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This category contains 5 posts

The bright boardgaming dawn of Twilight Struggle

This review was originally published on quartertothree.com on May 16, 2016. There’s an old saw about how when you get exactly what you want it might not end up being what you expected. If that ever happens to you, let me know if it’s true. Until then, I’m going to go with the digital release […]

13 Days_3

Brinksmanship in a small box

This review originally appeared on quartertothree.com on November 11, 2016. I was having dinner with some people a few years ago when a friend of mine, who is actually a well-known role-playing game designer, started making fun of euro games. “It’s just a bunch of abstract concepts wrapped up in gameplay mechanics,” he said, “except […]


Rejuvenating an old rogue

A very accomplished game designer once told me his best ideas were mostly borrowed, but that he made them his own in the way he arranged and adapted them to a setting. Part of good design, he said, is knowing what works in a particular situation, and why. Good ideas keep coming around in new […]

phantom leader

Phantom Leader: Some day this war’s gonna end

Years ago, every boardgame was a solitaire game. I know that because I played a lot of them solitaire. In the late 1970s and early 1980s, there weren’t a lot of ways to play board wargames against someone else unless you wrote your moves on a piece of paper and put them in the mail, […]

Objective 1941

How I learned to stop worrying and love the detail

There is something very comforting about a bunch of square pieces of cardboard on a hex grid. For someone who grew up at a certain time and frequented hobby stores, an oval inside a rectangle above two numbers separated by a dash has only one meaning: if you put them on a cardboard square, with […]