Sign in

Jonathan Cox

@gettinggames.bsky.social
1.1K followers 86 following 218 posts
PostsRepliesMedia
Jonathan Cox @gettinggames.bsky.social · 27/09/2026
I tested Stepping Stones a couple of times, really impressed. Looking forward to this one.
050
Reposted by Jonathan Cox
Amabel Holland @amabel.bsky.social · 18/09/2026
gotta finish up the illustrations for the holiday game I'm frankly a little concerned by how much "a symphonkny of horror" has me in stitches
A card from "That Chrumbo's Gonna Be A Star" depicting a scene from "Gosferatu: A Symphonkny of Horror (1922)", with the title card "Gosferatu. Does this word not sound like the midnight honk of the Bird of Death?"
1243
Reposted by Jonathan Cox
No Pun Included @nopunincluded.com · 12/09/2026
please say hi to our new space youtu.be/Sst0fzdKGOU
youtu.be
the new space
YouTube video by No Pun Included
7454
Reposted by Jonathan Cox
Cole Wehrle @colewehrle.bsky.social · 08/09/2026
Starting this week, we're releasing weekly designer diaries for the new edition of An Infamous Traffic. These will usually go live on Mondays and will continue until launch. In today's entry, I write about the production difficulties that come with its subject. boardgamegeek.com/thread/37654...
boardgamegeek.com
Designer Diary 2 - An Infamous Production | An Infamous Traffic: Second Edition
This week we’re launching the first of several designer diaries for An Infamous Traffic. Often, when I write these diaries, I move between describing the aspirations of the present design and describi...
29814
Reposted by Jonathan Cox
Amabel Holland @amabel.bsky.social · 07/09/2026
My sweetheart @sbmakesstuff.bsky.social asked me and two of our pals to play Magic with her from the beginning of its history in a series of tournaments. We started with Alpha. youtu.be/7R4J-st_SlQ
youtu.be
SB's Magical History Tour 01 - ABU
YouTube video by SB
3263
Jonathan Cox @gettinggames.bsky.social · 20/08/2026
A decision made over the course of years has finally come, and I am stepping away from making videos on YouTube. Getting Games as an entity will still be around in the form of a tiny publisher, more info on that later this year :) youtu.be/Qd0s1aCzHlw
youtu.be
End of an Era
YouTube video by Getting Games
7535
Reposted by Jonathan Cox
Amabel Holland @amabel.bsky.social · 18/08/2026
Continuing "short threads about the games being discounted during our ten year anniversary sale", let's talk about the first one of mine to end up on this list. Our selection for 2020 is The Field of the Cloth of Gold, one of our most successful titles.
192
Reposted by Jonathan Cox
Taylor Reiner @tricktaking.bsky.social · 14/08/2026
Of What's Left New Editions!! 🤩 🦉 🎉 Sai mode activate! boardgamegeek.com/thread/37528...
boardgamegeek.com
Of What's Left 2nd Edition and Deluxe Edition coming soon! | Of What's Left
I've been holding off on getting Seers Catalog in the hopes of getting OWL with Sai Beppu's artwork. If you keep that it'll be an easy instabuy for me.
0246
Reposted by Jonathan Cox
Amabel Holland @amabel.bsky.social · 14/08/2026
Now through August 21, it's our ten year anniversary sale!
To celebrate 10 years in business, we're offering $5 off a title from each year.
2016 THE SCHELDT CAMPAIGN 2017 HORSE & MUSKET 2018 NATO AIR COMMANDER
2019 ESCAPE FROM HADES 2020 FIELD OF THE CLOTH OF GOLD 2021 NICAEA 2022 HEADING FORWARD 2023 DOUBT IS OUR PRODUCT 2024 CITY OF SIX MOONS 2025 PRELUDE TO LEIPZIG 2026 RAYROADS

AUGUST 14 - AUGUST 21
07426
Reposted by Jonathan Cox
Tabletop Game Designers Association @ttgda.bsky.social · 11/08/2026
Today TTGDA released what we believe is our most important effort so far - our Licensing Contract Rubric. This is an objective scoring metric that can be used to partially evaluate the quality of a contract. We applied it to a huge swath of the industry, and this chart shows how they scored. 🧵 🎲✂️
68228
Reposted by Jonathan Cox
Dan Thurot @danthurot.bsky.social · 03/08/2026
Since people seem interested in BABA IS YOU and PAX SAXON, here's a pic from each to whet your appetite.
board game Baba Is You, with Baba and Keke on a grid board, with little syntactical components that say things like FLAG IS CURIOUS and FLAG IS HOT.board game Pax Saxon, featuring lots of cards, a market board, and little beads signifying influence and both Anglo-Saxon and Danish populations
8714
Reposted by Jonathan Cox
Amabel Holland @amabel.bsky.social · 01/08/2026
This month marks the tenth anniversary of Hollandspiele, which started taking orders for a reprint of Brian Train's The Scheldt Campaign on August 16, 2016. We have in that time released 122 games, expansions, and freebies - 64 of them my own designs. What a beautiful gift this life & work is.
