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Got Five! Game Review

Every now and then, I sit down to play a game with no expectations whatsoever. I anticipate neither excitement nor despair. I am absolutely ambivalent, a perfect blank slate. I think of this as a true neutral response, but it occurs to me that I generally enjoy trying new games, so ambivalence is in fact a moderately negative response. I’ll process this on my own time.

Ambivalence was very much the case with Got Five!, a deduction game from designer Yoann Levet and publisher Blue Orange. I picked up a review copy because it was the slow season, I knew it wouldn’t take long to play, and I liked the tiles. I don’t know which of the two credited artists, Mathieu Clauss and Simon Douchy, is responsible for them, but those colorful bakelite tombstones with expressive eyes are hard to resist.

Don’t be fooled. Their friendly exteriors harbor terrible secrets, by which I mean numbers between 1 and 60. If you think that doesn’t sound so bad, you probably like math. During setup, each player takes one tile in each of the five colors and stands them up so the numbers are visible to everyone else at the table. It is extremely important that you not see the numbers on your own tiles, since the goal of the game…

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Solarion: Foundation of Empires Game Review

Several years ago, my friend Nathan introduced our group to Tyrants of the Underdark, a deck-building game that used Dungeons & Dragons lore for its setting. My initial response was dubious, as often happens with licensed product. The art, which Nathan had warned us about in advance, didn’t help. Dozens of artists are credited on the game, and many of their illustrations are not…good. The hodgepodge of styles did not promise a robust play experience.

Fortunately, first impressions can be wrong. Tyrants of the Underdark is an excellent, taut marriage of deck-building and area-control. It is wonderfully interactive, encouraging players to step on one another’s toes at every turn. The modular deck system, which changes the cards in play from game to game, ensures a good amount of variety. The game is both immediate in its pleasures and rewards deeper exploration.

Tyrants of the Underdark is exactly the kind of game that I would expect to be a cornerstone of The Hobby™. And yet. Despite the quality of its reputation amongst those who’ve played, Tyrants remains somewhat obscure. I can’t even tell if it’s currently in print or not. It is often hard to find. It begs for expansions, but it only has one, which is both long out of print and heinously expensive. For a game that threatens…

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Counterpoint Game Review

I have never before given much thought to the ways in which music composition and game design are similar. Like all creative arts, both share the goal of trying to communicate and share an experience with their audience. As disciplines, music has notes and rhythms while game design has rules and mechanisms, but both are about taking those disparate ingredients and making them cohere into something whole, something that vibrates with inevitability.

Ted Mann Schaller’s Counterpoint is a must-follow cooperative trick-taker with bidding and a trump-suit. A blessing, to live to see such times as those in which I can write that sentence and assume much of the audience will understand. Each player is a member of an animal chamber trio–to-quintet, be they an iguana violinist or an armadillo pianist. Such is the quality of Brandon Campbell's illustration work here that fights will break out over who gets to be what. The cooperative nature of the game follows the template laid out by blockbuster predecessors The Crew and The Lord of the Rings: The Fellowship of the Ring - Trick-Taking Game: over a series of performances, scenarios named after pieces in the chamber music canon, players attempt to complete certain challenges while also ensuring that everyone makes or exceeds their bid.

There are a few twists on the formula,…

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High Society Game Review

In the broadest possible strokes, games are created out of three or four things: what you can do, what you can’t do, what you want, and, occasionally, what you don’t want. Not every game includes something you don’t want as a category unto itself. You don’t want to end up with few resources in Catan, sure, but that’s just the inversion of what you want: resources with which to build things. I’m talking about things like running out of food in Agricola, where there is a specific punishment meted out by the rules.

In High Society, a fabulous auction game for three-to-five players by designer Reiner Knizia and recently out in a new edition from publisher Allplay, those four categories are crystal clear. That’s never a bad thing. Many of the best games provide clear, succinct definitions for each of them. High Society is a masterpiece not only because it provides ready definitions, but they work, delightfully, at cross-purposes.

A handful of money cards.

The goal of High Society is, of course, to have the most points at the end of the game. There we have our first definition:

What do you want? To have the most points.

Points are accrued through the purchase of various cards, revealed from the…

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Torchlit Game Review

Whoever walked away from a hand of trick-taking and thought, “Hey, you know what would make this better, is if we had to guess how many tricks we would win beforehand,” has my eternal gratitude. I like to think bidding came about as a party trick. “Françoise is really good at tarot, I bet he can guess exactly how many tricks he’ll win. Guess, Françoise, guess.”

However bidding started, it has long been a cornerstone of trick-taking, and is reliably my favorite way to engage with the mechanic. Card games are inherently subject to tremendous amounts of luck, of course, but bidding shifts the balance a bit closer to skill. More skill means more agency. More agency means more investment. More investment means more fun for everyone.

Torchlit is, above all, a bidding game, though it’s a strange one. The deck is dealt out, and every player chooses a card from their hand to put face-down on the table in front of them. The numbers on those cards, which run from 0-7, correspond to a series of dungeon door tiles placed out in the center of the table in numerical order. Whichever card you put down, the matching door is where you want to end up by the end of the hand.

