Dorf Romantik.

I’ve played the solitaire video game Dorf Romantik, and found it kind of mindless – yes, there is some scoring to consider, but you always have a ton of options, it’s pretty easy to hit the basic objectives, and the game goes on way too long. I don’t really get the appeal, but I’m also not a video gamer of any stripe.

The board game adaptation of Dorf Romantik won the Spiel des Jahres in 2023, and man does that baffle me. The game isn’t bad; it’s just boring, even with the various additional rules you unlock as you play the campaign and get a handful of new tiles and tokens. I’m baffled by its victory, or the claims that either the board or video game is some sort of gentle or relaxing activity. It is aggravating in its dullness, in that while playing I thought of all of the other things I could do.

The board game is sort of a cooperative game, but the rules are the same as in the solo mode and I have no idea how or why you would play this with others. You draw a new hexagonal tile on each turn and place it on the board, making sure it is adjacent to at least one tile already on the map along a side (not a vertex). Tile edges only have to match if there’s a river or a railroad on the edges; otherwise, you can place tiles anywhere you’d like. Some tiles have a flag icon indicating that you must draw and place a scoring tile on them, which will display a number and show the color of one of the terrain types (including the river and railroad). To win the flag and its victory points, you must then create a continuous region of that terrain type, including the tile with the flag on it. Some require an exact number of tiles, while others have a minimum number that you can exceed. (Once a flag is removed, you can of course go beyond the number.) You can’t place a tile with a flag on it in such a way that its flag requirement will already be satisfied, of course. You must have at least three active points tokens on the board at all times; if you finish one, you draw a new tile from a separate stack that will give you a new flag.

At game end, you add up the values of the flags you completed and then score your longest river and longest railroad. That’s the first game, at least, as the box comes with a soft campaign where you mark off circles on a separate sheet to track your progress and then get to open additional boxes that add new rules and tiles once you reach certain milestones. The new stuff adds a little complexity and some additional ways to score, along with some different tiles that do things like combine a river/railroad with a terrain so the latter isn’t split in two, but none of it fundamentally changes the game.

The video game is actually worse, although I know it’s been a massive hit, probably aided by its low price (I got it on sale on Steam for under $10). That game gets longer as you complete its objectives, adding tiles to the stack every time you finish a flag, so you actually have to play worse to get it to end sooner. I suppose in that sense the board game is an improvement, because the tile stack is finite and thus so is the playing time. The video game version also sets objectives based on the number of trees or houses in a contiguous set of tiles, which becomes just the number of tiles showing these things in the board game, another big upgrade because in the video version you’re really just taking the app’s word for it.

I don’t think this game needs to exist in the first place – it’s not so much that it’s bad, but there is nothing original here, and it seems like little more than a brand extension. It’s like solo Carcassonne, which isn’t a thing. Nobody gets in your way and if you don’t get the tile you need this time, you’ll get it soon, because nothing is scarce in the tiles, not even the railroads or rivers. It just … is. I need a whole lot more than that from a game.

(There is a two-player version called Dorf Romantik: The Duel that just came out this month. That might be a lot more interesting, as it has a module that involves some direct player interaction. Or maybe it’s just another cash grab.)

Life in Reterra.

The earth has been devastated by some sort of apocalypse – take your pick, there are just so many options to choose from. Now it’s up to you to try to rebuild your part of the planet, with enough diversity in your terrains to help all species grow, attracting inhabitants and even constructing some basic buildings to get civilization back on track.

Such is the backdrop for Life in Reterra, a new family-level game from designers Eric M. Lang (best known for heavier games like Blood Rage and Ankh) and Ken Gruhl (Cahoots, Happy Salmon, and the underrated Mystic Market) that draws heavily from Kingdomino but offers a ton of replayability because you can change the scoring. It’s a strong filler game, definitely one to play with the kids, that can move very quickly because turns are so simple and most of the complexity within the game is in the scoring at the end.

Players in Life in Reterra – by the way, I’m embarrassed at how long it took me to realize what “Reterra” meant – will build a 4×4 tableau of square tiles, each of which is divided itself into a 2×2 square of one to four terrain types. Some squares have relic symbols on them, which are worth a single point each if still visible at game end. Some squares have gears, which you can cover immediately with an inhabitant meeple for another point at game end, or you can leave open to try to create a pattern of two to four connected gears that you can cover with a building.

The turns are extremely short: on your turn, you either take a tile from the market or use one of the three tiles you were dealt at the start of the game, placing it on your tableau. You place inhabitants on any gears, if you want, or a building if you have the right configuration of gears. That’s it. Go around the table 15 times and the game’s over. I can see why BGG lists a play time of 35 minutes for it – if everyone’s engaged, you can rip through this game really quickly, and usually you can figure out your turn a player or two before it gets to you.

