Friday, October 31, 2025

Far more fun with this connection game than most


In general connection games – those where you are trying to string a line of something from one side of the board to the other – bore this reviewer.

While many rave for example about Hex – likely the granddaddy of the game mechanic – I have never found the game of any great interest.

That said, an odd connection game climbs about the norm – Tak for example is a top shelf game being among the best abstract strategy games of this millennium, and PUNCT rises about the norm too.

So when Meteor Shower from Queensell ( queensell.com) arrived I was not exactly sure what to expect.

At its core Meteor Shower is a connection game, one that has a ‘mining mars’ theme over laid upon it which at least ticked up interest out of the box.

Inside the box this one is quite nice.

The game board is boldly coloured, and reversible with a smaller grid for quicker games as you try Meteor Showers out and a bigger offering on the other side for longer game play.

In this one players can roll dice to have a meteor fall on the hex matching the roll, or they can roll out neat little toy buggies to gather meteors then transport them back to be dumped as part of their line across the board.

On the small board a few bad die rolls dropping meteors easily within reach of the opponent – this one is a two player offering – is bad news. It happened to me and Trevor stomped me in the game.

The larger board mitigates that a bit by simply needing more pieces collected, but dice rolls do influence Meteor Showers.

The meteors once collected change to your colour – all the pieces being plastic ‘gems’ – functional and bright to match the ‘feel’ of the board.

Now the buggies move according to one of four – three hex – patterns. The patterns are right on the board so that is handy.

However, we still spent more time than was fun trying to determine if we moving correctly.

And, again on the smaller board you can get boxed in and not have a move that is frustrating way to end a game.

In the end Trevor and I have decided to ignore the pattern, allowing you must move three hexes and you cannot cross the same hex twice. It makes movement more naturally free flowing in our minds.

So first thing, ignore the small board for all but a test drive. The more expansive board simply offers more opportunity for an engaging game.

Try the given movement patterns, but if you get frustrated as we did, try our house rule.

In the end this is better than Hex – although most games are for me – but no way is Meteor Shower on the same planet of Tak either. It falls somewhere in between – inching above halfway to the point of being worth a cautious recommendation – or if connection is a mechanic of choice for you.

Sunday, October 26, 2025

Such a versatile box of RPG minis


If you follow along with these humble reviews you will know that The Meeple Guild – the little group I game with – like mini game offerings.

And, you will know too we have become eager fans of Helios – a Canadian mini manufacturer which is doing some very cool stuff (check out their entire range at www.heliostabletop.ca)

The coolest of the cool coming from Helios are their Mythic Encounter boxes. The boxes contain a handful of minis around a particular theme which you can paint up and drop into most fantasy RPG games – a situation aided by Helios actually offering up some pre-generated rules for what can be a sweet random encounter in a game session.

The rules really are the icing on the top with the boxes, reducing the workload on a GM to get the minis to the gaming table.

The Curse of the Eternal Pharaoh Mythic Encounter box is probably the most versatile of the boxes to-date. While the Egyptian-themed ‘baddies’ in this box can slip neatly into a typical D&D-style dungeon crawl, they fit thematically into pulp RPGs, think ‘The Mummy’, or could be dropped into a modern museum heist game setting smoothly too.

The Curse of the Eternal Pharaoh Mythic Encounter was designed with both versatility and compatibility in mind, admitted Nick Di Scipio, owner at Helios via email.

“When we plan these sets, we try to strike a balance between highly unique encounters that deliver a one-of-a-kind experience like our Haemoturgy Lab, (previously reviewed and a set more horror-themed), and more broadly versatile sets that can slot into a wide range of campaigns and settings so DMs with different tastes and styles can all find something that works for them,” he said.

Canadian designer

“The sculpted details in this set lean into that ancient desert civilization aesthetic; you can just as easily drop them into a fantasy tomb-crawl, a pulp desert expedition, or even a modern museum heist where the displays don’t stay as inanimate as they should. That broad usability was intentional, because it lets DMs spin different stories without the minis ever feeling out of place.”

