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Bubble and Shadow Game Review

I reviewed Snake Charmers awhile ago, and I found that experience punchy and delightful. Now, I’m feasting my eyes on Bubble and Shadow, a game that is prettier, slightly more complicated, and ultimately, flatter.

The game has lofty ambition, noting as its inspiration W. Somerset Maugham’s The Moon and Sixpence, but I’m not sure if any of that translates. I’ve only read Of Human Bondage, and I ~think~ the aforementioned story is a fictionalized account of Paul Gauguin’s life or something, but I couldn’t for the life of me find how this game was related, other than it having really cool paintings on the cards.

Anyway, the objective of the game is to collect the right distribution of three types of wooden token: If you have the most purple tokens (bubbles), you’ll be eliminated from the scoring consideration at the end of the round. Then, if you have the fewest gray (coins) you score a point and are removed from the scoring. Finally, the player with the most yellow (moons) gets three points, and second most gets two points. You play three rounds, and if someone gets to five-plus points before that at the end of a round, the game ends and the player with the most points wins.

But how do you acquire these tokens?

At the…

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Unmatched Adventures: Tales to Amaze Game Review

Unmatched is a modern classic. Unmatched, you might say, in the genre of miniature combat games. Accessible rules, punchy fights, card art that turns heads. It’s fun, especially for those of us who don’t generally enjoy player-versus-player miniature fighting games.

And then there’s Unmatched Adventures, a cooperative take on the system. The best of both worlds: all the fun of combat but working together to defeat a common enemy.

A lazy design studio might simply have created automated opponents and left it at that. Restoration Games is not a lazy design studio. Yes, the bulk of the game is indeed an automated boss and its minions fighting the players until one side is defeated. But the team pushed beyond that basic experience, adding little pressure points that influence how you approach defeating the big baddie.

A downside is that each villain is restricted to its own scenario, tied to a specific board and rules additions. You can’t mix-and-match villains in the same way as you can with the heroes. Mothman always tries to destroy the bridges of Point Pleasant, presumably to cause transportation chaos and highlight America’s overreliance on the automobile. Meanwhile, the Martian Invader is exclusively focussed on dropping aliens into the cornfields of McMinnville…

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Unmatched: The Witcher – Realms Fall and Steel & Silver Game Review

Here at Meeple Mountain there’s a spectrum of opinion on the merits of Restoration Games’ Unmatched. I lean towards the positive. Partly because of the system’s easy rules, snappy fights and gorgeous production. It’s a hard game to hate.

But I’m also the ideal audience for Unmatched. I don’t play player-versus-player fighting games, as a rule. It’s the head-to-head combative nature of them; it’s just not my jam. Sure, I’ll happily block your perambulation in Tokaido, cut you off in Through the Desert and strand as many of your meeple as possible in Carcassonne. I can be ruthless as I claw towards victory, but that victory isn’t dependent on you being eliminated, just inconvenienced. Perhaps it’s less honourable than looking you square in the eyes as I punch you in the face, but a game where the entire point is to whittle you down to zero health does not my boat float.

Unmatched is the exception. With its sleek rules and sharp turns, I don’t have to invest much energy into engaging with a genre that doesn’t thrill me. The stakes are lower, which conversely means I’m more invested in enjoying the experience itself. And there’s a lot to enjoy.

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Winnie the Pooh: Serious Detective Game Review

Yes…this is a review of a game called Winnie the Pooh: Serious Detective.

As almost anyone who remembers Winnie the Pooh books as a kid will tell you, there ain’t nothin’ serious about Winnie the Pooh. Nothing resembling detective work. Usually, the only “crime” that needed solving was on what page Winnie would be found sitting in the Hundred Acre Wood with a pot full of honey. Rabbit, Piglet, Eeyore, Owl, Kanga, Roo, and of course, Christopher Robin…check, check, check.

In other words, there shouldn’t be any mysteries at all. But when I saw that the folks at CrowD were releasing a Winnie the Pooh game FOR ADULTS, I set my sights on grabbing a copy at SPIEL Essen last fall. Because I only approached publishers for review copies on the Sunday of that show, I came up empty in Germany because CrowD had sold all copies of the game earlier that weekend. A few months later, I reached out to get a copy by mail, and one arrived a few weeks ago.

My wife and I have played—which means I have written about—dozens of “one shot” mystery/escape room-style games, so I consider myself a bit of an expert in the category. Winnie the Pooh: Serious Detective’s description lined up with my interests: three cases, each of…

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Arkham Horror: The Card Game Core Set Game Review

Crispy Core

I love Arkham Horror: The Card Game. It’s probably one of my “desert island” games, thanks to the sheer amount of content and replayability. The game has evolved into an entire franchise, aptly named the “Arkham Files,” expanding into video games, novellas, tabletop RPGs, and even comic books published by powerhouse Dark Horse Comics.

Last year, the game’s storyline concluded with a great calamity in The Sinking City campaign, leading into the “soft reset” in 2026 with Chapter 2. Not only does this create a fresh launching point for a new storyline, but it also gives new players an ideal place to jump in.

Fantasy Flight’s vision for Arkham Horror breaks down into a “legacy environment,” in which all existing and past content can be used alongside future content, and a “current environment.” The current environment has a smaller card pool, and future campaigns are structured around mechanics in that evolving meta, though what exactly that will look like, we’ll have to wait and see. Presumably, this is meant to reset deckbuilding to a more even playing field. With so much existing content, it’s easy to build an overpowered deck and breeze through what should be a challenging experience.

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