The buildings are the heart of the game, and the best aspect of Life in Reterra is that they’re flexible: The game comes with three sets of building tiles, with five buildings per set, and each building has a double-sided card with slightly different scoring. There’s a recommended beginning building set, but you can mix and match as you see fit, so if my math is correct there are 7776 combinations just in this base game. Some may not necessarily work that well, so the rulebook recommends a few combinations to get you started. Most buildings give you a few base victory points, but they have additional powers that range from sticking a junk token on another player’s relic space (turning it from +1 points to -1 at game end) to giving you one extra inhabitant per turn until all buildings on that terrain area are full to giving you one point per square in your largest contiguous area of one terrain type.

The game-end scoring is where it gets tricky enough that you’ll need an older player to take over. Inhabitants, relics, and buildings score as described above, with the buildings scoring their base value plus a variable bonus for some building types. For every contiguous area of a single terrain type that covers at least 7 squares, you get three more points. There are also special “energy source” tiles that score 8 points each, but only if they’re completely surrounded by other tiles – that is, they have to be in the 2×2 square in the middle of your 4×4 tableau. Counting squares and then moving building pieces aside to ensure they’re counted correctly is where this requires a little experience in dealing with board game scoring mechanics.

If the game only came with one set of buildings/scoring cards, I think I’d get tired of it quickly, just as I got tired of Kingdomino quickly. (Then again, Queendomino added a bunch of new scoring mechanisms, and that game sucked.) I’m more intrigued because there are so many ways to mix up the cards and get a game that’s more or less competitive, or that rewards more or less diversity in terrains, and so on. It’s a strong family-level game, probably not something I’d break out for a game night group but a good one for kids who have reached the point where they can play ‘adult’ games. (My guess is this will be on the bubble for my best-of-2024 list – it’s turning out to be a very strong year for new board games.)

Stick to baseball, 9/14/14.

Light week here for writing and links, although it looks like I’ll have two columns at the Athletic this upcoming week.

Over at Paste, I reviewed The Vale of Eternity, a card-drafting game that’s a lot harder than it looks, especially because of its quirky mechanism of handling coins when you buy and sell cards.

I also sent out a new edition of my free email newsletter on Saturday. You can sign up here.

And now, the links…

Escape from New York.

The film Escape from New York is a cult classic, a film that is a weird relic in its way, aging more poorly for its simplistic views of the technology of the future than for any social aspects or commentary. A convict named Snake Plissken is sent into the penal colony of Manhattan to rescue the President from the prison gangs that run the island, leading him to team up with three untrustworthy people he meets there to try to complete the mission and escape with the President and a cassette tape (!) with critical information.

It’s perfect fodder for a cooperative board game, and indeed Pendragon Game Studio has produced just such a product, bringing on designer Kevin Wilson (Descent, Cosmic Encounter) to create it. Escape from New York the board game is solid enough and reasonably true to the theme once you get it on the table and set up, but this thing is a massive table-hog with too many components, and the rulebook is way too long and convoluted for a midweight game.

Players play as the four main protagonists of the film – Snake, Maggie, Brain, and Cabbie, with the game using the actors’ actual likenesses on cards and tokens. The game plays 1 to 4 players, although there are no separate solo rules; I assume you just play as a single character in that case, or control any number of characters you’d like. The players will start at the Library in the center of the large board, revealing adjacent spaces before moving into them, fighting prisoners, picking up items, and eventually reaching the Points of Interest spaces where they might meet any of the three Boss enemies (Duke, Romero, and Slag), find the President, or discover something else of importance. The goal is to get the President and the tape and the diagram of one of the bridges off the island, then get all player tokens to the start of the bridge, after which any one player can move everyone off. You need to do this before the Timer deck reaches the final card, which is the only way the players can lose.

That’s the most clever aspect of Escape from New York: You can’t die during the game; you can just run out of time. Players’ actions are all determined by their cards, with each character getting a unique deck and players beginning the game with their entire decks in their hands. If you take damage from a prisoner or a boss, you discard that many cards at random, rather than losing hit points. To pick up your discard pile, you must advance the Timer deck by one card, so this is a drastic choice you want to use only when necessary. Losing a lot of cards to damage results in moving through the Timer deck more quickly.

When you reveal an empty space that isn’t a Point of Interest, you take a tile from either the City or Central Park decks and flip it over, revealing icons that show what you’ll find there. Usually that’s one or two prisoners, but sometimes it’s an item, sometimes it’s a manhole that lets enemies move around more quickly, and sometimes it’s an event symbol that tells you to flip and reveal the top card of the event deck.

