oklahoma — you’ll be staring at a diagram. In this case, a bun, patty, cheese, and onion, topped off with another bun. But building that burger is tougher than it looks, especially when the stacks begin to accumulate some elevation. At any given time, you might be staring at a single ingredient, some lettuce, the stack that was replenished right before your turn, but then ever-increasing stacks that might reach a half-dozen or more ingredients at the same time. Those slop piles can be useful, but they also tend to be tougher to use. This requires the titular flipping and stacking, often to separate out the necessary ingredients before they arrive atop the correct sandwich.

Or maybe you could chuck the whole thing into the composter and, via culinary magic, produce a more desirable ingredient from the bag. Sayonara, entire heads of wilted lettuce; say hello to a single sliced tomato.

Either way, this process is anything but rapid. More often, Flip Stack Burger Shack is thinky. Ponderous, even. With four players, the downtime between turns threatens to become bloated. Like unrinsed lettuce or a burger patty left too long in a surfer’s hatchback.

If you saw these hanging on the back wall of a Wendy's, would you find it endearing or distressing?

Handy burger diagrams.

But with the right crowd of players or the right player count, whichever lets you move at a steady clip, that same thinky edge makes Flip Stack Burger Shack an unexpected treat.

I’ll give an example. Most burgers need buns. Easy. Most burgers also need patties. As a result, it’s a relatively safe bet to nab extra buns and patties. But what happens when the easy pickings have been nabbed? Now the game shifts into riskier territory. With some clever acquisitions from the ingredient counter, not to mention a few timely flips, it’s possible to head off rival sandwich artists.

Those flips, by the way, are handled with perfect ease. Any time you pick up a stack, whether from the market or your own plates, you’re free to grab some or all of the tokens, and then you’re also free to flip them as you see fit. This doesn’t solve every problem; indeed, it’s surprising how often you’ll need multiple maneuvers just to lever a tomato out from under an ill-placed slice of cheese. But it provides some truly pleasant tactility. It helps that the tokens are wood. One of the benefits of being a small-batch production is that the whole thing’s aesthetic is perfectly minimalist, from the painted tokens to the receipt-book burger diagrams. Flip Stack Burger Shack isn’t the most innovative title in the world, but it feels lovely to handle.

That handling is the core of the entire experience. Some games are about big ideas. Others are about sequences, or engines, or fancy math. This one is about the joy of moving things, shifting and rotating them, feeling their grain on your fingertips, and doing your darnedest to keep the right stack in your mind’s eye.

mmm cheese

Even from a distance, these burgers are handsome.

And, well, that’s all there really is to it. Flip Stack Burger Shack is another indie market title that, like last week’s Imps, will hopefully draw enough attention that it gets picked up for wider publication. Just don’t report the shack to the food inspector’s office. I’m pretty sure none of these burgers are gluten, meat, or dairy free.

 

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

Fickle Little Guys

19. Februar 2026 um 06:14

I'm the imp hiding behind the letter M.

Whenever a new fad mechanism comes around — deck-building, trick-taking, now it seems maybe dominoes might be having a moment — I’m disappointed to discover it isn’t mancala. Because mancala is great. Speaking of which, here’s your annual reminder that Nick Case’s Pilgrim was the most overlooked title of 2023.

Imps was Nick Brachmann’s offering at this past Indie Games Night Market. You’ll never guess where I’m going with this, but it’s mancala! Mancala with fickle little imps!

They're also hella adorable. Everyone knows that.

Everybody knows imps live along rivers of magma.

The fickleness of your imps is perhaps the game’s defining characteristic. Which makes sense, given mancala’s customary permissiveness. When the game begins, both sides are safely tucked into their own fortress, the game’s analog of a mancala board’s player stores. Your army consists of a few imps of varying colors — we’ll get to those — plus two chieftains represented by big chunky discs. Other than that, there are a few neutral implings milling around the no man’s land between fortresses.

Turns are simple. Most of the time, you march. This is familiar mancala fare: you pick up all imps of a color and sow them one box at a time until you reach the final space. If there were any gray implings in your starting space, you also pick them up for the march, potentially increasing your reach.

