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Solar Funk

17. Juni 2026 um 20:34

Nice laser. Or are you just happy to see me?

Remember those bad years when every other board game was a deck-builder? Solar Titans reminds me of that.

It’s not that Solar Titans is bad. Just that it’s perfunctory. This is a deck-builder the same way everything back then was a deck-builder. Its identity as a deck-builder makes zero sense. Its deck-builder systems run contrary to its fiction. It even commits the capital sin of deck-builders by letting each hand’s composition matter so much that everything else becomes secondary.

But let’s back up. Solar Titans. What’s it about, eh?

Bonk bonk bonk. That's the noise I imagine a solar titan making in space. Like a bumblebee knocking against a flower. Bonk bonk bonk.

That’s a solar titan there. Yep.

On paper, Solar Titans ought to be my jam. My site is called Space-Biff!, for heaven’s sake, named for gigantic spaceships lasering and rocketing and otherwise exposing one another’s pressurized interiors to the hard vacuum beyond their eggshell hulls. So when Solar Titans claims to be about building and then ripping apart spaceships, I’m down to wrassle in the mud.

When the game opens, there’s nothing amiss. Players begin with a basic ship that includes the bare minimum systems to keep flying. There’s your command deck; sacrifice that and it’s curtains for your entire vessel. Crew Quarters, mostly there to keep your hand at a healthy size. The Targeting Bay, a really bad thing to lose if you want to continue pelting any enemy ship(s). One Alpha Laser, a basic weapon that will soon be more useful as armor. Finally, a few segments of light plating, the thin line between your squishy interior and the instant death beyond.

Cue the actual space-biffing. Procedurally, Solar Titans has a comfortable familiarity to it. Turns consist of playing cards. Early on, this takes two main forms. Arming Crew heats up your weapons, thus discharging your vessel’s arsenal at the opposing ship and flipping some portion of it face-down. Cargo Crew give you cash. Cash that you then spend on a variety of other ship components.

Those components make up the bulk of your decision space, and the marketplace that sells them is really two slightly separate offerings. The first is a static pool of reliable standbys, mercenaries for firing your lasers more often and better crewmembers that wield greater purchasing power. The second is more dynamic, a river of ever-changing cannons and armors that can be bolted onto your ship to improve its abilities mid-battle. By attaching the best katana beams, jammer plates, salvage crews, and other greebles to your ship, the odds that you’ll emerge victorious grow steadily greater.

Solar Snooze Buttons, more like. Whammo!

This is an unusually exciting hand for Solar Titans.

As a game, Solar Titans works well enough. The deck-building and -cycling are functional, if not inspiring. There are no big ruptures in its fuel lines. But it still carries layered issues that prevent it from making that crucial jump to light speed.

Perhaps most superficially, I prefer to know what we’re doing in a game, to see the ways the actions on the player aids are reflected in the fiction and vice versa. So when our ships sprout entire missile pods mid-duel, there’s a part of me that recoils. It isn’t as though the HMS Surprise sprouted a fresh deck of cannons right before a broadside at the Acheron. Then again, this is the future. Maybe it’s nano-something. Quantum-whatever. Fine. I can live with that.

But making peace with the game’s fictive tempo doesn’t alleviate its drumbeat on the table. Buying a card means adding it to your discard pile. Only then will it eventually cycle through your deck to your hand, at which point it may bud onto your vessel like a spring blossom. This is the norm for almost everything in Solar Titans, but when it comes to ship components, it transfers the sum of your player agency to the whims of the deck. Will your phase cannon come online in time? Can you armor that essential section before it crumbles under enemy fire? Will your crew aim your whatever-beam before the enemy’s such-and-such plate grows to block the shot you’ve lined up? These are questions of which side draws the proper card in time.

Which might be palatable if only the game bothered to provide interesting verbs. Here, though, those verbs are limited to shooting and buying. Sure, there are varieties of cannons. Some smack the enemy vessel head-on. Others snake in from the side. Some are delayed. Others unleash pronged attacks that hit two sections of armor at the same time. But for the most part, damage is damage is damage. There’s none of the cleverness that marks space combat in fiction or other games. You’ll never reposition your ship. You’ll never set life support aflame. You’ll never deplete a vessel’s reactor. There are cards that gesture at such occurrences. Boarding pods. Energy beams. Nano-whatevers. But their results are damage, countered with repairs, back and forth until one side or the other chances upon the right combination of market cards and deck draws to carry the day.

I think I would turn my ship away from enemy fire. But that's why I'm a once-a-generation space admiral. It's not my fault I was born into the wrong century.

Two solar titans really pounding each other.

It’s a shame. There’s a great deal of creativity on display here, including different play modes that see partnerships ganging up on mega-vessels. But it’s all funneled through such a filter that the result is an evolutionary dead end. This is no space-biff. Maybe a space-paff. And nobody’s going to name their website Space-Paff.

