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Lese-Ansicht

Fourth Wing: Rise of the Wingleader (Saturday Review)

At Basgiath War College, ambition is as dangerous as the skies. You face trials where strength alone will not secure your place among the dragon riders. Allies matter, but so does knowing when to press an advantage and when to hold back. Every challenge tests your nerve, every decision risks your standing, and every rival is a potential threat. You must seize opportunities, outmanoeuvre your opponents, and prove you have what it takes to lead. The stakes could hardly be higher, for you are no ordinary cadet. You are part of the Fourth Wing: Rise of the Wingleader by Dexter Stevens from Goliath Games.

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Wingspan Pocket (Saturday Review)

The early morning air is filled with birdsong. Colourful feathers catch the first rays of sunlight, while movement in the undergrowth reveals birds searching for food, possibly for the early worm. As a patient observer, you see a world of remarkable diversity, where every bird adds something unique to the landscape. Your trusty guide helps you identify every bird you see and every song you hear. It's like having a Wingspan Pocket by Elizabeth Hargrave from Stonemaier Games, with art by Ana Maria Martinez Jaramillo and Natalia Rojas.

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Reforest (Saturday Review)

The mountain was bare in places, green in others, but it was slowly filling with life. Small plants pushed through the soil, adventurously spreading across the lower slopes before taller growth began reaching upwards. Every new plant was different. While some thrived in sun, others lived in dappled shade. Rebuilding the mountain fauna was never going to be easy, but it was time to Reforest by Sébastien Bernier-Wong from Firestarter Games with art by Janine van Fram.

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Reality Realisation – how board games represent reality (Topic Discussion)

Board games that represent real historical events face a problem that fiction can largely avoid. The designer can't start with a blank page. Players are going to expect that the game somehow mirrors what actually happened in the past. Yet, a board game can't faithfully reproduce an entire historical period. The designer has to select and simplify, turning the subject into rules and mechanisms. A historical board game can't ever be completely accurate. The question really is how designers decide which parts of reality belong in the game, which can be abstracted, and which should be left out. In this article, I look at this question from the perspectives of five designers, each with a different answer to the problem.

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Political Correction – why we forgive problematic games (Topic Discussion)

As we all know, there are a good number of board games that haven't aged well, if I may put it like that. In the past, games happily made colonialism their central setting and gameplay, gave women little or no place in their worlds, or treated cultures through the eyes of the oppressor. Yet, these games remain in people's collections and come back to the table. In this article, rather than asking whether we should still play these problematic games, I explore why we don't just choose different games from the large swathe of new releases.

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Bus & Stop (Saturday Review)

The morning rush is already gathering. Passengers wait patiently at the stop, each with somewhere to be, while your little bus rolls into position. You have room for ten, perhaps eleven if you are feeling optimistic, although optimism has consequences when every seat matters. A group of passengers heads for the tennis courts, another bunch has somewhere else to go, and the temptation to wait for one more traveller is almost irresistible. Sometimes patience pays handsomely. Sometimes the bus simply gets fuller. Yet, for you as the driver, it's always the same: Bus & Stop by Saashi from Saashi & Saashi with art by Takako Takarai.

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Obsession (Digital Eyes)

The morning begins with the sound of servants moving furniture. The dining room needs preparing, invitations need sending, and someone has decided that the garden requires attention before our guests arrive. Money is finally coming into the estate again, although there never seems to be quite enough of it. Reputation is returning too, slowly, helped along by carefully chosen gatherings and the right people at the right tables. Somewhere between arranging another lavish afternoon and wondering whether we can afford the room needed to host it, I realise that running a country estate is an Obsession by Dan Hallagan from Kayenta Games with art by Dan Hallagan.

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Let’s Make a Bus Route: The Dice Game (Saturday Review)

Bus headquarters was busy. We were still trying to figure out the best route to pick up passengers and deliver them to their destinations. The job was made harder because our competitors were vying for the same customers. We were the only two bus operators to serve this town, and we both wanted to be the best. We were also both making up the route as we went along. All I could do was tell my team: Let's Make a Bus Route: The Dice Game by Saashi from Saashi & Saashi with art by Takako Takarai.

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Korpi (Saturday Review)

The forest seems to close behind you with every step. Pine needles soften your footsteps, branches catch at your clothes, and the trail you followed an hour ago has somehow disappeared. You have been searching for the lake all morning, following fragments of an old story about something that lives beyond the trees. The deeper you go, the quieter the forest becomes. Then the trees thin, revealing dark water between their trunks. Something moves beneath the surface. You stop at the water's edge as a shape slowly rises from the lake, ancient and impossible. You finally discover what you came looking for: Korpi by Antti Kukkonen from Hiirosoft.

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Rattlesnake (Saturday Review)

The saloon doors suddenly burst open behind you as your boots skid across the dusty wooden boards of the sidewalk. A split-second later, gunfire cracks through the afternoon air, the bullet ricocheting off a pail of water, sending startled townsfolk diving for cover. Diving behind an old barrel offers you a moment of shelter, although the sound of heavy footsteps suggests your pursuer is closing in on you. Then, glass shatters somewhere near the jail, followed by the sharp whistle of a bullet passing far too close for comfort. A grin spreads across your face as you raise your revolver and prepare to return fire. Well, that's what you get when you arrive in Rattlesnake by Michael Hardacre from Osprey Games with art by Roland MacDonald.

