tectactoe
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Last Active 09-06-22 1:37 pm
Joined 09-24-05

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10.05.23 🤠 tec’s Recs 🤠 Q2 + Q3 (2023) 04.06.23 tec’s Q1 2023 Report - 7 & Ups
03.07.23 Board Games I’ve Been Enjoying Lately09.23.22 17th Sputversary | Jazz: FREE!
08.25.22 TIER LIST: Miles Davis08.03.22 TIER LIST: John Coltrane
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Board Games I’ve Been Enjoying Lately

UPDATED APRIL 2025: Any other board gamers on Sput? Here are some recent favorites.
5Simon and Garfunkel
Bridge Over Troubled Water


THE BRIDGES OF SHANGRI-LA
🌕🌕🌕🌕🌑

Criminally overlooked game. (I suppose that’s due to the game being printed only once, way back in 2003, and sadly never again…) Perfect information and a remarkably simple ruleset create a deceptively deep and oftentimes stunningly opaque experience. It's as much about anticipating the moves of and potentially collaborating with your opponents for short term gain and severing those ties when the moment is right and benefits you the most as it is about carving out your own greedy path to victory by establishing presence in each village and shutting those same opponents out as quickly as possible. The shared incentives are not obvious at first glance but become apparent once students fill the board and people start journeying, destroying bridges (and thus available play space) along the way. Marvelous stuff.
4The Chieftains
Santiago


SANTIAGO
🌕🌕🌕🌕🌑

Absolutely delicious game, though I can see how/why it only thrums with five players. (All my plays have been at a player count of 5 thus far.) When one canal strip is laid, it has the potential to irrigate up to four plantation tiles. Thus, in a 4-player game, it's entirely possible that all tiles end up irrigated. In a 5-player game, however, one person/tile is guaranteed to be left out, and this meta-cycle repeats (and confounds) through every round. At 5 players, it is simply fantastic, a game of risky bidding and clever bribing, temporary alliances emerge one round only to be completely forgotten the next. The entire "canal overseer" mechanism is brilliant. Best of all, games barely take longer than an hour. For this amount of ruthless elbowing and contemplative spending to be packed into such a manageable playtime is the icing on the cake.
3Muslimgauze
Veiled Sisters


THE GREAT ZIMBABWE
🌕🌕🌕🌕🌗

First experience with this was very enlightening, very rewarding. Game was very opaque at first—taking turns and actions without totally understanding WHY, other than "this feels...right?" By the third or fourth round, however, the strategy started to crystallize and things became more apparent, e.g., why one might put a Craftsman in a specific location, in reach of certain resources, or why the precise timing of putting out a secondary Craftsman can be critical, or how the Specialists can totally upend the economy of the game or the accessibility of the board (or both) if you're not paying attention. An incredibly spatial game that requires a tantalizing amount of look-ahead, and look-ahead that can be totally sabotaged by other players if you’re unable to anticipate what they’re trying to do. Ended with many "a-ha!" moments, look forward to future plays of this. Elegant design, brilliant game.
2The Dreadnoughts
Into The North


THE OLD PRINCE 1871
🌕🌕🌕🌕🌗

A refreshing spin on the 18xx style of train games; people familiar with the genre will pick up the basics quite quickly (buy and sell stocks, adjust share prices, build track, run routes, generate revenue, buy trains), but there are tons of intricate details and minutiae here that upend some traditional 18xx conventions and make for a totally new experience. The biggest McGuffin here is the Prince Edward Island Railway (the PEIR), which starts the game as an established railway all over PEI and slowly dissolves as its subsidiaries branch off and form their own companies around the map. A super interesting train roster and tranche system makes tempo an even more important factor than usual. I so badly wish this game had an official published print – but you can play it on 18xx.games for free!
1John Fahey
Railroad I


WABASH CANNONBALL (CHICAGO EXPRESS)
🌕🌕🌕🌕🌕

Perhaps the simplest—yet most invigorating and ultimately satisfying—distillation of everything the “cube rails” subgenre has to offer. As with most other train games, you’ll be bidding for stock certificates in various train companies, then laying track through various terrain on behalf of those companies. (If you own stock in a company, you can lay track for it.) Companies will pay out dividends to shareholders periodically, and their payouts are directly tied to the quality of the routes they’ve built. Each share that is sold from a company’s treasury will dilute the value of its dividend payouts. It’s a game entirely dictated by the players at the table. Perfect information, no random elements. Simple, tight, cutthroat. Impeccable game design.
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