 

A complimentary copy of Solar Titans was provided by the designer/publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read the next installment in my series Talking About Games, this time tackling the topic of what makes a good list! Naturally, the piece includes a list.)

Party Crashers? No Worry! These New Games Handle 6+ Players!

by Steph Hodge

How about some games that will play with a higher player count? Here are a whole bunch of releases coming soon that will handle 6 or more players!

[imageid=9389228 medium rep]▪️ Synapses Games announced Medium: The Hand of Fate to be released Q3 2026. This will be able to combine with any previous Medium game you currently have. This game handles 2-8 players and is designed by Danielle Deley (Medium, That Old Wallpaper) and Nathan Thornton (Green Team Wins, Medium, That Old Wallpaper). This is a new standalone title.

From the announcement:
In Medium: The Hand of Fate, players team up in rotating pairs, each playing a word card and then attempting to say the exact same connecting word out loud, together, at the same time. Two optional modules — ESP cards and the new Prediction system — add layers of strategy, while a dedicated 2-player cooperative mode pits players against the mysterious Madame Fortuna. The game is also fully compatible with all other Medium titles.



▪️ Pandasaurus Games just announced Moustache. Originally published by Lumberjacks Studio in 2025. Now Pandasaurus is bringing us this team-based trick-taking game for 3-6 players. Look for this game at the end of August 2026.

From the newsletter:
In Moustache, you and your fellow players are a cast of gloriously mustachioed animals competing across four chaotic rounds of shifting alliances and evolving rules. Each round, fate assigns your teammates and introduces a new twist to the game. The result is a game that's equal parts charming and cutthroat, with enough chaos to keep everyone at the table guessing.

Moustache is a team-based trick-taking game for 3–6 players that plays in about 20 minutes. Players follow suit to win tricks, with card strength determined first by color (green → pink → orange → blue) and then by value. But nothing stays simple for long! Each round, a new rule card is revealed and stacks onto the previous ones, reshaping how tricks are won and scored. Cards valued at 2 automatically win their trick. Joker cards (the unicorn, monkey, and pigeon) let smaller teams punch above their weight. After 4 rounds, the player with the most points on their trophy tokens wins! And since those tokens are drawn randomly and kept face down, the final score is a surprise right up to the end.



▪️ Gigamic announced a new edition of Panic Lab is set to be released at the end of June 2026. This game was originally released in 2012 and has seen many iterations over the years. It's real-time chaos is back and will host 2-10 players in about a 30-minute playtime!

From the newsletter:
The amoebas have escaped, and it's up to you to catch them! Track them down by rolling the four dice to determine which amoeba you are looking for, and which lab they escaped from.

That sounds easy, but they might change their patterns or colors if they pass through a mutation device. Amoebas can also escape through the air vents as they run away, popping up through the next air vent in the circle!

The first player to lay their hand on the correct amoeba card collects a token, and the first player to collect five tokens wins!

Can you match the correct amoeba before your opponents? Panic Lab is a must-have for people with cool heads, sharp eyes, and fast hands!


▪️ Shapely is a new party game from R&R Games for 3-6 players! Your goal is to arrange your shapes so that other players can guess your word. You can play in just 30 minutes. I believe it is already available.

From the newsletter:
In SHAPELY, players use abstract shapes to create fun images.

To Play: Each player begins with 4 random abstract shapes. The goal is to arrange them as a clue to your secret item.

Then everyone tries to guess the items from the images. (Don't fret... Players do not guess items out of thin air. They only need to pick items from a line-up)


▪️ Finally, we have Who's Next? from Don't Panic Games. A new musical party game for 3-7 players. This is a hand management card game.

From the newsletter:
in Who's Next, everyone takes on the role of a musician in a band trying to hold it together through a concert. Players pass the spotlight around the table by playing Musician cards in the right order, at the right time — while an oral countdown ticks down. Miss your cue, play out of turn, or freeze under pressure, and you earn a Wrong Note. The player with the fewest wrong notes when the music stops wins. What makes Who's Next? stand out is its progressive level system: the base game is learnable in minutes, but six escalating rule layers keep the challenge growing as players get comfortable. It works equally well with kids on a Friday night or with competitive adults who think they have great reflexes. Spoiler: they don't.

Party Crashers? No Worry! These New Games Handle Up To 6+ Players!

by Steph Hodge

How about some games that will play with a higher player count? Here are a whole bunch of releases coming soon that will handle up to 6 or more players!

[imageid=9389228 medium rep]▪️ Synapses Games announced Medium: The Hand of Fate to be released Q3 2026. This will be able to combine with any previous Medium game you currently have. This game handles 2-8 players and is designed by Danielle Deley (Medium, That Old Wallpaper) and Nathan Thornton (Green Team Wins, Medium, That Old Wallpaper). This is a new standalone title.

