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Best 3 Games with…Designer John Poniske!

Von: Grant
23. April 2026 um 14:00

John Poniske is a prolific designer and we have enjoyed several of his games including Revolution Road from Compass Games, Plains Indian Wars from GMT Games, Bleeding Kansas from Decision Games, Hearts and Minds from Worthington Games and Maori Wars: The New Zealand Land Wars 1845-1872 from Legion Wargames. We also own several of his designs but have not had a chance to get them tabled yet including King Philip’s War from Multi-Man Publishing and Pontiac’s War: Frontier Rebellion, 1763-66 from Compass Games. We have done several interviews with John over the years and I always enjoy this thoughts on the subjects that he decides to cover. In this entry in the Best 3 Games with…Series, I take a look at 3 of John’s designs that have spoken to me.

3. Maori Wars: The New Zealand Land Wars, 1845-1872 from Legion Wargames

Maori Wars: The New Zealand Land Wars, 1845-1872 from Legion Wargames is a game that uses as a background the uprisings that took place between 1845 and 1872 due to British colonial incursions into native Maori lands on the North Island of New Zealand. The ensuing conflict over a period covering nearly 30 years involved the destruction of a number of Maori villages, Pas, which are fortified villages that featured intricate trench-works and some colonial settlements. The war introduced the British to a very skilled and strategic combatant who used a strategy of ambushes and bush raiding to catch off guard and frustrate the professional British ranks. The hallmark of the game is that it is highly playable by featuring low counter density, a play time of under two hours for most of the scenarios and easy to understand rules.

Playing as the British, players will have to deal with swinging tribal loyalty and will need to master the rivers and seas to move their more powerful troops and gunboats around while the Maori player will be focused on bush-raiding, which allows the Maori to move units temporarily off the board and out of harms way, but then to later bring them back in a more favorable strategic location of their choosing. The asymmetry in the fighting styles is really very good and I like the way it factors into account the history.

Maori Wars is a great game with some really beautiful art, not only on the board but also on the counters. The game is a slugfest between the mighty British and their Queenite allies against the inhabitants of the island in the various Maori tribes that resisted their colonial oppressors. The tribes have lots of tricks up their sleeves and use the land and their knowledge of it to great advantage as they conduct bush raids regularly and are very difficult to bring to decisive battle.

Here is a look at our unboxing video for Maori Wars: The New Zealand Land Wars, 1845-1872 :

We also did a video review and you can watch that at the following link:

2. Bleeding Kansas from Decision Games

Bleeding Kansas is a very well designed 2-player game that deals with the violence and politics of pre-statehood Kansas from 1854-1861. The game focuses on the tensions between pro-slave and abolitionist parties and their attempts to win over emigrants to Kansas to their cause and thereby influence the outcome of elections to move the state toward their leaning on the issue of slavery. The game has four elections that players will fight over trying to have the most influence in Kansas counties to score victory points. At its heart, the game is an area control game that has splashes of election dynamics that feels very Euro-like as it uses cubes to represent forces.

The core mechanism in the game is the cards. Each of these cards is tied to an historical event, important person or other factor involved in the conflict and allows players to choose their actions for that immediate turn. The game proceeds as players alternate the play of one of the cards from their hand to take various actions from symbols that appear on the cards. These symbols provide actions such as influencing new settlers to the region to join their side in the conflict, build up forces for the coming battle, take control of counties by moving these forces around or displacing those of your opponent, attacking the opposition, burning down their population centers, enticing settlers to migrate to their areas or request intervention from the Federal Garrison stationed at Leavenworth. The cards carry out the plans of players and create a historical narrative of the conflict.

The game really is pretty simple mechanically but don’t let the game’s simplicity fool you. This is a knock down drag out bare knuckle fight for supremacy in the Kansas Territory and will test you’re meddle as you fight back and forth undoing what your opponent has just done. The game boils down to staying the course and playing your cards smartly to gain the upper hand in elections. You have to be able to judge where control stands as you play each card and you have to plan as scoring elections can really sneak up on you if you are not paying attention.

Here is a look at our unboxing video so you can get a good look at the components:

Here is a look at our video review of the game:

Here also are links to a series of Action Points on the various aspects of the game:

Action Point 1 – Burn and Skirmish Actions

Action Point 2 – Movement and Influence Actions

Action Point 3 – Politics, Migration and Cooperation Actions

Action Point 4 – Election Track and Election Process

We also did an interview with designer John Poniske that you can read on our written blog at the following link: https://theplayersaid.com/2019/07/08/interview-with-john-poniske-designer-of-bleeding-kansas-from-decision-games/

1. Devil Dogs: Belleau Wood 1918 from Worthington Publishing

Devil Dogs: Belleau Wood 1918 is an easy to learn, fast-playing card-driven game for 2 players. The play map covers the historical French battlefield geography and the 300 counters and markers represent the historical units and incidents involved along with chits that determine initiative and order choice. The game is unique in that it captures the tension and high rate of casualties without ever casting a single die, relying more on planning and issuing orders as the active or reactive player. Each side will have a 30 card deck that is faction specific.

