Normale Ansicht

Reichbusters: Reloaded v1

21. April 2026 um 23:22

You’re in it now, up to your neck!

Infiltrate the Third Reich with your Reichbusters: Reloaded rules and reference!

I spent a lot of time and money on the original Reichbusters: Projeck Vril. Painting all those miniatures was a huge job, which is why I was very relieved when Monolith bought the property from the crashing-and-burning Mythic Games and promised a new version with better rules. The original version suffered from a fiddly, clunky ruleset that bogged the game down in the second half and frustrated more than entertained. Could Monolith provide a game worthy of all those characterful miniatures?

Well, it cost me a lot more more money to get it of course, but thankfully they did. I’m very happy to say that Reichbusters: Reloaded is finally a fun game that I look forward to playing. It’s not perfect by any means – after the alarm goes off there’s still a lot of enemy wrangling to do – but it no longer feels like a game of two separate parts, one fun, the other not. Instead of constantly fiddling about with noise rolls, you have a pretty good idea how long you can get away with your team killing bad guys before the alarm goes off and all hell breaks loose; and once it does, controlling them isn’t quite so onerous and you still have a very good chance to fulfil your objectives and get out. I also love the way the objectives have been broken into three levels of difficulty – not only can you decide to go for a more difficult objective on the fly if things are going well, but extra objectives increase replayability by incentivising a return to a scenario armed with the knowledge gained on earlier playthroughs.

Thankfully, all the fiddly little tokens have completely gone, replaced by item cards and clearly laid out character reference sheets. In fact, this version is so well done I find myself looking at the original and wondering “what were they thinking?”. Probably something like “that’ll do, we’ll fix it later with an upgrade pack at huge expense”, which is no doubt one of the reasons Mythic went bust.

But enough of the past, Reichbusters: Reloaded is now the fun, frantic, silly, Nazi-bashin’ and alien-shootin’ game I always wanted it to be, and all those many hours of miniature painting were not in vain. Thanks Monolith!

We tried a JRPG on a table!

21. April 2026 um 22:24

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We completed one 8 hour session of a JRPG TTRPG, of controlling heroes to go through a story! In Last Arc: Tactics Analogue you will craft a character (akin to DnD with D20 rolls) by choosing a class and the corresponding Technicks. You’ll even get money to spend on early equipment! With Alex’s Pathfinder experience of DM’ing almost weekly, we jump into this game and discuss combat, the setting we made, and the story that emerged. Will Gandalf the Green survive?

Other games mentioned: Imperial Assault, Heroquest, Dungeons and Dragons 3.5

Play Last Arc: https://gamefound.com/projects/succubus-publishing/last-arc-tactics-analogue?refcode=nwZjO4gsKkqkf39YVpXM1w

Table of Contents:
Intro - (0:00)
Our Class Creations - (0:59)
Combat Mechanics & Standout Moments - (5:05)
Our Session’s Story - (8:45)
Our Personal Impressions - (17:58)

Support us:
https://www.patreon.com/shelfside
https://ko-fi.com/shelfside

Our Website!
https://www.shelfside.co/

Purchase Games We’ve Reviewed! (Paid Link)
https://amazon.com/shop/shelfside

Shelfside Social Media:
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https://discord.gg/U7QQKqYT62

Links to our other stuff:
Ashton's Channel: https://www.youtube.com/ashtonwu

Stuff Used:
Age of Empires II Soundtrack - Track #8 - Smells Like Crickets, Tastes Like Chicken
https://www.youtube.com/watch?v=EemMCUiqA2c&list=RDEemMCUiqA2c

Age of Empires 2: The Conquerors - Track 6
https://www.youtube.com/watch?v=U7fzvohmvsQ&list=RDU7fzvohmvsQ

Age of Empires 2: The Conquerors - Track 7
https://www.youtube.com/watch?v=3Ed1G4I_UpE&list=RD3Ed1G4I_UpE


#boardgames #tabletop #tabletopgames

Audience HOT Takes: Deluxe Games R 4 Snobs!

