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Lords of Waterdeep

As a lover of Dungeons & Dragons, and since I have loved all the Wizards of the Coast boardgames hat have been released so far, getting Lords of Waterdeep was pretty much an instinctive reaction more than an informed decision.

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Review: Takenoko

Hands down, the best Family Strategy Game for 2012 was Takenoko.

Takenoko was available only by special import in 2011, and then became widely available in the US in 2012, and that’s good enough for me.

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Mice and Mystics

We all love a fairy-tale, right? Especially since we all know that those sanitized, kiddie versions Mum and Dad told us when we were little aren’t the real deal – we’re much too sophisticated for those, yeah? I mean the proper ones, the old-school versions, the ones with all the violence and pain and incest left in. Well, how’d you like to be the one experiencing the sharp end of all that nastiness, or indeed dishing it out? Here’s your chance brave traveller, if you’re sitting comfortably then I’ll begin to tell you a tale of daring and courage, of sorrow and remembrance, of Mice and Mystics.

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Tooth And Nail: Factions

Well, as usual, Small Box is up to no good. First, they make this killer game called Omen: A Reign of War which took everyone by surprise and turned into the “out of left field” smash card game of 2011. I mean, if ever a game needed an iOS app, it’s that one. And then they delivered Hemloch, an odd little card game with an odd little theme that is oddly, pretty fun. So, I was kind of thinking they were due for a stinker. I mean, we’ve loved most of what came out of the joint for a while, and then came Tempt, one of the most truly awful games I’ve ever played…with a rulebook so bad that it was incomprehensible. But John Clowdus and Company are, by and large, batting close to 1000. So, here comes Tooth And Nail: Factions (TANF), which has what I think is the best art and theme to date out of the company. “But how does it play?” you ask…well, let’s talk about that.

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The G*M*S Magazine Podcast – Spiel 2012 part 1

For the second year in a row we’ve made our business to travel to Essen and interview some of the most interesting and innovative games and game designers. And also the most passionate people about boardgames and the boardgames industry.

The interviews you’ll hear are from the DVD, but without images. The DVDs with all the interviews will be available very soon. As soon as all the IndieGoGo campaign backers get their copies, it’ll be available to purchase to everyone else. And worry not, we’ll let all know!

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Little Dead Riding Hood Review

Ahh… the adorable, ever so vulnerable and hunter/lumberjack dependent Little Red Riding Hood… Such sweetness and cuteness, huh?

Well no. In this game she’s pretty tough and the zombie werewolves are in more trouble than they can imagine. I will admit to one thing: I bought this game because it has zombies in it. Pure and simple. I love zombies, even if they come in the unlikely shape of werewolves.

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Dungeon!

This is a kid’s game, no doubt about it, and it’s the kind of game where the most important decisions are made at the outset, when you choose which archetype you wish to enter the dungeon with. The weaker archetypes such as the Cleric and Rogue need only get 10,000 gold, which is maybe ten or twelve low-level treasures, while the beefier Warrior needs 20K and the Wizard needs 30K. As there’s 6 areas of the board, each with tougher monsters, the beefier guys head out to the higher levels while the weaker players head out to the lower levels, generally. Unless you’re playing with a lot of players, and since everyone normally moves the same distance on their turn, you’re not going to see a whole lot of crowding in one section. That said, the treasures on any given level are limited by the amount of cards available, so once a level is free of baddies, you’re out of luck if you stumble across one in a “named chamber” because he’s going to need killing and you get bupkus for doing it.

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