Normale Ansicht

Sejm As It Ever Was

09. April 2026 um 23:20

How I feel when I turn in an article draft to my wife.

Here’s a situation for you. It’s the last decade of the 1700s. Far across the sea, a rebellion has ousted the British from thirteen of their prize colonies, leading to the adoption of a new constitution. Revolutionary fervor is sweeping the continent, throwing France into turmoil and the old regimes into paranoia. Your union, the Polish–Lithuanian Commonwealth, has seen its star faded by entrenched nobility and foreign partition.

And now there’s an opportunity to draft a constitution of your own.

That document — historically the Constitution of 3 May 1791, although you might instead draft any number of parallel constitutions in its place — is the topic of Rex Regnat, Edward Damon’s sharp-as-a-tack title about uncomfortable politics and doomed alliances. Part trick-taker, part parliamentary simulation, and part rumination on a union whose constitution would only last 19 months before it was divided out of existence until the First World War, Rex Regnat is one of the finest political games I’ve played all year.

Hm, where is the WHINING ON 'APOLITICAL' COMEDYBRO PODCASTS issue?

Some of the issues facing the Polish–Lithuanian Commonwealth in the late 1700s.

At first glance, Rex Regnat is a game about tracks. The board consists of ten of the things, six for various issues facing the assembled sejm — think “parliament” and you’ll be close enough — and another four for the agitation taking place across Polish–Lithuanian society during the drafting of its constitution.

For the most part, those issues should be familiar to passing students of history. They raise questions about who should be allowed to vote, the status of serfdom, Catholicism as a state religion, and whether the king should be subject to common law. Boilerplate stuff for the Age of Revolution. The two remaining issues are harder to peg without some understanding of this peculiar union’s context. First is the Liberum Veto. This bad boy allowed any deputy of the sejm to nullify the entire legislative proceedings, a terrible idea even in peacetime, but a downright suicidal one when neighboring titans like Russia and Brandenburg could bribe any old noble to veto any reform that might impede their foreign agenda. Next is the hereditary nature of the monarchy. That only makes sense when you realize that kings were elected — and, as a result, tended to function as a stump for their noble electors.

Okay, so the basics are easy enough to understand. You’re one of the factions hoping to mold the constitution to your liking. Handily, the tracks label your intentions. The Regime — which means the nobility and its sway over the monarchy more than the king himself — wants to further entrench their privileges, placing their icons on the right side of the three tracks they care most about. But this can prove slightly deceiving. As those currently hoarding the lion’s share of their country’s power, the Regime would also be content to allow affairs to remain as they already are. Thus they score points for securing their privileges, but also for keeping those tracks — all six of them this time — firmly seated in the middle. This marks them as right-wingers and centrists at the same time. Which is always the case, deep down, but the phenomenon is especially pronounced here.

Opposite the Regime is Reform. This faction wants a constitution that will bring the Commonwealth into the modern world. The Liberum Veto? Out. Serfdom? Out. Total enfranchisement? Hold on a minute. The Reformers aren’t insane. Incremental change, that’s the path forward. Maybe, and this is a maybe here, Reform could grant a few cities free status. Just to prevent the troubles in France from happening here, you understand. But beyond that? Let’s not lose our shirts.

If you’ve ever studied a revolution, you can probably already see the hairline fractures forming at the foundation. Rex Regnat can be played with two players. In such an event, Regime and Reform are the principal actors. But as an experience, Rex Regnat shines with four. That’s because there are two more factions to consider. As ideologies, their role was limited in the historical sejm that oversaw the declining years of the Commonwealth. But they existed, they agitated for their own alterations to Polish–Lithuanian governance, and they played a crucial role, as radicals always do, in popularizing which issues can be discussed in the first place.

I'm outraged that the chits are off-center. But that's my outrage for every game with chits.

Society’s many outraged sectors.

These factions, then, are even further to the right and left than the mainstays. First we have the Radicals, also known as Reform on steroids. Whatever Reform wants, the Radicals want double. Whatever Reform is hesitant to grant, the Radicals are ready to throw a Parisian Moveable Feast to take for themselves. But then there’s their opposite number, Reaction. Think of them as the incel podcasters of the 18th century. They want a stronger monarchy, an empowered military, maybe an alliance with those treaty-breaking Prussians next door. If this should spell annexation… well, reactionary movements have never been especially good at thinking long-term.