I love Multi-Use Cards in a game and this one uses faction specific decks that can be used in several different ways. The combat system is also quite unique as hits are not calculated by a die roll and reference to a CRT but by the combat strength of the units attacking determined by the play of a card and then in what terrain the targets are hiding. The best element of the game though was having to play a card to each sector on the map without knowing what your opponent will play and then seeing how you did. Really interactive and interesting game and this one was a big hit with both of us! Although the rules were a bit challenging in their format and presentation but nothing that we couldn’t handle after a few turns into the game.

Here is a link to our video review of the game:

There you have it. My Best 3 Games with…Designer John Poniske! He has done so many good games and the narrative and historical immersion of all of them are top notch.

What are your favorite games from John Poniske?

-Grant

Slay the Spire II Initial Thoughts with Spoilers

17. März 2026 um 17:12

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

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

Expand to view StS II Thoughts

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

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

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

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

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

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

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

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

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

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

Anyway, still enjoying it.

Mission Impossible – Valkyrie: A Black Orchestra Game in Review

09. März 2026 um 14:00
There are few acts of violence more righteous than killing Adolf Hitler. On July 20th, 1944, German Colonel Claus Von Stauffenberg attempted to do just that. Not to spoil the 2008 Bryan Singer film, but von Stauffenberg failed thanks to the leg of an oak table. The 2016 board game Black Orchestra allows players to…

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All Patched Up – A Review of Company of Heroes: 2nd Edition

23. Februar 2026 um 15:00
I find it hard to believe the Company of Heroes board game is five years old. This splendid adaptation of the popular real-time strategy PC game was a story in 2021. My review contained a healthy amount of enthusiasm, and it occupied a key position in my top 10 of the year. A lot has…

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Gorbachev and the Soviet Transformation (Reform in the Soviet Union, #2)

22. Februar 2026 um 17:06

Two weeks ago, we’ve looked at the first period of Soviet liberalization under Nikita Khrushchev from the 1950s on. While these reforms ended the era of Stalinist totalitarianism, they petered out when Khrushchev lost interest in them and was eventually overthrown and replaced by the more conservative Leonid Brezhnev. It would take another generation until a new Soviet leader, Mikhail Gorbachev, would undertake another broad reform program. These reforms – like last time, in the realms of domestic, foreign, and economic policy – are the subject of this article. Of course, you’ll also find a few board games in it!

Freer Press, Freer Elections

The Soviet Union’s political landscape had ossified under Brezhnev. This stagnation (or, if you want to phrase it more positively, hyperstability) also ruled out any experiments after Brezhnev’s death in 1982, and so the Politburo selected his loyal lieutenant Yuri Andropov. Unfortunately, Andropov was already 68 and severely ill then. He died in 1984, to be succeeded by another Brezhnevite stalwart, Konstantin Chernenko, who was similarly afflicted and even older (72 at his accession). Chernenko died in 1985. The rapid succession of aging Soviet leaders is poignantly captured in the contemporary joke: Margaret Thatcher calls Ronald Reagan: “It’s a pity you didn’t come to the funeral of the Soviet general secretary. Marvelous. A great spectacle. I’m totally going again next year.”

Cover of the English-language edition of Kremlin. Unfortunately, fake Cyrillic was once more irresistible, and so the R in Kremlin has been replaced with a Я (which would make the word Kyaemlin).

Another quasi-contemporary (1986) satirical take on the Soviet gerontocracy is Kremlin (Urs Hostettler, Fata Morgana): Players support the various Politburo members in the hopes of advancing those they have influence with to the top jobs, but many a hopeful candidate will die of stress and old age before realizing their ambitions.

After Chernenko’s death, even the most conservative Politburo members saw the need for a different tack: They elected Mikhail Gorbachev as their new leader in 1985, a real baby at age 54. Gorbachev’s reformist leanings were well-known, but he proceeded cautiously in his first year. As with Khrushchev, the big programmatic changes were first announced at a Party Conference of the Communist Party of the Soviet Union.

Gorbachev in Twilight Struggle (Ananda Gupta/Jason Matthews, GMT Games): The card effect can be used both defensively (shoring up the Soviet bloc in Eastern Europe) and offensively (breaking US control of Western European countries). Image ©GMT Games.

Gorbachev’s first slogan for his reforms was glasnost (openness). That included sweeping changes to Soviet citizens’ freedom of expression: Gorbachev encouraged the Soviet press to scrutinize politics instead of simply parroting the party line. Dissidents were released from prison. Even non-state-sponsored demonstrations were allowed – a powerful tool to express malcontent with the government. Of course, these reforms undermined the power base of the Communist Party – but Gorbachev hoped that he could steer the ship of state in the new environment and might even benefit from a freer populace.

Path dependence: Without The Reformer, the Glasnost event is usually not worth it – but with it, the card is a power play combining a VP payout with a massive four Ops. ©GMT Games.

Even more radical were Gorbachev’s institutional reforms, usually referred to as perestroika (restructuring): The Communist Party’s monopoly on power was cut off by establishing the Congress of People’s Deputies as an independent parliament, and while the first elections in 1989 were not fully free, it was the first time that Soviet citizens could select from several candidates in a contested election. Gorbachev himself chose to base his power no longer on his role as General Secretary of the Communist Party, and instead was elected President of the Soviet Union by the Congress of People’s Deputies in 1990.

