Geekly News: September 14, 2025, Two Captain Americas at Once

Happy Sunday, Geekly Gang! Today’s another good day for Geek News over the past week. We begin with some quotes from Marvel CEO Kevin Feige and the latest gossip from Marvel Studios and the MCU.

Two Captain Americas in the MCU

Marvel CEO Kevin Feige opted for a Marvel HQ sit-down instead of a massive Comic-Con Announcement this year. During this sit-down, Feige answered several reporters’ questions. One of his most notable responses was Eventually, we will have to recast Tony Stark and Steve Rogers. The way Feige phrased his response made it sound as if the recast of the MCU’s original Avengers would occur years into the future, but one industry insider (a relatively new one named James Mack WL) believes a Tony Stark and Steve Rogers recast could occur much sooner than we think. According to this source, they believe the MCU will commit to two Captain Americas (a new Steve Rogers and Sam Wilson) post Avengers: Secret Wars.

There’s a lot to unpack here. Feige has stated that he believes this year’s Captain America: Brave New World flopped because it didn’t feature Steve Rogers (or Chris Evans). This could sound like a knock against Anthony Mackie. Honestly, Mackie was by no means the main reason why Captain America: Brave New World underperformed. I don’t think Feige even meant to imply that. He may have been lamenting his letting Robert Downey Jr. and Chris Evans go prematurely from the MCU. Downey leaped at the opportunity to rejoin the MCU, and Chris Evans might not be too far behind.

But what does this mean for the Captain America character? The comics have had two simultaneous Captain Americas, and it worked. Having a second Cap shouldn’t detract from Mackie’s Sam Wilson. Heck, it could be interesting to see two heroes compete for the throne of best Cap. My guess is that Mackie and another actor could portray the Star Spangled Hero. The MCU could recast Steve Rogers while Mackie’s still in the Sam Wilson role, but it doesn’t make a lot of sense to have a different actor portray the character opposite Mackie’s Sam Wilson, because Mackie’s Sam has such a long history with Evans’s Steve. My guess is that Evans could return to the Steve Rogers role.

No matter who portrays Steve Rogers, we should be seeing the character return to the MCU. And sooner than we think.

Robo Rescue Lifts Off on KickStarter

Years after humans left a Martian Research Facility, four abandoned robots embark on an adventure to reunite with their human creators on Earth. Robo Rescue puts gamers in the roles of one of these robots. Program and move your robot pal, collect resources with board actions (in an ever-changing warehouse), convert resources to essential parts, and repair all rocket engines, so you can return home.

Robo Rescue uses a unique programmable movement mechanism. Its ever-changing board looks amazing and should facilitate multiple play-throughs. The pictures we see above are from Robo Rescue’s prototype. The final product should look even better. Pledges range from $56 to $99. If you’re interested in Robo Rescue, check out its KickStarter page.

Zairoo Launches on KickStarter

Tabletop roleplaying game Zairoo showcases a Pan-African Fantasy world. Five vibrant kingdoms rise from the ruins of a cataclysmic past. In this alternate 17th-18th century, where African and New Afrikan Myths come alive, players step into a land where science, spirituality, and the supernatural intertwine.

I learned about Zairoo several months ago and have been waiting for its release. The game looks amazing. The concept has me intrigued. Zairoo blends classic African and New Afrikan myths. It offers a fantasy world seldom and desperately needed to be explored. Pledges range from $20 to $300 (many of the larger pledges include charitable donations). If Zairoo interests you, check out its KickStarter page.

Gamusinos Skitters onto GameFound

In Gamusinos, players take on the role of unique animals, trying to find their way to a sanctuary. Players attempt to score the most points by playing experts for their animal, but you’ll also need to discover which hunter freed the animals to prevent them from taking the precious chamois.

Gamusinos features adorable art and hidden roles. Can you deduce which animal is which? If Gamusinos sounds interesting, check out its GameFound page.

Snorkeling Launches on GameFound

Featuring stunning art, Snorkeling pits gamers against each other in an underwater, fast-paced, card-shedding game. During a turn in Snorkeling, players can play as many cards as they want from their hand that are exactly one value (numerically) higher than the top card of the center pile and the same color as the top card in the center. Then, you may strike your rivals by placing a card exactly one value lower than the top card in their personal pile, forcing them closer to the dreaded surface.

A round ends when one player receives a 0 value “Beach” card in front of them. Everyone scores points based on the card on top of their pile. The first to reach 12 points wins the game. Snorkeling has a simple concept and should be easy for gamers new to the hobby. We don’t yet know much about Snorkeling’s price point–although I can’t see it being too much–but if you’re interested in Snorkeling, check out its GameFound page.

No More Dead: New York Shambles Onto GameFound

No More Dead: New York puts players in the driver’s seat to either lead the rebirth of civilization or watch its downfall. Blending area control, resource management, and tactical decision-making, No More Dead: New York has players traverse NYC’s iconic neighborhoods in their vans, strategically deploy their team to gather resources, or conquer and restore key locations by eliminating threats.

No More Dead: New York offers plenty of replay value. Each survivor has their own unique capabilities. Can you build the perfect team to survive the Zombie Apocalypse? If you’re interested in No More Dead: New York, check out its GameFound page.

Borderlands 4 Released

The next installment in Gearbox and 2K’s fan-favorite co-op looter shooter Borderlands launched this past week. Borderlands 4 is the largest and most important video game launch from this past week, so we’ll break down all we know about the crossplay capabilities, because let’s face it, you’re going to want to play a co-op looter shooter like Borderlands 4 with friends.

Borderlands 4 was released on PlayStation 5, PC, and Xbox Series X/S and will be released on the Nintendo Switch 2 early next month. Borderlands 4 will support crossplay, but this gets a little tricky. If you and your friend are on Xbox and PC, you can play together easily, provided you both have free Gearbox Shift accounts. Unfortunately, neither cross-save nor cross-progression will be available on day one. But there’s hope these will be added at a future date. In classic Sony PlayStation fashion, Borderlands 4 may not support crossplay on PlayStation 5 on day one, but like cross-save and cross-progression, players may gain this capability in the future.

The future looks bright. Borderlands 4 has received above-average reviews. We may have to open the Kairos Vault. See you soon.

Those are all the new releases we had for video games and board games from the previous week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Roll Camera!: The Filmmaking Board Game

Get ready to make a cinematic masterpiece by rolling dice and placing them in Roll Camera!. Players work for a struggling film production company. The company’s on the verge of bankruptcy and one successful film can turn around the company’s fortunes. It’s up to you to make the best movie you possibly can before time—and money—run out. We’ll get into Roll Camera! in just a bit, but let’s cover some of Roll Camera!’s details.

The Fiddly Bits

Designer: Malachi Ray Rempen
Publisher: Keen Bean Studio
Date Released: 2021
Number of Players: 1-6
Age Range: 10 and up
Setup Time: 5-10 minutes
Play Time: 45-90 minutes

Game Mechanisms

Cooperative Game
Dice Placement
Events
Open Drafting
Pattern Building
Set Collection
Solo/Solitaire Game
Variable Player Powers

Game Setup

Roll Camera! doesn’t have the best rulebook; it’s a little cluttered. I’ll mention this again in the review section. Fortunately, the game board is easy to navigate, and the company (Keen Bean Studio) produced How-to-play and Turn-by-Turn Walkthrough videos. These videos help a lot. I’ll do my best to convey the information contained within the rulebook.

1) Place the main game board in the middle of the table.

2) Choose or randomly assign one player board to each player. You may use either side. Give each player the Player Aid card that corresponds to their player board.

3) Shuffle the top and bottom script cards separately, then randomly select five of each to form two Script decks. Place each deck face-up in the corresponding spots on the board. Return the remaining Script cards to the box; they will not be needed.

4) Shuffle the Problem deck and then place it in its space above the board (the space marked with a red triangle and exclamation point).

5) Shuffle the Idea deck and then place it in its space below the board (the space marked with a yellow lightbulb).

6) Shuffle the Scene deck and then place it on the topmost Storyboard space on the board with the “sketch” side up. Draw two Scenes from the top of this deck and place them in the two empty Storyboard slots below the Scene deck.

7) Deal each player three Idea cards. Even though Roll Camera! is a cooperative game, keep these cards hidden. You will always have three Idea cards in your hand.

8) Mix up the Set Piece titles and place them face-up in two even stacks on their designated grey spaces on the main board, above the Set.

9) Adjust the Budget and Schedule dials according to the difficulty setting and number of players. The Difficulty settings are printed on the reverse side of the dials.

10) Place the pink Quality marker on the START space on the Quality track.