It is this versatility that makes this mythic box an easy first choice from the Helios line.

“As for my personal favourite, it has to be the Pharaoh Lich,” said Di Scipio.” The sculpts intricate detail and commanding presence immediately screamed ‘final boss’ to me. I love how its design combines the regal garbs of a pharaoh with the sinister aura of undeath, making it both awe-inspiring and terrifying on the table.

“On top of that, I’ve always enjoyed the mechanics behind lich-type monsters so this piece felt like the perfect centerpiece to anchor the entire encounter.”

It’s a box which beg the question; ‘when is Helios creating skirmish rules to pit box-versus-box?’

“On the skirmish rules idea, to be honest it's not something we've fully thought through yet, but it’s definitely been floating around in the background among many other ideas we have,” said Di Scipio. We're actually in the midst of releasing our first retail product - Mythic Mystery Hero Minis and so right now the focus is on that as well as working on the latest mythic box 'Crimson Feast' but as we expand, I'm sure this is definitely something we can revisit!”

Well from this reviewers point of view bring skirmish rules to the front burner, turning up the heat to high so ideas for them percolate faster, would be something to be undertaken sooner rather than later.

In the mean time though check out The Curse of the Eternal Pharaoh, it’s a good one.

Thursday, October 23, 2025

Crank up the amp and take your best shot at stardom


If you want a game that is super immersive, and heavy on conveying its core theme than check out Famous: Stage 1 from Canadian designer Jared Lutes.

However, be forewarned this is not a light game you pull out for quick play. Famous plays one-to-four and comes with a suggested time to play of one to three hours, and your first game or three with four players is likely to push that upper time limit pretty hard.

There is a lot – and we mean a lot – going on in this one.

Players are musicians with a dream of stardom, but how to get to where the bright lights of success are upon you?

Well you gotta live the life, and in Famous Lutes has tried to make the board game experience mimic real life in as many ways as possible.

Players recruit band members, write songs, promote their band and music hit stages and of course deal with the constraints of time.

What does that all mean – well more than can be covered in a written review actually – but suffice it to say players are having to make choices every turn about where they expend their energy just like real musicians must. You can’t be writing on a new hit song if you are out doing promotion work for example. So which choice will take you closer to the big stage?

Canadian designer

As it turns out Famous is almost autobiographical in nature for designer Lutes.

When asked how the idea came about Lutes via email; “It was one of those idea-in-the-shower moments.

“After my injured voice derailed my music career, I was looking for a way to apply my creative energy. I thought, ‘I know all about modern board games, and what makes them good. I could marry that with my knowledge of music and the business, to produce a super thematic game inspired by mechanisms of my favourites.’”

Ok, so with art by Devin Taylor that while may be a tad of acquired taste, fits well in my mind, Famous is certainly immersive in nature.

“My goal from the beginning was to have the game serve the theme in every way,” noted Lutes. “From the characters, to the events, to the uncertainty of crowds and contacts, I wanted to bring to life the trials of a hometown band, as much as is possible in a tabletop game. . .

“The theme in Famous is absolutely front and center.

“While the game play is engaging and variable, I put endless hours dreaming up the ridiculous homemade merch, dozens of useless ‘junk’ items, punny venues, referential character names, realistic events, absurd reward names, genre-specific outfits, and tons of gear. I didn’t have to come up with 60 individual song titles for those cards, but players really love reading them and laughing out loud when they draw them.

“And I wanted to make Devin’s artwork reflects the both the realism and the zaniness of the realism of the music biz, and he nailed it. This box is a treasure chest of the small-town band life that I experienced so well myself.”

Now the immersive aspect here is one of those good news / bad news situations.

If the theme of being in a band attracts your interest, or you just want a ‘full meal deal’ where your evening is delving deep into a single game full of choices, Famous: Stage 1, is a definite recommendation.

If any of the things mentioned in the previous email have you reticent, well then this one might not be for you. It will demand your full attention for a few hours.