1216014
Reposted by Jonathan Cox
W. Eric Martin | Board Game Beat @index.wericmartin.com.ap.brid.gy · 30/07/2026
A sampling of images from appointments, media events, and life
wericmartin.com
Pics from Gen Con 2026
I spent a few hours in and around the Indiana Convention Center (ICC) the day before Gen Con 2026 opens, and I thought I'd share a few pics, keeping my commentary short so that I won't look like a red-eyed demon for my appointments on Thursday. Mock-up components in the __Whisperstone__ RPG I wrote about the **_Whisperstone_** RPG after getting a glimpse of it at Gen Con 2025, and now publisher Flatout Games is showing a more robust version of this puzzle-based RPG at Gen Con 2026 during a media event. Nicholas Trahan originated this design and has been working on it since 2022, with the design team also including Molly Johnson, Lucile Leca, Sen-Foong Lim, Dylan Mangini, Robert Melvin, Andromeda Pendragon, Aaron Russin, Shawn Stankewich, Emily Vincent, and Rhi Wynter. _Whisperstone_ is designed to be an RPG for those who are RPG-curious but don't have experienced game masters to introduce them to game systems. As you explore a point-and-click-style map, the adventure master will read sections of the story and present you with challenges that are part of an overall story. You might pick up items, coins, and more, placing those items in the cardboard frame that represents your backpack. If an item doesn't fit, you can't carry it! Mock-up box and components for __Whisperstone__ — so many bits! You also have a basic character at the beginning of play, and you can jigsaw clothing, weapons, and more onto your character. If it fits, it sits...so to speak. As you adjust your character, you can gain dice to help your attempts to use magic and other skills. The mock-up box above is likely to be larger than the finished product, but it will fit hundreds of cardboard components and jigsaw pieces in it that flesh out the adventure. Additional adventures will be available for the system, with Flatout currently expecting to crowdfund _Whisperstone_ in early 2027 ahead of a late 2027 release. A mock-up of __Perennial__ at Gen Con 2026 Another future Flatout Games release is Emily Vincent's Perennial, which is a puzzle-style game you'd expect to see from this design studio. In a round, you're going to draft one of the four tools from the shared board, then remove five tiles from the market in the shape of that tool, with at least one of those tiles being on the grid edge adjacent to the tool. Refill the grid and put out a new tool, with each player taking two tools and ten tiles. You'll then assemble those ten tiles in the shape of those two tools, then fit them into your garden. Sometimes you want large groups of flowers, sometimes a variety of flowers adjacent to a greenhouse. Animal tiles score for flowers in rows, columns, and surrounding tiles of the appropriate type. By covering seeds, you can then spend them for bonuses, such as extra tiles or the removal of rocks to make room for future planting. Flatout plans to crowdfund _Perennial_ in September 2026 for an anticipated Gen Con 2027 debut. In a display case outside the exhibit hall, Restoration Games showed mock-up components for The Lord of the Rings: The King's Gambit, which it plans to crowdfund in 2026 for release in 2027. _[Disclosure: Restoration Games advertises on Board Game Beat.]_ That is a massive spread across two shelves that are more than two feet long, a foot deep, and a foot tall. Ideally the publisher has a more representative layout in its booth. We'll see... In another display case, Incredible Dream Studios showed off elements of its new edition of Mechs vs. Minions, as well as its Bandle City Edition of the game that features the same gameplay, but "reimagined for a new generation of players", in the words of Incredible Dream's Jane Hoffacker. _[Disclosure: Incredible Dream has also advertised on Board Game Beat.]_ Sick of the new games being shown at Gen Con 2026? On Friday, July 31, allplay, Bitewing Games, Cardboard Alchemy, Druid City Games, and other alphabetically organized publishers will participate in a "Mega Announcement Showcase" event in which they'll reveal upcoming games. Builders were already at work in Cardhalla on Wednesday night, laying the groundwork for four more days of construction. The food court on the east side of the ICC featured a vending machine filled with two dozen decks of Bicycle-brand cards, along with a few card games. I don't recall seeing one of these at a previous Gen Con, but an even more appropriate place for such a machine might be, say, Hartsfield-Jackson Atlanta International Airport so that delayed passengers can find something to do with their time...not that I'm speaking from personal experience or anything. My hotel has food, water, and cat toys outside the front door. Alas, I spotted no cats while walking around the building. ****Like this kind of coverage?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Sign up!