11) Place the “Blocked” tokens next to the Problem deck within reach. 12) Choose someone to be the starting player, giving them the six Crew dice and the Budget/Schedule dials.

Game Flow

Player turns in Roll Camera! consists of five simple steps:

1) Draw a Problem Card
2) Roll the Crew dice
3) Assign the Crew dice and take actions
4) Clear the Crew dice
5) Advance the Schedule and pass the dials

1) Draw a Problem Card

Draw one card from the Problem deck and put it in the slot immediately to the right of the Problem deck.

The Problem Queue has three slots. New Problems are added to the leftmost slot. Any existing Problems are pushed to the right. Problems never move back to the left, even if others are resolved to create a gap in the left or middle space.

If the Problem queue is filled with three problems, you don’t need to draw another one at the start of the next turn. However, you also cannot take actions, play Idea cards or gain bonuses that require drawing a Problem card if the queue is full.

2) Roll the Crew dice

Roll the Crew dice, which determine what cast and crew you’ll have available this turn.

Usually, you’ll roll all six Crew dice, but it is possible that some Crew dice have been “locked in” onto a Set Piece during a previous player’s turn. If so, you’ll roll fewer dice. At any point, you may choose to re-roll and reassign dice that were locked in on a previous turn.

Each Crew die has six faces: Camera, Light, Sound, Actors, Art Department, and Visual Effects (or VFX, whose symbols are white to denote that it’s considered a “Wild” die face).

3) Assign the Crew dice and take actions

Take as many actions as you have dice to assign for available spaces. You can use the blue action spaces on the main board, on Set Pieces (tiles), and on your player board. You cannot use the actions on another player’s board, nor can you use an action again if its space(s) are already filled with dice.

Actions will require specific dice. Refer to the following pictures, keeping in mind that the VFX die face is wild and can be used as any die face.

You don’t have to use all the Crew dice on your turn if you can’t or don’t want to; however, the next player will still re-roll any unused dice on their turn.

Locking In Dice)
You may also choose to “Lock in” any of the dice you place if you aren’t able to complete an action’s requirements. Another player could then complete those requirements on a future turn.

If you do this, the next player will roll fewer dice.

4) Clear the Crew dice

Once you’ve taken all the actions you want, clear the dice, leaving any locked-in dice on their spaces, and hand the dice to the next player.

5) Advance the Schedule and pass the dials

Turn the Schedule dial to lower your remaining time by one and hand the dials to the player to your left. Your turn is over; it’s now the next player’s turn, and they begin with Step 1).

Ending the Game

Play continues as above until players finish five scenes in the Editing Rooms and the movie is in one of the white sections on the Quality track. It is possible to create a “So Bad, It’s Good” movie. The game can also end if you run out of time on the dial. If this happens, you don’t get to finish your movie. Sad times.

Review

I’ll begin by reiterating that Roll Camera!’s rulebook is—at best—confusing. Thank goodness there are multiple videos explaining how to play the game. I recommend watching the rules video at least before attempting to play the game or even reading the rules as written.

The cluttered rulebook runs counter to Roll Camera!’s game board. One could almost figure out how to play by the symbols on the board.  That’s the mark of great graphic design. I’m shocked this didn’t carry over to the rulebook. I get it. Writing a rulebook is my least favorite part of designing and developing a board game, but Roll Camera!’s rulebook is borderline unreadable.

That’s a lot of text for a few images. Yikes!

There are a lot of individual mechanisms contained within Roll Camera!’s gameplay, but they all work together toward a cohesive whole. Player boards (with their unique abilities) make sense for player roles. Production design can improve the movie’s quality by expending an art department die face, the editor can move scenes around after they’re shot to meet requirements set by the script, and the producer can cut corners, generating money and an extra problem. Since the player abilities are tied neatly within Roll Camera!’s theme, it makes the abilities intuitive.

The requirements for placing dice are similar to those used in numerous dice placement games (like Alien Frontiers). That’s a strength. Similar symbols added with me learning how to play Roll Camera!. The Set Pieces made for an interesting puzzle the group must solve. Do we build a Set Piece with more blue, but specific blue spaces (like only actors can be placed on a space), or do we go for limited spaces with which to place dice, but when we do place dice on those spaces, you gain a bonus (like more money or more time)? These may seem like small choices, but these small choices add up to plenty of variables.

Roll Camera! even includes bad die roll mitigation. A player may choose the “Get Intern” action, setting a die to any die face but gaining a problem. Ah! The dangers of hiring interns. Roll Camera! uses its theme with most—if not every—design decision.

The most interesting action a player can choose during a turn may be “Production Meeting.” Players (including the active player) donate one idea card each to the active player. The active player will then choose which idea card to play, which one to save for later (you can replace another saved idea card if needed), and which idea card to discard. This is an interesting way to keep players engaged even when it’s not their turn as the active player. I may have to steal this game mechanism for a future game. Lol. Technically, the active player could play more than one idea card in a single turn. Saved idea cards can be played by placing dice on the spaces above their save space. The concept that you can play one die at a penalty versus playing an idea card for no penalty if you place two dice is brilliant.

Idea and problem cards uphold the theme. I don’t know how many times I chuckled when an editing-specific problem occurred while I played as the Editor or a directing-specific problem happened during the Director’s turn. Roll Camera! does what it sets out to do. It takes the world of cinematography and applies it to a fast-paced dice placement game.

I don’t even mind when my team and I fail, and we make a “So Bad, It’s Good” movie. In fact, those may be the best games of Roll Camera!.

Too Long; Didn’t Read

Dreadful rulebook aside (watch the how-to-play video instead), Roll Camera! takes the world of movies and turns it into a fast-paced dice placement game. Roll Camera! incorporates a lot of mechanisms, but each one works to form a cohesive whole that captures the essence of the game’s theme. Roll Camera! may be one of the few games I don’t mind losing. Heck! I like making a movie that’s “So Bad, It’s Good.”

Top 5 Tabletop Games from 1997

1997 was another stellar year for tabletop games. There were so many games to choose from that we have an honorable mention for the first time in a couple of yearly lists. Hey, hey, Geekly Gang! Kyra Kyle here. We’re back with another Top 5 Tabletop Games throughout the years; today’s list is the top five board games of 1997. We’ll talk about 1997’s board game list soon, but let’s review the ground rules for which games make these lists before we begin.

1: Cultural relevance plays as much of a factor as overall quality. A game might make a list that doesn’t hold up to others of its type, but you must admit the game is everywhere.

2: Only one game from a franchise makes the list. This will become more of an issue the closer we get to games with expansions.

3: Longevity plays a role, too. A game doesn’t have to fly off the shelves today, but it had to have some widespread appeal for a decent time.

Honorable Mention: Mississippi Queen (1997)

Yep. 1997’s winner of the Spiel des Jahres (German Game of the Year) just misses our list. Mississippi Queen puts gamers in the role of a paddlewheeler captain in a race down the Mississippi River in 1871. Mississippi Queen won numerous awards, not just the Spiel, and it’s a stellar game, but the other games that made this list have had longer staying power. Still, Mississippi Queen is a satisfying racing game.

5: Tigris and Euphrates (1997)

The incomparable Reiner Knizia makes another one of these lists with Tigris and Euphrates. Many gamers may balk at this game being this low. Tigris and Euphrates is often dubbed a “gamer’s game.” It centers on a clash between neighboring dynasties along the Tigris and Euphrates Rivers. Funny, both of the first games we’re talking about are named after famous rivers. Anyway, Tigris and Euphrates offers tactical and strategic objectives, where immediate (tactical) goals are more realistic at larger but smaller player counts allow for long-term planning.

Tigris and Euphrates features drawing tiles from a bag. Players may redraw tiles if they don’t like the ones they drew by spending an action point (players have two action points per turn). After drawing tiles, players will place tiles and leaders onto the board, creating and expanding regions and kingdoms. During the game, players collect points in each of the four tile colors, prompting players to balance the tile types they play. Tigris and Euphrates has a lot more conflict than most German games during this time. It’s a classic.

4: For Sale (1997)

For Sale is a fast-paced auction card game about real estate. It’s played in two phases. During the first phase, players bid for several buildings. After all the properties are purchased, the second phase begins, and players sell their buildings for the highest profit. For Sale is one of those easy-to-teach, easy-to-learn, and difficult-to-master card games.

In short, For Sale may be the opposite of Tigris and Euphrates. Both are stellar games, but I’m giving For Sale the slight nod for its accessibility.