Now, you might be thinking that I’m spending a lot of time discussing tracks and factions. True enough. But these dynamics are at the heart of Rex Regnat. Reform and the Radicals, Regime and Reaction; these are the natural alliances, albeit uncomfortable and shoehorned alliances, that dominate the table. They’re Rex Regnat’s version of the Communists, Socialists, and Anarchists from Alex Knight’s Land and Freedom, or the awkward three-way race that defines Mark Herman’s Churchill, or the squabbling powers of Herman and Geoff Engelstein’s Versailles 1919. These comparisons are not ones I invoke lightly. Rex Regnat resembles those games not only because they’re all games with tracks, but also because it intends to put players in the same diplomatic headspace. It’s about trading favors, talking your friends into doing things that benefit you just a little bit more than they benefit them, and maybe, in the end, risking everything on a coup de grace that’s really just a literal coup.

Which is why the tracks are important, but not all-important. Each faction has other aims to consider. The Regime derives most of their points from the tracks, which makes sense, given how badly they want things to remain the same. But they also care about tamping down societal agitation and keeping control of the gavel, the marker that dictates who picks the issue up for debate. Reform, meanwhile, is happy to be included at all, so any issue they win becomes political currency, even those that have nothing to do with them.

The Radicals and Reaction go further, as befits their status as outsiders determined to get a foot in the door. If the Radicals don’t get their way, they can instead foment outrage, possibly leveraging the upset of the people to seize control outright. Reaction, meanwhile, alters its objectives ever so slightly between rounds. In the first half, Reaction wants as many cabinet positions as possible. They’re infiltrating offices. Securing funding. Finding their audience. In the second half, they want to push those outrage tracks up as far as possible. Suddenly, their interests are aligned with Reaction, but only in the sense that they want a riled-up population. They’re here to co-opt everybody’s justified anger for their own purposes.

ah yeah, it's red robe guy

Only the cards on your bench can be played into a trick.

Just as those other political titles I mentioned had their own methods for resolving the debates and issues of the day, Rex Regnat finds its footing in the most expected of places… because, yes, this is a trick-taking game. Another trick-taking game. All I play anymore is trick-taking games.

But while Rex Regnat is a trick-taker, it’s quite unlike its peers. The first and most visible difference is that each player always has three face-up cards. This is their “bench,” and these are the only cards they can play into any given trick. Right away, this has a few consequences. The first is that there’s a great deal of manipulation to the proceedings. If I see that you have the highest-ranked card in a particular suit, I’m not likely to initiate a debate over an issue in that suit. Unless, that is, we can come to an agreement.

Or unless I want you to win that issue. First of all, it’s entirely possible to force an opponent to shed a powerful card on an issue that doesn’t really benefit them right now. If you’ve already secured Catholicism as our state religion, letting you expend your strongest card to thump the table about God and Country is a boon that keeps on giving. Go ahead. I don’t mind. Shout about our duty to Christendom. Tell it to the rafters.

But more than that, there are plenty of little overlaps in the scoring conditions, and not only between natural allies. Needling the Regime into stripping the Radicals of an outrage issue is valuable even if it doesn’t benefit me directly. All the better if I can force you to burn a potent card and deprive a leading opponent of their strongest source of points.

But even more than that, precise rankings matter in Rex Regnat. The winner takes and resolves the issue, the natural outcome of any debate. Last place earns the gavel, their backroom politicking letting them dictate the future issue under discussion. But second and third place also get their say, shifting the suit of their played card up on the outrage track. Depending on the sequence — which, again, is often manipulable thanks to the face-up cards on everyone’s bench — it’s possible to ensure that you shift such a track at the precise moment it will confer some advantage. Such as, say, an influence token, worth points to all factions. Or a token that will conceal one of my bench cards, making it all the harder to guess at my next move. Or a shift on an issue track that isn’t directly tied to a debate. No matter the precise debate being undertaken right now, there’s always some way to get ahead.

The result is a form of trick-taking that’s played openly (most of the time) and allows for an unusual degree of control (again, most of the time) and encourages the aforementioned horse-trading and wheedling. While many of the genre’s touchstones are present and accounted for, trump suits and sloughing and tactical tiebreakers, they tend to fade into the backdrop of the game’s politics. Your bench is a set of cards, but it’s also the dignitaries and arguments your faction has ready right now. Your hand becomes blackmail and backrooms deals and side hustles, almost ready for the oven but in need of a bit more leavening. Even smaller incentives, like the royal offices that transform ordinary cards into kings, become opportunities to flex your political clout.

as you can see, red robe guy is a favorite around here

When discards go bad.

