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Five days with Fifth Edition Dungeons & Dragons

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At age eight I was rummaging through a book stall at an agricultural fair, and I found a book that would change my life. It was “What is Dungeons & Dragons” and it stood out like a monstrous thumb among the worthy tomes on seed rotation. If I hadn’t bought it, it’s unlikely you’d be reading this column right now.

I haven’t played D&D in 20 years. I gave up at the advent of third edition, deciding it wasn’t worth re-learning the rules all over again.

Now, fifth edition is out. And my eldest daughter is eight, the age I was when I discovered the game. The co-incidence felt like a sign: it was time to teach the game to my kids, and rediscover it myself, too.

So I picked up a copy of the Starter Set.

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Cracked LCD- Eurogames Reclamation Project #3: Bohnanza

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It’s 1997, I’m at Dragon Con in the gaming area at a random table I sat down at, and I’m dealt a hand of cards with German words on them and cartoon pictures of these bean characters. Beans. I start rifling through the cards and the guy teaching the game stops me. “No no no! You have to keep the cards in the order you get them, don’t change the order of them in your hand!” Right off the bat, this game is making a bad impression with the silly bean-people and this bizarre rule that defies the natural instincts of anyone who has ever played a card game of any type. My shirtless, leather bracers-wearing friend that fancies himself a modern barbarian leans over and says “Mike, I don’t know about this one.” I promise him that we’ll play Dungeonquest afterwards. I don’t want him to leave me alone at a table of strangers playing a game about bean farming. An hour or so later, we’re in the dealer’s room forking over the bucks for a copy of the game from a vendor that had some import copies. Continue Reading…

Ivor the Engine Review

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British people of a certain age tend to regard children’s animators Peter Firmin and Oliver Postgate as minor deities, so totally did their wonderful conjurations dominate the world of kids TV in the 70′s. Dizzying edifices of imagination and storytelling, built on Firmin’s instantly recognisable art and Postgate’s incomparable animation, they remain a colossal founding pillar of my childhood.

Now here there is a game, a modern game, based on my most cherished of all their creations: Ivor the Engine. It’s here, in my hands. This is going to go very well, or very badly.

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Eight Minute Empire Review

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Of all the lies that are told in the context of board gaming, the biggest and most odorous are those printed on boxes alongside the legend “playing time”. Yet even amongst this exalted company, Eight-Minute Empire reaches new heights of outrage. Whatever it says on the box, the rules inside freely admit that it’s probably three whole times as much as claimed, and my experience supports that.

Of course, that’s still only twenty to thirty minutes. So I might be over-egging this pudding just a little.

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Rivet Wars Review


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Hot off the back of a successful kickstarter campaign, I really wasn’t sure what to make of Rivet Wars. It channels a first world war theme, yet presents you with a wildly incongruous steampunk theme, rendered in a weird, chunky anime style. It claims to be a board game representation of a real-time strategy game but has no resource control. What is this bizarre oddity?

Well it turns out to be a pretty streamlined two player game of tactical aggression. You pick a scenario, assemble a board out of modular components then use an allowance of resources each turn to purchase from a selection of units and march them up to the front line to contest control of critical objectives with your opponent. To spice things up a bit, both players have secret missions to fulfil for extra points, and action card that allow units to do unexpected things.

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Wiz-War: Malefic Curses Review

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Wiz-War makes me angry. I get angry when I have the wrong cards, when the dice fall wrong, when the wrong people gang up on me. But that’s good anger. The bad anger is all the years I spent not playing this great game while it was out of print, until Fantasy Flight picked up the license for an eight edition. Now, in true Fantasy Flight style, there’s an expansion: Malefic Curses.

The box contains a board and pieces for a fifth player and three new schools of magic. A lot of people have been waiting for this largely for that fifth participant, but I’m not one of them. Wiz-War is a pretty chaotic game, and works best when clipping along at a premium pace. Five, I think, is too many. The additional interaction is fun, of course, but it’s not enough to compensate for the extra downtime.

Still, the fact that the new board is purple is a bonus since it now means no-one has to play the urine yellow mage from the base game when you’re playing with four. So it’s not all bad.

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Splendor Review

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When I cracked the shrink on Splendor (what happened to the missing ‘u’?), I got a nasty surprise. I really thought that so many people had taken the piss out of the overuse of the “Renaissance merchants impressing nobility” theme in games that it had rightly been killed, had its head cut off and its mouth stuffed with garlic-infused meeples that it was gone forever. Yet it it was again, in my hands, in 2014.

But review copies are review copies, so with a heavy heart I began to dig into the box. A deck of cards with some lovely, if rather generic, artwork depicting various scenese of Renaissance life. Some delightfully hefty gem tokens in various colours. A punchboard of nobles and a page of rules. So it was easy to learn, and it looked nice.

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Streaming Seattle’s Second Son Soon

I’ll be streaming some inFAMOUS: Second Son tonight at 7PM EST. Well, 7ish. You know how these things go. You can either watch the broadcast here or head over to my Twitch channel at Twitch.tv/misterbinky to get the full streaming experience. Note: the full streaming experience means that you can drop comments in the chat window and maybe have them addressed by me but probably not as I seriously doubt I’ll be able to play and read comments at the same time.

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It’s Dark Souls 2 Week

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Thank God. I am reborn.

Space Alert Review

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The world of board games is a largely cerebral one, even at the thinnest end. For most games, physical appreciation begins and ends with the tactile nature of the pieces. But just occasionally, you’ll find a game that breaks out of your head and into your body. The first one I discovered was Labyrinth, which made me feel queasy as I planned massive terrorist outrages across the globe. Space Alert is the second. Space Alert gave me indigestion.

After playing nonstop for several hours – a large number of games since most last only 20-20 minutes, I lay in my bed and failed miserably to sleep as stress and adrenaline coursed through my nerves and acid ate away at my intestine. I wasn’t sure if what I’d just experienced was fun or not, but it was certainly powerful, and utterly unique.

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