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The Only Game You Play

30. März 2026 um 16:32

I attended a fundraising trivia night over the weekend where every table had a theme chosen by the attendees. Our table was Wingspan & bird themed: Most of us wore bird shirts, there were dessert nests with candy eggs, we had two huge owl statues, and I brought a random Wingspan Americas bird card for each of the 10 of us.

The fundraiser was entirely unrelated to tabletop games–it was for the St. Louis roller derby team–but several people stopped by to say how much they loved Wingspan. One comment stood out: “I love Wingspan. It’s the only game I play.”

You might glance at your vast collection of games as you read this and wonder why this person hasn’t tried other great games, but think back to when you got into modern gaming. For me, Catan was the only game I played for a few years, followed by Agricola. The mentality was, “Why would we play something else when we already know–and enjoy–this game?”

Eventually I started exploring other games (Fresco, Dominion, Stone Age, etc), but I would bet that a not-insignificant number of people are “lifestyle gamers”–they pick a game, and that’s the only game they play. They might go deep into a modern game like Wingspan, a classic game like chess, or a trading/living card game like Magic.

I love when someone finds a game that they want to play over and over again. As a publisher, I want to support the things that bring people joy. Here are a few ways I try to support those who choose to play a specific Stonemaier game over and over:

  • community support: If I go deep into a game, I like to talk about the game on online forums (especially BoardGameGeek and Facebook). I try to help people feel welcome when they venture into the comments for our games, as it can be intimidating to show up in a group of 20,000 people and not know how your first question/comment will be received. Part of community support also includes supporting and encouraging fan creations (e.g., Wingspan’s bird promo packs or expansions like Scythe: The Wind Gambit).
  • content creators: Here’s a little secret about why we send so many games to reviewers (all games in our catalog, not just the new hotness): It’s just as much to get people excited about the games they already play/own as it is about informing people who don’t already have the game.
  • digital versions: The tabletop experience is awesome, but it isn’t always an option. We work with developers to bring our games to life digitally so the person who plays Wingspan once a month in person but wants to play every day in between online can do that.
  • accessories/expansions/promos/merch: For the two games I played over and over for several years (Catan and Agricola), we literally had one copy of the game among us. At a certain point, those of us who didn’t own the game felt the desire to contribute. We bought expansions, upgraded tokens, and promos; we might even have bought Agricola t-shirts if we had thought of it.
  • spinoffs/sequels: There are certainly many people who just want more Wingspan or more Scythe. But there are some who want different-Wingspan or different-Scythe; hence Wyrmspan, Finspan, and Expeditions.
  • gift giving: My first few games after Catan and Agricola were all gifts. I’m sure I would have eventually started buying other games myself, but I’m so grateful that people gave me that nudge by giving me Dominion, Stone Age, and Fresco. We have a gift guide at Stonemaier Games, but as I write this, I think it might be helpful to bridge the gap between popular non-Stonemaier games and our games. For example, if someone you know loves Carcassonne, they might also enjoy Between Two Castles. That sort of thing.

Did you–or do you still–have a game that you play over and over? In what ways has the publisher supported your passion for that game?

***

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Mar ’26 Links

29. März 2026 um 04:29

This video on the attempted hacking of XZ (and therefore, all of Linux and most of the Internet) is great, not only for the story but for the clear/concise descriptions of key exchange, public key encryption and compression work1. (And I wasn’t aware of some of the other aspects, like audit hooks).

How far back can you understand English? A story where the language jumps 100 back every few paragraphs.

Play NetHack … in Factorio.

Why water infrastructure is so hard to get right, and the noble efforts of Ek Son Chan to fix it in Phnom Pen, including facing down an Army general and his body guards while personally installing a water meter on the general’s house.

That famous shot of Bigfoot has finally been exposed as a hoax (according to a new documentary).

Benjamin Franklin apparently coined many common terms related to electricity, which makes a lot of sense in hindsight.

