Greetings, reader. My name is Elliot Rhodes. This is my unfiltered review log — board games and books, rated only once I've actually finished them, plus the occasional essay about whatever else is going on. More about me if you want it, or just grab the RSS feed and skip the small talk.
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Other Minds
Peter Godfrey-Smith's case for the octopus as the closest thing on Earth to an alien intelligence, held together more by curiosity than by a tight argument.
Recently posted
▼ Game reviews
A genuinely clever plot-and-clash skirmish system buried under the most expensive path to a complete game I've priced out this year.
The correct entry point into this entire genre, a streamlined map-book campaign that teaches its own systems better than almost anything else on my shelf.
A bigger, more polished Gloomhaven that solves most of the original's real problems and replaces them with a building-management layer that occasionally reads like a spreadsheet in a fantasy costume.
Loud, dumb, gleefully random car-combat mayhem that knows exactly what it's for and never pretends to be anything more sophisticated.
A roll-and-move race game held together entirely by the drafting phase and the collisions between broken character powers, and not much else.
A brutally interlocking economic engine that earns its top-of-the-charts reputation, wrapped in art direction I still don't fully understand the acclaim for.
A streamlined, better-looking remake of a genuinely great area control game, undercut a little by a rulebook that never quite gets out of its own way.
A tiny, sharp, aggressive deckbuilder that plays in twenty minutes and somehow still burns players out after a few hundred rounds.
The same tight, action-chaining point salad it's always been, dressed up in acrylic and 3D buildings that mostly justify the markup, mostly.
The deepest cooperative game on my shelf, and one that earns every bit of its reputation for punishing analysis paralysis right alongside the invaders.
▼ Book reviews
Peter Godfrey-Smith's case for the octopus as the closest thing on Earth to an alien intelligence, held together more by curiosity than by a tight argument.
Antonio Damasio's account of how a self assembles itself out of feeling before thought, dense enough that I'm certain I only came away with a third of it.
Abercrombie's grimy, funny, character-first fantasy debut, front-loaded with setup that pays off harder once the trilogy's back half starts collecting its debts.
A treasure hunt built almost entirely out of eighties trivia, genuinely fun in short bursts and genuinely tiring across the full length of a novel.
A reread of the series that put me in three different reader camps at once, and a stage-play coda that split the fandom harder than any of the actual novels did.
Kahneman's map of the two systems running your brain, exhaustive almost to a fault, and genuinely hard to argue with once you've caught yourself making the mistakes it describes.
Asimov's founding text of the genre, built almost entirely out of conversation and cold political calculation instead of action, which is exactly why it still holds up.
A military sci-fi novel that throws you into a calendar-based magic system with zero glossary and dares you to keep up, which is either thrilling or exhausting depending entirely on your tolerance for confusion.
Stuart Kauffman's argument that life might not be an improbable accident so much as something complexity itself tends toward, dense, occasionally self-indulgent, and hard to shake once you've read it.
Le Guin's ambiguous utopia, a physicist shuttling between an anarchist moon and the world it fled, still the sharpest argument against easy answers I've read in the genre.
▼ Essays
A routine examined: the actual columns in the log that turned a vague sense of what I'd read and played into something I can point to and defend.
A strongly held opinion about rating discipline, and why I think most reviews online are secretly written to spare someone's feelings instead of tell the truth.
A story from the job, not the hobby: the worst inspection I've run in nine years, and the specific moment a seller's agent stopped smiling.
Twenty years running a contracting crew leaves a specific tone of voice behind, and I've come to genuinely rely on it every time our Thursday table hits a genuine rules disagreement.
A ten year old, a cooperative dungeon crawler, and a lesson in how badly I misjudge difficulty curves when I'm the one who's played the tutorial a dozen times already.
Nine years of writing up other people's houses trained a habit I didn't notice until Dale pointed out I was doing it to his board games too.
A small, stubborn routine: why I've never once taken a free review copy, and the specific reason it matters more to me than it probably should.
Late spring in Missouri means storms on a schedule nobody controls, a phone that won't stop ringing, and a stretch of months where reading and gaming both get pushed to whatever's left of the evening.
A mistake, admitted honestly: a game I rated a 5 on the strength of one incredible night, and the harder conversation with myself once six more plays wore the shine off.
A habit that annoys my own game group more than any other, and the specific job-trained reason I refuse to teach from a skim.