Alison Brennan: Game Snapshots – 2025 (Part 10)

It seems to have happened so often in the last little while. I play something that wasn’t great, look it up later on BGG when I’m writing my snapshot, see it has 3 or more designers and I immediately jump to imagining either:

  • a bunch of friends around a table who cobbled something together and got it to a point where it was ok enough to be published, or self-published, or
  • it started off with fewer designers, had issues, and they kept adding people to try and improve things, and got it to a point where it was ok enough, but …

 

Now there are exceptions of course. There always are. I love Revive for one. You’ll have others. Doesn’t matter. Let me proffer Alison’s Game Radar Guideline #1: if a game has 3+ designers, approach with caution. Your gaming will feel safer for it.

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Dale Yu: Review of Hot Streak

Hot Streak

  • Designer: Jon Parry
  • Publisher: CMYK
  • Players: 2-9
  • Age:  6+
  • Time: 20 minutes
  • Played with review copy provided by publisher

Think you can predict the winner? Good luck. In Hot Streak, the mascots don’t always run forward…or stay on the track…or even remain standing. One moment, you have a hot dog leading the pack. The next, he’s swerving into another lane, falling over, or getting body checked by a fish with legs. And if they go off the track or get knocked out? DQ’d. Done. Absolutely cooked.

Before each race, players draft betting tickets—not just for which mascot they think will win, but also nonsense side bets, like whether two racers will crash into each other, or if someone will yeet themselves off the track. Luckily you get some secret influence over the race, but once bets are locked in, all you have to do is WATCH. THE. CHAOS. UNFOLD.

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Dragons Down: A Review

Dragons Down

By Scott DeMers

Players: 1-4

Time: 45-60 min per player

Played 6 times, 3 co-op, 2 competitive, and 1 solo

Review by Jonathan Franklin

I entered the land of Dragons Down as a Pip, the halfling archer. I came with a long bow and 26 gold. After trekking through the plains, I moved to the mountains, which took some extra time, and finally arrived at the Keep. Although knights were guarding the Keep, I was permitted to enter and therein found a crone. Fortunately, she had five treasures, four items, and three missions available.  I picked up a Potion of Energy at full price and some Leathers on a deep discount after haggling with the crone. She also gave me two missions to fulfill: to bring some materials to the Smith and to find all five sets of caves. After doing business with the crone at the Keep, leaving me broke, I left the knights, walked through a forest, and came to a fork in the road–I could go north to the Lonely Mountains or west to the Secret Dens. I chose to go west, as that offered the option to explore some caves.

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Dale Yu: Review of  The Crew: Family Adventure

The Crew: Family Adventure

  • Designer:  Thomas Sing
  • Publisher:  Kosmos
  • Players: 3-5
  • Age: 8+
  • Time: 15 minutes
  • Amazon affiliate link:  https://amzn.to/4k2kJj7
  • Played with review copy provided by publisher

The Crew: Family Adventure crossed the gameplay of The Crew: The Quest for Planet Nine with the setting of The Swiss Family Robinson. Players find themselves stranded on a deserted island and have to find their way around together. Eating, sleeping, making decisions — how will the adventure end?  Three to five players play cards one after the other — and without talking to each other — until each mission is completed. A gameboard, island marker, various tokens, and special cards help players keep track of the game and offer opportunities to influence the course of the missions. 

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Dale Yu: Review of Solstis

Solstis

  • Designer: Bruno Cathala and Corentin Lebrat
  • Publisher: Lumberjacks
  • Players: 1-2
  • Age: 8+
  • Time: 15 minutes
  • Amazon affiliate link: https://amzn.to/3Giom5O
  • Played with review copy provided by publisher

PROVE YOUR WORTH AND EARN THE MOST ⭐️ POSSIBLE by traveling the mountain and assembling as many landscape tiles as possible, meeting the forest spirits and lighting fires on the peaks creating a path through the valley.

The tile capture mechanics are taken from the hanafuda mechanics. Collect a tile according to the column or row then place them in your landscape. The goal of the game will be to reconstruct a landscape by combining its tiles to score as many points as possible. You will have to be careful not to leave tiles to your opponent while optimizing your landscape according to your opponent’s choices. Also, create tile squares to collect spirits that will help you during or at the end of the game.The experience is… zen and very quick to set up! For adults and children!

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Alison Brennan: Game Snapshots – 2025 (Part 9)

Every now and then someone has a shot at ‘removing bias’ and ‘fixing’ the rankings on BGG to give a ‘more accurate’ view of the top-rated games, perhaps better reflecting their own views of what’s worthy.

 

We all know rankings mostly means squat except to fuel gaming conversations. If a game is top 1000 it’s going to be playable, top 200 piques interest, and that’s about it. If it’s in your wheelhouse, you’ll enjoy it regardless of ranking.

 

An argument I’ve seen is that most people rate lighter games lower and heavier games higher and this is a bias that needs removing. I rate games on how much I think I’ll want to play them again when the conditions suit (number of players, time available, depth and luck desired, etc). So I have no problems giving Bluff a 10 (as an opener, 20 years, still going strong), or the best card games 9s and 10s (end-of-night closers, lots of opportunity to play). Maybe most people don’t rate as I do.

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