Normale Ansicht

Published — 22. Juni 2026 BoardGameGeek News | BoardGameGeek

The Body Clock is Set

by Justin Bell



Ray Charles and I agree: night time really IS the right time, particularly when it comes to my energy level.

Some of that is tied to the fact that I have children (ages 12 and 9) and I have a wife, all of whom typically go to bed by 9 or 10 PM every night. That means Dedicated Justin Time starts around 10, and I try to squeeze a lot in between 10 PM and maybe 1 AM every day.

In some ways, nights for me start as soon as my typical weekend afternoon siesta ends around 4 or 4:30 PM, because I try to take a nap each day on the weekends and select days during the week, especially if I can find or create a gap somewhere each afternoon when “that 2:30 PM feeling” kicks in.

So even though I love mornings, I find that my body’s peak energy sweet spot typically runs from about 5 PM until 1 AM. I have a passion for things like happy hour, dinner parties, evening networking events, and the Chicago nightlife. I also have a passion for playing board games at night, typically starting after 7 PM and running late, if I can find the right people to hang with me.

For me, the body clock is set. Board games exist in my world as an evening activity, and that activity is not limited to playing lighter fare at night either. In fact, some of my best memories of the last 10+ years are playing heavy games that ran late, that went past midnight, that featured people squawking at each other into the wee hours of the morning.



Conventions are sometimes worse for me because I will always find a way to start a game late when “free play” halls are open 24 hours a day. I have many memories of doing what I consider the absolute worst thing one can do at a show: opening a new treasure at like 10 PM, then ripping off the shrink and trying to table a new game by learning that game from the rulebook (“Justin…NOT FROM THE RULEBOOK!!”) when I have no business trying something like that.

You know the situation. “Yeah, I just picked up a copy of [insert new strategy title here]…we should DEFINITELY play it tonight. No, there are no teach or learn-while-playing videos out there because the game is so new. Yes, this is the right time to punch the cardboard chits, set it up then learn it by reading the 24-page rulebook tonight.”

“Is there any chance we finish this by 1 or 2 in the morning?” a brave soul, doubling as your group’s voice of reason, will offer.

“Absolutely. All we have to do is get through the rulebook; I’ll bet we are up and running in 20, maybe 30 minutes.”

Then you try to play the game…and find that you’ve just finished the first of four rounds, and it is already 1 AM.

But thanks to Ray Charles’ voice in the back of my head, my body is always telling me that night time is the right time to do just about anything. So, I’m the joker who tries this or just agrees with your plan—learning a new game from the rulebook is absolutely the right idea late at night during a show, so we should go ahead and commit to learning it. Strike while the iron is hot, even when it looks like everyone else is essentially asleep.

I still remember when a friend tried to get a game of 1861: Railways of the Russian Empire rolling, a first play we started at like 10 PM. (No, we didn’t finish.) A first play of Hegemony: Lead Your Class to Victory that went from a teach to a final turn that ended just after 1 AM on a Monday night? No sweat; those five hours just flew by.

Rebel Princess: Deluxe Edition at a convention free play space that started after midnight? Home, sweet home. A five-player game of Eclipse: Second Dawn for the Galaxy that started at 9 PM and required a teach? Count me in, even as one player hid in the corner of the map to earn a victory while the other players space-battled their way into a four-hour slugfest at the center of the playspace. (Naturally, that was the second game of a very long night of chucking dice.)

I’ve got dozens of stories like this, and I’m thankful that I’ve found other players who love playing games late at night as much as I do. That’s because I struggle carving out the time to play games during the day.



I certainly like the idea of playing board games starting at, say, 11 AM or noon on a Saturday. But the reality is that being a dad also means trying to avoid tough conversations at home.

“Honey, listen…my friend Beth is doing a game day from 12-6 PM. I’m thinking that, well, maybe I just bail on the family all day long, and you can run the kids to soccer, then band practice, then that third-grader birthday party downtown. We’re cool, right?”

Talk about a recipe for divorce! Instead, I try to carve out one day each month when I actually do bail on my family and tackle daytime gaming. Lately, that means starting around 4 PM with friends in the suburbs on a Sunday here and there. But getting out of parental responsibilities is tough and it never feels great, so I try to balance the day gaming option where I can.

Even if I wasn’t a dad, my body still loves afternoon down time. That makes my already-legendary lack of patience a bigger issue, so I try to avoid these trouble spots by not making critical board game decisions at 2 or 3 PM on a Saturday. Plus, no one I know plays games early, and I’m not a part of a 6 AM commuter game day where I can do card games with folks at a coffee shop downtown or something. (Maybe I need older gamers to join my network, since the people I know who love early mornings the most are also seniors. Some of those folks have already retired, so I’ll have to start making a list of potential gaming buds out of local retirees.)

Maybe it’s different in other parts of the world. There have to be people playing Grand Austria Hotel in an actual hotel lobby somewhere at 8 AM, right? Wargamers who kick off new campaigns at the crack of dawn? Post-yoga trick-taking game mornings with folks from a local gym?

I’ll keep an eye out; maybe mornings give me a chance to shake up the night owl formula that has worked wonders over the years.

In the meantime, nights will do. Thankfully, my body prefers late nights anyway.
Published — 20. Juni 2026 BoardGameGeek News | BoardGameGeek

Designer Diary: Perfectly Imperfect

by Danielle Reynolds


“Love” for many can be a roller coaster of ups and downs. I had a six-year relationship with a woman I almost married and after that break up my friends were pushing me to go on apps because they wanted to play “swipe” (and probably have me find love). Most of them were in monogamous relationships and never got to experience Tinder, Hinge, Bumble or whatever the flavor-of-the-week app was.

No offense to my friends but I didn’t trust them to just take my phone and pick what girls I should date so I’d watch to make sure they knew what I liked before I let them play “swipe”. This concept is what inspired the design of Perfectly Imperfect. I wanted players to learn from dating profiles what each other’s red and green flags were in the form of a conversation party game.

This design spent years changing names and directions before it found its way to becoming Perfectly Imperfect. The cousin of this game was a design I attempted based on the concept of getting ghosted but I ditched the concept in 2019. In 2021, a yearish after my breakup, the first form of Perfectly Imperfect began as Date or Hate. Profiles were written to resemble public domain characters like Robin Hood. Each card was double-sided with a girl profile on one side and a boy on the other. That way you could turn the deck depending on a player’s preference. It was cute but people knew these characters. They had many pre-existing opinions and didn’t learn as much about each other as I had wanted.

So I took a second stab at the content with the help of my uncle Terry. We wrote historically bad people/fictional characters into the game. You’re now dating the worst of the worst. The problem is, not only was that not fun, people didn’t want to think about dating a tyrant even if it was written comedically.


So I tried again on my own. This time I wrote them all as gender neutral, researching names that could work for all the profiles. By this point it was 2023 and I was playtesting the game with David Gordon and TAM in New York City. We did some brainstorming and TAM suggested a new take for the look of the game. With the new gender neutral profiles I needed a name that better fit and he suggested Abstract Love. I loved the idea of leaning into something I’m very passionate about, gender identity and sexuality. As a member of the LGBTQIA+ community, I love seeing games with gender neutral writing and characters. I updated the prototype and made fun abstract art for the 60ish profiles I had made for pitching the game. The new look also got printed in a much nicer box thanks to a short sponsorship from Launch Tabletop.

The mechanics up until this point had one player as the Dater and the others as the Friends each round. Three profiles got read and players placed a yes, no or maybe token facedown under each profile. Then the Dater would place theirs and flip to see what matched. You’d score one point per match and rotate Daters each round until you played 1-3 rounds depending on player count. The only additional element was a suggestion offered by David to add a confidence token that gained you an extra point when you matched up. Funny enough, the future publisher Randolph would later relate this mechanic in what was in their successful Oh, Really? game insisting they would have added it had it not been there.


The content hadn’t changed but the facelift gave it a new fresh look that caught publishers' eyes. In 2025, at the Gathering of Friends Joël Gagnon, who I'd met two years before, sat down for a pitch between me and Randolph. When pitching, I explained the journey of the game but it was the fact that most of the content was based on reality and that I had actually done most of the playtesting of the game on actual dates that made them ask to play. I pulled out my prototype and we played. They saw the parallels between Abstract Love and Oh, Really? knowing it would perform well in Montreal at their cafes. They especially loved this game played great at two-players as well as eight-players, giving a slightly different experience but still causing laughter, conversation, and tales that left the gaming table.

Joël took a prototype and a few months later we had a contract signed with a fast turnaround for me to write the content. As most party game designers know, the written content can make or break a game so I did a lot of playtesting to get the game up to the 200 profile cards you see in the final version. Randolph had also loved the gender neutral profiles but suggested switching from real names to user names which gave me a fun way to add plenty of cheeky jokes in. They also wanted to go back to each profile having three interests and there being no images like the Date or Hate version had. We worked to balance these interests with the profile text to make the people seem interesting and allow players to focus on different details. We also added a scoring mechanism for the Dater to receive the same amount of points as the highest scoring Friend.

A challenge that came when writing the profiles was receiving a head injury when returning from Gen Con in August 2025. The passenger next to me dropped their suitcase from the overhead bin onto my head before deboarding the plane. This led to an ER visit and my fifth diagnosed concussion with a new barrier of limited to no screen time as I recovered. So I channeled my inner middle schooler and journaled my thoughts creating all the original profile drafts in my design journal then using the talk to text feature added them into a spreadsheet to share with my publisher. My friend Amanda Rivera was incredibly helpful in reviewing the profiles to fix the talk to text typos, playtesting and helping me brainstorm funny profile names. The journey of this game really showed me how important my friendships were.


Due to my head injury I was restricted in how much screen time I was allowed for months so whenever I got stuck on what to write in the next profile I’d read, call a friend or work on an art project to help with inspiration. One project included two paintings based on the art of my Abstract Love prototype that still hangs above my bedroom.

A huge hurdle came in what to call this version of the game. Abstract Love no longer made sense with the illustrations being removed and didn’t scream dating game. We spent most of September going through different name suggestions until they landed on Perfectly Imperfect which had been one of the profile user names based on the popular saying. It was short, simple, elegant and would end up being quoted many times in casual conversation still to this day by me and my friends.



The timeline for this game had been sped up due to Hachette taking the game and deciding to distribute it in English before Randolph put it out in Canada. Their goal was a Spring 2026 release so I spent August and September 2025 playtesting non-stop in my freetime and tweaking the profiles along with Randolph’s translator Matthew Legault reviewing changed content. The English edition of the game would have me as the writer while the French would be a combination of translations and original profiles that related to French Canadian locations/sayings - so no more Trader Joe’s jokes!


In October 2025 while I was traveling through France after SPIEL I was receiving proofs of the cards and box to review. The illustrator for the game was the same as Oh, Really?. MC Marquis was an incredibly talented artist that made the box look like a piece of art that should stay out indefinitely on people’s coffee tables. I e-mailed feedback from trains and pulled my friends Elizabeth Hargrave, Mattand Donna Leacock to give their thoughts while doing the final playtests in Europe. I appreciated the amount of collaboration that the Randolph team had with me to get this game to the finish line. Not all publishers let the designer be this involved but this game was years in the making and I wanted to see it through to the end.


Fast forward to New York Toy Fair 2026 I got to hold a mass production copy of the game in my hands and make a few videos about the inspiration behind this game. It’s wild to think how many bad dates went into this game between the content and the playtests. A few years ago I had made playtesting at breweries my go to first date idea. Figuring if the date didn’t go well I’d at least have a good story and some more playtesting data. I learned that the game could be just as fun with people you didn’t know as the ones you did. It also helped me learn if a second date would happen or not (there was never a second date back then). I even used the published version of the game to play with my now girlfriend to see how well we matched each other. I always hated dating apps and the pressure people put on me to use them to find love but hey, I eventually found my perfectly imperfect partner and I couldn’t be happier where that relationship or this game is going. I hope people enjoy the game as much as I do now that it’s out!

Published — 18. Juni 2026 BoardGameGeek News | BoardGameGeek

Designer Diary: Size Wise

Von: ia2ca
18. Juni 2026 um 16:00

by Scott Brady

I think this is the first time I will have two major releases of my games occur at the same convention. June marks my annual trek to Columbus for Origins Game Fair. Two years ago my co-design with Danielle Reynolds, Caution Signs, premiered there. Hues and Cues would have in 2020 hadn’t it been for the shutdown. Everything else I’ve made typically debuted in the fall or was silently released into retail whenever they were ready.

I talked about boop. Shuffle previously and am anxious to see how it is accepted by the typical abstract-loving public. It was technically released in May, but this will be the first convention it will be available for sale.

The other title is being flown in from China and will be available at Origins in limited quantities – I’m told only around 100 will be for sale. Size Wise from GameHead has been in development for some time and is proof of how game design can lead from one idea to another organically.

Concept

For quite some time I had been tossing around the idea of a game about measurements. We’ve all seen plenty of trivia games where you guess how tall something is or how much it weighs. I’m not a fan of this type of game because replayability could be an issue. Over time people will memorize the answers.

I’m much more a proponent of groupthink, like Hues and Cues, where the correct answer doesn’t matter. Scoring points is about how well you match up with what other players think. This means that even if you have the same challenge in a different game, the answers might be very different depending upon the other players’ perspective.

First Crack

I began working on a game I tentatively called “Size Matters”. That progressed to “On the Scale of…” and then the final prototype name, “Banana for Scale”. It featured a board with a grid going from one to one hundred. Cards featured questions in different measurement categories with questions like “In millimeters, how long is a centipede?” and “What are the odds of aliens landing on Earth by 2050?”.


