Review

  • Review: Through the Ages – A New Story of Civilization

    Here is your chance to make history! You will start with a small tribe with the goal of building a great civilization. Expand your farms and mines to gain resources, progress technologically, advance your forms of government, and erect impressive wonders that will endure through the centuries. Choose wisely the leaders who will leave a legacy that allows your people to achieve greatness. A strong economy, technological advancements, a happy population, and a powerful military will be what your civilization needs to progress properly in every aspect. You may excel in one, but you should try not to neglect the rest. Adjust your strategy to the opportunities that come your way. Your rivals will seek to outmaneuver you through various tricks. But do not neglect the most important thing, as the civilization with the most cultural influence will be proclaimed the winner.

    This is how we are presented with Through the Ages: A New Story of Civilization, by the great Vlaada Chvátil. This is a revision of one of his greatest works, Through the Ages: A Story of Civilization (the use of the word “New” is key). This new version was published in 2015 by Czech Games Edition (CGE), to great public and critical acclaim. The illustrations are handled by Jakub Politzer (Adrenaline) and Milan Vavroň (Space Alert, Prophecy, or Shipyard).

  • Review: Twilight Struggle

    In 1945, the Allies defeated the German war machine with great difficulty, while the most devastating weapons created by humanity forced Japan to surrender under a rain of fire. Where many powerful nations once stood, only two remained standing. The world barely had a second to breathe before a new conflict began. But unlike the great conflicts that preceded it, this one was not going to be fought with soldiers or tanks, but with spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game that simulates the 45 years of intrigue, prestige struggles, and occasional military conflicts between the Soviet Union and the United States. The entire world is the stage on which the two colossi fight to keep their ideologies and ways of life safe. The game begins among the ruins of a devastated Europe, as the two “superpowers” compete over the debris of World War II, and ends in 1989, when only the United States remains standing.

    This is how Twilight Struggle is presented to us, a design by Ananda Gupta and Jason Matthews (1960: The Making of the President, Founding Fathers, or 1989: Dawn of Freedom). The game was first published in 2005 by GMT Games, receiving numerous reprints and localizations into other languages. The illustrations across the various editions have been handled by the following artists: Rodger B. MacGowan (Commands & Colors: Ancients, Paths of Glory, Here I Stand), Mark Simonitch (Hannibal: Rome vs. Carthage, Commands & Colors: Napoleonics), Chechu Nieto (Dominant Species, Cuba Libre), and Viktor Csete (The Manhattan Project, Dark Moon, The Thing).

  • Review: Star Wars – Rebellion

    We find ourselves in a period of civil war. The last remnants of the Old Republic have been swept away; the entire galaxy is subjected to the Empire’s reign of terror. Its newly constructed combat station, the Death Star, is powerful enough to destroy anyone who opposes its dictatorship. But a new hope has emerged. A group of brave individuals has decided to fight against imperial tyranny. From their hidden base, these rebels plan to overthrow the Empire and restore freedom to the galaxy. Star Wars: Rebellion allows players to reenact the epic conflict between the Galactic Empire and the Rebel Alliance. Players take control of iconic characters from the Star Wars saga to undertake secret missions or lead their troops into battles across the galaxy.

    This is how Star Wars: Rebellion is presented to us, a new title by Corey Konieczka, the designer behind games like StarCraft: The Board Game, Battlestar Galactica, or Eldritch Horror. The game was published in 2015 by Fantasy Flight Games. The artwork does not bear the signature of any specific illustrator; instead, the publisher pulled from archival images already used in numerous titles set in the galactic franchise.

  • Review: La Granja

    Located in Mallorca, in the heart of the Serra de Tramuntana, La Granja de Esporles is a beautiful estate whose origins date back to the 10th century. In the 15th century, the estate included housing for workers, day laborers, and landowners, as well as facilities for the agricultural exploitation of an extensive territory of olive trees, vineyards, and wheat fields. Players will manage their farm, deliver goods to the market, and supply the village craft buildings to earn victory points.

    This is the premise behind La Granja, designed by Michael Keller and Andreas Odendahl, marking the debut published title for both designers. The first edition was released in 2014 by Spielworxx, completely selling out its rather short print run even before arriving at Essen. Following this success, it received editions in several languages (English by Stronghold Games, French by Pearl Games, and Polish by G3). The artwork is handled by a classic illustrator, Harald Lieske, who previously demonstrated his talent in titles such as Power Grid, The Castles of Burgundy, Las Vegas, and Witch’s Brew.

  • Review: Concordia

    Two thousand years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace on the borders, harmony within the provinces, a uniform law, and a single currency, the economy thrived and gave rise to powerful Roman dynasties that expanded into numerous cities. Lead one of these dynasties; colonize the most remote realms of the Empire; expand your trade network and please the ancient gods to gain their favor. If you plan your strategy properly, you will be able to grow your dynasty and make it the most powerful in the Roman Empire.

    This is the premise of Concordia, a game designed by Mac Gerdts, author of other well-known titles such as Imperial, Navegador, or Antike. The game was first published in 2013 by PD-Verlag (in English/German), becoming one of the nominees for that year’s Kennerspiel des Jahres alongside Istanbul (winner) and Rokoko. The illustrations are handled by Marina Fahrenbach, the publisher’s usual artist (Navegador, Antike II, Antike Duellum).

  • Review: Keyflower

    Keyflower takes place over the four seasons of a year. Players will compete to expand and improve their respective villages, facing different challenges, with every game being unique due to the mix of village tiles that varies from match to match. Players must stay alert to make the most of their available resources, transport and upgrade capabilities, skills, and workers.

    Keyflower comes to us designed by Sebastian Bleasdale (Black Fleet or On the Underground) and Richard Breese (Reef Encounter or Inhabit the Earth). The game was published in 2012 by HUCH! & friends/R&D Games. The artwork is handled by Juliet Breese (Keythedral or Aladdin’s Dragons), Jo Breese, and Gemma Tegelaers (Mai-Star or Massilia).