Dale Yu: Review of Galactic Renaissance

Galactic Renaissance

  • Designers: Christian Martinez
  • Publisher: Matagot
  • Players: 2-4
  • Ages: 14+
  • Time: 45-90 min
  • Played with copy provided by publisher
  • Amazon Affiliate Link: https://amzn.to/40u63SQ

Following Inis, Galactic Renaissance is the second installment of the “Political Trilogy” by designer Christian Martinez and publisher Matagot. Throughout Galactic Renaissance, you build your team, adding new specialists — each one unique — to the core in your deck of cards. With this team, you discover new planets and systems, reconnect with lost civilizations, expand your influence, build embassies, and sow disorder in opposing factions — all in an effort to score victory points faster than your opponents. Sending emissaries to new planets, for example, allows you to discover new civilizations or cement relationships on known planets. Opponents may try to convince a planet to join them instead with their own emissaries, causing disorder in the process.

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Dale Yu: Review of F.O.R.K  (Fox, Owl, Rabbit, Kale)

F.O.R.K. (Fox, Owl, Rabbit, Kale)

  • Designer: Ta-Te Wu
  • Publisher: Sunrise Tornado Game Studio
  • Players: 2-6
  • Age: 8+
  • Time: 20 minutes
  • Played with review copy provided by the publisher
  • Amazon affiliate link: https://amzn.to/3Wapc9N

F.O.R.K. (Fox, Owl, Rabbit, Kale) is a 2 to 6-player trick-taking game. The goal of the game is to capture animals or kale in the food chain. In the game, players take turns leading the trick. The active player calls the suit (terrain), and players must follow if they have the cards or play a fox because it is wild. When playing a card, players must play kales face up and everything else face down. After all players have played a card, reveal all cards and resolve from the highest number to the lowest. The player who played the fox can score an owl or rabbit. If the owl survives, it can score a rabbit, and so forth. There can be more than one player scoring a card per trick. When a player has five scoring cards, the game ends, and the player with the highest score wins the game.

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Alison Brennan: Game Snapshots – 2025 (Part 3)

https://amzn.to/40RvTPB

Recently I was reminiscing about the games I played at my debut Gathering of Friends in 2004 and was surprised by how many have fallen by the wayside.

 

My initial thought is that games are simply better now. But what I suspect is true is that if you’re playing a lot of new games to sate your lust for variety, it’s easier to find enough games that you like so that it *seems* like games are better now. You don’t have to sate your lust with dross.

 

The best games from 2004 are still classically enjoyable. They’re also simpler. What we thought were heavy games back then are mid-weight games now. If you went back and played all those games again, not just the ones you like but all the average/bad ones as well, would you still rate them the same given all the gaming experiences you’ve had now, and knowing better now what you prefer in a game, and being less prone to put up with things that are just ok because there are now so many better games you can play instead? The answer may be yes but whenever I play these older games the rating invariably drops a point or two due to the above. Case in point is Sticheln which until recently I last played a decade ago. I rated it an 8 when it first came out and we played it a lot because it was novel. Playing it again recently, it’s just slow (you can play any card, and card counting is crucial) and it’s mean – you can choose to effectively knock a player out of the game in the first round. I now rate it a 6.

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Preview of OrthoGnomes

OrthoGnomes

  • Designer: Kotori
  • Publisher: PhantomLab
  • Players: 2
  • Age: 8
  • Time: 5-15 minutes

This game was provided by the publisher.

Summary:

OrthoGnomes is a clever 2 player strategy game which is played in a 3-dimensional space. This latest game from indie publisher PhantomLab and designed by Kotori, is based on her unique gnome world lore. The same world her previous game Palingnomes is set in. In her lore, it is said that long ago, Gnomes said that the Sun god and Ice god created a game to pass the time. Creating the seasons we have today – if the Sun god won it would be summer, if the Ice god one it would be winter. Players can play the game to see which side will win by creating lines of 4 in a row regardless of the depth in the point of view, not only on the 4 sides of the play area, but also from the top.

Gameplay:

In OrthoGnomes, the game is played over 2 rounds. Whomever has the highest score totaled over the 2 rounds is the winner. One player plays as light, and the other as dark. To score, players need to place the blocks on the game board to create as many lines of 4 of their own player color as they can. Each player gets 6 of their own blocks, with each block consisting of 3 cubes of colors.

Choose which player will go first, and that player places one of their blocks on the rotating game board to cover the starting space. Players alternate back and forth to place their block one at a time while also manipulating and rotating the game board so they can see all sides of the 3D play area – the North, South, East, West sides, and the top side.

