Potting some plant in Verdant, a visiting The Castles of Burgundy (28th June 2025)
A great afternoon of gaming at my club this Saturday afternoon, where I had the pleasure of trying out two fantastic board games for the first time: Verdant and The Castles of Burgundy.
Verdant is a beautifully illustrated puzzle of a game. Designed by Molly Johnson, Robert Melvin, Aaron Mesburne, Kevin Russ, and Shawn Stankewich, the team behind other popular titles like Calico and the Spiel des Jahres-winning Cascadia, it sees players taking on the role of a houseplant enthusiast. The goal is to create the most verdant (hence the title) and aesthetically pleasing collection of houseplants and decorative items. It’s a wonderfully relaxing yet engaging experience.Later in the afternoon, we jumped into the highly praised classic, The Castles of Burgundy. This quintessential Eurogame, designed by the renowned Stefan Feld, places players as aristocrats in 15th-century France, competing to build the most prosperous estates. Through clever dice placement and tile-laying, you expand your domain with castles, farms, mines, and more. It's a game with incredible strategic depth, and it’s no surprise it’s considered a masterpiece by many in the hobby. One thing to note is the time commitment; a full game of Castles can comfortably take between 120 to 180 minutes to complete.
I was so glad to have finally played both. While the strategic challenge of The Castles of Burgundy was engaging, I must say that Verdant would be my go-to recommendation for anyone newer to the hobby. Its straightforward rules and well designed theme make it a very approachable and welcoming game for more casual or gateway players. A splendid afternoon all around!
A Four-Handed Game of Cascadia (08th June 2025)
I had not seen my friends Robert and Cynthia for some time, so when we met for lunch, I proposed a game of Cascadia. Initially, it was to be the three of us plus my son Neil, but he was not interested from the start. Eventually, my wife Claire kindly took his place, allowing the game to proceed with four players. Until now, I had only played with two players and was curious to observe how the dynamics would change with more participants.
Cascadia involves building a thriving ecosystem by balancing terrain placement with animal groupings according to scoring objectives. On each turn, a player selects a tile and its paired wildlife token, aiming to create large contiguous land areas while fulfilling patterns on the objective cards. In two-player games, one has greater control over available options. Here, I quickly realised that control was limited at best.
From the second or third turn, it became clear that this game would be different. In two-player matches, I often planned my strategy early, confident that I could pursue it with little interference. With four players selecting tiles, that certainty vanished. I would identify an ideal tile and token pair to extend a key terrain type and meet an animal objective, only to see it taken before my turn.
The pace also changed. With more players, the wait between turns was longer, but this was not unwelcome. It provided time to reconsider and decide whether to commit to a particular objective or adjust my approach. There was less opportunity for rigid planning and a greater need for adaptability.
In two-player games, I could prioritise either land types or wildlife placement without significant compromise. Here, both required careful attention. Focusing too much on animal objectives weakened terrain groups, restricting future placements. Conversely, concentrating solely on land types risked missing valuable wildlife points.
The animal scoring cards were even more crucial in this format. Since tiles disappeared quickly, I had to accept what was available and make the most of it. Robert adopted this style, focusing on bear pairs and strategic eagle placements. I sometimes compromised terrain connections to secure useful wildlife tokens, a choice I would not have made in two-player games.
Despite the unpredictability, I won by a narrow margin. This was not due to a flawless plan, as there was no room for one, but because I embraced flexibility. I utilised available wildlife tokens whenever possible, combining tiles and tokens to support my evolving strategy. I maintained multiple scoring paths rather than committing fully to one, which provided options when ideal tiles did not appear.
While winning was satisfying, what remained most memorable was how different the game felt. Cascadia is excellent with two players, but with four, it transforms into a game of adaptation, working with available resources rather than forcing a perfect layout.
Beyond the gameplay, it was a wonderful way to spend time with friends, debating placements and celebrating small successes. I enjoy Cascadia at any player count, but I am glad to have experienced it in this manner.
"Rebirth" Takes Center Stage (17/05/25)
Last night’s board game session featured "Rebirth", designed by the renowned Reiner Knizia and published by Mighty Boards. The game proved to be easy to teach, making it accessible for everyone at the table while still packing a satisfying level of strategic depth.
Throughout the evening, everyone felt engaged by the clever mechanics and streamlined turns, allowing for quick decision-making without feeling overwhelmed. It was Dave however who identified a winning strategy, swiftly grasping the importance of turn-to-turn scoring, leveraging that understanding to pull ahead and secure victory. His understanding of the ongoing point accumulation made him the player to beat as the game progressed.
The group left the night feeling enthusiastic about Rebirth and is already looking forward to another round—or three—in the near future. A "well done" to Dave for his win, and a double thumbs up to everyone for making the session such an enjoyable experience!
12th April 2025 - Azul: A Colourful Clash of Strategy and Fun
Azul, the famous board game by Michael Kiesling, has been loved by players all over the world since it first came out. With its colorful tiles and fun gameplay, it’s easy to see why Azul has inspired many other games. Still, there’s nothing quite like the original to get everyone’s competitive side going.
On Saturday, April 12th, we sat down for an exciting game night with Azul, and what a night it was! From the moment the game started, everyone was focused and ready to play their best. The colorful tiles, the excitement of picking the right moves.
Steph really got into the game, thinking carefully about every move she made. You could tell she was planning ahead and make the most of her turns. David was also giving it his all, mixing solid planning with a sharp eye for opportunities. But then there was Daniel. Having played Azul a lot online, he had an edge that none of us could match. He seemed to know exactly what to do every turn, scoring points like a pro and staying ahead of the rest of us the whole time.
Even though Daniel was clearly in the lead, everyone had a lot of fun. That’s the great thing about Azul—it’s a game that anyone can enjoy, whether it’s your first time playing or you’ve been at it for years. The rules are easy to understand, so new players don’t feel lost, but there’s still plenty of strategy for those who want to dig deeper into the game.
One interesting thing about Azul is the way it rewards players for building tight groups of tiles. If you focus on completing rows or columns and matching tiles next to others of the same color, you can score a lot of points. On the other hand, trying to collect all tiles of one color might seem like a good idea, but it usually doesn’t pay off as well. The game’s design pushes players to score points steadily as they go, rather than holding out for a big bonus at the end. This keeps the game exciting and balanced.