Questions could have actual answers, like the average length of a centipede, or be opinion-based like the alien one. In both cases, points are scored if you matched the answer within a range of the active player. It didn’t matter about the size of the insect or whether aliens arrived or not!

It was while doing a little dev work on this game, trying to decide what the interface would be for the consumer that I thought of the situation where a fisherman is trying to describe the size of the fish they caught using their hands as measurement tools. I knew this type of description wouldn’t work for “Banana for Scale” as it was only about size and not predictions or any of the other categories. I still felt like there was something cool about those fish tales and how it could be used in a game.

Prototypes

The game itself turned out to be rather simple, which I was fine with. I’ve learned that simple sells. Mass-market consumers don’t want long rulebooks or teach. They just want to play. Using your hands to describe the size of something is natural and familiar. How would I control the game though if I allowed the players to hold their hands up and tried to compare them?

Plus, why would they even need to buy the game if we didn’t supply a unique experience with custom components!

The first, obvious answer to me was a measuring tape. I envisioned each player having a player-color measuring tape with no markings. I figured players would extend their tapes for the lengths they were estimating and hold them next to each other to compare. I purchased a lot from Amazon to play around with. It was then I discovered something important.


Cheap measuring tapes only click and hold in certain increments. The ones I bought extended in 1.5” segments. Traditional measuring tapes like what you might have in your garage are much more accurate…and expensive.

Second Attempt

I was struggling to figure out a way to implement the ideas of this game inexpensively yet still being unique and appealing. My mind went back to the fish analogy. That’s when I thought of a bobber on a fishing line.

A ball on a string – that would work! The clasps on a bobber would allow it to slide up and down the line and become a pseudo measuring device! Off to Amazon again to shop for bobbers.

What became difficult was that bobbers are designed for thin fishing lines. At best I could use color nylon string, but that is very thin and doesn’t come in easily differentiated colors. Neither do bobbers. They’re mostly neon yellow, neon orange or white. Not nearly enough for player colors.

Third Attempt

Bobbers were out. So were tape measures. My next idea was utilizing those little spring-loading things you see on backpacks or sweatshirts (see photo above). I’m sure they have an official name, but I have no idea what it is (editor's note - spring cord locks). I managed to find a batch on Amazon to test. They didn’t hang consistently due to their odd shape and lack of weight, so comparing lengths was a bit of a chore. There was also the issue of the weight of string I was using.

Solution

Eventually, I somehow landed on shoestrings as they came in a broad range of colorful hues (see what I did there?!) and were very inexpensive. Because of the Amazon searches I had made for bobbers and balls, it magically recommended I look at beads. I found a set of ¾” diameter color beads that conveniently matched many of the shoestring colors! My hypothesis was that I could put the shoestring through the tiny bead hole and friction alone would hold it in place.

OSHA Violation

My theory was correct. Except the holes weren’t quite large enough. Using the bead holes as a pilot hole, I hand-drilled them to be larger, to the dismay of my wife who had already dialed “91” on the phone so she could complete the call to Emergency Dispatch quicker. Looking back, I admit it probably wasn’t the safest way I could have made them.


This is a case of the risk being worth the reward. They performed perfectly! I tied one end of the shoestring to a keyring and threaded the ball onto the other end. A tied knot would keep the ball from falling off and now I had player-colored measuring devices for each player!

Testing

I went through many scoring options, eventually landing on a player just not wanting to be in the extremes. Shortest and longest receive strikes. Everyone else is safe. Person with the fewest strikes wins!

Luckily, I had several design retreats, Protospiels and conventions on my schedule. “OutSized” (what I was calling it) was tested by dozens and dozens of players over the next few months. I was also able to curate a number of fun clue challenges thanks to playtester contributions. They are all mentioned in the rulebook!

Pitching

I was carrying both OutSized and Banana for Scale in my pitch bag at Pax Unplugged, mostly focused on the latter. I did show OutSized to a couple people once I got a better feel of the market and price point they were trying to hit. Paul Salomon from GameHead was one of those people. He didn’t jump right away but was obviously still thinking about it later as he followed up and told me about the company and what they were doing.

They are a newer publisher, but not new to the industry. GameHead is the publishing arm of GamerMats and they hired Paul (Honey Buzz) to act as inventor relations and developer. To his credit, the dev experience working with him has been one of the best I’ve experienced to date.


They were about to release their first six games (2025) and he was building out a slate of six potential 2026 titles. He saw the same simplicity and elegance in what I had made and committed to the game. It was now his job to turn my shoestrings and beads into something worth buying!

Done!

As you can see from the final product, he incorporated Schoolhouse Rocks styled artwork and one of the best laid out rulebooks I’ve ever been associated with! After testing a few different possible names for the game, we agreed on Size Wise.


I mentioned earlier that Size Wise will make its retail debut at Origins this month. While preparing for the show, GameHead was able to have the manufacturer make a giant-sized version to show off during demos! If the giant version is as popular as I think it will be, maybe you’ll see it available for purchase via crowdfunding! 😉It's double the size with six foot strings! How big is a donkey?!


I’ll be at both Origins and Gen Con and would love to teach it to you myself! Come by booth #1908 at Origins to grab one of the first 100 advance copies! Expect a general release at Gen Con booth #1629! See you there!

Scott Brady

NOTE TO ANY PUBLISHERS READING THIS! Banana for Scale is still available for licensing! 😉
Published — 17. Juni 2026 BoardGameGeek News | BoardGameGeek

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
Published — 16. Juni 2026 BoardGameGeek News | BoardGameGeek

Making Games Shine on BoardGameArena (BGA)

by Jeff Grisenthwaite

I’ve been playing games on BGA since 2014, but it wasn’t until this past year that I made the leap to developing games on BGA.

My goal is to start a discussion about what I’ve learned about making gameplay feel just right within the unique environment of BGA, using examples from a couple of my games, Soothsayers and Positano.

Simulating that Board Game Feeling

BGA is weird.

It’s a huge collection of online games that bear little resemblance to the experience of console, PC, or mobile games. Instead, BGA strives to replicate the feeling of playing board games together in real life for all those times when we can’t actually be gaming together.

And they connect players with the whole world. One of the tenets of BGA development is to stick to pretty basic, vanilla code, in order to make the games widely accessible, regardless of players’ hardware or browsers.
For Positano, the big challenge was to capture the 3D look and feel that people love about the game but to do so in the 2D non-dynamic world of BGA.

Side-by-side images of Positano in real life and Positano on BGA

The solution was to simulate the 3D hillside and buildings simply by layering images at a fixed angle. It retains the beauty of the physical game, while keeping the technical approach as basic and widely accessible as possible.

Teach Through Play

I don’t know about you, but I try to use BGA as a shortcut to avoid reading rulebooks. The tutorials are great (shoutout to Nekonyancer!), but what can be even better is when the BGA adaptation teaches players as they play.

Here are a few techniques that help to teach the game to new players:

Tooltips: When players hover over a card or other component, showing a zoomed-in display of that component, along with explanatory text, helps players to access additional information when needed.

In Soothsayers, players can hover over any card to view detailed information about it.

Title Bar Text & Buttons: BGA’s standard convention is to present the choices available to a player on a given turn as buttons in the title bar. To help players learn the game, dynamically update the text in the title bar and the text and icons on the buttons to best inform players of their options.

In Soothsayers, buttons explain the costs and effects of each action.

Player Panels: Summarizing key information within player panels, particularly scoring, reinforces for players the important metrics to pay attention to.

In Positano, the player panels help players to understand how each building they construct affects not just their overall scores, but provides detailed scoring for sea views, gelato, and three different public goals.

Animation: Using animation in key places can help players understand the effects of their actions and notice changes in the game state. For example, in Soothsayers, when you use the Judgement tarot to steal a Fate token, the Fate token flies from the rival’s card to yours.

How To Play Rules: Because BGA automates the setup and administrative steps between turns and enforces the rules during play, the text of the How to Play tab below the game can likely be 90% shorter than the full rulebook.

Undo

Before I started development, I asked game communities within Discord and on Bluesky what are their biggest points of frustration with games on BGA. The most common complaint was when games don’t provide the ability to undo your last action or reset your turn.

There are two main reasons for providing the ability to undo at key points:

1. New players are learning the game. After seeing the consequences of their actions, they may need to retry a few turns.

2. Errant clicks. BGA is trying to simulate the tabletop game feeling with as high of fidelity as possible, which is why it feels so bad to have your turn ruined by accidentally clicking or tapping on something and having no recourse.

Not every single action needs an undo, though. Providing too many can slow down games, and players should never be able to undo an action after hidden information is revealed.

In Soothsayers, after completing your turn, a Confirm button displays with a 5 second countdown before it auto-confirms. If you’re not satisfied with your turn, you can choose to reset.


Layout Considerations

The second biggest player complaint is when BGA games require too much vertical scrolling to understand the game state, so here are a few techniques to reduce the need to scroll:

Robust Player Panels: By displaying all the key information within player panels, players often can bypass needing to view opponents’ tableaus or auxiliary boards.

In Soothsayers, the player panels display the levels of all 8 cards in each player’s tableau, who holds the Fate tokens, coins, and the number of cards in each player’s hand.

Floating Hands: Many games demand that you play a card or tile from a hand to a tableau or place on the board. By anchoring the hands to the bottom of the screen and allowing them to float over everything else, players can always view the cards in hand when making the decision for where to play them.

Responsive Design: To accommodate players on tiny mobile screens, on ultra-wide monitors, and everywhere in between, responsive design techniques should be employed to make the best use of every screen size.

In Positano, the goal cards are displayed below the beach board on mobile, but when on a larger monitor, they're displayed to the left of the hillside.

Player Preferences: We’re all different people. BGA games should reflect that by providing ample player preferences to tailor the game experience to your needs.

Soothsayers player preferences include options to change the card size, remove pulsing animations, and more.

Turn-Based Play

Some games work really well in BGA’s turn-based (asynchronous) play mode. These tend to be games with chunky turns, in which you’re making big moves each turn, as opposed to micro-decisions interrupted by other players. Turn-based play on BGA lets you luxuriate in over-analyzing your strategy without worrying about holding up the game.

A few techniques for making turn-based play go a bit smoother include:

Automate Non-Choices: By identifying the spots in the game in which players don’t have an actual choice to make, you can save everyone a lot of time by automating those decisions.

Provide a Robust Log: Sometimes days pass between turns, and other times players are playing multiple turn-based instances of the same game at once, so it’s important to provide a detailed, easy-to-scan log that players can use to catch up on the most recent turns.

In Soothsayers, the log provides small renditions of the cards drafted or played to make it easier to scan.

Simultaneous Decisions: BGA offers a mode in which players can all take their turns at the same time, which can massively reduce the amount of time it takes to complete a turn-based game.

Developing on BGA

Programming games on BGA is not easy. It takes a long time, and the documentation could be more robust. The upside is that BGA connects your game with a global audience who can compete at the highest levels.

My hope with this article is to share what I’ve learned as I strive to provide an ideal BGA experience for my own games.

I’m also hoping to start a conversation! What else can developers do to provide better BGA experiences?

Jeff Grisenthwaite is the designer of Positano and Soothsayers, both available in stores and on BoardGameArena.
Published — 15. Juni 2026 BoardGameGeek News | BoardGameGeek

Read the Player Aid!

by Justin Bell



One morning this past February, I was standing on a scale in my bathroom, doing my normal routine of knocking out the weigh-in before getting the kids ready for school. The number that came back wasn’t to my liking, the third or fourth or tenth week in a row where it was not to my liking. After I helped get the kids on their way, I dropped about $100 on a 12-month subscription to the Weight Watchers app to start tracking my meals and committed to a goal of losing at least 20, and ideally 30, pounds by the end of the summer.

As of this posting, I’ve lost 25 pounds, and assuming I stay on track with continuing to build better eating habits, I should cross the weight-loss finish line soon. But I think a lot about that day in February; I just hit a breaking point, and I got so angry when I saw the scale that fateful morning that it pushed for immediate action.

A similar thing happened this week, across three consecutive nights of gaming where players sent me to the breaking point. This article is both a love letter to some of the recent changes I’ve observed from publishers, and some interesting opportunities for players.



Last Monday, my review crew and I had the chance to play our first game of Entropy, the new Board&Dice release designed by Tommaso Battista, Simone Luciani, and Nestore Mangone. The game doesn’t have much video content on the interwebs yet, so I taught the game live to a group for this four-player game.

Teaching a game on site and in person to any group of players is typically a minefield, a minefield that gets progressively more dangerous as a game’s complexity rises.

I’m still scarred by the experience I had watching a person try to teach me Feudum almost six years ago. I see in my Logged Play notes that the teach took 80 minutes, for a game that ultimately took only a little longer than that to actually play. When you see a game’s Complexity Rating land in the 4.5-and-above range, it usually means you are in for quite a sit as you try to learn a game.

Entropy is certainly not that—I think the game’s complexity rating here on BGG will land in the 3.5-ish range once you, the people, begin to share your thoughts in volume—and it took only about 25 minutes to explain the game’s core concepts, main actions, and end-game scoring conditions.

But one thing was key during my Entropy teach, a hallmark of how far we have come as a community: I taught the entire game from the included player aid cards, and asked players to follow along from the aid, in part because everyone had their own. (My only gripe with publishers for this article: please, please, please include one player aid for each player! Competitive gamers don’t have a “share” gene! This is why they like competitive games! One player aid per box is not going to cut it, people!!)

