Regicide Legacy: spoiler-free first glance

I struggled with The Lord of the Rings: The Fellowship of the Ring - Trick-Taking Game. For all the inventiveness on display, as passionate a love letter to trick-taking as it was, Bryan Bornmueller’s commercial triumph left me cold. Too often, I said, that cooperative card game would leave players in the lurch, handing them combinations of characters and cards that were not winnable. Unlike its close cousin The Crew, something like half the hands in TLotR:TFotR-TTG proved unwinnable from the jump, save for an act of providence. I don’t want cooperative games to be easy, but I do want continuous losing to feel like a skill issue rather than RNG.
That’s the long and the short of it, anyway. And for what it’s worth, my criticisms of The Lord of the Rings: The Two Towers - Trick-Taking Game are almost exactly the same as my criticisms of the first game. Critical decisions are made without crucial information. A lot of hands are dead from the jump and there’s nothing you can do about it. A few of the chapters here even sharpen my criticisms. It would be easy to get bogged down in an even more negative review, to dig into all the ways in which I continue to think Bornmueller’s game doesn’t work.
The Lord of the Rings: Trick-Taking Game – The Two Towers Game Review appeared first on Meeple Mountain.
Flip 7 took the world by storm in 2023, touting itself as the “World’s Greatest Card Game.” It backed up that claim in 2024, taking home a slew of awards, including Origins Best Party Game, Golden Geek Best Party Game, and even a nomination for the 2025 Spiel des Jahres award.
It’s also gaining recognition outside the gaming bubble. I recently had an interaction with coworkers in my office who wanted to play Uno, and I asked if they’d heard of Flip 7. To my surprise, more than one of them said yes with immediate excitement. Whether you love it or hate it, Flip 7 is almost a household name now.
It’s only natural that a game in this format would spawn variations to keep the cash coming. Last year, we saw the Dr. Seuss’s Grinch variant, and I have an inside scoop that more reskins are on the way.
Following on the heels of the Uno: No Mercy madness from a few years back, Flip 7 now has its own “mean” version, packed with ruthless cards and more stabbing. But how does it hold up against the original? Let’s flip the next card and find out.
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In the midst of Suzannah Herbert’s tremendous documentary Natchez, religious fundamentalists stage a Westboro Baptist–style protest outside an LGBTQI+ event. They stand there with their signs, decrying sin and the fate of the wayward souls inside. One man reads scripture into a megaphone, citing chapter and verse to support his belief that the drag queens emceeing will go to hell.
For some reason, it struck me in that moment as particularly absurd that this man was citing documents written over 2,000 years ago to explain his beliefs now. Well, “to explain” is wrong, and I even think “to justify” wouldn’t quite get across what I felt. I believe in and understand the power of citing the Bible as a collection of parables to relay lessons, questions, universal experiences. This man was not doing that. He was quoting the best-selling book of all time as edict. Those dusty old words were why he is presently required to believe that gay people will go to hell.
To that man, and those around him, the text of the faith is the faith. It is the destination, rather than the compass. To him, the scripture can neither change nor can it be changed. It is unyielding, unsparing, unimpeachable. Some words written down over two millennia ago are to be followed to the letter…
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Operation Barclay is one of the most inspired marriages of setting and mechanic that I’ve ever had the pleasure of experiencing. How did designer Maurice Suckling get the idea to pair the story of Operation Barclay, the Allied plan to feed the Axis false information about an upcoming Mediterranean invasion, with poker and a shell game? It’s such a remarkable idea, such a perfect idea. Most game designers would sacrifice body parts in exchange for an idea this good.
While the real Operation Barclay was about convincing the Axis that the Allies would invade Greece when they were in fact planning to invade Sicily, Operation Barclay the game gives us a bit more ambiguity than that. There are five possible areas of attack, stretching from Morocco-to-France and Egypt-to-Turkey. The Allied player places wooden Intelligence tokens into each of them. One lane, whichever the Allied player decides to make the Primary Offensive Sector, gets four positive Intelligence tokens and one negative. The Secondary Offensive Sector gets three of the first and two of the second, and the other three Sectors, red herrings all, get two and three.
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Operation Barclay Game Review appeared first on Meeple Mountain.