As we played, the game was not just about winning—it was also about the fun of placing those smooth, colorful tiles and seeing the patterns come together. The mix of strategy and beauty in Azul is what makes it such a special game. It’s the kind of game where you can get lost in the planning and design, even while you’re competing.
By the end of the game, the scores clearly showed the mix of experience and strategies at the table. Daniel won easily, thanks to his online practice, while Steph and David followed behind. But there were no hard feelings—just smiles and laughter as we looked back on the game and the fun we had.
What stood out most was how Azul brought everyone together. It’s the kind of game that works for any group—whether you’re a first-timer or a seasoned player, you’ll always feel like you’re part of the action. It’s simple enough to set up quickly and play, yet it’s deep enough to keep everyone interested.

As we packed up, we all agreed on one thing, Azul is a true gem of a game. While the spin-offs and follow-ups have their place, the original will always have a magic of its own. It’s the perfect mix of challenge and fun, and no two games ever feel the same.
13th December 2024 - A Night of Deception and Laughter: Coup Game Night Recap
On December 13th, our gaming group gathered for an exciting night filled with laughter, strategic deception, and intense emotions, all centered around the social deduction game,
Coup. This game, designed for 2 to 6 players, revolves around outsmarting your friends in a duel to the finish. Each player starts with two hidden character cards, representing their influence, and two coins. The objective is simple: eliminate your opponents by bluffing about your character abilities while trying to deduce the truth behind their claims.

The night kicked off with a palpable sense of anticipation as we shuffled the cards and divided the coins. The rules were quickly explained: on each turn, players could choose to take income, foreign aid, or perform character actions like assassinating opponents or staging coups. However, the twist lies in the bluffing; players must declare their actions based on the characters they claim to have without revealing their cards. This element of uncertainty set the stage for hilarity as accusations flew across the table.
A game of Coup typically lasts around 15 to 20 minutes which allowed us to cycle through a couple of games in one session. This rapid pace not only heightened the excitement but also ensured that no one felt left out for long. After each game, we shared our most ridiculous moments, recounting how we had bluffed or been bluffed. One player dramatically recounted how they had successfully called out another’s bluff only to be blindsided by a Coup moments later.
The night was not just about winning; it was about enjoying each other's company and sharing laughter over our collective misfortunes and triumphs. The emotional rollercoaster of betrayal and camaraderie created a memorable experience that will surely be talked about in future game nights.
Our Coup game night was a perfect blend of strategy and humor, showcasing why social deduction games are so popular. With its short playtime and engaging mechanics, Coup provided us with entertainment and plenty laughs.Can't wait to plan our next session of Coup and next time I will pop in the small expansion Reformation for good measure!
26th October 2024 - Turning on more Heat!
On October 26th, my usual gaming group gathered for another exhilarating board game night featuring Heat: Pedal to the Metal. This racing game challenges players to manage their cards and gears strategically while navigating a winding track. We raced a full two laps, creating an atmosphere filled with excitement and tension
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Dave clinched first place, followed closely by Steph and Daniel. Notably, Steph made an incredible comeback in the final stretch, overtaking Daniel just before the finish line. This game remains a favorite among us, and we’re already looking forward to playing it again in 2025.
14th September 2024 - Burning some tires in Heat:Pedal to the Metal
Played Heat: Pedal to the Metal the other day with my gaming group which turned out to be an enjoyable experience, despite a few bumps along the way. The rules, while straightforward once understood, can be somewhat challenging to navigate due to a rulebook that isn't particularly user-friendly. Additionally, the iconography used during gameplay can sometimes be confusing, making it difficult to execute turns smoothly on the first attempt. However, despite these minor setbacks, my group and I all agree that there is a solid game at the heart of Heat.
The game comes packed with options and add-ons, enhancing its replayability for up to 8 players. This variety should, in principle, make each session fresh and engaging, as players can mix and match different modules to suit their preferences. For instance, the “Garage module” allows for unique upgrades, giving players slightly asymmetric decks and abilities, which adds depth to the racing strategy.
A typical turn in Heat involves managing your car's speed and heat levels. Players draw speed cards from their decks and play them to move their cars around the track. However, pushing too hard can lead to accumulating Heat cards, which clutter your deck and can lead to disastrous spins if you run out of cards to draw.
During your turn, you can choose to:
- Accelerate or play speed cards to move forward.
- Shift Gears, move up or down the gear scale, with higher gears allowing for faster movement but increasing heat.
- Cool Down, if you're in a lower gear, you can cool down and remove Heat cards from your hand, balancing risk and reward.
The game also includes various extra rules and modules, such as weather conditions and a Championship module, that can further complicate or enrich the gameplay, making every race feel unique.
Following our first experience with Heat: Pedal to the Metal, I feel that it has the potential to become a favourite in our gaming nights. Despite its initial learning curve and occasional iconography issues, the game offers a rich and engaging experience. David’s victory in our inaugural “one-lap” race helped us grasp the game's nuances, paving the way for many more exciting races ahead. It’s fair to say that I look forward to more thrilling moments on the track!
18th August 2024 - "Risk Strike": A brief incursion into the world of "Risk"
On August 18th, my fellow board gamer David and I played a couple of games of Risk Strike, which turned out to be a quick and engaging experience. The game is easy to learn, making it accessible for new players.
Risk Strike is a strategic game that combines elements of card play and dice rolling. Each player starts with three continent cards and three tactics cards. On their turn, players draw two cards and can choose to either engage in battle or pass, in which case they draw an additional tactics card. Battles are resolved by comparing dice rolls, with tactics cards providing special abilities or additional troops. The objective is to collect two domination coins by conquering continents.
In Risk Strike, each continent card has a domination number, which indicates how many copies of that continent a player needs to collect to conquer it. There are 42 continent cards in total, and they play a crucial role in the game. Players place these cards face up in front of them, and they must strategically gather the required number of cards to claim a continent. Once a player has enough cards to dominate a continent, they earn a domination coin.
If two players collect the same continent cards in Risk Strike, the player who first meets the domination requirement for that continent takes the domination coin. Once a player has the coin, they keep it until another player meets the requirement and takes it from them. This adds a competitive edge, as players must strategically plan their moves to secure and maintain control over continents.