This nascent democratization drive – eventually rather envisioned than enacted – makes for the most powerful card in the last phase (1985—1991) of the Cold-War-in-a-nutshell which is Twilight Squabble (David J. Mortimer, AEG): It’s a bit of speculation on the internal and external legitimacy and attractiveness a more democratic Soviet Union could have enjoyed.

Wouldn’t it be nice if the Russians could choose their own path forward in free and fair elections? ©AEG.

Détente, Arms Control, and Sinatra

Speaking of external legitimacy and attractiveness: Gorbachev’s policies (and he himself) would prove immensely popular in the West… after he had weathered the initial suspicion. Gorbachev began to advocate for a return to détente soon after he assumed office, but US president Ronald Reagan assumed this to be a Soviet ploy. Only after Gorbachev had met Reagan at the 1986 Reykjavík summit did the president believe Gorbachev’s intentions to be genuine.

Gorbachev (left) and Reagan (right) in front of the Höfði used for the negotiations in Reykjavík. Card “Reykjavik Summit” from Twilight Squabble, ©AEG.

In the following years, the two of them agreed on far-reaching mutual disarmament, most notably the Intermediate-Range Nuclear Forces (INF) Treaty. Gorbachev’s immutable advocacy for arms reduction is reflected in Wir sind das Volk! – 2+2 (Richard Sivel/Peer Sylvester, Histogame) as his event card cannot be used for the arms race.

There’s a lot of stuff you can do with the Gorbachev event… but buying ICBMs is none of them (icon in the top right). ©Histogame.

Besides the lofty realms of nuclear arms reduction, Gorbachev also had more grounded problems to deal with: The Soviet Union had invaded Afghanistan in 1979 to prop up the failing pro-Soviet government there and had been embroiled since then in a costly and futile counter-insurgency. As the Soviet military could not present Gorbachev with a convincing roadmap on how to win the war, he decided to pull the Soviet forces out in 1988. By that time, the unsuccessful war had undermined the Soviet government’s legitimacy which had rested on its status as a military superpower, exacerbated by the new avenues of political expression open to disaffected citizens – the mothers of Soviet soldiers who fought (or had died) in Afghanistan were among the first to form associations, to pressure the government, and to protest.

The best time to leave Afghanistan was last year. The second-best time is now. ©GMT Games.

In that sense, it is surprising that the withdrawal from Afghanistan can still net the Communist player points in 1989 (Jason Matthews/Ted Torgerson, GMT Games) – but the general principle holds true: The later the Soviets withdraw, the more their failure in Afghanistan becomes an asset to the opponents of Communist power.

Finally, Soviet power was the rock on which the Communist governments in Eastern Europe rested. Whenever they had been challenged – most importantly in Hungary in 1956 and Czechoslovakia in 1968 – Soviet tanks had quashed the dissent. This limited sovereignty within the Eastern bloc had been the central tenet of Soviet foreign policy, after 1968 named the Brezhnev Doctrine. Gorbachev adopted a new approach: He would not militarily intervene in Eastern Europe anymore. Instead, the countries of the Warsaw Pact were free to “do it their way” – thus humorously called the Sinatra Doctrine.

Contrary to popular belief, it was Frank Sinatra, not David Hasselhoff, who brought down the Berlin Wall. Card “The Sinatra Doctrine” from 1989, ©GMT Games.

Disruptive New Impulses for the Economy

Finally, Gorbachev’s reform agenda of perestroika also aimed to transform the Soviet economy. All Soviet leaders had engaged in some kind of economic reforms, so Gorbachev’s activity did not seem very surprising… until observers inside and outside of the Soviet Union realized how radically it would change the tenets of the Soviet economy, traditionally based on central planning, large state-owned companies, and very limited contacts with the outside world.

Perestroika is a boost to Communist energy… unless, of course, the Democrat draws it and plays it on the last action round of the turn. Card “Perestroika” from 1989, ©GMT Games.

First, Gorbachev gave the state-owned companies much more leeway over what to produce and how to set prices. These market incentives were supposed to improve efficiency, but clashed with the existing structures.

Undeterred, Gorbachev went a step further and loosened the restriction on private enterprises. More Soviet citizens could start their own store or workshop and offer goods and services at their own responsibility.

Then, Gorbachev allowed for joint ventures with Western companies (provided the Soviet part owned a majority share), and even let them set up dependencies in the Soviet Union – the famous first McDonald’s restaurant in the Soviet Union opened in January 1990.

The End of the Cold War and the Collapse of the Soviet Union

Gorbachev’s daring move to end hostilities with the West was an unqualified success. In late 1989, he and US president George H.W. Bush could merrily declare together that the Cold War was over.

The United States thrived in a post-Cold War world. The Soviet Union, whose raison d’être was based on its opposition to a capitalist camp, did not survive it. Card “Malta Summit” from 1989, ©GMT Games.

The consequences of Gorbachev’s foreign policy reverberated through the Eastern Bloc: The allied Communist regimes of Central and Eastern Europe were swept away in 1989.

