For a while, I was playing quite a few Martin Wallace games. I haven’t exactly left them behind, as I’m still happy to play a new Wallace offering when it’s put on the table, but I’m less likely to actively seek them out now. I think I discovered that he was more logistical and mathy than I generally like. In any case, this was one of my very few strategy articles, probably encouraged by the fact that I’d just started writing at BGN and wanted to dazzle the audience. It’s also the first of several articles about Wallace’s designs —SA, 3/15/15
Brass was Martin Wallace’s last board game release of 2007. Moving away from his war gaming themes of recent years, Brass instead returns Wallace to his most successful area of design: logistical gaming. This time he’s focused the game on his native Britain, detailing the Industrial Revolution in Lancashire—which is to say northwestern England.
I was really wowed by Brass when I first played it. It’s rare that a game of this length and complexity has me returning for more, but the economic modeling and strategies of Brass are both unique enough that I thought they deserved the attention. And thus it’s those exact two topics that I’m going to be looking into in more depth today.
This is the second in a series of strategy articles about Blue Moon, which I’ll be publishing about once a month here at Gone Gaming. If you haven’t already, you’ll want to read my original discussions of the game and my strategy notes about The Hoax & The Vulca.
This time around I’ll be moving on to cover the first two standalone decks, The Flit andThe Mimix. These notes originally appeared at RPGnet in a slightly different form, but have been revised, expanded, and edited for inclusion here.
As before, I’ll be starting out with some looks at card counts in the decks. I’m building on my listings from the last article to put everything into perspective.
Over at RPGnet these last few months I’ve been writing a series of reviews of the Blue Moon expansions. Each review has also included some strategy notes on the deck. Since I know folks aren’t necessarily reading reviews for strategy, I’ve decided to collect those strategy notes here, at Gone Gaming, along with some additional card counts and other info. Each of these articles will cover two of the Blue Moon decks, and I expect you’ll see about one a month until I hit them all.
I’m starting off with two decks that I haven’t discussed before: the inhabitants of the original game, the Hoax and the Vulca.
You may also want to take a look at the general strategy notes I included in my article Anatomy of a Game : Blue Moon.
Carcassonne was originally released by Hans im Gluck in 2000. It won the SdJ that year, and since has become a phenomenon. There are now 4 large Carcassonne supplements, 4 small Carassonne supplements, and 5 variant games. Within our Eurogame community, only The Settlers of Catan has been more successful in sheer bulk of releases.
This week I’m beginning a series that will analyze that phenomenon — talking about how Carcassonne works and also examining how the game system has changed over the last six years. This first installment will examine the mechanics of the original game, while in future articles I’ll be talking about how the game’s evolution through a series of expansions and new games.