0163
Reposted by Jonathan Cox
No Pun Included @nopunincluded.com · 10/07/2026
No Pun Included needs a reset youtu.be/lpy0_h01hU0
youtu.be
No Pun Included needs a
YouTube video by No Pun Included
1111927
Reposted by Jonathan Cox
Taylor Reiner @tricktaking.bsky.social · 08/07/2026
And we're live!! The Game Market Indianapolis page is now up, and highlighting loads of amazing indie designers who have their works at this Gen Con market!🙌😁🎉 sites.google.com/view/gmindy/...
sites.google.com
GMI
Game Market Indianapolis at JW Mariott: 3rd Floor Foyer August 1st at 7pm
1339
Reposted by Jonathan Cox
Sean Ross @seandavidross.bsky.social · 08/07/2026
boardgamegeek.com/thread/37344...
boardgamegeek.com
A Two-Player Variant | The Six of VIII
Use the entire 63-card deck. Shuffle it, then set aside 3 cards face down (these are out of the hand). Deal both players a hand of 17 cards. Set the remainder of the deck where both players can reach...
0145
Reposted by Jonathan Cox
Pete @petewiss.bsky.social · 05/07/2026
I have a dev diary up on BGG for Trick to the Future coming from @gameheadgames.bsky.social . The essay is a love letter to Shinzawa’s work as well as an exploration into the tweaks we made for this release. So glad this one is getting a wide release! boardgamegeek.com/blog/1/blogp...
boardgamegeek.com
Developer Diary: Trick to the Future | BoardGameGeek Blog
2186
Reposted by Jonathan Cox
Eric Lang @ericlang.bsky.social · 04/07/2026
Quiz: Are you even good enough to have impostor syndrome?
410918
Reposted by Jonathan Cox
BoardGame Animal 🐕 @boardgameanimal.bsky.social · 25/06/2026
Check out our reviews of Zombie Princess & Haunted Mouse from @beziergames.bsky.social! youtu.be/RSbv2UAHWr4?... And stay to the end to meet our newest friend Kiwi~ #cardgames #zombieprincess #hauntedmouse #tricktaking
youtu.be
Scary Good Games! Zombie Princess & Haunted Mouse Card Games Review
YouTube video by Board Game Animal
096
Reposted by Jonathan Cox
Bezier Games @beziergames.bsky.social · 28/05/2026
👻slay your demons 🧀eat some cheese 🃏play Haunted Mouse bit.ly/BuyHauntedMo...
075
Reposted by Jonathan Cox
Cole Wehrle @colewehrle.bsky.social · 23/05/2026
Doing a little morning play of An Infamous Traffic to test out a few small cleanups before I build my UKGE kit.
2812
Reposted by Jonathan Cox
W. Eric Martin | Board Game Beat @index.wericmartin.com.ap.brid.gy · 11/05/2026
The Game Cabinet's founder spread awareness of games in the 1990s
wericmartin.com
Ken Tidwell Passed Away
Ken Tidwell passed away on May 6, 2026, and you might not have heard of him, but if you're playing modern games these days, you can thank Tidwell for helping spread knowledge of this industry three decades ago. In mid-1994, Tidwell founded The Game Cabinet, one of the first sites devoted to coverage of modern games. For those who don't know what the internet was like in 1994, here's Tidwell's description of the site: > _The Game Cabinet_ is a monthly games magazine distributed exclusively on the World Wide Web. The magazine primarily covers family, beer and pretzel, and strategy games with an occasional nod to war games, miniatures, and role-playing games. Readers are encouraged to look elsewhere for information about computer games. > The content of the individual issues of the magazine have, due to the nature of this new medium, accumulated at this site to form a large database of information about games. The Game Cabinet holds rules, rule variants, reviews and random information about games from around the world. "Due to the nature of this new medium"! Here's a bit more along these lines from Tidwell's "about me" page: > Originally, the Cabinet was stocked with articles I had written for _Sumo_ or _The Game Report_ supplemented with articles gleaned from the Net. The readership continues to grow each month. Back in September, 1994, there were around 300 loyal Game Cabinet readers. By September, 1995, there appeared to be somewhere around seven hundred serious readers (some folks download upwards of one hundred articles each month!), about as many casual readers, and an even larger number that peek in occasionally. By September, 1996, readership had grown to somewhere around 5,000 regular readers and the Cabinet was receiving over 15,000 visits per month (where a visit is defined as a series of requests from a single IP address with each request occurring within 15 minutes of the previous request — whew! We tend to log 6 or 7 hits for each visit — some folks download more pages, some less.). As of September, 1997, the Cabinet logs 40,000 visits per month and I just don't like to think about how many readers that frighteningly large number represents. And you can be sure they each mail me individually when an issue is late! Finally, after no updates for one year, in early September, 2000, the Cabinet was still getting 45,000 visits each month. Yowza. And two years on after the Cabinet all but fell silent, in August, 2001, it has dropped off to only 70,000 visits per month. That's right — it's still going up! Who said the Web was dead? One of the big draws of _The Game Cabinet_ was a collection of English-language game rules for European games that were attracting interested parties in the UK and the U.S. Even today, in addition to those rules, the site features the contents of issues 0-24 of Mike Siggins' _Sumo_ , which dates from 1989 to 1995. Want to check out a contemporaneous review of Klaus Teuber's Die Siedler von Catan? Mike Siggins — another 1990s game influencer before "influencer" was a word — has you covered. You can also dig into game reviews of titles from the 1990s, while finding out what SPIEL was like in the mid-1990s. (If you're curious about the game prices listed, 10 DM is approximately US$6.) Outside of gaming, Tidwell was an entrepreneur who was involved with software startups over four decades. (HT to Brian Bankler for this information.) Tidwell recounts some of his business history in his profile on _The Game Cabinet_. If you feel so inclined, you might consider leaving a note on BoardGameGeek's memorial page for Ken Tidwell. Finally, to hear the history of _The Game Cabinet_ from Tidwell himself, you can check out this 2023 interview with Mark Johnson for episode 220 of his _Boardgames To Go_ podcast. • • • • • • • • • • • • • • Like what you read? Leave a tip to support independent board game journalism! Leave a tip
154
Reposted by Jonathan Cox
Bezier Games @beziergames.bsky.social · 09/05/2026
🧀 Haunted Mouse has arrived at Bézier Games HQ!