Crucially, depending on the imp that lands in that final space, something exciting happens. Each color represents a different… hobby, perhaps, or impish vocation. Purple imps are vaulters. They leap across the river of lava that separates the lanes. Of course, they soften the landing by flattening an imp on the opposite side. Yellow imps are snatchers; they do the inverse, dragging targets across the lava to their own space. Green imps are throwers. They throw other imps forward. Like vaulters’ vaulting, this kills an imp in the target location. Pink is bait. They absorb hits before their kin.

On its own, this produces quite the textured landscape. It’s possible to enlist imps from the spaces in front of your fortress, ensuring you’re never without a move of some form or another. But you can also command any gathering of imps anywhere on the board, apart, naturally, from those directly dwelling in your rival’s fortress. Like I said, they’re fickle little guys. It’s the perfect flair for mancala, a game that has always emphasized the management of risk and the turnabout of using an opponent’s moves against them.

Here, though, those contrasting colors generate little hills and valleys of danger and possibility. It’s tempting to open with a rush of vaulters, but that fills an entire lane with purple dudes that might fling themselves across the lava at a moment’s notice. Similarly, it’s easy to get caught in a back-and-forth war of throwers, both sides chucking bodies to smash other bodies, but this tends to go nowhere fast.

Indeed, Imps grows more interesting as its subtler possibilities unfold. That’s where those chieftains come in.

our weekly meal plan

Tracking our respective kills.

At various points, your chieftains will leave the security of their fortress, whether by choice or after being lured out by casualties in the lower ranks. Unlike their smaller brethren, they’re always loyal. No switching sides for a chieftain. But they’re also slow. Rather than marching forward with stacks of imps and implings, they can only move a single space at a time, either trundling forward or hopping to the opposite side of the river.

They’re also vulnerable. Two hits and they’re dead. Oh, and losing both chieftains means you’re out of the game, so it behooves you to keep them safe at all times. This is no easy task in a game that two turns in resembles a tropical Skittles-themed minefield.

But chieftains also represent one of the game’s greatest opportunities. Because if you can enter the opponent’s fortress with a chieftain, you earn a heap of points. As in, more points than you can possibly earn through vaulting and throwing imps. The scoring is carefully done, encouraging risk but also penalizing it, rewarding murder but not so much that it becomes the default route to success.

Okay, scratch that. Played with novices, murder is absolutely the default route. It takes a few plays before Imps reveals the subtler game beneath the impish purge happening on the surface. Before it reaches that point, the whole thing feels like a slog of attrition. I hit an imp; you hit an imp; repeat until the game concludes.

It goes without saying that that’s not the best way to play Imps, either for the sake of enjoyment or strategy, but this is one of those games I can see someone dismissing after a poor initial impression. (Not that the game, with its hand-stamped pieces and low print count, is readily available, but that’s another matter, one someone will hopefully rectify.) Rather, the game is an onion. It has layers. Yes, I’m pretty sure that simile popped into my head because of Shrek. Ogres, imps, it’s all a matter of height. That probably makes me a fantasy racist.

My quibble: it would be nice if the healthy and damaged sides of the chieftain discs were more distinctive.

Attacking a chieftain.

Played the right way — with consideration for every move, yielding only the barest advantages and striking mercilessly — Brachmann has done something remarkable. Imps takes the simple rules and interplay of mancala and tweaks the formula with the gentlest of touches. The result is something that feels timeless and new at the same time. I genuinely hope this becomes one of the titles to break the confines of its indie market origins; these fickle little guys deserve to be traded between as many chieftains as possible.

 

A complimentary copy of Imps was provided by the designer.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

Yer All Sheeps

17. Februar 2026 um 22:40

whimsy! we've got some whimsy here!

For my money — or, all right, for my attention — Blaž Gracar is one of the finest puzzle-makers of this generation. Between All Is Bomb and LOK, I’ve spent countless hours fiddling my way through some conundrum or another, thinking the madman must have left a typo on the page, only to let out an exasperated sigh as, of course, the solution was there all along. Even his lesser efforts, Abdec and Workworkwork, have proved worthwhile.

Herd is his latest project, and its adorable stacking domes bridge the gap between puzzle book and board game. In some ways it’s his most “straightforward” offering. Of course, that still means it’s twisted and full of secrets.

especially because I've already solved this one. look, you can see it. solved. duh. easy.