21. April 2026 um 21:47

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Vote on Hot Takes Here! https://dicetower-voting.web.app/hot-takes

Join Tom, Camilla, Chris, and more as they react to YOUR hot takes!

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

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Claustrophobia: 1692 - DT Preview with Mark Streed

21. April 2026 um 21:30

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Condemned human warriors are sent to battle the infernal beasts below in this head-to-head two player game live now on Gamefound! Back today: https://gamefound.com/en/projects/devir/claustrophobia-1692

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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BGG Link: https://boardgamegeek.com/boardgame/456364/claustrophobia-1692

#dicetower #thedicetower

Doom Cat - Eine "Shorte" Vorstellung

21. April 2026 um 21:30

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Auch Heute gibt es in der BretterWelten Kennenlernecke wieder ein neues Spiel. Doom Cat ist ein Roll & Write bei dem wir einen Zauberlehrling spielen dessen Katze sein Zauberbuch geklaut hat und jetzt damit Dämonen beschwört. Schon. Wieder! Im Spielverlauf würfelt man 3 Würfel und kann zwei dafür benutzen um Kerzen für ein Bann-Ritual zu verwenden. Aber der dritte wird von der Katze geklaut und genutzt eine Kerze umzuwerfen. Das Spiel ist bisher nur auf Englisch erschienen ist aber bis auf die Ziel-/Punktekarten relativ Sprachneutral und Definitiv eine Anspielrunde wert!

#doomcat #brettspiele #boardgames

Inhaltsverzeichnis:
0:00 - Intro & Doomcat

Patty auf BGG:
https://boardgamegeek.com/user/lancelot622

Olli auf BGG:
https://boardgamegeek.com/user/Hasematzel

Hotshots 2nd Edition ►►► The excellent thematic co-op has been deluxified!

21. April 2026 um 21:10

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Crowdfunding link: https://www.kickstarter.com/projects/fsd/hotshots-a-cooperative-wildfire-fighting-game

Help Rahdo Run: http://patreon.com/rahdo ❤️
Code of conduct: http://conduct.rahdo.com 🙂

And now...
A video outlining gameplay for the boardgame Hotshots: Inferno from @FiresideGames

For more game info, https://boardgamegeek.com/boardgame/218050/hotshots

0:00 Intro
30:38 Final Thoughts

Nepo Demibabies

21. April 2026 um 20:50

oh yeah, that's the stuff. glaze an amphora for me. I love it.

Yesterday we looked at Pillars of Fate, a kinda-sorta remake of extended family reunion simulator Veiled Fate, and found it wanting for much the same reason as the original. The gods are capricious, everybody knows that, but their fickleness doesn’t exactly make them the most appealing playmates.

But here’s the thing. At the same time Austin Harrison, Max Anderson, and Zac Dixon were designing Pillars of Fate, another remake was, um, remade. On a superficial level, this one, Scales of Fate, resembles its namesakes. As in those other titles, dueling gods intend to deduce the identity of their rival’s offspring, minimize their impact on the world, and elevate their own bastards over everybody else. Basically, it’s a race to promote your nepo babies over everybody else’s at the family tire shop. And that tire shop happens to be the eternal mountain at the root of the world.

And it’s excellent. Scales of Fate just might be one of the tightest, nastiest deduction games out there. That it was built for two players only makes it the more impressive.

I don't really understand why this is Scales of Fate. Maybe they're fish-scales? Is the world a fish? I hope so.