With our teach complete and our snack bowls filled—it was a Kit Kat “Bunnies” night, alongside zero-calorie sodas, a selection of bottom-shelf bourbons, and the Kirkland Signature Kettle Brand Krinkle Cut “Pink Salt” potato chip night, because Costco recently decided that the words “Himalayan Salt” were simply too difficult for a standard American consumer to comprehend—we got to work playing the game. But something interesting happened as we began play:

Everything I had just taught, from the basic movement of a player’s worker pawn, to how actions worked, to scoring conditions, to limitations of components that can be placed on a player’s planets, quietly left the brains of these usually reliable players, almost as if I had taught the game in Dutch, but everyone at the table pretended they spoke fluent Dutch as they nodded along during the teach.

“Hey, sorry about this, but before I move…I know you said that I can move up to three spaces, but in which direction?”

“If you look at the ‘On Your Turn’ portion of the player aid,” I began, “that’s where it shows the rules for movement.” (There are also chevrons on the board that point in a clockwise direction near each space, and we will come back to this.) The text on the player aid: “Movement: move 1-3 spaces clockwise. Finish on either outer or inner space.”

“When I take the Create Life action, I see the icon that means I have to drop the matching action marker there to take the action, so I’m good there. But how many cards can I discard to take the place of icons I am missing from my planet-star combo to play a card?”

“If you look at the ‘Actions’ area of the player aid, on the side that has the major actions—yep, that side—you’ll see that you can discard one other card with one of the four icons you are missing to play the card you want. And don’t forget about the part you see in that same section of the aid: each planet can only accommodate three life cards.”

Although my basement gaming lair is pretty chilly during the summer when the air conditioning kicks in, I could feel my temperature rising a beat. Oh, another question:

“I’m trying to understand the icons for my Focus cards.” (In Entropy, each player gets their own asymmetric, lettered set (A, B, C, or D) of bonuses, which power each of the game’s three major actions. Think of this like the Experiment boards in Nucleum, where players can upgrade some of the standard actions they take to earn additional bonuses.) “What does this first symbol mean?”

“I don’t know, but I also can’t see your Focus cards from where I’m sitting,” I commented. “What does your player aid say for the set of Focus cards you have?”

“Oh, right, thanks, I forgot that was on the back of the ‘On Your Turn’ player aid card. Looks like I get…”

This continued for the majority of our experience, although like all games, the rules began to settle in for everyone—myself included—by the end of our first game. And, I can’t fault human nature: it’s simply easier to ask the rules guru at the table a thousand questions, since they know the game better than everyone else does. You’ve done it, I’ve done it, we’ve all done it…although, I take listening to a teach very seriously, because I teach so often myself.

The problem with this is the play experience for the rules explainer. I have been a vocal supporter of not only thanking your tabletop teacher for spending the time to both learn a game and be willing to teach it thoroughly to new players, but also acknowledging that it is so difficult to both teach a game and enjoy playing that same game.

That’s not because the game is new to the teacher, assuming this is their first time playing it. That’s because the learners at the table don’t take the time to consider all the tools available to them while playing, and being able to answer 75-100% of the questions that can be answered. That starts with the player aid.

Some of you know that I write an article each year on Meeple Mountain summarizing not only the best and worst games I played in a year, but also summarizes my thoughts on the stuff we really care about: the best rules for deciding a first player, the best individual components, the best dice. One of the categories is best player aid, and I love how far player aids have come over the last 3-4 years as highly complex games get summarized on a sheet or double-sided cards.

Recent titles such as SETI: Search for Extraterrestrial Intelligence, Galactic Cruise, Covenant, Arcs, Salton Sea, the Perseverance games, and La Pâtisserie Rococo provide excellent player aids, sometimes with little cues such as specific rulebook page numbers where a player can get more info even when the aid isn’t enough. (The aid for SETI is the gold standard in this category.)

Some of my favorite games of the last few years didn’t have a player aid, such as Clinic: Deluxe Edition and Railway Boom, but I can get over that if there are strong visual cues and a sort of board-based player aid on the main play area. Clinic has one of the best in the business, and Railway Boom does a great job with the information loaded into the auction area on the bottom third of the board. Sometimes, even a game’s player boards have enough turn action and clean-up/maintenance information to get by.

All of this provided information is great…but only if players bother to read the aid or look for other visual cues around the play area.

I’m certainly biased because I teach a lot of games, and I know how hard it can be for a person to spend a lot of time on the front end to get to know the game well enough to be comfortable teaching that game to others. It’s a lot! But players need to own their share of the investment. I’ve just spent 10, 30, 80 minutes teaching you the game…could you do me a favor, and simply listen??? Could you first look at the player aid before asking me another question, a question that may have just been answered because another player asked the exact same question two turns ago???



Over the next two days, I did another play of Nippon: Zaibatsu (with the upcoming Genro expansion) and a second multiplayer game of Entropy with two new players at a game night with a strategy gaming group in downtown Chicago. Many of the same things popped up, with questions about some of the game basics that could have been answered by the player aid, had a player acknowledged its existence first. (Kudos, as well, to the makers of the excellent “Player Handbook” included in Nippon: Zaibatsu, another game that can be taught from the player aid.)

By the end of that third straight day of beginning multiple responses with the prompt “if you look at the player aid...”, I snapped. (OK, you’re right: “snapped” for me is pretty light in the scheme of things. I happily went about my evening and watched the wild ending of the fourth game of the NBA Finals later that night…then immediately began to write this column.)

I’ve been thinking about ways to solve my own problems. Do I need to be more forceful with players as they consider their questions? Like my buddy John, should I start mining the Files area on BGG for every game in my collection that doesn’t have a player aid, so that I can start printing my own? (Thanks, BGG community; some of you have made great aids from scratch, particularly for older titles.) Where possible, should I send out PDFs of the player aid files in advance, so that players can have those handy on their phones while they study up on a new game?

Publishers have begun to do their part. And the drum I beat is not just tied to these medium or heavy-weight strategy games…because I say it every week: every single game needs a player aid. UNO needs a player aid just like SETI does. That’s because new players forget rules all the time. Heck, I forget a rule or two all the time with games I’ve been playing for years. Now that most games have player aids, we as a gaming community need to level up…and review those player aids when we have questions about a rule.

That’s the least we can do, right?
Published — 13. Juni 2026 BoardGameGeek News | BoardGameGeek

Under the Surface: The Design Journey of Drillers

Von: BoltKey
13. Juni 2026 um 16:00

by BoltKey


Part 1 – Finding the Right Pace & Depth
Those who follow CGE for a while know that a lot of design happens in close cooperation between the designer and CGE after the game is accepted by the company. I was in a bit of a special spot in this project: I have worked as a full-time employee at CGE, and I have worked on Drillers since late 2023.

The process of CGE deciding to publish the game was quite gradual. I was bringing various prototypes to CGE events, some people that liked the game pitched in with their skills to make the next prototype just a little bit better, and this eventually evolved into the crunch of a real project with real deadlines and stakes. Říman, a CGE in-house 3D artist, was a great partner in the initial phase and contributed many ideas that made it to the final game. We spent many evenings brainstorming and discussing the game, and that’s the reason he is titled co-designer on this project.

There was not a singular moment, contract, email or meeting where we decided “let’s do this”. It was almost like a natural progression.

Development and design of the game were a lot of fun and great adventure, as with any game design endeavor I get involved in. I am writing this diary from my perspective (Adam Španěl) as the lead designer and author of the initial concept, but I’ll occasionally use “we”. That means “the development team”, which mostly consists of me, Říman, Tomáš, Elwen and Mín.

The Story of Drillers
Back in 2005–2010, I spent a lot of time playing flash games. It was a golden era of browser gaming. That’s when I discovered Motherload, and I absolutely loved it. The sense of wonder every time you discover a new type of mineral. The satisfaction of selling your haul, finally refilling your fuel at the last second and upgrading your machine. The courage it took to just go deeper, and keep discovering more.

The series that culminated in Super Motherload in 2013 helped define a genre of "mining games" like Dome Keeper, SteamWorld Dig, and many others. They all share the core loop: dig, gather resources, sell, upgrade, repeat.

No board game I have played quite captured the feeling I got from the video games: you know you should probably head back up as your fuel is running low, but there is that really valuable gem just within reach that would be just enough to buy that upgrade you really need. And the next time you get there might be too late. On top of that, your curiosity of what is hiding in the depths is sometimes stronger than your rational decision to just play it safe and return to camp.

Designing for Myself
I know I should probably focus more on who the target audience is when designing a game. However, I am one of those designers who make games primarily for themselves. The games I want to play, and the games I feel are missing on the market. And if other people end up enjoying them too, that's a great bonus. I knew an exact feeling I wanted the game to create, and the only way to play it was to make it myself.

So, I got to work. The very first iteration contained just the core elements: cards that generated moves and drills for fuel, tiles that created cubes that you could collect in your cargo, and when you reached the surface again, you could buy better cards. I am really glad that these core mechanics "survived" in pretty much unchanged form from the first iteration to release.

Of course some of the mechanics evolved: how the shaft tiles worked exactly, and how the card offer worked, how the card management worked, and gradually mechanics like drones, repair, unique effects, floor cards or permanent cards grew around the game, but the core loop was tight and solid.

Abstracting the Mine
One core mechanic of the mining video games is that as you play you’re constantly reshaping the world as you play. You are creating a maze that you have to later navigate, so it has this kind of "build your own puzzle" element to it, and if you are not careful, you might get lost and perish.

At one point I considered playing around with this idea in Drillers. It turned out to be just too bloated in combination with other mechanics, and it added too much unnecessary complexity that was not so fun. So I decided not to explore this direction any further.


Drillers – Mainboard progress


Game Duration
Drillers is a game with variable and player-driven game length. This creates a sense of urgency and a bit of race. This however poses several design challenges.

Balancing the Game
Drillers is all about optimizing your turns and pushing every card to its limit. There is a big difference between what a beginner can do in a turn, and an advanced player. Since the game is timed by what players have accomplished in the game (how much they’ve mined), this creates huge discrepancy between length of different games. While advanced players usually hit the "sweet spot" of 10–12 turns, beginners' games often stretched to 17 or 18 turns. Combined with the natural learning curve of new players, this initially resulted in pacing friction that lacked momentum.

During development, we noticed that many players played it safe and stayed near the surface, working with the minerals that they could reach easily. While that approach worked, it often led to slower and less engaging moments.

We wanted to bring forward the feeling that we love about Drillers. The need to go a little bit deeper, take a risk and get something more valuable. So we started to shape the game to naturally encourage players to dive deeper:

The Market: Encouraging Diving Deeper
Initially, the prices for selling minerals were flat, but we decided we need to make them variable somehow, to make the new shiny minerals more attractive. We considered a shared market, but that was too complicated. Instead, we created the system where the more you sell of the same mineral, the less valuable it becomes. Eventually, we made the silver and gold prices drop to zero credits if they are oversold. It’s basically a way of pushing the players towards diving deeper for more profitable minerals.

The Floor Cards: What Lies Beneath
There was the idea of floor cards adding special rules floating around, but I was scared of it: I didn’t want to add too much rules overhead. But I think they turned out great. The main principle is that the floor cards only trigger when you actively interact with the floor, rather than just passing through. But the main reason was, again, to motivate new players to dig deeper. The curiosity of what is on the next floor really helped this.

It was a challenge to hit that sweet spot with the floor cards so they are significant enough so you want to care about them, but not game-changing in a way that gives unfair advantage to certain playstyles.

Let’s look at the Hot Tub. The first version gave a discount of 1 drill but also 1 damage. This was just bad most of the game, and usually you wanted to avoid it. The intention was to make that floor a bit more dynamic, with easier access to tiles, but the drawback was too much, so the opposite happened, with many players skipping that floor entirely.

In another version we added 1 extra fuel for each tile on top of the damage. This solved the initial problem of skipping the floor, but created a new one: players could suddenly make very unpredictable moves, grabbing 3 or 4 tiles at once and sometimes ending the game prematurely. To restrict it, we limited the effect to once per turn.. But this was still a bit too weak.

In the final version we gave it a major buff, where for the first tile, you get a discount along with the damage to your hand. Now that’s definitely beneficial, but still can bite you if you are not careful.

Another interesting example that highlights the back-and-forth with the illustrations is Lobby.

The original idea was simple: a safe space where you can prepare for your next big turn. At first, it only had the ability of keeping 3 cards for free. That worked quite well, but in practice, the timing often felt off. When the card was revealed, you usually didn’t get to take full advantage of it.

We brainstormed the theme a bit: first, it was just a “safe ledge”, which felt a bit bland. From there, the idea evolved into something more playful–a rest spot for a picnic table next to a vending machine.

When we were thinking about how the floor should work, we leaned into the theme of the vending machine, adding abilities involving money and getting snacks. Adding these effects ate up the space for illustration, so we dropped the picnic table, which evolved into the garden chair.

This quite wild iteration led to a really sweet floor card. It is a perfect example of the “game design informs art, art informs game design” principle that CGE prides itself in following.


Drillers – Lobby Event card progression


Game End Trigger: Making Progress Visible
Finding the right way to end the game took several iterations.

Initially, the end of the game was connected to the total number of minerals sold by all players. That worked reasonably well, but it was a real pain to track during play.

Then we moved on to a system where all the ground tiles had a number of dots, and if you collected 12 dots, you triggered the end of the game. The same issue, you had to keep recounting dots of other players to see if they were close to ending the game.

Then Říman had the great idea of connecting it to the physical size of the tile, making deeper tiles bigger, and slotting them above the player board. It was intuitive and satisfying, but this led to another problem: when players collected too many minerals and kept building their deck instead of getting the fat points on the lower floor tiles, it made the games exceedingly dragged out.