Brick Technology (a video channel of Lego builds) programs cars to act like (simple) humans or robots and then sees how changes jam traffic.

I might have bought a Vizio TV in the past, before they required you to have a WalMart account.

A Crossword from Wei-Hwa Huang.

  1. Because of my background was aware of some of them, but even so, well done. ↩

Islebound: Emerald Edition (Saturday Review)

28. März 2026 um 12:43

The salty air filled our lungs as gulls circled above the quayside. The harbour was alive with excited voices and the clinking of coins. Ships came and went, their hulls heavy with stories of distant islands and dangerous encounters. Somewhere beyond the horizon lay our opportunity to make our fortune through trade, charm, or even force. As we stood at the edge of the dock, we mapped our routes as we were Islebound: Emerald Edition by Ryan Laukat from Red Raven Games with art by Ryan Laukat.

The post Islebound: Emerald Edition (Saturday Review) appeared first on Tabletop Games Blog.

Can a Publisher Serve Backers with Different Budgets?

26. März 2026 um 20:40

“The largest U.S. carriers seek to capture corporate travelers and affluent leisure passengers who are willing to pay more for comfort. Increasingly, airlines are betting on selling fewer seats at higher yields rather than packing planes more densely with standard economy passengers.” —NTD

Here’s how one might rewrite this quote if it were about tabletop crowdfunding:

“Tabletop publishers seek to capture affluent gamers and those who want to focus on fewer, deluxified games. Increasingly, publishers are betting on selling expensive games (lower total quantities) at higher yields rather than lower-priced games (higher total quantities) at lower margins.”

Two recent examples are Brass Pittsburgh and Slay the Spire: Downfall. Both campaigns are impeccably crafted and highly successful: Even just a few days in, they’ve raised close to $7 million combined.

If I wanted to pledge to the highest core levels for both campaigns ($425 for the game and expansion for Slay the Spire and $350 for all three Brass games), I would spend close to $800. Out of around 31,000 backers between the two campaigns, close to 3,000 people have already backed at those levels (around 10%). These top pledges have raised around $1 million out of the combined $7 million total (around 14%).

Clearly there is an audience for these top-tier reward levels, particularly for highly acclaimed games that have earned their value (Brass Birmingham is ranked #1 on BoardGameGeek; Slay the Spire is #18). Perhaps at least part of this stems from hobby gamers with bursting collections who want to focus on fewer, fancier games.

Unlike airlines, however, there isn’t limited space on a crowdfunding campaign–these publishers have found a way to serve more budget-conscious backers too. Roxley included a $79 reward for Brass Pittsburgh (821 backers) and Contention Games included an $84 reward (2325 backers) for the Downfall expansion.

Another example is Garden Club, which has a $39 level and a $69 level on Kickstarter now. Chris Couch Games can serve both budget-conscious backers who just want the game and wealthier backers who want everything.

Here’s my hope: Selling some premium, high-margin products can help publishers maintain lower prices for the masses.

What do you think? How do you feel as a consumer right now, and what would you like publishers to learn from these campaigns? Is there such thing as an economy that serves all types of people?

***

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Cardboard Cinema – Lawrence of Arrakis

26. März 2026 um 14:00
One thing a board game will never formally have, is an overture. The three hour and 47-minute epic Lawrence of Arabia begins with a four-minute piece that encompasses a medley of themes pertaining to the film’s atmosphere, setting, and characters. It sets the stage for the powerful cinema you are about to experience. The closest…

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Games should end once the Winner is Known

26. März 2026 um 02:22

aka “Jorbs responds to Slay the Spire Beta Drama”

There is a video where Jorbs talks about StS2’s Beta branch and the many complaints about a Boss called the Doormaker. This is mostly “inside baseball,” but Jorbs brings up a problem common to many games. (For reference, the modified Doormaker steals every 10th card you draw. The point was to stop infinite combos where you draw your entire deck, which lets you play the important cards and draw them again, etc all during the same turn).