But these are the ones standing on pillars…

For first-timers, the board presented by Scales of Fate is wonderfully labyrinthine. I say “wonderfully” because just look at it. It’s colorful. The pieces slot together like joined fingers. There’s a topography to the whole thing. You can tell the elevated pieces will be more important than the pieces seated a few millimeters below them. Even when I had no idea what any of these components portended, I wanted to know. Needed to know. Were they gears? Would my demigods traverse them? Veiled Fate presented its map as a wheel. Pillars of Fate offered three lanes. Both are fine. Good, even. But I’ve seen wheels and lanes before. A series of interlocked cogs and risers is something new. That’s a metaphorical depiction of a landscape if ever there was one.

In practice, Scales of Fate is surprisingly easy to get a handle on. Turns consist of three possible actions. One of those, while important, functions more as an exception, an occasional bolt of lightning, than as business as usual.

The main two actions, meanwhile, immediately explain the function of those wonderful cogs and pillars. First, a demigod can be placed atop a pillar to trigger its ability. Whether it’s to smite another demigod down to the underworld to cool their heels, obtain the loyalty of a servant, or… well, that’s it. Rather than offering a wide menu of abilities, there are really only two to keep in mind. Sure, there’s some variety within those categories, but they fall into camps rather than cluttering the decision-space with branching paths.

The second action has to do with those servants. Placed along the edge of the board’s cogs, they trigger the quests that will increase or decrease each demigod’s renown. But to understand what that means, we need to back up a bit.

In this case, those quests made them look like big buffoons. (Also, as in Pillars of Fate, the +/- renown icons could have stood to be slightly different shades.)

A servant sends two demigods on important quests.

Okay, so you’ve fathered/mothered/sea-foamed two half-divine offspring. Their identities are determined in secret at the beginning of the game. Put a pin in that. We’ll come back to it.

You want to elevate your children. Doing so openly is a surefire way to attract the wrath of your co-pantheonists. So you work in secret. The problem is that every demigod’s current standing is shown on the renown track, visible to both players. When the game begins, all nine demigods share the middle space. That’s seven renown. Even before they’ve done anything interesting, your offspring are worth something by means of their divine parentage.

What will they accomplish? Rather than doing the obvious thing — say, by asking you to push them up the renown track — Scales of Fate makes a tantalizing offer. Your children score points in one of two ways. If they occupy the same renown space when the game ends, they score its value. If both are seated on their starting space, having neither moved up nor down, that means they’ll be worth seven points. That’s respectable. Polite. Not a bad score. But if they move to different spaces on the track, now they score equal to the distance between them. Ticking one child up a single space means their combined value is one point. On the other hand, if your children should do the twin thing by embracing entirely opposite ends of the spectrum, they’ll be worth a whole lot more.

This introduces a wonderful sense of risk and reward to Scales of Fate, not to mention fixes my hangups with Veiled Fate. In that game, players earned points for ensuring their holy bastard earned the most renown. But that made their identity almost trivial. Once any one demigod got too hot for their britches, everyone would work together to take them down a peg. It was simple. Too simple.

Here, their relative standing makes the family tree more tangled. With nine demigods in the world, they’ll be all over the renown track. But what does that mean? Are those clusters on the track actually siblings working in tandem? Are those gods at the farthest edges secretly growing into a hero-villain rivalry that will shake the foundations of the earth?

My one quibble: There are only three cards per age. Gimme more!

Each age provides new clues on your rival’s childrens’ identities.

Of course, this is a deduction game, which means there are tools for producing those deductions. Some of these tools are subtle. With experience, I’ve made a habit of watching my opponent like a hawk and marking whenever they idly touch a piece or linger too long over a move. More often than not, some correlation can be drawn over time, hinting at favoritism or resolute neglect. (Similarly, I’ve developed the habit of studiously avoiding my own offspring. This, I’m sure, is a tell in its own right. If I reach out to tentatively brush the pink demigod, Isabel, before pulling back like my fingers were singed by her presence, you can reliably infer that I have nothing to do with her.)