Check it out further at electriclute.com

A surprising charmer

Since card games are generally low cost – at least comparatively – they tend to be great choices to add to the collection.

You can crack a new card game, deal out cards for an evening and have a low cost per entertainment hour which as budgets tighten is important.

And if the game is terrible you have not invested huge dollars.

That card games are generally rather flexible in terms of the number the number of players is an added bonus.

EKKO is a card game that meets the criteria or player flexibility to a ‘T’ playing two-to-eight – quite well for two which is surprising and gratifying, but fun does tend to climb with more.

From designer Xavier Jauneault, artist Allison Machepy and publisher The Flying Games (check ilo3-7.com in Canada), EKKO is incredibly simple to play, yet manages to be fun too.

EKKO is a discard game in which you will have to get rid of your cards before your opponents, which is about as simple as a card game goal can get.

A player lays down a card, and depending what it is, the next player must play a card of a higher or lower value. Don’t have one you can play, you draw one!

Yes the core rules are that simple.

But there are a few twists that help keep EKKO more interesting.

Play a card that is divisible by 11, and you can take an extra turn – in a shedding game that’s big.

And, then there is the ‘mirror’ card play.

The mirror card of a card is the one whose numbers are reversed compared to this card. For example, 73 is the mirror card of the card 37. Playing a mirror card allows you either to make all players draw or to get rid of a card.

Most of the time it will be making others draw.

The mirror mechanic adds some nice spice and comes into play more often as player counts rise – more cards in hands which might be a mirror card to one played. The impact of having opponents pull a card increases with higher player counts too.

Now EKKO won’t win fans on art – it’s OK at best.

And if you are looking for a deep thinking card game – well EKKO isn’t that either.

But for a relaxed group gathering EKKO rates high praise from The Meeple Guild.

Tuesday, October 21, 2025

Block builder a bit to confined


Few things make me feel happier than getting a new game to the table – one made of wood where you get to move pieces around. There is a tactile joy in the game play that is a hard to put into words – but to put it simply I like it.

So Qubik hit the table with an expectation of enjoying it simply based on the fact the game pieces are all chunky wooden cubes – but well-made cubes at that with rounded corners, and with the varying colours of the pieces it looks very nice.

The rules of Qubik – from designer Preeda Pitianusorn -- are super simple. Players take turns to place a cube into a 3x3x3 space until a player creates a straight line of one colour to win. The player has two cubes pulled from a common bag to chose from, pulling a new one after each placement.

It suggests a typical game of Qubik takes around 5-15 minutes, although it seems to tilt heavily toward the shorter end of the spectrum.

It is interesting Qubik can be played by one-to-seven players. The Meeple Guild only gets higher numbers out for role playing so we have not challenged Qubik with lots of players, but with a maximum cube size of 27, with seven players you are not likely to get many turns, and I’d think games might end before the later players get a second turn. The sweet spot, like many games is likely three or four players.

There are three modes of play casual, competitive, and solo. The first two are rather similar and frankly all games are competitive in general.

As a solo effort Qubik is more ‘puzzly’ in nature, but it is a nice feature in a small package game.

On Board Game Geek it was noted, “Qubik is a combination of the classic Tic-Tac-Toe and the Rubik’s Cube” which is quite an apt description.

Now Qubik is not a game in contention to top a list of great games, but it plays quick and in combination with its compact size is a solid coffee break option that will look good on the table to attract interest.

And of course you do get to stack those nice wooden cubes which is a bonus too.

Check it out at www.facebook.com/LifeDMSgame

 

Saturday, October 18, 2025

Chicken game not quite up to scratch


This review is for the small box Gigi Gacker, a sort of sister effort to recently reviewed Das wurmt.

The two games share much, both coming from designer Robert Brouwer, artist Doris Matthäus, and publisher Zoch Verlag.

In Gigi Gacker, players are superficially chicks out to eat worms – yes a silly theme that really adds noting to the game but fits with the cartoony art from Matthäus.