Tactics cards in Risk Strike play a crucial role during battles for continent domination. These cards can be used to attack, defend, or disrupt your opponent’s strategies. When a player decides to attack, they
can deploy troop tactics cards from their hand to bolster their forces. Similarly, during defense, tactics cards can be used to strengthen defenses or counter the opponent’s moves. Some tactics cards also have special abilities that can turn the tide of battle, such as sabotaging enemy troops or rallying additional forces
Dice rolling is a key component of battles. Both the attacker and defender count the number of continent cards and troop cards they have involved in the battle. This total determines how many dice they get to roll. The attacker can roll up to a maximum of three dice (red), while the defender can roll up to two dice (black).
Once the dice are rolled, each player lines up their dice from highest to lowest. The dice are then compared one by one. The higher roll wins, and the losing side must remove a troop card or, if no troop cards are left, a continent card. Ties go to the defender.
Overall, playing Risk Strike turned out to be a good and entertaining experience. The game’s quick pace and easy-to-learn mechanics made it enjoyable. The high production values of the box and components added to the overall appeal. Indeed, the strategic depth kept us both engaged. I’m looking forward to our next game and seeing what new strategies we come up with.
3rd August 2024 - High Society: A Quick Exploration of Bidding and Strategy
Last Saturday, August 3rd, my gaming group and I played a few rounds of the classic auction game "High Society" designed by renowned game designer Reiner Knizia. The game involves bidding against each other to acquire valuable items while avoiding undesirable cards.
Each player starts with a set of eleven bidding cards resembling checks with values ranging from 1000 to 25,000 francs. The version I have from Osprey Games is set around a french theme with artwork by Medusa Dollmaker. The game features 16 item cards: 10 desirable items with values from 1 to 10, 3 "Promotion to Peerage" cards, titled respectively "Bon Vivant" (Good Living), "Joie de Vivre" (Joy of Life) and "Avant Garde" that double the value of a collection at the end of the game, and 3 undesirable cards - a "Passe" with a negative value of -5, a "Faux Pas!" (Misstep) card that forces a player to discard an item, and a "Scandale!" card that halves the value of a collection.

During the game, the starting player reveals an item card, and players bid for it by placing checks on the table. The bidding continues until all but one player have passed, with the winning player losing their bid (i.e. paying for the item won) and taking the item. The auction for undesirable cards works in reverse, with the first player to pass "winning" the auction and retrieving their checks while everyone else loses theirs.
Some of the players experienced misunderstandings related to the bidding structure, particularly around the "disgrace" (undesirable) cards. The main issue seemed to be grasping the reverse bidding mechanism for these cards.
One of the advantages of "High Society" is its relatively short and quick playtime. In our session, we managed to play two games, with Daniel masterfully winning one and myself unwittingly winning the other.
Overall, "High Society" is an elegant game with excellent artwork. In the right circumstances and with the right group, it can easily become a go-to filler game. Personally I enjoyed the game and I would be hard pressed not to recommend it to anyone who does not mind a little bit of bidding.
15th June 2024 - Back to a Meadow of Strategy and Fun
Last Saturday, marked another memorable evening in our series of board game nights. Everyone was undoubtedly prepared for it as David, Daniel, Steph, and I gathered around the table to dive into the highly thematic experience that is Meadow by Rebel Studios. It was our second encounter with this charming game, and I think that this made a difference.
Daniel, showcasing his usual strategic prowess, played impeccably. His moves were calculated and precise, seldom missing on scoring opportunities and this allowed him to navigate through the game’s intricate ecosystem with ease. Steph, not to be outdone, matched his score, a total of 69 point, by the end of the night. Her ability to adapt and seize opportunities while clutching onto every scorable point was remarkable, proving once again that she is a formidable opponent in any game.
David, for his part, dug deep into the game’s mechanics, securing a respectable third-place finish with 64 points that was merely a few cards shy of the frontrunners. There may have been a stroke of unfavourable turns that hindered his advancement, yet he remained a contender for the highest score until the concluding rounds of the game.
As for myself, I struggled to gain momentum. Reflecting on my gameplay, I realise that my inability to place points markers around the campfire board was a significant setback. This strategic element of Meadow is crucial for success, and my oversight cost me the game. Additionally, as the game progressed into its later stages, I found myself unable to find the right combinations to play those pivotal 4-point cards. These cards are game-changers, and my inability to utilise them effectively sealed my status as a non-contender.
Despite my personal challenges, the night was far from a loss. There was a collective agreement to revisit Meadow on a future gaming night. The game has unexpectedly captured the interests of my gaming group and it is incredibly rewarding to witness their enjoyment. The camaraderie and laughter shared over the game table were priceless as always.
Our next board gaming event is already at the back of my mind, and while it will be dedicated to a different title, the anticipation for another round of Meadow lingers. The game has woven itself into the fabric of our group’s shared experiences and perhaps this is a testament to its great design and engaging gameplay.
As I look forward to our next gathering, I can’t help but feel a sense of satisfaction for these moments. Board gaming nights are more than just games; they are a celebration of friendship and shared experiences. And as we continue this journey together, each roll of the dice, each card drawn, draws us onwards as fellow adventurers in the enticing world of modern board gaming.
11 May 2024 - A Delightful Stroll Through Meadow
This past weekend, I had the pleasure of meeting up with some friends, Steph, Dave, and Daniel, for our usual board game night. This time, we decided to jump into the world of Meadow, a game that quickly caught everyone’s attention. The theme itself is rather quaint, players take on the role of explorers venturing through a picturesque meadow, aiming to be the keenest observer of the natural world. This theme is meticulously reflected in the game's artwork, with stunning hand-drawn watercolour illustrations adorning each card. The visuals truly bring the concept of Meadow to life.
Despite its inviting theme, the core mechanics of Meadow are quite straightforward. There's a clear and intuitive iconography on the cards, making it easy to grasp the point values and special abilities associated with each element of the meadow. After a brief initial setup, the game flowed relatively smoothly, with turns revolving around drafting cards from a central tableau or taking actions from the special campfire board. The element of chance is neatly contained within the initial card draw, leaving the rest of the gameplay fuelled by strategic decision-making, that often required carefully thought-out adjustments and course corrections in line with the card drawn.
