There are countless games based on the world’s most famous sleuth but none as great as Sherlock Holmes Consulting Detective. With just a book, a list of addresses and a bunch of newspapers, it captures the whole spirit of the Victorian investigator and reflects it, not just through its setting, but its mechanics.
Now subtitled “The Thames Murders & Other Mysteries”, it remains the best deduction game I’ve ever played and, despite some minor flaws, a truly engrossing experience.
Of all area control games I’ve played, Liberté has the most challenging decisions of them all. Behind its French revolutionary façade lies an opaque game where players don’t directly control a faction. Matches can close with a narrow margin in victory points or end swiftly with a monarchist coup. It’s one of my favourite Martin Wallace designs despite a few shortcomings.
The Crew, Thomas Sing’s cooperative spin on trick-taking, hasn’t gotten a retail expansion yet despite being such a huge hit. However, it has gotten some additional content courtesy of Kosmos, its publisher. The Deimos Adventure is a set of 15 new missions which take the system to new heights. Released online for free, they are a great addition for fans of the cooperative trick-taking game.
Logarithmic action. That cryptic label was how Sega defined Gain Ground, their 1988 action-strategy hybrid. And the more I play it, the more accurate that description becomes in my mind. Gain Ground combines the cold logic of strategic planning with the fiery tradition of arcade action. It’s a wholly unique game, rewarding and often misunderstood.
Eclipse or Twilight Imperium? Neither. The best 4X board game is March of the Ants, a little known title by Tim Seisner and Ryan Swisher. Clocking in at less than an hour, it takes away the filler that pervades the genre to provide a focused, stronger experience than its peers without missing any of the features we like from it. Continue reading »