3: GIPF (1997)

GIPF is the first abstract strategy game to make one of these lists in several posts. GIPF was recommended for the Spiel des Jahres in 1998. It has plenty of accolades, but GIPF makes this list because it began a series of abstract strategy board games by designer Kris Burm named the GIPF Project. TZAAR, ZERTZ, DVONN, YINSH, PUNCT, LYNGK, and MATRX GIPF are great games that use various game mechanisms. But we’re talking about GIPF, the game of pushing.

GIPF takes a board that looks like it could belong in Chinese Checkers. Players introduce a new piece (disc) on the hexagonal game board and push their piece in a straight line. GIPF involves no luck. It’s a straight-up brain burner, and it reintroduced the gaming community to abstract strategy games akin to Go or Othello.

2: Bohnanza (1997)

Uwe Rosenberg makes his first appearance on one of these lists with Bohnanza. The game’s title is a pun on the German word Bohne (for bean) and the English word bonanza (for an exceptionally large and rich mineral deposit). Players plant bean cards and then harvest them to earn coins. Each player begins with a random hand of bean cards, and each card has a number on it corresponding to the number of that type of beans in the deck. Modern card game darling, Flip 7, may have borrowed that idea from Bohnanza. Cards with fewer copies in the deck are more difficult to collect, but players don’t need as many copies of the cards to harvest (or make a set).

Bohnanza features trading and can get political. Get ready to make your case. More so than any other game on this list—so far—I’ve seen Bohnanza played in game shops and board game cafés.

1: Twilight Imperium (1997)

Twilight Imperium is a board game space opera. Twilight Imperium is the closest thing to a board game version of Star Wars. Twilight Imperium is a classic 4X board game: explore, expand, exploit, and exterminate. You choose how your civilization will settle the cosmos. Twilight Imperium is not for the faint of heart. Games run a minimum of five hours. This is one of the reasons why I’ve only observed games of Twilight Imperium. There’s a lot going on, but if you want to control every move of an intergalactic kingdom, few games do as good a job of capturing that vibe as Twilight Imperium.

You can even dive into Twilight Imperium’s world with its novel series published by Aconyte Books or play the tabletop role-playing game spinoff. Twilight Imperium is a game that some board gamers play exclusively. And there may be a good reason for that. As recently as last year (2024), Nerdist and Polygon dubbed Twilight Imperium as one of the greatest board games ever made. Twilight Imperium easily tops our 1997 list of tabletop games.

Did we get the list mostly correct? Let us know which games you’d add in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Check out the other lists in this series:
Top 5 Tabletop Games Prior to the 1930s
Top 5 Tabletop Games of the 1930s
Top 5 Tabletop Games of the 1940s-50s
Top 5 Tabletop Games from the Early 1960s
Top 5 Tabletop Games from the Late 1960s
Top 5 Tabletop Games from the Early 1970s
Top 5 Tabletop Games from 1980-1981
Top 5 Tabletop Games from 1982-1983
Top 5 Tabletop Games from 1984-1985
Top 5 Tabletop Games from 1986-1987
Top 5 Tabletop Games from 1988-1989
Top 5 Tabletop Games from 1990-1991
Top 5 Tabletop Games from 1992
Top 5 Tabletop Games from 1993
Top 5 Tabletop Games from 1994
Top 5 Tabletop Games from 1995
Top 5 Tabletop Games from 1996

Geekly News: September 7, 2025, New Releases

Happy Sunday, Geekly Gang! We don’t have much for geek news this week. Hopefully, we’ll have more headlines in the coming weeks. Instead of a bombshell or two, let’s get right into board game and video game new releases.

The Game Makers Returns to KickStarter

What board game fan hasn’t dreamt of making their own games? The Game Makers puts you in the shoes of a board game company, producing the most and best games you possibly can, and it returns to KickStarter this past week. Only this time, The Game Makers ditches the puns on popular board games and includes hundreds of real-world board games for you to create.

The Game Masters’ central action selection system is amazing. Players take snappy simultaneous turns by moving their forklifts along the four available options for production. This feature allows for games of less than 90 minutes, even when a game includes six players.

I’m also a big fan of dual-purpose cards. The Game Makers has these in spades. The Game Makers pledges range between $149-199, so it’s a little on the pricy side, but the game is well worth the cost. If you’re interested in running your own board game company, check out The Game Makers’ KickStarter page.

Endearment Commences on KickStarter

If you’re a huge Jane Austen and board game fan, Endearment is for you. Endearment allows gamers to become one of Austen’s beloved heroines and recreate many of her classic works in this swoonworthy game for one to four romantics.

Endearment is produced by Dux Somnium Games, which had other hits like Botany, La Fleur, and Artistry. Endearment continues the board game company’s flair for the dramatic. Dux Somnium Games has a reputation for high-quality components and easy-to-learn rules. While I don’t know the specifics for Endearment’s ruleset, I’ve ascertained it’s a scenario-based game (with scenarios based on Austen’s work), and that should add some replay ability for Endearment.

I’m intrigued by Endearment. The components look amazing, and Dux Somnium Games has a knack for capturing a theme. That’ll be much needed for Austen fans. Endearment pledges range from $49 to $329, with plenty of options in between those two price points. If you’re wanting to get your romantic gaming on, check out Endearment’s KickStarter page.

Terrorscape 2 Returns to GameFound

Terrorscape 2 channels Dead by Daylight in this team-based asymmetric horror game. Players take on the role of survivors or the killer in this epic game of cat and mouse.

Terrorscape 2 features a 3D mansion, high-quality miniatures, and variable setups for plenty of replays. Since Terrorscape 2 is launching on GameFound, we don’t know much about its pledge levels, but it will launch on September 9, 2025 and if you’re interested in Terrorscape 2, check out its GameFound page.

Lost Games Launches a Four-Game Package on GameFound

Lost Games joins the latest trend of board game companies offering their entire annual catalogue in a single campaign. Wishland has received rave reviews, and it makes up half of the four games on offer in Lost Games’ four-game GameFound package. That’s a great sign. Lost Games’ other three games have also received favorable reviews. I love the idea of a board game company releasing all of its games in a single campaign.

And Lost Games offers a lot of value with its three or four-game bundle. Dreamwood, Medieval Realms, and Wishland: The Card Game are available with a $39 pledge (that’s three games for about $13 apiece), while gamers can include the Wishland Big Box (with all the expansions) for a pledge of $120. Sure, $80 is a lot for one game, but this is a game with at least three expansions, and you still get the previous three games at the same price. If you’re interested in Lost Games’ three or four-game bundle, check out its GameFound page.

Hollow Knight: Silksong Releases

Hollow Knight fans rejoice. The long-awaited Hollow Knight: Silksong sequel released this past week. Hollow Knight: Silksong won Unity Awards’ “Most Anticipated Game” in 2021 and 2024. So, fans have been waiting for half a decade, and Hollow Knight: Silksong looks like it delivers.

Hollow Knight: Silksong’s protagonist Hornet leaps through the air with ease. Hornet offers more gameplay options than their predecessor. They can flip over huge enemies like a gymnast and pull off insane acrobatic feats, and Hornet will need all of their tricks to make it through Hollow Knight: Silksong’s punishing platforming levels. Fortunately, healing receives an overhaul in Hollow Knight: Silksong. Instead of a slow drip heal like the Knight, Hornet can instantly heal three health nodes and can do so on the move. But beware. Hornet has a silk meter, and healing three nodes of health immediately empties the bar.

Hollow Knight: Silksong is available on multiple platforms: PC, Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. There are so many options. Hopefully, one of our writers will get enough hours in-game for an upcoming review.

Everybody’s Golf Hot Shots Releases

The long-running golf video game series Everybody’s Golf/Hot Shots received its first new release in almost ten years, combining the game’s original title (Everybody’s Golf) and North American (Hot Shots Golf) title, Everybody’s Golf Hot Shots. Everybody’s Golf Hot Shots features over 10 golf courses and 25 golfers who (like in former entries) can be unlocked as playable characters.

Honestly, I haven’t played Everybody’s Golf for more than a session or two since the original PlayStation Portable. The series offers a lot of varied and goofy play. From what I can remember, Everybody’s Golf has plenty of depth in play, too. Everybody’s Golf Hot Shots received some backlash for its use of AI-generated images. But according to a GameRant article, Bandai explained AI-generated images were limited to “leaf and tree textures” on the golf courses. Background tree textures can be tedious to recreate, and using AI-generated images to create tree textures is understandable. Everybody’s Golf Hot Shots is available for PC, PlayStation 5, and Nintendo Switch. I wonder if Switch 2 will get a release date later. Fingers crossed.

