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EXCLUSIVE: LONDON’S NEW GAMING SHOW

#12 Oct/Nov ‘17 tabletopgaming.co.uk

60 YEARS OF RISK
LOOKING BACK ON
A STRATEGY ICON

LIGHTS, DUNGEONS
& DRAGONS
CAMERA, BEYOND
ACTIONS ALL THE DEETS AS
WHY MOVIE BOARD D&D GOES DIGITAL
GAMES HAVE NEVER
BEEN BIGGER

30
REVIEWS
INSIDE!

PANDEMIC
LEGEND OF THE FIVE
RINGS: THE CARD GAME
WASTELAND EXPRESS
DELIVERY SERVICE

LEGACY
STAR TREK ADVENTURES
WHITEHALL MYSTERY
GLOOM OF KILFORTH
CODENAMES DUET
BEARS VS BABIES
THE GODFATHER
THE GAME THAT CHANGED THE WORLD IS BACK.
SPIRIT ISLAND HERE’S EVERYTHING YOU NEED TO KNOW

ESSEN 2017 AN ESSENTIAL GUIDE TO


Display until 29/11/17
£5.25

THE WORLD’S BIGGEST


SHOW PREVIEW TABLETOP CONVENTION

001_Cover_v3 MJ.indd 1 25/09/2017 14:32


LONDON
SECOND EDITION

From acclaimed designer Martin Wallace


and the team at Osprey Games comes
London: Second Edition.

After the devastation of the great fire,


many competing developers want to see
their vision for the city realised. Will you
combat poverty and increase employment,
build iconic monuments as a testament to
your ingenuity, or simply make the trains
run on time?

2-4 14+ 60-90


MINUTES Grow your city through the decades, as
PLAYERS AGES PLAY TIME
you vie to become an icon of London.

Star Cartel is a space trading game


of making the right bets at the right
time. Players take on the role of traders
and smugglers, trying to maximise
the value of the goods they have
stockpiled, while minimising the value
of other player’s goods.

Trading goods to the cartel increases


their value on the black market, but
you can’t stash what you’ve traded
away. Upgrade your ship, stockpile
3-6 14+ 30-45
MINUTES
your loot and remember...
PLAYERS AGES PLAY TIME
In space, no-one can hear you scheme.

O R D E R T O D AY AT W W W. O S P R E Y G A M E S . C O . U K

p002.indd 1 19/09/2017 11:29


IN THIS ISSUE

WELCOME
04 YOUR FREE GIFT 60 RISING STAR
A unique When I Dream card. Star Saga prepares to shine.

05 TABLETOP GAMING LIVE 64 STREETS OF FIRE


Announcing our new show! Fire Hazard and the breathless
With the big reveals of Essen just around the corner, October is always one of world of live-action games.
the most exciting months for gamers across the globe. This year, it’s even more 06 NEED TO KNOW
exciting. That’s because we can proudly announce that Tabletop Gaming will 67 PLAY IT SMART
be holding its very own gaming convention in London next year. Yes, really! 08 FIRST TURN Catching the bug for viruses.
Held in Alexandra Palace on September 29th and 30th 2018, Tabletop Gaming 2017 Spiel des Jahres winner
Live will be London’s new home for the latest and greatest board games, Bruno Cathala on Lawless. 68 A SPIRE TO GREATNESS
miniatures and RPGs. We’ve got a lot of exciting plans in the works and we RPG designer Grant Howitt
hope you’ll be able to join us – turn to page 5 for the full details.If that wasn’t 10 MY FAVOURITE GAME on ascending to The Spire.
enough, from the end of November onwards Tabletop Gaming will become Starfinder co-creator Amanda
a monthly magazine, putting the finest coverage of analogue gaming in the Hamon Kunz talks Gloom. 70 SPIEL THE BEANS
world into your hands every 30-or-so days. The first monthly issue will be out Your guide to Essen 2017.
on November 30th, and can now be found in more shops than ever before 12 KICKSTARTING
in the UK, including Tesco, Sainsbury’s, WHSmith, hobby stores and more! FROM SCRATCH PLAYED
Visit tabletopgaming.co.uk to find your local stockist. Of course, you can also Art Deck hits a bump on its 76 LEGEND OF THE FIVE
subscribe to make sure you keep up with the latest news, exclusive features way to crowdfunding. RINGS: THE CARD GAME
and interviews, free gifts, and reviews of the games you shouldn’t miss. We 80 WASTELAND EXPRESS
wouldn’t be here without the support of readers like 14 TEN OF THE BEST DELIVERY SERVICE
you, and we can’t wait to show you what else we have Euro gonna love these picks. 83 CODENAMES DUET
planned for the future. There’s no need to wait for all 84 STAR TREK ADVENTURES
the excitement, though – enjoy our exclusive look in 16 ROLE CALL 85 WHITEHALL MYSTERY
this issue at 2017’s hottest game, Pandemic Legacy: The latest RPG releases. 86 THE GODFATHER
Season 2 and see what’s in store for this year’s Essen. 89 STATECRAFT

Matt 18 ALL THE JAHRES


James Wallis trucks on
with Auf Achse.
89 MEDICI: THE CARD GAME
90 UNTOLD
93 GLOOM OF KILFORTH
94 SPIRIT ISLAND
Matt Jarvis 20 A WORLD
ON THE
COVER
96 BEARS VS BABIES
OF DIFFERENCE 97 13 MINUTES
Editor Rob Daviau and Matt Leacock 97 THE LOST EXPEDITION
change the world again in 98 MODERN ART
Pandemic Legacy: Season 2. 100 UNEARTH

Contact us... 28 THE COOL OF CTHULHU


How H.P. Lovecraft became
102 CAVERNA: CAVE VS CAVE
103 DEADLINE
105 THE NETWORKS
@ tabletopgaming@warnersgroup.co.uk the master of tabletop horror. 106 LOVECRAFT LETTER
106 FIRST DATES: THE GAME
www.facebook.com/tabletopgamingmagazine 34 AN INTRODUCTION TO... 109 CATCH THE MOON
The King of Tokyo and I. 110 THE FOX IN THE FOREST
twitter.com/TabletopMag
110 PURRRLOCK HOLMES
36 THE MAKING OF... 111 DONNER DINNER PARTY
EDITORIAL MARKETING
EDITOR Matt Jarvis MARKETING BRAND MANAGER Dan Jolin enters the chaotic, 111 THAT’S A QUESTION!
01778 392 400 Nicola Lumb charming Magic Maze. 112 LAZER RYDERZ
matt.jarvis@warnersgroup.co.uk
MARKETING ASSISTANT
112 STROOP
HEAD OF DESIGN & PRODUCTION Katherine Brown 01778 395 502 42 RISK REWARD 113 ACCESSORIES
Lynn Wright katherine.brown@warnersgroup.co.uk The strategy icon turns 60.
DESIGNER Richard Hallam 115 PAINTING GUIDE
PUBLISHED BY
COVER IMAGE FROM ASSOCIATE PUBLISHER 46 PANEL PLAY Meching the most of Scythe.
PANDEMIC LEGACY: SEASON 2 Claire Ingram
Warners Group Publications PLC
Inside the pages of
The Maltings, West Street, Bourne, tabletop comic books. 120 A DM’S GUIDE TO RPGS
Lincolnshire PE10 9PH
ADVERTISING 01778 391 000 | www.warnersgroup.co.uk
50 CHANGING THE RULES 122 EVENT REPORT
TO ADVERTISE PLEASE CALL
GROUP ADVERTISING MANAGER NEWSTRADE Dized reveals how it plans
Claire Ingram 01778 391 179 DISTRIBUTION to revolutionise rulebooks. 124 CLUB DIRECTORY
clairem@warnersgroup.co.uk Warners Group Publications PLC
01778 391 150
GROUP TELESALES EXECUTIVE 52 ROLL AND MOVIE 126 SHOP SPOTLIGHT
Ben Jackson 01778 391 129 PRINTING
ben.jackson@warnersgroup.co.uk
Dan Jolin goes from big screen
This publication is to big box with film games. 128 SHOP DIRECTORY
ADVERTISING DESIGN
AND PRODUCTION printed by Warners
Nicola Lock 01778 392 420 01778 395111 56 DIGITAL DRAGONS 130 TABLETOP
nicola.lock@warnersgroup.co.uk We explore D&D’s new app. TIME MACHINE EXCLUSIVE: LONDON’S
NEW GAMING SHOW
#12 Oct/Nov ‘17
tabletopgaming.co.uk

The views expressed by contributors are not necessarily those of the publishers. Every care is taken to ensure that the content
of this magazine is accurate, but we assume no responsibility for any effect from errors or omissions. While every care is taken 60 YEARS OF

SUBSCRIBE TODAY
RISK
LOOKING BACK ON
LIGHTS, A STRATEGY ICON

with unsolicited material submitted for publication, we cannot be responsible for loss or damage. While every care is taken when CAMERA,
ACTIONS
WHY MOVIE BOARD
DUNGEONS
& DRAGONS
BEYOND

accepting advertisements, we are not responsible for the quality and/or the performance of goods and/or services advertised in
GAMES HAVE NEVER ALL THE DEETS AS
BEEN BIGGER D&D GOES DIGITAL

this magazine. The Advertising Standards Authority (ASA) exists to regulate the content of advertisements. Tel: 020 7429 2222
30
© Warners Group Publications PLC, 2017 Get an exclusive gift with your next issue REVIEWS
INSIDE!
LEGEND OF THE FIVE
RINGS: THE CARD GAME
WASTELAND EXPRESS
DELIVERY SERVICE
STAR TREK ADVENTURES PANDEMIC
LEGACY
SEE PAGE 108 FOR MORE DETAILS
WHITEHALL MYSTERY
GLOOM OF KILFORTH
CODENAMES DUET
BEARS VS BABIES
THE GODFATHER
SPIRIT ISLAND THE GAME THAT CHANGED
HERE’S EVERYTHING THE WORLD IS BACK.
YOU NEED TO KNOW
ESSEN 2017 AN ESSENTIAL GUIDE
TO
SHOW PREVIEW THE WORLD’S BIGGEST
Display until 29/11/17

£5.25

TABLETOP CONVENTION
001_Cover_v3 MJ.indd
1

25/09/2017 14:32

003_WelcomeContents_v2 MJ.indd 3 25/09/2017 15:05


FREE WITH THIS ISSUE
EXCLUSIVE WHEN I DREAM PROMO CARDS
Float away with these customisable double-sided cards for the dreamy party game

E W IT H T H E PR IN T EDITION
FREE GIFT ONLY AVAILABL it ta b le to p g a m in g.co.uk
f the print edition v is
To order a copy o

I
n When I Dream, one player dons a sleep mask at the end of the round, while the dreamer can Attached to the front of this magazine is one of
and pretends to fall asleep, while everyone earn bonus points by telling a story using all of five exclusive When I Dream cards. They’re much
else is dealt a secret role card. They could be a the revealed cards when time runs out. more than standard dream cards, though – these
good spirit trying to help the dreamer understand Each of the dream cards displays a surreal are double-sided promo cards featuring brand
their visions, a bad spirit aiming to mislead them mixture of two words – for example, rice and new artwork, with a different dream on either side.
or a trickster spirit that switches from helpful to oyster, or zombie and babysitter – that the All of the cards’ labels come blank, allowing
devious as each two-minute round goes by. sleeper can guess, complete with beautiful you to customise your card with your very own
The sleeper must try and identify their artwork that combines the words, with highly idea for a dream, making your game of When I
dreams using the one-word clues given by the entertaining results. Dream completely unique.
rest of the group, with the cards going in the 64 cards come ready-to-play in the box, but You’ll find one card with your magazine, but
correct or incorrect piles depending on whether you can add your own personal twist to the there are five different cards to collect, for a total of
they manage to guess accurately. The two piles game with this month’s free Tabletop Gaming 10 new dreams. Pick up another copy (or four!)
score points for the opposing teams of spirits gift: your very own personalised dreams. of Tabletop Gaming to expand your collection! ■

Awesome games club


two nights a week - and weekends!
We’re close to Junction 1 of the M6 & Junction 18 of the M1

004_whenIDreamPromo_v2 MJ.indd 4 25/09/2017 15:06


CONTACT US...
www.facebook.com/tabletopgamingmagazine

NEED TO @ tabletopgaming@warnersgroup.co.uk

www.twitter.com/TabletopMag

KNOW...
ANNOUNCING LONDON'S NEW GAMING SHOW:
Tabletop Gaming Live will be an extension
of the in-depth and enthusiastic coverage you
enjoy in every issue of Tabletop Gaming and
Miniature Wargames, covering every genre and
style of tabletop gaming, from board and card
games to miniatures, wargames and RPGs.
It will be a show for everyone, whether you’re a
dedicated Magic: The Gathering or X-Wing collector,
Warhammer 40,000 or Malifaux miniature wargamer,
Dungeons & Dragons roleplaying adventurer, or
someone who just enjoys a lighthearted round of
Exploding Kittens or Pandemic.
The convention will be held in London’s iconic
Celebration of everything board games, miniatures and RPGs to Alexandra Palace, making it the best place for
gamers to meet in the UK capital. The venue is
take place in Alexandra Palace on September 29th and 30th 2018 easy to get to for both those in the city and those
coming from around the rest of the UK and abroad,
We’re very excited to announce Tabletop 2018, meaning it’ll be the first place in the UK to with close-by train and public transport links.
Gaming Live, a new gaming show run by the see some of the hottest games revealed at Gen Full details and ticket prices are yet to be
teams behind Tabletop Gaming and Miniature Con in mid-August, as well as your chance to announced, but needless to say we have
Wargames magazines that will take place in play the most talked-about upcoming releases some really exciting plans in store that are set
London next September. before Essen Spiel takes place in October. Not to to make Tabletop Gaming Live the very best
The two-day event will take place on Saturday, mention that it won’t cost you an expensive flight gaming convention the UK has to offer. We’re
September 29th and Sunday, September 30th to the US or Germany! looking forward to seeing you there!

■ Tabletop Gaming Live will be held in London's


Alexandra Palace in September 2018.

Central location. Free parking.


Comfortable facilities.
We’re close to Junction 1 of the M6 & Junction 18 of the M1

005_007_news_v2 MJ.indd 5 25/09/2017 09:44


NEED TO KNOW...