I recently had the chance to pull in a review copy of the Stonemaier title Origin Story, a game I first learned about during SPIEL Essen 2025. As a bonus, Stonemaier threw in a free copy of a small card game called Smitten 2, based on the game Smitten, a title I was not aware of. When Smitten 2 arrived, I broke it out and did a couple solo plays.
The setup is quick, and the goal is simple: using a small hand of cards, players must build two matching 3x3 grids of cards, with the win condition tied to placing 17 of the 18 cards in the deck. During setup, all cards are shuffled with one being left out, unseen…in solo, the player manipulates two hands and has to play each tableau off each other, using the card powers aligned with each card and its specific playable position in the grid. (The 5 card can only be played in the middle of each tableau, while the 1 card can only be played in the upper left corner, for example.)
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Across those first two plays, I didn’t win, but some interesting choices were on offer. Each card’s placement rules make for a fun puzzle, and I came close…
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Muster: Raise the Banners, from designer Spencer Lloyd Thomas and with vibrant art from Pedro R. M. Andreo, is a quick little two-player lane battler. Each turn, you play a single card to its matching lane, or discard a card onto one of the central spaces, then draw a card. The catch is that the cards have to be played in ascending order. If I play the mighty green six early in the game, I can’t play any more cards to green.
This may sound familiar to some of you. It certainly did to me. Muster draws a whole heap of inspiration from Reiner Knizia’s 1999 masterpiece Lost Cities, one of the greatest two-player games ever published. I don’t knock Muster for that, and you shouldn’t either. It adds some flair of its own, like the two-sided wild cards that can be played in conjunction with other cards, and the Rainbow cards, which can be discarded to any center slot to open up that particular lane to cards of any color.
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This is a great idea. It means that you never quite know when a lane is done. I…
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I’m a fan of mythology in general. There’s a childlike wonder that comes from reading stories of epic heroism, self-sacrifice, memorable characters wrapped up in the hero’s journey formula. I remember when Disney’s Hercules came out in 1997, I was engrossed in the mania of toys, picture books, and even the promotional plates in partnership with McDonald’s (yes, back then McDonald’s had tableware!).
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Fast forward to today, and while I don’t have kids of my own, the inner kid is always drawn to mythological stories. Though the actual story of Hercules and the 12 Labors is vastly different from the children’s cartoon, complete with graphic violence and other adult themes.
I was excited to link up with Mathue Ryann from Envy Born games last year, both over our mutual Friendsgiving of bourbon and board games, and at PAX U, where Hercules and the 12 Labors debuted. This title, with all the gold foiling and pizzazz, follows a format of grinding through a deck of cards in the similar vein of Kinfire Delve, One Deck Dungeon, and Witchcraft!
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On a nice Sunday afternoon, I find myself playing solo games with a cuppa tea, and this…
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Synthezoid Smackdown is the latest scenario pack building on the hero-vs-hero gameplay introduced in the Civil War big box expansion of the larger Marvel Champions: The Card Game system. Aside from having a name that could double as a WWE pay-per-view, it pushes the Superhuman Registration Act schism forward by pitting players against two “villains”: She-Hulk and Vision. They’re on opposite sides of the Civil War divide, and each comes with a customizable scenario plus eight new modular encounters you can mix into the larger Civil War ecosystem. More cards are also added for the PvP (Player vs. Player) mode which Civil War introduced.
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During the Civil War storyline, She-Hulk (Jennifer Walters) and Vision (Jonas) were not spotlight characters in the conflict, but both occupied interesting spaces adjacent to it.
As a lawyer, Jennifer’s support of the Superhuman Registration Act was a natural extension of her faith in due process and the legal system, even if that system often lives in gray areas. Most notably, she represented Speedball in court following the Stamford Disaster, the event that led to the creation of the Registration Act. She was also hired by her father-in-law, J. Jonah Jameson, to sue Peter Parker for fraud after he unmasked himself.…
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In Lev Grossman’s novel The Magicians, young Quentin Coldwater and his classmates are transformed into geese as part of a graduation trial. The description of their journey from New England, all the way to the South Pole makes for good reading. But it also helps remind us of the effort that geese make in their instinctive need to fly thousands of miles, through perilous landscapes, only to turn around and do the trip in reverse just months later.
But we’re talking about board games right?
In the tableau building card game Flockers, from Mark Swanson, players take the part of a flock of geese making a similar journey, albeit one which takes just 30-45 minutes instead of months.