Jorb points out that at the start of the game, the game state (what you can do) keeps branching and growing. You get more options, the number of variables increases, etc. He continues….1

“An issue that StS1 always had and StS2 had on release is that at the end of Act II, this game tree funnels a lot. … It stops expanding and more and more things start compressing as you get to a point where … you see how to win all the fights ahead of you.” (And you just have to click the buttons for 20-30 minutes).

While I’m not the player that he is, it is somewhat true. Typically I die in Act I or Act II. Rarely in Act III and when I finally beat Ascension 10 for the first time, I was fairly confident of winning once I won Act II. (I was not on the Beta branch). The Doormaker is a major “bomb” in game design terms. If your deck requires you play a specific card to win, there is a 10% chance he’ll eat it. If your deck requires you to play the same card dozens of times … well, now you need a new plan. (Which does exist, and is more inside baseball).

(Slay the Spire 2 offers you a positive “bomb” at the start of act III to balance this, you will get a huge bonus from the Ancient One).

  1. This is from the transcript, except cleaned up to remove ums and things like that ↩

Kings of War (4th edition) v1

25. März 2026 um 23:24

But it is not this day! This day we fight!

Be victorious on the battlefield with your Kings of War rules & reference!

I’ve been covering a lot of Mantic Games lately (especially since a certain other company decided they didn’t want the support of content creators), and I’ve been very pleasantly surprised by their offerings. The new Epic Warpath is a great system with a wide range of classic scifi factions to play with, and Halo: Flashpoint is coming into its own as the range of available models increases. But the one game of theirs I haven’t explored yet is Kings of War. It’s perfect timing then, because the new 4th edition has just been released!

Kings of War is a classic ‘rank and flank’ fantasy tabletop miniatures game, in the tradition of the old Warhammer Fantasy Battle (now Warhammer: The Old World). It’s been interesting to see these old regimental games enjoy a resurgence of popularity – Hobgoblin and Conquest: Last Argument of Kings are two others – and there’s certainly something very satisfying about pushing around trays of warriors in neat rectangular formations. Kings of War commits completely to the concept because you actually model the miniatures attached to the base, rather than have them individually standing on it. It may mean a lot more modelling – building and painting 10 miniatures to make a single unit is a big job – but it certainly looks spectacular when you have a full army on the field.

As for the rules themselves, they’ve been cleaned up from previous editions. I haven’t played yet (I’ve been busy painting, which is now all done – watch out for a tips video), but will film a game when I do so you can see how it goes; but Mantic have a habit of making very solid rules systems, so I have high hopes. The new starter set Claws in the Sand is a good introduction box for new players and features two unusual small armies – the aquatic Trident Kingdom and the Medieval Japanese-syled dogmen of the Xirkaali Kingdom.

In the meantime, here’s my rules and reference to make your games easier and smoother – and of course you can also find it in my rules app Tabletop Codex!

BGI 412 The One About Crowdfunding Campaign Analysis

Von: admin
25. März 2026 um 07:29

BGI 412 The One About Crowdfunding Campaign Analysis

Board Games InsiderJoin our Guild on Board Game Geek Guild | Like us on FB

Social media:

Ignacy Trzewiczek / Portal Games: website | FB | Twitter | Youtube

Corey Thompson / Above Board TV:  website | Youtube

Stephen Buonocore / “The Podfather Of Gaming”: website | FB | Twitter | Youtube

Intro Music: Happy Rock – Bensound.com

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12 Steps to Publish a Tabletop Game

23. März 2026 um 13:32

Every month, I update the progress chart on the News page of our website so anyone can see the current status of any Stonemaier project. There are 12 steps (some overlapping, some sequential) that define the process from design to retail release. If you’re curious about what each step entails, here’s a brief summary, along with the approximate timeframe for each.