THAT’S NO MOON
It’s what could be the biggest Unlike X-Wing, however, you’ll a card-driven system to activate
game reveal of the year: a new be needing to stick together and units that changes based on
Star Wars miniatures game! paint the 33 models in the core box which leaders are being used. As
Fantasy Flight has announced yourself. As well as Stormtroopers troops are activated, they can use
Star Wars: Legion, an infantry and Rebel Troopers, the set will two actions and move as squads,
skirmish game set in the galaxy include vehicles in the form of two with a free-form system allowing
far, far away and due to come out 74-Z speeder bikes for the Empire grunts to be placed around
early next year. and an AT-RT walker on the Rebel their leader without needing to
Legion plans to do for ground side. Most excitingly, the first two measure every single move.
combat what X-Wing did for space commanders will be Darth Vader Legion isn’t the only Star Wars
dogfighting, allowing two players and Luke Skywalker. game coming out soon – the
to take control of squads of The gameplay will be markedly hugely influential 1980s roleplaying
Stormtroopers and Rebel soldiers different from both X-Wing game based on the sci-fi series is
in battles during the original Star and Fantasy Flight’s previous returning in a fancy new edition for
Wars trilogy’s Galactic Civil War. miniatures game Runewars,, using its 30th anniversary later this year.

TWILIGHT IMPERIUM RETURNS CTRL-ALT-DELETE


There are few games released more Imperium is on Android: Netrunner is getting
that can measure than a decade ago the way, which refreshed with some big changes
up to Twilight in 2005 and was promises to be set to shake up the legendary
Imperium, with the renowned for the the most refined competitive card game.
iconic strategy epic significant changes version of the game First of all, a new revised core set
of galactic conquest it made to the yet, making further has been announced for the game
as well known for its interstellar empire- tweaks to the way that will combine cards from the
rewarding complex building behemoth, trade, construction original core box with new additions
gameplay as its which celebrates and upgrades work, from the Genesis and Spin cycle
notoriously lengthy its 20th anniversary as well as placing data packs.
play time. this year. more of a focus None of the cards will be
The game’s Now, a fourth back on the battle completely new, meaning there’s As with Magic: The Gathering
Gathering, the
third edition was edition of Twilight over political hub no need to rush out and pick up the rotation is designed to make certain
and galactic centre box if you already own the core set. cards illegal for use in tournaments
Mecatol Rex. However, some will be new versions and organised play, aiming to keep
As you might of existing cards, updated with the game’s meta balanced. Some
expect, the box fresh artwork that ages the world’s of the iconic cards outlawed include
will be a monster, characters in line with the advanced Scorched Earth, Account Siphon,
packing in over in-game narrative. Corroder and SanSan City Grid.
300 miniatures, The main reason cards from the The first rotation removed support
450 cards and 700 first two series of expansions are for Genesis and Spin cycle cards
tokens. It’ll cost £135 joining the main box is so that they not included in the revised core set,
here in the UK and survive the first rotation for the leaving the number of expansions
is due out before the game, which took effect on October legal to use equal to five cycles of
end of the year, so 1st – meaning it will impact the data packs and the first data pack in
you best start saving Netrunner world championships held the upcoming Kitara cycle, which will
those pennies. in November. begin with the Sovereign Sight set.

IN BRIEF EMPIRE-BUILDING EPIC THROUGH THE AGES IS OUT ON IOS AND ANDROID

Dedicated
war room
We’re close to Junction 1 of the M6 & Junction 18 of the M1

005_007_news_v2 MJ.indd 6 22/09/2017 09:15


GET THE A VERY WIDE WORLD
GANGS A new edition of classic 1985 World War
II strategy wargame World in Flames is
BACK gunning to be crowned as the biggest
TOGETHER board game ever made.
The Collector’s Edition of the complex
After more than wartime simulation comes with a
a decade away, staggering four hardback main maps,
Warhammer 40,000’s each measuring 83cm by 57.4cm, as
grubby younger sibling Necromunda is well as three 42-by-29.7cm “mini” maps
returning with a new edition of the punky and displays – bringing the total play
gang warfare spin-off. surface of the game to an enormous
Necromunda focuses on smaller 2.27 square metres.
groups of models than in Warhammer Its so large, in fact, that publisher
40,000, as teams of Hive Gangs kit up Australian Design Group believes the game It’s not just World in Flames’ map that
with sci-fi augmentations and mods should take the Guinness World Record for the is big. The game recreates the movements
before battling it out in the Underhive. ‘Largest board game commercially available’ of the nations involved in WWII from the
The incoming revision is said to be from current record-holder The War Game: outbreak of war in 1939 to its end in 1945.
based on the updated eighth edition World War II, which has held the award for the While the shortest scenario can be played in
rules for Warhammer 40,000, introducing past decade. an hour, there’s the option to embark on the
an action point system similar to that The War Game includes a 197-by-98cm board – Global War ‘mega campaign’, which takes an
seen in Space Hulk where activating or 1.93 square metres – which would make World estimated 150 hours to finish. That’s a lot of
different models and actions costs in Flames a fifth larger, if its creators are correct. very sore bums!
varying amounts of points.
The early word is that the rules will
support combat across different terrain GREAT STUFF Stuffed Fables’ story, as players
take on the roles of stuffed toys
actions each player can use that
turn based on the dice’s colours.
types, with a selection of terrain included The creator of the fantastically
in the box. (modelled with more than a When black dice are drawn,
fantastical Mice & Mystics is
As for miniatures, the first two touch of The Nightmare Before minions spawn and attack, with
back with another unique co-op
teams confirmed will be revamped Christmas about them) trying heroes’ melee attacks, ranged
game inspired by fairy tales and
versions of Necromunda favourites: to save their child owner from a attacks, healing, searching and
childlike imagination.
the nimble female warriors of House realm of nightmares. special actions also in the mix.
Jerry Hawthorne’s Stuffed
Escher and the armoured The action is powered by Players can share dice – or their
Fables is the first in a new series
muscle of House dice, which are pulled at random own stuffing – as they work
of ‘StoryBoard’ games, which
Goliath. Future from a bag and dictate the together to defeat the evil villain.
use the pages of a flip-open
expansions book as both their board and
will seemingly manual, being made up of thick
follow the cardboard pages on which the
format used plastic miniatures are placed.
for last year’s Each spread presents the
Blood Bowl. next chapter of the narrative,
It all sounds alongside maps, story choices,
good, but there’s one special rules and NPC
catch: we’re yet to characters to interact with that
get a whiff apply to each different scenario.
of a release As well as being an interesting
date. Boo! twist on the use of boards and
rulebooks, the format ties into

❯ DEAD OF WINTER PREQUEL RAXXON BREAKING OUT IN OCTOBER

Perfect venue
for large events
We’re close to Junction 1 of the M6 & Junction 18 of the M1

005_007_news_v2 MJ.indd 7 22/09/2017 09:16


FIRST TURN
BRUNO CATHALA
The Kingdomino king, 7 Wonders Duel-ist and recent Spiel des Jahres
superstar casts back to his genesis moment: western card game Lawless
Interview by Dan Jolin

“I never BACKGROUND
“In 2004 I was fired from my job as an R&D engineer,
quite a selfish attitude. But it’s the only way I’m able
to work. And it works because my taste in games is
thought about which I’d done for 18 years. It was a very narrow
speciality and my only possibility for a new job was
very wide.”

the audience. in the US or on the other side of France, but I was


divorced and wanted to stay close to my children. So I
SETUP
“I started by just looking through clip art libraries for
The audience had to create my own activity. That’s why I decided to
transform my passion for games into a real job.”
pictures I could use to make my prototype. As it was a
western, I needed cows, so I chose three cows, out of
is me. It’s COMPONENTS
hundreds. Then I needed cowboys, so I chose three
cowboys. And suddenly I saw that I had a very small
quite a selfish “I discovered there was life after Monopoly when I
was about 20. The French magazine Jeux & Strategie
cow, a normal one and a fat one; and I had a very young
cowboy, a standard one and a veteran. So the pictures
attitude. But revealed to me that there was such a thing as a ‘game
designer’ – I’d never imagined people designed
gave me the idea for the story and the mechanism.”

it’s the only games before then. My first modern game was Fief,
which was published because the designer had won
HOW TO PLAY
“In Lawless you try to build the best ranch in the wild
way I’m able a game design contest, so I said: ‘One day I have to
design my own game.’ I made Lawless a western game
Wild West. So you need fields, represented by cards,
and on these fields you can place cows, and the more
to work.” because I like those kinds of movies. I have good
memories of watching westerns like 3:10 to Yuma on
cows you keep on the fields the more money they
will earn you. There are also a lot of action cards that
TV with my father.” can trigger some special effects, and you also have
offensive cards and cowboys to protect your herd.”
OBJECT
“I’ve only ever designed games for myself. My only END OF THE GAME
target is to create the game I want to play myself now, “The first publisher was a very small company based
and at this time I wanted to play this one. So I never in Geneva, but before the game was produced
thought about the audience. The audience is me. It’s they suddenly disappeared. I said, ‘I have to find
another way.’ So I emailed Bruno Faidutti, who I had
never met, but I knew had been designing games
for 15 years. I proposed that if he helped me find
a publisher, he would get 50%. I thought he would
never answer. But he answered me one hour later. I
sent him the prototype and he liked it so much that
he helped me find my first publisher, Descartes, and
in return only asked for ten boxes of the game. So Mr.
Faidutti, thank you! I will never forget you!”

STRATEGY TIPS
“The first lesson a game designer has to learn is
patience. And my advice is also to play it again, again,
again, and not present the game to publishers before
you’re sure it’s 100% finished. I am still very proud of
Lawless. It’s the game which gave me the confidence
to be a game designer but, more than that, it’s still
■ A prototype of Lawless, showing
the clip art that inspired the final a game I like to play. Though I would really like to
game’s story and mechanics. reboot it...” ■

008_FirstTurn_v2 MJ.indd 8 25/09/2017 09:47


SHOP
Huge range of board games,
miniatures, card games & more!

PLaY
Gaming venue for events large & small

GO OnlIne
Check out our full product range,
events & forums

CALL 01327 702 001

VISIT We’re close to Junction 1 of the M6


& Junction 18 of the M1

GET SOCIAL @BFHobbies Battlefield


Hobbies

p009.indd 1 19/09/2017 11:35


MY FAVOURITE GAME
AMANDA HAMON KUNZ
The ENnie Award-winning Starfinder co-creator and prolific Pathfinder author
considers the way macabre card game Gloom fostered her love of roleplaying

“In our hands,


G
rowing up among the corn and soybean fields Gloom takes place in a delightfully cheeky, gothic
of rural Ohio, game days with my friends were universe in which the magnificence of one’s afterlife is
Gloom a much-anticipated escape when I was a
teenager. It was the mid-aughts, the internet was still
directly proportional to the misfortune suffered in life.
Each player controls a family of misfits and is dealt a
became a considered a luxury and the nearest game store was
an hour away.
hand of awful happenstances – events such as Pursued
by Poodles and Mauled by a Manatee, to give an idea of
storytelling Games needed to provide a lot of mileage for us
back then. Resources were scarce. Friends’ school
the game’s tone. The goal is to visit as many misfortunes
on one’s own family while cheering opponents’ families
game with and work schedules began to pinch. In the end, when
we got together, we needed something to fill the gaps
with happy events.
The secret to Gloom lies in the way it’s played. In
a narrative between nerding out over our favourite video games,
trading sobering stories about the area’s hard times
our hands, Gloom became a storytelling game with a
narrative as funny as it was explanatory. When a player’s
as funny and laughing ourselves silly over the mundane and
ridiculous alike.
family member was pursued by poodles, it was because
his sister had been training them as attack beasts. When
as it was A rotating cast of board, card and tabletop
roleplaying games filled that need nicely. Previous
he was mauled by manatees, he had jumped into the
ocean to escape the poodles. It went on from there.
explanatory.” editions of Dungeons & Dragons were a staple. As
was a slate of Arkham Horror games, and favourites
As goofily as we played the game, it taught me the art
of improvisation. I judged my friends’ reactions to my
including Vampire: The Masquerade, Werewolf: The tales, tweaked them when they weren’t working and
Apocalypse and Mage: The Ascension. compounded them to ludicrous heights when they did.
But when I think about a game that subtly The ability to create and adjust a narrative with
■ Gloom’s habit of inspiring influenced me as a creator, I keep coming back to lightning speed made me a good game master. To this
darkly comic tales can help one title. It’s called Gloom, a unique card game first day, when I’m writing and developing games, that
roleplaying fans practise their
improv skills. published by Atlas Games in 2004. skill helps me address the twists that a story might
take so that I can make GMs’ jobs easier.
Gloom also taught me how familial relationships
can throw wrenches into storytelling. Even the
most intentionally silly plots can take on complex
nuances when parents, aunts, uncles, siblings and
cousins are involved.
I now use that knowledge to add depth and
meaning to my games. Crack open any adventure
I’ve written and there’s a good chance you’ll find a
set of cousins desperately seeking a family heirloom,
lost siblings searching for each other or a child with a
wayward parent (or vice versa).
More than a decade ago, game days seemed like
much-needed time with friends, away from the
hardships and worries that crowded other days.
They were a repository of memorable experiences, a
marker of a time since past and a training ground for
my professional future.
I’m glad for those days, and for the lovely folks who
shared them and still do, when my husband and I visit
from Seattle. I’m glad we had games to help us grow
up, and I’m glad that Gloom was along for the ride. I’d
not be the same creator without it. ■

10

010_myFavouriteGame_v2 MJ.indd 10 22/09/2017 09:22


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p011.indd 1 22/09/2017 15:31


KICKSTARTING
FROM SCRATCH
Just weeks before their crowdfunding campaign goes live, Holly Gramazio
and the Art Deck team are forced to delay the project as reality strikes

