Some years ago, I wrote an article about how Hasbro had gobbled up the entire gaming world. It’s ten years later and Hasbro is not just sitting pretty atop their piles of toys and games, but considering a merger to turn them into a truly terrifying megacorp. Hasbro’s games division is just a quarter of their entire business, but in recent years it’s managed to scrape by with $1.2 or $1.3 billion in sales. I think it’s safe to assume that they still own the vast majority of the gaming market, with everything from Monopoly to Magic: The Gathering in their portfolio. And, I think their massive size continues to damage their less popular brands, including my beloved Dungeons & Dragons, which is being starved to death, one product-less month at a time.
But what about the other elephant in the room? What about Asmodee? What about the company who was one called Asmodée Editions and before that Idéojeux before they gave up the Francophilian accent. What about the publisher that began life as Siroz (cirrhosis) Productions, best known in the US as the original creator of the In Nomine RPG? Since their 2013 sale to Eurozao, they’ve gone on an impressive shopping spree, picking up publishing houses throughout the United States and beyond.
Do we have the next Hasbro on our hands, the next company to eat the gaming world? Continue reading →
Over the Christmas holiday I was fortunate to play a new-to-me deckbuilder, the Lord of the Rings Deck-Building Game (2013). It’s based on the Cerberus Deckbuilding system, which is the same game engine used by DC Comics Deck-Building Game (2012). In fact, it seems likely that the two games were developed in parallel, as DC Comics appeared in December 2012, and Lord of the Rings appeared just a few months later, in April 2013. As such, the games are pretty similar.
I already covered the core of the simple and light DC Comics game in a previous article, but Lord of the Rings still deserves a bit of discussion for how it updates and adjusts the Cerberus system. Continue reading →
It was a really great season for board games. I played perhaps a few less games that were new-to-me than usual, but the recurring theme was that they were all good or better. OK, I played Exploding Kittens near the end-of-the-year because Christmas family gatherings … but not even that could bring down what was a season of fine games!
Pandemic Legacy — Season 1 (2015). Any discussion of the new Pandemic variant should begin with my belief that Pandemic itself is a great game. I count it as one of the three most influential and important co-op games. Arkham Horror (1987) mostly invented the genre and Lord of the Rings (2000) reinvented it for the modern day. However, it was Pandemic (2007) that made the genre accessible. It’s also a near pitch-perfect design with huge piles of difficulty and chaos, and its great replayability.
In November, I took a look at a smallest of mini-genres: what I call the Role Civilization genre, which originated with San Juan and which also grew to include games such as Glory for Rome and Eminent Domain. My previous articles covered the origins of the field in role selection and those three games. In this latest article, I’ll be looking at the final major entry in the category, Roll for the Galaxy, discussing how it simultaneously invented and reinvented the field.
The Shared History of San Juan and Roll for the Galaxy: 2002-2007
Puerto Rico (2002) was the game that brought role selection to the field of serious, dense eurogames. It ruled the gaming table for a few years and was considered the top game in the field. Alea production manager Stefan Brück asked Puerto Rico designer Andreas Seyfarth for a card version of the game, and the result was San Juan (2003), which kicked off the whole role civilization subgenre.
In a year that was light on original deckbuilder releases, I’ve been pleased to finally take a look at some new ones as autumn deepens. This week I’m looking at TMG’s Flip City, which feels like a companion to their Cthulhu Realms because they’re both mini-deckbuilders, packing a whole game into a small, portable box. Flip City does that with just 86 cards, and more notably just 6 types of cards — but they’re double-sided, offering a total of 12 possibilities.
Flip City (2015) is a very unusual deckbuilder game that plays unlike anything else in my collection. That’s in large part because of the doubled-sided design of the cards. Not only can you pay to buy cards, but you can also pay to flip cards, which makes them better.
A few weeks ago I kicked off an investigation of a small genre of games that I call “role civilization” games. These are “role selection” card games that were inspired by San Juan. My initial article defined the genre through four mechanics that all debuted in San Juan: phase (role) selection; card building; multipurpose cards; and card economies.
This week I’m going to continue my look at the genre by seeing how it’s evolved since the advent of San Juan and by investigating two Imperial successors to the game.
A History of Role Civilization: 2004-Present
Andreas Seyfarth’s San Juan (2004) could have dramatically changed the board gaming field. Not only did it make the very popular mechanics of Puerto Rico (2002) more accessible, but it also introduced a new style of dense filler that played quickly in a short period of time while still allowing for real strategic decisions. Unfortunately, San Juan was held back by the fact that Alea games tend to be somewhat underproduced and until very recently didn’t get supplements. The best San Juan ever managed was a few mini-supplements in Treasure Chest (2009), one of which reappeared in the second edition San Juan (2014).