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Gorgeous graphics and amazing components aside, Flockers is a racing game; the goal is to be the first to travel across 10 landscape cards arranged in a central tableau, called the flight path. These cards consist of one or more terrain types (mountain, forest, field, and lake). Some cards have only one terrain, while others can have all four terrain types.
In order to do this, players play flock cards from their hand into a traditional V formation. The first card is the lead goose, while subsequent…
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Surf was up. We had already checked out Mavericks, Praia do Norte and Mullaghmore Head. All that was left was to ride the big breakers at Pipeline. We couldn't wait to show off our best tricks and compete with each other to score the most admiration. It was time to swim out and get on the next Big Wave by Daniel Kenel from Little Dog Games with art by Justin Santora.
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Cards were wildly flying through the air. People were taking turns aiming their cards at the target in the middle of the table. It all looked frightfully confusing, but everyone was happy. Choosing the best card was hard enough as it was, but flicking it correctly seemed impossible. For the cards, it was certainly a Tricky Landing by Mike Petchey from Huff No More with illustrations by Edie Petchey.
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The air thins with each step, and talking becomes almost impossible without a rest. The mountain is relentless, and so are those intent on beating it. Reaching the peak requires patience and knowing which route to take and what to leave behind. No one climbs alone, and no one fails alone either. The summit awaits and promises unmatched Tranquility: The Ascent by James Emmerson from Lucky Duck Games with art by Tristam Rossin.
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Staring at the art in front of them, next to a number of words, the group was trying to figure out which noun fit the paintings best. Someone read out a single word and explained their theory. Suddenly, everyone wanted to share their own opinion, some confident, some cautious. I listened to what everyone had to say. Only I knew which word was the right answer. After all, I had chosen it, based on The Vibe by Jacob Jaskov from Uloomi.
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We were looking for a very special gem, a gem that, according to rumours, promised eternity. Nobody knew exactly where it could be found - or rather, when, because this gem was lost in time. We opened portals like doors in a chronological corridor, using our technology to help us speed up our search, but to no avail - we are always a heartbeat too late. We were in a battle, chasing each other through ancient eras, sabotaging each other's signals, and stealing minutes. Yet, at last, I knew I had done it. The clock had finally aligned. I reached out, my hands shaking, and finally won the gem of Eternitium by Thomas Carlier from Haumea Games with art by Baptiste Perez.
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On a lovely sunny summer's day, we decided to go out together as a family. We wanted to see mice, shrimp, hedgehogs, fish, foxes, seals, lions, polar bears, crocodiles, elephants and orcas, but we wanted to avoid mosquitoes. So we all went to Frank's Zoo by Frank Nestel from Heidelbär Games with art by Doris Matthäus.
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Survive the night with your The Bloody Inn rules summary!
If there’s one thing that attracts me to a new game it’s a distinctive theme. Based on the true story of L’Auberge rouge (The Red Inn), where in 1831 the inn’s owners were guillotined for multiple murders, not to mention other dark deeds, The Bloody Inn is a great game that mixes dark humour with European gothic.
Definitely not the same old themes here then! Players are family members competing to make the most francs by hosting guests at the inn – though it’s far more profitable to just murder the guests and bury them somewhere in the yard. And you will have to bury them, because leaving bodies around is a sure way to get nabbed by any police that show up at the inn, though you can always bribe the local gravedigger to get rid of the evidence at the last minute.
There’s a lot going on here for a card game, but thankfully the cards fulfill multiple roles. You’ll discard cards to pay for accomplices, all of which have particular specialisations – bribing other characters, murdering guests, building annexes to bury the corpses under, and burying the corpses. But you’ll have to keep paying them to keep using them (though a couple of peasants will work for free, they’re discarded at the end of each round). To juggle this bunch of actions efficiently you’ll need to plan ahead, because you only get a stingy two actions per round. And this is where the real challenge kicks, in, because getting the cards to help you do those actions cheaply and actually doing the actions, is a tricky balancing act. On top of that, there are only so many francs you can accumulate before you’ll have to pass a turn and launder some of it into 10-franc cheques.
The Bloody Inn is one of those games where you always forget the rules each time you play it, so this rules summary should prove very handy for picking it up again quickly. But it’s always an entertaining game and its dark theme is played completely for laughs, like a 1970s comedy horror film. It’s all enhanced even further by the addition of The Carnies expansion which adds three modules to the game, including a bunch of disreputable folk from a travelling carnival.