Sunday, 28 June 2026

Best and Worst of Star Trek: The Next Generation


My temporally confused rewatch and compulsive ranking of all seven seasons of tween telly favourite Star Trek: TNG is now complete, so what else am I supposed to do than celebrate the best of the best! And to dredge up the stinkiest shits again, because sometimes that's entertaining too. Make it so!


Top Ten TNG!


10. Relics (6x04)

Easily the best of the old-timer guest spots (including Generations), though for me, Scotty's return has always been literally dwarfed by the presence of the Dyson Sphere, one of the series' most mind-blowing concepts executed with conventional implausibility. The two come together in an exciting finale.


9. Who Watches the Watchers (3x04)

Star Trek's most outspoken atheist statement this side of the 60s, that probably gets the episode disproportionate love and disdain in equal measure, which might be what I'm doing right now, but it's also the most effective demonstration of the Prime Directive and there are nice callbacks to the classic series with the return of Vasquez Rocks and parallel evolution.


8. Remember Me (4x05)

Wesley's getting a bit old for these science project screw-ups, but it treats his mother to her best episode of the series. The mystery of the vanishing crew ramps up from creepy to hysterical, and her comrades' trust despite Beverly's seemingly deranged conspiracy ramblings is touching.


7. First Contact (4x15)

This inverted perspective is exactly the kind of next-level episode The Next Generation should be doing, complete with diverse characters who behave like real people for a change. Eleven-year-old me never would have believed that he'd one day prefer this random talkie episode over its exciting movie namesake.


6. The Measure of a Man (2x09)

A fantastic episode not only for its android subject, but also for Picard and Riker, as white humans debate another being's rights before a black character points out the ramifications. The point about humans being biological machines has always stayed with me, and the questions about artificial life will become ever more relevant, so I can even look past some horrendously out of scale model shots.


5. Q Who (2x16)

They may be an especially kid-baiting villain and overused in the long run, but these initial Borg outings still hold up as some of the best episodes of the series, and the threat and hopelessness are especially palpable in this one. It's so memorable as their introduction, it's easy to forget that the story's mainly about Q being really needy. What does the title even mean?


4. Cause and Effect (5x18)

If there was any episode I didn't need to see again, it's the one that repeats itself multiple times. But even after so many goes around, the nerds' Groundhog Day is still riveting, from the most iconic cold open of the series to the eerie premonitions and creative efforts to escape the loop of doom.


3. The Offspring (3x16)

Always my favourite Data episode, don't worry about the technobabble, just experience the feelings that he can't have. My last rewatch was before I became a father myself, so it'll only have grown more powerful now.


2. The Best of Both Worlds (3x26)

I was worried that I might have outgrown the Borg, but when I watched this two-parter again for the umpteenth time, the ominous dread was palpable. Things wouldn't get this convincingly desperate again until Deep Space Nine approached the Dominion War. The foreshadowing of Riker's hesitance to take command sells the jeopardy brilliantly, even when you're not watching in 1990.


1. All Good Things... (7x25)

One of the first episodes I saw and probably the most frequently watched, revisiting this now-legendary finale after my own comparable time skip cemented it as my favourite of them all. The convoluted time puzzle is a cool sci-fi story, self-contradictory plot holes and all, and it would have been a spectacular send-off for the crew, but their story wasn't over yet.


Turd Ten TNG!


167. The Dauphin (2x10)

Wesley gets a crush, just when he was on the mend, and there's a parade of unconvincing creature suits. It's some light relief after heavier instalments, but who is it aimed at? I thought it was just as crap when I was in primary school.


168. The Naked Now (1x02)

They might have got away with this later in the year, but rehashing a 60s plot as your second episode just looks lazy, making everyone horny just looks desperate, and breaking down the characters before they've even properly formed yet is just pointless. This might be Wesley at his cringiest too, even before infection.


169. Too Short a Season (1x15)

A couple of firsts for the series in its first Starfleet Admiral with a shady past (under Roddenberry's watch, too) and an underground Phaserquest shootout, which would become a fixation in a couple of years. I always thought the old-age acting and make-up were satisfactory, but that character isn't interesting enough to hijack a whole episode.