But the game’s more explicit tool is provided each age. Scales of Fate takes place over three rounds, each of which provides a different criterion that will be checked at the round’s end. Early on, for example, you might be required to inform your opponent whether you have any demigods out of play. That means they weren’t sent to the board, whether to trigger actions or because someone blasted them down to the underworld. Later, your suspicions might be confirmed by evidence of divine parentage for any demigod placed on a highlighted action pillar.

Crucially, these cards ask yes/no questions rather than demanding specifics. If you’re clever enough to ensure that only one of your two children meets the current age’s criterion, you can simply say “yes” to their presence without giving too much away. For example, one first-age card asks whether one of your children is still seated at four to six renown on the track. Saying yes is almost worse than saying no, especially if nearly all of the demigods have yet to make a name for themselves.

In the meantime, nearly everything adjusts their standing on the renown track. When servants trigger quests — the cogs that surround the action pillars — the surrounding demigods shift up or down. When sent to the underworld, another action will determine the place’s magma forecast, thus providing feats or humiliations that also adjust their standing. Every little detail matters.

Shown: What my detective notebook would look like. "(A) or (B)! If x is guilty, then y is probably not. Syllogism: ö ≠ ü."

Now that’s nice.

And we still haven’t talked about the game’s cleverest touch. Remember when I mentioned we would return to the question of your children’s parentage? Turns out this pantheon is rocking one big orgy, with all the problems it poses for any paternity/maternity/sea-foam tests.

In most deduction games, including the basic rules for Veiled Fate, holding a card means nobody else is holding it. In Scales of Fate, both sides have their own duplicate deck. Just because your children are Agamar and Saghari doesn’t mean your rival won’t have some personal interest in one of them as well. Maybe even both of them, although that’s unlikely. This adds no small amount of static to the ongoing deductions. When one of your demigods gets bumped off their current space, is that because your rival has figured out that they’re your kid and is trying to mess with you, or are they chasing an ambition of their own? Some of my favorite matches have featured duplicate offspring, and while this calls into question what’s so demi- about these so-called demigods, it’s a brilliant addition to a shared-control deduction game.

That goes for the entire package. To some degree, I wish I could play a version of this game that featured more than two players. The idea behind Veiled Fate was always one that appealed to me, and while it finds its best expression here, there’s a slightness to Scales of Fate that I wish would be transposed into a more robust framework. Of course, it’s entirely possible that this game only functions because its manipulations are so laser-focused. It’s generally possible to figure out your rival’s progeny. At least one of them. I’m not sure that would be the case if we had to keep an eye on three other players rather than staring down only one person.

Along the way, there are other little touches that elevate the experience. Like the game-breaking powers that let you smite anyone or swap two demigods, but subtract points from your final tally. Or the way the end-game deduction rewards a correct genealogical discovery but only penalizes you for not uncovering at least one of your rival’s kids. Like the board’s cogs and pillars, everything locks together into one elegant whole, resulting in a crystallized experience where nothing is out of place.

This is my extended family reunion at this point. We barely know each other, but somebody's gonna bring up that time you did the thing when you were eleven.

Chillin’ with the cousins.

Honestly, it’s such a breath of fresh air. Not only that Scales of Fate is this good, but that it takes such a novel approach to almost every corner of its design. From the non-literal map to the way it uses relative proportions to signify importance, both on the board and between renown trackers. From the clever approach to shared control to the way players might find themselves accidentally co-parenting a demigod. It’s achingly smart.

More than smart, it feels great to handle, to push around, to study a rival and mark down a clue. When I first saw Scales of Fate, I knew I had to figure out how those pieces fit together. The beautiful thing is, their inner workings proved even better than they seemed from afar.

