There was no way December was going to top November, what with Bottoscon and all.
But I did want to get a good variety of games in, and I think I did a pretty good job with that!
December was a weird month, though. Between vacations and work activities (including our holiday lunch that ended up being at the same restaurant where we do our Sunday gaming), there wasn’t a lot of work gaming.
Only 6 plays!
But overall, it was pretty good, even missing a Sunday (thanks, Taylor Swift!).
Here’s what I played in December.

And here it is in grid format.

A nice mix!
Fifteen unique games (and nineteen plays of those games) was pretty good.
It helped that a bunch of them were really fast card or tile-laying games (or even an area control game!).
Many thanks to the wonderful Boardgame Stats for their help collating this data!
What were some of the highlights?
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There’s something about relatively quick card games that just grabs me. I’m not sure what it is, other than getting the chance to play a bunch of games in a game day, maybe?
However, card games can become a bit rote with small variations of the mechanics that can just get a bit boring sometimes.
When a game offers a couple of interesting twists on those mechanics, though, I stand up and take notice.
The Vale of Eternity is one of those games.

Designed by Eric Hong with artwork by Jiahui Eva Gao, Gautier Maia, Stefano Martinuz, Erica Tormen and Jens Wiese, the game was published by Mandoo Games (and Renegade Games Studios over here in North America) in 2023.
The Vale of Eternity is a card game where you are drafting cards each round, and then either summoning them to your tableau, “taming” them into your hand for later summoning, or selling them for crystals (I prefer to think of it as “releasing them and in gratitude they are giving you a gift,” but that’s just me).
The drafting system, summoning system, and the crystal/money system are all actually very interesting and what makes this game shine.
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(Edit: 11/10/25: I’ve upgraded this post to a review of the game, rather than a “first impression,” since I’ve now played it four times. I would not change a word of it, though. I did manage to score 194 points in one game! But have hovered in the 130-140 range in the other three.
Now that I own the game, I do love the storage solution provided by the publisher. Everything is clearly marked and there are even marks in the box for where everything goes.
It’s a bit of a bear to teach and to set up, so if you have any new players, keep that in mind as well. If you just have one newbie, have one expert set up the game while you’re teaching. Win-win!
I’ve left the post below fully intact with no edits)
Welcome to another First Impressions post, this time about Stefan Feld’s latest point salad monstrosity (I say that with affection), Civolution.

As I mentioned in my Friday Night Shots post about doing first impressions posts, this isn’t a review because I’ve only played the game one time. My feelings may change, especially if I had an especially good/bad experience the first time.
These are just my initial feelings about the game.
In this case, my copy of Civolution is waiting for me with a bunch of other pre-orders, so I don’t even have my copy yet. We played a friend’s copy this last weekend.
I am hoping to play the game enough times to eventually review it (or at least update this post if none of my feelings have changed), but I know it will be a long while before I get that many plays of it in and I’d like to comment on it while it’s hot.
With that being said, Civolution has art by Dennis Lohausen and was published by Pegasus Spiele in 2024.
Feld is very famous for designing games where almost everything you do can get you a few points, so the trick is to find out what is going to get you the most points.
A friend of mine said (paraphrased) “You can get points in a Feld game for just remembering your name.”
Given my first play of Civolution, I think I have forgotten my name!
Is it Bruce?
Baldric?
Earl?
I don’t know!
Will that affect my impression of the game?
Let’s take a look.
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Today’s review has its roots in a couple of recent posts by me, though I’ve been wanting to review it for a while now.

Faraway is a card game designed by Johannes Goupy and Corentin Lebrat with artwork by Maxime Morin. It was published by Catch Up Games in 2023.
How does it fit into recent posts?
A week or so ago I wrote about lunchtime games and Faraway is perfect for that!
At around 20 minutes, you could get 2-3 plays of the game in a good lunch hour.
Even four if your boss wasn’t watching that closely (or if you are the boss so it doesn’t matter).
Then there was Friday’s post about theme.
Faraway is a game with a theme, but the theme isn’t really that important. It’s the mechanics that make this game shine.
What do I mean?
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Hi-di-ho, neighbour!
Welcome back to the bar, this time for a regular post!
(anybody who can tell me what that welcome is from, I will give you…well, my undying admiration. You are official old!).
Yes, it’s been less than a week since last week’s post was on Saturday, but I’ve sort of taken the week off.
I would like to say for bar repairs, but really it’s because I was so entranced with Rise of the Tomb Raider that I had to finish it.