Early in a game of 1989: The Democrat (blue) has already taken power in Poland and Hungary. It will be difficult for the Communist (red) to stop the ever-growing blue tide. From the Rally the Troops! implementation.

The Perestroika and Glasnost event in Wir sind das Volk! – 2+2 neatly shows the way in which Gorbachev’s reforms put stress on the system: On the one hand, it increases Soviet dominance and makes socialism more attractive (lower two icons). However, it also increases unrest in East Germany (fist icons).

©Histogame.

Within the Soviet Union, the political freedoms granted allowed citizens to demand more freedoms. These centrifugal effects became particularly visible as most of the non-Russian republics soon had nationalist independence movements which began to eat away the Soviet Union from its ethnic fringes. Gorbachev responded by proposing a looser federation between the Soviet Republics.

The centrifugal forces in the Soviet Union provide a flurry of victory points for the Democrat in 1989… until the backlash of the hardliners’ coup. Map detail of 1989, ©GMT Games.

The political reforms also had negative interaction with the economic reforms: On the one hand, the flurry of changes created new inefficiencies; on the other, the increased freedom of the press highlighted economic problems no matter if they were new or had existed for centuries. As Soviet economic performance thus both objectively worsened and also became more obvious to the average citizen, Gorbachev’s legitimacy eroded.

Hardliners within the Communist Party couped against Gorbachev in August 1991 to prevent the loose federation between the Soviet Republics. A coup might also spell the end for the player in the solo game Gorbachev: The Fall of Communism (R. Ben Madison, White Dog Games). It’s a States of Siege game with a twist: Whenever the marker on any of the five paths (four of which refer to various ethno-national groups in the Soviet Union, the fifth represents the Communist Party) reaches the center, the game is not lost immediately, but a coup is staged: If Gorbachev has enough elite support to weather it, he goes on to fight another day.

Five tracks of threats converge on the Moscow Coup! space in the center of the board of Gorbachev: The Fall of Communism. ©White Dog Games.

In history, that was not the case: While the coup failed, it made Gorbachev a lame duck. The supporters of reforms turned away from him and toward his erstwhile ally Boris Yeltsin (who had cut a much more dashing figure during the coup), and away from the Soviet Union and toward their respective ethno-national identities. Gorbachev resigned as president and the Soviet Union was dissolved in December 1991.

Games Referenced

Kremlin (Urs Hostettler, Fata Morgana)

Twilight Struggle (Ananda Gupta/Jason Matthews, GMT Games)

Twilight Squabble (David J. Mortimer, AEG)

Wir sind das Volk! – 2+2 (Richard Sivel/Peer Sylvester, Histogame)

1989 (Jason Matthews/Ted Torgerson, GMT Games)

Gorbachev: The Fall of Communism (R. Ben Madison, White Dog Games)

Further Reading

The most influential work on Gorbachev’s time in office and his policies remains Brown, Archie: The Gorbachev Factor, Oxford University Press, Oxford 1996.

A magisterial mosaic of Soviet social, economic, and cultural life is Schlögel, Karl: The Soviet Century. Archaeology of a Lost World, Princeton University Press, Princeton, NJ 2023.

For the age of hyperstability before Gorbachev (and the discussion if it was an age of stability or stagnation), see the essays (in German, but with English abstracts) in: Belge, Boris/Deuerlein, Martin (eds.): Goldenes Zeitalter der Stagnation? Perspektiven auf die sowjetische Ordnung der Brežnev-Ära, Mohr Siebeck, Tübingen 2014.

On the transformative last third of the 20th century in Russian history, see Kotkin, Stephen: Armageddon Averted. The Soviet Collapse, 1970-2000, Oxford University Press, Oxford 2001.

On the end of the Cold War, see Dockrill, Saki Ruth: The End of the Cold War Era. The Transformation of the Global Security Order, Hodder, London 2005.

For the Soviet intervention in Afghanistan, see Braithwaite, Rodric: Afgantsy. The Russians in Afghanistan, 1979—1989, Oxford University Press, Oxford 2011.

Top 10+10 Update 2025 #2

Von: Andi
21. Februar 2025 um 08:00

So… letztens ging es um die Spiele die ich auch ohne Erweiterung spiele … heute sind die mit Erweiterungen dran und hier blieben nicht viele Steine auf dem anderen. Es ist eher ein Kahlschlag.

Knapp Daneben

Kingdom Builder

War eine ganze Weile DAS Spiel, dass ich mit meinem Vater gespielt habe. Mittlerweile hat mein Vater Dominion gelernt und seitdem spielen wir Kingdom Builder viel seltener, da wir beide mehr in Richtung Kartenspiele tendieren.

Korsaren der Karibik

Ist etwas abgerutscht. Ein anderes „Eventspiel“ hat ihm den Rang abgelaufen

Massive Darkness 2

Ja … ich spiele es sehr gerne (vor allem Solo) aber so ganz trau ich mich dann doch nicht es auf die Liste zu nehmen. Es ist halt eine riesige Schachtel und falls ich große Platzprobleme bekomme, muss sich das Spiel schon rechtfertigen.