“The work
O
ctober is probably a pretty good time to run a making games is the way we spend our working days,
crowdfunding campaign. but the work that actually pays the rent isn’t this weird
that actually Not the absolute best time. People have
spent a lot of effort trying to figure out exactly
painting-and-drawing card game. It’s commissions
and client work and consultancy. And so that has to
pays the what that absolute best time might be, and their
conclusions are... well, inconclusive. But October
come first.
There are some common-sense aspects of
rent isn’t seems as good a month as any, and better than most.
It avoids the late December/early January lull. It
Kickstarter timing that we can take advantage of. The
received wisdom is that 30 days is the best length of
this weird comes at a time when most people aren’t spending all
their money on tax bills or holidays. It’s early enough
time for a campaign; short enough that there’s a sense
of urgency, but long enough for people to find out
painting- that you might be able to offer delivery by Christmas,
if you’re pretty much finished with the game and just
about your project and spread the word. Common
sense and stats both say that you should try to finish
and-drawing raising money for the print run; but it’s close enough
to the end of the year that you’ll catch a few people in
on a weekday, when people will be around and
paying attention to the internet, instead of an evening
card game.” fretful shopping mode: “Oh god, I have to get something
for Winnabel. Wait, this game mentions cutlery and
or a weekend. That’s easy enough to do.
But unless you’re working on an enormous project
Winnabel definitely owns at least one fork! IT’LL DO.” with staff specifically dedicated to getting your
We’d looked at the stats and thought through the Kickstarter ready and then running it while it’s on,
logic when we decided on an October launch for the marginal advantage of one week or month over
our drawing game Art Deck. October! Perfect! And another is tiny compared to the bigger question of:
then we got a big piece of paying work for precisely when do you actually have time to do this? The best
October, and that plan went out the window. time for a crowdfunding campaign is the time when
Most people who run crowdfunding campaigns for you can give it as much attention as you possibly can.
■ 30 days is short enough for a
tabletop games have to fit their game design around The advice that everyone we’ve spoken to has given us
Kickstarter to seem urgent while
being long enough for people to other commitments – a day job, studies and exams, is: don’t underestimate the amount of time and energy
actually discover the game. family duties; sometimes all three. We’re lucky that it takes to get a campaign ready, and to run it while it’s
active. If you’re just going to pop up a description of a
game and a few rewards for backers, you might as well
not bother. So don’t try to force a particular launch
date. Find a time, and a way of running the campaign,
that you can really dedicate your energy to.
For us, the first few months of the year disappear
into the all-consuming maw of the Now Play This
games festival we run so, after October, our next
possible launch date is April. Like a lot of people who
are preparing for a Kickstarter, we’re really excited
about the game we’re making, and we want to finish
it and tell people about it and get it printed and get
people playing as soon as possible. Waiting until April
seems ridiculous. But it turns out that ‘patience’ is
yet another of those skills that are, we’re reluctantly
learning, part of running a crowdfunding campaign. ■

This is the third instalment in this continuing series


following Art Deck from concept to Kickstarter, which
began in TTG #10. Next month: Art Deck hits the road
on a tour to drum up excitement about its campaign.

12

012_kickstartingFromScratch_v2 MJ.indd 12 22/09/2017 09:46


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p013.indd 1 19/09/2017 11:41


2
THE CASTLES OF BURGUNDY
Stefan Feld is one of the designing greats when it
comes to Eurogames, and The Castles of Burgundy
is arguably his masterpiece. Players take on the role

1
of aristocrats in medieval France, trading goods and
building settlements to gain workers and earn money
for victory points. It’s strategically complex without being overly
complicated, plays just as well with two people as it does with four
and has quite a reasonable playing time – topping out at around an
hour and a half – compared to many other Euros.

AGRICOLA
There’s maybe no more revered designer
of Eurogames at the moment than Uwe
Rosenberg. His 2007 Kennerspiel des Jahres
winner is a deep and fulfilling strategy game
about managing a farm as well as a family,
and solidified many of the elements that
would make Rosenberg a tabletop icon,
including his thinky worker placement and use
of occupation cards. Agricola supports up to
five players and can take over two hours to
play, but if you’re looking for a faster, simpler
two-player version, spin-off All Creatures Big
and Small is well worth your time.

I
10Essen. To celebrate the return of the annual
German fair, we’ve picked out ten of the
finest ‘Eurogames' to ever grace the tabletop.
OF THE BEST…
t’s October, which means it’s once again time
for the biggest tabletop event in the world:
EUROGAMES
their so-called ‘Ameritrash’ (it's a term of
endearment, honest) cousins, which tend
to favour theme and luck. Of course, these
are just broad terms rather than specific
cut-and-dry definitions – many of the best
Still, the traditional allure of Eurogames
continues to produce some of tabletop’s most
acclaimed designers, many of whom make an
appearance in this list. Whether you’re a Euro
expert or a complete newcomer looking for
For those not in the know, Eurogames are games on both sides of the Atlantic combine something a little heavier, all of the following
generally considered to be more complex, elements of luck, skill, theme and mechanical games are guaranteed masterworks. Dive in.
skill-dependent and thematically drier than complexity in equal measure. Chosen by Matt Jarvis

3 4
PUERTO RICO 7 WONDERS
Andreas Seyfarth's 2002 gem is one of the It’s rather fitting that a card game about
most commonly-suggested contenders for the seven wonders of the world is itself a
the best board game of all time by many wonder, isn’t it? Set over three epochs,
gamers. Players are colonial governors 7 Wonders sees players developing their
on the titular island aiming to earn VP by cards – that’s right, this is a Euro without
trading goods and constructing buildings, a board – to develop their city, apply military pressure
growing crops they can swap for doubloons to rivals and gain victory points. As players draft
and gradually increase their abilities. It has cards, they pass the remaining hand to both of their
an interesting role-selection mechanic that neighbours as the rounds progress, giving them some
involves choosing a role at the beginning of insight into what their opponents are up to. Of course,
a turn, which allows all players to perform the original multiplayer title was later reimagined as a
the action but grants the chooser a discount. two-player showdown in 7 Wonders Duel, which is just
If you enjoy Seyfarth’s original, the designer as highly regarded.
later released a snappier card game based
on the game's concepts called San Juan.

14

014_015_tenOfTheBest_v2 MJ.indd 14 22/09/2017 09:47


5 6
RACE FOR THE GALAXY VITICULTURE
As beloved for its tight spacefaring The perfect board game to enjoy with a glass of white or red,
civilisation-building as it is notorious Viticulture plonks (pun intended) players in the shoes of Tuscany
for its cryptic iconography when it winery owners hoping to make their vineyard the finest (winest?)
comes to introducing new players, around. As with wine, the game flows around the seasons, with
Race for the Galaxy is a tense battle workers having different tasks in summer and winter as grapes are
of cards as players secretly select squashed and corks popped. Helping the wannabe wine experts out is tourism, as
and then simultaneously reveal one their cellars can be opened up to visitors to help boost the winery’s standing. Luckily,
of seven roles. This the game doesn’t take decades to mature to a fine taste, taking about an hour-
allows every player to and-a-half to play as players complete wine orders, plant fresh vines and erect new
perform the action, structures to help their business flourish.
but the player who
selected it receives an
extra bonus, making
it a careful risk-reward
race. Tom Lehmann’s
game went on to have
a similarly cherished
dice-rolling sequel,
Roll for the Galaxy, and
a snappier introductory
spin-off, Jump Drive,
which might be useful
when decoding the
complex original for
the first time.

7 8
TERRA MYSTICA TZOLK'IN:
Embodying the preference for strategy and skill over luck THE MAYAN
for which Eurogames have become known, Terra Mystica CALENDAR
is a tale of fantasy exploration as each player develops Everyone loves
resources, constructs buildings and advances the corn, right?
following of religion among one of 14 different clans that Well, nobody
have made their home across a variety of environments. loves corn more than the
The heady civilisation-building game has become a firm Mayans, who use it as currency
favourite of Euro fanatics in the five years since it was in this unique worker placement
released – isn’t it time you gave it a go? game that also features
massive rotating gears on its
iconic board. Players place
their tribespeople in visible
holes in each gear, performing
an action when they pick them
up – meaning that waiting
for the gears to rotate round
to more powerful abilities
can pay off if you have the
patience. There’s nothing else
quite like it out there. Plus,
you get diddly crystal skulls!

10
POWER GRID
Probably the best-known and best-loved game
by green-loving and F-obsessed designer
Friedemann Friese, Power Grid is about
networking energy across a map, keeping the
lights on in cities and bidding for better power
plants while contending with the fluctuating role
of resources such as coal, gas and uranium.
A super-sized deluxe edition of the modern
favourite came out a few years ago, followed by
last year’s Power Grid: The Card Game, which
does away with the board and focuses on the
bidding aspects for a faster play experience.

9
FOOD CHAIN MAGNATE
One of the many celebrated Eurogames from small studio Splotter, Food Chain
Magnate is a hefty strategy game about establishing your own fast food franchise
to rival McDonalds or Burger King. Over the course of several hours, players must
juggle the purchasing, marketing and customer sales of food and drink, as well as
managing their staff and outlets. Plus, they’ll need to keep an eye on the moves
of their opponents as they vie for control of the central city map. Like many of Splotter’s games,
Food Chain Magnate can be hard to track down – but if you can find a copy, it’s a must-buy.

15

014_015_tenOfTheBest_v2 MJ.indd 15 25/09/2017 11:27


16

016_017_RoleCall_v2 MJ.indd 16 22/09/2017 09:50


The weather outside may be turning frightful, but the tabletop remains
delightful. We pick out the roleplaying releases on the way for autumn
Words by John Dodd

I
n the aftermath of Gen Con, things herbs and plants, herbaceous monsters, and
always get a little quiet until the other big new archetypes, as well as rules for herb
conventions start to ramp up, but that gives usage in the world.
us time to showcase a number of the smaller We’re also going to take a moment
independent roleplaying releases that are to highlight some of the games that did
about to hit shelves. very well at the ENnie Awards – the RPG
Arion Games recently finished its latest equivalent of the Oscars. Even though some
trio of books for the Advanced Fighting of them have been out for a short while,
Fantasy game system. Stellar Adventures is they’re all worth taking a look at.
a standalone book that allows players and Timewatch is a game of time-travelling
GMs to run games in the far-future settings secret agents where the players work to
of the Fighting Fantasy world. It contains a defend the timestream from radioactive
huge number of options to support almost cockroaches, psychic velociraptors and
any style of game, from gritty alien hunting human meddlers. Go back in time to help
on derelict spacecraft and deep space yourself in a fight, thwart your foes by
exploration to desperate rebels fighting an targeting their ancestors or gain a vital clue
evil space empire. Rules are provided for by checking a scroll out from the Library of
vehicle and starship construction, alien race Alexandria. But watch out for paradoxes that
design, psionic powers, robot types, starship may erase you from existence... or worse.
crews and setting design. Philippe Tessier's Polaris is another
Complementing Stellar top pick. For centuries, wars and climatic
Adventures is the Starship catastrophes have ravaged the surface of
Catalogue, presented as a the earth, making it uninhabitable by all
dealer's catalogue for all but the mutated and monstrous. Humanity,
the different types of ship searching for refuge, combs the world’s
available in the futuristic oceans and finds sanctuary – and more.
setting. It also contains details Green Ronin's Atlas of Earth Prime is a
of customisation rules for sourcebook for the Mutants & Masterminds
starships and new weapons system that allows the heroes to explore the
with which to wage war. sites and perils of all seven continents, as
Finally for AFF there is The well as fabled Atlantis, the Lost World and
Titan Herbal, a sourcebook the strange realms of Sub-Terra that lie at the
dealing with the various centre of the Earth. Packed with locations,
different plants and herbs heroes, villains and worldwide agencies, it’s
found in the Fighting Fantasy everything that you need to play a campaign
universe with over 250 different in the new world. ■

17

016_017_RoleCall_v2 MJ.indd 17 22/09/2017 09:50


ALL THE JAHRES
James Wallis replays the winners of the Spiel des Jahres in order

Title: Auf Achse | Year of win: 1987 | Designer: Wolfgang Kramer | Number of players: 2-6
Playing time: 60 minutes | Worthy winner? No | Worth playing now? No
Availability: No English edition, but the German edition is easy to find | Price: Around €15 on eBay

L
ook at that box. Just look at it. This isn’t ‘on the road’ or ‘keep on trucking’ is closer stacks of money in different denominations.
simply the 1980s, this is the 1980s in to the meaning. But if English people say the The contract cards, likewise, have the names
Germany and vorsprung durch technik is German name out loud it sounds a bit like of places on them and different values for how
the name of the game, gleaming machines and ‘Aw, fucks’, which is also what people say when much you earn under different circumstances,
efficiency, except the name of the game is Auf they learn it’s another roll-and-move game. plus there’s a deck of cards with random events
Achse. We are in the era of Yorkies, denim and Heimlich & Co. was also roll-and-move on them. Frankly, if you half-close your eyes the
diesel, and the world is ready for a big game but it was clever: you could move any piece whole thing starts to feel like Monopoly.
about trucking. And just visible above the title, and divide your roll between them. In Auf This is my suspicion about Auf Achse.
in tiny letters, are the words ‘Wolfgang Kramer’. Achse you roll one dice on your turn, and I think it won the SdJ because someone
Wolfgang Kramer was the designer who’d that’s how many spaces you move your truck. believed that with the publicity shove of a
won the Spiel des Jahres the year before, for Truck: singular. Although you play a trucking major award behind it, it could have been a
Heimlich & Co., Nobody had ever won the company dispatcher, your firm has a ‘fleet’ Monopoly-killer. If you’ve spent time in the
SdJ twice, let alone won it in consecutive comprised of one small rubbery truck of a business you’ll know that the Monopoly-killer
years. For games critics and fans, this was curiously 1950s design, with enough space is not so much the holy grail as the white
huge. This win cemented Kramer’s position for six items of unidentified cargo. whale of the games industry; it’s elusive, it
as a modern maestro of board-game design, Your job is to fulfil contracts by hauling promises fabulous wealth to the one who
perhaps one of the all-time greats. freight between assorted western European discovers it, it may not exist and many people
Yet, despite all that, Auf Achse is one of destinations, from Flensburg in the north to have ruined themselves hunting for it.
the few Spiel des Jahres winners that’s never Trieste in the south, depending on the contracts Auf Achse is not trying to reinvent
been published in English. You’d be right to ask you’re either assigned or that you bid on. Short Monopoly directly, but there’s a sense it’s
why. And if the answer that springs to mind is contracts for a few bits of freight won’t earn taken the things that are
‘because it’s not very good', you’d be right, too. you much, but long runs with a lot of pieces fun about Monopoly and
Auf Achse is a German phrase that will earn a lot – and this is obviously a game strained them through a
translates as ‘on the axle’, though in English about earning, because it comes with great Eurogame filter to create

18

018_019_allTheJahres_v2 MJ.indd 18 22/09/2017 09:51


a game that’s rampantly about making money,
mostly by outbidding the other players for the
best contracts or fooling them into paying too
much to stop you getting a contract that you
didn’t really want. Then you roll the dice and
move your truck. Do not pass Stuttgart; do not
collect 200 Deutschmarks. One of the random-
chance cards even gives your truck first
prize in a beauty contest. Wolfgang Kramer
definitely knew what he was making.
That’s not to say that there aren’t some
nice ideas and intelligent mechanics in here.
Organising and optimising the logistics of your
route, and where you’ll pick up and drop off
cargo (Should you buy a trailer? A big one or a
small one? It’ll cost you!), is immersive fun, and
could form the heart of an intriguing stripped- ■ Left: There are several similarities
down version of the game. The auction system to Monopoly – including the chance
is clever. But the core of Auf Achse is moving for your truck to win a beauty contest.
your truck around the map, and it’s slow. Plus,
■ Bottom: Despite being cast as
two players can’t occupy the same space at truck dispatchers, players only
the same time, which works game-wise but control one vehicle each.
breaks the illusion that it’s a game about trucks.
Trucks are big, but saying only one can be in Looking at the 1987 SdJ shortlist there’s a shortlisted was Kremlin, a brilliant but hard
Frankfurt at a time is ridiculous. visible tension among the nominees, which political satire about the Russian politburo that,
Movement gets clogged further with comes to a head in a couple of years. The Spiel this being 1987, was still a major world power.
traffic jams and roadworks; the underlying des Jahres has always been a prize for family In 1989 the SdJ will split childrens’ games into
mechanics are good but they slow down a games, but the winner of the Sonderpreis (a their own category, the Kinderspiel, but for now
game that is already suffering from a lack of special award for ‘most beautiful game’) went there’s this weird sense of one award trying
zing, tension and direct player interaction. to Orient Express, a thinky murder-mystery to cover too many bases, and ending up with
Auf Achse is certainly playable, don’t get me game out of reach of most children. Also middle-of-the-road winners like Auf Achse. ■
wrong, and with
the right people it’s Next issue: Klaus Teuber scores his first win, the distinctly odd Barbarossa.
even fun. But Game
James Wallis is a games designer and director of the games consultancy Spaaace.
of the Year?