I’m finished now, though I have some clean-up to do as far as finding stuff. But the story’s done!
Anyway, between that and some inspiring talk with a friend, I decided it was time to get back to this and reopen the bar.
Grab a seat and I’ll get you a drink!
The jukebox is still out of order since it just kept playing Grandma Got Run Over by a Reindeer over and over no matter what buttons I pushed.
Tonight, let’s talk about themes in games. Just how important are they?
I did one of these Friday Night Shots posts about nature-themed games, but surprisingly have never talked about just what theme brings to a game and whether or not it’s a make or break for it.
So let’s get started!
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Welcome back to the bar!
I know it’s Saturday. So sue me.
It’s been a couple of weeks, but we got flooded last week so I couldn’t open the bar up at all.
I saw you looking through the window wondering why the door wouldn’t open.
This was our basement!

Amazing that it’s all spotless by now. My clean-up crew is wonderful and just made everything disappear.
I should probably pay them, shouldn’t I?
Or maybe that’s where all the kegs went?
Anyway, sit right down and let me grab you a drink before the rain starts again.
I’d turn on the jukebox but it was stuck on the Osmonds’ Greatest Hits album and wouldn’t change no matter what I did so I just turned it off.
Let’s talk about board games!
Namely, those lunch time games that make a perfect break from the tedium joys of the job.
This story takes place in the game Architects of the West Kingdom. The letter below was found in a church and was translated by somebody very talented yet also very vindictive. He modernized the language of the letter and, when reprimanded for that, destroyed the only copy of the letter. Thus, the letter below is his translation. He has now been sacked.
Dearest Mother,
I have arrived in the city and I am doing well. Thank you for encouraging me to make my own way in the world.

It has been my greatest honour to be employed by one of the finest architects anywhere in the West Kingdom, Fara. I’m not sure why she never gives her last name, but they do say that the powerful people are often strange in many ways.
When I first arrived, Fara’s administrator had me running around the city delivering messages and the like, but after two months, I had graduated to the inner circle of Fara’s workers.
This means that I am often tasked with going to a location in the city or its surroundings and doing a specific task.
No more messages for me!
I must say that the work has become much more rewarding since I joined this inner circle of 20 people.
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The fickle finger of fate.
Sometimes she’s good to you and the finger has chocolate on it.
Sometimes she’s bad to you and you don’t want to taste what’s on it.
And sometimes she’s both.
Which can be a thing of nightmares, actually.
That sums up my Saturday morning!
Welcome to another adventure from the Combat Commander ladder, that monthly tournament of one of the greatest games out there administered by the tremendous Patrick Pence, he of Patrick’s Tactics & Tutorials fame.
After losing last month, I was hoping to get back to my winning ways this month.
This month’s scenario is Surrender is Out of the Question! (the exclamation mark is in the scenario title), a scenario from the Normandy battle pack and it uses some of the Normandy rules as well.
It’s a few weeks after the Normandy invasion by Allied forces and in a brilliant pincer move, they’ve surrounded a whole bunch of German units.
A contingent of Germans attempt to break out of the encirclement by attacking elements of the 1st Polish Armored Division, and chaos ensues.
My opponent this month was Eric P, somebody else who I have never played on the ladder before.
Here’s the setup.

(Don’t forget you can click on a picture to blow it up)
The Poles (Eric – tan and using the British deck of cards) set up on the hill that they’ve recently taken while the Germans (Me – grey) are attempting to rush past (or perhaps even eliminate) the Poles.
The Poles have a series of Wire and Trenches and not very many units.
The Germans have a bunch of units with more coming in on Time 1 and Time 2.
The Germans are the Attacker (6 cards) and the Poles are the Defender (4 cards)
Exit points are doubled as well.
The scenario uses both the Normandy rules and the Night rules, which add a whole bunch of things.
First, artillery calling smoke immediately breaks the radio (due to low ammo supplies). I’m the only one who had a radio capable of smoke, though.
The hedges are +2 to cover and movement instead of +1.
Roads do not have a negative cover effect.
Night rules, there is a hindrance between firer and target equal to the range between them.
What’s worst, though, is that neither side can just discard a few cards.
If you discard a card, you have to discard your whole hand!
That really bit both of us a few times this game.
There are other effects, but they didn’t really impact the game any.
However, some scenario special rules include the German artillery being basically off-board Tiger tanks. This means that the area of effect is just one hex, not a spread like most artillery.
The other special rules didn’t matter in our game.
So who got horribly fingered by fate?
(Editor: “Ewwwwww”)
Let’s find out!
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