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Showing posts from October, 2019

Board Game Review: Machi Koro Legacy

Machi Koro  was one of the first games my husband Chris and I played together. It was released in 2012 and when we started gaming together in 2013, it was still a popular game on reviewer blogs and videos as we sought guidance in what to play and what to buy. Once Machi Koro  was in our collection, I spent every game trying my best to outthink Chris and acquire the best combination of establishment types to ensure victory. As we were enticed by other new games coming out and were drawn deeper into heavy Euros, we left Machi Koro on the shelf more frequently, with an occasional wistful comment about how we should play again.At GenCon earlier this year, Machi Koro Legacy  was the talk of the town. Designed by Rob Daviau, JR Honeycutt, and Masao Suganuma (Masao is the original designer of Machi Koro), it promised to breathe new life into Machi Koro through a campaign style series of ten games, revealing new aspects of gameplay in each session at the table. We love legacy games, so we wer…

Board Game Review: Kemet

I love a good area control game. I'm crazy about Islebound, Scythe, SpiritIsland, Blood Rage, Forbidden Stars, Vindication, Fate of the Elder Gods, and Twlight Imperium IV (my FAVORITE game outside of Brass Birmingham).  So I had high hopes for Kemet. It’s an older game (released in 2012), designed by Jacques Bariot and Guillaume Montiage and it’s been on my wishlist since I started playing board games at a neighborhood gaming store about a year after its release. My best friend and I would be at the store playing whatever new game we’d bought that month, and I’d admire the Kemet cover art from where I sat. It just looks absolutely thrilling. Because we were heavily into the cult of the new at that time, we never prioritized adding an older game like Kemet to our collection. This was finally rectified when Matagot sent me a review copy.  I was so excited to open the box, especially when I discovered the artwork on the inside was just as well illustrated as the box cover I’d admire…

Board Game Review: Sojourn

Earlier this year, the team from Wyvern Gaming provided me with a review copy of Sojourn. This solo game was designed by Philip Loyer and released in 2019.In Sojourn, a player takes on the role of a time traveler trying desperately to return home. To travel to a specific named time period (such as the one in which the traveler’s home exists), the traveler must use a Timesphere, which has unfortunately shattered into fragments that have been scattered across different time periods. Luckily, the traveler still has a handful of temporal charges at the ready that allow them to jump into random time eras in search of the fragments that can be reassembled into a working Timesphere. Before running out of the charges, or dying from injuries sustained in the various destination time periods, the traveler must find all of the fragments and make the leap home.   The premise here is very good, even if it does evoke classic time travel tropes (Quantum Leap anyone?). The problem is in the execution…