Episode 162: Dinosaur Island, Age of Thieves and a Short Topic Extravaganza

We're back from Origins and have a few tales of gaming and shenanigans to tell plus all the games we played while in Columbus Ohio for nearly a week. Then we do a feature review of Dinosaur Island and a look back at Age of Thieves. Tony T gives us the rundown of all the important news from the tabletop gaming universe while the rest of us quack in the background. Then finally we host another short topic extravaganza in which we talk about the price of boards games, how the Satanic Panic affected gaming and whether board games artwork is actually artwork or not.

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Opening Banter and Reviews

Feature Review: Dinosaur Island

In Dinosaur Island, players will have to collect DNA, research the DNA sequences of extinct dinosaur species, and then combine the ancient DNA in the correct sequence to bring these prehistoric creatures back to life. Dino cooking! All players will compete to build the most thrilling park each season, and then work to attract (and keep alive!) the most visitors each season that the park opens. Do you go big and create a pack of Velociraptors? They'll definitely excite potential visitors, but you'd better make a large enough enclosure for them. And maybe hire some (read: a lot of) security. Or they WILL break out and start eating your visitors, and we all know how that ends. You could play it safe and grow a bunch of herbivores, but then you aren't going to have the most exciting park in the world (sad face). So maybe buy a roller coaster or two to attract visitors to your park the good old-fashioned way?

Designed by Jonathan Gilmour and Brian Lewis

Published by Pandasaurus Games

BoardGameGeek.com Entry

Lookback Review: Age of Thieves

Age of Thieves is a fantasy board game of strategy and adventure set in Hadria, a port metropolis located on the northern fringes of a mighty Empire. Each player becomes a master thief about to commit the most daring burglary of his career. During the game players may use unique abilities of their thieves as well as various action cards, which represent maneuvers, alchemical potions or complicated devices inspired by visionary ideas of Renaissance inventors. The players choose cards to play and then use available Action Points to plan the order of their activities. This makes the game very dynamic, with each resolved action dramatically influencing the turn. The players’ order changes dynamically depending on the number of Action Points placed on each chosen card.

Designed by Sławomir Stępień

Published by Edge Entertainment

BoardGameGeek.com Entry

Gaming News by Tony T

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