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Normale Ansicht

Coalition: Councils of the Republic Game Review

Whenever a game has a double-digit player count, there’s a 99.97% chance it involves social deduction. Now, I love social deduction games. They give you an excuse to break the social contract and lie to your friends and family, all in the name of fun. They’re also one of the few genres that let you discover just how good the people around you are at scheming and lying. Eventually, you start wondering if their name is even real. That said, I’m also kind of sick of every single large group game being dropped in the social deduction box.

Coalition: Council of the Republic sings a different tune here, focusing on negotiation rather than inevitable betrayal. Better yet, it’s team-based, with four teams competing for influence and potentially a few independents thrown in to make things even messier. Instead of simply figuring out who’s lying, you have to convince people to work with you, negotiate deals, cross your fingers while making promises, and figure out how long those lofty alliances will actually last. All of this in one hour.

Draft Laws, Not Friends

The story behind this is a little more complex than most. The country is suffering through political turmoil and demanding reform, so four teams are tasked with drafting new laws. Naturally, each team wants to push laws…

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Gods’ Will Game Review

Gods' Will showed up in my social media feed, comparing itself to Resistance: Avalon like a new kid on the first day of school telling everyone he used to be popular somewhere else. I have heard this pitch. I have reviewed this pitch twice, from Witch Hunt and Human Punishment, two games that made the same promises and delivered the same disappointing results. So when Gods' Will came knocking with the same marketing aura, I had to open the door with at least one eyebrow raised. Maybe I’m just addicted to disappointment, who knows.

After half a dozen plays, I can say with a bit of confidence that Gods' Will is doing more right than wrong here. More importantly, it earns it by fixing the real problems with its predecessors rather than just the ones that look good in a Kickstarter pitch.

A Skeptic Walks Into a Kickstarter

Like 90% of social deduction games that have ever existed, there are two teams: Light and Dark. There is also a loner faction, a third party whose goals shift depending on player count and whose presence ensures that the ride from start to finish won’t ever be a smooth one. Every player is a God with a public special ability…

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Root: The Homeland Expansion Game Review

I have played my fair share of Root games, lord knows. I have no official play count. I respect the impulse of those who track their plays, but board games are one area of my life where I don’t do that sort of thing. Some back-of-the-envelope math tells me I have played well over 50 games of Cole Wehrle’s juggernaut since I first bought a copy back in the summer COVID lull of 2020. It quickly became, and has remained, one of my favorite board games.

Root’s status as a personal all-timer has never been threatened, but I have found myself moving away from it over the last few years. Since the release of The Marauders Expansion in 2022—an expansion of which I am very fond—I’ve found myself less and less interested in playing. This has nothing to do with the quality of the game. It hasn’t worn on me, nor has it grown tired. If anything, the fact that I haven’t played Root as much as I used to is Root’s fault; it offered early instruction in the idea of board games as strange and ungainly, and I’ve spent the last few years eager to explore new designs, new spaces, and tracking down new experiences. Root became the kind of game I would happily play if suggested,…

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Joseph Goes to SDHistCon North 2026

Last November, I attended the San Diego Historical Games Convention for the first time and it was one of the best events of 2025. When the SDHistCon board announced they would be putting on a new convention outside of San Diego, SDHistCon North, and invited me to attend, I was absolutely thrilled. Even more so when I learned it was just about an hour flight from Chicago, in St. Paul, Minnesota.

Purple and Gold

Given my undying love of Prince, Hüsker Dü, and the Coen Brothers, it’s strange that this was actually my first time in the North Star State. The downtown St. Paul office buildings, ballparks, and breweries definitely gave it a different vibe from the tiny surf shops, bait shops, and oceanside restaurants of Point Loma in San Diego. The convention itself had a distinct feel, as well. To begin with, it was only a two-day event, as opposed to four in San Diego. While this meant that I had to pack my gaming schedule pretty tightly, it also meant that I didn’t spend too much time exploring the city.

SDHistCon North took place at the historic St. Paul Union Depot. Originally built in 1881, it was rebuilt in 1923 after the original burned down in 1915.…

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Pax Hispanica Game Review

I gotta say: I love it when a rulebook uses terms like “midlife crisis”, “murder”, “tax revolt”, “mutiny”, “apostasy”, and “voodoo”...and that was all before I found out I needed to rise from the ranks of teenage piracy during the Anglo-Spanish War all the way through the 30 Years’ War!

Pax Hispanica (2025, Ion Game Design) has a lot going for it. That starts with being a game that creates some drama thanks to a rich backstory. I’m not a theme-first gamer, so usually, I read the flavor text in a manual’s introduction before getting back to the task of shuffling resources around a board or drawing a bunch of cards that don’t mean anything or gathering my income and launching into a new round of taking actions. Story, schmory.

But Pax Hispanica—somehow this is my third foray into Pax games in the last two months!!!—forces a player to accept a few difficult facts. The first is that slave labor in the 17th century was a real thing. No getting around it. That means rounds of Pax Hispanica—each lasting four years—start with a rough truth: your faction, be it the Spanish, French, Dutch, English, or Courish forces under your control, need to ensure that vacant colonies on the map…

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Last Light Game Review

Last Light is a 4X game designed by Roy Cannaday and published by Grey Fox Games. The premise is simple: the last sun in the universe is dying, and it’s your job to harvest the most Light. Be the first to collect 20 pieces of Light and you’re the winner.

The Board & Setup

Last Light is likely to be one of the most impressive-looking games you’re going to see for a while. Seeing it on a table at Tantrum Con for the first time, I immediately felt drawn to it. Rotating circles of outer space, small plastic spaceships in three sizes (the game being set up was an upper-tier Kickstarter edition with 3D ships and Resource tokens; my review copy is the standard, cardboard-only release) and the planets.

The marble-like 3D planets, each rising from the board on its own stand and featuring swirls of colors, made me willing to sit down for a teach and a quick few rounds. Had the setup just featured flat cardboard with drawings of planets, I would have kept walking.

[caption id="attachment_332390" align="aligncenter" width="1024"]The standard edition of Last Light, with lollypop-like planets rising off the board. The standard edition of Last Light, with lollypop-like planets rising off the board.[/caption]

The board itself comes in…

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