Oh, this won’t be too hard, will it?

At a glance, Herd is a sokoban game. A block-pusher, to use the more colloquial term, one of those playthings where you can see the pieces on the board, can see the receptacles those pieces need to be slotted into, only there are innumerable steps and switchbacks between source and destination.

The wrinkle here is that your pieces are no ordinary pushers and pushees, but rather herders and herdees. The two black pieces are shepherds. Their default motion is the slide, like rooks gliding across a chessboard. As soon as they reach a bump — whether another piece or a peg printed onto the page — this transforms into a simple hop, one space over the intervening obstruction. Hopping may result in a shepherd landing atop another piece. This gives them command of whatever is underneath them, in many cases a white sheep, immobile on their own. Now they glide together, shepherd and sheep, letting you shift the requisite pieces ever closer to their destination.

Herd is presented as a spiral-bound book of puzzles, and its first few pages are simple enough. A hop or two, some slides, and your sheep and shepherds will get where they need going. It’s something of a dance chart, those black and white footprints on the floor. The trick lies in discovering how they flow together.

I love how much this game makes me hate its sheep.

Still not too bad.

It isn’t long before Gracar starts pitching curveballs. First come the new shapes of herds: a two-space herd, another in the shape of an L. These are moved the same way as their smaller kin, only when shepherded from place to place. But they move all at once, resulting in big lumbering glides that are easily blocked by small obstructions and need to make three-point noodles to sidle around a corner.

Then holes for trapping herds, turning them into static pegs that can be hopped over but not shifted free. Then variable setups, multi-page puzzles that see you shepherding in pieces from variable angles, pages that contort as they shift across the spiral binding, hidden objects, [redacted]. The dance chart grows more complicated, less the steps to a waltz and more the cow-hide puzzle of a ballet.

Of course, it’s both brutally difficult and shockingly elegant. Like Gracar’s previous puzzles, there’s an element of the obvious to Herd. It’s the sort of game that sees you fiddling with the pieces, shifting them back and forth, caught in an agonizing loop, only to, wait, there it is, the way through, and how could you be so obtuse that you never saw it before?

check out that weird little nipple

Uh oh.

Perhaps its biggest departure from LOK and especially Abdec is that you’re told the rules outright. There’s no need to guess what a particular arrangement of pieces can do. Sometimes the pages even reveal little hints, like a reminder that sliding onto a fresh page might obstruct a particular object from popping into existence. Most of the time, the tools at your disposal are clear.

I say “most of the time” because there are exceptions. Brilliant little exceptions that are a delight to uncover. But why would I tell you about those? There’s joy to be found within those pages. Even when the game isn’t as jam-packed with the wonderment that marked LOK — and made Abdec into a miniature hell — I wouldn’t dream of spoiling its best moments.

To some degree, this marks Herd as Gracar’s most conventional offering yet, although that’s like calling a coronal loop dimmer than the sun that birthed it. Even as someone who’s grown weary of sokobans, the formula here is distinct enough that I couldn’t help but leave the game set up on my game table for nearly two months, beckoning for me to tackle just one or two pages at a time. There its wide-eyed shepherds and sleepy herds called to my twelve-year-old; she learned it with me, then designed her own puzzle sliding game based on its moveset and stacking. The whole way, I was always eager to see the next ace up Gracar’s sleeve, never bored with the previous trick. That’s the game’s secret weapon. Its pacing is immaculate. As soon as one concept becomes second nature, it’s onto the next thing, and then the next, the previous lessons unfolding into the texture of each page.

pictured: my eye breaking through the 4th wall

You can’t tell from here, but my head is hitting the wall repeatedly.

I will offer a warning. The game’s second act poses a tremendous cognitive leap from the first. What was once a straightforward puzzle book becomes something more. Something more Gracarian. Also something more frustrating, with new variables that at times tip over the edge from elegance into cacophony. By the time I reached the ending, after struggling through the final multi-step puzzle, my prevailing emotion was relief.