So finally we connected the dots, and made the end trigger by combination of tiles and minerals filling the track from each side. With that, we have a system that is quite intuitive, takes into account both minerals and ground tiles, but more importantly, you see at a glance how far along everybody is.

I am really glad how that one turned out.


Drillers – Progress of the player board


Ending Turns
Another mechanic we iterated quite a bit was the final turns after the game end trigger.

The first option, that is quite common, is giving every player the same number of turns. I usually don’t like use of this mechanic in games for two reasons. First, you must somehow mark or remember who was the starting player. And second, in my opinion, it adds more asymmetry to the player order than with variable number of turns: the last player approaches the end of the game differently than the first–they know exactly how many turns they have left, which can shape their entire strategy.

Instead I prefer giving players later in turn order extra resources to compensate for potentially less turns than others. Some players reported that having less turns than their opponents felt unfair. We tried quite a few solutions until we found something that felt right. First, we simply gave an extra turn to the player who triggered the game end. This, however, led to the extra turn feeling a bit useless and uneventful, and in some ways boring: the final turn should feel like an all-out finish, but the player triggering the end of the game expended most of their resources to trigger the game end, and didn’t have much of anything left for the extra turn. But we still wanted to give that all-out final turn to the opponents.

So, finally, we settled on the big 18-VP bonus for the closing player, that should compensate for the opponent’s extra turn (along with that extra card we gave just to make the final turn feel even bigger) The solution finally felt quite good for all parties involved.


Thank you for reading our Part 1 and coming under the surface with us.
Next time, we’ll dig into the core mechanics of Drillers–deck-building, decisions and how we shaped the way the game actually plays. If you want to get a head start, you can dive into how the game works by reading the rulebook: Drillers Rulebook.

If you want to be notified when the Part 2 drops next week, subscribe to Drillers here on BGG.
Looking forward to reading what you think so far.
Published — 10. Juni 2026 BoardGameGeek News | BoardGameGeek

Dive Right In The Water's Fine...

by Steph Hodge

Time to get our feet a little wet with these new game announcements.

[imageid=9531435 medium rep]▪️ Stonemaier Games sent out a May update with new expansions available for several titles, including Finspan. The expansion to Finspan is called Finspan: Sharks & Reefs and it adds 75 new cards, which include new shark cards and coral habitats. Lots of new strategies to pursue.

From the BGG Page:
Finspan: Sharks & Reefs adds to the variety of the core game with a focus on sharks and fish that live among coral reefs. This expansion introduces new coral reef habitats to your ocean mat and more incredible sharks—with fearsome new abilities!

Players can now nurture colorful coral reefs in each of their oceans' three dive sites. Healthy reefs enable you to play powerful reef fish, unlock fish abilities, and score bonuses at the end of the game. Meanwhile, sharks scatter schools of young (to form even more schools elsewhere) and leave behind food scraps that any fish in your ocean can consume.

To play this expansion, you need the Finspan core game.



▪️ Mythic Baths was just announced from Good Games Publishing with a release happening soon. Hopefully available at GenCon 2026. A cute game for 2-5 players that will play in about 30-60 minutes. Your objective is to treat the guests and collect as much aber as possible to win.

From BGG:
As our newest employees, it is your job to take care of our mythic guests; gathering ingredients for their baths, completing treatments, giving nourishment, and cleaning the baths to welcome new and potentially troublesome guests.

Players compete to earn the most amber tokens (victory points) by treating the mythic guests that visit the baths. Guests arrive with a set of ingredient requirements that must be met to complete their treatment. Over the course of the game, players will gather ingredients needed to treat guests, nourish them to earn their favour, and clean dirty baths left after their treatment.

Treating guests and cleaning baths earn players amber. More complicated treatments will earn you more, but if you complete any treatment exactly, you will be rewarded with valuable tips from our guests!



▪️ Six-Sided Seas Was just announced for GenCon 2026 release from publisher Solis Game Studio. This is a 2-pirate game, but you can add a set to allow it to play up to 4-pirates. Gain glorious victory in 15-20 minutes!

From BGG:
The dicey waters of the Six-Sided Seas have tempted many pirates with the promise of riches and glory. Legends tell of several powerful treasures lurking amongst the isles...powerful enough to control everyone and everything on these waters when combined together. There are many paths to becoming the most ruthless pirate in the sea, and the choice is in your hands. But be warned, you’ll face rivals at sea who also wish to claim the title, so prepare for a cutthroat battle or go down with the ship! It’s win or die on the Six-Sided Seas!

Six-Sided Seas is a push-your-luck, worker placement game. On your turn, you will roll dice from your supply to generate crew members for your ship that can be assigned to stations. After each roll, you can choose to roll again or stop. Be careful, though, because if you go over your limit, you will bust! If you choose to stop rolling and don’t bust, you will then assign crew members to stations on the ship. The stations on the ship allow you to deal damage to the opposing pirate ship, explore islands, or search for gold. The first player to sink their opponent’s ship, reach the maximum gold coin limit, or control the majority of the explorable islands wins!

Published — 09. Juni 2026 BoardGameGeek News | BoardGameGeek

Designer Diary: Rattlesnake

by Michael


"When a man with a 0.45 straight meets a man with a rifle three-of-a-kind, you said the man with the pistol's straight’s a dead man. Let's see if that's true. Go ahead. Load Shuffle up and shoot draw."

Sorry to any film aficionados, you’ll survive though. Rattlesnake is a two-player duelling card game, lightly inspired by deck-building games. Players start the game with identical decks of cards, numbered one to five, and a central market (The Saloon) between them that holds cards for purchasing. They take turns purchasing cards and attacking each other (or not) by placing runs (sequential numbers) or sets (the same number) face down on the table, then comparing. Defenders take a Hit card to their discard pile if the attacker wins, and when a player has no Hit cards left, they lose the game. At any time in the game, from the moment the game starts, players can play a card in their hand for its ability. The downside however is that card is removed from their deck permanently afterwards! As cards are bought from the Saloon, events come out that change the rules of the game permanently, and slowly push the players into finishing things. The game has an ebb and flow to it that tries to create the tension and stress of actually being in a pistol duel in a run-down western town.

[heading]Prologue[/heading]
A little about me. I am an Australian/British/soon-to-be-Italian game designer, who lives in The Netherlands. By day I am an engineer, so working with systems, whether mechanical, electrical, or cardboard-based is all the same to me. I have been making games for a few years as a hobby/fun activity with friends, but this is the first game I actually decided to publish. More accurately, the first I felt was actually worth publishing. More on that later. What I like though, is telling stories. Board games are not ideal for this, but I try my best to fit a narrative into my designs in some way. The narrative might not be obvious at first glance, but Roland’s art definitely helps it stand out more. By the end of this design diary, I hope you can see the narrative in the game, and it brings it to life just a little bit more.

[heading]Act 1: We pass time between funerals and burials[/heading]
I was watching For A Fistful Of Dollars while my wife was away one week: the original spaghetti western (Western movie made by Italian directors), directed by Sergio Leone. This is where the story of Rattlesnake starts. I was moved by the music, the cinematography, the style, and the simplicity of it all. So of course, I thought, let’s make a game about this. Naturally. What you interpret from that is “oh, he wants to make a game about people shooting each other, easy, seen it before”. I am not so shallow, and there are games that do duelling much better for those things (Kiri-Ai anyone?). I wanted to make a game that tells the story of two people who are stuck in a duel, hiding behind some scrap of anything, desperately trying to figure out how to not die. The same, yes, but also different.

The obvious link is poker. To preface, this was all started way before Balatro was released. Board games take forever to publish. The first step in developing a prototype, normally, is to experiment and fail a lot really fast. So I started researching the history of card games in the Old American West. It made sense at the time. Several Wikipedia rabbit holes later I emerged, bleary eyed, tired, and unaware of where I was, or what I was doing. So the next day I just grabbed a deck of French suited playing cards, and then made a second deck of ability cards, with random scribbled abilities on them. I wrote whatever I felt would be appropriate or just sounded cool.

Four hours pass by and the tattered remains of two playing card decks litter my desk, and my paper waste bin is overflowing and begging me to stop. This is what progress looks like. I had gone through about 20 or so versions of the possible game in a single evening. That’s a new game version every 12 minutes on average. I had also ruined several fine felt-tipped pens in my haste. No time for funeral processions, or even digging the proper hole, just bury the past iteration as fast as possible. Whatever is not dead will climb out of the hole. Eventually, I actually accomplished some design work, and I came up with this bizarre system of two decks, where one would have traditional playing cards, albeit slightly modified, and the other would be full of crazy abilities and bonkers things. I nicknamed this second deck “The Michael Bay Deck”. Players could then choose to draw from either of their decks on their turn. I used spreadsheets and a program called NanDeck to rapidly print out digital versions after this.


The first playtests went well. The testers reported that the game was “a little too swingy” and other quotes like “wait, let me read that card again” and “does this really do what I think it does?”. A resounding success. The cards were built around spending your traditional playing cards (symbols on the left of the ability cards) like a resource to play abilities, but also using traditional playing cards to attack your opponent in a kind of hand comparison game (like poker, ish). Everyone did have fun though, which was a huge positive. The game was more broken than politics, but people were laughing and enjoying it. Great! BURY IT!

I churned through so many prototypes of this that I lost count. I keep almost every version of each prototype I make in general. Version control started at version 0, but each version had decimals. Even the decimals had decimals after that! There were three separate characters, each with their own ability decks, and they were all around different themes and play styles. You’d think with around 20 cards to each character, multiple copies in each deck, that it would be easy actually. But no. In the end, we were just optimising a dead horse. Don’t optimise, just bury it and move on.

[heading]Act 2: Sometimes the dead can be more useful than the living[/heading]
What if, now hear me out…the abilities were on the playing cards? It took much longer than I will admit to reach this conclusion. It was really quite simple, I just added numbers from two to seven, plus the face cards, to the ability cards, and then one entire deck was gone. Buried! Instantly half the components! Seriously, this was a game changer, literally and metaphorically. People went from “oh, that was alright” to “shut up Michael, I’m playing here!”. Great success. I kept very, very detailed testing notes after every single game and had a wealth of info to look back through and try spot the issues. Most feedback has value in it, if you can find the nuggets of truth buried deep within. The note that helped me the most was “there are too many cards and decks”. Insightful I know. But it took about 10 sessions before someone said that out loud. Before then, it was always some arbitrary problem, a feeling they couldn’t describe or explain. I was swimming in a vast lake of vague expressions and blind design suggestions, until someone just shouted “why are you wearing two snorkels?”. Obvious isn’t it? Remove the excess and bury it.


The game was finding its footing more and more with each revision. Five card hands, both players are refreshing at the end of any turn, and abilities are one-time affairs before they disappear forever. The keyword for removing a card from the game was of course, “Buried”. My testing notes document was swelling and gaining self-awareness, consuming and digesting copious quantities of feedback and test data. Every week there was a slew of new prototypes. Monday I would test with my closed group, Tuesday I would fix it and test solo, Wednesday I would semi-blind test with another local design group, then Thursday I would fix and solo test again. The game was starting to feel more and more like two idiots hiding behind barrels and overturned tables, trying to figure out the next move in an actual western stand off, and less of a “I play this card for X” kind of game. The downside is that I have never heard so much swearing in pubs before, and I grew up in Australia. This game brought out the worst in people. This is how I learned to curse better in Dutch as well though, so free language lessons I guess? It meant that I had tapped into the part of the brain I was searching for, poking the right neurons and getting closer each time.

Something was not right still though. So, I did what I normally do, grabbed a shovel and I buried most of it. Gone were the unique character decks, unique abilities, and also after much complaining, the black and white card design. Head play tester, and fellow game designer Steve van Bennekom, summed it up perfectly, “It looks like a spreadsheet threw up on a card game. Put some artwork on the cards please”. The Dutch are often criticised for being rude, but they just cut out all the filler words native English speakers use. Straight to the issue. There is never any “would you kindly” or “have you considered”. They make great play testers. Sometimes the cure is worse than the disease though.

DISCLAIMER: Although I used AI art during the prototyping process to help with playtesting, no AI was used in the production of the final game. Roland MacDonald did all the art, which you will learn about later, I promise.


The game was now very similar to what you will see and play today, albeit with more cards and worse artwork. Symmetric decks numbered two to seven, a central market with the “face” cards, and of course wound cards. The Aces were considered as both ones and tens, depending on the hand of cards. This is what some might call the core concept. I can’t remember how many months it took to get to this point, but it was not quick. Balance was always a concern, but Steve, again, solved it in an evening's work one night. He wrote a python script that ran simulated hands both as the player and the opponent, and worked out the possibility of winning based on every single hand combination in the game. It keeps going. He then wrote me a full report, three pages long, detailing his findings, the outcomes, and where the likely overpowered combinations are. I paid for the drinks at the next test session.

Even more data in hand, I was refining more and more. This is also where the real work started. It was time to get serious. I needed more help. So I did what most normal people would do, and I started asking strangers. One such stranger was Roland MacDonald. I met him once, but didn’t know who he was at the time. I’m just going to paste some of the email I sent to him at a later date:

“We met a while back at a game design night, and you tore a friend’s prototype game to pieces (metaphorically). Are you around anytime for a chat and/or a drink?”

That’s really all it took. Turns out he lived 10 minutes from my house. We met up at a local pub, along with the friend who made the mentioned prototype (it was Steve, again). After many drinks, a long chat, we eventually tested out my game. Testing with experienced designers is a different world. Regular players give you a kind of “vibe”, while hobby designers and testers might start telling you a solution already. With actual designers and industry veterans, words sharper than razor blades is what you get. Not cruel, but precise, they cut down to the bone of the issue in a few words, leaving a huge, gaping wound that your ego, hopes, and dreams can ooze out of before you have time to blackout. It wasn’t that bad really, but you’re never prepared the first time. It feels worse, hearing these things the first time. Good feedback, would do it again. But it highlighted something I had forgotten in all the mechanisms and gameplay focus. It lacked something, some kind of spark or thing that really made it special. It was just…fine. Fine is a word you use when someone asks how you are and you want to be avoidant, not to describe something you actually like.