In each game round, the number of numbered worm cards equal to the number of players is laid out, and players essentially bid on them. It’s important to capture high-valued worms as they will count in game-end scoring.

‘Mother hen’ cards add a twist to things, and can be crucial in game play.

There is also a rather unsatisfying tie break mechanism here, that while needed, feels forced onto game play to solve a glitch rather than adding something positive.

There isn’t a lot to this one save it plays quick, but alas without holding the interest of Das wurmt .

Like its sister Gigi Gacker plays two-to-five as well, but for two relies on a ‘dummy hand’ something whist players for sure will be familiar with.

In Gigi Gacker the fill-in for a third player functionally works, but is a patch that seems ill-fitting, detracting from this one for two.

Ultimately, where Das wurmt  was worthy of recommendation Gigi Gacker is the weak sister you likely want to pass on.

Thursday, October 16, 2025

'Building' a worm should not be this much fun!

When Das Wurmt arrived it was a game where The Meeple Guild were not exactly sure what to expect.

The game, from designer Robert Brouwer, artist Doris Matthäus, and publisher Zoch Verlag (www.zoch-verlag.com), is a small box card game, but the artwork immediately makes one thing of a game more focused on kids.

However, that is not exactly the case.

This one falls in that niche of a family game, or one to play when the in-laws, or neighbours visit, so is not exclusively for younger players, although if they have some simple math skills they can play.

Weirdly theme-wise Das wurmt is a card game about worms – yes you read that correctly.

Worms start out with a tail on the table, and players add to it on each turn.

As ‘segments’ are added you are hoping to create a worm with a value of 10-11-12 – based on the cards in play. This allows you to score a card.

But if the worms gets ‘too long’ or has cards valued at 13, or more, you score negative points.

Along the way a few ‘special’ cards allow you to influence the games – hopefully to your advantage.

As one card in the worm is revealed each turn it’s important if you remember what you place if you can. You want to know what a card revealed will do if possible to the total of the worm, since the actual ‘growth’ only becomes visible when the next head is played and the previous head is turned over.

The game is super simple, and fast, and surprisingly fun – far more than anticipated as it hit the table.

Cards games are generally recommendable because their low cost makes them worth an evening of play, much like a couple taking in a movie. Not every movie is great for the ticket price, nor is every card game, but with Das wurmt  you can buy with confidence. There’s fun in the little box of worms.

Tuesday, October 14, 2025

Handy little coffee time filler


It has been a long while since a small box game hit the table that I wanted to like anymore than Flip Chess.

The very thought of a micro-version of chess intrigued, and that is what Verne Homsher offers up.

In this one the game board is the plastic box. Pop it open and you have a 4x8 grid board.

The playing pieces are dice – four for each player. Each face on a die is an etched representation of one of the common chess pieces. That’s it in terms of components, although to be clear the dice are chunky and being etched very nice and the compact board means this one pops in a pocket to take anywhere you want to play. Huge marks on looks and quality.

The rules came on separate pages, a small booklet that would fit in the folded board/box is sorely needed.

As it stands there are rules for a few games you can play, which upon initially seeing I applauded because variety is a plus, especially in a small footprint game where managing a ruleset with the depth to hold interest through multiple plays is naturally challenging.

The core game here is the closet to chess, and it’s OK – well for a play or three at least. It doesn’t offer much if you are seeking lots of repeat play.

So we delved into the other rules offered and while they extended interest through a somewhat extended coffee, they didn’t hold interest long either.

On the website (dicemakers.com) Flip Chess sells for $28 and I never dug into postage, but we know that has gotten ridiculously high in general. The game looks so nice, but play never matched the look for us, so this one is a game you need to consider with care.

Saturday, October 11, 2025

Production quality so high in this one


There are games which leave one in awe of the quality of a game that hits the table and Blockoff falls into that category.

The game is actually one of those that ‘feels’ almost over-produced in a sense.

