Carcassonne: The River II
Yes, this really is a review of what is, in effect, a starting tile, however the River and the River II, when combined do something really interesting.
Yes, this really is a review of what is, in effect, a starting tile, however the River and the River II, when combined do something really interesting.
The introduction to this adventure provides an apposite reminder: in a game in which dynasties and bloodlines and the good of your House feature large, weddings are going to be very important events indeed.
By Tommy Brownell Disclaimer: I consider Tim Kirk to be a friend of mine. That said, he and I both
By Tommy Brownell Holy smokes. Interface Zero: Savage Worlds Edition is my first experience with Gunmetal Games, and they know
I played a lot of Shadowrun in my teens, and most of our games were set in a futuristic Seattle, so I’m no stranger to urban role-playing games. I’ve never played in an urban setting in a fantasy game, though, and that’s an itch I’d like to scratch one day, perhaps by visiting one of the following fine destinations:
Earlier this year I came across a CCG with a Solitaire mechanic built into the game. I played solitaire as a kid, and at work like most of Americans. I was excited to think that I would not have to wait for friends to play a CCG. Sadly, for months, I was forced to wait as the release date was pushed back. Following the Company for a few months, I wanted to find out why their debut was so difficult. Jay Legarie, creator of Dungeon Crawler, was graciously willing to give me some answers.
Let’s talk about one of Z-Man Games best releases of recent years. No, it’s not Agricola (despite the fact it’s been hovering around the top of the boardgamegeek Top Ten since pretty much the beginning of time) – I’d like to talk about Matt Leacock’s fantastic co-operative game, Pandemic.
A quick glance at the cover and interior shows you that CM is a full-color book, and a beautiful one at that – both the full-color artworks and the formatting are beautiful to behold and easy to read. That being said, let’s jump into the action. The pdf kicks off with an informative introduction on the subject matter of the plane of dreams in literature and gaming that serves to provide both nice recommended readings as well as lead into the first chapter.
By Jeremiah Dwyer
This is a review of an article published in the Journal of Consumer Marketing (2007). It is entitled, “An inquiry into the factors that impact on consumer appreciation of a board game.” It was authored by Alain d’Astous and Karine Gagnon, both of Montreal, Canada. Normally I review articles that have more direct relevance to psychology, specifically clinical or forensic (which I post on my blog). However, I also have an interest in blogging about other things (when I blog at all!), and that includes games. I figured I’d see what kind of research was out there about board games, rather than the usual things, such as examining whether video games lead to violence. Thus, one literature search later, I was able to identify a few articles addressing various aspects of board games that I thought might be interesting, including this one. However, this article is much more of a business analysis of board games and board game preferences, rather than a straight examination of the psychology of board games, so to the extent my understanding of particular business terms and concepts is lacking, I apologize.
Research Review: Article Investigating Factors That Impact Appeal of Board Games Read Post »
War of the Dead Chapter One is the first leg of the War of the Dead campaign epic for Savage Worlds by Daring Entertainment. To be clear: Chapter One is actually 13 adventures, of which there will ultimately be 52 (not counting one sheets, which Daring has begun to release). It is a modern setting, set during a zombie outbreak, and you can buy them in bits or you can buy all of Chapter One as a package. I’m going to save you the trouble: Like Savage Worlds and zombies? Go buy the bundle. I’ll even link to it for you.