Friday, July 24, 2026

A one die Yahtzee can work

 After I wrote a less than glowing commentary about Boat, a three-dice Yahtzee variant, BGG user d x@UanarchyK

asked me to check on their game Raft, a ONE die Yahtzee variant.


The bad news for d x@UanarchyK is that I thought Raft was simply okay. The good news is that I consider it to be a _much_ better game than Boat. 


In Raft, you are filling out six different scoring categories. (1&6s, 2&5s, 3&4s, full house, straight and five of a kind) However, you are not filling it out one category at a time. Instead, you are filling out a five by six grid.


And here’s what made me laminate a copy of the game. Each roll must be placed in the same row or column as the last roll. 


That creates a lot more decisions than Boat gave me while the restrictions make those decisions cruel. I feel like I have enough control to make failure have meaning.


In the minis column: Raft is abstract and dry. Rolling one die thirty times could get tedious, although it wasn’t as bad as I feared. And rolling one die as opposed to even two increases the random factor. (Can’t Stop wouldn’t be a good game if was numbered one to six with you rolling two dice. Honest, that sentence does make sense)


In the positive column: It’s currently free and low ink so the opportunity cost is next to nothing. It could work as a simultaneous multiplayer Solitaire like Take It Easy with any number of players. It’s easy to teach with actually meaningful decisions.


One of the first Roll and Write game I played that only used one die was Not Another One, which soured me to the idea. It took games like Waypoints to make me reassess the idea. And Raft is another good example of one die working.


Boat was a copy of Yahtzee only less. Raft uses Yahtzee ideas but is its own thing. 

Wednesday, July 22, 2026

Callahan’s Crosstime Saloon remains relevant

 Sometimes, books have completely different meanings depending on where you are when you read them. (Every time I read Invisible Cities by Italo Calvino, I swear it’s a completely different book. Which is why I try to read it every few years) Callahan’s Crosstime Saloon was published in 1977, I first read it in the late 80s and when I reread it last month, it felt like a new book.


Okay, that’s a bit strong. But I took different things away from it.


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Callahan’s Crosstime Saloon by Spider Robinson is the first book in a series that is currently nine books over twenty-five years. It’s about a bar (honestly, a series of bars) where fantasy and science fiction things happen.


It’s more than that but that’s enough to give you the gist. I’d describe Robinson as a post New Wave author, with a strong focus on human nature but a profound sense of optimism that I sometimes feel New Wave authors weren’t allowed to have. I don’t agree with all his conclusions but I am willing to listen to his arguments.


(I learned while research this blog entry that he has effectively retired due to having a lot of personal tragedy. Which feels particularly tragic for a someone who championed optimism in the face of adversity)


The first Callahan book is a fascinating uneven read to me now. The Centipede’s Dilemma and Just Deserts are weak fluff. Unnatural Causes, which as about (I kid you not) how Adolph Hitler was a space alien whose race had been cultivating the human race for meat for two thousand years isn’t a bad story but doesn’t fit with the Callahan feel. In fact, later stories seem to effectively contradict it or at least ignore it.


Other stories are quite strong. The Guy With the Eyes and A Voice is Heard in Raman… in particular hold up. And The Time Traveler is Spider Robinson’s strongest and most important early work. The story of Reverend Tom Hauptmann who traveled from 1963 to 1973 the hard way. One day at a time in an isolated third world prison cell. He emerges to a world he doesn’t recognize and struggles to understand.


It was a powerful work at the time. And maybe it would be a powerful work at any given time. Any block of ten years has some weight. But I think the last ten years have been an impressively wild ride and a modern day Tom Hauptmann would have a lot to say.


Callahan’s Crosstime Saloon is very much a product of its time, warts and all. But at its best, it is timeless.

 

Monday, July 20, 2026

For once, Shen bores me

 After the first time I tried Alexander Shen’s Lunch Box Lair, I asked ‘Did I miss something?’ and then ‘Is that it?’ Sadly, I fear that the answers are ‘No’ and ‘Yes’


Many of my blogs about Shen’s work are to describe hidden gems. Some describe what I feel are failures. And Lunch Box Lair is just a weird little experience that I’m not even sure if I can describe as an experiment.


Okay. Lunch Box Lair is a dungeon/maze that you build out of cards with items that you find along of the way. That’s not that weird a formula.


But here’s where it does get weird. There are no random elements. The maze cards all fit together in a specific way and and the item cards are all keyed to specific locations. I don’t even think I can call it a puzzle since there’s nothing for you to really figure out. It’s more like an unusual form of narrative. You put the pieces together and it all works out.


Shen has a collection of puzzles called Tiny Maze Things which is probably the simplest thing I’ve seen from them. In comparison, Tiny Maze Things has actual choices for you to make, which makes it far more engaging to me.


