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Published — 28. Februar 2026 Meeple Mountain | The summit of board gaming

Neuroshima Hex: Battle

I couldn’t tell you when I first heard about Neuroshima Hex, which was originally published in 2006 and predates my time in board games by just about a full decade. At some point, though, Michał Oracz’s tactical tile-layer set up camp on the periphery of my awareness, built a large fire, threw on a stew, and did the only thing it had to do: wait.

My interest in Neuroshima Hex was inevitable. The only trick? I couldn’t find a way in. There are several editions, and oodles of expansions, and it all made the game a bit daunting. Publisher Portal Games seems to recognize that themselves, so for the game’s 20th anniversary, they announced not only a new edition of the base game, but Neuroshima Hex: Battle, a starter box for two that lets the curious among us give the game a try without going all-in. $25 isn’t much in exchange for scratching a perpetual itch, is it? I couldn’t say no.

The sum of Neuroshima Hex takes place in a post-apocalyptic world in which various factions are at war for resources and supremacy. You know, that kind of thing. Each player chooses a faction and its corresponding deck of tiles, then goes about attempting to systematically obliterate their opponent. The decks are made up of varying combinations of…

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Published — 27. Februar 2026 Meeple Mountain | The summit of board gaming

Let’s Build a Magic Deck – Chapter Four: And We’re Off

Here’s a quick recap of Chapters One, Two, and Three:

Someone introduced me to Magic. Someone taught me how to play the wrong way. I sucked. Someone taught me the right rules and how to build a deck. I got good. I went broke. I got out. Then, Commander arrived. I got inspired by a Commander deck my wife bought me for Christmas and decided to build a deck of my own. I identified a potential commander amongst my plethora of cards. I made a few suppositions about what types of cards I might need in my deck. I realized the state of my card collection was in total disarray. So, I decided to get organized, and I did.

With my organizational woes out of the way, I can finally turn my attention to actually creating my deck.

But first, some ground rules.

Magic, as I’ve stated in previous articles in this series, is an absurdly expensive hobby. My intention with this deck is to only use whatever I already have at hand. I feel that, over the course of three decades, I have donated enough to the Magic coffers that I never want to spend another cent on this game ever again. That’s why I’m excited to build this deck. With access to over 8,000…

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Published — 26. Februar 2026 Meeple Mountain | The summit of board gaming

Competitive Warhammer 40,000 – What Is It, and Should I Try It?

Like many people, my first game of Warhammer 40,000 (40K) was played at a local game store. It wasn’t particularly organized. Armies weren’t optimized, rules were misunderstood or misremembered, and “take-backs” were given freely and without hesitation. The atmosphere was relaxed, social, and forgiving.

Games stretched on for hours and were rarely uninterrupted. Curious onlookers stopped by to watch or chat, breaks were taken for food and drinks, and plenty of conversation had nothing to do with the game itself. Most games didn’t even finish, and no one cared. Those hours were filled with laughter, questionable decisions, and learning. That casual environment is where I fell in love with Warhammer and the hobby as a whole.

Among my group of friends, armies were built around what people enjoyed playing or painting, not what was considered optimal. Some of us played to win, but nothing was on the line. The outcome mattered far less than the experience and the stories the games created.

Fast forward several years, and I found myself stepping into a very different environment - competitive Warhammer 40,000. Instead of a local store table, I was now under bright convention lights, surrounded by rows of identical tables laid out with carefully planned, symmetrical terrain. Don’t get me wrong, this environment is still incredibly enjoyable. The people are welcoming…

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Ziggurat Game Review

My wife and I are always desperate to find things to do during the ridiculously-long stretch over the holidays when the kids are out of school for the Christmas-to-New-Year’s period. Recently, that stretch lasted 17 days.

So, my wife often buys 2-3 activities—art projects, workbooks, LEGO installations, board games—to help pave the way in-between all the TV watching, tablet gaming, meals, and sleep. (Sadly, that is often all my kids do during that time if we are at home!) One of the activities she picked up this year was the cooperative legacy board game Ziggurat, published by one of our family’s favorite activity makers, the puzzle company Mindware.

At first, I rolled my eyes at this one. Do I not bring in enough board games for this family to play every year? But then I noticed the names on the box: Rob Daviau and Matt Leacock, two of the legends of the genre and the creators of the greatest legacy game of them all, Pandemic: Legacy Season 1. Then I flipped the box over and fell even harder in love with the concept—Ziggurat is a six-chapter legacy game and looked like a great time for the kids.

I was mostly right.

Stick Rule D Here After Completing Chapter…

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Corps of Discovery Duo Game Review

I enjoyed my time with Corps of Discovery Duo, Joy Cormier and Sen-Foong Lim’s two-player version of Corps of Discovery. Or, at least, I would have told you I enjoyed it. I certainly had a nice time playing this cooperative deduction game for two. But when it came time to write this review, I found I didn’t have much positive to say at all.

