A City to Buy.
Seven Worlds to Escape.
Inside Richard Leclezio's collection of thirteen games, where a sealed bid, a borrowed hour and a beam of light can change the outcome.

A World of Possibilities
Original editorial illustration inspired by the collection; not a gameplay screenshot.
From Our Amusements Desk
Thirteen ways to make your next move
New York. Somewhere beneath the Pacific, the lights have come on in a station the ocean claimed in 1936. On another screen, a property investor weighs a sealed offer. Elsewhere, a lighthouse keeper has three minutes to bring three vessels home.
These are the opening invitations in Richard Leclezio's game collection: thirteen titles stretching from a crossword chessboard to the edge of a simulated fusion plasma. Seven belong to one escape-room anthology. Six take their own routes through strategy, combat, rescue and experiment.
The range is striking, but a recurring idea connects it. The player is given something to operate: a ship, a light, a map, a machine, a property business. Progress comes from learning what that instrument can do, then deciding when to act.
The Art of Play
The pleasure of a difficult choice
An asteroid field supplies ammunition. An atlas rearranges islands and channels. A chess piece carries a letter and a tactical purpose. Across the collection, familiar objects invite unfamiliar decisions.
The pressure changes with the setting. Air Rights allows three actions each quarter. Marrow Sound compresses its rescue into three minutes. Twenty Milliseconds changes the speed of its simulation to reveal how difficult a quick correction can become.
The escape rooms offer a quieter rhythm. Their worlds wait while the player studies a mechanism and tests an idea. A repaired machine or a redirected beam of light becomes evidence that a place is beginning to make sense.
Serpent's Gambit turns movement into a calculation about letters, points and the safety of the king. Labrys makes exploration a wager: a detour may supply the means to survive the next encounter.
Turn the page for the seven escape rooms.
Property & Power
Air Rights
New York is on the table
A portfolio, two rivals and the cost of wanting one more building.
The opening stake is $24 million. The objective is to build the strongest property firm in the city. With three actions per quarter, the investor must decide what deserves attention: research, an acquisition, a lease, an improvement or a negotiation.
The short campaign runs for twelve quarters and asks for $38 million in equity and first place. The longer campaign offers twenty-four properties over twenty-four quarters, with a $60 million equity target and the same demand to beat both rivals.
Debt, auctions and development make each opportunity a question of timing. The guided first deal offers a way in; the visible victory target supplies a reason to keep going. The skyline is the setting, but the real drama is the next commitment of cash.
Visit the Air Rights playing room
Illustrated Games Supplement / 6 October 2026