That’s all we have for Geek News this week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Geekly News; August 24, 2025,

Happy Sunday, Geekly Gang! Kyra Kyle here with another week of Geek News. We don’t have much in the way of major headlines this week, but as usual, we’ll break down the board game and video game new releases. Let’s start with board games.

Storybook Saga Opens on GameFound

We’ve been covering every Solo Game of the Month release on GameFound ever since January of this year, because these games, even if they don’t look like ones I’d be interested in, are designed by established board game designers, and this company never fails to deliver. This month’s game, Storybook Saga, continues this tradition. Per usual (for GameFound), we don’t have an idea of pledge costs or Storybook Saga’s game mechanisms. But it looks amazing.

Players assemble a team of classic storybook characters and attempt to survive scenarios. Each card will be tarot-sized–you don’t see much of that. the art looks stunning. Storybook Saga is yet another Solo Game of the Month title that uses top-notch components. And even though we don’t know how the game is played, you know Storybook Saga will be a solo game, and the pledge should land in a reasonable price range. My guess would be $20-35. If you’re interested in Storybook Saga, check out its GameFound page.

Reiner Knizia’s Hanami Launches on KickStarter

As Hanami’s subtitle says, Hanami is an update to the Reiner Knizia classic board game Samurai, and when I say Samurai is a classic board game, believe it. The game still holds an impressive 7.5 rating BoardGameGeek. Yeah. 7.5 on BGG means the game is great.

Hanami celebrates a different side of Japanese culture, but one that’s still steeped in Samurai tradition. Who doesn’t love sakura blossoms? Hanami offers a lot of free add-ons for a standard pledge of $40. If you’re interested in Hanami, check out its KickStarter page.

Restless Spirits Emerges on KickStarter

Restless Spirits puts players in the role of a spirit guide, trying to collect magical totems and release spirits. Restless Spirits’ rules are easy to pick up. Choose a spirit guide, attract spirits to your board, find and play matching totems, use spirit abilities to gain an advantage, and release the most spirits. This game gets really combo-tastic.

Restless Spirits is another game that features tarot-sized cards. I’m always down for that. The art looks amazing, but my favorite feature for Restless Spirits is its story mode. Tales of the Spirit Realm is a collection of 12 short folktales about the Spirits in the game. Before playing, draw a Tale card (either at random or in order), turn to the associated page in the Tales booklet, and read the story. Each Tale has an accompanying gameplay modifier, so you get to learn more about the specific spirit you’re playing, which comes with a fun gameplay twist.

Restless Spirits offers a couple of pledge levels. The standard edition costs about $47 (the prices are in Pounds), while the deluxe version that adds some extra swag runs about $74. If you’re interested in Restless Spirits, check out its KickStarter page.

Herdling Video Game Releases

This past week was a big one for indie video game releases. Herdling is a brand new adventure from Okomotive, who also created the atmospheric and acclaimed FAR games and Firewatch.

Herdling looks stunning. If it follows previous Okomotive releases, Herdling should have more of a focus on immersing gamers in the world it’s crafting. I never thought herding livestock would appeal to me, but Herdling has me second-guessing that opinion. Herdling released on PC, Nintendo Switch, Playstation5, Xbox.

Discounty Lands on Steam

Newcomer developer Crinkle Cut Games released its first video game, Discounty, on Steam. Discounty takes some concepts of games like Stardew Valley and applies them to a discount supermarket. You’ll be managing a local supermarket and getting caught up in small-town drama. Organize and plan your shop’s layout and strike lucrative trade deals as you expand your business empire.

Discounty scratches that resource management itch that I often get. The quirky town looks fun and inviting. And at the time of writing this post, there’s a bundle for Tiny Book Shop (which we covered in a previous Geekly News post and is an amazing video game) and Discounty. If you’re interested in Discounty, check out its Steam store page.

Sword of the Sea Sails onto Systems

I’ve always liked developer Giant Squid’s aesthetic. Giant Squid are the ones behind Abzû and The Pathless, but their art director also worked on Journey and Flower. You can see those influences in Sword of the Sea. Players control a Wraith, who explores abandoned and desolate worlds, hoping to bring life back to them. The Wraith explores the world with a hoversword, which is part snowboard, skateboard, and hoverboard. Needless to say, this world is stunning.

Sword of the Sea plays like an eco-fantasy. In a world as desolate as the one made by the Once-ler in The Lorax, Sword of the Sea has players soar through barren lands, seeding them with life in an art style reminiscent of Journey or Flower. Sword of the Sea’s premise has me intrigued. Giant Squid delivers the graphics we know them for, and that makes for a title on my short list of 2025 video games that I need to try. Sword of the Sea is available on PC and Playstation5.

That’s all the geek news we have for this week. Thank you for reading, and wherever you are, I hope you’re having a great day.

Top 5 Tabletop Games from 1996

1996 was a weaker year for board games than the past handful of years, but a banner year for collectible card games. As a result, we’re lifting the CCG embargo for the 1996 list. There will be more than one CCG entry for the top 5 tabletop games from 1996, and it’s a doozy of a collectible card game. Woo hoo!

Hey, hey! Kyra Kyle here. We’re back with another Top 5 Tabletop Games. We’ll talk about 1996’s board game list soon, but let’s recap the ground rules for which games make these lists before we start.

1: Cultural relevance plays as much of a factor as overall quality. A game might make a list that doesn’t hold up to others of its type, but you must admit the game is everywhere.

2: Only one game from a franchise makes the list. This will become more of an issue the closer we get to games with expansions.

3: Longevity plays a role, too. A game doesn’t have to fly off the shelves today, but it had to have some widespread appeal for a decent time.

5: Mythos Collectible Card Game (1996)

We begin this list with an interesting collectible card game, Mythos. Based on the Cthulhu Mythos stories of horror author H.P. Lovecraft, Mythos is also an adaptation of the Call of Cthulhu role-playing game. Mythos combines elements of some traditional card games like Rummy and borrows other concepts from previous CCGs. While the game is playable by two players, the intent is for Mythos to be played by a larger number of players. The main objective of Mythos is to collect points by completing adventures. Adventures are cards that include keywords derived from different card names and types. Once the required cards are in the player’s story deck or on the table, the player can play the adventure and receive its points.

Mythos differs from many collectible card games because of its lack of a combat focus. This is a CCG that attempts to tell a story. Unfortunately, Mythos faltered after its initial release. Later expansions, most notably the non-collectible Standard Game Set, confused consumers and forced the publisher Chaosium to discontinue Mythos only one year after the game’s original release. Still, Mythos shows what collectible card games can achieve. It earned its distinction as one of Pyramid magazine’s The Millennium’s Best Card Games.

4: Mad Gab (1996)

Lately, we haven’t included too many mass-market board games in these lists. Mad Gab bucks this trend. It does so, not just because 1996 was a weaker year for board games like I mentioned, but because it was a cultural cornerstone. Mad Gab uses puzzles known as mondegreens (misheard words that could mean something else) and contain small words that, when put together, make a word or a phrase. For example, “These If Hill Wore” when pronounced quickly sounds like “The Civil War.” Mad Gab had two levels, easy and hard. The faster players solve the puzzles, the more points they score.

Mad Gab uses phonetics. It tests players’ ability to process sounds based on simpler English-written sounds into a meaningful word or phrase. Players must read the words aloud. Reading the phrases silently won’t allow someone to decode the puzzles’ meaning because the sounds need to be decoded.

3: Kill Doctor Lucky (1996)

We covered Mystery of the Abbey on our last week, and that game revamped Cluedo (or Clue for the United States). Kill Doctor Lucky flips the idea of Clue on its head. Kill Doctor Lucky features a sprawling mansion filled with a variety of dangerous weapons. Cluedo begins after the murder has been committed, and players compete to solve it; Kill Doctor Lucky ends with the murder, and players attempt to kill the titular character, Doctor Lucky.

Players must find a secluded room before slaying Doctor Lucky. You can even gain extra points if you pair a weapon with a specific room. For example, if you kill Doctor Lucky in the wine cellar with a trowel, you’ll gain extra points, alluding to Poe’s short story “The Cask of Amontillado.” As soon as I heard that Clue: The Movie could receive a remake, I wondered why Hollywood didn’t choose to go with a Kill Doctor Lucky movie. Why not lean into the silliness?

2: Netrunner (1996)

We have yet another Richard Garfield collectible card games that make one of these lists. Garfield has a knack for stretching the boundaries of collectible card games. That makes sense. He did create this form of game. Like Mythos, Netrunner doesn’t have a focus on combat. It takes place in the Cyberpunk 2020 role-playing game universe (which is also the basis for Cyberpunk 2077) and pits players against each other in asymmetric roles. One player assumes the role of a runner, who tries to break through and steal hidden plans (hacking) of the mega-corporations (the Corp) that run the world. The other player assumes the role of the Corp and attempts to catch the runner.