19

018_019_allTheJahres_v2 MJ.indd 19 22/09/2017 09:51


A WORLD OF
DIFFERENCE
Matt Leacock and Rob Daviau are back to change the
world again in the second season of Pandemic Legacy.
We caught up with the pair for a spoiler-free chat
about the sequel to their tabletop masterpiece
Words by Matt Jarvis

20

020_027_pandemicLegacyS2_v2 MJ.indd 20 22/09/2017 10:03


21

020_027_pandemicLegacyS2_v2 MJ.indd 21 22/09/2017 10:03


PANDEMIC LEGACY: SEASON 2

T
■ Pandemic Legacy’s second he first Star Wars film wasn’t retitled as Episode co-designer, and the person widely considered
season once again comes in IV: A New Hope until four years after it was the trailblazer of the legacy genre, Rob Daviau.
two differently-coloured – but first released in 1977, once George Lucas’ “Towards the end they were like: ‘Great! ...what are
otherwise identical – boxes. The ambitious space opera had already proved it was you doing next? This looks like it’s going to be good.’”
artwork literally completes the a cultural tour de force set to redefine the world of Just as Star Wars’ unprecedented special effects
circle of the first game. cinema. It was a confident statement: there’s more to and sweeping sci-fi storytelling were rooted by the
be told here. influence of classic Japanese and Italian cinema,
When Pandemic Legacy launched in 2015, it made Pandemic Legacy wasn’t just the start of something
no such hesitation. The red and blue boxes – each new – it was the culmination of years of innovation
with identical contents, allowing two groups to keep and invention on the tabletop. Leacock’s Pandemic
track of their progress separately – boldly declared had quickly earned a place alongside Catan, Ticket
that this was merely Season One: the beginning of to Ride and Carcassonne as an approachable yet
something big. strategically satisfying gateway game upon release
“About halfway through development, we started in 2008, spawning several spin-offs and expansions,
to realise it felt a bit like a TV series,” Pandemic while Daviau had begun to put forward his
creator Matt Leacock recalls. “[Publisher] Z-Man revolutionary ideas for an evolving board game in his
actually came up with that concept and put it on the celebrated 2011 reimagining of Risk
Risk.
box. They were like, ‘Oh, I guess we may be doing While it’s easy to assume now that Pandemic
another one!’” Legacy was an obvious hit in the making, it wasn’t
“We realised we could probably do this again as certain before its debut. No other designers
and find something new, but Season One was just had jumped on the legacy concepts showcased in
designed as ‘let’s try Pandemic Legacy’,” adds his Daviau’s Risk experiment in the years following its

22

020_027_pandemicLegacyS2_v2 MJ.indd 22 25/09/2017 09:51


release – could the fledgling genre turn out to be
little more than a flash in the pan?
“If Season played,” Daviau suggests. “I’m desperately looking
for one. I kind of want to sit down and be like,
With the format still unproven but the confidence
of Z-Man behind them, Leacock and Daviau
One is ‘The ‘Alright, let’s do this’ – let me see it from the other
side, let me see what they do differently, let me see
nevertheless started work on a proposed follow-up.
“We started Season Two six months before Season
world’s fine, what it feels like to go ‘Aaah! What’s in that box?’ I
feel like there’s all of these interesting siblings to
One came out,” Daviau reveals. “They take a long time
to make. It was a little bit of, ‘Well, let’s get started and
can you save legacy games that are all different and all sort of
elbow out the idea and push it in new directions, but
get into it and come up with some ideas, then when
Season One comes out we’ll have more feedback of
it?’, we said: I haven’t played one that’s just what we did but with
a different game.”
what worked and what didn’t.’ We didn’t want to be
starting right after it came out and just be reacting
‘The world is Pandemic Legacy: Season Two is the true successor
to Leacock and Daviau’s masterpiece, but it too
to what everyone said. If it was good, do more of the
same, if it was bad, run away from it. We wanted to
not fine, it’s moves away from many of the gameplay elements
pioneered in the first game.
have some ideas in place before it came out so we
were unaffected by the reaction to it. Once we started
already just “I guess it was easier in some degrees and harder
in others,” Leacock says of the design process. “It
reading the reviews and comments and looking at it
we realised, ‘Here were some things we could’ve done
about gone, was easier that we had a structure to work with that
we had proven out with Season One, so we weren’t
better’ or ‘Here are things that worked well’, but at that
point it was more making adjustments to our idea
can you starting completely from scratch. But we also didn’t
want to repeat ourselves in the second season, so
rather than basing our idea around the comments.
“I’ve designed more games that didn’t get finished
keep it from it was a little more challenging because we really
wanted to make sure that the game was novel and
than games that do get finished. You sometimes start
ideas and either a sequel or an expansion and then the
going out?’” wasn’t just a retread of the first season.”
He pauses. “I’m trying to think if there was
first game doesn’t live up to what you thought it might. anything from Season One that was on the cutting
You go ‘Okay’, and put it to the side. In order to be timely room floor that we picked up and dusted off and put
we sometimes have to start things knowing they’re not in Two. I can’t think of anything, really. I think we
going to work out either for business reasons or just kind of came up with a new arc for Two and then
because your idea was bad. It was low risk there. It’s it was all about trying to figure out how to make
time spent, but it’s not like we invested a million everything in the game work to support that.”
dollars into Season Two before One came out.” Even gone are many of the aspects familiar
The pair had little reason to worry. Pandemic to Pandemic fans. The game board begins
Legacy was universally acclaimed and rapidly largely covered, hiding the world beneath. As
ascended to the coveted number one spot players travel around the map, they reveal new
in BoardGameGeek’s all-time board game countries and settlements, which they must
rankings, ousting Twilight Struggle after close to then attempt to help by adding supply cubes
half a decade at the top. It’s a position it holds to to each location. Unlike Pandemic’s direct battle
this day – but could its sequel be the rightful heir to against disease, Season Two begins with no cure
the throne? available – slowing down the spread, rather than
stopping it completely, is the only option.
THE RISK PAYS OFF “We basically set out to create a very close sibling or
While Risk Legacy had earned the appreciation of cousin of Pandemic,” Daviau says. “So we were starting
players but seen few games that paid a debt to its from a different underlying base game and then could
pioneering gameplay features, Pandemic Legacy go in a different direction. Because we know that
finally ushered in a new wave of legacy-style games. people played somewhere between 15 and 20 games of
Its influence can be seen in games as diverse as Season One and we had explored all the ways that base
Gloomhaven, which applies the tearing up of cards, Pandemic could go in different directions. It would be
changing world state and gradually unlockable hard to come up with new rules and ideas that didn’t
content to an epic roleplaying adventure, through feel like we were just repeating ourselves or that were
to the branching murder-mystery story of recent not as good as our first ideas, so it was important for us
Android: Netrunner expansion Terminal Directive. to start in a different direction.
That’s not to mention this year’s trend of boxed “We also ask some interesting thematic questions
escape-the-room games, which take the controversial – if Season One is ‘The world’s fine, can you save it?’,
limited lifespan of Pandemic Legacy’s one-way story to we said: ‘The world is not fine, it’s already just about
new levels, offering sub-hour experiences that result gone, can you keep it from going out?’ We turned some
in the complete destruction of their components. things on their head and said: ‘What if cubes on the
“It’s funny, there hasn’t been a straight-up legacy board aren’t inherently bad?’ We did some sort of
game like we did in Pandemic Legacy that I’ve assumption challenging right at the beginning both ▶

23

020_027_pandemicLegacyS2_v2 MJ.indd 23 25/09/2017 09:51


PANDEMIC LEGACY: SEASON 2

Travelling across the sea and discovering new


lands played a particularly prominent role in Daviau’s
divisive solo legacy project SeaFall, which saw players
setting out to explore islands in a more narrative-
driven story setting than Pandemic Legacy.
“Game designers are like anyone else who creates,
whether you’re talking about a chef who has favourite
ingredients or a musician who has favourite chords,”
he considers. “There are certain things that I’m going
to like, and I can tell you right up: exploration is one
of them. My passion for gaming got started by playing
Dungeons & Dragons and the idea of a map or what’s
thematically and mechanically to try to start from a ■ Season Two’s most striking over the next hill will always appeal to me. I started
place that felt different.” feature is its hidden map, which SeaFall before Season One, and then finished it after
Despite Season Two starting life years ago, it shares is slowly revealed by players over Season One and while we were working on Season
some similarities with recent games that Leacock and the course of each game. Two, but the idea of ‘Yeah, let’s go see what’s out
Daviau have released independent of each other. The there’ is something I’m always going to get excited
increased reliance on naval movement and proactive about. I will be like, ‘Well, I’m kind of doing it in
prevention of disease are both ideas that were seen in another game’ and then I’ll think, well, I don’t care, I
last year’s Pandemic historical spin-off Iberia, which really like it and there’s different ways to do it.
Leacock co-designed with Jesús Castro. “I’m working on a bunch of games now and I can
“It was more of a coincidence,” Leacock says. “The look and say this game has similar things to that
mechanisms aren’t all that similar between the two game. A is similar to B, B has stuff from C and C has
different games. It was interesting how the two have stuff from D. Sometimes it bothers me that they’re
similarities but really come from very different places. not all discreet and don’t run into each other, then
Often you do explore something in one game and I realise this is just the part of my career where I’m
figure out how you can twist it or shape it into another.” using these sorts of ideas together and then I’ll move

24

020_027_pandemicLegacyS2_v2 MJ.indd 24 22/09/2017 10:03


chance to integrate the rules and enjoy them, so we
then have to go back and say, ‘How do we stretch this
out and how do we shape this?’”

PANDEMIC’S LEGACY
With the magic of Pandemic Legacy hinging on
its twists and turns, it’s little surprise that the pair
responsible for plotting the shocks in store refuse to
be drawn on what players can expect.
“In my head there are three things that I
particularly like,” Daviau teases warily. “I will say
that one is a game mechanism, one is a very, very
small thing that many players will not see and may
not notice – it may not resonate with them like it did
with me – and the third is more narrative. They’re up
and down.”
It turns out that Leacock and Daviau hope to even
surprise themselves.
“There’s a lot of things I like, and Matt and I have
been done for a year, so I’m keenly looking forwards
to getting the game, opening up and going, ‘Oh right,
that’s what happens in August!’” Daviau continues.
With Season One solidified as a modern classic
and Season Two the most anticipated game of 2017,
it would hardly be unexpected for a third Pandemic
Legacy instalment to be in the works. Daviau stays
tight-lipped on the subject.
“We’re hoping for five seasons and a movie,” he
jokes. “That’s all I’m going to say. This is all about
Season Two. We recognise that there’s a desire
for more – they’re also incredibly long to make.
We don’t want to reveal the story. Maybe it’s a
two-part story, maybe it’s three, maybe it’s four,
maybe it’s five. At a certain point we won’t have the
mechanisms or the story left to tell, or there’ll be
fatigue for the players of playing again. We’ve got a
couple of different ways we may go with it, but we
don’t want to get into that – this is all about Two
right now.”
As for projects outside of their joint magnum
opus, both designers express a desire to reunite in
the future.
“There’s plenty of other things we could explore
together,” Leacock says enthusiastically. “If a
project came up that was of interest to both Rob
and I, it’d be fun to work together again. It wouldn’t
have to be Pandemic.”
“And it wouldn’t necessarily have to be legacy,”
Daviau chimes in. “That nice simple card game we
always talked about.”
With Pandemic Legacy: Season Two looking
like it will live up to the lofty expectations of its
predecessor, whatever the pair work on next –
Pandemic, legacy or otherwise – is sure to cause
waves across the tabletop. Still, fans might still
end up disappointed if they can’t tear up at least
a few cards.
“Yeah, just randomly for no reason,” Daviau laughs. ■

27

020_027_pandemicLegacyS2_v2 MJ.indd 27 22/09/2017 10:05


THE COOL OF CTHULHU
H.P. Lovecraft’s monstrous creations and tales of cosmic horror
have haunted gaming for decades. Designers, experts and fans
tell us why the master of fear continues to shock and inspire
Words by Matt Jarvis