It feels unfair, but it also feels right. Prior to writing about Corps, I had been having an excellent day, so I know I wasn’t moody. I even re-read this draft after taking a nice walk. I gave myself a little treat. I hydrated. I took a nap. When I returned, I found that I couldn’t argue with anything I’d written. Corps of Discovery Duo did not work for me in any meaningful sense.

As Lewis, Clark, Sacagawea, or York, two players have to work together to map their way west. In practical terms, this is done by playing cards with one of ten different items on them out onto the table, following both public and hidden rules for each item while doing so.

A large collection of cards in a grid.

Here we hit our first bump. Why are we arranging items? Why aren’t…

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Published — 25. Februar 2026 Meeple Mountain | The summit of board gaming

Focused on Feld: The Sandcastles of Burgundy Game Review

Hello and welcome to ‘Focused on Feld’. In this series of reviews, I am working my way through Stefan Feld’s entire catalogue. Over the years, I have hunted down and collected every title he has ever put out. Needless to say, I’m a fan of his work. I’m such a fan, in fact, that when I noticed there were no active Stefan Feld fan groups on Facebook, I created one of my own.

Today we’re going to talk about 2025’s The Sandcastles of Burgundy, his 44th game. The Sandcastles of Burgundy (Sandcastles) stands out from all of Stefan Feld’s other designs in two notable ways. Firstly, this is Feld’s first foray into designing a children’s game. Secondly, this is Feld’s first co-design with his wife Susanne who, as an elementary school teacher, brings her professional experience with children to bear, working with Feld to simplify the game down into the experience it is today.

In Sandcastles, a foreign dignitary, Queen Crab, has announced her intention to come visit your kingdom. As a way to show her gratitude for you being such a gracious host, she has sent ahead some beach-themed decorations from her kingdom and has asked that you decorate your village in preparation for a beach party that she plans to throw when she arrives. Sandcastles

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Etherstone Game Review

I’m a big fan of weird dueling games—Ortus Regni is one of my all timers—and if they allow for multiplayer silliness, all the better. Etherstone manages to be a complete product, thoughtful, novel, and at times, surprisingly clever. If nothing else, it gets props for not just being a blatant money-grab, instead offering a self-contained and compelling game that has a lot of depth.

The conceit

The lore of Etherstone is not that compelling, mainly because the art is so expressive that I don’t really end up caring much about whatever the story is. It’s evoking druids and biopunk—wild and crazy characters collecting various blobs of mana and using them to bring in more characters so you can battle shared threats, etc., etc.

Mechanically, at the beginning of the game you’ll select a leader card from two that you’re dealt randomly. This will give you a starting distribution of resources. From there, you’ll draft seven cards from a large deck. Once you’ve done both of these things, it’s time to duel.

Etherstone captures one of my favorite underutilized mechanisms in gaming—the point buy. Though it’s a standard card draft that you see in many games, the fact that you’re only getting seven cards to play the entire session with…

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Published — 24. Februar 2026 Meeple Mountain | The summit of board gaming

Pinched! Game Review

For the most part, the team at Mighty Boards has never done me wrong.

After a middling experience with their recent release Red North, I didn’t rush their other SPIEL Essen 2025 release, Pinched!, to the table until recently. But after doing plays at three, four, and five-player counts, I’m excited to share that Pinched! was a blast. Save for my thoughts on how the game’s random card draw can affect scoring and notes on a specific player count, I highly recommend giving Pinched! a look.

“I’ll Take That”

Pinched! is a hand management and set collection game of bluffing and thievery for 2-5 players. Over a series of turns, each player (taking on the role of a thief in a gang of them) will serve as the Mastermind for a given turn. Using a hand of location cards, the Mastermind will select a heist location from amongst the 3-5 locations available in that game.

The Mastermind plays this card face-down into the center of the table, then each other thief will play a card from their own hand of location cards in the hopes of matching the location selected by the Mastermind. During the reveal, two things could happen. If the Mastermind picks a location that…

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Masters of Crime: Incognito Game Review

I’ll admit it: my wife and I got a little too comfy.

After some of the best experiences in the one-shot, mystery gaming arena with the KOSMOS series Masters of Crime, I expected my fourth run to be another blowout. Masters of Crime: Vendetta, Masters of Crime: Rapture and Masters of Crime: Shadows are the height of the category; one of those titles was on my top 10 games of 2025, but all of them could have been, if I had just sprinkled the titles across the entire list.

What those games got right is why I recommend them to everyone I know. The scenarios are fantastic, you’re always placed in the shoes of the villains, not the cops, the puzzles are tough but fair, and the endings always made logistical sense after working through all the bread crumbs dropped during the investigation.

Masters of Crime: Incognito was the next game on my list. I created a draft for this review and had a 5.0/5.0 placeholder ready to go before I played the game. I was sure Incognito would be another banger; why wouldn’t I? My wife and I set up a date night for a Friday evening play. I made the cocktails; she grabbed our note-taking components, laid out the game, and read the…

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