A series…</p>
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The Battle of the Divas Game Review

The history of 20th century music is full of rivalries, be they real, manufactured, or imaginary. As much as they can get in the way, they also serve an important function within the culture of popular music for both artists and audiences. The Beatles and The Rolling Stones, to say nothing of The Beatles and The Beach Boys, were pushed to ever-greater artistic heights as a result of trying to outdo one another. Blur and Oasis sold way more singles as a result of their mutual distaste than they would have otherwise.

As for the audience, rivalries can produce better music, but they also serve a social function. A rivalry makes room for partisans. “N*SYNC rules, Backstreet Boys drool”—an insane position given that the Backstreet Boys are obviously better singers and could do both party songs and ballads with equal aplomb, while N*SYNC couldn’t sing a ballad if their lives depended on it—gave identity-hungry teenagers something to cling to.

This is hardly restrained to the world of pop. Before the boy bands, before Britpop, and even before The Beatles and The Stones, there was the rivalry between Maria Callas and Renata Tebaldi, two of the great operatic divas of the 20th century. From our contemporary perspective, it’s easy to see how that played out. Ask anyone over the age…

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Dark Pact Game Review

About a month ago, I received a text out of the blue from a friend I hadn’t heard from in nearly two years:

“Have you played Dark Pact by Tom Lehmann? I’ve played it twice and I think it might be the greatest deck-builder.”

A grain of salt must accompany these words as they travel down your gullet. The sender of that text is an avid Lehmann-head. He loves Winter Court, a novel sentence in the English language. He is constantly trying to bust out New Frontiers at parties. He carries a complete set of Dice Realms at all times, just in case the mood strikes.

I get it. I will never play another game as much as I have already played Race for the Galaxy. It would be untrue to deny that Lehmann’s spell has won me over from time to time. I would not go so far as to call myself a disciple, though. I find most of Lehmann’s games too dry. They are mathematically precise in a way that suggests an awe-inspiring understanding of the numbers behind the fun, but they are often that at the expense of, well, the fun. It has never before occurred to me that Lehmann and Reiner Knizia can be thought of as opposite sides of the same…

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Pacts Game Review

D.V.C., as wonderful and consistent and quirky a publisher as you’ll find, largely does its own design work. With the exception of 2020’s Rosetta: The Forgotten Language, all of D.V.C.’s games up till now have been credited to house designer Jasper Beatrix. In a just world, Jasper would be unable to walk down the street without being mobbed by fans, but there are two barriers to that: we certainly don’t live in a just world, and Jasper Beatrix doesn’t exist.

Not corporeally, anyway. Good ol’ J.B. is a pseudonym for a loose collective, a merry anarchic band of creatives who work together to make these wonderful games. They’re so prolific, and release games of such high quality, that the announcement of Pacts and the realization that it was not designed by Jasper Beatrix, was quite the surprise. This area-control game for two is the work of Ben Brin, a single corporeal designer.

Well. I assume.

A square, green cloth board sits on a wooden table. The map, a rough outline of Ireland, is divided into six regions. Each contains a number of cubes and scoring tiles.

I Pick I Pick You Choose

Pacts is an exemplar of I Split, You Choose, a mechanism whose promise is often let down by…

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The Fox in the Forest Deluxe Game Review

The Fox in the Forest predates the contemporary trick-taking craze by a few years. It was an early harbinger of what was to come, of the deluge with which we have subsequently been blessed, and it proved successful. Successful enough that now, almost a decade after its initial release, Joshua Buergel’s two-player trick-taking game is getting the Deluxe treatment.

For those who’ve never played, The Fox in the Forest distinguishes itself from the bulk of trick-takers in two ways. Way the first: all of the odd-numbered cards in this non-traditional deck have special powers that trigger when played. Normally, I try not to get bogged down in the weeds when reviewing a game, but I do think the powers here are illustrative: The 1 in each suit lets you lead the next trick even if you lose, the 3 lets you change the trump suit, the 5 lets you draw one of the cards that weren’t dealt that round before discarding any card from your hand, the 7 is worth a point for whoever wins it, the 9 is always considered a trump card, and the 11 forces your opponent’s highest card in the same suit.

If you are at all familiar with the ebb and flow of trick-taking games, you can imagine well the sorts of shenanigans…

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Cross Bronx Expressway Game Review

Cross Bronx Expressway, GMT’s third release in the Irregular Conflicts series, is not for the weak. It is exceptionally complicated, even by the elevated standards of a COIN title. A frequent refrain amongst the GMT faithful, and an accurate refrain at that, is that the rules aren’t all that complicated once you get over the hump of learning them. Not so here. For my first game, I gathered three of the finest gaming minds in New York City, all of whom had read the rules in advance, and it still took an hour or two to get things started. This is no doubt in part a function of the theme, the civic management of The Bronx across the latter half of the 20th century. It’s easier to keep rules in your head when they don’t use words like “coalition,” “partner organization,” and “Census Round Audit.” You may find yourself scratching your head and wondering why you didn’t go back to school to get an MB(oard game)A.

Work your way past the daunting exterior and you’ll find a game that is a fascinating mix of the exceptionally confrontational and the utterly inscrutable. Cross Bronx Expressway is a hard game to talk about as a game, in part because the gamic elements are relatively slight in view of the whole. Designer…

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