S
tephen King, the modern maestro of investigators in reality – death and insanity are
spooky storytelling, once called H.P. typical, and direct combat often deadly – Call of
Lovecraft “the 20th century’s greatest Cthulhu’s themes opened the portal for games
practitioner of the classic horror tale”. to subject players to darker, interconnected
King’s recognition of the author in the early narratives and tougher challenges in line with
eighties neatly summed up the remarkable boom the doom-and-gloom tone of its muse.
in popularity and recognition that Lovecraft’s “Looking at the last few years, it seems that
work had experienced in the half-century nearly everyone is trying to squeeze Cthulhu
following his death in 1937, when he had into their games,” observes Call of Cthulhu line
died largely unknown by the wider public, his editor Mike Mason. “Obviously everyone is
fame confined to the small readership of pulp waking up to the fact that Cthulhu and his kin
magazines in which his stories were published. are just plain cool. I’m just glad that Chaosium
Three-plus decades on from King’s eulogy, was the first and led the way – we didn’t jump
and fast approaching the centenary of Lovecraft’s on the bandwagon, we built the wagon.”
death, it’s hard to find someone who hasn’t come Arriving less than a decade after D&D
into contact with a Lovecraftian yarn of forbidden had generated mainstream controversy for
knowledge and cosmicism – the existential fear roleplaying’s supposed corruption of youth, Call
of an uncaring, godless universe, symbolised by of Cthulhu faced an extra wave of criticism from
the fruitless struggle of humanity against celestial proponents of Lovecraft’s prose. Among its
beings of incomparable power that appear in so early detractors was a “highly skeptical” Joshi.
many of Lovecraft’s tales. Netflix series Stranger “I thought, without actually knowing much
Things, horror movie The Void and PS4 video game about it, that the RPG had ‘dumbed down’
Bloodborne are just a few of the more-admired Lovecraft’s richly textured and complex fiction
efforts to pay homage to Lovecraft and his distinct to the level of cheap entertainment; I also didn’t
flavour of cosmic dread in the last couple of years. care for the fact that creations from Lovecraft’s
Noted Lovecraft scholar, bibliographer successors were intermingled with Lovecraft’s
and literary critic S.T. Joshi admits that even own creations,” he recalls. “But it turns out that
he is “constantly stupefied” by the author’s many of those who use this RPG and others like
ongoing popularity. it have in fact been drawn back to Lovecraft’s
“I cannot think of a single writer from his fiction, so that Lovecraft’s own writings are
era who has infiltrated both ‘high’ and popular the beneficiary of this ever-expanding interest
culture the way he has,” he explains. among those who initially may not have had
While Lovecraft’s presence in film, TV and any familiarity with his work.”
games has ebbed and flowed over the decades, Call of Cthulhu sowed an interest for Lovecraft
his work has remained consistently popular in gaming that blossomed into the obsession
on the tabletop, with dozens of board, card, that continues today. A proposed Call of Cthulhu
roleplaying and miniatures games inspired board game emerged in 1987 as Arkham Horror,
by his oeuvre released every year. While the which later sparked the creation of Fantasy
unrelenting barrage of Lovecraft adaptations and Flight’s successful Arkham Horror Files franchise,
spin-offs has become somewhat of a running uniting Eldritch Horror, Elder Sign, Mansions
joke (and, at points, gripe) among players, of Madness and last year’s Arkham Horror: The
several tabletop takes on Lovecraft remain Card Game. Call of Cthulhu is now on its seventh
some of the highest-regarded games of all time. edition, and has given rise to roleplaying spin-offs
The first major Lovecraft game to hit the including Trail of Cthulhu and Delta Green. That’s
tabletop was Call of Cthulhu, an RPG designed without mentioning the innumerable standalone
by Sandy Petersen and published by Chaosium original and derivative games to have emerged
in 1981. As well as innovating on the roleplaying as Lovecraft’s name grew in stature.
staples established by earlier titles such as “A great number of the games that followed
Dungeons & Dragons by grounding its human were more inspired by the Call of Cthulhu RPG ▶

28

028_032_cthulhuInGames_v2 MJ.indd 28 22/09/2017 10:17


■ Above: The cover artwork from
Fantasy Flight’s The Lord of the
Rings: The Card Game.

■ Below: The Lord of the Rings:


The Card Game is a living card
game, and has been continually
expanded with new stories
and characters – both from the
original material and brand new
creations – since its release.

29

028_032_cthulhuInGames_v2 MJ.indd 29 22/09/2017 10:18


THE COOL OF CTHULHU

shown until the reader is emotionally prepared,”

“Game designers are more says Joshi. “Moreover, many of Lovecraft’s stories
are first-person narratives, meaning that the

intuitively aware of the reader is simultaneously viewing and vicariously


participating in the events as they unfold.

potential of Lovecraft’s These features would seem to lend themselves


naturally to games of all sorts, and I suspect

stories than film-makers game designers are more intuitively aware of


their potential than film-makers have been.”

have been.” Tabletop titles may offer more potential to


capture the enthralling spirit of Lovecraft’s work,
but that hasn’t stopped some designers and artists
from taking advantage of the author’s growing
than by the original short stories, I would argue,” custom decks and replay completed scenarios as adulation. Most egregious is the widespread
suggests Yves Tourigny, creator of Arkham Noir, a variety of characters with individual loadouts, use of the author’s best-known creation,
a series of card games that reimagine Lovecraft veering down different storyline branches. It tentacle-mouthed Great Old One Cthulhu, who
tales as Chandleresque detective mysteries. may seem an ill fit with the guided nature of pops up in just about every form imaginable in
“When Call of Cthulhu was released nobody Lovecraft’s writing, but the traditional and modern pop culture – a darkly fitting modern state for
had heard of Cthulhu or Lovecraft, except for a mediums aren’t as incompatible as first appears. the iconic subject of fictional mass cult worship.
minority of people who had somehow managed “His tales are supremely well crafted as Even games that do venture beyond Cthulhu
to find and read a Lovecraft story,” Mason narratives, proceeding dynamically from a often end up including a similar line-up of
agrees. “The game’s release certainly helped to quiet beginning to a cataclysmic ending, with monsters, making previously lesser-known
bring Lovecraft’s stories to greater attention.” the ‘monster’ or other powerful revelation not creations such as Yog-Sothoth, Azathoth and
Shub-Niggurath familiar sights while ignoring
CAREFULLY ‘CRAFTED Lovecraft’s countless other creations. The
“The oldest and strongest emotion of mankind majority of games concern the Cthulhu Mythos
is fear, and the oldest and strongest kind of – the collective name for Lovecraft’s connected
fear is fear of the unknown.” – H.P. Lovecraft, fictional universe – as a whole, rather than
‘Supernatural Horror in Literature’ adapting specific stories or singular monsters.
Like most horror stories, much of the terror “I don’t think very highly of most adaptations
in Lovecraft’s writing comes from the unknown. of Lovecraft to tabletop games, for the same
You’ll often find a Lovecraftian protagonist reason that I don’t think very highly of most
recounting their experience through letters or Mythos fiction [not written by Lovecraft]: it
journal entries, hinting at a hidden secret until they completely misses the point, and far too often
are destroyed – physically or mentally – leaving a devolves into an exercise in cramming the most
warning not to follow in their doomed footsteps monsters and forbidden tomes as possible into
and to let forbidden knowledge remain so. the work in question,” slams Tourigny.
It’s a spine-chilling technique that resonates Sticking with a relatively small pool of
across the author’s many short stories – you increasingly recognisable Lovecraftian horrors,
could spend dozens of hours reading and ■ Forbidden knowledge is a key theme of Lovecraft. rather than exploring the darker corners of the
never need to revisit a single tale, preserving Mythos, regularly means that designers and
the dread and surprise of each. When it comes publishers can draw a far bigger audience to their
to a board game designed to be played time game than if they were trying to establish a brand
after time, though, it’s not quite as easy. new setting or use a more generic horror dressing.
“For tabletop designers, this is a tough cookie “The alien monsters and gods in Lovecraft’s
to crack,” confesses Arkham Horror: The Card writing are unique and genuinely ‘different’ –
Game co-creator Matt Newman. “After all, you they are things of nightmare that make no sense
buy a $40 game, open the box and know what’s to a rational mind, which sets them apart from
inside. You can see it right there; you can even your everyday monsters we know loads about,
read all the cards before you play. The question like vampires, werewolves and zombies,” Mason
of how we make players feel the same way proposes. “Thus, not only are we surprised and
readers did reading these stories for the first horrified due to their ‘difference’, but we also face
time is one we constantly seek to answer.” an unknown challenge with uncertain outcomes.
Arkham Horror: The Card Game demonstrates “In terms of game design, they present
just one such attempt to sustain excitement and plots and challenges quite different to many
fear. Adopting the living card game format, where tabletop games. As a designer, you are trying
periodic expansions introduce new cards and in to engineer plots that build a mystery and
narrative arcs, the title allows players to create ■ Don’t expect many happy endings. suspense, which harkens back to Lovecraft’s

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■ The Cthulhu Mythos unites THE WEIRD AND
many of Lovecraft’s creations THE WONDERFUL
in a single shared universe. Enjoy Lovecraftian games on
the tabletop but haven’t actually
read any of his stories? Here’s
a selection of classic tales you
should consider checking out.
Like Call of Cthulhu
RPG? Read The
Call of Cthulhu.

Like Mansions of
Madness? Read
The Shadow
Over Innsmouth.

Like Eldritch
Horror? Read The
Dunwich Horror.

Like Mountains of
Madness? Read
At the Mountains
of Madness.

Like Lovecraft
Letter? Read The
Cats of Ulthar.

Like Arkham
Horror: The Card
Game? Read The
Colour Out of Space.

Like Delta Green?


Read Herbert
West–Reanimator.

stories. The inevitability of your destruction is all about fear of the unknown, so it would across to the flourishing medium. Although
and humanity’s insignificance in the cosmos be doing the Mythos a disservice to not throw the horrifying treatment of certain people and
are strong themes, allowing designers to craft some unknown factors into the mix.” cultures is completely absent from games such
plots with a huge breadth – from the personal as Call of Cthulhu and Eldritch Horror, some
to the epic, and all points in-between. The LOVECRAFT AND HATE of the monsters and stories that their creators
source material is a rich vein of inspiration.” As Lovecraft’s writing and imaginative pull from remain rooted in abhorrent ethics – so
With Cthulhu and all of Lovecraft’s work widely monsters have continued to rise in popularity, should designers continue to further the visions
considered to now be in the public domain, anyone the more problematic personal beliefs of the of a noted xenophobe?
can turn their hand to crafting a new tale or game author have similarly bubbled to the surface. “There is no problem in using an author’s
in the extensive universe and cashing in on the Chief among these is the issue of racism, stories for inspiration even though that author
seemingly unending fervor – but it takes much although Lovecraft’s misogynist and anti-Semitic may have held obnoxious personal beliefs,” Mason
more than a name to break away from the crowd. views also rear their ugly heads throughout his replies. “Lovecraft is not the only writer to have
“As developers, we have to do our own stories. Much of the fear that Lovecraft finds in held views we would nowadays find distasteful
research, and ensure that Lovecraftian elements the ‘unknown’ isn’t just limited to cosmic horrors and downright wrong. I think most everyone is
feel and look the way they’re supposed to,” – it extends to immigrants, Jews, Italians, intelligent enough to separate out the bad from
Newman says. “Provided you’re not doing a Polish people, Mexicans, women, people of the good, and draw out the elements of the stories
parody work, it’s not enough to just slap a monster colour and many other races and creeds. that make for engaging plots and adversaries.
on a card, name it ‘Shoggoth’ and call it a day. Lovecraft’s attitudes towards race have been Lovecraft’s racism isn’t pleasant and shouldn’t be
“That being said, working within the a controversial talking point for literary critics ignored. His stories, however, are influential and
confines of the Mythos still allows for a lot of for decades, but his growing celebrity on the groundbreaking science fiction and horror from
creativity to shine through. Lovecraft’s work tabletop has brought the conversation back which ideas and concepts can be drawn.”
In early 2015, newly-founded publisher
Monolith raised $3.3 million on Kickstarter for

“The human race is its debut title, a board game adaptation of Conan
the Barbarian. Conan’s creator Robert E. Howard

beginning to comprehend our was a friend of Lovecraft and influenced by the


Cthulhu creator’s strongly-held views on race,

insignificance in the universe, many of which he shared.


Upon release last year, Conan ignited

a fear that Lovecraft explored controversy over its troubling portrayal of women
and perceived stereotyping of Chinese and Native

and one that is very ‘current’.” American culture in its fantasy races of the Picts
and Khitai. Monolith defended the representation
as faithful to Howard’s original short stories, ▶

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THE COOL OF CTHULHU

■ Horrors that emerge


from the sea are a
favourite of Lovecraft.