The entire game is 3D printed, board and pieces, rendered in bright yellow and blue, so it just ‘pops’ on the table. Get this one out at a coffee shop and you are likely to attract some eyes.

Also of note is that the designer Nate Denham was 12 when the game was created – so kudos to the young creator, with a pat on the back to family for supporting the game available through www.blockoff.fun

But what about game play in this abstract strategy offering?

Well, this one sort of fits into the realm of games a step up from simple Xs and Os, but still rather straight forward, with a ruleset you can learn in about 90-seconds.

Players – Blockoff plays two to four -- begin with their pieces in the corners of a 6x6 grid.

On a player’s turn they must complete a move of three without hitting the same space twice (diagonal costs two movement) and then place a tile to block off an opening.

If you cannot complete your three paces worth of movement then your piece comes off the board. The goal is to be the last person with their player piece on the board.

Yep, that’s the whole game.

So some quick math tells you that in a four-player game you are likely getting a maximum nine moves, but playthroughs with two showed games typically end with players boxed in even with open spaces left – they just can’t get to them.

Blockoff is thus quick – and maybe too quick to inspire die hard abstract strategy fans.

But that rather ‘cool’ look, and the easy to-learn rules and quick play do lend themselves to making Blockoff one to recommend as a starter game to introduce younger players to the genre that will take them in time to Othello, Chess, Hive and all the other great abstract strategy games. So, if you have younger gamers coming up, this would look pretty good under the tree in a few months.

Thursday, October 9, 2025

Every move as a 'ripple' effect


Kanare Kato is a rather prolific game designer best known for creating games which can be packed into a small box and taken anywhere.

To the list you can add Ripples, a game which takes minutes to understand in terms of rules, and plays quickly – it is suggested 15-30 minutes, but you would need to be very analytical in moves to burn half an hour with this one.

For two players Ripples is an abstract strategy game where you are battling for control of a 61 hex board. When the board is full the winner is the player with the majority of pieces – so no draws are possible.

It is a territorial game that uses double-sided discs like Othello, but the discs placed by a player are always immediately surrounded by discs of the same colour So you are flipping a lot of pieces on most turns, which for old guys with bigger hands was at times clumsy on the smaller cloth board – common to Kato games.

The board is initially empty.

On a turn a player places a disc of their colour face up in any empty hex. Then flips over all the opponents' discs adjacent to the disc just placed and places discs of their colour in all empty hexes adjacent to the disc. That’s it for rules – super simple.

This one works because it is simple to learn and quick to play. If it was longer in terms of playtime it would over stay its welcome as they say. There is just not quite enough here that you would want longer.

It’s the same thing in terms of repeat play. Ripples is not a game where you want to  hunker down over the table and play the afternoon away with it. Three games is satisfying. A best-of-five, sure, but a best-of-seven might push the limit of Ripples holding your interest. Better to play a few, slip back in the game bag and bring it out in a few weeks for a few more games.

Still as that neat little time filler on occasion Ripples does hold a certain level of charm.

Check it out at kanare-abstract.com

Tuesday, October 7, 2025

Mining on Mars can be fun

David McCord has become one of my favourite game designers.

Now that deserves a bit of an explanation. It’s not that McCord has created a game – at least among those that I have played – that would make say my top-25 maybe even my top-50 all-time list – but he is prolific in creating games which are pretty accessible in terms of rules and thus creates a rather fun experience at the game table.

That brings us to Mining Mars which fits the above criteria of simple rules and simple fun.

In this one two-to-four players are gathering minerals – different coloured cubes – to the processing plants (game board).

Collect enough and you have successfully processed the mineral which will give you an in-game bonus, and score you points at game end.

One bump in this one is that two of the minerals – ‘rarium’ and the green stuff -- seem to have far more game impact than the others do. That tends to limit the interest in collecting the other minerals, and that detracts from a play a bit.

Initially I doubted there was an in-game comeback, but then Mark used some special cards, manipulated his scoring options, and frankly stole the win.