 

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

BRETTSPIELBOX Brettspiel News 17/2026:

21. April 2026 um 20:30

In den BRETTSPIELBOX News 17/2026 findet ihr die folgenden Nachrichten: Hier sind die Brettspiel News. Guten Start in die Woche. Folgende Neuheiten sind auf dem Weg bzw. angekündigt: Nach Walking in Burano und Osaka laufen wir nun durch Kamogawa. Das Spiel erscheint bei EmperorS4. The Four Deuces ist ein Würfelspiel mit Mafiathema. Sky 5 erscheint […]

The Crimson Diamond

21. April 2026 um 20:24

Eine Hommage an The Colonel’s Bequest

Das Vorbild von Julia Minamatas ist unverkennbar. Die Indie Designerin und Retrogames-Youtuberin aus Toronto bedient sich nicht nur optisch am Stil von Roberta Williams Klassiker The Colonel’s Bequest aus dem Jahr 1989 – auch das Setting weist gewisse Ähnlichkeiten auf.

Als Nancy Maple, eine junge Geologin in Ontario (um 1914), werde ich von meinem Arbeitgeber, dem Royal Canadian Museum, in die kleine Stadt Crimson geschickt, um die mögliche Entdeckung eines Diamanten zu untersuchen. Ich lande nach dem Intro mit meiner Zugbekannschaft Kimi in der abgelegenen Lodge eines einsamen, alten und wohlhabenden Mannes namens Evan Richards. Schnell bekomme ich mittels meines Notizbuchs Aufgaben vorgeschlagen, um das Setting zu untersuchen.

In der Lodge verbringen eine weitere Handvoll skurriler Charaktere den Abend mit mir –  und sie scheinen alle miteinander verwoben. Eine erste Aufgabe ist es mit allen Anwesenden zu sprechen, die überraschend offen über ihr Leben und ihre Motive sprechen. So sucht offenbar Evans Schwester Nessa, in Begleitung ihres Anwalts Corvus Shaw, das Testament ihres Vaters. Nathan, der einheimische Freund von Evan, erzählt mir, dass die Rückgabe des Landstücks nach Evans Tod an sein Volk versprochen wurde. Albert Respa wurde von der Stadt gesandt, um ebenfalls die Geschichte rund um den Diamanten zu untersuchen. Dazu kommen Margot, Evans verdächtig viel jüngere Freundin, und Jack, der pflichtbewusste, aber oft genervte Hausmeister.

Spieltechnisch nehme ich meine Ermittlungen im leicht gepimpten old-school Sierra-Stil vor. Meine Figur steuere ich rudimentär mit Point and Click, doch wie damals ist die Bewegung letztendlich mit den Cursortasten einfacher, da die Interaktion mit der Welt eh über einen Textparser läuft. Dieser versteht erstaunlich viel und man kann quasi mit jedem Gegenstand in der Welt agieren, was nicht immer zielführend, aber oft unterhaltsam ist.

Insgesamt steckt wirklich viel Liebe in dem Spiel. Neben der Vielzahl der Interaktions- und Dialogmöglichkeiten, sind auch die vielen (nicht unbedingt notwendigen) Animationen schön gemacht. Und auch bei der Story und den Rätseln muss sich The Crimson Diamond nicht vor seinem großen Vorbild verstecken. Dabei gibt es spannende Rätselstränge, wie auch leidige Sammelaufgaben. Insgesamt ist das Spiel nicht trivial und hat mit der Vielzahl der Charaktere, Orte und Zeitabhängigkeiten (wann ist wer wo), doch seine Komplexität. Zudem braucht man wirklich Geduld die vielen Settings abzusuchen, wenn man denn wirklich komplett den Fall durchleuchten möchte.

Das erwähnte Notizbuch ist dabei Fluch und Segen zugleich. Zum einen lässt es einen nicht den roten Faden verlieren und hilft bei jeder Gelegenheit, zum anderen wird man damit oft direkt zur Lösung eines Rätsels gestoßen. Wer mag, muss da nicht reinschauen und kann sich wirklich tief in den Beziehungsgeflechten und kleinen Nebengeschichten verlieren. Sehr zu empfehlen ist auf jeden Fall das Audio-Lets-Play dazu von Stay Forever, das letzte Klarheit bringt.