Beyond its focus on non-combat, Netrunner was unique because most collectible card games are framed as a battle between peers. Netrunner has two very different sides facing off against each other. While the collectible card game only ran for a few years, in 2012, Fantasy Flight Games adapted Netrunner into Android: Netrunner, which is a living card game that ran until 2019. Netrunner has a long and storied history. Its fans are fierce. But it doesn’t claim our top spot on this list. A different collectible card game has that honor.

1: Pokémon Trading Card Game (1996)

Pokémon had to claim the top spot for 1996. It’s the second-longest-running collectible card game in history. When Pokémon first released, it sold out so fast that all the trading card manufacturers in the world postponed their other orders (like baseball, football, and basketball cards) to fill the demand for new Pokémon cards. Releasing later the same year as Pokémon Red, Blue, and Yellow (the original Pokémon video games on the Game Boy) helped catapult Pokémon to legendary status.

Play alternates between players who take several actions during their turn, including playing Basic Pokémon, evolving Pokémon, attaching an Energy card, playing Trainer cards, and using Pokémon abilities and attacks. The first Pokémon Trading Card Game sets played like simplified Magic: The Gathering decks. This helped Pokémon and built a pipeline for Magic. Wizards of the Coast, the producer of Magic: The Gathering, didn’t mind because the Pokémon Company licensed the Pokémon Trading Card Game to Wizards of the Coast, who published eight expansion sets between 1998 and 2003, after which the licensing transferred back to The Pokémon Company. The Pokémon Trading Card Game is one of the few games of this type from the original trading card boom that has stayed in continuous production. I haven’t played Pokémon in years, but I have fond memories. This game’s legacy demands that it takes our top spot.

Did we get the list mostly correct? Let us know which games you’d add in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Check out the other lists in this series:
Top 5 Tabletop Games Prior to the 1930s
Top 5 Tabletop Games of the 1930s
Top 5 Tabletop Games of the 1940s-50s
Top 5 Tabletop Games from the Early 1960s
Top 5 Tabletop Games from the Late 1960s
Top 5 Tabletop Games from the Early 1970s
Top 5 Tabletop Games from 1980-1981
Top 5 Tabletop Games from 1982-1983
Top 5 Tabletop Games from 1984-1985
Top 5 Tabletop Games from 1986-1987
Top 5 Tabletop Games from 1988-1989
Top 5 Tabletop Games from 1990-1991
Top 5 Tabletop Games from 1992
Top 5 Tabletop Games from 1993
Top 5 Tabletop Games from 1994
Top 5 Tabletop Games from 1995

Tabletop Game Review: Flip 7

Flip 7 takes the premise of Blackjack and extends it to party game proportions. Flip over cards one by one without flipping the same number twice. While the game choices are simple (hit or stay), the ramifications of your actions aren’t. Are you the type of player to play it safe and bank points before you bust, or will you risk it all for the bonus by flipping over seven unique cards in a row? Hey, hey! Kyra Kyle here. We’ll review Flip 7 in a moment, but before we draw our first card, let’s discuss Flip 7’s fine print.

The Fiddly Bits

Designer: Eric Olsen
Publisher: The Op Games; KOSMOS
Date Released: 2024
Number of Players: 3-18
Age Range: 6 and up
Setup Time: Nominal
Play Time: 10-20 minutes

Game Mechanisms

Card Game
Party Game

Push Your Luck

Game Setup

Shuffle the deck and choose a player to be the Dealer for the round.

In turn order, the Dealer deals one card face up to each player, including themselves. If an Action card is drawn, resolve it immediately (more on Action cards in the Game Flow section). Once any Action cards are resolved, continue dealing until everyone has been dealt a card. Not everyone will have a Number card (a card with a number). Some players may have multiple cards because of other Action cards.

Game Flow

The Dealer now offers each player in turn the option to “Hit” (deal them another card) or “Stay” (exit the round and bank their points). If you Hit, put the Number cards in a single row with Score Modifier cards.

Flip 7 features a special deck of cards. It’s Number cards range from 0 to 12. There are copies of each card equal to the card’s value. For example, there are 12 copies of the 12 Number card and 5 copies of the 5 Number card. Zero is the only exception; there’s only one copy of the 0 Number card. Flip 7’s deck also contains Score Modifier cards (Times 2 which doubles your point value and the rest adding a flat number to your score). Flip 7 also has three Action cards: Freeze, Flip Three, and Second Chance. Second Chance allows you to ignore one bust (drawing the same Number card). Flip Three allows the player to choose a player (even themselves) to draw three cards in a row. Freeze cards are given to a player to force them to stay for the round (they will not be able to draw more cards).

Remember: Players bust (don’t receive points and are eliminated from the round) if they draw two of the same Number card.

The round continues until one of two criteria are met. 1) There are no active players because all players have busted or chosen to stay. 2) One player can Flip 7 number cards, ending the round immediately.

At the end of each round, players score points. Add the value of all your Number cards. Adjust your score with any Score Modifier cards. If you Flip 7 Number cards during the round, score an additional 15 points.

When starting the next round, set all cards from the previous round aside. Do not shuffle them back into the deck. Pass the remaining cards in the deck to the left, that player becomes the new Dealer. When the deck runs out, shuffle all discards to form a new deck. If you need to reshuffle mid-round, leave all cards in front of the players where they are.

At the end of the round when at least one player reaches 200 points, the player with the most points wins.

Review

Flip 7 has taken the tabletop gaming community by storm. I can see why. It has a simple premise (party game Blackjack) and easy-to-understand choices each turn and round. Flip 7 is necessary for the tabletop community. In practice, Flip 7 is the game I can play with my grandma and my four-year-old niece. It’s the most gateway of gateway games.

Since this is the case, I’ve played Flip 7 a ton over the past several months. Seriously, Flip 7 was released during the holiday season (December 2024), I’m writing this in early May (we write many of our reviews weeks, if not months, in advance), and I’ve played this game with 10 different game groups and over 150 times. That’s about 30 times every month. I’ve almost played Flip 7 once every day. One of those months was February, so I’ve definitely played Flip 7 once every day. Frankly, I’m sick of playing Flip 7. It’s a good filler game, but I haven’t seen a game with this much crossover appeal.

And that’s a strength for Flip 7. It’s one of the few games I can get everyone on board playing. That’s why it’s necessary for the tabletop community and for tabletop gaming. But does it convince non-gamers to try other games that aren’t Flip 7? I’m unsure.

But I do like the inclusion of Action cards. There are three copies of each Action card. Freeze seems mean, but it could be pivotal in stopping someone who had an easy rise to the top of the scoring track; it’s a decent catch-up game mechanism of sorts but this can devolve into targeting the leader (like Munchkin). Players can only hold onto one Second Chance. I don’t know how many times I’ve seen a player forced to give a second copy of Second Chance to an opponent. Those cards have a way of finding the same player. But Flip Three has the most strategic value. During the early game, you may want to target yourself. Later in the game, you’ll want to choose someone else and force them to bust. Is this enough strategy? Probably not for many tabletop gamers.

I can see that people who can count cards have an advantage in Flip 7, but that takes the fun out of the game. While the rules don’t forbid someone from looking at the discard, it goes against the soul of Flip 7. The Number cards value equaling the number of copies in the deck is clever, and the game doesn’t overstay its welcome—unless you’ve played it over 150 times in a handful of months.

Flip 7’s box says 3+ players. Its entry on BoardGameGeek lists it as 3-99 players. The rulebook suggests that if you have more than a dozen players, use a second copy of Flip 7. While this may be technically true, the game plays best at 5-6 players. Flip 7 would overstay its welcome if you included over a dozen players. It would take forever for twelve people to determine whether they should hit or stay. There isn’t much else to Flip 7, but I’d be bored if I had to wait for eleven other people to make that simple choice. And forget 98 other people. I’d walk away from the table.

Too Long; Didn’t Read

While not my first or second choice of filler game, Flip 7 has enough crossover appeal to appease the masses. It doesn’t have enough strategy for hardcore tabletop gamers, but Flip 7 is the kind of game I can get my grandma or four-year-old niece to play. Therefore, Flip 7 is a good game to keep on hand for non-gamers.