[heading]Act 3: You shoot to kill, you better hit the heart[/heading]
Progress slowed for a little bit as I dealt with some work things, Christmas, and regular life. This would eventually result in me taking off several months from work. Complete happenstance, but Roland also found himself without a project for the first time in a long while. So we did what British people do best, and we went to the pub…..a lot! This wasn’t game design or anything, just two guys enjoying a drink while the rest of the world was at work. It was what I imagined the feeling of zen must be like…but I am probably remembering it wrong.

Problem is, both of us are the type of people that cannot sit still. I had begun guzzling art lessons like a dehydrated dog and revising my graphic design skills while stuffing publishing information into the remaining gaps in my brain, trying to prepare for any outcome for the game. Roland however, was bored. He had gone from full-time, non-stop projects for several years, to watching me twitch uncontrollably as I struggled to find mental space for everything. I got a text one day that just said “Do you mind if I draw some artwork for your game”? The answer is obvious. The ramp up from here on was intense. Roland and I were meeting maybe two to three times a week now, always at a pub, and we would playtest, discuss his latest card art, discuss the next changes needed. I don’t want to think how much money we drank these months.


I really hope Roland does a write up on the card art and the process he went through from initial sketches to final card art. It was really eye-opening for me, but also really shows you why it costs to buy art. The process can’t really be copied that easily, because you’re targeting human feelings, and that’s hard to do with an imitation. By now, we had cut the decks down to their current numbers, with only cards numbering one to five. Eventually, we would even remove one each of the four and five cards from each player’s starting deck (players started with three copies of each card). Even the Saloon cards would be changed to match this number scale, allowing much more freedom to players to craft a play style they like. Changes now were small and gradual. A fine rasp to take the sharp edges off, rather than the surgical shovel used in the early stages.

One problem remained though. Roland hated westerns. After Western Legends, he was sick of it. I think he tried for about four weeks to find a different theme that fit the game. Sci-fi, boxing, fencing, medieval sword fighting, and other weird ideas. Eventually Roland gave in, having found no suitable replacement, and I quote “if I’m going to draw it, then I’m going to draw it how I want!” This was still a man who had asked me if he could draw the cards. What came out of this though, was a look back at the art of the period. The colours of the Old West were not fifty shades of brown, but a colourful expression of a wild landscape that played with the sun and sky. This is where the colour palette used in the game came from, and it is all the better for it!


On the plus side also, pushing him into an uncomfortable style that he didn't want forced him to come up with one of the best card backs ever!


This was now a production outfit. Roland was operating as artist, I was handling game design still as well as layout and publishing, and we both managed play testing. It must be stated, that you need to have friction when making anything. If you’re not disagreeing at least a little, something is wrong. This was not a problem for us! The best example and culmination of this was centred around the card that is now called “Dodge ’n’ Shoot”. The card ability originally was “Topdeck. If you win, ignore an Injury you are about to receive”. Topdeck just means both players reveal the top card of their deck and compare the numbers. Higher number wins, repeat ties until someone wins. This seems simple, right? Well, during a test with Roland and a friend of mine, this was the “discussion” after the Roland played said card to the table and starter dictating what was happening:

Michael: That’s not how that card works, Roland.
Roland: Yes it is.
Michael: What do you mean? I wrote the damn card!
Roland: It is! We both Topdeck, then combat is resolved by the Topdeck! It makes sense!
Michael: No! You just ignore an injury! That is literally what is written on the card.
Roland: The card is wrong, that is not what it says!
….

This continued for a while. The clock inched slowly over two minutes as we screamed at each other like an old married couple, in a crowded and busy pub, while my friend sat there awkwardly like a child in the middle of a divorce settlement. Eventually I stopped and tried to explain one more time what I had written on the card to Roland. The response eventually was: “Oh, I get it now….that’s dumb, why would it do that? It should just say what I said”. The table was silent for a few seconds. My friends eyes darting back and forth like he’s assessing the emergency exits. Then we just laughed after about ten seconds and continued playing as before. Like I said, you need friction, but maybe more important is the ability to resolve the friction. His version is in the final game by the way…

It is now March 2024, and the game is ninety percent finished. Artwork is mostly done, the rules have been ironed out to “clear enough”, and I had already started making the full 52 card print sheet. This is not normal. You should never, ever finish a game to this level before it is signed with a publisher (Kickstarter excluded). The awkward question I have been avoiding like the plague comes up, “So, ready to pitch the game now”? I am not given time to think however, as Roland most likely has already anticipated my response and simply says “Let’s go to UK Games Expo in May, it will be a good place to test it out”. I have zero excuses really, and I really should stop avoiding the part that is the most important. Flights, accommodation, travel companions, and wives are all organised in the week. Remember how I said the game was ninety percent complete? Well, that remaining ten percent would turn out to be around fifty percent of the work.

The following is a lesson in what you should not do. The artwork was finished, and I really do mean finished, and we spent maybe four weeks arguing over colours and fonts. I have a professional ink printer at home with proper, colour accurate cardstock, so naturally we spent a few days just printing out entire sheets of cards, artwork, boxes, posters, just to see and compare the colours. If you think that sounds silly, that’s okay. You’re wrong, but I don’t begrudge you for not wanting to go down that insanely deep rabbit hole. We made full art boxes, Roland cut and folded card inserts, I got all the cards professionally printed and cut, and I made full-art A4 sell sheets. All in all, we made about ten or twelve “prototypes” for giving away at the expo. The week leading up to UKGE I spent a minimum of twelve hours a day working on something, Roland was working on my desk next to me for about eight of those hours usually as well. It was also absolute overkill, and you shouldn’t ever do this!


So, UKGE rolls around… in Birmingham. The first day was all business. Roland dragged me around the expo, introducing me to publishers, sneaking some prototypes into their hands, other designers, and even a couple of pitch sessions he managed to organise last minute. I said little, just watched and learned, answered some questions when people asked me, and tried incredibly hard to absorb all of it. There was so much nuance to dealing with publishers. Nothing is ever a no, but it is an opening for another question though. The amount of info is overwhelming. Sometime in the afternoon Roland told our friend and I that he was off to have meetings for several hours, so we went off to actually explore the expo for the first time that day, and maybe even play a game or two!

Beer o’clock finally arrives (have you noticed the pattern yet?) and we head to one of the terraces outside the expo to relax and wait for Roland to catch up. It is sunny in England, serenity around the terrace, the dull patter of a nearby fountain and birds, and all is right in the world for a few minutes. Then Roland arrives and it begins. He’d been off with Trevor Benjamin (one of the designers for the Undaunted series, among other things) testing the game. Trevor liked it, and said he should show it to Osprey. What a coincidence Roland had a meeting with them shortly! They liked it also apparently. To top it off, the person at Osprey who would likely review it later was a huge fan of Westerns. I made sure to point that out to Roland every single chance I got by the way. Remember exploring the different themes, Roland?! Remember! I know you will eventually read this! Long story short, Osprey were keen, and would review it internally and let me know at a later date. Business as usual.

You’ve seen the box art, and the title, and the BGG listing so you know they took the game. But the story isn’t over. This was just Friday at UKGE, and I had booked myself a table at UK Playtesting for Saturday afternoon, I think it was three hours long? If you don’t know who Playtest UK are, look it up. A really great, helpful community that organise playlists all over the UK. I arrived on time, setup a couple of copies on the table, put the marketing stands, sell sheets, business cards and posters up. I looked completely out-of-place. Most people show up with actual prototypes, rough drawn art, simple place holders etc. Here I was with full art posters and an essentially finished game. The Saturday afternoon slot is supposed to be quieter though, as people are already tired and looking to relax. Wrong. I had three small tables crammed together, technically enough for six people to play in three pairs. Those seats were full from start to finish, and then some more. I had three games running at all times, and I was usually playing in one of the games. People came here expecting prototypes, so they knew what they were getting into, but still they are all very understanding. Every single person filled in the feedback forms, and gave really positive comments. Two people tried to buy a prototype, and I exchanged a couple of business cards with different publishers wandering around, as well as chatting with one or two others who were’t looking for this type of game, but really wanted to know more. It drew too much attention.

At the end of the test session, my friends scraped my semi-conscious body off the tables and helped me pack up. A long, low wheeze was all that emerged from my mouth. I sounded like an orphan from Victorian times with black lung, unable to make more than simple sounds and grunts, indicating mostly through gestures and coughing. More than three hours of yelling over the constant roar of bustling people had taken its toll, and my voice was basically gone. The obvious solution was finishing for the day and going to the pub early. Seemed to work. The rest of the expo was less eventful, and I returned to actually doing fun things for the last day, if you don’t count the eight hour queue at the airport to leave….

[heading]End Credits[/heading]
Jeez, that is a huge wall of text and pictures. I wanted to give you all the actual story of the game development, rather than just the game changes with each iteration, etc etc. You know that the final game is the best parts of everything we tried, so those steps aren’t the real dev diary. Working with Osprey Games has also been quite painless. They would of course contact me in the first couple of months of their own testing, and ask questions about gameplay changes. However, remember all those test notes I took? Every time they asked for a possible design change I just told them the day and test result from that specific change, already tested. Eventually it became clear that we really had finished the game. They had a few artwork changes they wanted to make to meet their own guidelines and criteria, which is normal. Other than that we mostly argued about fonts and colours, and the rulebook of course…

It must be said, that without a lot of incredible people this wouldn’t be here today. My regular playtest group, mostly Steve van Bennekom, who played maybe over one hundred games in the course of development. He put up with my constant testing every week, and shaped so much of the game that you see today. Trevor Benjamin was a huge help, not just for his referral, but also advice and wisdom about the board game industry in the latter days of UKGE. Lastly of course, the game would not exist without Roland MacDonald. Not just because he drew pretty pictures, or knew the right people, or had the right experience, or pitched it to every man and his dog. He basically mentored me, without me knowing in the beginning, in a lot of aspects of creative design. More than that, he pushed me continuously, knowing that I needed a little push to really deliver. Hard work pays off, but you still need luck, and good friends. I know I was luckier than most people, but still had to do silly amounts of work. Hopefully my wife will read this and finally understand now that all her brilliant game ideas are not worth fifty percent of the money just because she thought of it, and that the real work is in the execution.

Hope you like the game at least!
Michael
Published — 08. Juni 2026 BoardGameGeek News | BoardGameGeek

Some Do, Some Don't

by Justin Bell



I have spent the last several months revisiting the game Rats of Wistar, a design from Simone Luciani and Danilo Sabia released all the way back in…2023. (Yes! A game three years old!!!) When I first reviewed the game over at Meeple Mountain, I talked about the many details that worked for me in a four-stars-out-of-five article.

Since then, I like where Rats of Wistar has landed in the overall scheme of the tabletop strategy gaming landscape. It’s holding onto a spot in the top 1,000 games on BGG (as of this posting, spot 930, a spot that might have changed even while you were reading this article), and that feels about right. The general consensus: Rats of Wistar is a solid way to spend a strategy gaming afternoon, with a strong action selection system. There are plenty of reasons why the game hasn’t landed higher; Rats of Wistar is a game most people in my network have heard of, but many have never pushed to try, at least not yet.

I suspect that, for a few players, Rats of Wistar is probably one of their favorite games. For others, even a single play made those players hope that they never see Rats of Wistar in a dark alley again (a dark alley with proper game tables and just enough lighting, of course).

I love going to the Ratings & Comments area on BGG to see what people think about a game, to see the trend line of a game’s comments after it first hits and then again later (months, and often years, later), to see how public opinion has possibly shifted. Our BGG community is a colorful bunch, so I often go in just to read what people think of a title after I have played it for the first time or after finishing a full review.

The commentary on Rats of Wistar is emblematic of how I feel about game opinions, too. Some people have games they love…and it’s wild to see how differently others feel about those exact same games. Certainly, no single game is for everyone. But I am continuously amazed by how widely opinions can vary on the same title.



Rats of Wistar is a lot of things—a worker placement game, a hand management game, a game about racing for public milestones, a tableau builder.

It’s also a game with two decks of Invention cards: 100 “basic” Invention cards, and another 80 “advanced” Invention cards, and all 180 cards are different. Some of the cards have one of five Skill icons: Intelligence, Agility, Stamina, Perception, or Strength. Some cards have no tags at all. Most cards are worth positive points at the end of the game, while a few are worth negative points. All the cards in Rats of Wistar have a cost to play, which includes a mix of resource costs (wood or metal) as well as conditional requirements, such as other tags from played cards.

The best Rats players typically play the most cards. I spent about six months lurking in the top 25 on the Rats of Wistar implementation on Board Game Arena, and I learned a lot from the world’s best players (mostly by getting smoked) on my way up the leaderboards. Now, I mostly play Rats for fun, because of the things many of you have called out in the Ratings & Comments area on BGG. That also means my stress level is lower—Friendly Mode has been a blessing—and this has not diminished my love for the game.

So, again: Rats of Wistar is a card game. It is a swingy card game, for all the reasons most card-driven tableau building games are swingy thanks to the random flop of new cards into the market and the opportunity to top-deck new cards. It’s also a little swingy right from the jump, thanks to a pre-game card draft.