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Roller Disco (Saturday Review)

Electric-blue leg warmers stretched over striped socks, sequins sparkling beneath a giant mirror ball, while clouds of hairspray drifted through the air. Synth-pop booms from oversized speakers as skaters practise one last spin, one last shuffle, one last gravity-defying move before the judges arrive. It's November 1983, and the biggest competition of the year is about to begin. Jam skaters from around the world have gathered beneath the glittering lights, hoping their best moves will earn them the championship crown. They want to become the next champion of the Roller Disco by Mike Petchey from Huff No More with art by Joss Petchey.

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First Tracks (Saturday Review)

Snow drifted from the pine branches as the last chairlift carried us slowly, but steadily, towards the summit. As we looked back, the mountain below was being draped in silver moonlight and covered in fresh powder snow. We couldn't see it, but we knew that, back in the village, steam curled from bowls of ramen waiting for our return. Yet, nobody was ready to leave the silence of the peaks just yet. We all wanted to hit the slopes one more time before calling it a night. At the same time, we already knew what we would do tomorrow. Tomorrow, we would return to the peak and lay the First Tracks by Blake Erickson and Megan Ryan from Sayonara Ski Co.

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Crisps! (Saturday Review)

The pub was quiet after the lunchtime rush. It was a chilly autumn afternoon, so the hearty lunch just hit the spot. Now we were sitting there, playing a card game, with a pint each by our sides. While the meal had filled us up, we still fancied something savoury. We just needed a small snack that the two of us could share. Nothing fancy. Something simple would do. Of course, it had to be Crisps! by Shreesh Bhat from Little Dog Games with art by Sai Beppu.

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Expressive Entertainment – board games and social commentary (Topic Discussion)

Throughout human history, stories have been a way for people to share the concerns and ideas of their time. I think we can all agree that books and films are often shaped by the social, political, and cultural contexts in which they were created, whether deliberately or not. Readers and viewers will usually be able to see reflections of real-world anxieties, hopes, and tensions within them. Board games, while also being a form of entertainment, alongside books and films, work differently. In this article, I want to look at whether they still reflect the times in which they were designed.

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Agricola (Digital Eyes)

The low sun drapes itself across uneven fields, gilding half‑finished fences and soil still warm from the plough as hands move with quiet urgency, gathering wood, shaping clay, urging reluctant earth to yield before the season slips away. Your family waits with hunger and hope intertwined, their future resting on each small choice made in the dirt. Buried in this hard labour, there is a deep, steady satisfaction, a sense of watching something humble grow into something living, something that belongs to you alone, something shaped by care and intention, something you created as the Agricola by Uwe Rosenberg from Lookout Spiele with art by Klemens Franz.

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Singapore Showdown (Saturday Review)

The humidity clings to your skin as neon reflections shimmer across rain-slick streets. The city is strangely alive with quiet ambition and louder dreams. Towering skylines loom above bustling districts, each corner a promise of profit, each landmark a prize waiting to be claimed. Deals are struck with uneasy confidence, plans unfold behind knowing smiles, and every move carries the weight of opportunity. In this restless urban theatre, only the sharpest minds will rise above the crowd. Welcome to Singapore Showdown by Eugene Lim from Genie Games with art by Marcus Quek.

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Escape Comics: The Alien Ship (Saturday Review)

You've been woken from hypersleep. You're still a bit groggy, but it is clear something has happened. Something important. As the captain, you can't waste too much time. You have to get up to speed quickly. As your crewmate gives you a sitrep, it becomes clear that you have to act quickly. It's time to Escape Comics: The Alien Ship by Douglas Beech and Evan Duxbury from Jumping High Five Games with art by Maria Becvar.

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Peranakan: Tiles and Tactics (Saturday Review)

A pair of mirrored birds lean towards one another, their colours bright, but soft. If you look closely, you can see that their bodies are forming a heart. Nearby, Kueh, delicate sweets, sit arranged with care. Judging by their colours and shapes, they promise wonderful flavours. Each one tells a story of ancient traditions and of the practised hands that shaped them. It is a quiet celebration of heritage and harmony, of the culture of Peranakan: Tiles and Tactics by Eugene Lim from Genie Games with art by Eugene Lim.

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Threaded: A Game of Needles and Points (Saturday Review)

Bargello designs are built from vertical stitches, laid in sequence so that colours rise and fall, creating flowing waves, shifting flames, or soft gradients that almost seem to move across the fabric. Used in ornate upholstery in 17th-century Italy and applied to chairs and other furniture, these patterns require precision and concentration. Even a single misplaced stitch will completely break the rhythm. As a highly-skilled embroiderer, it is up to you to make sure your needle is correctly Threaded: A Game of Needles and Points by Ellie Dix from Osprey Games with art by Maria Surducan.

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The White Castle (Digital Eyes)

The inner courtyard goes completely quiet as dusk falls. Lantern light flickers softly against white walls and dark timbers. Servants move soundlessly like a gentle breeze, tending to gravel paths and manicured trees. Deeper inside the fortress, careful whispers of politics and ambition drift through the great halls. Everything feels deliberate, and every offering is carefully chosen to seek favour in a world where position is everything. Beneath that calm surface lies quiet competition, subtle manoeuvring, and the constant need to prove one's own worth within The White Castle by Isra C.and Shei S. from Devir with art by Joan Guardiet.

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