The Board Soul Let’s Get Physical By Jeremy Signor • May 24th, 2018 Catacombs may be a game about flicking discs, but it brings the action of dungeon crawling to life in surprising, intuitive ways.
The Board Soul You Can’t Go Home Again By Jeremy Signor • April 30th, 2018 Something built on nostalgia doesn’t have to be stuck in the past as long as it keeps an eye on the future, too.
The Board Soul Choices By Jeremy Signor • March 8th, 2018 Painful choices are what makes games interesting. Fact or Fiction embodies this philosophy.
The Board Soul Nonsense By Jeremy Signor • February 19th, 2018 Not every board game’s mechanics have to make thematic sense to be a ton of fun.
The Board Soul Pieces By Jeremy Signor • February 8th, 2018 Game pieces are supposed to represent something specific, transcending their forms and letting us manipulate representations of objects and people. But what happens when a cube is just a cube?
The Board Soul Together Alone By Jeremy Signor • February 1st, 2018 Even a little player interaction goes a long way towards making a game feel dynamic and exciting. Karuba shows what happens when you take all those things away.
The Board Soul What Keeps You Going By Jeremy Signor • January 16th, 2018 Is the thrill of opening up a game more and more enough to carry a game? In Charterstone’s case, it isn’t.
The Board Soul The Board Soul – Focus By Jeremy Signor • December 7th, 2017 Deck building games usually focus on the murky, random world of building up your own deck. Clank shifts that focus to something more tangible and communal.
The Board Soul Fuck Colonialism By Jeremy Signor • November 16th, 2017 Board gaming’s obsession with romanticizing colonialism is harmful and holding the medium back.
The Board Soul Manipulate Fate By Jeremy Signor • November 9th, 2017 Giving luck the finger never felt so good.