Neuzugänge

Canvas

So ein simples Spiel, dass mit bedruckten Folien funktioniert die man in Hüllen steckt. Jede Karte hat mehrere Symbole. Maximal 3 Karten bilden ein Gemälde und die versucht man so zu sammeln, dass man mit seinen 3 Gemälden möglichst viele Punkte macht. Die Erweiterung Nr.1 ist toll. Sie macht eigentlich nicht viel sondern fügt hauptsächlich doppelseitige Folien ein und die möchte ich nicht mehr missen.

Carcassonne

Ist wieder zurück auf der Liste. Lange war es ja weg, weil ich mich oft nicht entscheiden konnte mit welchen Modulen ich spielen will und dann stattdessen was anderes gespielt habe.Jetzt habe ich ein Set zusammengestellt, dass ich immer verwende (Erweiterung 1 + 2 und die mit den Schafen) und gut is. Als ich es nach Jahren wieder mit meiner Frau gespielt hab, hat sie nur gemeint. „Wieso haben wir das solange nicht gespielt? Gefällt mir richtig gut“

Concordia: Venus

Ja, das Spiel ist wieder mal auf der Erweiterungsliste gelandet. Warum? Die Solitaria Erweiterung! Das ich es Solo bzw zu zweit kooperativ spielen kann ist zur Zeit so ein riesiges Plus. Davon zu reden, dass man ein Kennerspiel in Zweierteams gegeneinander spielt … davon sind wir derzeit sehr weit entfernt.

Dixit mit Stella

Vor einer Weile ist ja das eigenständige Spiel Stella erschienen, dass im „Dixit Universum“ angesiedelt ist. Was heißt das konkret? Man kann dieses Spiel mit allen Dixit Karten kombinieren bzw. die Karten von hier auch in Dixit verwenden. Stella ist anders, geht mit weniger Personen und wie ich finde ist es leichter auf den Tisch zu bekommen.

Eclipse – Das 2. galaktische Zeitalter

Ein großes Weltraumspiel. Ein Eventspiel, dass den Großteil unseres Spieleabends vereinnahmt. Erkunden, Forschen, an den eigenen Schiffen basteln und sich hin und wieder eins auf die Mütze geben. Hat zwar im Diplomatiebereich gewaltige Abstriche aber … es geht ab 2 Personen gut. Die ziemlich kleine Erweiterung ist für mich unverzichtbar. Risskanonen die evtl die eigenen Schiffe beschädigen, spannende Sektoren mit eigenen Regeln und „kleine Zivilisationen“ mit denen man diplomatische Beziehungen erkaufen kann. Man wird gar nicht merken, dass das nicht im Grundspiel dabei war und „um die paar Regeln is a scho wurscht“.

Die Tavernen im tiefen Thal

Bei den Tavernen war ich an einem Punkt wo ich mir gedacht hab, dass ich genau weiß was ich tun muss. Der Ofen war aus aber dann kam die Erweiterung die hier frischen Wind reingebracht hat. Ein schönes Gesamtpaket. Würfeldrafting, ein bisschen Deckbau eine gute Portion Bauchgefühl

Kommen wir zu den Abgängen…*tief Luft holen*

Abgänge

Arkham Horror LCG

Derzeit gibt es einfach nicht die Zeit für große kooperative / Solo Spiele mit Kampagne wo ich stundenlang über dem Deck brüte und überlege welche Karten ich kaufe.

Cosmic Encounter

Das größte Opfer von „ich komm nicht so oft mit der ursprünglichen Stammgruppe zusammen“. Ein Spiel, dass ich sehr mag aber obwohl es im Kern eigentlich einfach ist, ist es nicht einsteigerfreundlich mit den langen Kartentexten, Phasen und anderen Begrifflichkeiten. Daran merkt man, dass es aus den 70ern ist.

T.I.M.E Stories

Der weiße Zyklus ist ja schon seit Jahren abgeschlossen aber der blaue hat mich nicht wirklich überzeugt. Ja, das Zurücksetzen des Szenarios war manchmal nervig (wir haben das aber in den späteren Durchläufen Großteils einfach gelassen und nur die Zeit neu bestimmt). Ja, manchmal konnte das Würfeln bei den Skills einem das Genick brechen. Ich denke da an eine Stelle in der Drachen Prophezeiung wo wir 2 Mal gescheitert sind weil wir Würfelpech hatten. Ich verstehe, dass man das loswerden wollte aber die Würfel und dieser „und täglich grüßt das Murmeltier“ Flair fehlen mir schon sehr. Für mich war es immer ein D&D One Shot in einfach mit unterschiedlichen Settings und ohne Spielleiter. Erkunden, Rätsel lösen, etwas Kampf und etwas, hole X von Y und bringe es nach Z. Trotz ein paar toller Ideen ist mir das jetzt zu viel Ressourcenmanagement. Wie viele Zeitkristalle muss ich ausgeben damit ich da den Check bestehe? Das mag fairer sein aber für mich auch langweiliger. Wenn ich Ressourcen verwalten will greife ich nicht zu T.I.M.E Stories.