But what a journey up to that point. As ever, Gracar is one of our premier puzzle-makers not only because he can craft wonderful rulesets and excellent single-page enigmas, but because his mind seems to leap off the page. Herd is such an exemplar. Just when you think you have it pegged, it strikes off in some new direction, leaving only breadcrumbs in its wake. The result is perplexing and exciting, lovely to look at and handle, and above all, insistent on revealing the next surprise.

 

A complimentary copy of Herd was provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

Life, Liberty, and the Pursuit of Board Games

13. Februar 2026 um 00:40

FIST BUMP

Shasn. Oh, Shasn. Zain Memon’s 2021 board game occupies a strange place in my memory as a vibrant, unsettling, funny, and tonally inconsistent game, and I mean that in the most complimentary sense. At the time, its message seemed to be that politicians are opportunists of the lowest order. And, hey, fair enough. My country is currently ruled by a conman who sells presidential pardons like they’re skincare products. But is that something we need a board game to tell us? I doubt those who haven’t gotten the memo are playing imported board games.

Here’s the thing. Shasn might not have imparted the most insightful message. But Memon has been plugging away at it in the background. Now, together with Abhishek Lamba, he’s released a sequel… expansion… thing. A standalone? Is that the right word? Who knows. Regardless of its proper assignation, Shasn: Azadi is twice as peculiar as the original game. Again, I mean that as a compliment. Mostly.

Settle in. This one’s going to take some doing.

In one session with my wife and sister-in-law, every single question posed to me had something to do with women's rights. And, of course, that was the session where I had been leaning into a Supremo strategy. I think my face was a permanent shade of pink.

One of the many many many questions raised and irreverently answered by Azadi.

Part One: Call and Response

Every turn in Shasn opened with a question. As a general rule, these questions were hard-hitting, touching on topics as far-ranging as abortion, penal codes, human rights, ethnic cleansing, protected speech… anything and everything that might be posed to a prospective leader in an interview. The responses, meanwhile, were binary. Yes or No. Simple. Simplistic.

More than that, they were irreverent. Sometimes distressingly so. One by one, the game introduced serious topics only to lampoon them.

I plucked an example at random from the Egyptian Revolution set. Question: Should mothers be allowed financial custody of their children if the father passes away? (A) Yes. Women are fantastic spenders, they should be in charge of all money. (B) No. The Motherland can only flourish when the government takes care of its mothers’ finances.

Coming into Shasn cold, it would be easy to back away. What is this, one of those awful “offend everybody” party games?

Not quite. These Q&A sessions serviced the game’s intended message. Each answer fell into one of four categories. Broadly speaking, they represented archetypal positions adopted by politicians. Soundbites, basically. The Idealist might offer a platitude, something well-meaning but maybe not squarely positioned within the realm of the possible. The Capitalist would talk about the economy and the job market, how the children yearn for the mines, that sort of thing. Somewhat harder to peg were the last two personalities. Not because they aren’t recognizable, but because sometimes they blur into one another. The Supremo and the Showstopper. One for hard-line authoritarianism, the other for maximizing ratings. In my experience, those two tend to cohabitate.

Moreover, each answer provided a color-coded resource. Red for the Supremo, green for the Capitalist, and so forth. These currencies were all precious, necessary for purchasing the votes that would spread supporters across the game’s map. To win, then, one needed to play every side. It wasn’t long before even those with the soggiest of hearts started speaking out of both sides of their mouth, whether to access hard-fought resources or double down on a single category to unlock special powers.

To play Shasn was to become a politician. At least if you wanted to win. Was this a trite message? Sure. Worse, it was perhaps a self-reinforcing message. When we expect our politicians to say what they don’t mean, we begin to excuse them. Still, it provided an intriguing framework for a game about political animals, putting players on the spot and asking them to guess at the outcomes of any given soundbite.

Azadi begins with that exact same framework. When a turn opens, your neighbor asks you a question. Then you answer it blindly. You earn resources. You gain special powers. These are all identical to those from the base game. You can even use the same sets of ideology cards.

But Azadi takes those questions and reframes them in a crucial way. To explain how, though, we need to take a look at the ways Azadi differs from Shasn.

wait why are the imperial pawns white ooooohhhhhh

Those who have played Shasn will find this rather familiar.