That said Trevor who appeared destined to win forced the game-end scenario, and probably should have slow played things while trying to overcome Mark’s moves.

That all actually improved the impression of the game. There are in-game actions which can change outcomes.

The components work, but are not exceptional.

The game plays quick, has a certain charm, that would make Mining Mars a fine filler option especially if time in limited and you have new players to teach rules too.

Check it out at www.newventuregames.com

Sunday, October 5, 2025

Diagonal moves lift Quatuor above the norm


Quatuor is a recent abstract strategy game from Canadian designer Louis-David Raymond.

Being from a Canadian designer, and an abstract strategy game which is my favoured genre of games, this one excited upon its arrival.

To begin with Quatuor is a self-published effort and Raymond has created a nice looking game.

The pieces are wooden crokinole discs so nice and chunky.

The board – a 4x4 grid -- is some kind of acrylic, which again is very nice.

Each player has eight pieces, and you win by getting four of the pieces in a row. There is nothing new in that regard. There are piles of games with similar goals.

In Quatuor a player slides a piece onto the board around the outside of the board. If that pushes other pieces that is fine – at least up to three other pieces. You cannot push four as that would force a piece off the board.

In terms of getting a piece onto the board Quatuor ‘feels’ a lot like Quixo a game I like quite a lot largely because it is one of those rare abstract strategy games I can get my better half to play on occasion.

Canadian designer 

Initially, Trevor and I expected the game to be drawish. You have only eight moves to win, and yes we ended in a draw once. We still think the more you play the more lacklustre draws may occur.

But saving Quatuor often is the ability to push other pieces by entering on the diagonals. That simple rule is critical in opening the game to ‘force’ those situations where you have two paths to victory knowing your opponent can only deal with one.

Trevor likens Quatuor to Xs & Os, and there is that vibe, but I feel there is a bit more to it than that – maybe because I won far more than I lost with this one.

I do like that it plays quick, and it left me always willing to play ‘one more’ which is about all you can ask from a game that screams ‘play me over coffee’ – with a monthly Quatuor coffee a reasonable expectation.

Saturday, October 4, 2025

Tori Shogi a smaller board shogi variant to love


If you enjoy chess you really should take a look into the world of Shogi – essentially the Japanese equivalent of chess.

There is actually a family of related games with the core Shogi dating back to the mid 1500s. It is played on a 9 by 9 board, and the object is to capture the opponent's king.

There are however differences with Western chess.

Most notably, not only pawns but most pieces can promote if it reaches the opponents three last rows – effectively broadening the diversity of pieces.

Secondly, captured pieces become property of the capturing player and during their turn they can ‘drop’ them back to the board instead of performing a normal move, which really changes the game dynamic.

So that is core shogi in a nutshell.

But, this week the review in about a sister game – Tori Shogi or bird shogi – created about 250 years after Shogi.

Tori Shogi is what we would term a variant. In this case it is played on a 7×7 board.

As the name implies each piece is named after a type of bird. The royal piece (King) is the Phoenix. Other pieces include the Swallow (promotes to Wild Goose), Falcon (promotes to Eagle), Crane, Pheasant, and Quail.

The goal of the game is to capture the opposing Phoenix.

Drops are handled in a manner very similar to modern Shogi, with some oddities such as a third swallow cannot be dropped in a file which already contains two others, nor can one be dropped on the last rank, where it would not be able to move. In addition, a swallow cannot be dropped so as to give immediate mate.

This one tends to be a quicker shogi, the smaller board with drops still in play make it feel a bit like the proverbial battle in a phone booth. Unlike the chess North Americans are most familiar with the board in Tori Shogi – or basic Shogi for that matter – never really opens up as captured pieces tend to cycle back to the board in drops rather quickly.

Since Tori Shogi is quicker it’s a great gateway to the world of Shogi variants.

Now Shogi pieces are generally differentiated by Japanese lettering which can be a barrier some will wish not to overcome.