On your turn, you play two cards from your hand, choosing them both at the start of the turn before you know the outcome of the first card. Most action cards will advance the Noise tracker on the New York board; when that reaches ten you move a Mission cube, and when all four mission cubes are in the right box you flip and resolve another Timer card. Then you flip two cards from the New York deck, one of which advances the Noise tracker by one space, the other of which tells you an action to take that somehow makes things worse for you. All enemies in adjacent spaces will move into your token’s space if possible. Then the next player goes.

By now, you probably have some sense of just how many components there are in Escape from New York, and I haven’t even mentioned the roadblocks, cars, levels, special action cards, or personal objectives. (It’s semi-cooperative, as any player can turn traitor and try to win by themselves.) The rulebook itself doesn’t even cover everything – I found at least one icon without any explanation, and I wasn’t the only one confused about where the Duke is supposed to appear – and it explains many of the rules completely out of order of how you’d encounter them. A game with this many moving parts needs a quick summary to explain the basic rhythm and then a clearly organized list of explanations of all of the constituent parts of a turn and icons players might encounter. It’s not actually a heavy game, but it looks like one, and sets up like one, and the overlong rulebook (it’s at least 24 pages) makes it feel like one. It’s a shame on some level, because the game is way more accessible than it will seem to new players. All the card text is self-explanatory, and most of what you’re doing is moving, fighting, or “tricking,” a way to move prisoners out of your way without killing them. The setup has close to 20 distinct steps. Even bagging it up is a drag. Despite all of that, I would still recommend the game to players who like a heavier cooperative experience than Pandemic, and certainly to gamers who like the film. (Oh, I saw a video sponsored by the company in advance of the crowdfunding effort where the scapegrace describing the game called the movie “a very old film.” I got so mad I threw my Timex Sinclair 1000 out the window.) I can’t imagine bringing this to my table very often, though, given the setup and the time it’ll take to explain all the parts to new players.

Some Desperate Glory.

Winner of the 2024 Hugo Award for Best Novel, Emily Tesh’s Some Desperate Glory plays around with some familiar tropes of sci-fi and fantasy, including the teenager who turns out to be the ‘chosen one’ and the idea of the multi-verse, spinning them into a fast-paced and often mind-bending story about fascism and totalitarianism. It’s uneven in several ways, and while I think it ultimately landed (pun intended) in a good enough spot to recommend it, it has a lot of first-novel vibes and I think author Emily Tesh took some shortcuts that weakened her main point.

The novel opens with a scene from a simulation where the protagonist, Kyr, is reliving the moment when the Earth and its 14 billion inhabitants were destroyed. Kyr lives on Gaea, a space station that houses most of the remainder of humanity, and whose leader, Admiral Jole, was the sole survivor of the assault on Earth. Gaea is a militaristic society where everyone on board is assigned a specific role for life to help preserve the colony’s existence and prepare them for some sort of revenge plot against the Wisdom, the interplanetary authority that called for Earth’s destruction. Kyr is part of the oldest cohort of young women still waiting for assignment, which could be to the Command group of soldiers, to the Agricole group responsible for growing food for the colony, or to Nursery, which means you’re sentenced to a life of continuous pregnancies. There are also rumors of a terrorist unit called Strike, where you may be called upon to commit suicide in an attack against the enemy. The enemy is the Wisdom, which is a massive artificial intelligence that chooses the option that produces the greatest good for the least harm in its estimation, and it is run, in a vague sense, by a species called the majoda … and early in the novel, Gaea captures a majoda ship and takes a hostage.

Kyr is a “chosen one” within this framework – her life and future turn out to be incredibly important to the fate of Gaea and humanity as a species – and up to a certain point, the plot unfurls like that of a YA novel. She’s the center of all of the action and she’s forced to grow up too soon and make some huge decisions that will save or doom all of humanity … but is she forced to do so by the circumstances, or the needs of the author? When she makes her first big decision, the outcome is about as predictable as a sunrise, only further underscoring the YA-ness of the story to that point. (Saying a novel is reminiscent of young adult fiction isn’t an insult per se – I have enjoyed quite a bit of YA fiction and am reading such a trilogy right now – but when a novel is ostensibly written for adults and descends to YA levels of plotting or character development, that’s a negative.)

It’s only after that point that Tesh turns Some Desperate Glory into a real adult novel, one with strong political undertones and some complexity around its protagonist. The Wisdom has access to other universes, more in line with the many-worlds hypothesis of quantum mechanics than the sloppy multiverse we’ve seen too often in contemporary fiction, and Tesh uses that to great effect here to force Kyr to consider not just her actions but her motives and values. What begins as a quest for vengeance on behalf of fourteen billion humans turns into a much more difficult quandary that calls into question the power and limits of free will.