Part Two: The Board Game

Sorry, but we aren’t quite ready for the differences yet. Don’t worry, I’ll pump the gas.

Like Shasn, Azadi is a game about building support. You take the resources you earned from your call-and-response soundbite, spend them on voters, and then distribute those voters across the game’s double-layered map. Each region can only host a certain number, with majorities clearly marked. As soon as you hit the requisite amount, you flip your voters to their other side, locking in the region’s support. These are victory points. And they can be rather tricky to dislodge once they’ve burrowed in.

Gerrymandering plays a huge role in Shasn, and by extension it plays a huge role in Azadi. Whenever you have the most voters in a region, you can push a rival’s voter into a neighboring area. It isn’t uncommon to see little zoning wars break out, certain voters ping-ponging between districts. It also isn’t uncommon for supporters to self-sort into ideological zones. Why place a voter into an area where they won’t ever do any good? As an observation about how different regions of the same country tend to polarize as people seek out those who think like themselves, this was always more insightful than the “politicians are scum” stuff.

Special powers also play a significant role. These are unlocked by gathering a certain number of soundbites in each category. With three Capitalist cards secured, it’s now possible to trade one resource for any two others. Only once per turn, of course. The game isn’t entirely broken. But it’s a little statement on how money can overcome a whole lot of shortcomings in other arenas. The same goes for the other spheres. At five cards, the Capitalist begins evicting voters from the board, sending them to other regions. That’s nicer than the Supremo, who bullies them out of existence altogether. The Showstopper turns gerrymandering into an art form. The Idealist tries to convert rival voters rather than removing them, although this is costly.

This was the core gameplay loop of Shasn, and it’s preserved more or less intact in Azadi. Actually, it’s a little simpler in Azadi. In addition to voters, Shasn allowed players to purchase conspiracy cards. Basically, conspiracies offered ways to manipulate the board outside the regular loop of buying and gerrymandering voters. Conspiracies are gone in Azadi. As we will see, to mixed effect.

So what’s changed? First, the board is modular. It’s a small thing, but the manner of its modularity is important. When the game opens, there are only a few regions. It’s only as the game continues that it expands outward. This forces players to cluster together, contesting those starting regions, rather than retreating to their own corners right from the beginning.

This also speaks to the larger structural change that undergirds Azadi. Namely, that this isn’t a game about domestic politics. It’s a game about revolution. Which means that there’s another faction at the table, one controlled by everybody and nobody. This is your imperial overlord. They are stern masters, their supporters are numerous, and you want them out.

Now we’re cooking with enough gasoline to make a whole crate of Molotov cocktails.

You wouldn't know it to look at me, but I like metal parts that fit into other metal parts.

Azadi versus imperial control.

Part Three: Azadi (or, Every Individual’s Fucking Birthright)

Azadi, like Shasn before it, isn’t some made-up fantasy word for a board game. Where “Shasn” was derived from the Sanskrit word for “governance,” Azadi, meanwhile, is Persian. It means freedom.

Or, to use the game’s definition: AZADI (noun), origin: Persian. 1. Freedom, Liberty, Independence. 2. Every individual’s fucking birthright.

When Azadi begins, your country’s azadi is very limited indeed. On a track beside the board, you can see the overlord’s presence, way up near the top. Down at the bottom is your azadi, a revolutionary flag. This flag shifts upward when you gain control of a region through the regular rules of Shasn. Buying votes. Creating majorities. Grassroots action. There’s even a new rule that allows players to form coalitions, adding their voters together to achieve a majority together.

It won’t be enough.

There are three main problems facing the table. First, this isn’t a true cooperative game. In the same vein as revolutionary titles like Bloc by Bloc or Molly House, there’s a veneer of cooperation that proves tenuous when it comes to proclaiming an actual victor. Everybody represents their own distinct faction. And while you may agree that the overlord must be ousted, what precisely to do with any newfound freedom is hotly contested. Any coalitions, then, will be temporary, while your voters promise to stick around. This turns every placement into a double-edged sword, cutting against the overlord right now, but also against your current comrades in arms later.

Second, the temptation to collaborate with the overlord is ever-present. As the game progresses, your resources are steadily drained, not only by the demands of voters, but also by the overlord’s distant taxation. Those call-and-response cards always award three resource tokens. The overlord, on average, takes two. The leftovers aren’t much to live on, let alone build an independent nation.