  1. Design (6-24 months): Take the game from an idea to something fun and functional. This includes prototyping and local playtesting. If you’re submitting the game to publishers instead of self-publishing, most of your responsibilities end here.
  2. Art (3-6 months): Create the art for all components in the game, including (as needed) cards, tiles, boards, player mats, the box, etc. If there are miniatures, 3D modeling is also necessary.
  3. Development (2-3 months): Make the game even more fun and functional by playing and honing the game. Focus on rules clarity, gameplay intuitiveness, and balance. This overlaps with blind playtesting.
  4. Blind Playtesting (4-8 months): Send the files for the game to paid playtesters who assemble the game, learn it from the rules, and play it several times before reporting their experiences. Use those reports and data to update the game (ideally with support from the designer), then start another wave of blind playtesting.
  5. Solo Design (3-5 months): Solo specialists (e.g., Automa Factory) craft the solo mode for the game based on the final rules/prototype. They also prototype it extensively, sometimes discovering new balance issues to address in the multiplayer game.
  6. Graphic Design (3-4 months): Design the icons, layout, and user interface, then transfer all the content from the prototype into these templates. This also includes the proofreading and oversight process, with the graphic designer updating the files with each new batch of edits. Graphic design culminates in the graphic designer preparing the printer-ready files based on the manufacturer’s specs.
  7. Pre-Production (1 month): The manufacturer reviews the final PDFs and tokens for any issues that might arise during production. Usually there’s some back and forth (digitally and via samples) until the digital proofs and components are approved by both parties. This culminates in the manufacturer sending a PPC (pre-production copy) to the publisher for them to test–this is a single copy of the game printed on its own.
  8. Components (2 months): The manufacturer (and any third-party factories they outsource to) produces the diecuts for tokens and moulds for miniatures, as well as actually making those components at scale. They also prepare for the printing itself–for most printed components, the prep takes longer than the printing. Anything that needs to be glued takes longer (i.e., boards, player mats, and the box), as the paper needs time to dry properly to the cardboard.
  9. Print & Assemble (1 month): Cards and rulebooks are printed en masse. Now, with all the components ready and in one place, they can finally be assembled into the game boxes and placed in cartons (they may also be palletized).
  10. Freight Shipping (1-2 months): From factory to final destinations, the games go by truck to train to ship to train to truck until they arrive at warehouses around the world. This applies no matter where you make products–it’s a global economy. It’s at this time that we typically announce and start to market our products.
  11. Launch & Fulfillment (1 month): This is specific to Stonemaier Games, as we don’t sell products until they have arrived (or are imminently arriving) at our fulfillment centers in the US, Canada, Europe, and Australia. The hardworking folks at these fulfillment centers then pack every order, pair it with the correct label, and send it out with many others via couriers.
  12. Retail Release (1 month): While the webstore launch is in progress, distributors and the publisher gather orders from retailers. This is why it’s super helpful for you to let your store know what you want to buy from them–that way they can ensure they have a copy of the product just for you in time for the retail release day.

Not shown here is the reprint process, which starts a little before step 8 (usually there’s a least a few files in which we make tiny updates before making more of a product).

These are only brief summaries of the steps, but I’m happy to answer questions in the comments.

***

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In Memory of Penelope

22. März 2026 um 17:14

Our dear cat Penelope has died. Thus, the history today is personal.

Penelope’s early life is shrouded in mystery. She lived on the streets, but we do not know for how long and if she had been in a human household before. In 2016, she was found and taken to an animal shelter. For the next three years, nobody wanted to adopt her… until we came there and found her to be a somewhat reserved, but very sweet middle-aged lady.

She integrated into the family immediately: One day after her adoption, she already strategized how to blunt the Prussian invasion of Bohemia.

From then on, she was our constant companion. She read with us…

…celebrated Halloween…

and Christmas with us…

…rid our place of provocative ribbons…

…tested all boxes for their sitting qualities…

…and had secret admirers who sent her bouquets.

She even found the time to adopt a secret second identity as quirky nanny Purry Poppins.

Her love for board games remained undiminished. Sometimes we suspected that she considered herself to be a board game.

