Some people enjoy running their fingers along a row of books, looking for one that catches their eye. Others love wandering past shelves filled with board games, drawn to the artwork or the imaginative setting. Book lovers love the smell of paper and ink, while board gamers relish the scent of a new box. Flicking through pages or rifling through components is part of the thrill. Collections are more than mere possessions. They offer manifold possibilities, shaped by curiosity, memory, and imagination. In this article, I want to look at what unites book and board game collectors.
Read the full topic discussion article here: https://tabletopgamesblog.com/2025/11/04/shelves-of-stories-how-games-and-books-reflect-who-we-are-topic-discussion/
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The land was divided, its provinces fractured by ambition and betrayal. Armies marched through rice fields, emissaries whispered in candlelit halls, and the people looked to their daimyo for guidance and protection. Every order carried the weight of loyalty and the promise of power. It was a time when each decision could tilt the balance of history, and so the samurai sent out their General Orders: Sengoku Jidai by David Thompson and Trevor Benjamin from Osprey Games with art by Tanner Staheli.
Read the full review here: https://tabletopgamesblog.com/2025/11/01/general-orders-sengoku-jidai-saturday-review/
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Night had fallen over the village of Bodega Bay. Most people were at home, because they knew there were terrible creatures roaming the streets. Only a few brave heroes had ventured out into the cold, dimly lit streets to protect the inhabitants from the horrors that were lurking in the shadows. It didn't take them long to come across the first fiendish creature. As they looked upon the muddy Creature from the Black Lagoon, they were Horrified by Prospero Hall from Ravensburger.
Read the full review here: https://tabletopgamesblog.com/2025/10/25/horrified-saturday-review/
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It all began with a voyage across calm seas, as we boarded the ship and searched for a paradise of our own. From there, the path rose skyward, climbing a mountain one careful step at a time until the summit finally revealed itself above the clouds. Now the journey turns in a different direction, leaving sunlight behind and slipping beneath the surface, into the shadows of the deep. The silence is thicker here, the choices more pressing, and every step takes us further into uncharted territory. It is time for Tranquility: The Descent by James Emmerson from Wayfarer Games with artwork by Tristam Rossin.
Read the full review here: https://tabletopgamesblog.com/2025/10/25/tranquility-the-descent-saturday-review/
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The candlelight flickers across the damp stone walls, casting long shadows that stretch and twist. You huddle closer to the table, scanning the cards laid out like pages from a forbidden story, the musky scent of ink and paper mixing with the chill in the air. Every dice roll echoes forebodingly in the quiet room, a tiny heartbeat of suspense. Each time you put pencil to paper, you mark the fate of you and your companions. Then, all of a sudden, you realise that you're so close. You're about to Escape the Dark Castle by Alex Crispin, Thomas Pike and James Shelton from Themeborne with art by Alex Crispin.
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I was reading Dan Thurot’s most recent article, titled "Anti-Fun", when, as so often with his writing, I found myself challenged in the best possible way. Few people in board game criticism can cut to the heart of a topic like Dan can. That is why his work is so valuable and important. So, as I say, I felt challenged. His argument that the word "fun" has no real use in criticism struck me as too dismissive. To my mind, the word "fun" still holds value, even if it cannot stand alone. So, this article is my reply to the argument he makes in his article.
Read the full topic discussion article here: https://tabletopgamesblog.com/2025/10/07/keeping-the-fun-a-reply-to-dan-thurots-anti-fun-article-topic-discussion/
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Your skin is cold as you awaken in the dark. You have nothing but a flickering candle. A terrifying foreboding is constricting your throat, just like the narrow passageway is squashing your body. You know you are trapped in the tightest, most claustrophobic tunnel labyrinth imaginable. Yet, you must find keys and gates that may vanish at any moment, your only path to freedom. You must press on and escape The Night Cage by Christopher Ryan Chan, Chris McMahon and Rosswell Saunders from Smirk & Dagger Games with art by Christopher Ryan Chan.
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As board gamers, we are obsessed with size. We love sharing shelfies to show off the size of our giant board game collection. Board games that come in a giant box that could double up as a garage for a small car are appealing to us. We love giant miniatures that we could use for weight training. War games that come with thousands of chits and other little tokens are standard. So, this article obsesses over how much table space some board games require and if we should start to record this as a new statistic alongside player count, age range, game length and complexity.
Read the full topic discussion article here: https://tabletopgamesblog.com/2025/09/30/size-matters-board-games-table-space-requirements-topic-discussion/
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The wind rustled gently through the trees. Dappled sunshine bathed the garden in a warm yellow tint, catching on the edges of the leaves and shimmering on the glass of a small bird bath. A hummingbird flitted from branch to branch, pausing briefly to inspect a cluster of flowers. Further away, a woodpecker drilled purposefully into the thick trunk of an old oak. The seasons were starting to change though. The time for migration was upon us. Soon, the colourful plumage of the birds would no longer be seen. There would be no more Fetching Feathers by Chris Priscott from Unfringed with art by Faizul Mudhakir.
Read the full review here: https://tabletopgamesblog.com/2025/09/27/fetching-feathers-saturday-review/
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We are all so very conditioned to play board games to the end. Most games have some sort of end game trigger and a form of end game scoring. They want us to play them all the way through. Yet, when a player’s win is all but guaranteed, continuing to the end seems pointless. The enjoyment of a game often matters more than strictly following the rules. Adapting play to the situation and the group’s mood can keep board gaming fun and engaging. I want to look at this in some more detail and explore why so many of us insist on playing to the very end.