Kyr, which is short for Valkyr, experiences about as much development for a sci-fi protagonist as I can remember. Some of that is inherent in the nature of a teenaged main character upon whom adult decisions are thrust, but in this case, Kyr has to undergo a change of mindset, acquiring a whole new set of morals and values to replace the hollow ones that Gaea indoctrinated in her. It’s a form of humanism, although one of the targets of her newfound empathy for sentient creatures is not human, so it’s more built on a respect for all sentient life and the recognition that those we were told are Others are, quite often, a lot like us.

The political leanings here aren’t hard to catch, and even if you did, Tesh lists some sources in the acknowledgements that would make it clear, such as histories of the North Korean dictatorship and other books on fascism and totalitarianism. There is also some similarly unsubtle commentary on gender roles and gender politics, and queer identity in a society built around a rigid gender binary. The Wisdom itself is a futurist’s dream of AI, and this is where Tesh does show some real nuance, as the Wisdom turns out to be very different than the ruthless killer Kyr believes it to be, and the reasons why other sentient races have chosen to follow it are at least rooted in sense, even if Kyr can’t see it at first.

I was on Some Desperate Glory’s wavelength form the end of that first big section almost all the way to the finish, but at that point I think Tesh chickened out and didn’t allow for a conclusion that was either realistic within the book’s environment or that suited the characters and their various arcs. Your mileage may vary. I do recommend the book, even despite that disappointing finish, but I can see so many ways it could have been more.

Next up: I’m just past halfway through Charlie Jane Anders’ Unstoppable YA trilogy.

Evergreen.

I loved the game Photosynthesis when it first came out in 2017, as it brought something quite new in its sunlight mechanic and also was striking on the table with its three-dimensional trees of varying sizes. I didn’t think it held up as well on repeated plays, and the cardboard trees took a beating rather quickly.

Designer Hjalmar Hach apparently thought he could improve on the original as well, reimagining the game as Evergreen, which doesn’t have quite the visual impact of Photosynthesis but which makes the game play itself simpler while it makes the strategic aspect more complex. And there’s something clean about the new board and the cards that make the game easier to look at, even if you lose the coolness of the 3-D part.

In Evergreen, players will plant sprouts in six biomes on their own boards and then grow them to small and then large trees, all of which is done by drafting cards in each round. Players choose their sprout locations to build the longest possible chain of trees while also maximizing the sunlight they’ll take in from each of the four directions as the sun rotates around the board. Trees cast shadows behind them, though, so they block trees directly behind them from collecting sunlight (and points).

In each round, players will draft cards that dictate where and what they’ll be able to play. Each card shows a specific biome (or a white background that can stand in for any biome) and an action, the two of which are unrelated. For the biome, you can plant three sprouts, grow two plants to the next level, plant one sprout and grow one plant, or ignore the biome on the card and just do one of those two things in a biome of your choice. For the action on the card, it gets a little more interesting, because actions become more powerful the more often you take them. These include planting more sprouts, growing plants from sprout to small tree or small tree to large, adding a lake that immediately grows two adjacent plants, adding a bush that extends your chain of contiguous trees but won’t collect light, or taking immediate points from the rose action while adding nothing to the board.

The card that isn’t selected by any player goes to the fertility area of its matching biome, which matters significantly for end-game scoring. Each card can have one to three fertility symbol at its top, or a skull showing aridity, or no symbol at all. You discard the cards with no symbols on top, and you place cards with fertility symbols face-up on the matching pile. Aridity cards cancel out the last fertility card played to that biome – when an aridity card is left over after the draft for that round, you flip over the face-up card on that biome’s pile and play the aridity card on top.

The number of rounds in each season varies, decreasing by one for each season, from five rounds in season one (spring) to just two in season four (winter). At the end of each season, you score points for sunlight hitting your trees, getting 1 point for each small tree and 2 for each large one, but a tree only gets sunlight if it isn’t in the shadow of another tree between it and the sun. Small trees cast a shadow of one space and can block a small tree behind them; large trees cast shadows of two spaces and can block small or large trees behind them. This gets tricky as a large tree that receives no light because it’s blocked by a large tree in front of it can still cast a shadow and block large trees behind it, so, for example, four large trees all in a line would score just two points for the first tree and nothing for the next three. (The rule book depicts this way more clearly than I can explain without diagrams.) Then you count every tree in your biggest Forest (chain) of connected trees and bushes, taking 1 point for each in the cluster.