Insgesamt übertragt das Spiel von Julia Minamatas die EGA-Ästhetik meisterhaft ins Heute und bringt die gute alte Zeit mitsamt ihrer Sperrigkeit zurück. Wer The Colonel’s Bequest mochte und damals keinen Amiga oder schon einen PC mit VGA Grafik hatte, kann sich hier seine Kindheit zurückholen – mich hatte es diesbezüglich nicht ganz abgeholt.

Stubenscore: 7,8 / 10

Das Haus ist dekorativ eingerichtet und es gibt eine Menge Räume und Türen…
…und an diesen wird gern mal gelauscht. Was führen diese Zwei im Schilde?
Auch ums Haus herum gibt es einiges zu entdecken.
Beim Abendessen versammelt sich die skurrile Meute. Und jeder hat seine Agenda.
Zum Verwechseln ähnlich, auch wenn es im Ansatz das große Vorbild ist: The Colonel’s Bequest.
Wie in den besten Sierra Zeiten, nur ist der Parser wesentlich stärker.

THE CRIMSON DIAMOND
OPENCRITIC

PC | (getestet)

River Valley Jewel Craft, Some Assembly Required, Things on Strings Live Play

21. April 2026 um 19:12

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The Dice Tower plays three new games from Allplay. Back the latest Kickstarter featuring River Valley Jewel Craft, Some Assembly Required and Things on Strings. Back it now to get all the upgrades and extras for FREE.
https://www.kickstarter.com/projects/boardgametables/river-valley-jewelcraft

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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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BGG Link: https://boardgamegeek.com/boardgame/468108/river-valley-jewelcraft

#dicetower #thedicetower

Tom's Boring Unboxing Video - April 21, 2026

21. April 2026 um 19:01

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Tom Vasel takes a look at what came in to the studio this week!

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

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#dicetower #thedicetower

Let's Play CHEESE THIEF | Board Game League | Season 4 Episode 1

21. April 2026 um 19:00

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Want to come and hang out with us and play games while also enjoying an amazing vacation? Then check out the NRB Cruise 2027 🛳️ https://nrbcruise.com/

🎲 For BONUS Board Game Club and Blood on the Clocktower episodes, check out our Patreon 👉 https://www.patreon.com/NoRollsBarred 🎲

Our cast for Board Game League:
Laurie Blake
Dominic Allen - https://www.instagram.com/domjallen/
Charlotte Yeung - https://www.instagram.com/mikichar/
Molly-Rose Treves - https://www.instagram.com/mollyrosetreves/
Ify Nwadiwe - https://www.instagram.com/ifynwadiwe/
Jay Foreman - @JayForeman

For our North American friends, we highly recommend grabbing your board games from Game Nerdz - who we've happily partnered with to create our Board Game Library for our upcoming cruise: https://www.gamenerdz.com/

Subscribe to our RPG channel: @ChaoticNRB

Our gorgeous board game table was custom built by GeekNSon. Check out their store using our affiliate link and get a FREE Dice Tower with each purchase of a table: https://bit.ly/NoRollsBarredXGeeknson_online_store_sm

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#BoardGames #Tabletop #LetsPlay

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Die Erweiterung Im Takt der Natur zu Harmonies erscheint auf deutsch bei Asmodee

Newsbild Der Verlag und Vertrieb Asmodee Hat die Erweiterung Im Takt der Natur für Harmonies angekündigt. Die Erweiterung Im Takt der Natur zu Harmonies enthält 10 neue Tierkarten. Die Tierkarten enthalten Lebensraummuster mit drei unterschiedlichen Lebensräumen. In Harmonies bauen die Spielenden Landschaften, indem sie bunte Spielsteine legen, und schaffen so Lebensräume für Tiere. Dabei gilt es, sehr genau auf die Bedingungen der Lebensräume zu achten, um möglichst viele Tiere in ihren Welten anzusiedeln und Punkte zu erhalten. Zum Spielen der Erweiterung wird ein Grundspiel benötigt. Erscheinen soll die Erweiterung im zweiten Quartal 2026.