but the upset and debate over whether the board “In my estimation, far too much has been fear that Lovecraft explored and one that is very
game was appropriate continued. made of Lovecraft’s racism – which is only one ‘current’ in today’s world,” Mason says. “Games
Unlike Conan, in most cases Lovecraft’s relatively small aspect of his overall life and based upon these concepts somehow ring true
own racism has been separated from the thought, and much less significant than some and make them more impactful, and also allow
transformation of his work into games. Some other facets that could be mentioned,” he offers. us, within the games, to make some measure
designers have gone one step further by actively “Nevertheless, we do have to face the fact that of resistance. While we can’t always control the
seeking to combat the history of hatred lurking Lovecraft was a racist, even though he was a lot world around us, we can find some sense of
in the background of Lovecraft’s original texts by of other things as well, and even though many accomplishment through narrative storytelling,
updating, replacing or even introducing brand other writers and other prominent figures of otherwise known as roleplaying games.”
new elements into his stories. his era were also racists. But a fair-minded Believe it or not, there may be a limit to how
“Lovecraft’s works, as inspiring and examination shows that racist elements enter many people take comfort in a universe full of
successful as they are in some aspects, are into his fiction only in passing, and there is no alien creatures, murderous cultists and deities
deeply problematic when it comes to race and particular reason why game designers should seeking the destruction of all humanity. So
gender,” says Tourigny. “I’ve taken the liberty place undue stress on these elements. while it may seem that the unstoppable wave
of ‘casting’ African-Americans in some of the “It is true that in some stories the ‘heroes’ of Cthulhu spin-offs will eventually lead to a
depictions of the characters from his stories – appear to be white males while the ‘villains’ maddening flood of disposable Lovecraft tie-ins,
Walter Gilman and Frank Elwood, for instance are alien races; but in other stories, Caucasians it’s more likely to remain the current balance of
– as a way to ensure more diversity in the don’t come off very well either! And Lovecraft’s first-rate games and reskinned side attractions,
representation. I even imagined Arkham Noir as cosmic entities are so otherworldly that they with designers continuing to reimagine
possibly depicting only African-Americans, to cannot be associated, even symbolically, with Lovecraft’s worlds for a new generation until the
add even more significance to the game’s title, the ‘foreigners’ whose presence in American writer finally falls out of fashion.
but I felt that gimmick might be a bridge too far.” society troubled Lovecraft. There are, in fact, no “Cthulhu is not by any measure a
“We’ve seen, in recent years, authors taking true ‘heroes’ and ‘villains’ in Lovecraft’s stories ‘mainstream’ thing,” Mason continues. “It
Lovecraft’s creations and repurposing them at all: the whole of humanity is doomed!” remains niche and, while there does appear to be
to directly address and turn upside-down a preponderance of the world ‘Cthulhu’ on any
Lovecraft’s personal racism,” Mason adds. GREAT OLD ONE? number of card and board games, most gamers
“Modern game designers are likewise drawing 2017 marks 80 years since Lovecraft’s death. are shrewd enough to know when the name is
inspiration from Lovecraft in a similar way.” Next year, The Call of Cthulhu – and its being used purely to shift a few more units.”
With diversity a hotter topic than ever when it eponymous monster – will turn 90. Lovecraft For those entranced by weird tales of
comes to entertainment as a whole, and especially and Cthulhu fatigue often seems to be at an all- undead gods beneath the sea, lost ancient
in gaming, the treatment of Lovecraft will almost time high among gamers, yet new instalments cities and unimaginable horrors from outer
certainly remain a much-discussed subject in the ever-widening Mythos are still regularly space, there’ll be no shortage of the strange to
for years to come. Joshi insists that designers received with critical plaudits and the devoted dive into for a long while yet.
should be inspired by the inventive storytelling audiences to match. In fact, it might be that the “So far, those interested in Lovecraft seem
and universe-building that continues to engross king of cosmic horror and existential dread has to be devouring all these products with relish
readers and players, and not be saddled with the never been more in vogue. and show little sign of having reached their
politics of a bygone era – whether they’re accurate “The human race is beginning to comprehend limit,” says Joshi. “So let’s ride the wave as
to Lovecraft’s work or not. our insignificance in the greater universe, a long as we can!” ■

32

028_032_cthulhuInGames_v2 MJ.indd 32 22/09/2017 10:18


Launches at the
Derby Worlds Wargaming Show
7 th October 2017

A tabletop game for


2 or more players
Fun for all
the Family

www.derbyworlds.com
info@derbyworlds.com
01206-869467
0800-6126-430
Play on any one of 19 different Derby Worlds!
Choose from Shifty EC, TooDee, All-Estry,
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@DerbyWorlds
p033.indd 1 19/09/2017 11:43
AN INTRODUCTION TO…

KING OF
TOKYO
TOKYO
Richard Garfield’s city-smashing games are
glorious monster mayhem from Japan’s capital
to the mean streets of the Big Apple. Join us
in the fray as we fight to crown a new kaiju
Words by Matt Jarvis

W
hen it comes to the best big movie of countless
monster, there are only two real kaiju – the
answers: King Kong or Godzilla. Japanese term
The Beatles-or-The Rolling Stones debate of for giant monsters
the cinematic world has raged on for decades – since. That is, until
since the enormous ape and gigantic lizard first the beasts decide to
stomped onto the silver screen, with the two cross the sea…
eventually clashing directly in 1962’s King Kong
vs. Godzilla. (Spoiler: Kong won.) Godzilla has WHAT’S IT ABOUT?
gone on to beat up other monsters, and both Although its characters are beings of
Kong and Godzilla have returned to screens awe-inspiring scale, King of Tokyo’s
alone in various incarnations – including gameplay is relatively compact. If you’ve ever
recent reboots of both film franchises in the played the dice-rolling classic Yahtzee, you’ll
last few years – in the time since, but the be right at home as you roll six dice in pursuit
question remains open as to which colossal of a killer combination of victory points,
creature is top of the food chain. energy, health and attack power.
Hollywood won’t take another stab at Each player and their respective monster
solving the conundrum until Godzilla vs. Kong gets three throws to keep and re-roll as
hits cinemas in 2020. Luckily, game design many dice as they like, with the final
genius and Magic: The Gathering creator result dictating their actions for that
Richard Garfield came up with a way to solve turn. Energy can be used to buy
the ultimate showdown on the tabletop all the special cards in the middle of the
way back in 2011, in the form of King of Tokyo. table, unlocking powerful moves
Okay, okay, so it’s not the actual Godzilla and abilities that fit right in with the
or King Kong trading blows in King of Tokyo, comic-book style of the clashing
but the game’s Giga Zaur and The King pay creatures, from a shrink ray or high-
clear homage to the legendary on-screen altitude drop to transformations and
beasts. It’s not just a one-on-one duel, either – the size-boosting ‘Even Bigger’ card.
the equally powerful Alienoid, Cyber Bunny, Victory points are only scored if you
Kraken and Meka Dragon join the oversized cash in three or more matching results
lizard and primate. (In the second edition of showing 1, 2 or 3 – each extra matching
the game, Cyber Bunny is Cyber Kitty instead die grants a bonus VP, which can
and the Kraken becomes Space Penguin.) be vital as you claw your way
The ultimate prize is control of Tokyo city, towards the winning total
Godzilla’s iconic stomping ground and home of 20. Of course, the other

34

034_035_introToKingOfTokyo_v3 MJ.indd 34 22/09/2017 10:22


■ Many of the monsters way to win is simply to be the last monster left Instead of scrapping over a single place in
in the games are less- standing. Easy as that. the city, each monster instead stays on the
than-subtle homages to
movie icons – including While small amounts of VP can be earned board throughout the game, but can move
two giant gorillas called outside of Tokyo, the main way to rack up your between the different districts of the Big Apple,
The King and Kong. score is by taking control of Tokyo city, which rolling the new destruction die results to
grants extra points the longer you manage to destroy buildings, which grants extra health,
defend your territory. With bigger groups – the life or energy. Squashing buildings attracts
game plays with anywhere between two and the ire of the US military, who can similarly
six players – monsters can also occupy Tokyo be crushed with the right dice rolls to gather
Bay. This is a risk-reward decision, as being bonus resources, but will also attack and deal
in the city gathers bonus VP each round and damage to the attacking monster each turn.
allows the monster to deal damage to all of While the other locations have their benefits,
their opponents outside of the city, but Manhattan is the place to be for any worthwhile
stops them from using heart die results to monster, serving as a stand-in for Tokyo as it
heal their wounds and opens them up to allows players to dish out (and receive) damage
attacks from all players. Because of this, to all of their rivals while making their way from
the kaiju controlling the city or bay can Lower Manhattan through Midtown to the Upper
choose to flee after being damaged, region, gaining more VP and energy as they go.
yielding their location to their attacker
– which can be dangerous itself for HAIL TO THE KING
a weak monster forced to dish out King of New York isn’t the only follow-up to
damage by unfortunate rolls. King of Tokyo. Expansions for both games
It’s not a complicated game, but have been released over the years (including,
the simple dice-rolling mechanics rather confusingly, two different add-ons
and bright, fetching visuals – not both called Power Up!) that introduce
to mention monsters the size additional characters, power cards and
of skyscrapers punching each gameplay elements, such as the ability to
other in the face – have made evolve and unleash extra powers.
it a favourite for many players A special Halloween pack for King of Tokyo
– as well as a popular gateway added in two spooky monsters and their
introduction to the world of board mutations, plus some suitably witchy black
games for newcomers. and orange dice and the amusing concept
of costumes for the monsters, which can
MONSTERS TAKE MANHATTAN be worn for extra powers but torn off at any
King of Tokyo proved so popular when it was moment by a jealous opponent.
released in 2011 that Garfield soon followed up Cards specific to King of New York have
with a sequel, 2014's King of New York in 2014. included promos with landmarks and famous
As the name suggests, the city of choice buildings, including the UN headquarters,
this time is King Kong’s adopted home of Trump Tower and Washington Square Park.
New York – if that wasn’t obvious enough, a As with the main games, many of the
character called Kong rounded out a brand expansions can be mixed and matched
new roster of six monsters, including Captain to work with both Tokyo and New York,
Fish, Sheriff, Mantis, Rob and Drakonis, who meaning it can be worth picking up both
could be used alongside the original King of boxes if you try one and enjoy it.
Tokyo characters in either of the games.
While King of New York is similar to King WHY SHOULD YOU TRY IT?
of Tokyo in a lot of ways – players are again Both King of Tokyo and King of Tokyo feature fun
rolling dice to try to collect 20 victory points as massive as their movie inspirations. They put a
or be the last monster standing while making quirky, comic-book spin on the simple-to-learn,
use of power cards – it makes a number of quick-to-play gameplay of Yahtzee, with the extra
changes to its older sibling’s gameplay. powers and abilities providing plenty to enjoy as
The most notable is the idea of ‘fame’ you roll dice and send buildings crumbling.
– because everyone knows that being the There’s a lot to love in the easy-going games,
biggest, baddest monster is pointless if your and they’ll finally let you work out which
personal brand isn’t on point. A new star die cinematic titan would come out on top in a
face allows players to gain the ‘Superstar’ duel – although you’ll probably end up having
card, which earns extra VP on future rolls so much fun you’ll forget the silly reason why
until another player steals the spotlight. you started playing in the first place. ■

35

034_035_introToKingOfTokyo_v3 MJ.indd 35 22/09/2017 10:23


THE MAKING OF...

MAGIC
MAZE How a Danish former phone app developer came up
with the year’s most original board game and proved
that, even at the tabletop, silence is golden
Words by Dan Jolin

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036_040_theMakingOfMagicMaze_v2 MJ.indd 36 22/09/2017 10:28


I
t was in April that Kasper Lapp first front of a player as a way of letting them know SILENT BUT DEADLY
realised just how big his Magic Maze was they may be missing a trick. It is, as Vasel Just three years ago, Lapp couldn’t have
getting. First, the 37-year-old Danish enthuses, “bonkers fun”. felt any further from that community. He
designer received word that his real-time Not bad for your first game. But it gets grew up in the sleepy suburban town of
co-operative title – the first game he’d ever better. The following month, at the urging of Birkerød, just to the north of Copenhagen.
published – was the ‘HIT’ of 2017’s ultra- Magic Maze’s Belgian publisher Sit Down! Despite designing games as a hobby (“Never
exclusive Gathering of Friends convention. Games, Lapp logged on to the nominations Eurogames,” he says, “it was always something
That word (caps and all) was used by Dale page of the Spiel des Jahres site. There, in with fighting.”), he never thought it would
Yu, editor of The Opinionated Gamers, who the main category, nestled between Reiner become a career – mainly because he didn’t
took a copy of Magic Maze to Alan Moon’s Knizia’s The Quest for El Dorado and Bruno then know anybody else who did it, and had
Niagara Falls-based, invite-only shindig Cathala’s Kingdomino (which ultimately no notion of how to get anything published.
and urged everyone he could to give it a go. won), was his game. He’d been told by Sit Instead, he tried carving a career in the
(Yu’s copy was “well worn” by the end of Down! it might have a chance of receiving video games industry and spent a few years
the convention, he blogged, “and has been a nod from the voters of the world’s most reskinning old arcade titles for Nokia and
constantly in play”.) coveted gaming award, but hadn’t believed Sony Ericsson phones, until he resolved
Then Tom Vasel posted his review. It was them. For the one and only time during our to pack it all in, move to the big city of
nothing less than glowing, with the Dice conversation, the softly-spoken designer Copenhagen and become… a children’s
Tower co-host admitting he’d owned the raises his voice. “I just went WHOA!” he yells author. But that didn’t quite work out either.
game for a while, but previously dismissed it happily. “I think I shouted. It was a great “It turned out really hard,” he admits. “I
at a glance as just another tile-shuffling maze experience being in Germany for the awards haven’t totally quit, but I have given up living
game. Then, at a convention (the very same ceremony. Very interesting, kind of suddenly off that.”
Gathering of Friends, Lapp believes), Vasel being part of a community.” While in Copenhagen, however, he
had the box waved in front of his face and encountered other designers and realised
was urged, “You gotta play it.” Soon, he was
as smitten as Yu, slapping a Dice Tower Seal “I’ve had people that perhaps the idea of getting a game
published wasn’t so crazy. So, while at the
of Excellence on the game.
“I think that was my favourite moment coming up to me 2014 Fastaval gaming convention in Hobro,
Denmark, he decided to try out a “gimmick
with Magic Maze,” ,” says Lapp now. “It meant a
lot to me that he actually liked it.” and saying, ‘You game” he’d been quietly formulating in a
contest that required entrants to develop
Vasel and Yu are far from alone. They aren’t
the only ones impressed by the way that, owe us a table! and present a novel idea during the course
of the weekend. “Now is the time to make
despite an arguably silly theme, the game
grips you, thrills you and, most importantly, You destroyed this weird little game I’d thought of,” he
said to himself.
feels like nothing you’ve played before.
Requiring players to work simultaneously our table!’” “I wanted to make something different
for this competition,” he recalls now, “but
to help four fantasy heroes execute a race- I didn’t think it would be a game for a
against-time raid on a shopping mall (!) for wider audience.”
their questing equipment, the closest thing The core idea was that each
it comes near to is Vlaada Chvátil’s 2008 title player doesn’t have a
Space Alert – a game that Lapp admits was his specific pawn to move
biggest influence. around a map, but
“It taught me both that you could have a rather a group of players
co-operative game and that you could have a simultaneously co-operate to
game in real-time,” he says. “I couldn’t have move all the pawns, with each
made Magic Maze without it.” player only having access to
But even then there’s a key difference: a very limited set of actions
crucially, Lapp’s rules require every player that can be applied to the
to co-ordinate their efforts in silence. The pawn of their choice, at
only time your group is allowed to confer is any time.
at the start of the game, before a single hero “And then I thought to
pawn has been touched, and every time the make that challenging, it
three-minute sand timer is flipped to extend has to be in silence.”
the play time (by placing a pawn on a specific So he tried it out, unsure
sand timer icon space), though silence has of how other gamers would
to fall again once the pawns are back on react. After all, for most of
■ Magic Maze
the move. Other than that, the only kind of us the tabletop experience is
creator Kasper Lapp
communication allowed is intense staring, or embracing the magic of one that’s almost inherently
plonking a big, red ‘Do Something!’ pawn in his game. verbal – especially if you’re ▶