Viticulture – Essential Edition

Gut, dass ich aufzeichne, wann ich welches Spiel gespielt habe und wie oft es insgesamt gespielt wurde. Irgendwann habe ich meine Sammlung neu organisert und folgendes festgestellt: Wir sind keine großen Worker Placement Spieler. Andere Spiele die z.b. kartengesteuert sind kommen signifikant häufiger auf den Tisch. Das war richtig auffällig. Viticulture hatte ich schon eine Weile nur mehr Solo gespielt, damit ich es wieder mal gespielt hatte. Das ist mir gar nicht so vorgekommen. (Ja das ist der Unterschied zwischen gefühlter Wahrheit und …Wahrheit). Außerdem ist es so, dass ich bei Strategietiteln Automas nicht mehr so mag sondern Solo Modi wie in Ein Fest für Odin oder Concordia: Solitaria bevorzuge, weil es hier noch einmal eine Ebene der Planung gibt, weil man genau weiß, was der fiktive Gegenspieler machen wird, vielleicht nicht zu 100%

Arkham Horror, Kingdom Builder und Korsaren der Karibik hab ich schon erwähnt.

Ein bisschen was zu den Spielen die auf der Liste geblieben sind.

Der Rest

Catan

Noch immer eine richtig schöne Sache vor allem mit 1,2 kleinen Erweiterungen wie Hafenmeister, Helfer, Beste Freunde, Fischer und schon gibts ein bisschen mehr zu tun und zu bedenken.

Dominion

Was soll ich sagen. So stark wie die letzten Jahre war Dominion nicht seit ich vor 10 Jahren ins Hobby eingestiegen. Rising Sun, Plünderer und Verbündete waren richtig gute Erweiterungen und die Updates für Blütezeit, Seaside und Hinterland sind auch durch die Bank gelungen.

Ein Fest für Odin

Arbeiter einsetzen wie eine Bestellung auf einer großen Speisekarte dazu noch Wikingertetris und haufenweise Karten. Das ist mein Solo Sandkasten Spiel für verregnete Sonntag Nachmittage. Ja im vorigen Abschnitt habe ich gesagt, dass ich kein großer Worker Placement Spieler bin aber hier haben wir die berühmte Ausnahme von der Regel.

Port Royal

So ein schönes Kartenzockerspiel. Die zweite Erweiterung ist noch immer nichts für mich aber 1. und dazu die Promos + den Großhändler und Passagier aus Unterwegs. Jederzeit.

Top 10+10 Update 2025 #2

Von: Andi
21. Februar 2025 um 08:00

So… letztens ging es um die Spiele die ich auch ohne Erweiterung spiele … heute sind die mit Erweiterungen dran und hier blieben nicht viele Steine auf dem anderen. Es ist eher ein Kahlschlag.

Knapp Daneben

Kingdom Builder

War eine ganze Weile DAS Spiel, dass ich mit meinem Vater gespielt habe. Mittlerweile hat mein Vater Dominion gelernt und seitdem spielen wir Kingdom Builder viel seltener, da wir beide mehr in Richtung Kartenspiele tendieren.

Korsaren der Karibik

Ist etwas abgerutscht. Ein anderes „Eventspiel“ hat ihm den Rang abgelaufen

Massive Darkness 2

Ja … ich spiele es sehr gerne (vor allem Solo) aber so ganz trau ich mich dann doch nicht es auf die Liste zu nehmen. Es ist halt eine riesige Schachtel und falls ich große Platzprobleme bekomme, muss sich das Spiel schon rechtfertigen.

Neuzugänge

Canvas

So ein simples Spiel, dass mit bedruckten Folien funktioniert die man in Hüllen steckt. Jede Karte hat mehrere Symbole. Maximal 3 Karten bilden ein Gemälde und die versucht man so zu sammeln, dass man mit seinen 3 Gemälden möglichst viele Punkte macht. Die Erweiterung Nr.1 ist toll. Sie macht eigentlich nicht viel sondern fügt hauptsächlich doppelseitige Folien ein und die möchte ich nicht mehr missen.

Carcassonne

Ist wieder zurück auf der Liste. Lange war es ja weg, weil ich mich oft nicht entscheiden konnte mit welchen Modulen ich spielen will und dann stattdessen was anderes gespielt habe.Jetzt habe ich ein Set zusammengestellt, dass ich immer verwende (Erweiterung 1 + 2 und die mit den Schafen) und gut is. Als ich es nach Jahren wieder mit meiner Frau gespielt hab, hat sie nur gemeint. „Wieso haben wir das solange nicht gespielt? Gefällt mir richtig gut“

Concordia: Venus

Ja, das Spiel ist wieder mal auf der Erweiterungsliste gelandet. Warum? Die Solitaria Erweiterung! Das ich es Solo bzw zu zweit kooperativ spielen kann ist zur Zeit so ein riesiges Plus. Davon zu reden, dass man ein Kennerspiel in Zweierteams gegeneinander spielt … davon sind wir derzeit sehr weit entfernt.

Dixit mit Stella

Vor einer Weile ist ja das eigenständige Spiel Stella erschienen, dass im „Dixit Universum“ angesiedelt ist. Was heißt das konkret? Man kann dieses Spiel mit allen Dixit Karten kombinieren bzw. die Karten von hier auch in Dixit verwenden. Stella ist anders, geht mit weniger Personen und wie ich finde ist es leichter auf den Tisch zu bekommen.