The only thing she could not abide was me going for business trips. Big-eyed protests were staged on my suitcase.

Yet when I came back and played a game with her, everything was forgiven.

While she certainly enjoyed the games…

…the most important part to her was spending quality time with her family – for example, sitting on my lap while I sorted counters into trays.

Penelope was with us during tumultuous years. No matter if Covid forced us to stay at home or Putin threatened to cut off our energy supply, it was always a comfort to have a furry, affectionate companion with us.

As Penelope aged, her health deteriorated. She succumbed to a lung edema on March 11. She will be greatly missed.

Legion of the Necromancer (Saturday Review)

21. März 2026 um 12:43

A cold wind carried the smell of ash across the fields as the last light of day faded behind the hills. Villages that once echoed with laughter now stood silent, their streets empty. Travellers spoke of strange sights on gloomy roads, shapes moving in the mist, and friends who no longer recognised each other. Somewhere in the land of Aelrathia, a dark mind gathered strength, raising the fallen and bending the living to its purpose. If the rumours were true, an army of the dead would soon march across the land. There was only one thing left to do. We had to venture out and face the Legion of the Necromancer by James Gill from Hammerforge Chronicles with art by James Isaacs.

The post Legion of the Necromancer (Saturday Review) appeared first on Tabletop Games Blog.

Space Empires 4X (aka Space Imperia) Demo Thoughts

21. März 2026 um 03:27

The computer version of Space Empires 4x (Space Imperia) has a steam demo and I took some time away from Slaying the Spire to try it.

This is a faithful implementation, nothing else. Right now the demo is against a (poor) AI only and with only parts of the tech-tree available but it was good enough for a demo. The full game promises multiplayer support. Given that Space Empires 4x is all about fog of war, feints and the balance of terror, multiplayer support is required (IMO) and a computer implementation would be a Very Good Thing as it would replace all the fumbling for chips and accounting errors.

A good AI would be a “nice to have” bonus feature, but I get it. It’s perfectly reasonable to learn the game. (I would hope that the full game would implement one of the solitaire variants/scenarios, but who knows?)

But what is it with GMT and computer implementations? Look, I get that programs have bugs (I submitted a few bug reports), but there is just a basic level of …. I don’t want to say incompetence, but maybe “I ain’t got time for that” on the developer’s side. (I rarely worked with graphics engines, but I’ve designed plenty of Graphical User Interfaces in my day). From what I saw:

  • I’ve played SE4x multiple times (the last a few years ago) and even then sometimes I couldn’t do anything and would have to try and figure out why. It was usually correct, but the game never said “This vessel can’t explore” or anything useful.
  • No Undo button for a misclick. I get that there are certain points you can’t undo, but there are many you should be able to.
  • Frequently windows pop up over other windows, some buttons are hard to see against the background. (I thought the game had locked up but nope, some clear-bordered modal buttons were lurking.)
  • When firing in combat, sometimes you must click multiple times to select a ship+target before the “fire” button appears.
  • If there’s only one class of target, you still have to select it and fire for each ship instead of just having a “go ahead and just keep on that one class” (maybe just once/round, and then you can have your retreat/screen options).
  • No way to speed up combat, or turn off the “yes, commander” when you select a ship (or the random blather they say when firing, just a few options and they got old very quickly) Yes, I could adjust the volume, but the one time they have some effects they are just annoying.
  • If there was a way to combine stacks (that have the same exact stacks) I didn’t see it. I did see how to split stacks.
  • The board would zoom into combat (fine) and zoom out, but then often back to a weird view. Honestly it feels like whenever they want to try to do something cool, it just makes it more confusing.

Also, because this is a computer game, I hope there are options like “No countermix limit.” The countermix limit existed in the board game because, well, yeah, there are limited counters. Maybe that makes the board game better. Maybe not.

Despite liking the board game, I doubt I will be purchasing the computer game.

Peter and Will Play SPACE GITS

19. März 2026 um 22:44

This is stupid. We should be f***ing and drinking by now.