What truly impressed me was how smoothly Meadow transitioned from learning the rules to focusing on the game itself. The initial moments were dedicated to familiarising ourselves with the game's flow, but within a couple of rounds, we were all fully engaged, meticulously crafting our meadows, and vying for the title of the most skilled nature observer. The game is not intensely competitive or even cutthroat, I seldom felt that an action taken by another player somehow stymied my progression or forced me into unwanted actions. There is always something to do and some points to be gained no matter what path you may decide to follow.
This time round I came out on top, though the margin was narrow. My score of 63 points placed me only a handful of points ahead of the second and third place finishers. This close competition demonstrates Meadow's ability to keep all participants engaged and in contention for the win throughout the entire game. The game's point-scoring mechanics deserve credit for this, as they allow each player to pursue a unique strategy and create their own optimal meadow layout.
By the end of the evening, I think it is fair to say we were all somewhat impressed with Meadow. It offered an enjoyable blend of strategic depth, great artwork, and a theme we all found appealing. Suffice it to say that we have already made plans to revisit the meadow in our next board game gathering. In fact, we've decided as a group that, moving forward, we'll dedicate two consecutive sessions to each new game. This will allow us to delve deeper into the intricacies of the chosen game and truly master its finer points.
Furthermore, in agreement with David, I must say that playing a specific game on two consecutive sessions offers an additional advantage. The recent experience of learning and playing the game will facilitate a smoother transition back into the mechanics and strategies upon revisiting it.
I eagerly await our next board game night, and even more so, our return to the vibrant world of Meadow. With a bit more experience under our belts, I can only imagine the strategies we'll devise and the spectacular meadows we'll put together!
30 March 2024 - 3000 Scoundrels ...and not a Bluff in sight!

Well, some time ago I bought a game I had seen reviewed and played online. I think that the main reason for purchasing this title were the eponymous 3000 scoundrels, or rather the rather unique way they are assembled during the game. Let me explain.
The story unfolds in the Wild West, a time when enterprising pioneers were carving their own destinies across the untamed North American frontier. A mysterious stranger from the future arrives in a sleepy frontier town, bringing with him strange and wondrous gadgets that captivate the townsfolk. Just as mysteriously as he appeared, the stranger vanished, leaving behind a treasure trove of these advanced devices.
Recognising their potential value, the townspeople scramble to secure the gadgets, locking them away in various safes scattered around town. However, word of the time traveller and his marvels spreads like wildfire, reaching the ears of the government. Marshals are dispatched to retrieve the gadgets.
Meanwhile, outlaws with a taste for the extraordinary see an opportunity. They gather their gangs and head towards the unsuspecting town, determined to claim these priceless artefacts for themselves.

That is the story! It's a bit of a wild premise, I'll admit, but somehow it all clicks. For me personally, it called to mind Doc Brown and his crazy time machine from Back to the Future. Honestly, that connection alone sold me on the game. But hey, the wacky story is just the beginning.
The game comes with some interesting components. The standout is the way they handle the "scoundrels" - each scoundrel card is assembled from two parts. One part is transparent PVC plastic, and the other is regular cardstock. You combine these in a special sleeve to create the final scoundrel card. This clever design allows for over 3,000 unique scoundrel combinations using a much smaller deck of cards than would be expected.
There is also a central game board for all players, showing the three main buildings which hold the “safe” cards. Each player gets their own sheet to track their recruited scoundrels, and there are four decks of standard playing cards (numbered 0 to 5 in each suit) for gameplay. You'll also find tokens for henchmen and other markers.
The game uses poker cards (well, kind of) for a key mechanic, bluffing. On your turn, you'll secretly choose one of six actions using your face-down poker cards. You can bluff and claim to be taking a different action – it's all up to you. Other players can then try to call your bluff by spending one of their limited henchmen tokens on your chosen card. If they're right, they get a bonus, but if they're wrong, well, that henchman is sent to the sheriff’s jail.
Yet despite all the thematic goodness of the game, it did not measure up to the expectations of my gaming group. For one, when all was said and done, no one did much bluffing and that was I guess the “red flag”. There was also a complaint that you did not get to use the scoundrels as much as you would have liked. One player said that there were no interesting scoundrels in the “saloon” space (three available at any one time) to hire when it was her turn to play, and she was right.
Admittedly we played the introductory 2-Day game version which could have been a limiting factor in hindsight but even if the game were to be expanded to the full 3-days, I don’t think it would have changed much in terms of gameplay.
While the idea of having a lot of possible scoundrel combinations sounds great, in practice it was not quite as exciting. We found that some combinations just didn't create very interesting or helpful characters during our 2-day game. Honestly, even with more pairings, I don't think it would have made a huge difference.
Some players felt the bluffing mechanic with the poker cards wasn't restrictive enough. You hold six cards and draw four new ones each "day" (round). On your turn, you can use your cards to scout safes, steal them, draw more cards, or (supposedly) activate a scoundrel with a value of 6.

Since your cards only go from 0 to 5, activating a scoundrel is basically always a bluff – and we never found any scoundrels worth bluffing for during our game. Scouting safes seemed like the most valuable action, and both aces and twos are good for scouting, meaning you have a pretty high chance of getting what you need each round. This makes bluffing less important than it could be.
Money (or "dollars") can help hire scoundrels. However, there's a catch, you might not always find good scoundrels to hire, leaving you with a pile of cash you cannot spend. The only other option is to use the money to bribe the Sheriff and steal an extra safe (for a hefty $12 price tag).
This can backfire. You can only steal a maximum of two safes by the end of the second (day) round. If you already have two safes, bribing the Sheriff just lets you swap one you already have for a new one, which might not be a good deal. In our game, this happened, and a player ended up stealing a less valuable safe than what he already had!
Henchmen tokens are your only weapons for calling out bluffs. If your hunch is wrong and the player wasn't bluffing, your henchman gets thrown in the Sheriff's jail. To get them back, you need to cough up $2 per henchman.
