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In the cooperative adventure, The Crew: The Quest for Planet Nine, 1-4 players work together to complete a series of 50 increasingly challenging missions into deep space. They’re drilling down into the hardest difficulty level on the very first play. Because the game uses a standard deck of playing cards (along with a handful of special cards), the fact that it’s a trick-taking game, and the sheer variety of objectives from mission to mission do…

In the world of two-player board games, Jaipur shines like a topaz—radiant and multifaceted. It’s an uncomplicated contest of low-level commerce, quick thinking, avarice, and guile. But you’re buying and selling over a backdrop of the cream-and-orange dream world that is the city of the Indian desert. Jaipur is also a game that’s particularly easy to learn if you’re a complete novice. Jaipur distinguishes itself with a beautiful ease. The underlying rules are as simple…

R. Eric Reuss designed the board game Spirit Island and Greater Than Games published it. The colonialism that so many games use as a theme takes an unusual twist here. The players take on the role of not just one, but a veritable pantheon of towering land spirits trying to fend off a shared island from a seemingly never-ending stream of settlers. Some look like living flame; others are something like a stone come to…

The cooperative living card game Arkham Horror: The Card Game, by Nate French and Matthew Newman, is published by Fantasy Flight Games. In this macabre universe of the writer H.P. Lovecraft, players are far more likely to lose, go insane, or get temporarily or permanently transformed (in a bad way) than they are to defeat the creatures of the Insane Mythos for which Lovecraft is famous. The game is set in and around Arkham, a…

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