During setup, each player selects a pair of Invention cards, one basic Invention and one advanced Invention card, with the player last in turn order drafting cards first. Rats of Wistar is a very tight action selection game, and going last even in the first round can be a detriment, one reason players might find themselves using one of their three first-round actions to flip turn order by visiting a space known as the Alchemist’s Hut location on the main board.

But the reward for going last is not a bad one, in a game where the right combination of cards to start the game could lead to some juicy bonuses.

In part, this is because there are three public milestones available at the start of each game. Sometimes, the milestones are driven by those card tags I mentioned above; these Skill icons might mean a game where you need to have two Strength icons to get a few points and an instant bonus. Or, you might be in a game where the first player to dig three rooms in their Rat compound (these are not your mama’s rats, friends) earns four points and a card draw of an additional Invention card.

But selecting cards first, in a card game where cards are a big driver, ends up being a big deal. I love it…and so many of you do not. A quick sample of the negative comments on only the most recent page on the game’s BGG Comments area:

“Starts strong…but devolves into a random luckfest unworthy of its playtime.”

“Not my cup of tea.”

“Very snowbally.”

“Was this playtested more than a handful of times?...too much hidden information on the board, too much imbalance among cards.”


I love these comments and respect these opinions. But, you know what’s funny? These are exactly some of the reasons why I love Rats of Wistar! Nothing makes me angrier, especially in games where there are dozens, if not hundreds of cards, where the cards in a game ARE completely balanced. I want cards that are intentionally unbalanced—some Invention cards cost more than others, but provide a whale of a bounty. Other cards in Rats of Wistar have crap powers…but those cards have the Skill icons needed to complete missions and objectives later in the game.

I’ve played games of Rats of Wistar where I was the one snowballing other players. I built up a hand of cards that played well into each other, then got on a run where I played a card which allowed me the chance to play another card for free, or a card that gave me a once-per-round power that tied beautifully into 3-4 other cards in my hand. In other games, I got completely trashed by a player whose hand management destroyed my game or built up combos that I could never compete with.

I LOVE Rats of Wistar for those reasons!



Nothing brings joy quite like spending 15-20 minutes over a lunch break scanning the feed on a game from my recent list of plays.

Whenever I pick up a new game and have a few plays under my belt, I like to dive in to see what everyone else thinks. The beauty of the BGG platform is that people love sharing their opinions here…the good, the bad, the ridiculous.

Sometimes, I come to validate those feelings with my own confirmation bias. I recently completed three plays of a new strategy title, and came in to confirm that some of the things I saw were also things that other players experienced. I also drop in to the Comments area when I play something I love but worry that no one else likes it…it might sound great that I liked it, but if no one else likes it, would anyone else bother to play it with me later?

But my favorite forums always end up being the ones for games like Rats of Wistar. Generally, people liked it, and most Luciani titles have gotten love over the years. Even with the negatives I sprinkled above, the reality is that most people have nice things to say about their experience with the game.

But when people don’t like a game, they flame it, and they flame it hard. I love reading the passion that some players bring to the table with their emotions in these things, and as someone who has also dropped a rant on the boards from time to time, I totally get it.

I really believe that I like a game more when there are some strong opinions, in all directions. I want to fight for the games I enjoy playing, and warding off some of the haters makes me feel a little better about my own thoughts, even in cases where I find myself in the minority. Everyone has a point of view, and now I just need to find other fans so that I can consistently get that game to the table.

BGG is a wonderful platform for everything: meeting people, sharing opinions, reading the news, learning about your next favorite new toy. And when it comes to opinions, so many people have so many interesting things to say!
Published — 06. Juni 2026 BoardGameGeek News | BoardGameGeek

Indie Games Spotlight: Game Market West (Spring 2026)

by Johnny Chin


In March 2026, Game Market West returned to Guildhouse in San Jose, California. It was very exciting to appear on the local news! It’s not every day that indie tabletop designers get this kind of spotlight (editor's note: video linked at the bottom of this report). Seeing our community highlighted on a mainstream platform really shows that there’s growing interest in small, creative voices and the unique experiences they bring to games.

For the games at this event, several designs embraced cozy or wholesome play. Anti-Anxiety Card Game focused on mindfulness and connection, Barista of the Month captured the joy of serving customers, and Light Up The Night delivered a solo puzzle of chasing fireflies into star patterns. These games highlighted a trend toward emotionally driven and accessible gameplay.

Anti-Anxiety Card Game by Studio Cassava (Jared & Hannah)

It's a relaxing 1-2 player card game that helps reduce anxiety for college students and all ages through fun self-care prompts. Play alone or with a partner, connect with each other through mindfulness connections, and explore silly prompts like sharing your favorite joke, or Lo-fi song--or just forcing each other to go on a walk during the game!

Barista of the Month by Anthony Barbieri

Manage your ingredients to serve the perfect cup of coffee in this quick and competitive tabletop card game! I wanted to highlight this game as it was very much a labor of love. Each card was cut out by the designer one by one.

Light Up The Night by Andrew DiLullo

Run through fields of fireflies and chase them into the sky as a small child that believes that's how stars are formed. Light Up The Night is a single player puzzle game that sees you running through the firefly laden fields to chase as many fireflies as you can, while trying to form specific types of stars that tighten your movement choices. The fields wax and wane as you chase fireflies away, how many will you be able to launch into the sky in only 6 short rounds?

Designers also explored storytelling and RPGs.

Florafiora: The Storytelling Card Game by Emily Hancock

Co-op storytelling card game for 4 players. Each player takes a turn as the lead storyteller / (GM). Collaborate on a group backstory together, then explore the Storywheel (alternating location and encounter cards). Tell a full story with no additional game prep in an hour!

HeartBeasts by Charlie Huggins & Ajda Gokcen

HeartBeasts is a collaborative TTRPG filled with magical creatures and cinematic, episodic, fast-paced gameplay—inspired by video games and anime like Pokémon and Persona. Its flexible, unique system draws from "tabletalk" RPG favorites Ryuutama and Fabula Ultima to weave strategy with storytelling.

Overall, GMW Spring 2026 felt like a celebration of variety. Whether you came for quick party games, collaborative storytelling, or complex strategy, this season reinforced what we do best: showcasing bold ideas and the passionate designers behind them. We'll see you at the next Game Market West on September 13, 2026! You can sign up for updates or apply as a designer.

Youtube Video
Published — 03. Juni 2026 BoardGameGeek News | BoardGameGeek

A Haunting Good Time - Just INSANE!

by Steph Hodge

Are you into the darker themes such as the Cthulhu Mythos and Zombies? Well, here are some upcoming releases that might fit your fancy.

[imageid=9361246 medium rep]▪️ Asmodee recently sent out a newsletter with information about a new Arkham Horror: The Card Game (2026). This core set will now replace the 2021 version of the game, but everything is still compatible if you were to combine the sets. For those who are familiar with the game, it will have new discoveries. They are also releasing 5 new investigator packs.

From the Asmodee website:
Introducing the newest core set for Arkham Horror: The Card Game! Serving simultaneously as both a continuation and a fresh starting point, this new core set heralds the beginning of Chapter Two for the game. Taking place several months after the city of Arkham suffered a devastating calamity, this box provides a new introductory campaign, five mechanically new investigators, and a fresh card pool to expand your collection—or start a new one!
▪️A new core set for Arkham Horror: The Card Game, featuring evergreen content for the foundation of any collection.
▪️Your deck is your character. Each investigator comes with a pre-built deck that represents their abilities, strengths, and weaknesses.
▪️Decks can be upgraded with experience earned in each scenario, allowing you to customize your investigator as you see fit.
▪️Uncover sinister plots and fight off horrifying monsters in scenarios inspired by the Cthulhu mythos.
▪️The narrative evolves based on your choices, successes, and failures, ensuring that each playthrough is a unique experience.
▪️This Chapter Two core set serves as a fresh starting point for newcomers and veterans alike, with new investigators and a brand-new, three-scenario introductory campaign.
▪️The Chapter Two core set is fully compatible with all previously-released Arkham Horror: The Card Game products.



If you love reading, they have also released a new book called Bullets in the Dark by Cath Lauria, the latest novel from Aconyte Books.
Accompanying Chapter 2 Core Set for Arkham Horror: The Card Game, Bullets in the Dark tells Isabelle Barnes story following her return to a transformed Arkham.



▪️ Bézier Games announced a few new card games for release this June. The first called Zombie Princess. A trick-taking card game with variable player powers, and is the follow-up to the successful Rebel Princess. For 3-6 players and takes about 30-60 minutes to play.

From BGG:
Zombie Princess is the sequel to Rebel Princess. Just as Rebel Princess was a thoughtful modern spin on the classic trick-taking card game Hearts, Zombie Princess is a spin on the classic trick-taking card game Spades.

As legendary princesses in Zombie Princess, players compete individually or as teams! Each princess is armed with a unique player power, giving her or her teammate much-needed flexibility or information. Zombie Princess takes place over four rounds, and each round has a special rule, making each game feel fresh and unique. Princesses bid on how many hordes of zombies they will eliminate... er... save each round. Will you eradicate the resident evil of the land, or will this be the dawn of the dead?



▪️ Haunted Mouse is another card game releasing soon from Bézier Games designed by Jonathan Cox. This plays 2-5 players in about 20-45 minutes.

From BGG:
Haunted Mouse is a ladder climbing/shedding game where mice not only shed their own fears (cards), but can use the fears of others! After all, why work hard shedding your own fears when your opponents can do it for you? The earlier you get rid of all your fears, the more cheese you get! The first mouse to complete their cheese wheel will win the game and never go hungry again!


How could you resist this adorable plushie?


Origins Game Fair and Gen Con 2026 Preview List Are LIVE

by Beth Heile


The Preview lists for both Origins and Gen Con 2026 are both live.

Haven't heard of a Preview list yet? Don't worry! There are so many features on BGG it's hard to keep track of them all. A Preview serves as a list of new and upcoming games that will be available at a specific convention, either for sale or as a demo.

FOR ATTENDEES:
Users attending those conventions are able to search, filter, sort, and save information from this list to help them target games they want to try or buy. Preview lists also have the booth numbers to help you easily create maps to buy/try your favorite games as efficiently as possible.

FOR BGG USERS:
Users visiting BGG can view this list to see which new titles are popular and getting a lot of buzz before a large event. You can use those same search, filter, sort, and save features to create personal wishlists of games you want to learn or buy. If the game is available through a major retailer, you can click through to the retailer directly from the Preview list (full disclosure: BGG may earn a commission from purchases made through Preview links.)

FOR PUBLISHERS:
Posting on a Preview list is completely free but is limited to titles that have been for sale only in the last four months or available as playable demos to the public. Preview lists are a great way to promote your new titles and share any deals or discounts you might be running at your booth. And did we mention it's free?

The process to submit games for a Preview list has been overhauled in the last few months. Please email news@boardgamegeek.com for a full tutorial or if you are running into any problems.

GENERAL INFO

Currently BGG is offering Preview lists for the following conventions:
- Spielwarenmesse - list goes live in December
- Festival International des Jeux (FIJ) - list goes live in early January
- GAMA Expo - list goes live in early January
- UK Games Expo - list goes live in March
- Game Market Spring - Previously known as Tokyo Game Market, list goes live in March
- Origins - list goes live in April
- Gen Con - list goes live in early June
- SPIEL Essen - list goes live in July
- PAX Unplugged - list goes live in October

Please do not contact BGG to suggest other conventions to add to this list. We do not have plans to expand our preview lists at this time.

You can find all active and past Preview lists by clicking on "Browse" in the top menu of BGG and then choosing "Previews".

Published — 02. Juni 2026 BoardGameGeek News | BoardGameGeek

From Veleno to Tonari, and then to Friendly Fishing

02. Juni 2026 um 08:00

by bruno faidutti


I became really interested in boardgame design in the early eighties. In these times, we had a handful of games and didn’t know much, if anything, about their designers. There were only a handful of names. David Parlett, the designer of Hare and Tortoise, was British. The other ones, Sid Sackson, Peter Olotka and the Future Pastimes team, were Americans. We vaguely knew something was beginning in Germany, but no names were famous yet. The polyglott and cosmopolitan Alex Randolph was the most fascinating character.

Alex Randolph


We knew that a after a golden childhood in very expensive Swiss boarding schools, this scion of a rich American family, whose parents were ambassadors, had studied philosophy and math, had worked as a secret agent, had brought a cute card game, Raj, from India, had lived in Japan and become a first rate Shogi player. He then settled in Venice where, with friends Leo Colovini and Dario de Toffoli, he had designed Inkognito, a secret agent game during the carnival of Venice. Alex Randolph was a character just out of a European novel, and I deeply regret having never met him.

Alex Randolph playing Shogi


Most of Alex Randolph’s designs are abstract, if not mathy. Twixt and Ricochet Robots are often said to be his masterworks, but I’ve never been much fond of them, as they feel too cold for me. I have played much more games of Inkognito, Intrigues à Venise in French, a deduction game in which one must first find out one’s partner before discreetly communicating with them about our common mission. Gorgeously edited, it revisits Clue with humor and subtleness. This game showed me that there was something more to do with Clue, and probably motivated me to design Mystery of the Abbey.

Games by Alex Randolph in my collection. I thought I also owned the tomato-vampire game, I don't remember its name, and Die Rüsselbande, but I probably gave them or left them in my old home.


There are many other Alex Randolph designs I played a lot and still occasionally play. Raj / Hol’s der Geier is inspired by a traditional Indian game about which I’d like to know more. Ghosts is a deceptively simple tactical and bluffing game. Camel Gois one of the most original racing games. Big Shot, recently republished by my Korean friends at Mandoo Games, is a gem of an auction game.

