Episode 371: Thebai, Wunderwaffen, 3 Witches, Two Towers Trick Taking Game

February 24
1h 21m

Episode Description

00:00:30 Intro
00:03:30 GMT Camden Game Convention
00:11:00 Timeline: Games and Leisure
00:13:00 LOTR: Two Towers Trick Taking Game
00:15:00 Portal Games
00:16:30 Thebai
00:41:30 3 Witches
00:50:30 Miniature Market
00:51:30 WunderWaffen
01:11:30 Muppet Show Reimplement
01:16:30 Outro

We finally got Thebai, the newest release from Boards & Dice, to the table. After seeing it at Gen Con, the production immediately caught our eye, and the designers hinted at the kind of tough, timing‑sensitive decisions players would face. That promise absolutely shows up in play. Turns are wonderfully clean—place your die, resolve the action, then move your Archon for a bonus action—but the simplicity hides a surprising amount of depth. Positioning is everything. The strongest move in the moment can easily create problems down the line, and the board state shifts just enough each round to keep you second‑guessing your priorities. On top of that, the looming battles add a steady undercurrent of tension. You can’t ignore them, even when you’re tempted to chase a clever combo elsewhere. Thebai ultimately becomes a race for victory points, and the endgame accelerates fast. Points pour in quickly, so timing your big plays matters just as much as choosing the right ones. It’s a sharp, elegant design—easy to teach, but full of those delicious “oh no, that changes everything” moments that make Boards & Dice titles so satisfying.

We love historical games that look beyond the familiar battles and instead explore the lesser‑told moments—especially those late‑war pivots where everything hangs by a thread. WunderWaffen fits that niche perfectly. The Allies are closing in on Germany, and the German player is scrambling for a last‑ditch path to victory through experimental research. It’s a tense, asymmetrical setup, but not a simple 3‑versus‑1 scenario; only one player can win, so everyone has to keep each other in check, even if that occasionally means helping Germany to prevent someone else from running away with the game. One of the standout mechanics is the turn structure. Each round, you choose two of your three action tokens to use and must hand the third to another player. That single decision point creates delicious pressure—what you keep, what you give away, and who you empower all shape the board in subtle ways. It’s a small rule with big strategic consequences. The game moves quickly, and for groups that enjoy negotiation, table talk becomes an extra layer of strategy. Deals, promises, and threats can shift the momentum just as much as the research tracks or battlefield positioning. WunderWaffen ends up being a fast, interactive contest of timing, leverage, and opportunism—exactly the kind of historical “what‑if” experience that keeps us coming back.

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