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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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The Last Spell: The Board Game Review

The Last Spell: The Board Game is one of those rare games that I can be unapologetically negative about. Contrary to what you might think reading some of my reviews, while I can be critical, I generally try to understand what the design was attempting to accomplish and if it accomplished that goal.

The Last Spell: The Board Game successfully accomplishes the aim of adapting a video game into a board game at what appears to be a 1:1 level of fidelity. Unfortunately, because of this, there is almost zero reason to play the board game adaptation.

This game is a waste of time.

Is there a good thing, Thomas?

Well, the aesthetics are kinda cool. I guess?

The premise of the game is that some wizards cast a big spell that killed nearly everything in the world, and the remnants group together in small towns bravely defending themselves against the dying of the light or some such thing. There’s purple mist. There’s a pixel art style that is very Dark Super Nintendo. Reminds me a bit of Super Boss Monster, and the text is reasonably easy to read. The miniatures for the player heroes are cool.

Unfortunately, beyond that, everything else is a travesty.

The game is a…

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Cities USA Game Review

Cities (2024, Devir) was a very late cut from my list of the top 10 games of 2024. I loved Cities, but competition was fierce that year. Cities was my second-favorite “long filler” of 2024, just after Tower Up, another city builder, and a game that was such an elegant and easy teach for gamers of all shades. (This is another reason why I think 2024 will eventually go down as one of the best years in tabletop…it was such a deep year for new releases.)

Had Cities hit the market in 2025, it would have been one of the top three or four games I played. But, that’s the difference, isn’t it? With thousands of games hitting every year, it’s a crapshoot trying to figure out the best time for a game to hit the market.

A box showed up on my doorstep recently…and when I opened it up, I was overjoyed to see that one of my most anticipated games of 2026 was inside. Cities USA is a standalone expansion to the Cities system, with 90% of the rules from the base game and a host of new city boards modeling major US city tourist destinations.

As a man who is pre-sold on the Cities system, I’ll save you some time: Cities USA is…

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Canal Houses Game Review

Canal Houses (2025, Gigamic) joins an almost unsustainably long list of quick card games where players must place a card into a tableau to build something. Maybe it’s a pipeline. Maybe it’s a community of cute animals. Maybe it’s a series of buildings in a race to place your 12th card before another player.

Canal Houses is based on the 2024 release Grachtenpand and builds on games released both before (The Red Cathedral) and after (Tenby) 2024, where players have to build buildings by laying cards representing bottom, middle, and roof levels to score points in a Dutch waterfront setting. Canal Houses accomplishes this by asking players to manage a hand of three cards, then adding a fourth from one of the available house component types (storefront, windows, roof) to then play one of those four cards into an ever-expanding tableau. After playing one of those four cards, each player has to pass their remaining three cards to the player on their left.

Each storefront and roof card has a scoring condition that is usually tied to features on the window cards. As long as the building meets that requirement, it will trigger points at the end of the game. One storefront might be worth four points, as long as a player can add at…

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