What it really reminded me of was one of those crude interactive fictions you’d program in Basic in the early 1980s that would really have only one path. Only you don’t have to fight with the syntax. It also reminds me of the Choose Your Own Adventure board games that Z-Man makes but those have a lot of choices for you. 


In some ways, I don’t know if I’d call it a failure. It does what it clearly set out to do. However, that doesn’t make it interesting.


Friday, July 17, 2026

Is there any reward to simplifying Yahtzee?

 It has become a definite part of my gaming hobby to hunt down odd little truffles. Short games that you can easily knock together yourself. The world of PnP micro games is a surprisingly engaging and diverse one.


But when I came across Boat, I honestly had to ask myself ‘Is this really necessary?’ At the same time, Boat was too convenient for me not to try.


It’s Yahtzee with three dice. 


Boat has two fewer categories and it has a couple different ones. You can’t have a full house with only three dice after all. But it’s still two rerolls and mark a scoring line every time.


Yahtzee is a bit of a guilty pleasure for me. I like fidgeting on my phone by playing it solitaire. And I do think it can be a good core mechanic for better, more complicated games. However, it’s not a game I’d played with physical dice. If I’m getting out dice, I’m going to play a better game. And I think it’s a appalling multiplayer game. I honestly believe games that are literally multiplayer solitaires should have simultaneous play.


The selling point of Boats is that is simplifies Yahtzee by having two less dice and two less turns. I will argue that, when you scale down a game, you should either meaningfully reduce its footprint or playing time (or ideally both) and I don’t think Boat does either. Two fewer dice is not going to be the deciding factor on picking Boat over Yahtzee.


(Playing devil’s advocate, I do appreciate Euphrates & Tigris: Contest of Kings, which has a larger footprint on the table than Tigris & Euphrates. However, its storage footprint is minuscule which is how it survives purge after purge in my collection)


I also think that Boats is weaker than Yahtzee which isn’t the strongest game in the first place. Playing Yahtzee as a fidget exercise, my personal victory condition is to get the bonus. If I did the math right, it’s statistically harder to get the bonus in Boats. (Admittedly, I think the odds are less then 10% different but it’s still harder)


In fact, the odds of getting a pair in the first roll and trying to build something off of it is much higher in Yahtzee. The ability to plan and play with the odds, which is basically Yahtzee’s biggest virtue, isn’t there in Boat.


For me, a game that filled the role of ‘Yahtzee but simpler’ was Cinq-O. It’s not a Yahtzee as Boat but it is meaningfully simpler and more dynamic while still being fun. I’m sure there are a lot of little dice games that fit that same description.


I do appreciate the mechanical choices that were made to modify Yahtzee to three dice. I do find it an interesting as an intellectual experiment. However, that doesn’t make Boat a game I want to play.

Wednesday, July 15, 2026

Asimov’s Black Widowers are cozier than Agatha Christie

 I first stumbled across Isaac Asimov’s Black Widowers stories when I was in middle school or high school so it’s safe to say that I’ve been reading them off and on for a long time.


They are a series of straight up just straight up mystery stories. While Asimov is synonymous with science fiction, he wrote a lot more than that. (In fact, he wrote far more non-fiction than anything else.)


The Black Widowers are social club based on one that Asimov actually belonged to. (He denied the real life one ever solved mysteries though) And the stories are formulaic enough that even the characters seem to be aware of it. The Black Widowers meet once a month, there is almost always a guest who has some sort of problem and their waiter Henry solves it at the end of the story.


That being said, Asimov got more than fifteen years worth of writing out of the Black Widowers, up to the end of his life. And I like the justification that Henry was able to solve so many mysteries because all the arguing about the problem at hand helped him analyze it. That helps justify the formula.


I recently realized that, while I have read quite a bit of the series, I have never read the second collection, More Tales of the Black Widowers. Either I missed it because it has almost the same title as the first book, (only adding the word more to it) or I had completely forgotten about it.


So I decided to correct that.


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Spoilers


Ironically, this collection includes the story that introduced me to the Black Widowers, The Ultimate Crime, which was reprinted in Sherlock Holmes Through Time and Space. Further ironically, that story wasn’t about any crime or puzzle but the club helping someone come up with a topic for a Sherlock Holmes paper. I honestly don’t consider it one of the stronger stories.


However, the collection also contains what I now consider to be the weakest Black Widowers story, Nothing Like Murder. A Russian guest believes he heard two college students planning a murder. Henry is about to figure out that they were really just talking about Tolkien. Murder and Mordor just sound alike.


I don’t know if the conceit might have been cuter back in the 1970s, when fantasy and science fiction were a lot more niche, or if it would have seemed obnoxious. I did think Henry figuring it out was a lot more of a magical deduction than usual with his reasoning coming down to ‘college students talk about Tolkien’


(I am now sure that I hadn’t read this collection before because I’d have remembered Nothing Like Murder lol)


It’s ironic to harp on those two stories because one of the strengths of the series is its consistency. The formulaic nature feels comforting. Seven friends solving problems that usually don’t involve them in a luxurious restaurant is probably the height of cozy mystery.