170. Angel One (1x13)

Another popular season one anti-classic, I'm less troubled by its confused gender politics than with it being so boring and lame, especially with the completely forgettable virus padding that's only there to give the rest of the cast something to do. There's also much teasing of an exciting Romulan return that amounts to nothing.


171. Sub Rosa (7x14)

The most infamous episode this side of 'Shades of Gray' deserves the bad rap. Star Trek's a flexible format, but supernatural Gothic romance is a warp jump too far, and contriving bonnie Space Scotland in season seven is an embarrassment. Nana Palpatine might have pushed it across the so-bad-it's-good border if it wasn't for all the excused rape.


172. The Outrageous Okona (2x04)

A topping of 80s cheese sometimes makes the bad episodes watchable, but then they overdo it and it just stinks. If TV Han Solo sexing up half the ship and Space Dynasty aren't bad enough, this is also the one where Data does stand-up, setting the low bar for filler B-stories until Voyager came along. Outrageous indeed.


173. Manhunt (2x19)

Lwaxana Troi at her predatory worst, an unnecessary Dixon Hill retread and Doctor Who-quality aliens are the bad ingredients for an episode where characters spend half the time waiting around or being bored. The season running a few episodes short may have been a blessing.


174. Code of Honor (1x03)

Formerly one of the most forgettably dull entries in the first season, its notoriety as that racist episode has grown in the online era to the point that it's now probably the most infamous of the entire show.


175. Hide and Q (1x09)

Season four's 'Qpid' is off the hook, as a memeable death scene (he got better) doesn't excuse this from being easily the worst Q episode and close to the bottom of the pile generally. Cheesy, childish and pompously pointless, it feels like what fans of the time would have dreaded the sequel series being like. It's not even a proper pun.


176. Shades of Gray (2x22)

A clip show is almost doomed by design in this sort of judgement, but up against some real stinkers from the year, they didn't have to try too hard to make it at least watchable. Unfortunately, the bare minimum effort is insultingly shit.


Season ranking: 3 > 5 > 4 > 6 > 2 > 7 > 1









Saturday, 27 June 2026

Alrightgames: Kurushi & Kurushi Final

Kurushi (a.k.a. Intelligent Qube) & Kurishi Final: Mental Blocks

1997/98 / Sony PlayStation emulator games / 1-2 players

****

Three decades on, I couldn't tell you any other games that were teased on our original PlayStation's demo disc, but this brutalist survival puzzle was the memorable highlight, and it only took me this long to play it AGAIN.

AGAIN.

It'd be diverting enough as a simple blocks puzzle, but having a guy run desperately around trying to avoid getting crushed in real time adds a relatable existential horror aspect that makes it compelling. It's Bomberman meets Knightmare as a low-budget Canadian film. It's nearly perrrrrrrrrfect.

Friday, 26 June 2026

Alrightgames: Golems expansions

The Matchbox Collection: Golems expansions

My set only included the one mini expansion, and that only added one new card type, which isn't all that different from the existing type. But it's not like I supported the Kickstarter anyway when buying these cheaply off eBay, so I can't really complain.


Sound and Time ***

'Sound' golems are handy but limited wild golems that act as a mobile resource too. 'Time' golems were already present in the base game, but now there are more of them that can be used as wild resources, which makes things easier. Not that you're supposed to use them in the solo mode, but I use them anyway (playing an extra 9-card round and setting aside 2 cards at the start rather than 5) so they don't have to stay in the box and I can actually win sometimes.

Thursday, 25 June 2026

Alrightgames: Golems

The Matchbox Collection: Golems

2020 / Card game / 1-2 players

****

One of the better efforts in the collection, and certainly the most attractive, this is like Splendor with primordial monsters and cryptic iconography that I eventually got my head around without needing the reference to hand. The solo mode feels like a bit too much of an abridgement of the two-player game, but this at least means it's quick and doesn't drag out my defeat. Though I prefer to add in the mini expansions that I'm not technically supposed to for more wild cards and an extra round that rebalances the game more fairly at my level.


