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Magical Athlete Review — More than Candyland 2.0

16. April 2026 um 22:00

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Roll and move makes a comeback with this simple party game? We review this re-release by CMYK, of taking an asymmetric zany racer, and rolling a D6 on your turn to move! It has no hand management and little dice manipulation within the race, but you will be drafting and secretly selecting your racers for each race! And one of the maps has spaces to make you trip or go forwards/backwards. Is this a bargain at only $30, or does the gameplay have too little agency for what it is?

Other games mentioned: Hot Streak, Candyland

Play Uprising Curse of the Last Emperor: https://gamefound.com/en/projects/nemesisgames/uprising-big-box-true-solo

Table of Contents:
Intro - (0:00)
How to Play - (1:49)
Pros - (2:41)
Cons - (8:58)
Recommender Score - (14:05)
Ashton's Personal Score - (17:17)

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#boardgames #tabletop #review

Top 10 Games for Four Players

16. April 2026 um 21:50

💾

Mike DiLisio, Joey Evans, and Chris Yi take a look at their favorite games to play when they have exactly four players.

Check out Great Tables, Games, & Bags at: https://www.allplay.com

Support the Dice Tower on Patreon:
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For the best selection of games to inspire fun and meaningful time together, check out BoardGameBliss: https://www.boardgamebliss.com?sca_ref=7335244.G9P3mZoBbnAp1TCe

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As an Amazon Associate, we earn from qualifying purchases.

BGG Link: https://boardgamegeek.com/boardgamedesigner/37589/tom-vasel

Intro - 00:00

Joey 10 - 5:34
Chris 10 - 7:27
Mike 10 - 8:43

Joey 9 - 10:37
Chris 9 - 12:06
Mike 9 - 14:38

Joey 8 - 16:20
Chris 8 - 18:37
Mike 8 - 20:09

Joey 7 - 21:56
Chris 7 - 23:50
Mike 7 - 26:20

Joey 6 - 28:30
Chris 6 - 30:13
Mike 6 - 33:27

Joey 5 - 35:11
Chris 5 - 37:03
Mike 5 - 39:12

Joey 4 - 24:32
Chris 4 - 43:59
Mike 4 - 45:59

Joey 3 - 48:26
Chris 3 - 50:14
Mike 3 - 52:01

Joey 2 - 54:10
Chris 2 - 55:45
Mike 2 - 56:57

Joey 1 - 59:12
Chris 1 - 01:01:23
Mike 1 - 01:03:21

#dicetower #thedicetower

Hey! A Place I’ve Actually Been!

16. April 2026 um 21:16

I'm still not sure about this preview thing. I think it's useful, but also, this game is unlikely to change between now and production. But is "preview" a warning that the details are subject to change, or a warning that the game isn't available to purchase yet? I'm still not sure.

At this point, it doesn’t seem far-fetched to crown Josh Wood the king of tableau-builders. Yes, yes, like a trampler of horse glue I’m invoking Santa Monica yet again, but the more relevant touchstone today is Let’s Go! To Japan, a lovely, if flawed, game about planning a vacation to Tokyo and Kyoto.

Let’s Go! To France is Wood’s follow-up to that latter title. It tackles every single one of my reservations with that game, and then goes on to produce one of the most delightful, evocative, and grounded tableau-builders I’ve ever played. Maybe it helps that I’ve actually been to France. More likely, it’s that Wood knows precisely what he’s doing with every mechanism, component, and locale.

"Tower" is a good example. I know better than to attempt anything else, even if I can say it correctly. I still get guff for having a jokey pronunciation of "Versailles" in a previous review. So many people earnestly believed that I really pronounce it Ver-sah-ay-LEES. I still get messages about that one.

I can even pronounce some of these words.

It’s going to be hard to not turn this into a comparative review with Let’s Go! To Japan, so let’s open with the basics. Let’s Go! To France is a game about planning and executing a trip. Not just any trip. A two-week trip to Paris and some portion of wider France, undertaken day by day and hour by hour.

For all that, there’s an elegance to the whole thing. Turns are presented as simple drafts. You receive some cards. One or two of them will get scheduled into your itinerary. The rest are passed around the table. The cards each present a different activity in Paris: visiting a museum, snacking on delicacies, touring a park, shopping at an open-air market, finding an overlooked nook that you’ll boast about to friends for years to come.