285
Reposted by Jonathan Cox
Bezier Games @beziergames.bsky.social · 04/05/2026
🧀 Don't get caught off guard. Pre-order Haunted Mouse and be ready for summer game nights! ⚙️ @gettinggames.bsky.social 🎨 @saibep.bsky.social 🐭 bit.ly/BuyHauntedMo...
062
Jonathan Cox @gettinggames.bsky.social · 30/04/2026
I don't play abstracts that often, but I did try several all in a row a couple of months ago. Tintas was the creme of that crop, check out my First Play Review to learn why I liked it so much :) youtu.be/e_Fo54pLdZ8
youtu.be
Tintas - First Play Review
YouTube video by Getting Games
030
Jonathan Cox @gettinggames.bsky.social · 15/04/2026
Oh dang, almost missed GG's birthday! 12 years ago today, I posted a Taluva review on a whim. Subsequently, I've covered almost 1,700 different games, published ~1,200 videos, and received 10 million views. Incredible! If you are curious, this is my full coverage list: www.gettinggames.com/games
gettinggames.com
Getting Games Coverage List
1130
Reposted by Jonathan Cox
W. Eric Martin | Board Game Beat @index.wericmartin.com.ap.brid.gy · 25/03/2026
Amabel Holland invites you to contemplate capitalism's consequences
wericmartin.com
Riding the Rayroads to Annihilation
In a March 22, 2026 post on his "Illuminating Games" Substack, Chris Farrell posted the following, which I reprint here with his permission, slightly altered so that it stands on its own apart from the rest of the post: • • • • • • • • • • • • • • When I sit at home and game with small local groups, I am vaguely aware of the absolutely unsustainable torrent of games being published each year, but cruising the halls of Dice Tower West in mid-March 2026 really drove home that the hobby is not in a great place right now. Growth is still robust, of course, vendors seem to be doing well, and fans seem to be happy — but how much of this stuff actually _matters_? My context for this, as a classical musician, is the explosion of music in Europe from the middle of the 18th century through the beginning of the 19th. A bunch of factors came into play here including patronage networks, the growing middle class, the expansion and professionalization of orchestras, and the addition of new instruments (like the clarinet!) and technological improvements of others (like the piano), all of which created some kind of tipping point where both the audience size and the expressive possibilities exploded. A ton of concert music got created. Very little of it survived, but the stuff that did is likely to be relevant as long as humans are around and still humaning. The interesting thing to reckon with is that boardgaming is no longer an emerging medium. Monopoly was published ninety years ago. Acquire, sixty. Squad Leader, fifty. CATAN, thirty. Every fiber of my being believes that board games are legitimate art. If what we make today is going to make a difference, going to be something that matters enough that people will care about them in one hundred years, it’s a little worrisome to me that I’m not sure we’re really moving on that. After all, it was only fifty years from the motion picture being a novelty to _Casablanca_. This framing was informed by recent research on mancala games. Bao, Chess, Backgammon, Go: these games are a millennium or millennia old and still avidly played. They still speak to people. Why? I’m not a scholar of the history of games, but it seems like they capture something about how people relate to the world. They give people a way to contemplate existence: the direct conflict and hierarchical structure of Chess, the control and fluidity and extreme mastery requirements of Go, the circular flow and shared resources of Bao. What ideas are modern board games working with? There are certainly some that are developing these classic ideas, like Tigris & Euphrates or Heat. Overwhelmingly, though, modern games are about building and optimizing an economy and personally accumulating surplus stuff. It’s capitalism all the way down and a framing that would have made zero sense before the mid-20th century. The more we understand about human psychology, the more we understand that while capitalism may be the most powerful structure for lifting people out of poverty (when well-regulated), it’s also the worst system except for everything else we’ve tried and just not fundamentally how people relate to the world. We tolerate capitalism because we like having our basic physical needs met without _too_ much hassle. We relate to the world through our relationships with ourselves, other people, our communities, our neighbors, our mortality. Capitalism is one of the vehicles through which people pursue status, which _is_ vitally important to us — but it’s the status that matters, not the vehicle. As the 21st century hurtles towards whatever doom it’s hurtling towards, it’s become increasingly clear that capitalism as an organizing principle says nothing about what we as people really care about, so it can’t be great that when you chip away the paint, capitalism is the framing device for such an huge percentage of the hobbyist games on the market. I think that the crippling lack of diversity in game design is a not unrelated huge problem. It’s impossible that if you were actually looking for the most qualified, most creative, most interesting and expressive voices that our roster of game designers would look the way it does — overwhelmingly male, overwhelmingly white. Would we have more games that were not fundamentally about capitalism, conflict, and exploitation if we had more female designers or more people from cultures who were on the pointy end of colonialism? Hard to say for sure, but it’s