Alex Randolph in Venice, with a copy of Veleno


In the late eighties, I incidentally played a lesser know Randolph design, Veleno, an abstract with very simple mechanisms. Each player on turn moves a common pawn on a board, capturing a token on a neighboring space. Those who follow my creations know that while I am wary of cooperation games, I have always been interested in games with a single pawn moved by all players, and idea I had already used in Silk Road and Isla Dorada.

Gute Nachbarn, German edition of Veleno


The other fascinating aspect of Veleno is its tricky three- and four-player scoring system, in which each player adds their left neighbor’s score. This clever rule gave its name to the German edition of the game, Gute Nachbarn - the nice neighbor. In Veleno, you have a good neighbor on the left, a bad one on the right (like in real life), and you're the good neighbor of your bad neighbor. I've reused this rule in a completely different and more recent card game, Harvest Valley.



For years, I had this game in my thoughts. The simple and elegant system was fascinating, but the actual game play a bit lacking. The small playing board and the unbalanced values of the colored tokens often made for scripted games, in which movements were obvious and the winner determined in two or three turns. Then two years ago, on a whim, I dug up my old copy of Veleno and started to think of this game as I would like it, with a bigger board, more variety in the tokens and the scoring, and more interaction between players.

One of my first prototypes


I soon named my game Tonari, meaning neighbor in Japanese, because it sounded nice for an abstract, because Alex Randolph had had a Japanese life, because it reminded of the German name, Gute Nachbarn, and the central idea of the game, and because at that time I was trying, with little success, to learn some Japanese.

My final prototype


Like a novel or a piece of music, a board game never comes out of nowhere, is never entirely new and original, and it’s for the best. All my designs have been more or less influenced by other games, games I had liked or disliked, in an attempt to generate similar or dissimilar experiences. The truth is nevertheless that some games are more original than other ones, and Tonari belongs to the least innovative ones. It is not always easy, even for a seasoned game designer like me, to trace the line between minor development of an existing system and really new game. The line is often blurred.

While I was working on what will become Tonari, i was also designing a light card game inspired by another Alex Randolph’s design, Raj. This game, featuring an old lady giving breadcrumbs to pigeons, was finally published as Miaui. It is after both games were nearly finalized, when playing them with friends, that I decided the pigeon game was original enough to be considered a new creation, while Tonari was only a variation on Veleno / Gute Nachbarn, because while it added new pieces, it kept all the original elements in the game. Through his agent Smart Cookie Games, I contacted Michael Katz, Alex Randolph's nephew and heir, who kindly accepted that I could look for a publisher for Tonari, and that if I found one, royalties will be shared half and half.



Publishers are a bit wary nowadays of publishing abstract games. I proposed Tonari unsuccessfully to several of them, and it’s finally IDW which, probably encouraged by the success of Matt Loomis & Isaac Shalev’s Seikatsu, decided to publish it. They didn’t want to go full abstract, but finding the right setting wasn’t easy. There were too many recent games about witch cauldrons, including Wolfgang Warsch’s outstanding The Quacks of Quedlinburg. They finally settled on fishing, with the common pawn being a trawler, and the tokens of different colors representing different varieties of fish. Placing the action in the Southern Kuchinoshima island of Japan after a great tempest, even allows us to keep the name I had chosen for my prototype, Tonari. Even though it was an afterthought, the fishing theme works surprisingly well, and is well rendered by the art of Kwanchai Moriya, an artist with a very specific style with whom I had not worked before. I am particularly fond of the cover art.

Cover of Tonari with artwork by Kwanchai Moriya



When Tonari was published in 2019, it got good reviews, and I had some hope it would, if not become a classic, at least got steady sales for some years. Unfortunately, only a few months after it got on the shelves, IDW decided to quit the board gaming business and focus on what was its core business, comics. The first print run sold quite fast, and that was it.

Journey to Friendly Fishing

Even when, due to the aging audience, a few publisher have recently specialized in revamping older classics, it is still harder to find a new publisher for an older out of print game than for a brand new game. It was even harder for Tonari due to the high quality of the first edition to which the new one would inevitably be compared. That’s why I didn’t try very hard. I had added Tonari to the short list of about twenty older games looking for new editions I occasionally gave to publishers, but the ones I was pushing the hardest were Waka Tanka, Minstrels, Small Detectives and China Moon – if interested by these ones, please contact me!

In February 2025, I went to GAMA in Louisville, a really nice game fair I heartily recommend. I’ll probably attend it again when the political situation in the US will be back to sanity and foreigners will again be welcome. That’s where I met Paul Salomon and the small team of Gamehead, who was already planning to publish in the US two of my games, Venture Angels and Vabanque. I gave him my small catalog of new designs and older stuff available for publication. A few days later, I received an enthusiastic email from Paul, where he told me having not realized before that I was one of the designers of Tonari, one of his favorite games, and one he was certainly willing to republish.



The challenge was to make a new version that would be sufficiently different from the original game, and that will look as nice as the gorgeous first edition. I think we achieved it.

There has been a few major changes to the game itself. The cloth board is double-sided, with a larger board on the back of the original one, making for longer games with up to five players. Of course, this gave us the opportunity to add new types of fishes, like the Kingfish, which brings an instant victory if you get two or three, depending on the number of players, or the Lunker, which brings five points but only to the last player who caught one. This means that there can now be different set-ups with different types of fishes in the lake, because the Eastern sea setting has become a North American lake.



To avoid the occasional very short game, the publisher decided to change the end game trigger. The game now doesn’t end when it is not possible to catch a fish on the neighboring space, and the boat starts again from the central island, until this is not possible anymore. This was the rule we discussed the most because even when short games can be frustrating, the possibility for the players to trigger the end game was for me, especially in two player games, an important tactical element. I suggested a compromise: two rounds of fishing, morning and afternoon, and that’s how I now play.



The fishing storyline imagined by the first publisher worked perfectly, and we kept it for this edition. The setting is now a forest lake, and the fishes are more or less those one can find in North America. The cloth printed board is really nice, and the art by Alisha Giroux is as cute and colorful as that by Kwanchai Moriya for the first edition. The Japanese trawler has become a cute small wooden boat, and the fishermen anthropomorphic animals – a recent trend in boardgames I recently tried to explain in a long article.


Friendly Fishing looks gorgeous, and I wish it a longer success than that of Tonari.
Published — 01. Juni 2026 BoardGameGeek News | BoardGameGeek

Gotta Fit in the Backpack

by Justin Bell



I’m a father in a one-car family in Chicago—we don’t drive quite enough to need a second car, and with bikes and a Vespa-style scooter (and a bus line, multiple subway lines, and my own two feet) lying around, it just never made sense to pony up the cash for another vehicle.

Maybe once a month, I try to play board games during the daytime on a Saturday or Sunday. Everyone I know who has kids accepts that weekends are chock-full of kid activities that make it pretty hard—”impossible” might be a better term, based on the season—to break away and sell a partner on the idea that chucking dice is way more important than back-to-back soccer games, music practice, and shuttling children to the local trampoline park for yet another birthday party with 22 other cake-loving rugrats.

Friends were hosting a game day over Memorial Day weekend, so I carved out the negotiations at home to do games for a few hours that Saturday.

“All good,” said the wife. “But I’ll need the car to get the kids around. Can you take the scooter?”

No sweat. That meant I was limited to backpack-friendly games. When you are a trick-taking fanatic, a backpack might be too much space…and when I was hitting game nights at a bar near the Logan Square subway stop in Chicago years ago, I wielded a Quiver card-carrying case. The Quiver was perfect because I brought a few favorites every week that served as fillers between the chunkier titles brought by others. The standing list at the time: San Juan, Race for the Galaxy, UNO, Honshū, and a standard, 52-card deck just in case Spades, Hearts or Gin needed to hit the table.

But I was prepping for a heavier Saturday game day with serious players, and since we had the day, everyone was tasked with bringing one game so that we could hit a lot of different titles. As I mentioned a few weeks ago, I was starting a series of review plays of Nippon: Zaibatsu, so I broke out my go-to board game backpack and tried to put Nippon: Zaibatsu into the bag.

Uhh…nope!



I had a moment of panic. To arrive on time by making the 45-minute drive to my friend’s house, I needed to act quickly. Do we have any bigger backpacks in the house? No, although I’ve got a bunch of larger duffle bags or a big board game caddy, but I hate wearing that caddy when I’m on the bike. Does my wife really need the car? Yes, because she is toting two kids to different parts of the suburbs in the afternoon and Uber isn’t gonna fit.

I stared at the Nippon: Zaibatsu box. While the box is fancy, it’s a little too wide with its insert…normally, a non-issue, but for backpack travel, a no-fly zone. So I got to work.

All four trays of individual player components came out, along with the four player boards and the two containers with general resources like crates, iron, and cardboard money chits. Rulebook and player aids? Clearly a requirement—this was a first play for everyone—but I was worried that all that jostling from the plastic trays might scratch the finish on the cover pages. (This is mission critical...I’m a nerd and I have to treat my toys like royalty!)

The worker meeples had their own dedicated cloth bag from the game box, so I threw that in. Then, I grabbed my handy BGG microfiber drawstring bags (the ones with the circular bottom, obviously) for the other bits: factory tiles, upgraded department tokens, expert worker tokens, round markers, local market demand tiles, starting tokens. The solo bits and the expansion extras were left behind—I never include mini expansions on my first play—and that left me with a very reasonable set of items in the backpack.



The best part about Nippon: Zaibatsu’s footprint might be its strangely normal-sized board. As a man expecting a double-sided, tri-fold board with a decent amount of heft, I was shocked (in a good way) to find that this game’s main board is the same size and weight as the board for your thousand-year-old copy of Monopoly or Clue.

All of this made throwing the game into the bag easier. I zipped up the bag and made it to game day a few minutes late. No one cared that I had thrown all the game’s components, piecemeal, into the bag, and the initial concerns of scratches on the player aids and game manual were as silly as they sounded when I made the argument above.

The world carried on, as one would expect. But now that I’ve gone through it—how have I not faced this issue before? Shouldn’t I just look at all my games and pick the one that can be dumped, in full, into my backpack for travel? I already toss a lot of the packaging extras when I consolidate SPIEL Essen pickups and try to jam 40 “large square” (12”x12”x3”) titles into two checked bags, so this shouldn’t be such a stretch.

The truth of it is that I love arriving at game night with the original packaging. I love posting up at a friend’s house or a game cafe with the game box at one end, with the box’s bottom half tucked behind, then into, the top half cover so that everyone can see the title of the game. There’s something satisfying for me when I wrap up a game and put everything back in its proper place with some help from a friend or two.

In many ways, teardown can be just as satisfying as setup, even if I don’t subscribe to the same philosophy as our old friend Eric.

For now, I’m a little more comfortable pivoting when needed. And I’m lucky to say that I can usually avoid any issues on this front most weeks…because I’m usually the one hosting game night.
Published — 27. Mai 2026 BoardGameGeek News | BoardGameGeek

Summer Releases and the Start of Gen Con Announcements!

by Steph Hodge

Gen Con quickly approaches, and I have already gotten a bunch of emails promoting their August and Summer releases. Here are just a handful of games coming soon!

[imageid=8650802 medium rep]▪️ Portal Games (Robinson Crusoe: Adventures on the Cursed Island, Neuroshima Hex) announced a partnership with 1 More Time Games (Challengers!) to publish Abroad for a Gen Con release. This is a travel-themed board game that will play 1-4 players in about 60-90 minutes.

From the Newsletter:
ABOUT THE GAME
Abroad invites players to explore Europe through a rich collection of unique location cards, each tied to real places with distinct culture, history, and character. The game was designed by Rodrigo Rego and Danilo Valente — an established Brazilian design duo who previously collaborated on Landmarks — and published in partnership with 1 More Time Games.

The game's immense variety of cards, combined with tight strategic decision-making, has drawn widespread comparisons to modern hobby classics.


▪️ Brotherwise Games announced a new game for release this June called Shards of Creation. A trick-taking card game with a set collection element. For 2-4 players and takes about 30 minutes to play.

From the newsletter:
Our next retail release is Shards of Creation on June 24th! This trick-taking game is designed completely in-house by our Lead Developer, Hayden Dillard.


In Shards of Creation, harness the primal forces of Brandon Sanderson's Cosmere! This innovative trick-taking game is designed for players of all skill levels. Every Shard is an aspect of divinity: Autonomy, Cultivation, Devotion, Dominion, Honor, Odium, Preservation, and Ruin. Each is an entirely unique suit, with different values and abilities. Will you win by focusing on one Shard’s influence, or by forging a coalition of Shards? Shuffle up a different combination each time you play, making every game a new experience!



▪️ From Oink Games, they announced a Gen Con release for North America. The Frozen Passage is a new cooperative card-laying game for 1-4 players and plays in 20 minutes.

From the press release:
The Frozen Passage is an exciting co-op game where players are part of an expedition team trying to navigate at sea, but the journey has become dangerous with lots of icebergs threatening to sink the ship. Players work together to successfully navigate through this dangerous journey and make it out safely. This is a board game filled with adventure and excitement, where you gradually expand and extend your path across the sea towards the goal cards. Which direction should you go? Should you use up your limited special items? Players are limited in how they can communicate, adding to the tension in this game.

Players work together to arrange three colors of cards numbered 1 to 9 in an inverted pyramid shape, starting from the bottom and aiming for the goal cards at the top. If all players manage to place all of their cards, everyone wins. However, there are specific rules for how the cards must be arranged. If you lose focus on your turn, you might steer the ship towards disaster. Since everyone’s hand is hidden, you must try to complete the path by predicting each other's cards and helping each other out!