Now, you could bide your time. Once you reach two matching ideology cards, you begin to earn a passive income. But the game is also played on a timer. Dither too long and the window will slam shut. At a certain point, action must be taken.

Hence, collaboration. By adding imperial voters to the board, you earn resources. Maybe even a tidy heap of resources, one for every region you add that imperial voter to. Sometimes this isn’t a big deal. If somebody already has a majority in a region, for example. At other times, it’s the act of a quisling, blocking an upstart comrade from claiming a zone. Either way, this is enough to kick the game into gear. Already on turn one, you’re making hard decisions. Whether to work with your overlords. Where to collaborate. Where to make concessions. How to ease the tensions with your peers at the table.

Still. It won’t be enough.

I'm currently fighting oppression by binging pistachio ice cream for lunch. It's a standoff between my mental health and my physical health.

Oppression naturally gives rise to problems that have multiple solutions.

As in the original Shasn, every region in Azadi has one special space. Called “volatile zones,” these were originally used to draw event cards. Now, once occupied, they spark recriminations from the overlord.

This is perhaps the game’s flashiest addition to the original formula. As soon as a voter occupied a volatile zone, you draw a very special, very weird card. Really, they’re more like small folders. This presents a historical problem. Continuing with our example from the Egyptian Revolution of 2011, you might draw a card about the Port Said Massacre. “To punish the Ultras for their role in the revolution, the police trapped and killed countless football fans,” the card reads. “We can’t let them stamp us out.”

This card now pulls double duty. First, it adds an event to the region where the volatile zone was triggered. These represent government crackdowns, making it harder to add voters to that region. In the case of our stadium massacre, the corresponding card is a seizure. To add more voters, one of the voters already there must be converted into an imperial supporter. Other recriminations might include censorship, forced conscription, curfews, death penalties. The tools of the imperial trade, brought to bear on subaltern bodies, each complicating the ordinary task of gathering support in their own unique ways.

Now, these edicts can be opposed. By spending resources — always with the resources! — you earn another resource, infamy, that can be spent on revolutionary actions. More importantly, this gradually wears down the imperial control of that region. Oppose the edict enough and it will disappear altogether. On the track, your azadi ticks upward, bringing you one step closer to earning your freedom.

Even this won’t be enough. But that first imperial attack card, the little folder, isn’t gone. Instead, it has been spread open and placed to the side of the table. Now it sits there, offering different responses to the crisis. To return to the Port Said Massacre, you’re given two options. The first is riots. By discarding a voter — throwing your bodies against shields and batons — you can erode the overlord’s support. The other option is patronage. Memorials to the stadium martyrs. Vigils. Shrines. This option requires you to spend those precious infamy tokens, effectively trading away the prospect of violent revolution, but still showing strength.

Every crisis in Azadi is different. Not all of them demand violence, but they do speak to the need for direct action. At some point, organizing voters isn’t sufficient. In the case of the Port Said Massacre, it takes riots or vigils. Other crises present their own possible responses. Assassinations or lawsuits. Underground newspapers or hacked firewalls. As players, you’re free to pursue either option. These decisions present lingering consequences, represented as new action cards added to the map. Little legacies of how you chose to walk the walk.

No matter the precise response, however, the outcome is similar. Your azadi slowly swells upward. The map expands, bringing new regions and allies into the movement. And eventually, if you move quickly enough, if you’re clever with your collaborations and concessions, if you work with your comrades, freedom can be won. That little flag clinks into the little overlord token. In thematic terms, the oppressors are sent packing.

The game isn’t over. If anything, this is when Azadi reaches its inflection point.

ugh, why would we choose to reward idealism? yuck.

The birth of a new nation.

Part Four: Something Ends, Something Begins

The instant the overlord is ousted, Azadi offers some respite. Think of it as an interlude. A time-skip.

First, you see what manner of nation you’ve built. Everybody takes their answers to those call-and-response questions and adds them up. These are the contrasting visions of your country’s founders, whoever they might be. Revolutionaries and essayists and generals and artists and collaborators. Or, in Shasn’s terminology, Capitalists, Supremos, Showstoppers, and Idealists. These ideologies are tallied to become the basis for your new government.