also hard to imagine that things would be worse. I certainly think it’s indicative that the most deeply interesting game of the last five years is Molly House: a collaboration between a trans designer with little game design experience, and an industry veteran who was willing to both lend experience and get out of the way. It resulted in a game that is, in fact, not about capitalism but how we relate to each other. • • • • • • • • • • • • • • Farrell's observations spoke to me, partly because of the never-ending tsunami of games that has me running for cover these days, more interested in observing from a distance than getting soaked with newness, but also because of the "capitalism all the way down" callout. We often think of games as having a narrative arc similar to books and movies, with the game's set-up serving as exposition to put all of the story elements in place. The game begins, with rising action as we each progress on our own paths, conflict resulting from competing desires before we reach the climactic peak of tension, which resolves via falling action and the denouement, a.k.a. score-tallying. Image: SlideModel This story arc structure of a rising pyramid is reproduced in many games through the growth of elements within the game, with Agricola being an obvious example. We start with only two actions per round with a narrow selection of action choices, but as the game progresses, we gain new family members and thus new actions, with an additional choice coming into play each round. Resources start piling up on cards, allowing you to take grander, more meaningful turns. As you near the game's end, you start sweating out whether you can complete all of your grand plans before the scoresheet comes out for the aforementioned tallying. Even simple games feature growth along these lines, as in Meister Makatsu, which I reviewed in June 2025. Playing the high card on a turn earns unwanted points, with points escalating from 1 to 3 over the course of three rounds to make later actions more consequential. This growth pattern within games makes sense narratively as it represents the rising complications confronting the protagonists, that is, players. P.G. Wodehouse excelled with these situations in his "Jeeves" novels such as The Mating Season, which features a cast of characters brought onto stage bit by bit, each introducing a twist in the ongoing story that escalates to cyclonic speeds before Jeeves rights all and dissipates the storm. But that growth pattern within games also mimics capitalistic behavior in which growth is the prime directive, with everything in the world seen only as a resource to be mined, crafted, or otherwise manipulated in order to sell or rent it to someone. The vast diversity of the world is sifted into two categories — products and customers — and all that matters is marketing the former to extract money from the latter. From Farrell's perspective, games often feel "capitalistic" due to the player actions, regardless of whatever the setting might be. Earlier in his post, he said this in a review of Endeavor: Deep Sea: > I've heard people say they really like Endeavor: Deep Sea for the theme. And I get that; the ocean tiles particularly have great illustrations that are very evocative of different sea environments. I want to like the theme, too. Here's where I end up at on this. Somewhat similarly to say Ra or Amun-Re, these are abstract games where the art is doing a lot of the heavy lifting. That can be OK; with Ra and its various spin-offs particularly the core game engine is so strong that it can blend successfully with the nice trappings. With Endeavor, I'm not so sure. It's an engine that's pure economic exploitation (unsurprisingly, given the original theme!) with chrome that's nominally about pure scientific exploration and conservation. It's a fundamental clash that makes the game feel profoundly dissonant. There is a reason why so many games are about economics and trade and capitalism and exploitation; we don't really have the language and grammar to do games about science and discovery. There have been a few — Catan: Starfarers Duel, Lost Cities, maybe Alchemists — but there just haven't been that many people working in that space. Games like Molly House which successfully tackle social issues are incredibly rare. It's hard! I do think though that if you want to make a game about conservation, discovery, and protection, you have to commit to the bit and use a core system that makes sense in the context of those themes. Another reason that Farrell's comments resonated with me is that by chance I had just been looking at Rayroads, a February 2026 release from Amabel Holland of Hollandspiele. Holland has designed multiple train-network games over the years, most recently Dual Gauge in 2020, but whereas that game's action is set in Portugal and around Detroit, _Rayroads_ is functioning on a grander scale in terms of both geographic area and the consequences of what players do. Here is her description of this 3-4 player game: > Your world is dying. Soon, the last of its resources will be extracted from its husk, and it will no longer be able to support life. Now you turn your attention toward the stars. You'll drain the life from your sun to propel your trains through the void, crack open the other planets in your system to exploit their precious minerals, and increase your company's value to shareholders as all of you go extinct. > The first new train game from Amabel Holland in six years, Rayroads is an unusual approach to the genre that extends the logic of capitalism to its nihilistic conclusion. > Each round of Rayroads will