The actual mysteries themselves, while theoretically fair play, are sometimes built on very obscure bits of trivia. Asimov actually softens this by having Henry’s solutions not being definitive but simply the most likely. 


However, the Black Widowers aren’t really puzzle for the readers to solve. They are a very pleasant and entertaining form of escapism :)

Tuesday, July 14, 2026

Flip Freighters is exactly what it says it is, no less and no more

 I’ve been looking at Flip Freighters really since it came out. More than anything else, having to put together a deck from two decks of traditional playing cards got it sidelined compared to games that just required grabbing dice.


However, Flip Freighters promised me something that I’ve been wanting, a Roll and Write Pick Up and Deliver experience. And, yes, Flip and Write is close enough.


(And I have played some games that featured the mechanic. Voyages, Recycling Route and Gryphon Delivery Service are the ones that immediately come to mind. However, none of them quite hit the mark for me as a Pick Up and Deliver game, a miniature Empire Builder on paper. I would play them all again, though, particularly Voyages. Voyages is awesome)


During one of my periodic binges of BGA, I noticed that Flip Freighters was in their library. That took away the biggest hurdle that I had, being too lazy to put the deck together.


Honestly, Flip Freighters turned out to be pretty much what I thought it would be. And it does give me the Pick Up and Delivery experience that I thought it would. But, in some ways, it might be too much on the nose. 


Take two decks of cards and make a deck out of only aces through sixes, plus all the jokers. Shuffle and make three decks of fifteen and set the rest aside. Everyone get a play sheet with nine trucks and a distance track for each truck.


The game takes place over three five-day work weeks. Each stack of fifteen is one week and you reveal three cards each turn to represent a day.


You can use cards to either load a truck or move a truck. The trucks hold four or six cards with different rank or suit requirements. All that matters for moving is the rank, moving that many spaces on the truck’s track. You can move a truck that isn’t fully loaded but you can’t add anything to it once it’s moving. And the more stuff on a truck, the more points it’s worth when you make the delivery.


You score your finished deliveries at the end of each week. So, if you make a delivery by the end of week one, you’ll score it again on weeks two and three. There are also overtime boxes that you can use to modify cards but are worth points if you don’t use them.


At the end of three weeks, high score wins.


Flip Freighters is a game that you can figure out most of the game play by looking at the play sheet. It may be the most bare bones, basic, what-you-see-is-what-you-get Pick Up and Deliver I’ve seen. 


Which is a con and a pro. 


Against it, there is nothing surprising going on here. There isn’t any clever twists or novel mechanics. The theme is just what it says on the tin. Flip Freighters is so straightforward that it’s kind of dry.


I can’t help but think that if Flip Freighters had come out twenty years ago, when Qwirkle was making the industry reevaluate Roll and Writes as a medium, it would have been revolutionary. But Roll and Writes and Flip and Writes have seen a lot of development.


On the other hand, Flip Freighters does deliver exactly what it says that it does. It gives you a distilled Pick Up and Delivery experience. If that’s what you want, you’ll get it from Flip Freighters. It’s also very accessible, both from a mechanical standpoint and from the Cheapass philosophy of using cards people already own. (James Ernst would have given it a wackier backstory, though)


Ultimately, from a mechanical standpoint, Flip Freighters doesn’t do anything special. If you have a closet full of train games, it will do absolutely nothing for you. On the other hand, from a budget gamer standpoint, it’s very solid. From the standpoint of doing what it says it will, Flip Freighters does a great job.

Friday, July 10, 2026

Sadly, Road Trip Solitaire made my hand hurt

Road Trip Solitaire didn’t work for me because my hand kept cramping up.

Honestly, if you just read the first sentence, you’re good. I think that Robin Gibson came up with a mechanically clever game for a regular deck of cards. My only issue was that I found it physically difficult to play.


As the name implies, it’s a game that you could play whole sitting in the car, as long as you’re not the driver. It’s an In Hand game using a traditional deck of cards. Play anywhere with the most common game component known to humanity. (Okay, dice can fight for that position)


You are rearranging the top seven cards, trying to get them in a row. You can discard (move to the bottom of the deck) a card to move another card that many spaces back and forth. (At the start, you out a joker at the bottom of the deck so you know when you run out of cards.)


Conceptually, I really like the idea. There are a lot of good touches. Scored sets of seven cards get flipped around so you can tell them apart when you discard them. The decision tree is wide but easy to understand. 


However, splaying seven cards with the rest of the deck under them was physically difficult for me. My hand got cramped, I kept dropping cards and I’d be constantly double checking to make sure I was at seven.


The solution would be to play it with a table. However, that defeats the purpose of it being an In Hand game and, frankly, I got too frustrated to try that. 


Road Trip Solitaire is a good idea and I appreciate where it’s coming from. I just couldn’t get it to physically work.