From the announcement:
In Medium: The Hand of Fate, players team up in rotating pairs, each playing a word card and then attempting to say the exact same connecting word out loud, together, at the same time. Two optional modules — ESP cards and the new Prediction system — add layers of strategy, while a dedicated 2-player cooperative mode pits players against the mysterious Madame Fortuna. The game is also fully compatible with all other Medium titles.



▪️ Pandasaurus Games just announced Moustache. Originally published by Lumberjacks Studio in 2025. Now Pandasaurus is bringing us this team-based trick-taking game for 3-6 players. Look for this game at the end of August 2026.

From the newsletter:
In Moustache, you and your fellow players are a cast of gloriously mustachioed animals competing across four chaotic rounds of shifting alliances and evolving rules. Each round, fate assigns your teammates and introduces a new twist to the game. The result is a game that's equal parts charming and cutthroat, with enough chaos to keep everyone at the table guessing.

Moustache is a team-based trick-taking game for 3–6 players that plays in about 20 minutes. Players follow suit to win tricks, with card strength determined first by color (green → pink → orange → blue) and then by value. But nothing stays simple for long! Each round, a new rule card is revealed and stacks onto the previous ones, reshaping how tricks are won and scored. Cards valued at 2 automatically win their trick. Joker cards (the unicorn, monkey, and pigeon) let smaller teams punch above their weight. After 4 rounds, the player with the most points on their trophy tokens wins! And since those tokens are drawn randomly and kept face down, the final score is a surprise right up to the end.



▪️ Gigamic announced a new edition of Panic Lab is set to be released at the end of June 2026. This game was originally released in 2012 and has seen many iterations over the years. It's real-time chaos is back and will host 2-10 players in about a 30-minute playtime!

From the newsletter:
The amoebas have escaped, and it's up to you to catch them! Track them down by rolling the four dice to determine which amoeba you are looking for, and which lab they escaped from.

That sounds easy, but they might change their patterns or colors if they pass through a mutation device. Amoebas can also escape through the air vents as they run away, popping up through the next air vent in the circle!

The first player to lay their hand on the correct amoeba card collects a token, and the first player to collect five tokens wins!

Can you match the correct amoeba before your opponents? Panic Lab is a must-have for people with cool heads, sharp eyes, and fast hands!


▪️ Shapely is a new party game from R&R Games for 3-6 players! Your goal is to arrange your shapes so that other players can guess your word. You can play in just 30 minutes. I believe it is already available.

From the newsletter:
In SHAPELY, players use abstract shapes to create fun images.

To Play: Each player begins with 4 random abstract shapes. The goal is to arrange them as a clue to your secret item.

Then everyone tries to guess the items from the images. (Don't fret... Players do not guess items out of thin air. They only need to pick items from a line-up)


▪️ Finally, we have Who's Next? from Don't Panic Games. A new musical party game for 3-7 players. This is a hand management card game.

From the newsletter:
in Who's Next, everyone takes on the role of a musician in a band trying to hold it together through a concert. Players pass the spotlight around the table by playing Musician cards in the right order, at the right time — while an oral countdown ticks down. Miss your cue, play out of turn, or freeze under pressure, and you earn a Wrong Note. The player with the fewest wrong notes when the music stops wins. What makes Who's Next? stand out is its progressive level system: the base game is learnable in minutes, but six escalating rule layers keep the challenge growing as players get comfortable. It works equally well with kids on a Friday night or with competitive adults who think they have great reflexes. Spoiler: they don't.

Designer Diary: boop. Shuffle

Von: ia2ca
17. Juni 2026 um 17:50

by Scott Brady

Three years later and I am no better at keeping ongoing notes about my design journey than I was when I penned the Designer Diary for boop. I usually become so focused on my projects that I’ve never found space to step back and write down what works and what doesn’t. Sadly, many of those processes will never be known and I know I’m the one to blame.

I am immensely proud of what we (Smirk & Dagger and I) have accomplished with the release of boop.and its subsequent releases, Boooop. and boop the Halls! With each new edition I wanted to make sure to give the consumers something more than just a cool skin. Each game needed to offer something new and different. Making changes to the tight, elegant gameplay of the original proved much harder than I anticipated. In the end, the right solution for both versions was to introduce unique rule-changing characters and items that supplemented gameplay and didn’t change the core.

Progression of the Brand

We have been discussing the future of the boop. line for some time, wondering if it should ever expand beyond being a true combinatorial abstract game. So far, we had followed the same pattern and still have one more unannounced entry coming in 2027! Don’t worry, it’s not another holiday-themed version. And the gameplay is my personal favorite of the series! I cannot wait to tell the world more!

