Timber Peak Sets the Zombies on Fire

August 31st, 2012 by Ed Grabianowski

Last Night on Earth’s latest expansion, Timber Peak, is a standalone game that adds new scenarios, characters, and chaos to the endless struggle between the humans and the zombies. You thought you could escape town and head for a remote mountaintop to get away from the walking dead? You were wrong.

Zombies!!! 11: Death Inc. — More Focused, Different Win Condition

August 27th, 2012 by Ed Grabianowski

Twilight Creations’ Zombies!!! franchise keeps shambling along. The latest standalone expansion, Death Inc., offers an new win condition, adopts some popular house rules for faster play, and has better graphic design than earlier expansions. If you’ve ever thought, “Hey, a zombie apocalypse would be a perfect chance to make a corporate power play,” then get […]

Privateer Press Stays Mysterious with Level 7, Gets Accused of Alien Conspiracy

May 30th, 2012 by Ed Grabianowski

The alien conspiracy thing was a bit of viral marketing, of course, but Privateer is still keeping their new post-apocalyptic science-fiction property, Level 7, close to the vest. Here’s everything we know so far.

Lords of Waterdeep — D&D-themed Euro Board Game Hits All the Right Notes

March 14th, 2012 by Ed Grabianowski

Wizards of the Coast’s board game department has a pretty solid batting average, and Lords of Waterdeep is another home run (but not quite a grand slam). As one of the masked lords, you’ll work through your agents to hire adventurers, complete quests and secure your political power within the City of Splendors.

Play Zombies!!! as an RPG

February 17th, 2012 by Ed Grabianowski

Zombies!!! is a pretty straightforward game of escaping zombie hordes and getting out before your fellow humans do. It moves fast and has simple D6 mechanics. If you want something a little deeper from your Zombies!!! experience, there’s a free RPG conversion.

Legend of Drizzt Brings Salvatore’s Characters to Board Gaming

October 28th, 2011 by Ed Grabianowski

The Legend of Drizzt is the third entry in Wizards of the Coast’s series of D&D based board games. It uses the same basic mechanics as the first two, but adapts the game to the Forgotten Realms, using all the major characters from R.A. Salvatore’s novels instead of generic heroes and villains.

Playing Alone Together: the Perils (and Joys) of Non-Interactive Games

October 21st, 2011 by Ed Grabianowski

There are solitaire games that you play by yourself, and then there are solitaire games you play with others. Sure, the box says, “For 3-6 players,” but really everyone at the table is playing her own game, developing resources and working toward some goal without directly influencing the other players in any significant way. You […]

Oil Springs of Catan Explores the Tragedy of the Commons

October 19th, 2011 by Ed Grabianowski

Settlers of Catan has plenty of expansions that change the dynamics of the game, forcing the players to work together, putting a focus on exploration, or drawing emphasis to a certain section of the map. A new variation from publisher Mayfair Games will add a new wrinkle to the basic game, allowing some players to […]

Kobold Guide to Board Game Design is a Designer’s Bible

October 10th, 2011 by Ed Grabianowski

If you make your living designing games (or just dream that you do), the Kobold Guide to Board Game Design is money in the bank. It is packed cover to cover with incredibly useful information on every aspect of game design, written by the most creative, insightful and experienced minds in the gaming industry.

Conquest of Nerath House Rules — Storm Elementals as Fighter-Interceptors

July 8th, 2011 by Ed Grabianowski

Another rousing round of Conquest of Nerath last night exposed a few more areas where house rules might improve game balance.

Spectral Rails Offers a Ghostly Take on Railroad Building

July 7th, 2011 by Ed Grabianowski

Spectral Rails by Z-Man Games is a railroad game in which the players send their ghost trains around the old west in search of souls. Instead of building the tracks ahead of you to travel on, your trains leave a spectral wake that other players can ride, but blocks your own train. It’s an interesting […]

Conquest of Nerath Addendum: Beware of Dragons

June 17th, 2011 by Ed Grabianowski

After a full, four-person playtest of Conquest of Nerath, we can confirm one thing about the initial review: it’s awesome and ridiculously fun. We did spot one potential balance issue that you might want to consider homeruling, however.

Conquest of Nerath: War Comes to D&D, and It Is Fun

June 14th, 2011 by Ed Grabianowski

With Conquest of Nerath, Wizards of the Coast conjures another successful board game, this one with an entirely different game engine than their prior dungeon adventure efforts. If you enjoyed conquering the world with plastic armies in endless games of Risk as a kid, imagine that game infused with fantasy flavor, strategic depth, exciting random […]

Wrath of Ashardalon is a Big Box of D&D Board Gaming Fun

February 9th, 2011 by Ed Grabianowski

Last year, Wizards of the Coast dove into the high-end board game market with the massive Ravenloft box. The second in the series, Wrath of Ashardalon, continues and expands the fun with tight rules and a metric ton of odds and ends that will keep you replaying it for years.