Peter and Will play the hilarious drunk-ass orcs game, Space Gits!

Mike Hutchinson is one of the great independent creators who is putting the fun back into tabletop miniatures games, and giving us all alternatives to staid, old, boring, clunky games like those released by certain huge corporate companies that will go unnamed. Cough. Space Gits is a fast (gasp!), fun, hilarious game about drunk-ass space orcs grabbing caps on a planet when all the competent orcs are away, and it brilliantly combines tabletop miniatures and dexterity game rules! I was lucky enough to be sent an example of the new scenarios Mike is concocting for his new Kickstarter campaign, which expands the base game (and allows you to grab a copy of the original game if you missed out the first time). But enough of my lacking, watch the video, then go back the Space Gits: here Come The Bastards Kickstarter. You won’t regret it!

Making high quality tabletop gaming content at the EOG takes time and money. Please consider becoming a Patreon supporter or making a donation so I can continue this work! Thankyou!

Introducing: Tabletop Power Rankings

19. März 2026 um 15:39

With college basketball’s March Madness tournament underway, I’d like to announce a new experiment: The Tabletop Power Rankings.

I’ve always enjoyed subjective and objective rankings in sports (e.g., the weekly BCS rankings for college football and the Premier League standings in English football). I like checking in to see how different teams are moving up or down the rankings and to see how they are perceived.

I’ve also recently renewed my fascination with anticipation following last year’s article about the most-viewed tabletop YouTube videos. Since then, I’ve posted a monthly video showcasing my most anticipated games to play again.

The confluence of these two interests have now formed the Tabletop Power Rankings. The concept is a monthly reveal of the top 10 games (plus the top 5 Stonemaier games) that people are the most excited to play again after playing them at least once.

That last phrase is particularly important, as it places the emphasis on what we already have (and have firsthand experience with) instead of what we don’t have (and haven’t even played). As much as I enjoy the BGG Hotness, it’s typically filled with future releases.

I seeded the initial rankings based on a Stonemaier Ambassador survey, but now anyone can participate: here is the current 3-question voting and nomination link for the next month.

While the exact format might change, my plan is to post the overall top 10 each month along with a survey that replaces the 3 lowest voted games with the top 3 nominations from the previous month.

Overall Games (March 2026)

  1. SETI
  2. Galactic Cruise
  3. Slay the Spire
  4. Bomb Busters
  5. Speakeasy

This will expand to a full top 10 starting in April. At that point I’ll add previous rankings and months on the rankings.

Stonemaier Games (March 2026)

  1. Viticulture
  2. Vantage
  3. Wingspan
  4. Scythe
  5. Tapestry

Here’s what the initial ambassador survey looked like. I’ve since separated non-Stonemaier games from Stonemaier games and opened the survey to everyone.

I’ll reveal the new Tabletop Power Rankings the first Wednesday of each month on our website and on my anticipated games video.

I hope you choose to participate in this experiment (survey link)! If you have any ideas, suggestions, or questions, please let me know in the comments.

***

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

V6.11 Grid view on the Games list

Von: Suzan
18. März 2026 um 22:48

The Games list now has a third option: Grid view!

You can view just the box covers, or choose to show Game name, Play count, Sort or Filter data (for instance: when you sort on Year published, this will show the Year) and Collection status.

How to enable Grid view

Tap on the green gear icon on the top right of the Games list and select Grid view.

List View Settings

Tap on the green gear icon on the top right of the Games list and select List View Settings.

Here you can enable one or more of the following:

  • Game name
  • Play count
  • Sort or Filter data (for instance: when you sort on Year published, this will show the Year)
  • Collection status

All information about List View Settings can be found here: Games list view settings.