The problem? If you never call bluffs or stop calling them after a while, your henchmen just sit in jail. This is exactly what happened in our games. The Sheriff's jail became a ghost town with barely any henchmen getting bailed out after a few rounds.
The most surprising moment came when we finally scored the game. The winner, to his own amusement, had not even realised he was in the lead! Unfortunately, the game didn't quite click with our group. We double-checked the rules to make sure we weren't missing anything, but everything seemed to be in order.

While the Wild West setting with time travel gadgets had a lot of potential, and the components were undeniably cool, the gameplay itself fell short for us. Exactly why it didn't resonate is a bit of a mystery. Perhaps the bluffing mechanic needed more teeth, or maybe the limited scoundrel utility hampered things. Whatever the reason, this one ended up being a miss for our group.
The game relies heavily on chance. The safe cards are placed randomly, and with over 3,000 possible scoundrel combinations, I can see no way to develop a winning strategy based on specific draws. Sure, the limited poker card pool adds some control, and scouting helps mitigate randomness to some extent.
Yet, while bluffing is a core mechanic, it feels as though it is not essential. In our games, nobody bluffed at all! This left the decision-making feeling dry and uninspired. Without bluffing as a vital element, the whole game seemed like it was missing a key ingredient. It was like playing a poker game where everyone folds every hand.
The only way to truly experience this game seems to be by embracing the bluffing mechanic it heavily promotes. The game even includes a reputation track that could be impacted by successful bluffs (and failed bluff calls). However, in our games, this entire track was completely ignored. Since nobody bluffed, the reputation system had no bearing on the final score. Basically, it felt like a missed opportunity. The game offers a system for bluffing, but the mechanics don't quite force players to use it.

This game served as a valuable reminder that even a well-designed game with a fun theme can miss the mark. In this case, the core mechanic, that is bluffing, simply was not a good fit for our group. Bluffing thrives when players actively engage in the "dance" of creating and uncovering deception. It requires players to leverage supporting mechanics and embrace a certain level of cutthroat competition where bluffing becomes a vital tool for victory. Without that commitment from the players, the game can feel flat and uninspired.
Even though I feel that the game itself fell flat, I appreciate my gaming group for giving it a shot and venturing into the world of bluffing with me. They were all great sports, actively participating throughout the session to diagnose what might be missing from the game. As always, David spearheaded the post-game rules analysis, but everyone contributed valuable insights that helped shape this final review.
Ultimately, this experience highlights the importance of player preference when choosing games. Some groups relish the social deduction and strategic gambles inherent in bluffing, while others prefer a more straightforward experience. The key takeaway is that understanding your group's tastes is essential for a successful game night.
09 February 2024 - Battling Barbarians and Beating the Odds - Last Saturday, David, Steph, Daniel, Claire, and I embarked on a journey through time, facing barbarian invasions and the potential fall of the Roman Empire in Pandemic Fall of Rome. While the core mechanic might resonate with Pandemic veterans, this game is a beast of its own!
Forget simply curing diseases. Here, we rallied legions, fortified cities, and forged alliances to push back against relentless barbarian hordes. It's a much deeper dive, with intricate troop management, strategic troop movement, and even dice-rolling battles.
Through teamwork, careful planning, and maybe a smidge of luck, we emerged victorious! Not without some debate, though. David, our resident rules lawyer, raised concerns about a few minor rule interpretations during the game. Hey, in the heat of battle, some details get fuzzy!
But quibbles aside, "Pandemic Fall of Rome" is a phenomenal cooperative experience. Be warned, though: despite the box suggesting a breezy 45-minute playtime, be prepared for a campaign that stretches much....much...much longer. But hey, saving the Roman Empire doesn't happen overnight, right? ️
16 December 2023 - Hanamikoji & Splendor Duel - The weekend of December 16th brought an exciting opportunity to dive into two captivating 2-player games with my wife - Hanamikoji and Splendor Duel. These engaging titles proved to be a delightful addition to our gaming collection, offering a unique blend of strategic depth and engaging gameplay.
Hanamikoji transports players to the enchanting streets of the titular Japanese town, where they assume the roles of two skilled performers vying for the attention of the townspeople. Through careful hand management and strategic bidding, players compete to collect sets of cards depicting various entertainers, each possessing unique abilities that contribute to their overall score.
The game board cleverly depicts the winding alleyways of Hanamikoji, with each space representing a particular entertainer. Players take turns simultaneously bidding on these spaces, attempting to outmanoeuvre their opponent and gain control of the entertainers they desire. This intricate bidding system adds an element of suspense and unpredictability to the game, as players must carefully weigh their options and gauge their opponent's intentions.
In contrast to the subtle intrigue of Hanamikoji, Splendor Duel presents a fast-paced tableau-building experience where players compete to amass the most valuable collection of jewels. The game's elegant design features a single board with spaces representing various gem colours and noble families. Players take turns simultaneously selecting actions from these spaces, acquiring gems, purchasing noble tiles, and gaining additional actions to further their progress.
The strategic depth of Splendor Duel lies in carefully managing the available resources and making informed decisions about which actions to prioritize. Players must carefully balance gem acquisition with noble tile purchase, as each noble tile provides a unique bonus that can significantly boost their score. The game's fast-paced nature keeps players on their toes, as they constantly evaluate their opponents' moves and adjust their strategies accordingly.
Both Hanamikoji and Splendor Duel proved to be exceptional additions to our 2-player gaming repertoire, offering distinct yet equally engaging gameplay experiences. Hanamikoji's subtle strategy and intricate bidding system provide a cerebral and strategic experience, while Splendor Duel's fast-paced tableau-building and resource management cater to those seeking a more dynamic and action-packed game.
25 November 2023 Lords of Waterdeep - Last Saturday, I gathered with some of my gaming buddies for an evening of friendly board games. The highlight of the night was undoubtedly Lords of Waterdeep. We played a four-player game, and three of us were already familiar with the game's mechanics.
Despite being a newcomer, Daniel grasped the game's concepts quickly and played seamlessly from beginning to end. His quick grasp of the rules allowed the game to flow smoothly, and we managed to complete a full game in about 90 minutes. While I started the game with an unfavourable win condition that required a scarce resource, the overall experience was enjoyable.
