The painting used in this article is Scotland Forever by Lady Butler.
I design games I want to play, often because the game I want to play doesn't exist. Cry Havoc was designed because I wanted to play it and wasn't able to buy it. Similarly, as a reader, I feel sometimes I should create the content I want to read, because I'm not sure it exists. Today, I'm introducing Quagmire.
Quagmire is a new blog series I'll be writing here. The mission of Quagmire is to choose games I love and write extensively about them. I intend to write a review, teach you how to play, inspect its back story, conduct interviews, analyse the design, and more, as is useful and interesting. The idea is to create a magazine of passion that hopefully provides a little more meat. So much content in board games quickly reviews the game, then moves on, and I want to meander a bit.
The series is called Quagmire, because I'll be stuck on the topic for a period, but also because my focus will be on games of conflict. Josh wisely noted I should choose a niche that is narrower than "game," so conflict is right up my alley.
I'm working on content still for the first feature, but today I'm ready to announce the first game we'll be focused on: Rex: Final Days of an Empire.
Rex is a wonderful game, but to truly understand Rex, we must also understand Dune. Dune is one of the quintessential out of print grail games for many and is one of the godfathers of asymmetric design. It's also based on one of my favorite books of all time. We shall discuss Dune, and Dune, and Rex, and more. There are wheels within wheels in this episode of Quagmire. I hope you're ready to enter the trance!