After you do the end of season scoring for winter, each player scores points for every biome by multiplying the number of large trees they have in that biome by the number of visible fertility symbols in the card pile for that biome. This can get pretty large, since that’s how multiplication tends to work, and can inform your strategy throughout the game both in what cards to try to push to the fertility zone and where to focus your construction of large trees. That’s the only additional scoring at the end of the game.

For whatever reason, Evergreen hasn’t quite caught on like Photosynthesis did, and I think that’s part of why it is now available in digital form on Board Game Arena and now as a standalone app for $4.99 on iOS, Android, and Steam. I think it’s a great game and have now played it on the table, on BGA, and on the iOS app (the last one vs AI), so I can vouch for all platforms. It deserves a wider audience than it’s gotten, and I would definitely choose to play it over Photosynthesis thanks to the greater player interaction and simpler components so I’m not always knocking over trees. It came out in 2022, so it won’t be on my best-of-2024 list, but it would have made my top 10 for its actual release year.

Stick to baseball, 9/7/24.

Two new posts for subscribers to the Athletic this week – one just on Red Sox prospects I saw recently, including their top 3 prospects plus 18-year-old Franklin Arias; and another on prospects from several other orgs, including Jarlin Susana (Nats), Vance Honeycutt (O’s), and Parker Messick/C.J. Kayfus (Guardians). This past week’s schedule really did me no favors, unfortunately, and nearly all of the teams close to me missed the playoffs.

At Paste, right at the end of August I had a review of the game Rock Hard 1977, designed by former Runaways bassist Jackie Fuchs (Fox); and a related ranking of the five best thematic games I’ve played.

And now, the links…

  • After the 2020 election and the January 6th insurrection, several big tech firms kicked Trump off their platforms and major media outlets appeared at least to push back on his constant falsehoods, but those guardrails are largely gone as those for-profit entities see dollars in a competitive race.
  • Vaccine opt-outs continue to climb in Florida schools, including life-saving vaccines like MMR and TDaP. The inevitable outcome of this is kids hospitalized or killed by ignorance, made possible by the state’s governor and surgeon general coming out strongly against vaccinations.
  • A Minnesota police officer with a long history of driving misconduct, including causing four crashes while on duty and driving 135 mph in a 55 mph zone without using his siren or lights, hit another car while driving 83 mph, killing an 18-year-old passenger. Shane Roper had been suspended twice for his driving but was still on the force and allowed to drive a police car.

Music update, August 2024.

August brought a bunch of contenders for my year-end albums list, with LPs from Jack White, Fontaines D.C., Zeal & Ardor, Tank and the Bangas, and others, plus a surprise return from Opeth, a welcome single from Olympic stars Gojira, a farewell track from one of the most influential American punk bands, and a return from a band I was afraid had called it quits. As always, you can access the playlist here if you can’t see the widget below.

Gojira feat. Marina Viotti and Victor Le Masne – Mea Culpa (Ah! Ça ira!). You know this song already, as it was the highlight of the stunning Opening Ceremonies to the Paris Olympics; now we get a studio version that packs the same punch, albeit without the visual impact of Gojira playing on the balconies of an old castle along the Seine.

Jack White – Old Scratch Blues. White’s new album No Name is his best solo LP to date, a return to his roots in classic rock and blues sounds from the 1940s through the 1970s, highlighted by this track, “Bless Yourself,” and “It’s Rough on Rats (If You’re Asking).”

Fontaines D.C. – Here’s the Thing. Fontaines’ new album, Romance, is one of the big surprises of the year; the Dublin-based rockers have largely abandoned their punk sound in favor of a more ambitious array of influences that have them dancing around the edges of pop-rock without fully giving in to the sound. You can hear the punk roots in the background of songs like this one, but they’re in their post-punk/new wave phase now, and it’s fascinating. I still think “Favourite” is my … uh, favorite track on the record, but this and “Starburster” are also highlights.

Goat – Ouroboros. These Swedish psychedelic/fusion rockers return with their third album in three years, titled Goat, on October 11th; this is the radio edit of the album’s lengthy closing track, with a guitar riff that Nile Rodgers would approve.

King Gizzard & the Lizard Wizard – Hog Calling Contest. The Aussie band’s 26th (!) album, Flight b741, came out in August, with an unusually long gap of ten months between records, and it’s more in the vein of their bluesy jam-band stuff than some of their heavier (and, to my ears, better) works.

Nice Biscuit – Fade Away. Not quite as good as “The Rain,” but we still get another strong guitar riff from this Australian indie-rock band, which marries some psychedelia with the pulsing beats of post-punk. Their new album SOS comes out on October 4th.