Each card has four main components. Victory points — self-explanatory — some icons that increase the appeal of your trip on a numbered track, the amount of time required to fully visit that card, and lastly a scoring opportunity that will only trigger if this is the final event scheduled on any given day. Your objective is largely about optimizing scoring. To offer but one example, visiting the National Archives earns three points for every history icon you placed on that day. That’s a tremendous opportunity if you’ve arranged a day full of tours, but is easily dismissed if you’re planning on shopping or eating instead.

Those other considerations are no slouches, either. It’s possible to absolutely cram a day with activities, but your energy level will suffer, possibly resulting in subtracted points. There are also ideal conditions for each day, earning little bonuses for visiting the park when it’s clear outside or stuffing yourself with pastries on what I imagine is your cheat day. And if nothing appeals, Wood returns with a trick he deployed to great effect previously, letting any card flip to its reverse side to become a generic “Explore the City” activity.

I'm pretty sure some of these are just big cities, but look, if it isn't Paris, it's country, got it?

Spending a week in the country before heading to Paris.

If you’ve played Let’s Go! To Japan, this likely sounds familiar. Indeed, nearly everything here resembles Wood’s previous title, but has become the beneficiary of little tweaks that mark this as the far superior outing.

For instance, there’s the way those Explore the City activities are handled. Previously, exploring Tokyo or Kyoto resulted in your tableau receiving a random card during scoring. This could make or break your day, interjecting some randomness into what was otherwise a carefully structured experience. Here, exploring the city is its own pleasure; one doesn’t need to stumble upon a museum or garden to justify their time spent in Paris. This keeps your tableau in check and feels more appreciative of what makes such a trip worthwhile. Just being here is enough.

Similarly, the ideal conditions for each day are now portrayed as guidelines rather than dictates. It’s worth assigning activities to the corresponding days, but this is only mildly beneficial, and only the first two times you do it. Beyond that, you’re free to schedule your days as you see fit, without worrying that you’re missing out on another drizzle of points. It’s a small thing — basically, you’re earning a benefit just a little earlier than in the previous game — but it goes a long way toward letting you shape your own trip rather than ensuring there’s a history day, a food day, an architecture day, and so forth.

Wait a minute, how dare you name a place Les Invalides? That should be reserved for hospitals and... [touches earpiece] it's a what? Ahem. Never mind.

The tableaux here are much more flexible than those in Let’s Go! To Japan.

The larger change is more structural. Where the previous game saw your vacationer shifting between Tokyo and Kyoto, a system that demanded its own train-hopping minigame, Let’s Go! To France instead divides its trip into two portions. Your main tableau actually represents the second week of your vacation, resolved during scoring. As you place cards into your tableau, however, you might trigger tickets that move a pawn across the countryside. Depending on your destinations — and which region you’ve chosen for the group to explore — it’s possible to begin your week in Paris having already seen some sights, earned some tokens, or maybe even secured a special scoring condition or two.

At times, there’s a sense of vague translocation. You are, in effect, planning Schrödinger’s Vacation, the cards signifying events in both past and future. But it’s a mild discombobulation at worst, one that lasts maybe five minutes before everything snaps into place. The overall process is much smoother than the previous game’s swapping between cities, and provides ancillary benefits to the game’s usual procession of daily scores.

You might, for example, begin your week in Paris already tuckered out from your time in the Loire Valley, prompting you to take it easy for a couple of days or chow down on some crepes for a sugar rush. Or perhaps you’ll arrive already enculturated by old architecture, letting you take advantage of a daily highlight that requires a certain number of icons before awarding big points. Where previously these objectives would only pay out in the later portion of your trip, it’s now possible to assemble a more robust tableau, one that feels rewarding from start to finish.

a Belinda's Big Bonus, on the other hand? erm.

I appreciate a bonus.

As before, scoring is an active portion of the game, an event in and of itself where players walk through their trip one day at a time, tallying points and keeping track of their relative energy levels. This helps to digest the game’s point-salad fiber, but it plays an even more important role in contextualizing Paris as a geographic space with its own character and identity.

I’ve often praised Santa Monica as an ideal tableau-builder for the way it asks players to not only create a space, but also to inhabit it, to move around in it, to poke around its nooks and crannies. With Let’s Go! To France, Wood replicates the trick, albeit via an entirely distinct set of mechanisms and representations. This is Paris as a location out of time, the city that is at once a tourist trap and timeless. Around every corner there’s something new to see, some fragment of history that has been improbably preserved across the ages.

