This was year 16 for the Games Club I run at my high school. It reflected the trend in the larger gaming community: numbers were up overall, girls attended almost as much as boys, and the preferred type of game shifted decidedly from cardboard, dice, and counter to games focussed on more social interaction.
Smash Up! card game free Sheep faction and Big in Japan expansion. How do they measure up?
We’ve just finished a four month Imperial Assault: Jabba’s Realm campaign. A leap of faith that paid off! Here’s some commentary by our veteran players and Imperial GM.
The first Mansions of Madness big box expansion takes us to the Streets of Arkham. Let’s take a walk through the streets to see if it’s worth the trip.
Let’s continue our exploration of Smash Up by looking at the two releases that are different from the slew of regular expansions: The Big Geeky Box, and Smash Up: Munchkin.
I clearly remember playing Smash Up! when it was first released. What a great idea! Does Smash Up! remain a game done right?
The humble six-sided die has kept intellectuals, gamblers, families, and sailors entertained since we figured out how to push our luck and roll the bones. Let’s have a look at push-your-luck dice games.
A good look at Space Hulk 3rd Ed. by Games Workshop on the way to answering the question: Would we buy it again?
Eldritch Horror remains my favourite game in the coop genre because it allows a very complicated set of mechanical checks, balances, and challenges to disappear into the background so teamwork and a compelling story can remain the central focus.
Cthulhu Between the Sheets: Fact and Fiction. Here’s why S.T. Joshi’s edited Cthulhu anthology; Achtung! Cthulhu: Dark Tales from the Secret War; and The Dark Waters Trilogy by Graham McNeill deserve a place on your bookshelf.