Boardgame Reviews

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Boardgame Reviews
MattDPMattDP   September 04, 2017   1282  
All through the colossal space battle at the end of Rogue One, I found it hard to concentrate. Seeing all those huge ships, the swarms of fighters, the epic scale, my brain kept turning back to Star Wars: Armada. That was especially true for the moment the Hammerhead Corvette came on the screen. I knew there was a new model for it coming for the game. And once the scene played out, I knew I had to have it. The trouble is, it isn't an it, but a them. It comes in a two-pack whether you...
Boardgame Reviews
ShellheadShellhead   August 27, 2017   1366  
Saltlands – Sail Through the Desert! is a recently published boardgame from Antler Games for 1 to 6 players and set in a Mad Max-style future.
Boardgame Reviews
MattDPMattDP   July 10, 2017   1992  
Dungeon crawling is the most overworked, over-produced genre in all board gaming. Even more so than impressive Renaissance nobles. It was a surprise, then, to find one mentioned over and over when I cast about for the most innovative games around. What could Vast: The Crystal Caverns possibly do to revitalise the most moribund group of games at all? The answer came as quite a shock, because it's not only new for dungeon games but for board games in general. Vast essentially makes each player play by a different...
Boardgame Reviews
MattDPMattDP   June 26, 2017   1852  
One of the most famous magic items in Dungeons and Dragons is the bag of holding. On the outside, a small cloth bag. On the inside, a pocket dimension capable of storing huge amounts of stuff. Pax Renaissance is the closest real-world equivalent that we have. On the outside, a small box, no bigger than a couple of packs of playing cards. On the inside, one of the densest, biggest games we've seen this decade. Your first clue comes from the rulebook, which is uncommonly thick for such a small box and printed in tiny font....
Boardgame Reviews
MattDPMattDP   June 19, 2017   1589  
As a worker placement game, I didn't have much hope for the engaging theme of Alchemists. All the rich, wacky art, plastic potion bottles and player screens in the world couldn't make up for the thematic drag of worker placement. At least, so I assumed. Turns out that I was very wrong. Each turn, players place their cubes across various action spaces which are then resolved in strict order. The key ones at the start of the game are gathering alchemical ingredients, selling them for gold and using them to brew potions. This latter action can...
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