Blocks can not be placed parallel to each other – they must always be perpendicular. Which makes it interesting as it builds blocks of various depths. Blocks cannot go outside the game grid – but you can build upwards as far as you like. Although if a player knocks over the blocks on the rotating game board they lose.

Since this game uses the physical space, the lines of colors don’t need to be on the same plane. Players can try to stack a block vertically and further back on the board in hopes they can eventually fill in the spaces in front and below it to make a line of 4. As players start building, they can start to see their lines of 4 forming. But they also need to pay attention to their opponent’s squares.

Once both players have placed all their blocks on the game board, the round ends. Starting from one of the sides, players count how many lines of 4 they created. They need to check all 4 sides, and the top face of the structure. They can tally up that number and write it somewhere. Then the start player for Round 2 switches to the other player. They play one more round and tally how many lines of 4 they created. Add up both numbers for both the rounds, and whomever has the highest total is the winner!

Impressions:

OrthoGnomes is a game that can be picked up by anyone with its easy rules, with some familiar concepts like getting 4 squares in a row, but also adding something new with the 3-dimensional space, the rotating game board and the depth of viewing the blocks. With only 6 blocks for each player, the game can play quickly. For those who like to plan and think they can take their time pondering all the moves to make. The block stacking adds a little bit of dexterity to it, and having to think about all 5 sides made me feel like I played a nice strategy game. Not too complex, but my brain still got a little work out. Also, the game quality is really nice and elegant. I thought it might be a small box game, but when it arrived the box had some heft to it, and the blocks have a nice weight to them.

I like abstract strategy games but sometimes they are not easy to bring to the table during game days. With Kotori’s games, they always have an interesting story which adds some flavor when teaching the game to new players and is family-friendly. I can totally imagine the Gnome gods playing this game. I can also see how this game is easy to bring out especially on game days when we are looking for a 2 player game that still has some nice strategy to it. I think players who also enjoy games like “Hey, That’s my Fish!” may also like this as well!

The version I have is the 2024 Japanese version that was released at the Tokyo Game Market, and I look forward to seeing and trying the new editions after their Kickstarter campaign.

Ratings from the Opinionated Gamers

I love it! – Mandy
I like it.
Neutral.
Not for me…

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Dale Yu: Review of Torii

Torii

  • Designer: Kuan Chen
  • Publisher: EmperorS4
  • Players: 2
  • Age: 10+
  • Time: 20 minutes
  • Played with review copy provided by publisher

From time to time, sprightly spirits are seen jumping around. When these playful beings appear, miracles occur, and the village often flourishes from their harmless pranks. Over time, the villagers become followers, and magnificent Torii gates are erected, allowing people to worship the spirits and express their gratitude.

In Torii, players become two playful spirits. On their turn, they choose an action tile to move 1, 2, or 3 steps and spread their followers. When the followers form a line, a Torii is built. What’s tricky is that the two spirits will never see each other; they must always jump over the line where the other spirit is present.

Plan your moves ahead to block the opponent spirit from going where they want. Or, simply move and see how the other spirit reacts!

  • A breezily fresh yet challenging abstract game. Play in 10-20 minutes.
  • Features a dual-layer board and wooden Torii gates. Six spirits per player provide a unique experience each game.

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Dale Yu: Review of For a Crown

For A Crown

  • Designer: Maxime Rambourg
  • Publisher: Repos
  • Players: 3-5
  • Age: 8+
  • Time: 45 minutes
  • Amazon affiliate link: 
  • Played with review copy provided by publisher

At the dawn of the Renaissance, great empires sought to expand, but amidst these powerhouses were provinces fiercely defending their independence. Their leaders emerged from centuries of rivalry, grudges, alliances, and betrayals. However, in the face of common threats, unity became necessary. A king or queen must be chosen to govern them all.

The court assembles. The noble Houses send forth their most valiant candidates, charged with defending their family’s honor and interests. But to claim the crown, they must prove their worth and offer the kingdom the greatest number of rubies, the region’s most precious symbol of power. These magnificent stones will be set into the crown itself.

Here you stand at court, bearing the hopes and honor of your House. The weight of your family’s treasure rests on your shoulders. You must rally powerful mercenaries and courtiers to your cause. But beware: you’ll also need to strike deals with more questionable characters. Every trick in the book is fair game to weaken your rivals. Your family’s glory depends on it.

For a Crown is more than a race for riches—it’s a game of shaky alliances, cunning betrayals, and merciless bluffing. Who among you has the finesse to claim the precious crown?

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