Geekly News: August 10, 2025, Spider-Man: Brand New Day Update

Happy Sunday, Geekly Gang! Kyra Kyle here with another week of Geek News. A lot has been happening in the tabletop/board game industry this past week, but I may take another week to gather some thoughts. Something to look forward to for next week. XD Instead, we have a couple of MCU updates this past week, and of course, we’ll discuss this past week’s new releases. There were some good ones. But first, let’s discuss the rumors and leaks for Spider-Man: Brand New Day.

Several Spider-Man: Brand New Day Rumors and Leaks

We already received word from Michael Mando that he will return in Spider-Man: Brand New Day as Matt Gargan, Scorpion. Mando even teased that he will be sporting a comic book accurate Scorpion costume, he’ll be involved in the alien symbiote story teased during a post-credit scene for Spider-Man: No Way Home. While Tom Hardy may be done with the Venom character, the alien symbiote does exist in Earth-616 (the MCU). The alien symbiote that is Venom has bonded with more characters than Eddie Brock and Peter Parker in Marvel comics. One of those other characters is Matt Gargan, so Mando saying his character will be involved with the alien symbiote makes sense. And Peter bonding with the alien symbiote aligns with the original 1980s Secret Wars, which will be a future MCU movie.

Spider-Man: Brand New Day’s director, Destin Daniel Cretton, and his camp have already shared multiple leaks about the upcoming Spider-Man movie. They plan to bring two comic books to life: Amazing Spider-Man #134 and Amazing Spider-Man #345.

Amazing Spider-Man #134 has Tarantula on the cover, and Tarantula was confirmed to be in Spider-Man: Brand New Day months ago by Marvel’s merchandising firm. Scorpion was also featured in this comic book, and we’ve received word from Michael Mando, who plays Scorpion in the MCU, that he will be in the next Spider-Man movie, so the leak is accurate, but this brings us to the second comic book.

Amazing Spider-Man #345 has Boomerang on the cover, and he was also leaked in a similar fashion to Tarantula and Scorpion. But look at the top of this issue (pictured above). Venom returns. It looks as though Cretton intends to include Venom, or at least the alien symbiote, in Spider-Man: Brand New Day.

Spider-Man’s next cinematic outing looks like it’ll be packed with villains. Earlier this year, a savage Hulk was leaked to appear in the film, and Shang-Chi (the protagonist of director Cretton’s first MCU film) is also set to return. We’ll keep you posted if we find out any more about Spider-Man: Brand New Day.

Chris Hemsworth Clarifies Recent Thor Video

Chris Hemsworth will reprise his role as Thor for Avengers: Doomsday, and the actor recently shared a video titled “Thank You! The Legacy of Thor,” which ignited speculation that he might be preparing to hang up the hammer for good, after Avengers: Doomsday. Heck, I’ve seen speculation that Thor could be one of the MCU heroes Doctor Doom slays in the upcoming crossover movie.

But Chris Hemsworth clarified that he will return in Thor 5, which will most likely be set in Valhalla. Valhalla is the Asgardian version of heaven, so there’s a chance Thor could perish in Avengers: Doomsday and then star in a fifth Thor installment. Rumors suggest that Natalie Portman will also star in Thor 5, and since her character Jane Foster perished at the end of Thor: Love and Thunder, this furthers speculation that Thor 5 will take place in Valhalla. We’ll have to wait and see.

Gradius Releases on Multiple Platforms

Konami partnered up with M2 to deliver the perfect 40th Anniversary celebration for Gradius. Gradius Origins compiles most entries of the series into a single title. Gradius Origins chronicles Gradius from its arcade roots in the mid-80s all the way to the brand-new spin-off, Salamander 3. The game features over a dozen different game variations. It includes numerous quality of life additions and historical artwork.

Gradius Origins is available on PC, Xbox Series X, Nintendo Switch, and PlayStation 5.

Tiny Bookshop Releases on Steam

Tiny Bookshop looks like it’ll be right up my alley. I love books and cozy video games. I even like resource management games. Tiny Bookshop includes all three of those things. Leave everything behind and open a tiny bookshop by the sea. Stock your Tiny Bookshop with different books (some of them are real-world classics) and items. Take in scenic locations and run your cozy second-hand bookshop while getting to know the locals.

And what would a second-hand bookshop be without the occasional cat? Yes! Tiny Bookshop gives you the experience of running your own bookstore. If Tiny Bookshop sounds like something you’d be interested in, the game has a playable demo on Steam. Meow!

Prequel Game Mafia: The Old Country Releases

The upcoming Xbox Series X game, Mafia: The Old Country is a prequel to the original Mafia trilogy. It explores the origins of mob life in the United States, transporting players back to the birthplace of one particular crime family.

Set in 1900s Sicily and following one man’s ascent from an underling to a mafioso, Mafia: The Old Country offers a new angle to the Mafia formula. Narrative-driven, Mafia: The Old Country provides a singular Mafia experience. While not Grand Theft Auto 6 (which got pushed back to May 2026), Mafia: The Old Country scratches a similar itch. It’s available on PC, Xbox Series X, and PlayStation 5.

Care Bears: Unlock the Magic Deck Builder Game Launches on KickStarter

Care Bears receive the deck-building game treatment. Care Bears: Unlock the Magic Deck Builder Game has players spread caring and compassion while facing off against unpredictable weather, wild creatures, and the mischievous Bluster and his Bad Crowd. The game features multiple difficulty settings, perfect for younger players and gamers who want more of a challenge.

Like most deck builders, each player begins with a basic deck in Care Bears. You can purchase new cards with Wish (stars), and prevent Bluster and his Bad Crowd from spreading uncaring with Care (hearts). Care Bears hasn’t received a major tabletop game since the Eighties (there have been some reskinned games like Monopoly and an odd Chutes & Ladders-like game a couple of years ago), so Care Bears: Unlock the Magic Deck Builder Game is great for Care Bears fans who’ve been waiting for a deeper Care Bears board game experience.

Care Bears: Unlock the Magic Deck Builder Game has multiple pledge levels that range from $34 (for the base game, plus shipping) to the massive All-In Pledge of $400. But the best bang for your buck may be the popular Care-a-Lot Expansion Edition ($119) that includes all base Care Bears (to include Grumpy and Tenderheart Bear) and a neoprene playmat. If you’re interested in Care Bears: Unlock the Magic Deck Builder Game, check out its KickStarter page.

Vines and Flowers: Blooming Harmony Sprouts on KickStarter

Vines and Flowers: Blooming Harmony offers 3d tile placement. What? Players take turns taking tiles from the offering and then collectively building a pergola. Watch your vines and flowers climb and trigger effects, scoring you points, on your way to victory.

I love how Vines and Flowers: Blooming Harmony turns tile placement on its head by simply adding a vertical axis. The game has stunning table presence. Tell me you wouldn’t gravitate toward this game. You’d have to know what the players were doing.

Newcomer, Whales Entertainment, has done a great job with Vines and Flowers: Blooming Harmony’s production value. While you can enjoy Vines and Flowers with cardboard pieces ($35 pledge), this Kickstarter campaign includes an exclusive wooden pieces upgrade for a $45 pledge. I’m watching this campaign closely. If you’re interested in Vines and Flowers: Blooming Harmony, check out its KickStarter page.

The Voynich Puzzle Set to Launch on GameFound

Publisher Salt and Pepper has been releasing some fantastic games on GameFound this year. We covered The Battle of the Divas, and The Voynich Puzzle looks like it’ll be another amazing game with an interesting theme.

In The Voynich Puzzle, players reconstruct the mysterious Voynich Manuscript. All the art is inspired by this ancient text, and I love that The Voynich Puzzle includes actual puzzle pieces. We don’t know much about the game’s mechanisms yet (it’s set to launch on Monday or Tuesday), but the production value looks fantastic and thematic, and Salt and Pepper has been on a roll. They’re a well-respected board game publisher with titles like Resist! and Witchcraft! to their credit.

I may have to pick up a copy of The Voynich Puzzle for the artwork alone. We don’t yet know what pledge levels The Voynich Puzzle will have, but if you’re interested in this title, too, you can follow The Voynich Puzzle’s GameFound page.

That’s all the Geek News we have for this week. Thank you for reading, and wherever you are, I hope you’re having a great day, Geekly Gang.

Whatcha Playing, Geekly? August 2025

Happy Wednesday, Geekly Gang! Kyra Kyle here. Since it’s Wednesday, we have another post from our Whatcha series. Today’s topic is games, both video games and board games. We’ll hear from Season and Skye soon, but I’ll kick things off this post with the games I’ve been playing over the past month.