Top 10 Games that Start With "O"

21. April 2026 um 18:40

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Tom Vasel, Zee Garcia, and Camilla Cleghorn openly orchestrate their oracular opinions on organizing only the optimal order of the oeuvre of games. Ocelot.

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

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#dicetower #thedicetower

Mein erstes Mal beim Prerelease! #MtG #SecretsOfStrixhaven #shorts

21. April 2026 um 18:33

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Ich war am Samstag bei meinem ersten Prerelease Event und hatte sehr viel Spaß!

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Lucky Duck cuts back on “resource intensive” localisation strategy, shifts focus to developing own titles

21. April 2026 um 18:01

Lucky Duck Games, the board game publisher behind European localisations of major hits such as Dune Imperium and Cascadia, is scaling back that side of its operations to prioritise development of its own designs.

Scott Morris, the company’s global brand director, told BoardGameWire that while localisation had been an important part of the business over the years it was “resource intensive” and dependent on external factors – adding that developing in-house titles provided “more opportunity for long-term value”.

Lucky Duck has become a varied operator in the modern hobby games industry since it was founded in 2016, growing from a small design studio running Kickstarter campaigns into a global publisher, localiser and distributor with offices across Poland, the US, France, Italy and the UK.

That localisation activity has been centred most heavily around Lucky Duck’s home of Poland and early expansion country France, with the company becoming known for local language version of strategy titles and big-selling games such as Too Many Bones, Flamecraft and The Isle of Cats.

But Lucky Duck has a big hitter of its own in the Chronicles of Crime series of games, which have sold more than one million copies worldwide, and Morris told BoardGameWire the company was also “very confident” in its other recent releases Borealis: Arctic Expeditions, Purrramid and Oakspire.

He said, “We also have several games in development we have not announced yet, but we are very excited about. The team knows how to make fun and engaging games, which, at the end of the day, focus on our goal: bringing smiles to gamers everywhere.”

The French edition of Too Many Bones from Chip Theory Games, localised by Lucky Duck Games

Lucky Duck was bought by Rummikub manufacturer Goliath two years ago – and Morris said the global distribution opportunity offered by such a high-profile mass market player was part of the reason behind the strategy shift.

He said, “Since the acquisition, there has been a focus on leveraging Goliath’s global distribution network and operational scale. This includes expanding access to new retail channels and improving production and logistics capabilities.

“These changes are ongoing, but they are already opening new opportunities for our titles to reach wider audiences. We have seen significant growth in these new channels and are excited to continue to introduce our games to new retailers and customers.”

Morris was at pains to clarify that Lucky Duck is not ceasing all localisation activities, which was the impression given to some readers of a recent announcement about the changes on its French Facebook page.

He said, “I can understand how the announcement was received that way and we will work to make our announcements clearer in the future.

“We have decided to not localize some items we originally planned to, and we’re working with those partners to find the best solutions for everyone, in those situations. The decision is part of a broader strategic evolution, rather, and is not a France-specific decision.

“We are refining how we approach the different markets, with a greater emphasis on publishing and developing our own titles globally, while continuing to work with partners where the right opportunities exist.”

Some of those planned localisations which will now not go ahead include the French localisation of Cascadia Alpine Lakes, published by Flatout Games, which was only announced by Lucky Duck a few weeks ago.

Cascadia: Alpine lakes || Kickstarter image

Morris said the strategic shift did not affect the company’s Global Publishing Network operation, which is a separate business unit that acts as a localisation agency, connecting publishers and distribution buyers who localize in their regions.

He said, “Matt Goldrick leads this initiative for us and it has continued to be a stable, growing, and exciting part of the industry.”