But there is good news on that front Kanare Abstract (kanare-abstract.com)  has produced a Tori Shogi set with the actual birds in the background (underscored with their English name), with the Japanese lettering over top. It’s a brilliantly simple solution to easier access to the game and designer Kanare Kato needs a big pat on the back for creating the set.

The game is a classic so highly recommended.

The Kanare Abstract set gets a positive nod too. The pieces are wood, the board is cloth, the packaging small and easy to get to the coffee shop – as are most games from this publisher of which many have been reviewed here previously. The only caveat here is that the game seems a bit ‘squished’ with 32 pieces on the small cloth board. Kanare Abstract did a quartet of games in a slightly larger format – Trike, Slyde, Make Muster, heXantafl – and it would have been nice had Tori Shogi been part of that effort.

The size issue aside – it works it’s just a tad crowded – this one needs to be in every chess fan’s collection. A solid version from Kanare Abstract.

Thursday, October 2, 2025

Take some time and appreciate depth of Iye


Most games you can play once or twice and while not necessarily grasping the nuances of it, you at least get an indication of what the general game strategy is going to be.

Iye – from designer Onur Şencan, artist Eda Esentürk Durşen, and publisher NeoTroy Games is among those games which didn’t play out that way.

Designer Onur Şencan has had a long relationship with games.

“My relationship with gaming is actually a bit strange,” he related via email. “While I love all kinds of games, my wife and I met 10 years ago while playing a real escape game (she was a horror character chasing me, and I couldn't escape from her). My parents also met 42-43 years ago at a university chess final.”

Now he dabbles as a designer.

“This is the third board game I've designed, but my main job is designing and playing events for corporate companies. Since I started designing board games, I've been trying out at least 300 different games a year,” said Şencan. “Of these, Grand Austria Hotel and Rococo: Deluxe Edition are the ones I wouldn't mind seeing on the table. Azul is still one of the best options for new players to enjoy the board game.”

But what about Iye?

“Actually, the first thing I tried to achieve with the game Iye was to design an abstract strategy game that I could play myself, that I wouldn't get bored of, and that had a lot of replayability,” said Şencan “Whether playing Iye on a tabletop or in a board game arena, players can expect an enjoyable two-player abstract strategy game where each game is different thanks to its quick-to-understand, fast-playing, and completely random setup.
“In my opinion, the best thing about the game is that no matter how many points your opponent is ahead in that round, you have the possibility of winning that round by putting him in an impossible position with just one move.”

In Iye, (pronounced EE-yeah), you lay out 25 tiles face down on the board, then take turns moving ‘the drum’ around the board. In Iye the tiles are nice – albeit just cardboard – with sort of geometric art representing different elements.

The drum is a cardboard standee and that would have been nice as a wooden meeple.

Of course production has its constraints as Şencan notes.

“When I first brought this game to the publisher, it had a leather board and pieces like Azul's. However, due to demand and insufficient production conditions in Türkiye, we had to select the most optimal components. My dream is to increase awareness of the game through positive board game geek reviews from those who try it on BGA (the physical version of the game is currently only available in Türkiye). This way, it can be republished with my dream components in the future, and thus, it will have the potential to reach the global market.”

The Meeple Guild hopes this humble review helps in that regard.

Now for the game itself, the basic movement for the Shaman’s drum is one, or two spaces vertically or horizontally. When you land on a tile, and you must, the tile does to the opponent.

At game’s end the player with the most of each type of tile scores points of varying values.

Initially the tendency is to just dance around the board until it’s empty, without delving into the deeper possibilities.

Those possibilities lie in sacrificing collected tiles to make special moves, in the hopes of doing one of two things, preventing your opponent from having a legal move – an automatic win – or forcing them to respond by using one of their collected tiles to turn game-end scoring in your favour. It is here where a far greater depth percolates to the top which in initial plays can easily be overlooked.

The use of tiles of course is a balancing act, as one used to move they no longer count at game end.

In recognizing the depth Iye goes from ho-hum initial play, to a game worth a much longer look, and a definite recommendation.