37

036_040_theMakingOfMagicMaze_v2 MJ.indd 37 22/09/2017 10:28


THE MAKING OF…

to move robots around a spaceship, pick up HEROES WELCOME


weapons and put them in good positions to Apart from the core mechanism, Lapp threw
shoot at invading aliens. It was built in these everything out and started over. Gone were the
two phases where you have one minute to Space Alert-ish sci-fi elements, leaving Lapp
plan – during which you can talk – and then with just a themeless idea of a group going
one minute to resolve the plan. So it was a into a labyrinth and, as he puts it, “trying to
kind of puzzle game where you had to find get something”. Surprisingly, despite spending
the correct positions in which to put the his youth playing RPGs and even LARPing (“I
robots. It was a very complicated game. Way used to run around in the forests being dressed
too complicated.” up as a knight.”) the fantasy setting wasn’t
Despite this, Lapp won the competition something he came up with himself. So sadly
and realised that maybe, possibly, finally he the ‘heroes on a shoplifting spree’ concept
could get a game published. So that October was not based on a true story of Danish LARPy
he took Hivemind to present at the Essen shopping-centre misbehaviour…
Spiel fair, but not before he’d sent it to Sit Rather, it was the Sit Down! team which
Down! to see what they thought. Suffice to suggested it to him, having brainstormed it
playing a co-op title, the kind of game Lapp say, they were impressed, and snapped the during the long drive back to their hometown
enjoys the most. (“Because I’m a very bad loser,” game up almost immediately. after the Festival International des Jeux de
he laughs.) You talk strategy with your fellow Above all, says Sit Down!’s Laetitia Di Cannes, in France.
players, argue tactics, share insights. Lapp’s Sciascio, it was “the non-communicative “We brought up a lot of ideas and
strange little puzzle game took all that away. But communication” element that hooked them: immediately dismissed most of them,” says
even so… “I noticed that people were actually “There was something in the expression of the Di Sciascio. “We didn’t want to make another
having fun. There was this happy, fun frustration players who couldn’t communicate, but who dungeon crawler; as this game is unusual and
in their faces, because they had to communicate were still trying to express something. It brings a a bit off-the-wall we needed a theme that was
without really communicating. I realised there lot of feelings that are uncommon in games, and also unusual and that would fit the mechanics.”
was something good about the game. So I kept a very special atmosphere.” The way its silent What her team did was try out a process
working on it.” approach discouraged alpha players was a plus they’d honed during their days in advertising,
Lapp won the contest and the next year point, too, she adds, “but not the main one”. which she explains “involves bringing
returned to enter Fastaval’s main board game Sit Down! did ask if Lapp might consider together two things that have nothing in
competition with a full-on prototype for streamlining the mechanism a little. “I think common in order to create a new element
his silent, turnless co-op concept. Except it they said, ‘so you can sell 10,000 instead of that conveys the idea we want”. The two
wasn’t Magic Maze. Not yet. 1,000 copies’. And I thought: ‘Well, that sounds winning and seemingly unconnected
“The game was called Hivemind and it was good,’” he recalls. But he didn’t merely simplify ideas, of course, being fantasy heroes and a
a bit different then,” he explains. “You had Hivemind. He completely reconstructed it. shopping mall.
“We knew that fans of medieval fantasy
would probably hate it,” Di Sciascio admits,
“but it’s not a big deal, as nothing can
pretend to be appealing to everyone. The
most important thing is that players have
fun, and as you can see in the illustrations
[ultimately conceived by Belgian cartoonist
Gyom] we love nonsensical humour.”
Lapp loved it, too. “It would have been
too ordinary to just have some heroes in a
dungeon,” he thinks, and he appreciated the
way Sit Down! felt his unique mechanism
deserved a unique theme. He did add some
final touches, though. “I figured it should be
the heroes from Hero Quest.” — i.e. barbarian,
mage, dwarf and elf – “That was my favourite
game when I was young, so I made it exactly
those heroes.” He also felt it would be a little
dull if the heroes were merely on a shopping
trip. “So I suggested the story about the
adventurers having lost all their equipment
and needing to retrieve it.”
There was a question as to whether it was
immoral to have the characters shoplifting,

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036_040_theMakingOfMagicMaze_v2 MJ.indd 38 22/09/2017 10:28


but Lapp and Sit Down! stuck with the idea Lapp truly values the playtesting process
regardless. After all, reasons Di Sciascio, it’s as a way of ironing out design wrinkles.
no worse than “killing, dominating people For example, Magic Maze originally had
and ruining your opponents, as we do in a mechanism whereby players needed to
many other games. Games are made for place colour-coded doors on
doing what we can’t in real life, right?” the tile edges in order for
players to flip and add new
NEGOTIATING THE LABYRINTH tiles via the placement of
During our conversation, Lapp makes a a correctly coloured pawn
confession: he’s not actually very good at (the elf being green, the mage
Magic Maze. purple, and so on).
“I’m really bad at real-time games,” he “It was very complicated
reveals. “I’m not a quick thinker and I have a because players had to remember
tendency to AP – analysis paralysis – so that’s to actually put these doors on
very annoying, both to me and other players, if the tile and then remove them
I’m sitting there and can’t make up my mind.” when the right hero came
However, like his playtesters and most who around and opened it. And if
have tried out his game ever since, he enjoys the they forgot to put them on,
challenge. “If there’s a timer running I just have it was only a good thing for
to do something. It’s fun to try and think quickly. them, so it was easy to cheat.”
That’s why I like real-time co-operative games.” It was at the suggestion of
There is an advantage, he feels, to not a test player that Lapp removed
being that good at your own game during the the doors and simply added
design process. a colour-coded exploration
“A game has to work with bad players as space. “I just went, ‘Whoa, that’s the solution
well, so I don’t think it’s a disadvantage. It I’ve been waiting for.’ It was so obvious.”
also means I can play along even though I’m His greatest challenge, however, was
the one making the game. I can still fail.” nailing the rulebook. Hardly surprising, ▶

■ The constant pressure of the game’s three-minute sand timer means


that players can’t hang around, leading to some of Magic Maze’s
funniest moments – especially as the group isn’t allowed to talk.

39

036_040_theMakingOfMagicMaze_v2 MJ.indd 39 25/09/2017 11:46


THE MAKING OF…

when you consider that the game is, in Lapp’s THE NEXT LEVEL
words “so strange”. As players, we can usually Like most successful
fall back on our knowledge of previous, games, Magic Maze is a
similar titles to ease us through a rulebook. If work-in-progress. When
you know Agricola, for example, then you’ll we speak, Lapp has just
click into Lords of Waterdeep very quickly. sent the game’s first
But if you’re coming to Magic Maze cold, expansion, Maximum
you’ll be double-taking your way through its Security, off to production.
entire ruleset: the fact that there are no turns, “It introduces security guards,”
no talking, no specific pawn for each player… he explains. “So instead of making
Lapp’s background in computer game the mall bigger, I’ve made it more complex.
design helped a little here. During playtesting You have to move the security guards around
he realised new players would need to be as well, so it becomes more of a puzzle.”
eased in gently. So he conceived different He’s also working on a version of the game
scenarios for each (roughly 15-minute) play for younger children. “It’s not just Magic
session – effectively levels, like you’d find in Maze made simpler, it’s kind of a new game “I’m also trying to make a pirate game,” he
an arcade game or Mario-like platformer. also.” There will be no exploration element, adds. “A semi-co-op game where you have to
The first seven of these introduce the rules rather a selection of pre-made boards. “But sail the sea and loot, but you’re on a sinking ship
gradually. In fact, the very first scenario even the new challenge instead is that there are so there’s only a limited time to get the treasures
allows talking. some animals on the board, so you have to you want. You have to negotiate with the other
“There should be a gradual difficulty puzzle your way around them. And it’s going players about where you’re going to sail and
rising,” says Lapp – something that was also to be very much from the bottom up. You can there’s constant mutiny, where the captain
important because, he noticed, “players get add one rule at a time, and of course it starts can be replaced if you don’t agree with him.”
better at the game so quickly”. much easier than the other game. Though it Thanks to his weirdest-ever idea, the quiet
Anyone who’s experienced Magic Maze can still get very difficult…” guy from small-town Denmark is finally
will have noticed that, after some initial It’s interesting that, as challenging as it making a living from the hobby he loves most.
blunders you can reach a point where you all can be, Magic Maze never becomes all-out There is no doubting that Magic Maze has
silently lock in to its play flow and find the stressful. Why exactly is that? “It must be changed Kasper Lapp’s life. People no longer
game’s rhythm. It’s oddly exhilarating. something to do with the silence, I think,” think he’s living “in a dream world” when
“If it was just win or lose, then players answers Lapp. “That people cannot yell at he talks about having a career as a game
would lose, lose, lose and then win, win, win you. That might be it. Although they can put designer. And as happy as the rave reviews
forever. So the challenge had to be upped the ‘Do Something!’ pawn in front of you. and Spiel des Jahres nomination make him,
all the time. And then it might as well be That can be pretty stressful. I’ve had people he’s above all gratified by the way regular
increased by adding rules.” coming up to me and saying, ‘You owe us a gamers have embraced his strange creation.
There is one element which still nags at table! You destroyed our table!’ Because they “Seeing people play Magic Maze is so
Lapp, though. A rule which he’s noticed have put it down so hard that it’s made marks good. I’m proud of it,” he beams. “Though I
players are still misunderstanding: namely, on their table,” he laughs. don’t know if I’ll be able to ever make such
the vortexes. These magical teleporting spots, Lapp has other ideas he’s working on, a game again. It’s such a new game. I think I
colour-coded for each hero, enable players too – other than his Magic Maze progenitor was lucky to come up with it.” ■
to take tile-hopping shortcuts (at least until Hivemind, which he’s re-developing as an
every hero has made it to their respective upcoming hardcore variant. One of those
shop, at which point things get tougher). ideas even involves noise, being a themeless
“The thing with the vortexes is you don’t real-time co-op party game that positively
have to be standing on a vortex of your encourages shouting. “It’s coming out next
colour to move to another vortex,” Lapp year with Amigo Spiel,” says Lapp, though he
emphasises. Rather, you can pick up the says it’s yet to be titled. (“The working title
relevant pawn from any space and move was Photo Safari.”)
it to a vortex space. It’s a rule he even had
printed in bold. “You really have to yell it
in order to make players understand,” he
sighs. “That’s actually been the most difficult
thing to make players understand. And I
think it’s very important because the vortex
is not really that useable if you have to be
on another of the same colour.” He makes a ■ The maze
is made up
request: “It would be great if you could put it
of various
in the article, because I really want to get the shopping
word out, so people understand.” mall areas.

40

036_040_theMakingOfMagicMaze_v2 MJ.indd 40 22/09/2017 10:28


Will you survive?
The world we knew is gone.
The world of commerce and frivolous
necessity has been replaced
by a world of survival and responsibility
responsibility.
The hit series comes to life
on the tabletop!
Fast-paced head-to-head action!
Highly detailed collectible
miniatures!
www.manticgames.com

The Walking Dead is © 2017 Robert Kirkman. All Rights Reserved.


The Walking Dead™ (including all prominent characters) and The Walking Dead logo, are trademarks of Robert Kirkman, LLC.
Skybound is TM and © 2016 Skybound, LLC.

p041.indd 1 25/09/2017 09:23


RISK REWARD
As the most famous strategy board game of all time turns 60 years old, we take a trip through its
many revisions, regional variations and reincarnations, from the shores of Westeros to the final frontier
Words and pictures by Selwyn Ward

I
t may not have quite the same popular of dice. However, more often than not, standard Risk board as Kamchatka. When
name recognition as Monopoly, but Risk probability will favour the attacker because Alaskan governor and vice-presidential
is surely the world’s best-known strategy the attacker will usually have put themselves candidate Sarah Palin was reported to have
board game. Originally invented by the in a position to roll one more die than the claimed she could see Russia from her
Palme d’Or- and Oscar-winning French defender. When they do this, the attacker has kitchen window, it may have been the cause
film director Albert Lamorisse, the game is a significant advantage because only their of mocking merriment in the United States
now celebrating its 60th anniversary. It first highest two rolls are compared with the two but it came as no surprise to me.
appeared in 1957 in France as La Conquete dice rolled by the defender.
du Monde (The Conquest of the World). For many of us, Risk was our first ‘serious’ GETTING RISQUÉ
The game was bought by Parker Brothers board game. We can surely all remember A succession of rule variations over the years
in 1959 and published first as Risk: The seizing and reinforcing Australasia in the have helped to keep Risk interesting. These
Continental Game and then as Risk: The hope of creating an impregnable base for include alternate setup rules, differences in
Game of Global Domination. our armies. There is genuine strategy in the use of cards to draft additional armies,
Risk is so well-known that we hardly need optimising attacks and defence, and, in the introduction of ‘capitals’ (starting
to explain the rules of play here: in the basic games with several players, there can be positions to be protected from capture by
game, a map of the world is divided into 42 elements of diplomacy as players negotiate opposing players) and the adoption of ‘secret
territories unequally distributed over six and form unofficial alliances. missions’ (concealed individual objectives
continents. Players occupy territories and I would not want to make exaggerated that give an instant win when achieved). The
accumulate armies with the aim of capturing claims for the educational value of the secret missions typically involve capturing
neighbouring regions and eliminating game, but I am sure that I cannot be the only two specified continents, eliminating a
other players. Combat is by dice roll, with person who learnt their world geography by specific opponent or occupying a set number
the attacker rolling one fewer die than the navigating their way around the Risk board. of territories each with two or more armies.
number of armies they have in a territory, up It was only through playing Risk that I can It has been the secret mission cards, in
to a maximum of three. If the defender has even now immediately pinpoint the location particular, that have given a new lease of
two or more armies on a territory, they roll of Irkutsk. It was the lines of connection that life to the game. Prior to their introduction,
two dice. The defender wins tied rolls, which enabled armies to move between the eastern Risk invariably involved player elimination:
means that probability favours the defender and western edges of the board that taught if a player was eliminated, their cards – and
when each player rolls the same number me that Alaska borders what is shown on the therefore extra armies – would go to the