see players take resources from their dying planet — making it less inhabitable — in order to take an action. You might plan a route for your space train — taking into account the orbits of planets — powered by the sun you're intentionally collapsing. You might build a moonbase to begin cracking open other planets; they're probably uninhabited, but you haven't really bothered to check. Or you'll tear open the fabric of space itself to make your travels more efficient — pity about what it does to the orbits of nearby planets. > The game ends when you've collapsed your sun, destroyed your home planet, or been destroyed by your capitalist-fascist eugenics doomsday cult. Players tally their profits, subtract their debits, and apply some multipliers to arrive at their final scores. The highest score wins, but as everyone is now dead, what does it matter? Bleak and accurate! I asked Holland about the origin of _Rayroads_ , and she said that while normally her game designs are about exploring a subject or making an argument, her train games have tended to be "purely mechanical exercises". "That's actually something that's bothered me about them as time has gone on", she says. "I'm well-known for my work that engages with history seriously, but with something like Irish Gauge or Northern Pacific, I'm not really doing that. Not every game has to, but it started to feel particularly egregious given how many horrific things — the staggering human and ecological costs — are papered over to make these pleasant little cutthroat capitalism games. That's actually a reason why I haven't made a train game in a very long time, and I've certainly been thinking over the course of the last several years, how would I make a train game that also made an argument or was expressive?" While all these thoughts were in her head, someone happened to tease Holland about her pronunciation of "railroads". Instead of being annoyed, her "rayroads" neologism unlocked the answer she had been seeking. "For whatever reason when I was made fun of this time, I thought, 'Ooh, heck yeah, space trains'. Because while I don't actually care very much about trains, I _do_ love 'trains in outer space', something which dates back to when I was a kid and caught a few episodes of the 1978 anime Galaxy Express 999, which is a very bleak science fiction western with some rudimentary class politics at its heart." Holland says that she's usually struck with a game's theme first, with the mechanisms arriving split-second later — and that's what happened here, too: "In that moment, simultaneously, I thought, _I should do a space train game called Rayroads_ , and _I can use that to be more expressive or even satirical_ , and _I've never seen a space game where the planets actually have an orbit that you need to take into account_. And all of that together was the origin of the thing." This happened in the early 2020s, but as she tried to instantiate this design, she kept having trouble making the planets cleanly orbit at different speeds. "There were some early prototypes where there wasn't a map at all", she says, "but free-floating planet counters that were moved according to rulers. Very fiddly stuff, and it would end up being quite expensive." In 2024, Hollandspiele licensed Xoe Allred's self-published game Persuasion, and during development Mary and Amabel Holland opted for dry erase markers as a way to make the gameplay less fiddly...and with dry erase markers now on the table as a potential game component, Holland realized they could solve many problems related to trains in space. She says, "This turned out to be the key to making _Rayroads_ less fiddly and to give it a smaller footprint that we could produce and offer at a price in line with the prices of our other train games. A lot of the specific mechanisms — the depletion of resources, planning of routes, building of warp gates, etc. — all come out of using dry erase markers. I think if it hadn't been for that I would still be trying to find a way to implement the _feel_ I wanted at an affordable pricepoint." __Rayroads__ ' components _Rayroads_ ' central game board above shows the starting set-up, with six planets starting in a near _2001_ linear arrangement. All of the space trains start on the innermost planet, and each planet on the central board shows 2-3 spaces where moonbases can be built, as well as the resources that can be acquired. Each turn, players choose actions, with each action giving the player 2-6 debt; actions are resolved left to right, with each player receiving the resources depicted in the highest unmarked space under their action. Resources go into storage modules on your personal board in the appropriate spaces, and you'll spend them to build moonbases — which will allow you to exploit those moons later for more resources — and develop technologies, such as more storage modules, synthetic processes that allow resource conversion, and technologies such as warp gates and radiation shields. Oh, and you can sell filled storage modules for profit, but you probably already assumed that. After all, your bank balance will survive into the afterlife to impress all who will come later. The "launch" action allows you to take on debt to mark segments between planets, and at the end of each round your train will advance one segment while each planet moves one space clockwise...unless someone has built a warp gate near a planetary position, which will bump it ahead another space. Ideally you plan correctly and manage to have your train and the intended planet meet at the same point so that you don't have to incur more debt. You'll have to brave the radiation