Kyra’s Board Games

Bruno Cathala’s Kingdomino takes the simple mechanism of laying dominoes beside a starting castle (domino piece) and allows players to build their own scoring tableau. Each domino has two sides. Each side will belong to a terrain type, and players attempt to connect like terrain types, chaining as many crowns (which will be printed on some dominoes and determine how much each terrain scores) as they can to their largest collection of each terrain type. Kingdomino has restrictions on how far out from a player’s starting castle they can build, and this is where the game gets tricky.

I don’t know how many times I’ve ended up with dead corners (corners that I can’t legally add another domino), but it’s satisfying every time I can put down my full complement of dominoes. Kingdomino is a quick game. The 15-30 minutes printed on the box is accurate. I love Kingdomino’s selection system. Each player has two royal meeples. One will claim the current round’s domino, but the domino you select in the current round will affect when you can select a tile in the next round. Each tile’s backing has a number. Typically, the more valuable tiles have higher numbers, and if you pick a higher value tile, you’ll pick later in the following round. Brilliant!

While many board games grant an advantage to seasoned players, Uwe Rosenberg’s Spring Meadow almost requires players to have a similar experience. The person who taught me and a couple of other noobs how to play Spring Meadow skunked us. Spring Meadow has an intriguing mechanism of players choosing a polyomino from a communal display and then placing the polyomino on their player board filled with holes. You’re trying to fill each row or column (depending on your board’s orientation), scoring points for each filled row or column with some added bonus points.

There are tricks involved, a dash of luck, and not all of the polyominoes are created equal. But you won’t know the best plays during your first playthrough, and if you’re playing against a seasoned Spring Meadow player, they will easily beat you. Despite my utter failure of a first play, I enjoyed Spring Meadow. I’ve since rematched the person who taught me how to play, and I managed to eek out a victory during our third, two-player play. Spring Meadow is fantastic as a two-player game against players who know how best to place their polyominoes.

I’d include Lotus in the group of games where it’s best played when all players involved have similar experience. The same person who taught me Spring Meadow also taught me Lotus, and the result was similar. I have yet to replay them at Lotus, but I plan on it.

Players compete to complete flowers. Seriously, the image above is what most Lotus cards look like. Lotus is a stunning game. It’s quick to teach, but knowing when to add pedals or use an ability makes all the difference. Usually, new players will misuse their abilities, unlock the wrong ones first, or add too many pedals to make a flower easy to complete and leaving themselves open for another player to take advantage of an opening. Lotus is the definition of a game that’s easy to learn but difficult to master. It doesn’t have a lot of moving parts, but the parts that are there are chef’s kiss.

Kyra’s Video Games

I gave Bleach: Brave Souls a try this past month. Notice how I didn’t say I played Bleach: Brave Souls. Bleach: Brave Souls offers an autobattle function. I did more watching Bleach: Brave Souls play itself than playing the game. To be fair, Bleach: Brave Souls is a ten-year-old gacha game. During boss battles, players borrow the featured character from a random player (chosen from the tens, if not hundreds of thousands, of players). Typically, I’d borrow a character from a player who had maxed out their character five or six years ago. Most boss battles had a cutscene. I would skip the cutscene, and the borrowed character will have already beaten the boss. Did I really play Bleach: Brave Souls?

Bleach: Brave Souls was a nice trip down memory lane. I wish the game had tightened the story a little bit. Each scene from the manga received its own level, so there are hundreds, if not thousands, of story levels. I gave up on Bleach: Brave Souls after a few days, but I could see the game being fun years ago, when it first released. I like the chibi character designs.

Those are the game highlights for me this past month. Let’s see what Season and Skye have been playing.

Skye’s Board Games

The fabulous Kyra Kyle has done it again. While Dorf Romantik was not a game they created, they were the ones who introduced me to it. Props to them, because I thoroughly enjoyed it! Dorf Romantik takes concepts from games like Catan and Carcassonne, but manages to be a special kind of fun. With the help of your fellow players, y’all gotta build the best town you can. It’s Sim City without financial stress. What can I say?

The Night Cage is a game that’s right up my alley. As a big fan of cooperative games, horror, and eldritch themes, The Night Cage is perfect for a dark game night with your friends. In a Lovecraftian setting, you find yourselves in a place of eternal darkness. You’re trapped in the Night Cage, and you must escape. The corridors shift and change direction. You only have a candle, and monsters hunt you at every turn. Good luck.

Skye’s Video Games

Lately I’ve been into casual phone games. Tap Gallery is a simple game about tapping arrow blocks to reveal a hidden image underneath. That’s pretty much it. While not the most complex, what appeals to me about Tap Gallery is its premise. It’s satisfying to watch every block slowly disappear from the screen. Sometimes that’s all you need in a game, and Tap Gallery has me hooked.

Cryptogram, while still a casual phone game, requires its players to use their brains. As you can likely tell from the title, Cryptogram is all about decoding a hidden message by following the clues given to you. Cryptogram helps stretch your brain while not being too difficult. Many of Cryptogram’s hidden messages are famous quotes from historical figures. Wait, you can solve puzzles and learn history? Sign me up!

Season’s Video Games

I’m kicking things off with a classic platformer. Psychonauts was released back in 2005 and is one of the more unique platformers I’ve played. Each level takes place inside people’s minds, so the player learns about each character by playing through their level. The level itself represents the character’s cognition of the world, but there are collectibles called “memory vaults” within each level. These memory vaults allow the player to sneak a peek into each character’s past through pictorial storytelling.

Players also spend a fair amount of time roaming the campgrounds in the overworld. I spent several minutes chatting with my fellow campers, collecting arrowheads to upgrade my gear and scavenger hunt items. Most objects/creatures in Psychonauts allow players to interact with them in some form, so there’s never a shortage of things to discover. I used clairvoyance on everything. Everything.

Fallout 4 has been out for ten years, but this is my first time playing it. Dead serious. I’ve never been crazy about open-world RPGs. In the past, I’d try them for twenty minutes before wanting to play something else. I tried playing Fallout: New Vegas on Steam many years ago, and it crashed every few minutes. I got frustrated and gave up on it. That said, I’ve enjoyed Fallout 4 so far. I like to stop tracking quests periodically so I can explore the world. I’m a digital hoarder, so picking up everything and being over-encumbered is my way of life.

I have one question for you, Geekly Gang. Why do radscorpions burrow under toilets?

Hey, hey! Kyra Kyle here again. That’s all our writers have for what they’ve been playing this past month. Feel free to share what you’ve been playing, Geekly Gang. Thank you for reading, wherever you are, I hope you’re having a great day.

Tabletop Game Review: Cretaceous Rails

Cretaceous Rails combines trains and dinosaurs in one board game. Holy Fish Heads! That may or may not be a direct quote from the Cretaceous Rails game designer. Hey, hey! Kyra Kyle here. I’m doing something a little different with today’s board game review. As you might be able to tell, I know Cretaceous Rails’ game designer, Ann Journey, and the publisher Spielcraft Games. I’ll attempt to stay unbiased, but I wanted to be upfront about that relationship. In Cretaceous Rails, people have learned that dinosaur parks built in the modern world are too deadly. Instead, they send people back in time to witness dinosaurs in their natural habitat. Players compete to create the best dino safari resort experience. We’ll get to the game, but first, let’s discuss some disclaimers.

The Fiddly Bits

Designer: Ann Journey
Publisher: Spielcraft Games
Date Released: 2025
Number of Players: 1-4
Age Range: 14 and up
Setup Time: 10-15 minutes
Play Time: 45-120 minutes (depending on the number of players)

Game Mechanisms

Modular Board
Network and Route Building
Pick-up and Deliver
Worker Placement

Game Setup

Cretaceous Rails’ rulebook has a streamlined setup section, so I’ll be using the rulebook as the basis for this section.

Action Tiles

* Shuffle all 16 action tiles and randomly place them face up in a 4×4 grid within reach of all players to create the action grid.

* Place the first player marker on the Draw Cards action tile with the first player marker icon (shaped like a raptor claw).

Resort Card Display

* Place the resort card display board within reach of all players.

* Shuffle all 84 resort cards and place them face down in the resort card deck space near the resort card display board.

* Deal eight cards from the deck face up onto the eight spaces of the resort card display board.

* Place the round tracker on the dinosaur footprint labeled “1.”

Player Setup

Each player chooses a company. The only difference among the companies is the starting dinosaur, the beginning point value of dinosaurs, and aesthetics. None of these differences significantly affect the gameplay, so pick the company that looks cool or begins the game with your favorite dinosaur.

Each company gets:
* 1 Player board (all other items must match your company’s color and design)
* 4 Executives
* 30 Rails
* 1 Train Engine Tile
* 8 Train Car Tiles

* Place your Train Engine in front of your player board. This begins your train, but doesn’t count as storage.