And that sense is communicated above the table as well. As one friend put it, you could take the deck to Paris as a reminder sheet of everything there is to see and experience. Playing this game, we found ourselves discussing the spots we’d seen and those we hope to see some day yet to come. The overlooked garden with the hidden entrance, where one friend drank wine and conversed with a farmer. The museum that sparked my imagination more than any other I’d ever walked. The sheer looming size of something. The joy of ducking into a random cafe and having one of the finest meals of your life.

I'd try to squeeze in a meal on Saturday, though.

I’d do that.

The effect is magical. In a sense, Wood has created a transposition of his own, a game at once past and future, both reminiscence and future itinerary.

He’s also crafted a game that’s nearly without parallel. That its best comparisons are Wood’s own past creations is a testament to his skill with this particular medium, but also to the city he’s chosen for us to experience all over again. In improving on its predecessor in nearly every way, Let’s Go! To France deserves its peculiar punctuation. Let’s go, indeed.

 

A prototype copy of Let’s Go! To France 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 my first-quarter update of 2026: the best board games, movies, books, and more!)

The Top 100 Board Games of All Time: Azul

16. April 2026 um 20:03

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This week we add AZUL to our DEFINITIVE list of the Top 100 Boardgames! Beautiful mosaics that are just BEGGING to be hammered.

Support the Show: https://bit.ly/SupportSUSD / http://ko-fi.com/shutupandsitdown / https://www.patreon.com/shutupandsitdown
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Das Ende der Brettspiele? 📱 Spiel des Jahres 2026 Orakel!

16. April 2026 um 18:01

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Wird 2026 das Jahr der digitalen Revolution am Brettspieltisch? 🔴🔮

Der rote Pöppel ruft! Nicole und Kai orakeln wie jedes Jahr über die Nominierungen zum Spiel des Jahres 2026. Heute gehen wir ans Eingemachte: Wir ordnen die heißesten Titel des Jahrgangs – von den mutigen Außenseitern bis hin zu unseren absoluten Top-Favoriten für den Sieg.

Dabei stellen wir uns der großen Frage: Kann ein hybrides Spiel wie Bossfighters QR (Pegasus Spiele) den Thron besteigen, oder setzt die Jury lieber auf analoge Gemütlichkeit mit Panda Royal oder Cozy Stickerville? Außerdem klären wir, warum Kracher wie Take Time oder Rebirth echte Grenzgänger zwischen Familien- und Kennerspiel sind.

Werden unsere Prognosen wahr? Schaut rein und diskutiert mit!

Euch gefällt unser Orakel? Dann unterstützt uns mit einem Abo und aktiviert die Glocke 🔔, um das nächste Video zum Kennerspiel des Jahres nicht zu verpassen!
Schreibt uns in die Kommentare: Was ist EUER Tipp für den roten Pöppel? 💬

🕒 Kapitel:
00:00 Der rote Pöppel 2026: Das große Orakel
00:26 Die Jury-Logik: Gewinner der letzten Jahre
03:40 Die Außenseiter: Klein aber fein, Partyspiel oder Kennerspiel ?
11:38 Longlist: Kunterbunte Mischung
18:10 UNSERE NOMINIERUNGEN
22:00 DER SIEGERTIPP: Spiel A oder B ?
25:29 Outro: Welches Brettspiel ist euer Favorit ?

Werden Bossfighters QR (Pegasus Spiele), Panda Royal (SPIEL DAS!) oder Cozy Stickerville (Unexpected Games) tatsächlich nominiert? Wir analysieren die Chancen jedes Titels im Detail. Achtet besonders auf den Part zu den hybriden Brettspielen – hier entscheidet sich 2026, in welche Richtung die Branche wandert!

#meeplecards #spieldesjahres #sdj #brettspiele #boardgames #orakel
-------------------------------------------
Willkommen auf unserem Kanal MeepleCards! Wir sind Nicole und Kai und ganz aufgeregt, unsere Leidenschaft für Spiele mit dir zu teilen.
Mach dich bereit, alte Klassiker, neue Lieblingsspiele und neue Brettspiele und TCGs mit uns zu entdecken.

Nicht zu vergessen sind die tolle Musik und die Geräusche, die unseren Videos einen zusätzlichen Touch von Freude verleihen. Vielen Dank an https://motionarray für die aufmunternden Klänge, die wir hören!

Außerdem bedanken wir uns bei Canva, für das zur Verfügung stellen von wundervollen Symbolen und Bildern zur Erstellung von Thumbnails und Einblendungen.