and asteroid belts to reach the outermost planet, but where else are you going to get those sweet nonagons that everyone craves? Like Holland's other train games, _Rayroads_ is deterministic aside from determining the player order, but one big difference is that you don't have to handle money or budget purchases. She says, "There's profit, which you score, and there's debt, which you accumulate, but you'll never be a dollar short of doing something. In that way, it's more forgiving and even a little freeform: do you want to plan a quick jaunt to the neighboring planet for a handful of debt, or do you want to plunge yourself into a ruinous trek to the far reaches of the solar system on turn one? That's up to you." That said, you do want to pay attention to building moonbases and gates and developing technologies because at game's end your profit total will be multiplied by both your builds and your techs. "And you know what happens when you multiply by zero!" says Holland. In addition, "There are steep debt penalties for miscalculating your planned route, and because the other players can do things like destabilize a planet's orbit, you might run afoul of that. The planning aspect — drawing your route before you launch, and visualizing where relevant planets will be during each step of that flight unfolding across the next several turns — makes it a far 'nerdier' game I think." She continues, "It's also the first train game to 'feel' like 'an Amabel Holland game', if that makes sense? I think there's a marked shift in the nature and tone of my work since the name change five years ago, and I think this game feels much more in-line with that recent work and that sensibility than the other train games, which were all made earlier." Resources don't last forever... • • • • • • • • • • • • • • Like what you read? Leave a tip to support independent board game journalism! Leave a tip
03613
Reposted by Jonathan Cox
Johnny Chin @gamemarketwest.bsky.social · 26/03/2026
It's always fun when you can get this many indie designers to showcase their games. We had a huge variety from collaborative storytelling to complex strategy. Shout out to Anthony, Patrick, Charlie, and Ajda for releasing their first game! Next event: luma.com/6d5nmzxb #boardgamesky #ttrpg
0273
Jonathan Cox @gettinggames.bsky.social · 05/03/2026
Here’s my Coalitions Quick Play, so you can see what this game feels like to play :) Check it out here -> youtu.be/nEKyv_rrwg4
youtu.be
Coalitions Quick Play
YouTube video by Getting Games
010
Reposted by Jonathan Cox
Travis D. Hill, Ph.D. ☕️ @travisdhill.bsky.social · 28/02/2026
In a rare treat, I had a chance to play a game of Westward Rails with some friends today. I haven’t played this one since 2021, and it was delightful. Lots of “but that’ll just help them!” moments. Thanks again @amabel.bsky.social @hollandspiele.bsky.social & @domhnallh.bsky.social #CCMF
A game of the westward United States with a bunch of colorful cubes as railroad tracks.
2314
Jonathan Cox @gettinggames.bsky.social · 24/02/2026
Here’s my Dr. Science Quick Play, so you can see what this game feels like to play :) Check it out here -> youtu.be/WFvgO1QWqoo
youtu.be
Dr. Science - Quick Play
YouTube video by Getting Games
010
Reposted by Jonathan Cox
Amabel Holland @amabel.bsky.social · 20/02/2026
I tend to struggle with the short description but I think I nailed it this time
Primary name: Rayroads
Description: Your world is dying. Soon, the last of its resources will be extracted from its husk, and it will no longer be able to support life. Now you turn your attention toward the stars. You’ll drain the life from your sun to propel your trains through the void, crack open the other planets in your system to exploit their precious minerals, and increase your company’s value to shareholders as all of you go extinct.

The first new train game from Amabel Holland in six years, Rayroads is an unusual approach to the genre that extends the logic of capitalism to its nihilistic conclusion.

Each round of Rayroads will see players take resources from their dying planet - making it less inhabitable - in order to take an action. You might plan a route for your space train - taking into account the orbits of planets - powered by the sun you're intentionally collapsing. You might build a moonbase to begin cracking open other planets - they're probably uninhabited, but you haven't really bothered to check. Or you'll tear open the fabric of space itself to make your travels more efficient - pity about what it does to the orbits of nearby planets.

The game ends when you've collapsed your sun, destroyed your home planet, or been destroyed by your capitalist-fascist eugenics doomsday cult. Players tally their profits, subtract their debits, and apply some multipliers to arrive at their final scores. The highest score wins, but as everyone is now dead, what does it matter?
Short Description: Destroy all life in the pursuit of profits
6758
Jonathan Cox @gettinggames.bsky.social · 19/02/2026
Here's a new First Play Review for an older game (10 years!). The Architects of the Colosseum is a fascinating one. youtu.be/W3FIkTQSDRY
youtu.be
Architects of the Colosseum - First Play Review
YouTube video by Getting Games
030
Reposted by Jonathan Cox
TableTapas Games @tabletapasgames.bsky.social · 16/02/2026
It's the final 2 days of Stellar Ventures on Kickstarter! Campaign ends tomorrow (2/17) at 10pm EST. Back now for the Kickstarter exclusive price. www.kickstarter.com/projects/tab...
kickstarter.com
Stellar Ventures
Take control of interstellar corporations, outwit the aliens, and crush your rivals to dominate the galaxy!
