Just for the sake of being a grump, I’m not convinced “Rogue Agent” is a very good title for Rogue Agent. Maybe it’s because it conjures up images of the worst of the schlocky spy movies from my dad’s generation or because there aren’t any actual rogue agents in the game, just normal agents going about their normal day jobs, but hey — in either case, I think it’s fair to say my expectations were far removed from what Rogue Agent is actually trying to be.
And since this is the third game I’ve played from designer David Ausloos, the first two being Panic Station, which was so bad that I couldn’t bring myself to review it, and Dark Darker Darkest, which I thought was pretty good but sort of uneven, it’s also safe to say that my expectations were quite low. Bad schlocky spy movie low.
We’re all sick of Monopoly, right? I mean, sure, part of that is because pretty much nobody uses (or even knows about) the auction rules, and maybe it’s picked up a bad rap because your Aunt Ellie keeps giving you special editions for your birthday ’cause she heard you like board games. But then another family holiday rolls around and everyone’s sitting there after dinner, what what do they recommend? Monopoly. Boring ancient World War 2-winning (but nothing since) Monopoly.
Well, I’ve got a solution for you, and it’s just crazy enough that it might work.
The other day (okay, it was really sometime back in December), I had the opportunity to sit down with Rich Nelson, the owner, lead designer, and all-around hot topic of Giant Goblin Games, not to mention the proprietor of last year’s successful Kickstarter campaign for Storm the Castle! In the midst of a bustling board game store, we met up to give his newest prototype a whirl. Which now that it’s mid-April, is up on Kickstarter.
Just for tonight, Space-Biff! is going to act as my personal tell-all gossip rag. Gather round, because I’m going to spill a whole mess of secrets about my celebrity marriage.
When it comes to Fantastiqa, I’m every bit as late as Lewis Carroll’s White Rabbit was back in 1865. I’m even tardy for the game’s second successful run on Kickstarter, which wrapped up about a month ago.
Now, under normal circumstances I wouldn’t bother reviewing an older game (assuming Fantastiqa’s 2012 release date qualifies as “older”) because I hate being unfashionably late. But in this case, I’m making an exception because… well, I could give any number of reasons, but really it comes down to Fantastiqa’s unique ability to make the mundane fresh again.
Space-Biff! has been quieter than usual over the past couple weeks. Apologies. Couldn’t be helped. After all, I’ve been devoting most of my board gaming attention to figuring out Volko Ruhnke’s formidable COIN Series, which, if you haven’t heard of these behemoths, are all about insurgency and counterinsurgency — guerrilla warfare, hearts and minds, that sort of thing — and they’re endlessly and utterly compelling. The first volume, for instance, is called Andean Abyss, a four-way conflict over the jungles, mountains, and cities of Columbia, and it’s possibly one of the most thrilling, deep, and disheartening board games I’ve ever experienced.
Dragon’s Tiles! Dice Towers! Mayhem RPG! A ton of publishers, like Crash Games, Red Raven Games, and Gamelyn Games! War
Command Haven! Ryan Laukat, Michael Coe, and other designers whose names we can’t remember! That’s how many there are!
All this and more, at SaltCon 2014! So come along, as Space-Biff! investigates exactly what it is that makes this board game convention the third-best in the Mountain West.
Last month I covered a heart-wrenching title from Academy Games called Freedom: The Underground Railroad, notable for its uncanny ability to create an emotional investment over the fates of a few wooden cubes. I think I even cried at one point. Manly tears, of course. Manly abolitionist tears.
Now I’ve had a chance to try another of the titles in Academy Games’ catalog, a simple wargame by the name of 1775: Rebellion, and… well, I’ll put this delicately: stand back, because I’m about to gush like a fry cook’s neck pimple.
It might surprise you to learn that I’m a huge fan of dystopian fiction. Or it might not, who knows. Maybe it’s such a critical component of my being that it bleeds into the open, and upon our first meeting, a stranger will instantly feel the tug of intuition whispering, “This guy likes dystopian fiction.”
Regardless, it was the subtitle of Euphoria: Build a Better Dystopia that first drew my attention, because I would love very much to do that. Yes indeed. For pretend, of course. Ahem.
There aren’t many good games out there specifically designed for third wheels — pardon me, for three players. It’s a niche that often goes unfilled, frequently leading to the phrase, “Let’s just wait for Geoff to show up, and then we’ll play something for four.”
No longer! Trieste may or may not be named for the city in Italy (more probably because it sounds like “three” in some magic language), but it’s certainly determined to be one of the best three-player games you’ve ever played. Does it succeed? Only one way to find out.