Stephanie emerged as the victor, thanks to a couple of crucial point-scoring moves. It was a fantastic evening spent with great company, and I'm eagerly anticipating our next gaming session.
14 October 2023 Castle Panic - On October 14th, I played the cooperative board game Castle Panic with my friends Daniel, Steph, and my wife Claire. Although the game is relatively simple, it requires teamwork to win.
Early in the game, we lost most of the outer wall due to a boulder, some unchecked enemies, and unlucky draws. At one point, we were attacked by seven enemies at once! However, we were able to work together and use strategic card swaps to save the day. In the last round, a Barbarian knocked out the last enemy and we won!
17 September 2023 Ticket to Ride – Was a very entertaining
afternoon today and we played what many modern gamers will consider as being one of the
modern "gateway game" classics. Ticket to Ride is a relatively simple to teach
game that however proves to be an interesting and fun game. You collect sets of
like-coloured train cards, establish routes between two key points on your route
tickets, and score points as you go. While it wasn’t my day, I must say that it was
a great enjoyable match. When the dust eventually settled it was my wife who won by a
very decisive margin (114 points) followed by Daniel in second. Great stuff
indeed…till next time.
Sep 10, 2023, Friendly Match of Splendor - I played a couple of games of the award-winning game "Splendor" with my better half. "Splendor" is one of those games that keeps hitting the table with a certain regularity and for good reason. It is very simple to teach, looks good on the table and offers an interesting level of strategic choices. While the theme is to all effects irrelevant to the actual gaming mechanism, it still manages to add a certain refinement to the overall product. It is also a game I feel I can bring confidently to the table even late on a Saturday night on returning home after a sumptuous meal at a local restaurant. In the final tally of things, I won the first match, Claire won the second, and both were close calls since both of us knew the game quite well.
May 20, 2023 Minecraft: Heroes of the Village - Neil's first modern cooperative-type game. It honestly plays well, is entertaining, not rule-heavy and more importantly, age-appropriate. Thematically very well designed while also being plain fun. It's Minecraft inside and out, with enough references to keep any fan, like Neil, entertained and engaged. Recommended if you have kids who love this sort of thing...and also if you happen to like coop games.
Jan 06, 2023 Imhotep: builder of Egypt - In Imhotep, players become builders in Egypt who want to emulate one of the first and best-known architect of the ancient world, Imhotep.
Over six rounds, players move stones (represented by coloured wooden blocks) by boat to create five seminal monuments. On a turn, a player chooses one of four actions: Procure new stones, load stones on a boat, bring a boat to a monument, or play an action card. The winner is the player that scores the most points with well-timed plays and strategic moves.
Dec 01, 2022 The Crew: The Quest for Planet 9 - Here's "The Crew"...a cooperative, trick-taking game, by Thomas Sing, spanning 50 missions. Every mission is linked to specific objectives every player must reach for the mission to be successful. Open verbal communication discussing the hand is not allowed but the game comes with a nifty non-verbal communication mechanic that allows each player to share information about a specific card (once) before the mission starts. Working through the missions, gameplay becomes progressively more challenging. However, individual missions are short and play can be easily adjourned over a number of sessions depending on available time. Great little game with some interesting twists on one of the oldest card game mechanisms ever created. #cardgames #boardgames
Jul 31, 2022 Lords of Waterdeep (session) - A great game of "Lords of Water Deep" yesterday, finally completed, with a fine band of board gamers. A solid showing by all those present given that this was a first for all of them. In the end, it was David Mifsud who charged, practically uncontested, to victory. The game started off fairly evenly in terms of points but then Dave found the right quests to complete tearing away from the group around the 6th of 8 rounds. Fair to say he did not have to look back after that. Still, I must applaud everyone's commitment to seeing this game to completion. We actually started this game one May afternoon, had to stop, took stock of everyone's position and holdings....then finished it off yesterday without missing a beat. Great Game everyone, looking forward to the next one!
Jun 07, 2022 Xarapiklu - **Xarpiklù**, published by **BDL Fun Games** is a Maltese adaptation (to
an extent) of existing English language party games like trivial
Pursuit, Pictionary and Cranium. The production values are not stellar
but decent overall though some better thought should have been given to
the spinner board used in the game. I found the needle tends to stick
making it difficult to spin adequately most of the time. The Card stock
used is very average but for what they are meant to do during the game
they work.
The box art claims that this is a game suited for
players age 7 and up. You will need a minimum of four players (two teams
of 2 players) since this is essentially a timed game, hence the
presence of a 30 seconds egg time that comes in the box. This
is where I think the game starts to fall apart. 30 seconds for a Maltese
language game is already problematic especially for younger players. I
would have at least expect the egg-timer to be for 1-minute. Secondly
there is no difficulty levels in the cards, with some being impossibly
hard and other overly trivial. What this means is that you cannot really
gauge the game difficulty based on the audience. This also plays into
the hands of alpha players who would have sufficient Maltese proficiency
to dominate the gameplay. The game would have strongly
benefited from the cards being properly divided into levels, allowing a
younger audience to participate on equal terms with older players. As it
stands, the game is disappointing, especially if you plan to get
younger players involved. Also less money should have been put in box
production and more on game components, and particularly the spinner.
Jun 07, 2022 Lost Cities - ***Lost Cities ***is a 2-player only Card game from renowned game designer Reiner Knizia. The game is fairly simple as players play cards from their hand to the table following some simple rules. The custom deck is composed of 5 suits for the base game, with a further 6th purple suit you can use once you get used to gameplay. Each suit comprises 9 cards numbered 2 to 10 with a further two bidding cards which players can use to augment their point score. The aim of the game is in fact to score the most points by creating ascending runs in any suit.
The game comes with a special discard board which is placed between both players and serves both as a suit indicator, as well as a discard drop area for the various suits. Each player is dealt 8 cards from the main shuffled deck, with the rest of the deck kept close to the shared board and accessible to both players. On their turn, players will play a card from their hand either to extend an ascending run of cards in one suit or discard a card to the shared board. A turn is concluded by taking a card from the main stockpile or by taking a former discard but never the one just discarded by the active player.