Ranking The Matchbox Collection

1. Eiyo ****

2. Golems ****

3. 15 Days ***

4. Rebis ***

5. Space Lunch **


Wednesday, 24 June 2026

Alrightgames: Agropolis expansions

Agropolis expansions

The rural sequel has fewer add-ons than Sprawlopolis, which I assume is a pointed metaphor for the decline of primary industry, and not that spin-off games with uglier colours don't sell as well. Usually comprising a single card, they don't add all that much anyway.


Invasion ***

In the same sci-fi ballpark as Wrecktar, but more nefarious as these aliens (or the government) threaten to screw up your livestock plans. Leave my cows alone.


Points of Interest ***

It's the same thing as last time, but they make a bit more thematic sense as low-key local attractions you'd drive to on a summer lunchtime to take a look at and have some ice cream. There's no reason not to kick off every game with them.


Seasons ***

The most punishing 'Opolis expansion yet, it can be dispiriting as the wind blows away all your plans while you're already worrying about your seasonal obligation, but a good farmer can shepherd it to their advantage. Like Interstate, I use it sparingly for special occasions or when I deserve punishment.


Combopolis ****

More justification to own both near-identical games (especially when it's included with one of the sets so you don't have to buy it separately), this is the combined experience you'd wish for and then regret once you thought it through. Forcing together two distinct sets of challenges and trying to achieve them with only half of each deck (give or take) should really be too hard to be enjoyable, so that probably makes me some kind of masochist.


Tuesday, 23 June 2026

Alrightgames: Agropolis

Agropolis

2021 / Card game / 1-4 players

*****

More than just Sprawlopolis with a palette swap (though it is mainly that – and unlucky for the farm-based sequel that green was already baggsied), this isn't essential if you already own that game, but it's more of it if you love it, and what it lacks in originality it makes up in quirks. The main difference is adding livestock of varied breeds, quantities and fussy demands that you're required to satisfy in challenges that seem more amusingly fiddly this time around, along with an animal-counting hard mode that you can ignore until you realise you've got lucky and pretend you were going for all along. If I had to choose one or the other, the charismatic critters would probably give Agropolis the edge, though it's less spoiled with expansions.

Monday, 22 June 2026

Alrightgames: The Mind (DIY)

The Mind (DIY)

2018 / Estimating card game / 2-4 players

***

Minimalist number deck The Game sees more use as a resource when I need to borrow some sequential number cards between 1 and 100 for a game variant or fan expansion, but you can play other games with them too, like this probability estimator. It's hardly a game at all, but it's an amusement.


Sunday, 21 June 2026

Alrightgames: Santorini (DIY)

Santorini (DIY)

1985 (2007 edition rules) / Strategy board game / 2-3 players

***

I'd taken this for a kids' game when seeing the inappropriate cutesy box art of the modern editions, but its minimalist indie precursor is much more appealing, not least for inviting intellectual property theft using whatever unobtrusive tiles and other bits you have lying around.

I put unloved, unsellable Flanx tiles to use (two sides of two colours for the base plus three levels), with Atmosfear figures for fun. I didn't like the game all that much, but at least I didn't have to spend anything to find that out. Next project.

Friday, 19 June 2026

Alrightgames: The Grimwood

The Grimwood

2016 / Card game / 2-6 players

***

Some cheap cards that paid for themselves by padding out an order for a discount and free shipping last year when buying other counterfeit goods. We might not get around to playing the mean Halloween party game, but I came up with some functional solo rules so I still get to look through the creepy comic art.

Wednesday, 17 June 2026

Alrightgames: Carcassonne – Dutch Monasteries

Carcassonne: Dutch Monasteries

2014 / Tile placement board game mini expansion / 2-6 players

***

Resold

Possibly the most overpowered promos in the game, these alternative cloisters are more interesting than the puny standard ones, if you're not concerned by the temporal paradox of injecting buildings from the wrong time and place into your medieval French tableau. I wasn't planning on buying them until they featured in a larger set I was reselling already, and I can just keep house-ruling regular cloisters like I was before.