It might appear that developing and publishing home-grown designs is a much riskier proposition than localising already popular titles which gamers are keen to get hold of in their language – but Morris said both approaches carry different types of risk.

He told BoardGameWire, “With the support of Goliath’s global infrastructure, we are in a stronger position to manage risks effectively. While localization benefits from existing demand, original publishing allows us to build long-term value, strengthen our own brand identity, and deeper our engagement with the players.

“We have a very talented design and development team in Poland, led by Michal Szewczyk, that has produced award winning games.

Toriki: Castaway Island has won several European gaming awards, [the recently-released] Purrramid was just names as a finalist for ASTRA’s best family game in their Play Awards, and of course, the highly successful and touted Chronicles of Crime series is continuing with our recent successful Kickstarter for the Beyond Doubt series of new games.”

He added, “By prioritizing internally developed titles, we have greater control over product development, timelines, and long-term brand building.”

Goliath CEO Jochanan Golad said at the time of the Lucky Duck takeover that it saw two major growth areas in games: adult party games and strategy games – but some publishers have begun to move away from larger box, complex titles and towards lighter, smaller games recently amid the fallout from last year’s US tariffs chaos.

Morris confirmed to BoardGameWire that strategy games “remain a key area of growth”, saying, “Our strategy reflects confidence in that segment, alongside opportunities in other categories.

“The Lucky Duck brand is focused primarily on strategy games… we’re both very happy with our recent releases, the reception they have seen, and our upcoming titles to announce soon!”

He added, “Tariffs have added significant pressure across the entire industry, affecting production costs and pricing strategies. It has been extremely hard to see our industry hit so negatively, and see so many people’s livelihoods, and in some cases, life’s work, stretched to, and beyond their breaking points.

“Like many publishers, we’ve had to adapt by optimizing supply chains and planning more carefully around manufacturing and distribution decisions.

“I strongly believe that our acquisition by Goliath could not have been timed better with regards to the tariff situation. Their global supply chain and logistics management helped us navigate the waters better than we could have prior to the acquisition.”

Chronicles of Crime: Beyond Doubt || Kickstarter image

Lucky Duck continues to run Kickstarter campaigns for its own designs – most recently with Oakspire, which has raised just over €133,000 with about seven days of the campaign left to run, and Chronicles of Crime: Beyond Doubt, which pulled in about €373,500 last November.

The company has hit choppy water with some of its unfulfilled Kickstarter campaigns, however, with heavy delays for €1m-raising The Dark Quarter – which was initially expected to deliver to backers in October 2023 – and Into the Godsgrave, which was slated for fulfillment in December 2024.

Morris said of Into The Godsgrave, “As with many large-scale projects, with unique designs, timelines can shift due to the complexity of production, logistics, and ensuring the final product meets expectations.

“The team has prioritized quality and delivery experience, which has contributed to the revised timeline. Our team, specifically Ben Poole our community manager, has worked hard to keep everyone updated through our project updates as to the status and milestones.

“We’re excited to get that game into players hands and on their tables. It’s a very fun and unique experience that I believe will impress.”

Regarding The Dark Quarter, he added, “Similar factors applied here, particularly around production and app development, plus global logistics challenges. Goliath’s strengths here will help us mitigate those risks in the future.

“We’ve worked hard to ensure the final product met the standard expected by backers, even if that required additional time and we have seen many positive responses as fulfillment progressed.

“I’m paraphrasing a famous quote, but as a wise man once said, a delayed game can be eventually good but a rushed game can be forever bad.”

The post Lucky Duck cuts back on “resource intensive” localisation strategy, shifts focus to developing own titles first appeared on .

Ace of Spades Review: Lemmy Show You Something

21. April 2026 um 18:00

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Tom, Chris and Joey take a look at Ace of Spades!

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0:00 A Note From Tom
0:38 Intro
1:59 Overview
6:06 Review
11:45 Final Thoughts

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