Not too many games put you in charge of your own cult. Fewer still task you with collecting the souls of the host city’s inhabitants by killing them all.
Tagged: Area Control
A War Of Whispers turns area-control on its head, with a game full of subterfuge, misdirection, and cunning.
Peer Sylvester is the designer behind one of my favourite games ever: The King Is Dead. When Brian Boru: High King of Ireland was announced, I got excited.
When you get Cytress setup on the table, there’s no denying it makes for an impressive sight. The modular boards, plastic tubes, and garish neon hues all scream “Cyberpunk, yo”.
Cogito Ergo Meeple are the brains behind the Philosophia titles Dare To Be Wise and Floating World, and the upcoming Sci-fi epic, Solar 175. I had the chance to grab some time with them to ask a few questions about the team, their games, and their taste in biscuits.
The aim of the game is to either grow your clan large enough to form the nation of Bjarmia (I googled it, it was a real thing), or kick enough ass to win through sheer dominance.
Scythe is Stonemaier Games’ Euro-in-mechs-clothing game from 2016. It’s a game that’s been riding high in the BGG charts since its release, so it’s about time I gave it a proper review.
Ishtar: Gardens of Babylon, from Bruno Cathala and Evan Singh, is a combination of tile-placement and area control. The premise of the game pits you as rival gardeners, seeking to do the seemingly impossible – grow beautiful gardens in the middle of the desert.
A lot of Eurogames involve building up a town, a city, a land, or an empire. But what happens when the formula gets flipped on its head? What happens when we actively try to prevent the growth and expansion? Let’s find out with R. Eric Reuss’ 2017 game, Spirit Island.