The Killers – Bright Lights. This one-off (for now) single dropped just a few weeks before the Killers started their residency in Vegas to celebrate the 20th anniversary of Hot Fuss, with all four original members playing the entire album start to finish as part of the shows. The track bridges the gap between their earliest synth-pop leanings and the more country-tinged sound of 2021’s Pressure Machine.

Chime School – The End. The Boy Who Ran the Paisley Hotel, the second album from Andy Pastalaniec (also of Seablite), continues with the project’s 1980s jangle-pop sound, which in itself derives from 1960s pop bands like the Byrds.

Sunflower Bean – Teach Me to Be Bad. Another heavier song from Sunflower Bean, and I’m into it. “Moment in the Sun” was a huge hit, and deservedly so, but the last thing I wanted from the band was an album full of attempts to re-create it.

X – Ruby Church. X announced that Smoke & Fiction will be their farewell album, accompanied by a final tour, four years after their comeback LP Alphabetland marked their return from 27 years away from the studio. I’ve never been a huge fan of X’s music, and am certainly not a fan of Exene Cervenka’s conspiracy theory-mongering, but I acknowledge the band’s huge influence on American music from the 1980s and 1990s.

Manic Street Preachers – Decline & Fall. The Welsh trio has said this track was inspired by several artists, including the War on Drugs, and that couldn’t be any clearer. I’m also stunned that James Dean Bradfield still sounds this good at age 55. The BBC has a story on some recently unearthed photographs of the band taken shortly before lyricist/guitarist Richey Edwards disappeared.

Hayden Thorpe – They. The former lead singer of Wild Beasts will drop his third solo album, Ness, on September 27th; it’s just a different sound than that of his former band, and I’m still kind of getting used to his individual style, which has some of the art rock leanings of Wild Beasts but in a quieter mode. He released two singles in August, this one and “He.”

Katie Gavin – Casual Drug Use. The second single from the MUNA singer’s upcoming debut solo album, What a Relief, due out on October 25th, is another smooth indie-pop track that borrows as much from alternative country singers like Kacey Musgraves and Brandi Carlile as it does from MUNA’s college-rock influences.

Bananagun – Free Energy. I dug this Australian experimental psych-rock band’s 2020 debut album The True Story of Bananagun – seriously, why is Oz so rife with psychedelic rock music? – but we haven’t had a peep out of the band since. They’re back with this frenetic track, which feels like it’s almost all drum-and-bass with a little vocals sprinkled on top, ahead of their sophomore album, Why is the Colour of the Sky?, due out November 8th.

Spirit of the Beehive – I’ve Been Evil. I hear a lot of Pinback and even Polvo in this track from Spirit’s newest album, You’ll Have to Lose Something, which, like most of their albums, is interesting but all over the place.

Jamie xx feat. The Avalanches – All You Children. Jamie xx’s second solo album, In Waves, finally comes out on September 20th, nine years after his debut In Colour, which had two of my favorite tracks of the decade in “See Saw” and “Loud Places.” I haven’t heard anything quite to that level from the five singles already released from the new album, with this one perhaps the best for its more accessible EDM sound.

Tangent feat. Rakim – Get Right, Keep Tight. Rakim put out a short comeback album in July that didn’t feature anywhere enough of him; his verse here as a guest on an otherwise unremarkable track from Tangent might be the best thing Rakim has done this year.

Maxïmo Park – Quiz Show Clue. There are too many bands, part 837: I’d never heard of Maxïmo Park before this spring, only to discover they’ve been around for 20 years and are about to release their eighth album, Stream of Life, on September 27th. They’re a post-punk revival band often lumped into the “landfill indie” pile, which, to be entirely honest, kind of fits; I actually first heard of them when I went down that rabbit hole (after the Libertines’ new album came out) and found VICE’s list of the 50 greatest landfill indie songs of all time, which has two Maxïmo Park tracks on it.

Ten Fé – Space Invader. I’m thrilled that Ten Fé is back, as they hadn’t released any music since 2019’s Future Perfect, Present Tense, although this song reminds me a little too much of Keane and doesn’t quite have the hook of some of Ten Fé’s best singles to date.

Sports Team – I’m in Love (Subaru). I loved Sports Team’s 2022 album Gulp!, so I’m not sure how I feel about them suddenly deciding they’re going to channel the band ABC.

Geordie Greep – Holy, Holy. So this is a rare case where I’m including a song I don’t particularly like. Greep was the lead singer/guitarist for black midi, which announced its breakup in August (or maybe an indefinite hiatus), with Greep then releasing this single a few days later. It’s kind of a mess, although I wouldn’t expect anything other than that from a black midi member, but the problem here is more in the lyrics, which might have worked for an older singer but just come off as snotty and ridiculous here. His solo album A New Sound comes out on October 4th.

