Deep dive is a quick, light, push-your-luck game which takes a minute to teach and fifteen minutes to play
As the captain of your own interstellar Uber your job is to take passengers (cards, in Wormholes’ case) to their destinations.
The Guild of Merchant Explorers doesn’t just look like a fancy version of Kingdom Builder, it actually plays like one too.
Shake That City is a tile-laying puzzle game with really light rules. The (very tenuous) theme has you choosing a series of tiles to make your own little city on your 5×5 grid boards. “But Adam, how am I – a lowly civil engineer – meant to choose which buildings and infrastructure go into my city?”. Don’t worry, friend, that’s where the cube shaker comes in.
Cubitos is a racing game from John D. Clair (Dead Reckoning, Mystic Vale, Space Base) and Alderac, which mixes frenetic jockeying for position with bag-building.
“You’ve got to ask yourself one question: ‘Do I feel lucky?’ Well, do you, punk?”. Why yes, yes I do Harry Callahan. It’s a good thing too, as push-your-luck is one of my favourite things in a game.
Whirling Witchcraft is the latest in a proud line of games which let you build a tableau, your ‘engine’, on the table in front of you. Rival witches are aiming to wield magic so powerful that they simply overwhelm their neighbours, claiming victory in the process.
Tiny Towns is a damning indictment on urban sprawl, overcrowding, and an ever-expanding society’s need for quick, affordable housing! Actually, it’s not. It’s a really cute abstract puzzle about space optimisation, forward planning, and the most adorable little wooden buildings.
I recently reviewed Wingspan, a game about collecting birds and playing with tons of little plastic eggs. Its designer, Elizabeth Hargrave, was rocketed from “who’s that?” to a name that everyone in board games knows. So what’s for her follow-up to the birdy game? More birds? More delightful eggs? Nope. We’re still playing with animals that fly, but this time it’s butterflies.
Your goal, if ewe can believe it (sorry…), is to jump the fence enough time to send your person to the land of nod, without letting the nasty nightmares get to them first.