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Nick Dubs

Tabletop Editor at Gaming Trend

Featured in: Favicon gamingtrend.com

Articles

  • 1 week ago | gamingtrend.com | Nick Dubs

    I love games that take one or two mechanics and implement them either really cleanly or with a fresh twist, preferably both. It's why I'm always down to play a Knizia, and more relevantly, it's why I was pretty much always in a game of Furnace when it came out. The box identifies Furnace as an engine builder and I mean, I guessssssss, but that's like the people that call Die Hard a Christmas movie. The engine building is set dressing that compliments the real focal point here, the auctions.

  • 1 week ago | gamingtrend.com | Nick Dubs

    In the last decade or so, the bar for what would be considered an average board game production has skyrocketed. Gone are the days of utilitarian UI and beige euros; anyone that considers themselves a hobby gamer has a reasonable expectation that anything in front of them will be aesthetically pleasing. Stifling Dark is not such, with art and components that range from passable to actively ugly.

  • 1 week ago | gamingtrend.com | Nick Dubs

    As this gig has me reviewing a whole host of games that are outside of my typical comfort zone, I've grown an appreciation for chiller, maybe a bit simpler, games I can put in front of my non-gamer wife and mother and have something to do while we hang out that doesn't occupy all our cognition, kinda like reality TV or non-playoff baseball (aka all baseball in Colorado).

  • 3 weeks ago | gamingtrend.com | Nick Dubs

    Most games have a clock of some kind, be it an overt round timer or inevitable game end condition, but not Galactic Renaissance. The first player to score ten points on their turn after hitting 20 (and thereby hitting 30) wins Galactic Renaissance, but if you miss the mark, you're reset to 20 and gotta try again once play gets back to you. "Well easy enough, just do the thing," you say. Oh, my sweet summer child.

  • 1 month ago | gamingtrend.com | Nick Dubs

    Let's talk about theming in board games, one of the most controversial spectra for people on the autism spectrum. For simulationist American designs, it's everything, at the cost of all else. In the dark ages of the 90’s, European games only used theme to help players learn rules and integrate mechanics. Nowadays, we've evolved to the point where most games hit a happy medium. Comic Hunters kinda lives there, but also not? Let me explain.

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