Conception

In the meantime, I began thinking about how the boop. experience might be utilized in other game types, either by theme or mechanic. I’ve often heard stories about how people made bags for their copies of boop. to make it more portable. I began playing around with the idea of playing cards and what I would need to do to make an official travel version.


It would have been easy enough to just make a 1:1 conversion of boop. into cards with no rule changes. Basically, just a component twist. This would have been the exact opposite of my philosophy above where I wanted it to be more than just a reskin. The game needed to stand on its own with something unique. That’s when the idea hit me – you could play each other’s felines!

How the Game Grew

The cool thing about using cards is you get to shuffle a deck. No longer do you have a choice of what to play, you must play the card drawn. Not only did this mean you didn’t know if you were going to play a cat or kitten, because all the cards are shuffled into one deck (instead of player decks), it meant you could end up playing a cat or kitten of your opponent’s!

Hence the final name – boop. Shuffle!

Talk about an instant strategy change! The mechanics remained the same, but the thought of leaving behind one of your opponent’s cards instead of your own changed the game quite a bit. I also envisioned the bed to be virtual, allowing for play on any surface.


The edges of the bed would shift as the play area filled with cats. I felt this simple change with the deck of cards and virtual bed was the right thing to show to Smirk & Dagger for consideration.

They liked it…kinda…

Rejection?

They agreed it was a great interpretation of the original game, but they wanted more. Their vision of a card game version was less focused towards a classic abstract, but one that had more surprises and thematic elements. I admitted I could see that too.


As any great partner, they came up with several ideas which we ended up working together on implementing. There are wild cards that can be used by either player. Actions on certain kittens and cats you might recognize from boop the Halls! And then there was the blankie…

In what I will call the cutest mechanic to ever be in a board game, boop. Shuffle includes a blanket card. When drawn, you place it on top of any kitten or cat on the bed. While napping under the blankie, they don’t exist in the playfield. In order to count them towards a 3-in-a-row they must be uncovered! The blanket can be booped like any other item. When they are booped onto another cat, they now nap! If they are booped into an open space, the blankie is removed from the board and put into the discard pile.

Cutbacks

All of a sudden we have a lot more chaos happening with the blanket, action cards, wild cats and a virtual bed. Maybe a little too much overhead for the market we’re targeting, so we elected to remove the virtual bed, relegating those rules to an “advanced version” in the back of the rulebook.


Instead, we include neoprene bed skirts to define the board edges. These also roll up nice and tight to remain portable without adding too much cost to the product. In the end we were able to offer this new boop. experience for half of the retail price of the original game!

Release

boop. Shuffle had an official release date in the US of May 1 and you can already find it on the shelves at your favorite local game store and Barnes & Noble. Smirk & Dagger offers it directly on their website and will have copies available at Origins Game Fair, Gen Con and PAX Unplugged. I’ll be in attendance as well if you would like me to teach it to you myself!

Scott Brady

Toy Battle Review

17. Juni 2026 um 15:09
Toy BattleThis is a guest post from Ivhan Rusli If the mobile video game Clash Royale and the Disney movie series Toy Story had a board game baby, you’d have Toy Battle! Similar to Clash Royale, Toy Battle is a quick, two-player tactical game where you’re aiming to secure objectives by placing troops and using their […]

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Spokes Game Review

Full disclosure: I know nothing about the world of velodrome racing (aka indoor cycling); other than they ride bicycles, really fast, at angles that would make a mountain goat sweat. But the brightly colored artwork for Spokes, the new release from Radical 8 Games, drew me in. And while you might not be able to judge the game by its cover, you can guarantee that it will get my attention.

I don’t know anything more about the sport after several plays of Spokes, but I can tell you that I had a lot of fun. Let me tell you about it!

The track is calling. Are you ready?

In Spokes, 1-6 players speed around an oval track, trying to be the first to complete 3 laps. You accomplish this by moving along routes, composed of colored bars (spokes), initially placed randomly on the track. Move as far as you can on a single color, before ending your turn.

Each player has a personal board that guides and restricts your movement for a turn. On your turn, you move the spoke marker cube on your player board one, two, or three places clockwise.

The post Spokes Game Review appeared first on Meeple Mountain.

BGI 424

Von: admin
17. Juni 2026 um 10:08

BGI 424 The One About Game Industry Restructuring and Layoffs 

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

💾

Kings of War Fantasy Battlefield Set Review

17. Juni 2026 um 00:05

I do not traffic in colloquialisms.

Peter paints and reviews a box full of tabletop terrain for Mantic’s Kings of War!

If you’re new to fantasy tabletop miniatures games, you might be daunted by the prospect of assembling a tabletop’s worth of appropriate terrain. Mantic have you covered twith this new Kings of War Fantasy Battlefield Set however! I’ve painted up the whole set and share my thoughts on it in this video. Enjoy!

By the way, don’t forget to download my rules & reference for Kings of War – you’ll find it in Tabletop Codex too!

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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