Eclipse – Das 2. galaktische Zeitalter

Ein großes Weltraumspiel. Ein Eventspiel, dass den Großteil unseres Spieleabends vereinnahmt. Erkunden, Forschen, an den eigenen Schiffen basteln und sich hin und wieder eins auf die Mütze geben. Hat zwar im Diplomatiebereich gewaltige Abstriche aber … es geht ab 2 Personen gut. Die ziemlich kleine Erweiterung ist für mich unverzichtbar. Risskanonen die evtl die eigenen Schiffe beschädigen, spannende Sektoren mit eigenen Regeln und „kleine Zivilisationen“ mit denen man diplomatische Beziehungen erkaufen kann. Man wird gar nicht merken, dass das nicht im Grundspiel dabei war und „um die paar Regeln is a scho wurscht“.

Die Tavernen im tiefen Thal

Bei den Tavernen war ich an einem Punkt wo ich mir gedacht hab, dass ich genau weiß was ich tun muss. Der Ofen war aus aber dann kam die Erweiterung die hier frischen Wind reingebracht hat. Ein schönes Gesamtpaket. Würfeldrafting, ein bisschen Deckbau eine gute Portion Bauchgefühl

Kommen wir zu den Abgängen…*tief Luft holen*

Abgänge

Arkham Horror LCG

Derzeit gibt es einfach nicht die Zeit für große kooperative / Solo Spiele mit Kampagne wo ich stundenlang über dem Deck brüte und überlege welche Karten ich kaufe.

Cosmic Encounter

Das größte Opfer von „ich komm nicht so oft mit der ursprünglichen Stammgruppe zusammen“. Ein Spiel, dass ich sehr mag aber obwohl es im Kern eigentlich einfach ist, ist es nicht einsteigerfreundlich mit den langen Kartentexten, Phasen und anderen Begrifflichkeiten. Daran merkt man, dass es aus den 70ern ist.

T.I.M.E Stories

Der weiße Zyklus ist ja schon seit Jahren abgeschlossen aber der blaue hat mich nicht wirklich überzeugt. Ja, das Zurücksetzen des Szenarios war manchmal nervig (wir haben das aber in den späteren Durchläufen Großteils einfach gelassen und nur die Zeit neu bestimmt). Ja, manchmal konnte das Würfeln bei den Skills einem das Genick brechen. Ich denke da an eine Stelle in der Drachen Prophezeiung wo wir 2 Mal gescheitert sind weil wir Würfelpech hatten. Ich verstehe, dass man das loswerden wollte aber die Würfel und dieser „und täglich grüßt das Murmeltier“ Flair fehlen mir schon sehr. Für mich war es immer ein D&D One Shot in einfach mit unterschiedlichen Settings und ohne Spielleiter. Erkunden, Rätsel lösen, etwas Kampf und etwas, hole X von Y und bringe es nach Z. Trotz ein paar toller Ideen ist mir das jetzt zu viel Ressourcenmanagement. Wie viele Zeitkristalle muss ich ausgeben damit ich da den Check bestehe? Das mag fairer sein aber für mich auch langweiliger. Wenn ich Ressourcen verwalten will greife ich nicht zu T.I.M.E Stories.

Viticulture – Essential Edition

Gut, dass ich aufzeichne, wann ich welches Spiel gespielt habe und wie oft es insgesamt gespielt wurde. Irgendwann habe ich meine Sammlung neu organisert und folgendes festgestellt: Wir sind keine großen Worker Placement Spieler. Andere Spiele die z.b. kartengesteuert sind kommen signifikant häufiger auf den Tisch. Das war richtig auffällig. Viticulture hatte ich schon eine Weile nur mehr Solo gespielt, damit ich es wieder mal gespielt hatte. Das ist mir gar nicht so vorgekommen. (Ja das ist der Unterschied zwischen gefühlter Wahrheit und …Wahrheit). Außerdem ist es so, dass ich bei Strategietiteln Automas nicht mehr so mag sondern Solo Modi wie in Ein Fest für Odin oder Concordia: Solitaria bevorzuge, weil es hier noch einmal eine Ebene der Planung gibt, weil man genau weiß, was der fiktive Gegenspieler machen wird, vielleicht nicht zu 100%

Arkham Horror, Kingdom Builder und Korsaren der Karibik hab ich schon erwähnt.

Ein bisschen was zu den Spielen die auf der Liste geblieben sind.

Der Rest

Catan

Noch immer eine richtig schöne Sache vor allem mit 1,2 kleinen Erweiterungen wie Hafenmeister, Helfer, Beste Freunde, Fischer und schon gibts ein bisschen mehr zu tun und zu bedenken.

Dominion

Was soll ich sagen. So stark wie die letzten Jahre war Dominion nicht seit ich vor 10 Jahren ins Hobby eingestiegen. Rising Sun, Plünderer und Verbündete waren richtig gute Erweiterungen und die Updates für Blütezeit, Seaside und Hinterland sind auch durch die Bank gelungen.