041
Jonathan Cox @gettinggames.bsky.social · 10/02/2026
Here’s my Sugarworks Quick Play, so you can see what this game feels like to play :) Check it out here -> youtu.be/iQazMM1t3kU
youtu.be
Sugarworks - Quick Play
YouTube video by Getting Games
051
Reposted by Jonathan Cox
No Pun Included @nopunincluded.com · 06/02/2026
Despite a poisonous environment for board game publishers, 2025 was a fantastic year for board game releases. youtu.be/TnvI0rZGJFw
youtu.be
No Pun Included's Board Game of the Year 2025
YouTube video by No Pun Included
59214
Reposted by Jonathan Cox
W. Eric Martin @wericmartin.bsky.social · 26/01/2026
Board Game Beat is officially launched & loaded with content...with more to come as I report on Spielwarenmesse! If you're into independent board game journalism—articles, videos, interviews, news, reviews & more—please check it out and share. www.wericmartin.com #boardgame #spielwarenmesse
wericmartin.com
Board Game Beat LLC | W. Eric Martin
Tabletop and board game journalism with deep-dive news, reviews, interviews, videos, and essays, plus rulebook writing and editing services.
114157
Jonathan Cox @gettinggames.bsky.social · 28/01/2026
A group of my friends has just launched Stellar Ventures on Kickstarter, and it's well worth checking out. I don't usually weigh in like this, but it really is great. If you like cube rails, this is definitely worth checking out :) www.kickstarter.com/projects/tab... @tabletapasgames.bsky.social
kickstarter.com
Stellar Ventures
Take control of interstellar corporations, outwit the aliens, and crush your rivals to dominate the galaxy!
0131
Jonathan Cox @gettinggames.bsky.social · 20/01/2026
Here’s my Canals of Windcrest Quick Play, so you can see what this game feels like to play :) Check it out here -> youtu.be/-t77nW7pmsk
youtu.be
Canals of Windcrest - Quick Play
YouTube video by Getting Games
010
Reposted by Jonathan Cox
Meeple Mountain 🔜 Gen Con @meeplemountain.com · 18/01/2026
Invest in and develop corporations to increase value in this space economic game. Join Kevin as he reviews Stellar Ventures from TableTapas Games! www.meeplemountain.com/reviews/stel... #BoardGames 4/5 ★
162
Reposted by Jonathan Cox
W. Eric Martin @wericmartin.bsky.social · 02/01/2026
We're working hard on Board Game Beat and are grateful that even before launch, we have lots of support from advertisers and members (both free and paid). Want a sneak peek? It's www.wericmartin.com, passcode 9763. (The text is placeholder and the RSS isn't live, but everything else is there.)
wericmartin.com
Board Game Beat LLC | W. Eric Martin
Tabletop and board game journalism with deep-dive news, reviews, interviews, videos, and essays, plus rulebook writing and editing services.
1599
Jonathan Cox @gettinggames.bsky.social · 19/12/2025
I really enjoyed my first play of ORBIT, you can learn all about it here :) youtu.be/WnUbZwDgdS0
youtu.be
ORBIT - First Play Review
YouTube video by Getting Games
052
Jonathan Cox @gettinggames.bsky.social · 13/11/2025
I loved the original, was great to see how the 2nd edition of An Infamous Traffic is coming along.
020
Jonathan Cox @gettinggames.bsky.social · 13/11/2025
Here’s my Bretwalda Quick Play, so you can see what this game feels like to play :) Check it out here -> youtu.be/fYuvURtqgtw
youtu.be
Bretwalda - Quick Play
YouTube video by Getting Games
031
Jonathan Cox @gettinggames.bsky.social · 11/11/2025
Here’s my Galileo's Truth Quick Play, so you can see what this game feels like to play :) Check it out here -> youtu.be/XX-lzv4YlLM
youtu.be
Galileo's Truth - Quick Play
YouTube video by Getting Games
050
Reposted by Jonathan Cox
No Pun Included @nopunincluded.com · 08/11/2025
one of the first games in this video is just straight up a cutthroat competitive board game about shoveling poo. it only gets better from there
0305
Jonathan Cox @gettinggames.bsky.social · 07/11/2025
I've made some changes, and you can learn about them in today's Updates Vlog. Specifically, tutorials are going away, quick plays are here, and reviews are coming back! (sort of) youtu.be/JvGDdwImR7I
youtu.be
Quick Plays, New Reviews, and Designing games! - Updates November '25
YouTube video by Getting Games
051
Jonathan Cox @gettinggames.bsky.social · 05/11/2025
I'd love to show you what Movers & Shakers is like to play :) Check it out here -> youtu.be/HCjAfh0TMsM
youtu.be
Movers & Shakers - Quick Play
YouTube video by Getting Games
061
Jonathan Cox @gettinggames.bsky.social · 31/10/2025
I recently fell for an oddly brilliant dice auction game. It's called Mot Coin, and you can learn about my first experience with it here! youtu.be/B37h2_PJuNo
youtu.be
Mot Coin - First Play Review
YouTube video by Getting Games
140
Jonathan Cox @gettinggames.bsky.social · 28/10/2025
I designed a card game! This is Haunted Mouse and you can join me in this tutorial to see how it plays :) youtu.be/jeYycf5aqZc
youtu.be
Haunted Mouse - Learn While Playing
YouTube video by Getting Games
0197