Castle Nightingale Review: The Ninja Life of Pets

16. April 2026 um 17:30

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Zee checks out this sneaky game for two players in which you must break in and steal relics to win - or stop your opponent from doing so!

Check out Great Tables, Games, & Bags at: https://www.allplay.com

Support the Dice Tower on Patreon:
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For the best selection of games to inspire fun and meaningful time together, check out BoardGameBliss: https://www.boardgamebliss.com?sca_ref=7335244.G9P3mZoBbnAp1TCe

Find Conventions, Merchandise, and Connect With Us: https://linktr.ee/dicetower

Dice Tower Amazon Storefront: https://www.amazon.com/shop/thedicetower
As an Amazon Associate, we earn from qualifying purchases.

0:00 - Intro
0:47 - Overview
13:16 - Discussion
16:36 - Final Thoughts

BGG Link: https://boardgamegeek.com/boardgame/462394/castle-nightingale

#dicetower #thedicetower

KRIEGSTRUHE / WARCHEST - Brettspiel - Regeln & Let's Play - Board Game Arena

16. April 2026 um 17:01

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Dani spielt mit mir auf #Boardgamearena.
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Warlord: Saga of the Storm Review: These Warlords are Showing Their Age

16. April 2026 um 17:00

💾

Tom and Zee take a look at Warlord!

Check out Great Tables, Games, & Bags at: https://www.allplay.com

Support the Dice Tower on Patreon:
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For the best selection of games to inspire fun and meaningful time together, check out BoardGameBliss: https://www.boardgamebliss.com?sca_ref=7335244.G9P3mZoBbnAp1TCe

Find Conventions, Merchandise, and Connect With Us: https://linktr.ee/dicetower

Dice Tower Amazon Storefront: https://www.amazon.com/shop/thedicetower
As an Amazon Associate, we earn from qualifying purchases.

0:00 Intro
2:09 Overview
7:52 Review
17:44 Final Thoughts

BGG Link: https://boardgamegeek.com/boardgame/1799/warlord-saga-of-the-storm
#dicetower #thedicetower

Packing WAY TOO MANY games for a cottage board game trip!

16. April 2026 um 17:00

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Hey friends! This was just a fun little video I wanted to film before heading out for my week long cottage board game trip! I hope you guys enjoy seeing all the games I am bringing. When this video goes live I will be pretty close to the end of the trip so let's hope we get all the games played! Enjoy!

Games I am bringing:
- TEND
- The Castles Of Burgundy
- Creature Caravan
- Wondrous Creatures
- Kingdom Crossing
- Merchants Of Magick
- YRO
- Kokeshi
- Urban Sketchers
- Skara Brae
- Ruins
- Spirits Of The Wild: Awakening
- Tokaido Duo
- Darwin's Journey
- River Of Gold
- Sankore
- Galileo Galilei
- Underwater Cities
- Ohanami
- Bus & Stop
- Downtown Farmers Market
- Seas Of Strife
- Joraku
- 3 Chapters
- We Need To Talk
- LUZ
- Jibber Jabble
- Piles!
- Can't Stop
- 3 Of A Kind
- Eternal Decks

Total: 31 GAMES!

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✿ Interested in a game I talked about? ✿
Be sure to check out your FLGS (Friendly Local Game Store), check out the publishers website or look up an online game store in your country!

✿ My filming setup! ✿
Camera - Canon EOS R8
Microphone - Rode VideoMic
Background Shelves - Jasper Shelves by Allplay & Ikea Kallax in Natural
Game Table - The Jasper Table by Allplay in Natural

#theboardgamegarden #TBGG #boardgames #tabletopgames

Tower Up

Von: ferengi
16. April 2026 um 16:54

Realistische Stadtplanung?

Es ist auch mal schön, Spiele mit einfachen Regeln zu konsumieren. Wir haben Bauklötze in vier Farben und können auf unserem Stadtplan

  • eine Karte aus der 3er-Auslage wählen, um die entsprechenden Bauklötze in unseren Vorrat zu nehmen
  • unsere Bauklötze auf den Stadtplan setzen und Gebäude bauen.
Schnell aufgebaut

Regeln zum Bauklötzesetzen:

  • Benachbart zu einem anderen Klotz in einer anderen Farbe
  • Wir müssen auf alle benachbarten Klötze einen gleichfarbigen Klotz ergänzen können, dabei überbaut man auch Dächer der anderen Spieler
  • Wir setzen ein Dach auf eines der Häuser und erhalten Siegpunkte in der Farbe des Hauses.

