Quick Peaks – Spirits of the Wild: Awakening, Soar, Phantom Ink, Stonk Market, Moustache

Spirits of the Wild: Awakening - Andrew Lynch
First released by Mattel back in 2018, Spirits of the Wild had a brief period in the sun before its publisher decided to pivot away from hobby games. It quickly became a cult favorite, fetching absurdly high prices on the secondary market. Fast forward eight years and Mattel is not only pivoting back to hobby games, they’re starting with a new edition of Nick Hayes’s game, this time called Spirits of the Wild: Awakening.
It was with some excitement that I sat down to, and vague dissatisfaction that I stood up from, my first game. Spirits of the Wild and its predecessor are equal parts set collection and tug-of-war, as two players try to fill out the gem slots on their different tiles. I do love the structure: pick an available action from your personal supply of actions, make it unavailable, perform the action, then on to the other player. Spirits shares the same tempo considerations as many of my favorite 30-minute two-player games.
What it lacks is any sense of intentionality. The game ends the moment five wild gems are drawn from the bag. This can happen any time, and it has never once felt satisfying. Across four or five…
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The big X-shaped pieces are Quest Tiles. The smaller in-betweeny pieces are Action Tiles. Those golden pieces you see to the lower right of the photo are Servants. I usually shy away from foisting this kind of nomenclature on my readers, but here it’s necessary. As we begin this journey together, remember that everything in the…
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Witch Hunt 1649 is a bit of an unusual subject for Meeple Mountain. It is more of an educational game than anything else, which makes sense coming from Central Michigan University Press. This is not a game most are going to sit down and play with their families, nor is it likely to come up at a hobbyist night. Like Dan Bullock’s The Gods Will Have Blood, Witch Hunt 1649 is more concerned with creating a specific and rich emotion than it is with creating opportunities for decision making or laughs.




I’ve spent much of my time with Gazebo, publisher Bitewing Games’s update of Reiner Knizia’s cult release Qin, appreciating the humble domino. Why is it so good? Is it the heft? Unexpectedly heavy tiny objects are disarming, after all. There’s the abnormally smooth texture and the rounded corners, the clack—not a click, but a clack—every time you put one down on a hard surface. Maybe it’s a shared cultural memory of the nearly 1,000 years we’ve been playing with them. 
