Latest Posts
Tearable Quest – Board Game Review
Once upon a time, I was learning about the difference between lived experiences and observed experiences. The teacher split the class in half. One group sat back and recorded what they saw, while the other group had to run up a staircase breathing only through a straw. Then the class switched roles.
Unsurprisingly, the observers didn’t quite grasp how difficult the task really was until they experienced it themselves. And that lesson came back to me when I sat down to play Tearable Quest, designed by Shintaro Ono, with art by Sai Beppu, and published by Allplay in 2025.
3 Witches – Board Game Review
One of the things I love about trick-taking games is how effortlessly they get to the table. You generally get a deck of cards and deal most if not all the cards out. The teach is usually something along the lines of “It’s a trick-taking game, but here’s the twist…” and you’re off. The bones of trick-taking games are familiar: follow suit, win tricks, claim victory. Sure, each game brings its own little wrinkles that make each one unique and interesting, but the foundations of the games are usually comforting and intuitive.
My Rant Against Hidden Trackable Information
Hidden Trackable Information (HTI) refers to information that everyone at the table could be tracking and therefore knows with 100% certainty, but which is deliberately hidden. I’m not talking about drawing cards into your hand in Ticket to Ride, even if you use the public market every turn, because you could still be drawing blindly from the deck, and that information is hidden.
7 Wonders Dice – Board Game Review
Ah, the roll and write. First comes a successful board game. Then comes the card game version. Then comes the roll and write cash in. 7 Wonders is no different, albeit it’s taken quite a bit longer to get here than some of the other examples I’m referencing, *cough Castles of Burgundy cough*.
Cairn – Video Game Review
Cairn casts you as expert mountaineer Aava attempting to summit Mount Kami, the most dangerous mountain in the world. If you take the time to explore the posters in the tutorial area, you’ll learn that around 30 people attempt the climb each year. Few ever return. None have ever reached the summit.
Beyond the Sun – Board Game Review
Growing up, I was a console gamer. I didn’t really have a game-worthy PC until after 2010, meaning I skipped over a lot of the old PC favourites, one important one being the Civilization franchise. That is to say, tech trees are not a part of my gaming background. I’m not ignorant to tech trees, but it’s not a mechanic that I’ve spent a significant number of hours with.
Inkborn – Video Game Review
Inkborn is a rogue-lite deckbuilding game, designed by Acram Digital. Acram is well known for their visually appealing board game adaptions. From Concorida, to Charterstone, to Isanbul, Acram has proven themselves to be proficient in adapting tabletop games to PC and mobile devices. Unlike their previous output, Inkborn isn’t based on an existing tabletop game, instead it’s an original game, built from the ground up for PCs (and Steam Decks).
Schotten Totten – Board Game Review
I adore Lost Cities. It’s the perfect 2 player game for my wife and I. Competitive without being directly mean, random enough to make your risks feel like you’ve hit the lottery if you win, but also don’t really feel too bad if they don’t pan out, and I end up with a bucket of negative points. In my opinion, it’s my favourite game designed by Renier Kenizia. What I didn’t know until somewhat recently was that in the same year that Lost Cities came out, Schotten Totten was also released. Schotten Totten has players manage a hand of cards, playing them to your side of a line, trying to claim control of either the majority of the spaces, or three consecutive spaces. From an abstract view, it’s pretty comparable to Lost Cities, but when it comes to how the games feel, they couldn’t be more different.