Ein Fest für Odin

Arbeiter einsetzen wie eine Bestellung auf einer großen Speisekarte dazu noch Wikingertetris und haufenweise Karten. Das ist mein Solo Sandkasten Spiel für verregnete Sonntag Nachmittage. Ja im vorigen Abschnitt habe ich gesagt, dass ich kein großer Worker Placement Spieler bin aber hier haben wir die berühmte Ausnahme von der Regel.

Port Royal

So ein schönes Kartenzockerspiel. Die zweite Erweiterung ist noch immer nichts für mich aber 1. und dazu die Promos + den Großhändler und Passagier aus Unterwegs. Jederzeit.

Designing with Tabletop Simulator with Dustin Hendrickson

16. September 2020 um 13:16

Dustin Hendrickson, designer of Don’t Let It Die, discusses all the ins and outs of creating your game with Tabletop Simulator.

Dustin has been working with TTS for years, and we cover basically everything you need to know to get your game on the platform and why it’s a good idea to do so.

The post Designing with Tabletop Simulator with Dustin Hendrickson appeared first on Board Game Design Lab.

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Designing with Tabletop Simulator with Dustin Hendrickson

Von: gabe
16. September 2020 um 13:16

Dustin Hendrickson, designer of Don’t Let It Die, discusses all the ins and outs of creating your game with Tabletop Simulator.

Dustin has been working with TTS for years, and we cover basically everything you need to know to get your game on the platform and why it’s a good idea to do so.

The post Designing with Tabletop Simulator with Dustin Hendrickson appeared first on Board Game Design Lab.

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Why Game Design Matters with Gabe Barrett

12. August 2020 um 14:07

In this episode, it’s just me and I’m talking about why game design matters. In a world with so many pressing issues, it’s easy to not realize how important games and game design really are.

I tell some personal stories and also get into where the Board Game Design Lab is headed.

And be sure to check out my latest project, the Board Game Design Starter Kit, on Kickstarter HERE.

 

The post Why Game Design Matters with Gabe Barrett appeared first on Board Game Design Lab.

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Why Game Design Matters with Gabe Barrett

Von: gabe
12. August 2020 um 14:07

In this episode, it’s just me and I’m talking about why game design matters. In a world with so many pressing issues, it’s easy to not realize how important games and game design really are.

I tell some personal stories and also get into where the Board Game Design Lab is headed.

And be sure to check out my latest project, the Board Game Design Starter Kit, on Kickstarter HERE.

 

The post Why Game Design Matters with Gabe Barrett appeared first on Board Game Design Lab.

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How to Turn Your Hobby into a Business with Chris van der Linden

22. April 2020 um 18:35

Chris van der Linden, founder of Loresmyth Games, discusses his journey about going full-time in the gaming industry and how he turned his passion into his profession.

It’s no small task to turn your hobby into a business, so Chris and I talk through how to make it happen, pitfalls, failure, and what the best parts are.

And be sure to check out Chris’s latest RPG supplement on Kickstarter HERE.

The post How to Turn Your Hobby into a Business with Chris van der Linden appeared first on Board Game Design Lab.

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How to Turn Your Hobby into a Business with Chris van der Linden

Von: gabe
22. April 2020 um 18:35

Chris van der Linden, founder of Loresmyth Games, discusses his journey about going full-time in the gaming industry and how he turned his passion into his profession.

It’s no small task to turn your hobby into a business, so Chris and I talk through how to make it happen, pitfalls, failure, and what the best parts are.

And be sure to check out Chris’s latest RPG supplement on Kickstarter HERE.

The post How to Turn Your Hobby into a Business with Chris van der Linden appeared first on Board Game Design Lab.

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Accounting, Taxes, and Game Design with Justin Marty

15. April 2020 um 18:02

Justin Marty, accountant at Anders CPA, discusses everything you need to be thinking about when it comes to taxes and accounting as a game designer or publisher.

Whether you want to just design games on the side, run Kickstarters, or make games your full time job, we go in-depth on everything you should be thinking about to make sure you stay on the IRS’s good side.

The post Accounting, Taxes, and Game Design with Justin Marty appeared first on Board Game Design Lab.

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Accounting, Taxes, and Game Design with Justin Marty

Von: gabe
15. April 2020 um 18:02

Justin Marty, accountant at Anders CPA, discusses everything you need to be thinking about when it comes to taxes and accounting as a game designer or publisher.

Whether you want to just design games on the side, run Kickstarters, or make games your full time job, we go in-depth on everything you should be thinking about to make sure you stay on the IRS’s good side.

The post Accounting, Taxes, and Game Design with Justin Marty appeared first on Board Game Design Lab.

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Designing Games that Tell Stories with Ignacy Trzewiczek

01. April 2020 um 14:55

Ignacy Trzewiczek, founder of Portal Games and designer of Robinson Crusoe, discusses his company’s motto: Games that tell stories.

We go in-depth into Ignacy’s design process, talk about his most popular games, and get to the heart of what it looks like to create games that have players leaving the table with a story to tell.

The post Designing Games that Tell Stories with Ignacy Trzewiczek appeared first on Board Game Design Lab.

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