Menu Close

Tag: 2017

*** Azul (2017) – Michael Kiesling

It’s Azul time.  Everyone else has reviewed it, so why shouldn’t I?  Azul is a light-weight abstract for 2-4 players with an appetizing presentation.  Everybody says the same thing when they see its colorful resin tiles seductively radiating from the gaming table for the first time: “They look like Starburst.”  This would be annoying if it wasn’t 100% true.  I also really like the material used for the cloth bag you draw them from.  It’s pleasantly cool to the touch and doesn’t use any of those awful synthetic fabrics found in other games (*cough* Orléans).  I’ve put my hands in lots of bags for lots of games — this is one of the best.  Really, everything about the game’s production is top-notch — besides an ever so slight warping issue with the player boards (as cardboard tiles of this size and thickness often have).  Typically, I don’t even bother mentioning such details in my reviews, as component quality almost never influences my opinion on a game, but I do mention them here for one very simple reason: Azul is a gaming meal that looks much better to me than it tastes. Azul is a basic set collection game with rules that make it seem much more complicated than it actually is.  Though some of its elements were hard for me to picture when reading through the rulebook, within two seconds of seeing them in action I understood their how and why.  This is a rather unintuitive design that is hard to explain with…

*** The 7th Continent (2017) – Ludovic Roudy & Bruno Sautter

Today on “Decent, But Massively Overrated Cooperative Campaign Games” we have The 7th Continent.  Real talk, it seems like all it takes these days to garner universal praise and shoot up the BGG rankings like an express elevator is a couple clever gimmicks and an expensive Kickstarter.  It’s by no means terrible, but The 7th Continent is about as mixed a bag as I’ve ever seen.  Interesting one minute, groan-worthy the next; constantly building anticipation, then clumsily deflating itself.  It’s loaded with creativity and promise, but bloated by repetitive mechanisms, dumb puzzles, egregious admin, and terrible pacing.  So many disparate ideas are crammed into the game alongside one another that it seems like whether or not they actually worked well together was secondary to sheer volume.  And, like Gloomhaven beside it, the video game wannabe vibes here are off the charts.  Alas, though I do agree there is a lot about The 7th Continent to be impressed by, it’s hard for me to be super enthusiastic about a game that every one of my experiences with has been more arduous than fun. In theory, The 7th Continent is a co-operative exploration/survival game.  In practice, it feels more like a filing cabinet simulator.  Reason being, the players must build the board of The 7th Continent as they play using hundreds and hundreds of numbered-and-color-coordinated cards that they must keep carefully organized with trays and dividers.  And not just for the board, these cards are used for practically everything in this game: skills, items, health, experience points, random encounters, puzzles, you name it…

*** Gloomhaven (2017) – Isaac Childres

At the time I am writing this, Gloomhaven is sitting comfortably in the number one spots for thematic, strategic, and overall rankings over on Board Game Geek, and will likely stay there for the foreseeable future due to its insane, and (somewhat) understandable popularity. After all, Gloomhaven, by Isaac Childres, is the game that finally supplanted Cosmic Encounter as Tom Vasel of The Dice Tower’s favorite game of ALL-TIME after all these years, so it must be amazing, right? Well, at the risk of undermining whatever shreds of credibility you could’ve potentially afforded me before I even properly begin my first review, let me just say… it isn’t. Welcome to the first review in the Bozo’s Guide series — a series purely about analyzing and critiquing table top games. For this review, we’ll be taking a look at the second printing of the retail edition of this ultra-hyped colossus of a game. Gloomhaven is a cooperative dungeon crawler set in a rather generic fantasy universe featuring every popular board game mechanic that has surfaced over the last decade and a half: campaign play, legacy elements, deck-building, card drafting, simultaneous action selection/movement programming, storytelling, secret objectives, light role-playing, you name it. Before going any further, I’d like to posit that this alone explains a huge portion of the game’s popularity already. Even for the strategy purists and euro-gamers, the game’s elimination of dice from its combat system is extremely promising. Heck, on paper Gloomhaven appears to be the only game you’ll…