Unter bestimmten Bedingungen erhält man einen Extrazug und man achtet auf die Aufträge für Sonderpunkte. Diese gibt es z.B. wenn man in jedem der sechs Bezirke an einem Haus mit einem Dachteil beteiligt ist, welches aber auch schon überbaut sein kann.

Eine Option ist, sich Klötze entsprechend einer Karte zu nehmen. Auf einigen kann man auch ein Fahrzeug auf seiner Punkteleiste fortbewegen.
Maximal 5 Verbindungen gibt es zu einem Feld, somit kann die Höhe nicht über 6 Klötze sein.
Die Punktwertung ergibt sich aus dem Spielertableau: Fortschritt der vier Farbleisten, untere Zeile für Anzahl sichtbare Dächer zum Spielende plus Sonderpunkte rechts.

Fazit:

Das Material ist nicht schön. Die Plastikaufbewahrung ist im Neuzustand schon nicht passend für die Karten und optisch ist es auch kein Hingucker. So hat man Material vor 40 Jahren gemacht. Aber spielerisch bietet es viel Interaktion und man beobachtet die Taktik der Mitspieler schon bei deren Auswahl, welche Bauklotzfarbe sie sammeln. Die Regeln sind in 5 Minuten erklärt, ein Spiel dauert keine Stunde. Ich wäre jetzt trotzdem nicht bei einer Deluxe-Kickstarter-Kampagne dabei, aber würde es auch gern Wiederspielen.

Stubenscore: 7,4 / 10


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What makes an 18xx Interesting?

16. April 2026 um 16:36

After playing 18CZ (again!), I was trying to pin down why I thought it was “OK” and not “Great.” Why does 1822 PNW make me want to get it back to the table, while CZ is merely a “Yeah, sure.” (I mean it’s still a positive feeling, but more “indifferent plus” than “suggest” or “enthusiastic“) and I think this comes down to one thing that I have touched upon a few times over the years, but bears repeating.

Entanglement — The (Not So) Secret Sauce

By their nature 18xx games are more entangled than most business games. In typical games, each player controls their own (single) corporation. What is good for the company is good for the player, and vice versa. In 18xx, a player can juggle multiple (competing) interests; it can be great to trash a company under your control (shifting its assets to a ‘better’ company).

This brings up the Principal-Agent Problem , but also Implicit Collusion because there might be other shareholders and they will want to know if the company is going to pay out or with-hold, and if it will be headed for a glorious future or Chapter 11.

It can be impossible to state the “right” play is for a company merely by looking at the board. You need to understand the stock split dynamics. Does the president own 60% (and 40% is in the IPO/Bank). Or is it a 40%/30%/30% (in a three player game). Treating those situations identically is a recipe for disaster.

So — The board position is entangled with the players’ stakes. That’s the “hook” of 18xx.

(Acquire also does this, and is rightly acknowledged as one of the greatest games of last century1. Its board play is much simpler, the stock entanglement does the heavy lifting. In Chicago Express the entire game play revolves around implicit collusion — getting the incentives right so that others make plays to your benefit)

Of course there are levels of entanglement, and ripples to the chaos.

How many companies (and which ones) will open?

If the same companies open in the same order every game, the game will likely start to feel the same (although various splits of minors still have interest)2. Varying how many companies (and which) provides variety because the “train rush” is triggered by that one additional company operating. In many games, there might be “semi-permanent” trains. If X companies open, they last. The X+1st company opens and they rust.

Some games (like the ’22 family) randomize the order that some companies show up in, this forces each play into a new line but also means that the number of viable companies might change, which has implications on the train rush.

More subtlety, 1846 achieves the same effect by having some dubious companies that frankly aren’t great. Is it worthwhile to open a second company? Uh, sometimes. For a long time the fact’ that the game’46 had mediocre companies puzzled me, but borderline companies are a ticking time bomb. If the incentives are right, someone will open them just to watch the world burn trains rust. The fact that their ROI isn’t great is borderline.

Thinking about this with 18CZ; I suspect that it does do better at this that I thought … but three players is not its sweet spot3. The train limit is a bit too generous at that count (at least in our meta). Again compare this against ’46, where the number of companies (and trains) varies based on player count to keep things tight.

How entangled is the board?

The game board should be small enough so that each company’s track plays have ripple effects.