Satan – Turn the Tide. I can’t believe these guys are still together, with both founding guitarists (Steve Ramsey and Russ Tippins) still in the band 45 years on, along with Blitzkrieg vocalist Brian Ross, who sang on their first full-length LP, 1983’s Court in the Act, before leaving the band until their 2011 re-formation.

Zeal & Ardor – Kilònova. Zeal & Ardor, a Swiss/American band that fuses black metal with African-American spiritual music, just released their fourth LP, Greif, in August; from the three singles I’ve heard, they seem to be drifting more towards a mainstream metal sound, with fewer of the more ridiculous trappings of extreme metal like death growls (there’s a little on “Clawing Out”) or blast beats.

Devin Townsend – Power Nerd. Townsend is a virtuoso metal guitarist whose first band, Strapping Young Lad, earned him a following but was way too harsh for my tastes. His post-SYL output, which has basically all been solo material but sometimes under monikers like the Devin Townsend Project, is a mixed bag, but this speed-metal track has a fantastic hook in the chorus.

Opeth – §1. Opeth hasn’t used death growls on any album since 2008’s Watershed, but they did on this track, the opener of their album The Last Will and Testament, a concept album due out on October 11th.  

Tribulation – Tainted Skies. Tribulation’s music wouldn’t be out of place on a mid-80s episode of Headbanger’s Ball, but they mix in some death growls and wear silly corpse paint. The music is almost comically melodic for the genre – this is metal, but it ain’t heavy other than the vocals, and it hits an almost nostalgic note for me because I listened to so much (admittedly mediocre) metal in the 1980s.

Faraway.

Faraway is a very quick game with very few rules, but it’s a real brain-twister in the way that you score your eight Region cards – after eight rounds, you turn all those cards face-down, then reveal and score them one by one in reverse order. Because most cards score based on what else is face up at the time they’re scored, the cards you played last are usually worth the least, and the ones you play first may not be worth anything if you don’t get and play the right cards later.

Faraway comes from designer Johannes Goupy, who has burst on the scene with a flurry of new games in the last two years, including the lovely small-box game Pixies (due out in September in the U.S.), Rauha, Orichalcum, the brand-new heavy game From the Moon, and others; of his games, the only one I haven’t cared for was Nautilus Island, which seemed a bit underbaked, which is definitely not the case with his other titles. His forte seems to be coming up with simple games that pack a lot of strategy into them for their size and weight, at least based on the small sample so far.

In Faraway, all players work from a deck of numbered Region cards, 1 through 68, each of which has at least one of these three elements: fixed or variable point scoring, element symbols, and/or required elements. The point-scoring may be unconditional, but for the most part they only score if you have the required elements on cards that are already face-up when the card is revealed. There are three elements in the game – animal, mineral, and plant – and cards may require two or more of these symbols, the same ones or any combination. Many cards also show one or two symbols in the upper right that are then available to fulfill requirements for cards that appear later. Some Region cards are also “night” cards, with their card number surrounded by a white circle, which can also factor into scoring for some cards. Some Region cards show a map symbol next to the card number, which I’ll get to in a moment.

You start the game with three Region cards, and you will play one of them face-down. All players reveal their played Region cards at the same time. The player with the lowest played Region card gets first draft from the market, which has one more card than the player count and is visible before you choose what to play in the current round, so you can factor that into your decision of what to play. This process continues for eight rounds, although in the final round you skip the market phase.

You play your cards left to right in a line in front of you, and the order matters in two ways. The first is that if you play a card with a higher number than the one you played right before it, you get one or more Sanctuary cards. These can either offer additional points, provide additional elements, add another night symbol, or even have a different card color to qualify for certain Region cards that score based on the colors of cards you have. If you have any cards in your row with map symbols, when you get Sanctuary cards, you get one extra one for every map symbol you have showing, and then you choose one Sanctuary card to keep.

When the eighth round is complete, players all turn all eight of their Region cards face down, but keep their Sanctuary cards face up. You then begin scoring by turning over your rightmost (last played) Region card, scoring it if possible; then you move to the left and turn over the next card, scoring that if possible, and so on. That last played/first scored card will only meet its requirements if you have those elements showing on Sanctuary cards. When you get to your first played/last scored card, however, all eight of your Region cards will be face up, and you will have everything available. That means that one fairly basic strategy is to play a high-point card with a lot of required elements in the first or second round, and then playing the rest of your cards to try to fill those requirements. I won a two-player game on BGA against a much higher-rated opponent where I only scored three of my Region cards, including zero of the last four I played. Those cards were worth 24, 13, and 12 (3*4) points, and I tacked on 17 more from Sanctuary cards to dance to victory.