I have a great deal of affection for games that use abstraction to speak a deeper truth about the topic they present. I’ve already mentioned a few of them. In Land and Freedom, Alex Knight compressed a complex and drawn-out civil war to a few fronts, some negotiable values, and the squabbles and purges between three factions that couldn’t set aside their differences to save their lives. The result was a game about the shortcomings of revolution and democracy. Churchill’s military fronts were also tracks, linear near-inevitabilities that assume the Axis will collapse, but it’s anybody’s guess who will inherit the world; the outcome was an examination of the war-behind-the-war that produced the remainder of the 20th century. High Treason established its courtroom drama as a series of icons that might or might not be worthwhile, their relative value always slightly out of reach. Justice, Alex Berry argued, was a matter of guesswork and who was seated in the jury box.

With Rex Regnat, Damon pulls a similar trick. Rex Regnat reveals a political system in the throes of reform, but one that might have shambled along for too many decades to carve out a future for itself. Is it possible to pull back from the brink of a monied class that believes its only hope of holding onto its privileges is denying them to anyone else, from electoral power that excludes those it deems too ill-mannered, from foreign interests that incite violence rather than stability? God, I hope so.

That Damon does this without presenting a single map is nothing to sneeze at. Rex Regnat includes design notes, but fewer players will read them than the rules. In place of textual rhetoric, Damon instead has to leverage smaller touches: considered victory conditions, the placement of icons on tracks, an ideological impression rather than a dramatis personae or timeline of events.

I daresay it works, at least in the broad strokes. As a springboard to learning about the Polish–Lithuanian Commonwealth’s final decade, there are none better. Crud, half the people I’ve introduced the game to weren’t even aware that the Polish–Lithuanian Commonwealth existed, let alone that it attempted a series of radical reforms in its final months.

Outrageous! Ahem. Sorry, but I've just written 2000+ words about this game. You'll excuse me for not having another good alt-text.

Taking in the big picture.

But attempt it did, and succeed it did, at least for a time. The 1791 Constitution didn’t last, but it became a model. For the Poland that would recover its independence 123 years later, it became a model of their enduring identity; for the coming constitutions that weren’t throttled in their cradles, it became a model of possibility. In capturing the dynamics of its fraught composition, Rex Regnat offers one of the finest works of abstract ludic history I’ve played in a long while.

 

I’m adding a note here just in case somebody actually wants to buy this thing, because it’s hard to acquire: you need to go to the Damonic Designs website and email him, at which point he will offer to sell and ship you the game. Yes, this is convoluted.

A complimentary copy of Rex Regnat 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 my first-quarter update of 2026: the best board games, movies, books, and more!)

Wagering Everything on Bronto

09. April 2026 um 02:36

These are civilized thunder lizards, they would never consume one another mid-race. But you can tell they're thinking about it.

Are wacky races the new zombies of board games? Probably not, but it strikes me as wild that I’ve played four distinct wacky race games within the span of a single year, yet nobody within my circle agrees on which one is the forerunner. Dino Racer, the third of those four, was designed by Marceline Leiman, who gave us the lovely High Tide and Nebular Colors (née Heavenly Bodies). This time, the racers aren’t hot dog mascots or magical athletes. I think you can guess what they are.

(They’re dinosaurs.)

STEGGY. STEGGY. STEGGY.

And down the stretch they come!

When we first played Dino Racer, the whole thing seemed broken. Thanks to a small rules error, the outcome of the races was all but foreordained, the wagers were obvious, and not even Eric Hibbeler’s charming dinosaur portraits could do much to make up the gap.

Okay, so maybe it wasn’t such a “small” error on my part. But the point stands. Even something as minute as reshuffling the deck in between matches, rather than letting it run its course and thus tweak the odds from race to race, was enough to scuttle this one. Fortunately, the right rules transform it into a zany good time — albeit one that might prove too light for some enthusiasts.

At the outset, Dino Racer seems like as much a spectator sport as its peers in the wacky race club. When the round begins, five dinosaurs stand hip to hip at the starting line. T-Rex has the best stamina, with diminishing probabilities of success for Raptor, Steggy, Tri-Top and Bronto. These odds are represented by each dino’s quantity of cards in the deck, not to mention their relative tiebreaker positions, but they’re close enough that the outcome isn’t wholly set in stone. T-Rex has one more card than Raptor; Raptor has one more than Steggy; and so on down the line. It’s enough to give some dinosaurs a statistical advantage, but such a slender one that upsets aren’t outside the realm of possibility.