▪️ There was another announcement from Oink that they are to release Compress at Gen Con as well. This plays 2-4 players in about 15-30minutes. This is Oink's take on a memory game.

From the announcement:
Compress is a game where you use the cards in your hand to "take notes" about a growing sequence of numbered cards and then provide the correct answer. There are only 4 types of cards featuring the numbers 0 or 1, either on a black or white background. As you play cards from your hand and draw new ones, your "note-taking" cards are being constantly updated.

"0, 1, 1, 0, 0..." You "record" these sequences of 0s and 1s by arranging cards on the table. However, you only have 8 "note cards" which act as hints to help guide you. As the sequence grows longer, "0, 1, 1, 0, 0, 1, 0, 0, 1...", it's time to flex those brainwaves of yours. You create your own recording rules, such as "a black 0 card represents two consecutive 0s" or "placing a white 1 card sideways represents 1, 0", to keep track of the ever-expanding sequence.

Everyone takes notes differently. How will you do it? In Compress, you are the rulemaster!

Published — 26. Mai 2026 BoardGameGeek News | BoardGameGeek

Pinched! Designer Diary

26. Mai 2026 um 16:00

by David Gordon


Pinched! Designer Diary
Written By David Gordon

In the spring of 2021, I became fascinated with yomi (the Japanese term that means reading your opponent) and found myself exploring it in several designs. The famous goblet of wine scene from the Princess Bride is an illustrative example of the moment I wanted to capture. One iteration eventually became the core loop of Jonathan Gilmour-Long and my game Making Monsters, which is currently available in stores. In Making Monsters, you’re rewarded for correctly anticipating what your neighbor will do.

For this new game, Jon and I wanted to craft a group yomi experience of one vs. many. The core concept of a single player choosing a location and everyone else trying to guess where it was provided the forum for a group think. We imagined lively discussions about where they might go, inspiring provocative “Princess Briding”. Sparks and magic were there in play test #1, and we knew we had something special.

Bohnanza is one of Jon’s and my favorite games –we love the way the scoring is so simple, yet provides varying incentives to different players, facilitating trading. For our scoring, we simplified some of the math and made sure the maximum number of points per card was no more than 1, so that we could use the cards for scoring and avoid an additional currency.

For the theme, my son Ben said he’d been playing a video game that had an underwater lab, and I immediately knew that setting would work here. We would be marine scientists exploring the ocean from an international sea lab. Each day of the week, a different player would have access to a ship, and all the other scientists would have to guess whether that player would use the ship that explores the deep, the trench, or even the abyss.




Sea Lab Board, Player Board, and some cards from July, 2021

Over the course of many months, we tested all different player counts, lengths of games, tweaks to the points systems, special twists for different locations, and the ins and outs of every system. One turning point was a test with Gil Hova, where he recommended that the players who guess incorrectly at least get a card from the deck. Yes, it would be random, but they would get something to build around. This helped the game keep pushing forward but also extended a hand to a player who might be super unlucky. This eventually became what we know as the River in Pinched. We also tested various complexities. We added a system of Community Projects, where you could find use for cards that didn’t match in your hand. We ultimately found the extra complexity wasn’t necessary.

The game quickly became a play tester favorite among our friends. Some grew into huge fans and asked to play it over and over. This is generally a good sign! By the end of the summer of 2021, we were pitching Sea Lab and by September, a publisher offered to sign it if they could get an IP they thought would be a great fit. They tried for a long time but were unable to secure it, so in the spring of 2024, Jon and I started pitching it again. We showed it to David Chircop and Gordon Calleja in April, and on May 2, they offered us a contract! Jon and I had wanted to work with Mighty Boards for a long time, so we were super excited. And yeah, I liked the idea of the publisher’s names being David and Gordon.

Soon after we signed the contract, David approached us about a new setting concept, which Jon and I thought would fit perfectly. Over the next nine months or so, they worked hard to revise every system and make sure it all made sense and felt seamlessly integrated. Jon and I appreciated how often they checked in with us to make sure we agreed with all the editing and art. That was easy, because the art is amazing, and the theme is perfect!


And I personally want to thank Mighty Boards for including my own beagle Gordon Gordon (he was named Gordon before we got him!) on one of the cards in the game!


We truly hope you will enjoy Pinched! and thank you so much for reading this diary.

Play Testers
Michael Addison, Phil Amylon, Jessie Batzel, Chris Chan, Glenn Cotter, Lydia Gallant, Tara Gilmour-Long, Ari Gordon, Ben Gordon, Jen Gordon, Micheal Guigliano, Myles Heffernen, Gil Hova, Nolan James, Jacob Keiser, Suzannah Keiser, Jamie Lichty, Travis Magrum, Pat Moreno, Ian Moss, Daniel Newman, Bryan Oemler, Cici Ogden, Rocco Privetera, Dhaya Ramarajan, Ryan Rodriguez, Jack Rosetree, Micah Sawyer, Catherine Stippell, Max Swietnicki, TAM, Willa Tracy, Bill Ward, Adam Young

In loving memory, Kevin Dunkelberger.
Published — 25. Mai 2026 BoardGameGeek News | BoardGameGeek

It's Old Skool Nite! Vol. I

by Justin Bell

Some of you are familiar with The Dusty Euro Series that I craft over at Meeple Mountain: one-off reviews of Euros that are at least 10 years old at the time the article goes up.

I’m lucky to know a lot of players who love to dig into the crates to dust off classics from time to time.

Every so often, I not only play a single older title for game night, but a few all at the same time. I will write about those nights here and discuss the good times shared at the table. I know some players are obsessed with “the cult of the new”, but there are thousands of “old”, great games out there and I will use this platform to ensure people keep getting all kinds of games to the table.

Enjoy!



My man Dan recently celebrated a birthday by hosting game night at his place. While the chatter leading up to the night was tied to some of Dan’s favorite games, such as Marco Polo II: In the Service of the Khan, Caylus, and Lost Ruins of Arnak, Dan claimed that he was open to playing almost anything, as long as folks could make the quick trip to his house.

After we worked through some pizza, Oreo Double Stuf cookies, Dot’s Pretzels, and something that looked like it was healthy (I am told the word I’m looking for is “carrots”), we broke out the bourbon and got to work. Dan’s birthday turned out to be a party of six, so we decided on Uwe Rosenberg’s 1997 negotiation classic Bohnanza to start the night.

Bohnanza is one of those old games that I think a lot of people have heard of, but I don’t think a lot of players—particularly younger players or those who are newer to the hobby—have run out and tried. You can find copies online and I’ve seen copies in stores, particularly hobby stores that have a used game area, but it’s rare that I see Bohnanza used as a “gateway” game for new players like other titles typically used in those circumstances.

That’s a shame, because while I’ve only played the game twice, I came away from this recent play thinking the same thing as some of the other people at the table that night: Bohnanza might be the designer’s best work, and it is absolutely the most straightforward Rosenberg design that I have tried.

Bohnanza is a negotiation game, where prospective bean planters use cards to plant beans into one of two “fields” (simply two empty spaces in front of a player) to earn coins…most coins wins. On a turn, a player must play one or two cards from the “front” of their hand (right or left, but a player must decide this at the beginning of the game and they can never rearrange the cards in their hand), to either continue a matching set of beans from their fields, or wipe a set to create a new field.

Depending on the number of cards in a player’s set—and depending on the number of that bean type in the entire deck, which makes some beans more rare than others—they can wipe a set with enough copies to convert some of those cards into coins, with each converted bean equal to one victory point. After playing cards, a player draws two cards from the top of the deck, flips them for all players to see, then (usually) adds those cards to their own fields if they match before opening negotiation for card trades with their opponents.

It is this last point that makes Bohnanza highly group dependent. Dan is a part of my Wednesday gaming group, with a lot of jokers who talk as much or more smack than I do (hard, but possible), and who prefer the yelling and screaming portions of any game night. Spoiler alert: Bohnanza has a lot of those moments, particularly when players are jockeying for one more blue bean, or trying to negotiate black-eyed bean “futures” by making empty promises for favors later in the game (favors that are absolutely not binding), or yelling because someone’s earlier promise for red beans resulted in that player throwing said red beans into the discard pile to make way for a new set on her next turn.

(Yes, that last part happened to me. Yes, I’m still angry about it, despite the fact that another player and I shared the victory thanks to a matching number of coins and leftover cards remaining in hand. Grudges run deep!)

Bohnanza does run a bit long for my tastes. Our six-player game went for about 70 minutes, mainly because all six of us yelled as much as we could to convince other players that each of us had “the best offer”, every single turn. That’s a LOT of negotiating. But still…

“I think this is the best game ever made,” one player said when we were wrapping up. That player, a game designer himself, got a couple nods from others at the table.

It also reminded me of something else I think about when I’m writing game reviews: when prospective game designers (or even established ones) play games like Bohnanza and they, themselves, are designing a negotiation game, do they think about the fact that making a game as good, or better, than Bohnanza should be the inspiration to make something great?

It’s a fascinating thought.



The second game of the night was the second edition of Camel Up, released in 2018, although the original came out in 2014, ensuring that it qualified for inclusion in this article. (In our play group, Camel Up 2E is known as “the version of Camel Up with box cover art that reads Camel Up, not Camel Cup.” Long-time players know what I am talking about!)

For a few years after the first edition of the game was released, one of the Wednesday night guys would always start the night with Camel Up, because it can accommodate up to eight players and we always had a couple folks showing up late. This also meant that I came to despise Camel Up for a period of time; good or bad, I just don’t want to play the exact same game every time I come to game night!

Camel Up, like Bohnanza, is also a yelling and screaming game. One player, who had played Hot Streak but was seeing Camel Up for the first time, listened to the teach and wondered “did Camel Up rip off Hot Streak?”

“No,” someone said, since Camel Up came out first. “But you are going to get some Hot Streak vibes for sure, especially when camels start going in the wrong direction.”

That’s because the second edition of Camel Up has the same shenanigans as the first edition—dice, camels, a random assortment of ways camels can move forward by moving on their own versus riding on the backs of other camels, betting on camels to finish first or last in both a round or the entire race—plus two new camels, one black and one white, that are moving BACKWARDS all game long.

When a forward-moving camel lands on a backwards-moving camel, that might mean that the pony you thought was certain to win might get carried three spots backwards on multiple turns, throwing an already precarious situation into further disarray. Oh, and did I mention that in the second edition version, there are six dice in the pyramid dice shaker (one for each of the five normal camels, then one die for both the white and black camels) but only five dice are rolled in each leg of the race??

The winner of our play of Camel Up guessed on his very first action of the entire game which camel would finish the race first…and he was right, winning by the difference his total gave him by guessing earlier than anyone else, three points. Camel Up is a gambling game through and through, and having NOT played it for years made it all the more enjoyable.



At this point, one of the guys in the group desperately wanted to get his copy of the also-old, also-brilliant Reiner Knizia game Samurai to the table, so we broke into two groups of three. It was about 9:30 PM on a school night, so my dreams of Dan picking Marco Polo II were off the table. Still, I wanted to honor the birthday boy with one last play.

“I’m good for another hour or so,” I said. “I’ll play whatever you want.”

“How about Puerto Rico?” he asked. Two of us raised our hands to join him; I hadn’t played Puerto Rico in a couple years, at least not “IRL.” (I play the Puerto Rico app all the time, plus I’m more of a San Juan guy than a Puerto Rico guy; San Juan plays faster and serves as a solid filler in my home while scratching most of the same itch.)

Puerto Rico is no stranger to you, the fine people who read our content, as a former #1 overall slot holder and a member of BGG’s Hall of Fame. (Shameless plug: I’m one of the folks featured in the video.) But I swear I say this every time I play Puerto Rico, even when I play it by myself on the app or online on Board Game Arena:

Why doesn’t Puerto Rico hit the table more often?

The other guy at our three-person table hadn’t played Puerto Rico in so long that he needed a full teach…eight, maybe nine minutes later, we were good to go. The production of the original game is gloriously basic; I don’t believe in using cardboard money, so it was both a personal insult and a genuine hoot to distribute coins that felt thinner than notepad paper. Setup was done in a flash, especially with three of us, and we were up and running quickly.

Puerto Rico, like Race for the Galaxy and other games that feature the hallmarks that made them so innovative “back in the day”, uses the nuances of the active player advantage or “privilege” to such great effect. Just picking a role each turn—especially the ones that had just enough coins piled on from previous-round neglect to make them attractive—was a joy, picking up the physical role tiles to kick off a new set of actions.

I went hard on the Settler action and quarry tiles, piling up four quarry tiles in what felt like a blink of an eye, making Builder actions really cheap later once I got enough colonists in place. One player went big on production and market benefits, and was the only player to participate in the coffee and tobacco markets. Another player decided early on that he needed his own boat for shipping, so he bought a Wharf tile then piled up a nice array of corn, sugar, and indigo fields to create a handsome shipping empire.

Turns were moving quickly, just the way I like it. I got to socialize my terrible British accent by saying “well ‘allo, Guvna!” every time we passed the Governor tile, dictating the new first player for a fresh round of actions. Taking turns that benefited only me was also a joy, a joy shared each time another player did it to the rest of us. (Curse you, Dan, for taking those three coins on the Trader tile and selling the final item to the Goods Market, closing the rest of us out of making money that turn!)

Scores were close at the end: 52, 47, 47. But I was happy to see the birthday boy go out a winner. I blamed myself for tossing a bunch of corn into the ocean—bad craftsman and captain timing, and haven’t we all been there?—but I can fix those problems another day.

In the meantime, I got to bask in the glory of enjoying old games with friends. I’m excited to hear about some of the classics all of you got to the table over the holiday weekend!
❌