What is most intriguing is the point-scoring mechanism, since a run, once initiated, is initially worth -20 (minus twenty points). Players are therefore obliged to extend a run as much as they can, in order to (as a minimum) score 20 points and possibly go beyond. The Bidding cards in each suit double the overall value of a run but there is a catch. The bidding card must always be played first before any other card in a given suit. Also when extending a run, the player must always play a higher value card at all times. This creates an interesting dynamic between both players as they struggle to keep a balance between blocking their opponent and extending their own runs.
The gameplay feels, elegant and surprisingly not overly complicated, which is why this game is still in print and considered by many boardgame experts as one of the best 2-player games of the modern gaming era. The game ends when the stockpile is exhausted. Players then tally their scores and the player with the highest score wins that round. Normally a full match is composed of 3 rounds since this is seen to mitigate the randomness brought about by the shuffled deck.
I highly recommend this game.
May 08, 2022 Terraforming Mars: Ares Expedition - ...Terraforming Mars' baby brother. Still a very meaty game requiring some serious decision-making...can be played 3-4 player competitive, 2-player cooperative and solo. Production quality is exceptional. Can't wait to share this.
Apr 02, 2023 Gloomhaven: Jaws of the Lion - First time trying "Gloomhaven: Jaws of the Lion". The game itself is fairly simple to set up, given that this is a dungeon crawler. Played it co-op on the easiest setting with Neil, and it went fairly well. Still have 2 more "Vermling Raiders" to take care of but I think we stand a good chance of wrapping this up with a win. The game state is easy to record.
Feb 13, 2022 Pandemic "Wrath of the Litch King" - Was fun giving "Wrath of the Litch King" a spin. Great production values, with a sound gaming engine beneath. Definitely need to give this one another couple of runs.
Jan 30, 2022 Talisman (Coop Rules) - So...today I decided to try an experiment. I brought out my copy of Talisman and played a coop version with Neil. The game itself offers so many moments of peril and monstrous encounters that even as a coop, you still have your hands full. As it turned out, we managed a victory but by the very skins of our teeth. I was only 2 lives away from going out and Neil was just 1. Then he rolls a sweet six...and he reaches the crown of power...high fives all around! 😁
Aug 23, 2021 Raiders of the North Sea session - Great game of "Raiders of the North Sea" yesterday with David Mifsud. It
was a close match but very engaging from the first to the last
minute. Admittedly it took longer than it says on the box on account of
it being the first physical game ever played (I did play the app before)
but I'm sure we can improve on that going forward.
Jul 24, 2021 - Catan "Mercanti e Barbari" (Italian Edition) - "Mercanti e Barbari" or "Traders & Barbarians" is one of the most
colourful and flavoured expansions of Settlers of Catan...the box offers
various complete game variations and a bucket load of plastic minis and
coins. Can't wait to bring this game to the table.
May 30, 2021 The King is Dead (2nd Edition) - The King is dead! This is an area control game with a simple rules list but which offers some interesting choices and depth of play. However here players need to think in terms of influencing factions rather than controlling them, your own loyalties may shift if the gameplay dictates it...then there are the French.
Apr 10, 2021 Raiders of the North Sea - "Raiders of the North Sea", is a gorgeous worker-placement type game, with a Viking theme. Components are good quality and the in-game coins used are actually metal, which is a good touch that adds to the overall theme and game presentation. Gameplay is intuitive and fairly straightforward to teach, while at the same time offering some interesting decisions during the game. There are many ways you can win, which ones you choose is mostly up to what crew you draw from the deck. This, is in addition to whether or not you opt for an aggressive raiding style, or focus more on the preservation of your crew and working on offerings instead.
Mar 31, 2021 Wingspan Automa - Wingspan comes with a solo variant rules set called Automa...obviously tried it out and was quite amused at how it facilitates gameplay. Never played board game solo variants that weren't digital adaptations, so this was quite refreshing.
Mar 13, 2021 Splendor Marvel - My idea of a great Friday evening. Order delivery from Wagamama, kids in
bed, open a bottle of bubbly and play a few rounds of Marvel Splendor
with the wifey. 🖖😁👍
Feb 15, 2021 Tiny Epic Galaxies - Good game of "Tiny Epic Galaxies" With David Mifsud yesterday... which he went on to win. Very close match if I may say so. I know I keep repeating myself on this one but there's so much "game" In this small box. Love it!
Feb 11, 2021 Completed Century Series - Finally got my hands on the third and final installment of the Century series by game designer Emerson Matsuuchi called "Century - A New World". A massive and at the same time incredibly delightful series of games.
Dec 23, 2020 Quarto - Latest addition to my board game collection, just in time for Christmas. Quarto is a 2-player, abstract strategy game which plays in under 15 minutes. Board and piece quality is also excellent.
Dec 12, 2020 - Riichi Mahjong (House Rules) - Played an adapted version (with house rules) of Riichi Mahjong, a Japanese version that utilises Red Fives. Players in question were my parents, my wifey and yours truly. Had been some time since we last played and it did feel good to bring out a box and play a few rounds. The main issue with playing with Japanese sets is that you need to memorise the Chinese characters for numbers 1 to 9, North, South, West and East winds, as well as the three honour tiles, known more colloquially as the red, green and white dragons. Flash cards become an important bit of gaming gear, at least if you are playing with people who are not familiar with the game or the Chinese characters in question.
Oct 24, 2020 Splendor with "Cities of Splendor" expansion - This is by far one of the few Board games I own that I have played the most. It also happens to be a favourite of my better half. So last evening we sat down and played three games of Splendor using the "Orient" expansion from the "Cities of Splendor" expansion box...and it was a blast! The first game she won, and the second went to me. The third game could have also gone to her, had she realised she could have picked up a noble card earlier. She didn't....but we're still calling that one a draw....right Claire Mce? 😉
Oct 18, 2020 Lords of Waterdeep (Digital Edition) -
If you've never played "Lords of Waterdeep"...you should really try it out. It's considered a classic Worker Placement game that is sure to whet the appetite of those who like games with a bit of meat on them. Yet, since the game is played over exactly 8 rounds, it's never too long. The following video highlights the game's setup and victory conditions... Enjoy. Oh, and if you want to try it out without getting the actual game, give the digital adaptation a go, by accessing your favourite app store. Click on the link below to view a session I recorded on YouTube.