The game that best exemplifies this is, naturally, Go. There are “joseki” — opening lines that theoritically should provide roughly equal chances for either side … in that particular corner. Professional players spend an inordinate amount of time on the first 20-30 moves (out of 150-250 ish) because the corners influence each other and the josekis will combine. Joseki A (in the NW corner) may be great if Joseki B is in the NE corner, but terrible if Joseki C is in the NE corner.

So you want to leave things in flux and arrange joseki(s) that work together in your favor.4

In our last few games of CZ, Eastern Side of the Board never impacted the Western Side … everyone met up at Prague, which held enough token slots that most companies could get through, and the ones that didn’t at the end had their runs on the appropriate side. Sure, there was jockeying between companies on each side, but the corners never impacted each other. (Again, might be a problem that is solved at more players).

Which is not to demand that “every company cares about every other company,” but there should be some tension and chokepoints; companies fighting to place track or station tiles. For example, ’46 has Chicago (and Toledo, and Indianapolis). PNW has Seattle and Portland literally fighting over growth.

CZ (at least with three) felt like it had walled off suburbs. My branch in the SE eventually merged with the NW companies (and the Northerner), but it was a minor event. Like finding a run worth an extra few dollars in share. A rounding error, not a bomb.

(1862 almost achieves “every company really cares about every other company”; because of merger opportunities but also because the board is so tight and different company charters will have very different track preferences).

And even companies far apart and destined to ne’er meet; they might compete over tiles. Every 18xx player knows the sinking feeling when you discover a needed tile is missing.56

What doesn’t interest me

Hunting out the extra dollar and operations minutiae all the time. (Hunting out extra money in the opening is the entire point of compound interest). Yes, sometimes that extra dollar really matters. A few bucks might make the difference between buying another certificate. In that case, the extra few dollars is a “bomb7” (a big deal).

Token wars, snatching up the right train, ownership battles, dumping companies … those are always bombs. If the few extra dollars is a bomb only 1% of the time, it can be simplified away. But I’ve learned that in order to entangle the board (and stock) you have to have the possibility of not entangling it. Sometimes even great games can have a relatively dull run.

There are other things that don’t interest me. (I’m no longer fond of the ’30 family’s script of “first company low, second company saves first.” Nothing wrong with that play … but I’ve seen it enough). But in general I’m looking for a reason to play an 18xx title and most of them give me plenty.

  1. The BGG HoF got some things wrong, but they got that right. ↩
  2. I owned 1835 back in …. ’92 or ’93, but never got to try it. I know it has its defenders and variants…. ↩
  3. After writing this, I went and checked BGG and 4p is listed as best with 3p and 6p having the lowest recommended numbers. ↩
  4. I don’t play Go well enough to know how to do this; but I played enough to know this is true. See the proverb “Memorizing Joseki loses two stones.↩
  5. Yes, its a horribly gamey thing …. why should the fact that some company hundreds of miles away built a branch mean you can’t? Well, just imagine that they got a compliant politician to hose you. ↩
  6. Also, I swear that 1846 is influenced by Coriolis rotation of the earth, because tiles that are mirror images with 4 each will have one set empty and the other set untouched. ↩
  7. For those readers unfamiliar with the term, I am using the meaning of “bomb” from a Jonathon DeGann Article, which is still available on the Wayback machine. ↩

Episode 259 - Taiwan & Ketchup

16. April 2026 um 16:00

Ambie and Crystal discuss a couple games they played recently, including Until Proven Guilty: Thirst for Justice and Taskmaster: The Escape Room. Then we talk about what's been going on the last few weeks since Dice Tower West - Ambie's trip to Taiwan and what board games she saw there, and what Crystal was able to play after she recovered from being sick. Nominate us for a Golden Geek Award here!

0:00-Intro
0:39-Announcements
2:00-Recent Games - Until Proven Guilty: Thirst for Justice
6:42-Taskmaster: The Escape Room
12:45-Taiwan & Stuff
28:09-Outro
29:22-Bloopers

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For the full show notes visit our site at http://www.boardgameblitz.com/posts/435

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Molly House, Fate of the Fellowship, Hot Streak, and Magical Athlete Win 2026 ATA Awards

16. April 2026 um 15:53
Well, the 2026 game awards season has finally begun. The American Tabletop Awards have been around since 2019 and they feature an interesting division of games into four categories. The winner in the Complex category is Molly House, designed by … Continue reading
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