The race itself is resolved in much the same manner as those in Jon Perry’s Hot Streak. Somebody picks up the deck, flips a card, and moves the corresponding dino one space closer to the finish line. Some of that game’s possibilities are left by the wayside; there are no trips or reversals, just a steady forward momentum.

For the most part, anyway. As soon as every dino has reached a column, the checkpoint card at the top of the track gets flipped over. These might produce new opportunities, such as a burst of speed for Steggy, a sudden stumble for Raptor, or a swap between the racers in first and fifth place. What initially seemed like a straightforward foot-race becomes… well, still a straightforward foot race, but one in which the racers’ fortunes are much tightly corded than they previously appeared.

The game’s bigger revelation is that it isn’t a spectator sport at all. Unlike Magical Athlete and Hot Streak, where the bulk of the decision-making occurs before the firing shot, players in Dino Racer are active participants the entire way through. As soon as a certain number of cards have been flipped, the proceedings pause while players take turns selecting from those same cards.

I would call this system Knizian, but I think we've reached the point where that could get me burnt at the stake for blasphemy.

The cards govern both the race and its wagers.

These are the game’s wagers, and they’re informed enough to make smart decisions, but not so settled that you don’t run the risk of losing everything when a loser sprints to the head of the pack. Every detail becomes important. The relative standings between dinos. The cards they’ve burned in previous races. The stronger payouts for less-favored runners. Even the number of remaining checkpoints that are likely to throw the race into disarray. For all that, the way Leiman keeps these decisions constrained to only a few cards — one more than the number of players in the game — prevents anyone from fretting too hard over which dino to pick. It’s possible to play well, but we’re talking about play in aggregate more than turning players into Jurassic match-fixers.

It’s a real holler. Literally. I’ve watched crowds of staid players transform into screamers, bellowing at Steggy to pick up the pace or cheering as another Bronto card flips from the deck. My daughters complained that some of our guests were keeping them up at night; the game under consideration was Dino Racer. A week later, my kiddos gave it a try and screeched like banshees when their favored T-Rex cratered on his snout.

Is it a perfect game? Oh, I have no idea. I’m hesitant to do a compare-and-contrast to its peers. My wife has informed me in no uncertain terms that it’s better than Magical Athlete, which initially struck me as bananas, but I could see preferring it to Hot Streak, which sometimes I favor over Magical Athlete, so at this point it’s all one ouroboros biting precious calories from its own tail.

Because the thing is, these games aren’t actually all that similar. Hot Streak is about obsessive gambling and manipulating the odds. Magical Athlete is about the draft and rolling with the punches. Dino Racer, by contrast, is about placing smart bets, but not especially difficult bets. It’s the lightest of the trio, rules-wise. My kids, aged twelve and six, can play without worrying about special abilities, but there’s still enough for the adults to think about that nobody is getting bored.

It helps, too, that it’s so fast. There’s always something to be said for games that don’t overstay their welcome, and Dino Racer is downright skittish in that regard. Twenty minutes and it’s done. Even if I weren’t in the mood to watch a tableful of people scream at a Triceratops to pick up the pace, it would be over before the headache could form. I don’t even mean that as faint praise. Just, where a session of Magical Athlete means settling in for a while, possibly even a long while if the players settle into a feedback loop, I know what to expect from Dino Racer.

Screaming. That’s what I expect. Provided you get the rules right. Which shouldn’t be a problem, darn it, so I’m not sure why it was that one night. Done right, this game is worth every decibel. It’s cute, it’s fast, and it provides more meat than it might seem from a distance. That’s all good stuff.

UH OH IS THIS GAME POLITICAL (yes)

May it ever be thus to tyrants.

In the end, Dino Racer is about the highest volume one could pack into such a small box, plus a lovely addition to the expanding roster of wacky race games. It displays Leiman in yet another register, all shouts and immediacy, a far cry from the more intimate pleasures of High Tide or Nebular Colors, and even more finely tuned. Just writing about it makes me want to put it on the table all over again. I hope to do so with some regularity.

 

A complimentary copy of Dino Racer 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 my first-quarter update of 2026: the best board games, movies, books, and more!)

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