Sep 10 & 20 2020 - Another jewel of a game arrived at my doorstep. Res Arcana!
In a high tower, an Alchemist prepares potions, using vials filled with otherworldly fluids. In a sacred grove, a Druid grinds herbs for a mystical ritual. In the catacombs, a Necromancer summons a bone dragon...In it, Life, Death, Elan, Calm, and Gold are the essences that fuel the art of magic. Choose your mage, gather essences, craft unique artifacts, and use them to summon dragons, conquer places of power, and achieve victory!
Designed by Tom Lehmann and richly illustrated by Julien Delval, Res Arcana offers a unique gaming experience!
I also got down to play the first game ever of "Res Arcana" with David Mifsud, not the easiest of games but it definitely gets the brain juices flowing. Looking forward to another round, which I predict will be a shorter match.
Aug 09, 2020, Century Spice Road - So today I got down to play "Century Spice Road" with David Mifsud...had almost forgotten how much fun it can be. Very simple rules but the gameplay and in-game decisions are sufficiently diverse to keep you engaged and entertained. As a two-player, this game shines, favouring snappy exchanges and quick shifts in strategy turn by turn. A good way to start a new trip around the sun.
Jun 07, 2020 Talisman - It's not been the best of weeks, nor the best of weekends...still, I thought I'd crack open an old classic, and playtest it a bit, just a couple of rounds to see how it plays. The game's called Talisman, and this fourth edition is a testament to a game that has delighted fantasy gamers for several decades. The board game itself is massive, but it has to be, since it has to carry a lot of rules and house cards that are placed on it during play. The first edition was published in 1983 and since then the artwork and rules have been fine-tuned to cater for new tastes, including faster play times. It also comes with several miniatures with some good definition on them and 6 clip-on colour makers so each player can easily distinguish his or her piece in the massive board.
Talisman is a competitive game with a winner-takes-all main mission but it is possible to tag-team by adopting co-op rules whereby allies can aid one another during combat or block opponents from reaching the Crown of Command. I'm stopping here and dropping a few pics to give you an idea of how the game looks.
May 17, 2020 Scrabble - Crazy game of Scrabble with the wife and dad... Wife went on a steady streak that led to her winning by a good margin. Thoroughly enjoyable. Dad scored the highest single word with VARY for a whopping 42 points.
Apr 12, 2020, Castle Panic - Played a game of Castle Panic, and when played by the book, you really understand the reason for "Panic" In the game title. Saying we won by the skin off our teeth is an understatement.....by the end of the game only two towers were still standing...but we won. Yay for us!
Apr 04, 2020 Ethnos - Yes got down to playing Ethnos. It is in fact relatively simple to set up and start playing. Claire for one seemed to enjoy it and got into it pretty quick. pretty quick.
Gameplay is derivative from classic Rummy games but then there is also an element of territory control. The artwork is simple yet very pleasant, and the overall quality of the components is sound. The game plays over 3 "eons", each ending when 3 dragons are drawn from the "allies" Deck. The player with the most points at the end of the 3rd "eon" wins.
May 16, 2020 Mahjong - A classic Rummy-type game I play frequently with my parents, has its own cadence though and games can be slow at times. Still love it.
Feb 02, 2020 Munchkin Deluxe - Great game of Munchkin Deluxe today, one of the funniest, weirdest games with an RPG theme.
Jan 19, 2020 Elder Sign - First match ever of the co-op game Elder Sign with my sister. Heavy on the setting up but once it gets going, it becomes one nail-biting experience...where a win is never certain right up to the last dice roll. Great game, worth learning. Btw we actually won, grabbing 10 Elder Signs in the nick of time.
Nov 10, 2019 Santorini - Welcome to Santorini! Santorini is an enjoyable, relatively short, abstract strategy board game with an attractive theme. You play the part of workers who are intent on building sumptuous palaces on the Greek island, on your turn, you will move, build and/or climb buildings, one level at a time. Your aim is to be the first worker to make it up to the third floor! One catch, your opponent/s will be trying to do the same and they might just call upon the power of ancient Greek gods to stop you from reaching your goal.
Played this game a few times already and I must say it is really fun and enjoyable. It can be played with anything from 2 to 6 players (the latter in teams of two) and it can scale up in complexity thanks to the God cards that come in the box. If you're ever around I might just bring this one out for a spin... My guess is you will ask to play more than just one round. ;-)
Nov 01, 2019 Sequence - Tried a couple of rounds of Sequence with Claire Mce and dad. It's an intriguing game with a good mix of luck and strategy. Fully understand how it withstood the test of time. Neil joined in for the first match and got a little too excited...understandably. 😁 Has all the Makings of a board game that will be revisiting our gaming table soon.
Oct 13, 2019 Azul - Great match of Azul, Stained glass of Sintra today.
Oct 06, 2019, Catan - Great match of Settlers of Catan... Overwhelmed by a constant surplus of unwanted sheep... Wheat was a problem for all but one player, my dad who won the game.
Sep 01, 2019 Dixit - Great game of Dixit, is easily one of the simplest games to teach and can take up to six players.
Jun 07, 2019, Mysterium - Played a great game of Mysterium today with some friends. had some help setting this one up, The premise is interesting in that one player needs to play the part of the Ghost of a murdered man with the other players trying to get who committed the crime, where and using what. This is not Cluedo though the inspiration is clearly there.
Jan 13, 2019 Ticket To Ride - Played a great game of Ticket to Ride today with some great friends.
Dec 01, 2018, Onitama - A game that borrows from Chess to an extent, but throws in variable moves that change from game to game. Onitama is a lovely game and well worth learning. Played with my wife and she seems to like it.
Nov 27, 2018 Azul Stained Glass of Sintra - My latest addition to my board game collection. The Gorgeous "Azul - Stained Glass of Sintra"... anyone up for a game? 😉
Nov 02. 2018 Kingdomino - In my books... board games can serve as the best medicine to an otherwise unsavoury week...and my better half was kind enough to oblige. Goodnight all.
Sep 08, 2018, The Big Book of Madness - A fantasy-inspired co-op game from iello. Played this with my wife and we beat the game on the first try. It's a great-looking production and the coop aspect is strong though not as accentuated as you would find in other games like Pandemic for instance,
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