As I’ve stated a few times before, Smash Up and I have a bit of a checked history. I actually almost traded it away because I found it fiddly and didn’t really care for it.
Then I played it again and something just clicked. Not sure what it was. Now I really love it.
Since that point, I have bought a couple of expansions and really enjoyed them.
This review is for the Science Fiction Double Feature expansion.

As with the base game, Science Fiction Double Feature is designed by Paul Peterson, this time with art by Víctor Pérez Corbella, Igor Heras, Wen Juinn, and Brynn Metheney. It’s published by Alderac Entertainment Group.
One of the knocks against Jamey Stegmaier’s wine-making opus game, Viticulture, has been the fact that you could potentially win the game without making any wine at all.
Earlier, Jamey had teased the fact that a new expansion would be coming out sometime soon. Today, that announcement came.

Viticulture: Visit From the Rhine Valley (Pictures on this post taken from this page) will consist of 80 new Visitor cards and it’s considered an alternative to the visitor cards from the base game.
I’m a big fan of trick-taking games, most especially the wonderful game Diamonds.
But what happens when you’re sitting there with only one person, trying to figure out what game to play? You’re both fans of trick-taking games, but there are only two of you. No trick-taking games work with two.
What can you do?

Suddenly, an annoying-looking man appears with a Shamwow. And with a game that will suit your needs!

That game would be The Fox in the Forest, designed by Joshua Buergel, with art by Jennifer L. Meyer and Keith Pishnery, and published by Foxtrot Games and Renegade Game Studios. It was published in 2017.
This is a two-player trick-taking game that overcomes all of the limitations in regards to why trick-taking games are terrible with two players.
Let’s see how it works.
I am a big Terry Pratchett fan, so I was so sad to read it when he died three years ago. Knowing that no more Discworld books would be coming out was a big blow to this reader. Those books are hilarious, thought-provoking, and definitely must-reads.
When he died, the Pratchett estate began to pull back the Discworld licenses, which had a big effect on gaming.
Martin Wallace has quickly become one of my favourite designers, and he designed what was supposed to be a trilogy of games based on the Discworld franchise. Two of them came out, one based on the main Discworld city of Ankh-Morpork and one based on the Witches franchise.


When I heard that the estate pulling back the licenses would mean there would be no more Discworld: Ankh-Morpork printing once the current game was out of stock, I quickly went out and bought it. Sight-unseen (though I did look it up on Boardgame Geek, of course).
It is a really fun game. Not a heavy Wallace economic game, but instead a game with some fun card play that really uses the Discworld setting and characters to their fullest extent.
Edit (4/1/19) – My full review is now up! Check that out if you want my opinion of this game after 5 plays rather than this quick and dirty one.
Original post below:
What if you could play the good parts of Machi Koro without all of the annoying things about it? What if a game came out that doubled down on those positive aspects of the game, and added some interesting mechanisms to make the game actually fun?
If you were thinking of an idea for that, too bad. AEG and designer John D. Clair have already beaten you to it.
At this weekend’s Terminal City Tabletop Convention, I finally got the chance to check out the new game from Alderac Entertainment Group called Space Base.

I have to say that this game really dazzled me, at least in my first play.
(Edit – 12/20/19: For those of you finding this article in some other way, the review is up!)
Smash Up is a game with a special place in my heart, mainly because it had to earn its way there. When I first played it, I didn’t really care for it; even tried to trade it away.
When nobody bit on it (maybe because I had no expansions?), I decided to give it another try, and now I really enjoy it. I have three expansions for it now and will be adding to that.
My list of yet-to-buy expansions has grown, unfortunately, as Alderac Entertainment Group (AEG) has now released That 70s Expansion, another creatively-named edition following the likes of Cease & Desist.

In this expansion, we get four new factions to try to figure out how to best play, all based on genres made popular in 70s movies and TV.
I really seem to have an affinity for Ancient Egypt. I’ve played around with burying things and trying to earn the regard of the Pharaoh. But now I want to become an architect! It’s always been my dream, since I couldn’t become a lumberjack.

What better place to be an architect than Ancient Egypt?
In Imhotep, players are architects vying to build the most prestigious buildings and monuments in that desert area. They do this by getting stones, loading them on ships, and then shipping them to one of the five different sites where they can offload them.
Let’s see how this works.
As a huge fan of the Renegade Games and Garphill Games production of Raiders of the North Sea (I haven’t played the other two in the series, Shipwrights of the North Sea and Explorers of the North Sea), I was really excited to see today’s press release of a new game.
Designer Shem Phillips, along with first-time designer S J McDonald, has moved on from the Vikings. I guess maybe he felt like he’d done enough with them?
Apparently he’s moving on to Carolingian history instead of North Sea. Today’s announcement was for a really interesting-looking game, Architects of the West Kingdom.

Another series of games?
Maybe. Which has this History buff going nuts.

I’ll try and calm down.
(Looking at the Architects page, it does look like this is a new trilogy)
Bezier Games is really killing it recently, and they have yet another announcement today.
Ultimate Werewolf Legacy is designed by Ted Alspach and Rob Daviau, and it’s going to be coming out around GenCon this year. It’s another permutation of the Werewolf franchise.

What is the legacy element?
Today is the one-year anniversary of my first post here at Dude, Take Your Turn.

It’s been really fulfilling talking about one of my biggest (not involving people) loves: board games. Bringing content to you and meeting some really awesome people.
I’m proud of this blog; I’m proud of how I’ve stuck to it even though there have been long lags in between postings. There have been times where I wondered if it was even worth it to keep going. Who’s going to actually read and enjoy this crap?
What do I have to say that’s worth anything? Especially when there are so many other board game content creators out there doing such wonderful stuff already. What can I bring to this already crowded field?
That’s a constant nagging presence in my mind, and it’s one that I fight every time I think to post something. When life gets busy in the offline world, it’s feelings like those which make it hard to actually carve out the time and inclination to post.
But I’ve kept at it, and now it’s been a year and 136 posts.
I thought, as part of the celebration, I would talk about a few of the wonderful people I’ve met on this blogging journey. None of them have I met personally, but they’ve all been inspirations to me in one way or another, and they have all informed this blog in some way, either in style or content, or just picking me up when I feel that ennui that I sometimes get, feeling like I should be doing more but just not feeling up to it.