Taking the Lovecraft theme that is one of the most frequently used in board games, Fantasy Flight Games managed to create something new and special – a co-op game of many subsystems that come together almost flawlessly to create engaging, coherent and suspenseful stories time after time after time. Put on your fedora hat and collect your occult research. We are going to save the world or have a blast trying in Eldritch Horror.
Castle Panic by Fireside Games was a quick, light, easy co-op, ideal for younger gamers. While it offered simple and intuitive gameplay, the lack of complexity or challenge quickly made it lose its charms for more seasoned gamers.
The Wizard’s Tower expansion, released in 2011, aimed to address these shortcomings. The result is a game that is meaner, more involved and ultimately significantly more rewarding than the bland entry-level base offering. Let us take a look at how it goes about achieving this:
Traveling on a business trip can often be quite boring, especially if you have to travel via train or plane. A lot of industry professionals like to occupy this traveling time by playing some sort of game. Those who feel lucky may like to use sites like Swankybingo.com/ to play bingo and perhaps win big, others may like classic phone games like snake or candy crush. I love taking board games with me to business trips – it’s a great way to spend the night away from home when you’re visiting a location that doesn’t offer too many exciting options for a night on the town. Because you are either on your own or with people who might not share your hobby, it is important that these games be playable solo.
A party of adventurers delves into the dungeon for riches and glory. The classic (or tired as less generous gamers might say) premise gets a unique treatment in Dungeon Roll – a wonderfully compact dice game from Tasty Minstrel Games. They aren’t exactly reinventing the wheel — there are thousands of card games and RPGs that require a dice roller or custom dice, but the dice were a major selling point for this game and the cool factor of the custom dice fails to translate into anything substantial, however, the game seems to be perfectly content with that.
Form and function rarely go hand in hand. One is always stronger that the other – brilliance of Carcassonne hiding behind simplistic graphics, gorgeous FFG components masking gameplay that is sometimes unwieldy. But in no game is the discrepancy is as glaring as in the imaginative, lovable but ultimately disappointing Mice and Mystics.
Everyone likes trains. The old-timey charm of the whistles, the rhythm of the wheels, the chugging of the engine harkens back to a simpler time. It is no coincidence then, that simplicity is the most salient feature of a board game that takes an exceedingly plain concept of set collection and crafts it into one of the most broadly appealing games you’ll find – Ticket to Ride.