* Place 2 Train Car Tiles behind your Train Engine Tile to form your starting train.

* Draw 1 card at random from the resort card deck and add it to your hand.

* Place the remaining Train Car Tiles, 30 Rails, and 4 Executives off to one side within reach.

* Take the tourist, dinosaur, and jungle token indicated by the icons on your player board and place them on their respective icons on your player board.

* Place the remaining tourists in the tourist sack.

Map Setup

* Place the starting map tile for the appropriate player count in the center of the table within reach of all players.

* Place 1 randomly-selected jungle map tile per player beside the starting map tile to form the map.

* Place one jungle token on each hex marked with a jungle token icon.

* Place a matching dinosaur miniature on each hex marked with a dinosaur icon. Each tile has two of Tyrannosaurus Rex, Triceratops, Titanosaurus, and Parasaurolophus.

* Randomly place 4 tourists from the Tourist Sack on each cabin hex and each player’s home hex.

Starting Positions

* Randomly select who goes first. Play will proceed clockwise from the first player.

* In reverse turn order, starting with the last player, select home hexes on the starting map tile.

* When you select a home hex, place two Rails on the starting map tile. Place the first Rail on the line pointing out of your chosen home hex, and the second Rail on the line going to the left or right in front of the first rail.

HINT: Choose your home hex based on the dinosaurs and volcanoes near it, the tourists on it, and your plans for building your rail network into the jungle.

Game Flow

Cretaceous Rails is played over four rounds. Each player receives four turns per round.

Each turn, players will place an Executive on a vacant action space between two action tiles. Players will take both actions adjacent to the Executive they just placed. You may choose the order in which to take your two actions each turn. You can also forgo one of your actions and unload your Train Cars onto your player board.

Outside of unloading your Train Cars, there are six actions depicted on the Action cards: Lay Rails, Draw Resort Cards, Build Resort Cards, Clear Jungle, Safari, and Capture Dinosaur.

Lay Rails allows players to place two Rails (train minis) on the map, extending their company’s rail network.

Draw Resort Cards lets players draw Resort cards from the Resort Card Display Board.

If you meet any number of Resort Card requirements and take the Build Resort Cards action, you may build any number of Resort Cards in your hand that you can legally place. The third (top) row can only hold as many Resort Cards as the number of Resort Cards in the second row. The second (middle) row can only have as many Resort Cards placed in it as the number of Resort Cards in the first (bottom) row. The bottom row has no restrictions. Go nuts! But most Resort Cards receive bigger boosts in higher rows.

The remaining three actions will add items to your Train Car Tiles that you will then have to unload in your player boards. These actions may cause you to replace one of your adjacent actions with empty Train Cars.

Clear Jungle has the player take a jungle token from any hex adjacent to their rail network. You must place the jungle token on one of your empty Train Cars. Jungle tokens aren’t refilled throughout the game. Once they’re gone, they’re gone. You cannot take the Clear Jungle action if you don’t have at least one empty Train Car.

The Safari action has a couple of steps. Take a tourist from any hex adjacent to your network and place it in one of your empty Train Cars. Again, if you don’t have at least one empty Train Car, you cannot take the Safari action. You may not take a tourist from another player’s home hex. When you take a tourist, add up the number of dinosaurs adjacent to your rail network of the color and type that corresponds to the tourist you picked. Only count dinosaurs in hexes with no jungle tokens (your tourists can’t see through dense jungle). Each volcano adjacent to your rail network counts as a dinosaur of that type. Move the rating marker on your player board for that dinosaur color/type up the rating track that number of spaces. This number determines the value of each dinosaur in your resort.

Capture Dinosaur allows players to take a dinosaur from any hex adjacent to their rail network with no jungle token and place it in one of their empty Train Cars. Again, you cannot take the Capture Dinosaur action if you don’t have at least one empty Train Car.

End of Round

A round ends after all players have taken four turns each.

At the end of each round, perform these steps, in this order (skip these steps in the final round):
* Each player performs the Unload Train Cars action.

* Each player takes back all four of their Executives.

* Discard all eight Resort Cards in the display.
* Refill the display with eight new Resort Cards from the deck.
* Pick up all of the Action Tiles, shuffle them, and randomly distribute them into a new action grid.
* The player who took the First Player Marker this round places it back on its draw cards Action Tile. That player will go first next round.

End of Game

Each player performs the Unload Train Cars action one final time. Then, each player tallies their score. There are two sources of victory points: Captured Dinosaurs and Resort Card Scoring Multipliers. Players can use the scoring guide and pad to keep track of each player’s victory points. Whoever has the most victory points at the end of the game wins.

Review

Cretaceous Rails has two standout elements: the Action Grid and Resort Cards. Ann Journey says that she got the idea of the Action Grid from another game, but I haven’t seen this version of worker placement. It’s quick. The Action Grid gets shuffled and reformed, resulting in varied gameplay from round to round. What may be a good tactic in an early round may not be that good of a tactic in later rounds. The actions themselves are balanced and provide a lot of strategic possibilities. I can lessen someone’s safari bonus by capturing dinosaurs. I can play keep away by taking resources from the main map, while reserving my home hex’s tourists. And all of these actions work well with the Resort Card system.

I love how Resort Cards are placed. The bottom rows needing to be larger than the ones above them makes thematic sense if one thinks of the player board as one’s resort, which it is. You can’t have a top-heavy structure. The Resort Cards themselves are multi-use, and that’s one of my favorite game mechanisms, and a trend I like continued in more board games. Each Resort Card has three rows. The top shows what the player needs to place on the Resort Card to construct it. Any Dinosaurs placed on Resort Cards are worth their full value, while Dinos left on Player Boards are worth half points, rounded down. This does enough to entice players to build Resort Cards, even if they don’t stand to gain as much from the Resort Card’s effect.

The Resort Card’s effect is indicated in the middle row of each card. Many of these effects have levels that are determined based on which row you build the card. This adds even more tactical choices to each game of Cretaceous Rails. I don’t know how many times I took a penalty (like lowering a dinosaur’s rating) because I needed the effect of a Resort Card. And each Resort Card has endgame scoring modifiers at the bottom. Again, I’ve spent plenty of Cretaceous Rails games building Resort Cards that I only wanted for the endgame scoring. Players only score the Resort Cards they managed to build. This is the magic of multi-use cards. Love, love, love.

My main critique of Cretaceous Rails is that the game can run a little long. While individual player turns don’t take long, analysis paralysis can be an issue. I tend to plan my turns in advance and then adapt if someone takes the set of actions I want, but other players don’t play that way, and certain players—you know the type—can take extremely long turns. Cretaceous Rails is one of those games (specifically at higher player counts) where the board state can change a lot before you receive another turn, and I have second-guessed my decision on several turns.

The Cretaceous Rails box lists the game’s runtime as 30 minutes per player. However, it’s more like 45 minutes at the lowest player count and 30 minutes for each additional player after the first. Upkeep between rounds can take a hot minute. Typically, I have one player handle one part of the setup (like shuffling Action Tiles and resetting the Action Grid), while another player handles another part of the in-between round setup (like wiping the Resort Card Board and setting up the new round’s Resort Card Board). While Cretaceous Rails doesn’t have a lot of setup between rounds, it does slow down gameplay.

Despite the occasional gameplay slowdown, Cretaceous Rails does a wonderful job combining trains and dinosaurs, and that’s what the game sets out to do. Trains and dinosaurs together at last! The Rails (train minis) play out like a fusion of Ticket to Ride and Catan. Experienced gamers will have an idea of how they work; players new to the board game hobby may struggle. I also like how the trains are two-fold. While the network plays like Ticket to Ride, the Train Car Tiles provide a tasty dollop of resource management. Since every player unloads their Cars at the end of each round (even the last one), you’ll want to time when you unload your Train Cars in the middle of each round. So, time is a hidden secondary resource one must manage. I love it.

One final note: Cretaceous Rails’ production value is phenomenal. That’s something you can expect from Spielcraft Games. I know. I have a relationship with Spielcraft Games’ owner, but it’s true. Alex Wolf puts in a lot of work to ensure his games look top-notch. Getting back to Cretaceous Rails, if you’ve ever wanted to play a combination of trains and dinosaurs, Cretaceous Rails is your game.

Too Long; Didn’t Read

Cretaceous Rails captures its theme of gamers running a dino safari resort experience. While the game mechanisms interestingly converge, the multi-use Resort Cards and the Action Grid stand out. Cretaceous Rails offers plenty of ways to win, but that can also cause analysis paralysis and may not be the best for gamers who are new to the board game hobby.