Depending on the first- and second-place winners, a pair of distinct visions emerges. Now everybody gets to vote. The currency this time isn’t voter pieces; it’s the contributions everyone made to the revolution. The outcome is everything. Maybe you’ll choose to burn bridges with the outside world, retreating into isolationism. Or perhaps you’ll establish an oppressive theocracy. Or a libertarian paradise that excludes the filthy masses. Or a democratic beacon on a hill. Or a flawed democratic state with limited enfranchisement that likes to tell itself it’s a beacon on a hill. Whatever the outcome, this sets new rules for the game going forward. Special abilities. Single-use monuments. Whose ideology cards receive special affordances, and who gets included. The usual board game stuff, but developed in direct response to the actions you took across the preceding ninety minutes.

Honestly? It’s sublime.

One of my critiques of Shasn was that it examined how politics function, but ignored what politics are for. Azadi rectifies this omission. All those goofy call-and-response questions suddenly matter. And not only in game terms, but as reflections of ideology. They’re your Federalist Papers. Your Declaration of the Rights of Man of the Citizen. Also, unfortunately, your delegation on the preservation of slavery, whether at home or in the colonies. The result is a half-wrought constitution, some new mode of governance that’s better than what came before, but also profoundly imperfect.

Also, crucially, it’s still under construction. Because what comes next is closer to the original Shasn. All the old coalitions are broken. Imperial voters (usually) disappear. Now everybody is out for themselves. It’s back to the gerrymandering and voter suppression and all that. The revolution has slouched back around to eat its children.

It sounds cooler than it is.

insert some joke that will absolutely not be in terrible taste

The country still bears the scars of the oppressor’s actions — and your own.

I mentioned earlier that Azadi has done away with the conspiracy cards. It’s okay if you don’t remember. That was many words ago. But the point stands. The portion of Azadi that comes after its tense first act and that incredible intermission is something of a letdown.

At best, it’s a slog. An interesting slog, perhaps. You’re still gathering resources and buying voters and doing the gerrymandering thing, and the rules have been tweaked by the actions you took as a revolutionary. But it’s straightforward in a way that the game’s first half was not.

At its worst, the back half of Azadi is perfunctory. In such a case, it’s already clear who has secured the most majority votes, there’s really no stopping them, but there are still a few rounds to go before the map has been filled in enough to bring home the final tally. Sure, it’s possible to call it right then and there. But then you won’t get to see all those little consequences play out. After all that investment, it would be a shame to not finish.

Even so, it’s a disappointment all the same. Something to mix up the final few rounds wouldn’t have gone amiss. Like, say, some conspiracy cards to keep everybody on their toes. Too bad the deck from the original game is so ill-suited to the myriad possibilities coming out of the game’s revolutions.

But. Still.

Azadi is a remarkable achievement. I mean that. Even when it stumbles. Even when its merger of bad party game and serious revolutionary manifesto put themselves at odds. Especially then. Because this is what politics are for. Awkward coalitions, strange bedfellows, bills of rights that strive for universality but leave out the untouchables, or the women, or the slaves, or religious minorities, or whoever. Please don’t mistake this for watery centrism masquerading as realism. There are grand outcomes, too. It’s just that they’re as mired in the muck of contrasting opinions and methods and sometimes violence as any other possibility.

There are five revolutions in the game. South Asia 1947, American Revolution 1776, Russia 1917, Egypt 2011, and, um, Mars.

A strange, imperfect, wonderful game.

Which is to say that Azadi is messy the way people are messy. The way countries are messy.

But both people and countries, to invoke Hemingway, can be fine things, and worth the fighting for. That, I think, is the takeaway here. Azadi makes no bones about its position on its messiness. Not every outcome is the same. The troubled democracy is not the equivalent of the iron-handed tyranny. Azadi is every individual’s fucking birthright. For such a game, for such a vibrant, unsettling, funny, and tonally inconsistent game, I can take the slow denouement with the exemplary meditation on liberty and nation-building.

Just, you know, never again with five players. That took forever.

 

A complimentary copy of Shasn: Azadi was provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

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