There is a good bit of luck involved here in the card draws, and you can end up behind the eight-ball if you’re getting cards that don’t fit your plans but are also high-numbered enough to keep you from drafting first in subsequent rounds. I think that’s just baked into the game; you have to cope with some randomness and just plan around it as best you can.

There is a whole lore behind the game’s theme and artwork that didn’t do a whole lot for me, other than that I appreciated the bold color choices on the cards (with patterns on a horizontal line in each color’s design to allow color-blind players to distinguish them). I didn’t expect to like it because of the silly art, but it’s more of an abstract game with a theme that’s sort of pasted on. I’ve learned not to judge a board game by its cover, at least, and the art here doesn’t get in the way of the game at all. Pandasaurus has brought this one over to the U.S., along with Goupy’s game Pixies; another great small-box game, Knarr; and another in my review queue, Courtisans. Faraway is my favorite of the batch so far.

Stick to baseball, 8/31/24.

I’m back to work this week, having gone to Delmarva on Wednesday night to catch Boston’s latest teenaged phenom, Franklin Arias, and will have a long scouting notebook up in a day or two covering that and three other games I haven’t written up yet. I’m a little at odds and ends for next week, as it looks like the schedules of the local teams are pretty unfavorable, and I may have to wait and see on the playoffs.

Over at Paste, I reviewed the board game Rock Hard 1977, designed by Jackie Fuchs, a four-time Jeopardy! champion who happened to be the bassist for the influential rock band the Runaways under the name Jackie Fox. It’s fantastic, and spurred me to rank my five favorite thematic board games (meaning games where the theme is great and well-integrated with game play).

I’ve been holding off on a newsletter until that review went up, so I’ll try to get one out this weekend. You can sign up for free in eager anticipation.

And now, the links…

  • “The truth is that Staten Island kind of sucks.” I’d argue that’s half-right; Staten Island just sucks. It’s the worst of the five boroughs, lacking the culture or diversity of the other four – and it doesn’t have the subway. New York should just hand it to New Jersey. The two states should build a bridge from Jersey City straight to Brooklyn. But this Baffler longread argues that it sucks because it’s Trumpy and xenophobic, and that there are other “little Staten Islands” around the rest of the city, too. And now they’re talking about seceding from the rest of the city on which they depend for their financial existence.
  • The City of Philadelphia released a farcical economic “study” that purports to show that building a new sports arena in Chinatown will benefit the city even though the 76ers already play in a perfectly usable facility that doesn’t require destroying a historic neighborhood and displacing residents.
  • Once upon a time, Chipotle was the “good” fast-food outlet, trying to use better quality ingredients and cultivate relationships with farmers, but ultimately, the profit motive has won out – they’ve been accused of denying raises to unionized workers at a Michigan location in violation of federal law.
  • Lionsgate put out a trailer for the new Francis Ford Coppola film Megalopolis that included a bunch of fake quotes from movie critics blasting some of the director’s older and more acclaimed movies. Megalopolis looks like it’s going to be a giant disaster, after mostly bad reviews at Cannes and multiple stumbles already from the studio and the director.
  • Ohio Republicans, who have repeatedly shown themselves to be some of the worst enemies of democracy, have approved language for an anti-gerrymandering ballot question that is designed to confuse voters into voting their way. Ohio Secretary of State Frank LaRose, who voted seven times to use district maps that were ruled unconstitutional by courts, drafted the confusing language.
  • A cop in Massachusetts raped a girl he met through the state’s program for kids interested in law enforcement careers and then murdered her when she became pregnant, according to charges filed last week. The article I linked refers to “sex acts” before the victim, Sandra Birchmore, was 16 years old, but doesn’t use the correct word for it: rape. This is statutory rape and we need to stop normalizing it by avoiding the term.
  • Mainstream news outlets complaining about the DNC’s credentialing of over 200 content creators are authoring their own extinction, according to Mark Jacob, whose newsletter covers the way right-wing propagandists have run rings around the MSM. Jacob argues that journalists need to refocus on real journalism, like investigative pieces, now that the subjects can often go around them to talk directly to their audiences/customers.
  • A conservative alumni group at the University of Virginia has pressured the school into suspending campus tours given by a student-run service because they talked about how Thomas Jefferson owned slaves and raped them. Really.
  • The denialist group Biosafety Now, which continues to push the debunked lab-leak theory and includes a wide number of prominent anti-vaxxers, has added economist Dr. Jay Bhattacharya, whose advice to then-President Trump on the pandemic was disastrous, to its board. This same group has worked closely with Republicans in Congress to push false claims that China is responsible for creating SARS-CoV-2 and should be held responsible for damages.