![]() Still I was more than enthusiastic to tap into another of his titles, even though I had a feeling I might face the same situation. I loved it then and still do, though it is not frequent enough a visitor to our table for all the reasons cited. The first, The Road to Canterbury, was for two or three players (read: awkward) who become Chaucer’s (read: inaccessible) corrupt Pardoners, tempting pilgrims toward their death (read morbid) while simultaneously offering pardons for cash (read: twisted). Illumination from Eagle-Gryphon Games is the second Alf Seegert title I’ve set out to review. The question, then, is whether there is another person or people in my life for whom the game is also right-or whether I must more seriously consider solo gaming. More than likely they are games whose souls require the sort of connection that is willing to overlook minor faults to find joy in the guts of the thing. ![]() Maybe the artistic choices are eclectic and distracting. Sometimes the theme is less accessible or the mechanics a bit out of kilter. They are the hardest ones to get to the table. Here’s the trouble with loving strange games. Not physically-that would be weird but definitely in a slightly awkward emotional way. I see something in them that closely aligns with something in me and I vigilantly hold them tight. ![]() ![]() I’m not always good at the games I love, and I would not likely nominate them for any sort of award.
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