BGI 411 The One About GAMA Expo News and “GAMA Drama”

Von: admin
18. März 2026 um 13:19

BGI 411 The One About GAMA Expo News and “GAMA Drama

Board Games InsiderJoin our Guild on Board Game Geek Guild | Like us on FB

Social media:

Ignacy Trzewiczek / Portal Games: website | FB | Twitter | Youtube

Corey Thompson / Above Board TV:  website | Youtube

Stephen Buonocore / “The Podfather Of Gaming”: website | FB | Twitter | Youtube

Intro Music: Happy Rock – Bensound.com

💾

Slay the Spire II Initial Thoughts with Spoilers

17. März 2026 um 17:12

Expanding on the Spoiler Free thoughts I had a week ago. Putting the rest in an expandable block, (in case you want to not see).

(For reference, I have cleared Ascension 7 with all characters but the NecroMancer, and have now played a half dozen ish games of co-op, including a brutal floor six loss.

Expand to view StS II Thoughts

When I said “I liked what was missing” I was referring to:

A) Cards that double, like Catalyst or Limit Break. Because often those cards provide such massive scaling (being geometric) that they are often auto-selects in in archetype using it (and are sometimes worth taking “blind” in hopes of getting poison/strength). Sadly there is at least one new doubler (Voltaic) and it does indeed solve the endgame by itself (with one upgrade and any support).

B) Huge swing cards/artifacts (like Corruption or Biased Cognition) that have an outsized value. Those particular two are still there, but are no longer “mere” rare card rewards but boss relics, which seems reasonable. Both are also been reduced in value because some of their complements (Dead Branch and artifact charges, respectively) are missing.

It’s an early access game, so the card balance is off in a few points, but overall I still like it. In particular:

  • Focus being mostly until end of turn (Defragment is still in, but rare) means the defect’s most solid and boring build is gone. The temporary focus cards are interesting, and with more cards that load up orbs (or evoke) make a nice change.

I agree with the complaints that the elites do not feel notably distinct from the hallway fights. One of the the things that Slay the Spire 1 nailed was that different fights attacked different deck archetypes (mostly with Boss/Elite fights, but not always). For example “Time Eater” destroys card spam. “Reptomancer” requires a bunch of fast All out attack. Big Giant Head took out decks that dish out consistent damage but can’t scale, etc. The game lobbed Bombs in the Jonathon Degann game design sense.

You do see that, for example “Entomancer” punishes a bunch of small attacks. But the “Hunter Killer” hallway fight punishes card spam. Too many of the Act I elites are kind of “samey” … the game is missing (for example) having to deal with Gremlin Nob crushing skill decks and needing to hit it for ~80 before the end of T3. It’s just “bigger numbers.” The Bygone Effigy feels like the worst offender on that. You need to do the same by T3, but if you fail it’s just brutal death.

Part of the problem is that the relic pool is a bit “meh.” It’s good that the card pool is such that you can make a build to kill the Act III boss and then just grab a potion for a weakness, and that you then skip a few elites to lower variance. But that could get boring (and Asc 10 is double final boss, so that’s an issue).

But that’s a balance issue. Also, I do like the events that are “here are two choices that may both be bad, and no you can’t skip.”

Co-op: Have played (2p) and I stand by my earlier comment, its well done, considering. Some fights are much easier, some fights are much harder (the Phantasmal Gardners can absolutely tank a run early if you aren’t prepped for them), but I’ve mostly won (granted my co-op ascension is still quite low). The co-op only cards seem wildlly unbalanced, but that’s ok.

Anyway, still enjoying it.

Tabletop Codex – Now You Can See What’s New!

17. März 2026 um 05:04

Unfortunately, no one can be told what the Matrix is. You have to see it for yourself.

My Tabletop Codex app gets its first functionality update!

If you haven’t tried out my fantastic rules app Tabletop Codex yet, what are you thinking? Go download it now! And now is the perfect time because I’ve just invested more in it by adding a great functionality update. Watch the video to find out more, and find the easy links to download it for Android or Apple phones and tablets at tabletopcodex.com.

Making high quality tabletop gaming content at the EOG takes time and money. Please consider becoming a Patreon supporter or making a donation so I can continue this work! Thankyou!

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