Read the full topic discussion article here: https://tabletopgamesblog.com/2025/09/23/to-the-bitter-end-board-games-dont-have-to-finish-topic-discussion/
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It was like there were pixels: red ones, blue ones and black ones. There was one, two, three or four for each, sometimes none, in all sorts of combinations. You could combine them to give you five, six, seven or eight in the different colours. It was a real puzzle. You wanted to create the lowest or highest difference between the numbers in the centre and those in your hand. That difference changed over time. It was D.O.T by Chris Priscott from Unfringed.
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Sometimes I want to become the character on my player board, living out their adventure and experiencing a dramatic story filled with excitement and suspense. Other times, I just want to move some wooden pieces across a plain board, while I am deep in thought, and a giant decision tree that’s unfolding further with every turn fills my mind. Sometimes I yearn for a thematic experience, other times I crave something purely abstract. So in this article, I want to look at how these two board game categorisations shape the gameplay experience.
Read the full topic discussion article here: https://tabletopgamesblog.com/2025/09/16/abstract-imagination-thematic-and-abstract-games-topic-discussion/
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The sun had just begun its slow climb over the horizon, casting molten gold across the waves. In the harbour of Puri, the scent of salt and spices mingled as the Sadhabas prepared for the season’s voyage. Families murmured blessings, drums echoed from the shore, and the rhythm of the sea promised both peril and fortune. Odisha’s maritime heritage would continue when the sailors left in their Pattachitra-patterned Boitas by Sidhant Chand from Kheo Games with art by Janki Bavle.
Read the full review here: https://tabletopgamesblog.com/2025/09/13/boitas-saturday-review/
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Working by candlelight, we carefully stepped between endless shelves of books, books whose vivid imagination and terrible thoughts had become real and had entered our world. There were giant kraken, the frightful Fenrir and other monsters, as well as infamous characters, such as Count Dracula or Grendel’s Mother, prowling in the shadows. However, luckily, wonderful women, such as Marie Curie, Anne of Green Gables and even Red Riding Hood, had also come to life. With the help of these powerful heroines, we could finally catch those creatures that were Loose in the Library by Mill Goble and Jessica Metheringham from Dissent Games with art by Samantha Grieve and Jessica Metheringham.
Read the full review here: https://tabletopgamesblog.com/2025/09/06/loose-in-the-library-saturday-review/
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There is something fascinating about making things up that could never exist. The mind wanders. Ideas that go against all logic are conjured up. Taken to the edge of existence, to a time when everything ceases to exist, it creates a sense of weird foreboding. Ultimately, we all know that there is no escaping the grand finale. All we can do is watch the Doomlings: Imaginary Ends by Justus Meyer and Andrew Meyer from Doomlings.
Read the full review here: https://tabletopgamesblog.com/2025/08/30/doomlings-imaginary-ends-saturday-review/
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Most of us have heard of situations in our hobby where someone has behaved in a toxic way. Some of us have even experienced this directly. We can often name at least one bad actor who is still around in our community. We may have also seen publishers releasing games with an IP that is linked to a person whose behaviour has been widely condemned. As a reviewer, my instinct has always been not to review games linked to toxic people. Yet over time, I have realised that things are rarely that simple.
Read the full topic discussion article here: https://tabletopgamesblog.com/2025/08/26/ethics-and-reviews-revisited-my-personal-stance-topic-discussion/
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It started as a thought experiment, sealed away from the certainty of observation. We sat at the table, hands of cards like particles suspended in probability. No suit existed until declared, collapsing the wave of potential into a single, immutable state. Every choice rewrote the shape of the universe we shared, while paradoxes loomed like black holes at the edge of play. The research board became our map of reality, and each token placed was another observation that could never be undone. In the end, all possibilities resolved into one truth, and what we finally observed was a Cat in the Box by Muneyuki Yokouchi from Bézier Games with art by Osamu Inoue.
Read the full review here: https://tabletopgamesblog.com/2025/08/23/cat-in-the-box-digital-eyes/
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I think board games aren't just entertainment. They're not just a way to spend time with friends or family, or even alone. I think board games can be thought-provoking. They can tease our interest in a topic that we want to investigate further. Some board games can even carry an important message that is shared as we play them. These are games that I have always felt drawn to. This article is an ode to them.
Read the full topic discussion article here: https://tabletopgamesblog.com/2025/08/19/historical-hubris-the-draw-of-history-politics-and-purpose-topic-discussion/
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A great, furry creature once stumbled upon a golden treasure hidden within an old, hollowed-out tree trunk. Tempted by its sweetness, its giant paws struck without thought, only to be driven back by the stinging guardians, who fought to their deaths to protect their home. So goes the story of The Bears and the Bees by Jeffery Beck from Grandpa Beck’s Games with art by David Bock and Apryl Stott.
Read the full review here: https://tabletopgamesblog.com/2025/08/16/the-bears-and-the-bees-saturday-review/
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I love Hegemony: Lead Your Class to Victory. It's an amazing economic simulation with huge ambitions. And yet, it rarely comes to the table. The reason is simple. It takes about half an hour to set up. You have to separate card decks, shuffle them, put a number of different components into different locations and do various other things before you can start playing. While Hegemony is a heavy game, it's not its complexity that is the problem. It's the effort of setting it up. That made me think about whether a critical board game review should consider this or if this is more the remit of a product review.
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