This week, Jaya writes a functional review co-operative ‘boss fight’ deckbuilder Aeon’s end, exploring the subtle ways it plays with deckbuilding conventions to deliver on its thematic premise. Player activity summary Aeon’s end is best summarised as a video game ‘boss fight’ in cardboard form. Players work together as a group of desperate ‘breach mages’ trying to protect their own from a variety of horrifying nemeses; using new and unfamiliar magic that appeared alongside these monsters to defeat them. Players will buy new cards and skills to improve their deck, invest in opening their ‘breaches’ (the conduits they require in order to cast multiple spells at a time) and keep an eye on the health totals, not just for each...
In today’s article Jaya Baldwin compares two different classic word games and, when looked through the lens of modern design, finds one more dated than the other It’s easy to ignore mainstream games when you’re down the rabbit hole of the hobby space tying to find out what makes games great. But the truth is that their aren’t many famous hobby word games. Those word games that are part of our modern crop – perhaps Codenames come to mind – are often built on the associations of words, not vocabulary or spelling as the classic games are. If you want to test your word skills, the classics are still where you normally need to go to get your fix. But...
Can narrative and strategy ever blend well? Jaya Baldwin explores different ways games have tried to integrate narrative and traditional gameplay elements. “Are you sitting comfortably? Then I’ll begin. Once upon a time in a land not so far away at all, a family sat at a table. ‘Now I convert 3 cubes into 2 cubes of net higher output’ said Mummy. ‘Wow, I adjust the resource monetizer on my personal board to rotate the value wheel to its next multiplier increment’ said Daddy. What a good time they were having playing Resource Cube Management Simulator. Little James and Sarah meanwhile had gone upstairs. They were sat under the big blanket with torches. ‘And then the princess took off her...
In his first article for the site, Jaya Baldwin - new member of the Naylor Games team, makes a forceful case for both titles *** "Ladies and gentleman welcome to another exciting episode of Boardgamemania! In the blue corner we have long standing heavyweight champion Dominion! The game that started an entire genre and really packs the Donald X factor. Meanwhile iiiin the red corner, we have new kid on the block, featherweight Star Realms!" *** It's a classic scenario: two games with a certain amount of similarity are pitted against each other, argued over and taken apart in order to figure out which is 'better'. When those two games are trying to fill exactly the same niche, it's a...
Last week I started my first look at Flashpoint; considering how it builds game arc and the nature of the puzzles it presents. This week I look at the critical role of theme in the game. A thorough smelting of mechanics and theme As I have previously written, the execution of theme is a sizeable element of Flashpoint's appeal. Its everywhere in the game: not just in the specific business of the advance fire roll, or its representational rather than symbolic art style. Rather the theme is completely intertwined with the vast majority of the game's mechanics. The fire itself is one of the most perfectly thematic co-op opponents we could hope for. It expands exponentially and somewhat erratically, just...