42

042_045_riskAnniversary_v2 MJ.indd 42 22/09/2017 10:31


player knocking them out. This meant the transpose the game way beyond the routine Official tie-ins have included a plethora
player in the weakest position was always confines of planet Earth. Avalon Hill’s Risk of television series and video games, as
highly likely to be targeted by the stronger 2210 AD and Risk Godstorm extended the well as movies. Amongst others, these have
players. In contrast, with mission cards, game into space and classical mythology. given us Risk: Transformers, Risk: Halo, Risk:
players may well have a vested interest in Both games are organised across a finite StarCraft, Risk: Mass Effect and Risk: Game of
bolstering weaker opponents and keeping number of rounds during which players are Thrones. The latter, in particular, will probably
them in the game because they may fear that seeking to accumulate victory points. Limiting come as no surprise: fans of the books and
their elimination could be the secret victory the game, in effect, to just five turns was TV series will recognise the obvious parallels
condition needed by another opponent. perceived as an attempt to tackle a criticism between the struggle for supremacy in the
Though in 2015 it was seven kingdoms and the area
Pandemic Legacy that took control game at the heart of Risk.
the gaming world by storm, “Though Castle Risk triggered Risk: Game of Thrones comes
its precursor in 2011 was Risk with two boards and two sets
Legacy, which was arguably the little interest in 1986, the 21st of components. With three to
very first game in which each play five players, the houses of Stark,
directly and irrevocably affected century has seen an explosion in Baratheon, Lannister, Tyrell and
the next. To the shuddering Martell battle for domination of
horror of collectors around the exotic Risk variants.” Westeros. In a two-player game,
world who strive to keep their the Targaryens and Ghiscari
games in pristine condition, Rob Daviau that the original open-ended game could compete to control Essos. With six or seven
(the co-designer of both these legacy games) take too long. Wargame publisher Avalon Hill players, the maps and factions are combined.
insisted on players destroying cards and did not establish its reputation, however, by Turn order has always been something
defacing the world map game board. Though producing short and snappy games; even with of an issue in Risk, and this appears to be
it did not have the engrossing story arc that a five round limit, the complexity introduced especially evident in the two-player version
characterises its successor, there is no doubt in these variants meant that play rarely took of Risk: Game of Thrones. Unless ‘house rules’
that without Risk Legacy’s blazing trail, we less than three hours. are introduced to modify the first player’s
might never have seen Pandemic Legacy. advantage, then the second player will always
As we learned from one of the Bond RISKY BUSINESS find the game a very uphill struggle.
movies, the world is not enough. And so it has Over the years, numerous franchise tie-ins Inevitably, there has been a zombie variant,
proved with Risk. Though the first Risk variant have given us Risk: Lord of the Rings and with Risk: The Walking Dead – Survival
Castle Risk triggered little interest when it various Risk: Star Wars games, the most Edition. This is set on a map representing only
was published in 1986, the 21st century has recent of which, released in 2015, drifts so the south-eastern part of the United States,
seen an explosion in exotic Risk variants that far from the original game as to be barely which is where the comic book and TV series
recognisable. Reiner Knizia’s Risk Express are set. In the game’s ‘survival’ mode, players
also had little in common with the original each play one of the factions of survivors. They
game. In most cases, however, each Risk are battling each other but they also need to
variant has introduced new additional protect themselves against ‘walkers’, who are
mechanics but still follows recognisably in not controlled by a player but who form an
the tradition of the original game. existential threat. When attacking walkers, ▶

■ Opposite: The
form of Risk familiar
to most players.

■ Left: Some of the


many Risk variations
that have been
released over the years.

43

042_045_riskAnniversary_v2 MJ.indd 43 22/09/2017 10:32


60 YEARS OF RISK

players get their die roll enhanced but any omnipotent character Q as a plot device to is a visually attractive variant set at the
pieces they lose have a 50% chance of turning bring together the captains from all the various time of the Roman Empire that appears
into more of the undead. This is thematically TV incarnations of Star Trek and to pit them only to have been published and sold in
strong and offers an inventive twist to the against each other. Sadly, the publishers’ Italy. Its implementation of naval units and
underlying Risk game. licence seems to limit them to sales only in amphibious attacks, and its turnly reckoning
In 2013, we were given a Doctor Who North America, making the game currently of victory points, makes for a more tactical
edition of Risk, subtitled The Dalek Invasion of difficult to get hold of in the UK. tussle than in the ‘vanilla’ game. Risk: Balance
Earth. In this version of the game, each of the of Power tweaked the rules to better work as a
players controls not the Doctor but an army of WORLD DOMINATION two-player game, but Hasbro decided not to
competing Daleks who are bent on achieving In 2015, Hasbro took Risk to a new level market the game at all in the USA – possibly
global supremacy – a welcome return to the with the release of Risk Europe. This sets because the map for the game did not include
original theme. In addition to mission cards, the game in medieval Europe with players North America. The publisher perhaps
‘power cards’ in this edition introduce random controlling feudal kings but involves several feared that a map without North America
events that can have a significant favourable new mechanics. Actions in the game are might seem alien and irrelevant to its more
or negative effect. Doctor Who fans will card-driven, so this is an area control game parochial customers.
appreciate the fact that the illustrations on that also involves hand management.
mission and power cards draw on the original In their turn, players’ choice of cards NO END TO WAR
series as well as the more recent version, so the determines whether they will tax (collect There have been scores of unofficial
Daleks are as likely to encounter the Seventh income for the territories they control) or variants of Risk over the decades. These
Doctor’s companion Ace as they are Ninth and spend their income on weapons, troops or are area control games with elements very
Tenth Doctor companion Rose Tyler. Each castles. A second card allows for different reminiscent of Risk, to the extent that some
turn, the Doctor’s TARDIS materialises in a types of movement between territories. The would class them as ‘Risk clones’ even though
different territory, freezing for the turn any game incorporates capitals with special they do not use the name Risk in the title.
action in that location. The Doctor also acts as powers and a blind bidding phase for turn First published in the 1980s, Milton
a ‘timer’ in the game: ‘regenerating’ through order and recruiting mercenaries. It also Bradley’s Gamesmaster games, including Axis
his various incarnations from the First to the has four different types of combat unit so & Allies, Fortress America and Shogun (re-
Eleventh (the version of the Doctor when this that the traditional Risk dice resolution is released as Samurai Swords and later Ikuza),
game was published). The game ends when substantially modified. For example, in Risk clearly owe a strong debt to Risk, as do games
the Doctor’s regeneration reaches Eleven, Europe, the archers fire before the cavalry such as TSR’s Buck Rogers Battle for the 25th
which can make for a remarkably brisk game: attack, although their chance of success is Century, which was published in 1988. All of
if you play with four or five, each player may less than that of the cavalry. The net result is these games suggest the influence of Risk in
not even get a third turn! a game that can certainly trace its roots back their underlying design but each takes the
As USS Enterprise captain James T. Kirk to the original game but which players might game in a different direction. The Buck Rogers
once famously commented, “Risk is our not immediately recognise as Risk if it weren’t game is especially memorable for its use of
business”, so it seemed very appropriate in for the branding on the box. planetary orbits. This means that territories
2016 for USAopoly to publish Risk: Star Trek Some variants have been published only in constantly vary in distance from each other
50th Anniversary Edition. The game uses the specific markets. For example, S.P.Q.Risiko! in accordance with each planet’s movement

44

042_045_riskAnniversary_v2 MJ.indd 44 22/09/2017 10:32


around the sun. This becomes a key factor
as players have to take careful account of the
different planetary motions when planning
attacks and defence.
Mike Hayes first self-published his game
The Warlord in 1974. A cut-down version
was later marketed by Games Workshop as
Apocalypse, and the game has since been
republished by its designer in a limited
edition entitled Classic Warlord. This is a long
game that uses an impressively huge map.
Though there are discernible links to Risk,
this game eschews dice rolling for a novel
system requiring the attacker to secretly
select the number of armies he is attacking
with. If the defender guesses correctly, the
attacker loses that number of armies; an
incorrect guess means the defender loses
just one army. Whereas Risk traditionally
rewards a territorial gain with a card that
can be exchanged for additional armies,
Classic Warlord awards a nuclear warhead to
the successful attacker. This can be a mixed
blessing, as nuclear arms can prove to be
more a juicy target than a deterrent…
Josh Lamont’s Kickstarter-funded game
Spheres of Influence: Struggle for Global
Supremacy is another commendable example
of a game that is, in the words of the designer,
“kind of like Risk”. The game was published
in 2016. Playable by up to eight, Spheres of
Influence is at its best when played with two-
to-four players so that each controls more
than one faction. When players each control
more than one faction, they can develop a
strategy to sacrifice one faction to keep their
winning faction on top. Spheres of Influence
is a dynamic, fluid and fast-paced game. It
■ Top: Classic Warlord appears to have been designed systematically
swaps Risk’s dice-based
combat for a novel
to take each of the perceived flaws in the core
guessing system. game of Risk and offer up a solution. Some
players, for example, dislike the way in which
■ Above: Last year’s forces sweep back and forth across the board
Spheres of Influence is one
of the more recent games
in Risk through long sequences of successive
heavily inspired by Risk. attacks. In Spheres of Influence, armies cannot
steamroll across the board. Instead, the
■ Far left: The 2013 number of actions (attacks) each player can
Doctor Who spin-off
ties the Time Lord’s
take each turn is determined by the number
regeneration and of oil-producing territories they control, and
TARDIS into the rules. the order in which players take each of these
actions is randomly determined. This makes
■ Left, middle: Risk
Europe made big changes
for a tense and intriguing game.
to the original’s battles. Sixty years on, and through its many
incarnations, Risk has undoubtedly managed
■ Left: S.P.Q.Risiko! is an to stand the test of time. It continues to bridge
example of a region-specific
version of Risk, having
the divide between families and ‘gamers’,
only appeared in Italy. and still shows its influence on new games
emerging today. ■

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046_049_titanComics_v3 MJ.indd 46 22/09/2017 10:43
FROM TABLE TO PAGE

Bloody, brutal and full of beefy folks who love to fight,


Warhammer 40,000 and Blood Bowl are the perfect fit for the
page-turning action of comic books. The writers and artists
behind the series’ latest adaptations take us inside their worlds
Words by Matt Jarvis

T
he glistening green skin of an Ork squad Black Library fiction, which all means we’re mining
as it charges into battle. The copper a really rich seam of worldbuilding and story.”
sheen of drying blood on a Space Marine While the comics feature established ■ Step 1: An initial rough concept sketch.
Chainsword. The glowing core of a Gauss Flayer chapters and factions from Warhammer 40,000’s
as a Necron Warrior unleashes a deadly shot. expansive lore, most of the key characters are
For years, these details existed primarily in the completely original creations for the series.
meticulous brush strokes and imaginations “Creating them and working on them is amazing
of Warhammer 40,000 players, fuelled by but, of course, the tough part is always making
the painterly illustrations in the iconic sci-fi sure that everything we do stays coherent to the
game’s rulebooks and issues of White Dwarf. setting,” explains colourist Enrica Eren Angolini.
Today, the Warhammer 40,000 universe “The fandom is very attentive to every single detail:
stretches far beyond the detail of little plastic armours, insignia, proportions and so on. I’ve been
soldiers. There are numerous video games, repeatedly questioned – if not critiqued at times
novels, audiobooks and even an animated – about Sabbathiel’s armour; many of those who
movie, 2010’s Ultramarines, featuring the see pictures without having read the series think
voice talent of renowned actor Terence Stamp she’s just a fan creation and it’s not actually ‘legit’.”
and the late, great John Hurt. The series’ setting is similarly brand new,
Yet, there’s perhaps no medium that fits the taking place in the Calaphrax Cluster, an
gritty tone and style of Games Workshop’s sci-fi Imperial sector made inaccessible by warp ■ Step 2: A greater level of detail is pencilled in.
creation better than comic books. After making storms that only receded after 10,000 years,
their debut in the pages of Black Library volumes setting in motion the events of Will of Iron.
in the late 1990s, Warhammer 40,000 comics “We wanted to make sure there was a sense
ran regularly until 2004, stopping for a few years of real peril – and by carving out our own little
before returning under a new publisher in 2006. corner of the Warhammer 40,000 universe, it
Boom! Studios dropped its line of comics based meant that we had free reign to destroy planets
on the game just three years later, leaving them or armies at will, without worrying about
dormant for more than seven years. how it would impact on the core Warhammer
Warhammer 40,000 finally made its triumphant 40,000 narrative,” Mann explains. “We’re all
return to comics at the end of last year with a new clearly megalomaniacs at heart!”
arc from Titan Comics, Will of Iron. The four-issue
run, plus a standalone prologue, was followed A NEW DAWN
earlier this year by a second storyline, Revelations. The series that began with Will of Iron isn’t
A third arc, Fallen, kicked off this summer. the only Warhammer 40,000 comic to have
Written by George Mann, who had previously surfaced in the last year. A mini-series, based on
■ Step 3: The vibrant presence of colour is added.
penned Doctor Who novels, as well as Warhammer the latest entry in the Dawn of War collection of
40,000 audiobook Helion Rain, the series follows PC real-time strategy games, made its debut in
a squad of Dark Angels Space Marines as well as early 2017, ahead of the computer game’s release.
an Inquisitor, Sabbathiel, who is investigating the Focused on the battles between just three
group. As the plot progresses, more Warhammer races – Space Marines, Orks and Eldar –
40,000 factions appear; the corrupted forces Warhammer 40,000: Dawn of War III is written
of Chaos make an appearance, with Eldar and with a deliberately more intimate tone than some
Necrons playing a prominent role in Revelations. might expect for an adaptation of a game about
“As a setting, it’s very much defined by its anonymous warriors being slaughtered in droves.
visuals,” says Mann. “The fact that everything “My goal was to have an almost Band of
begins with these amazing sculptures, and is Brothers-style story,” explains writer Ryan
then encoded and expanded in hugely evocative O’Sullivan. “One that focuses on a smaller unit
illustrations – it just lends itself to visual storytelling. of Space Marines as they embark on a more
We’re also lucky to have a wealth of narrative personal journey.”
material that’s gone before us, both in terms of “You can see Warhammer 40,000 as a space
the background content in the core books, and in opera – set upon fun, but not only,” adds ▶ ■ Step 4: Speech completes the finished page.

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GAMING COMICS

colourist Kevin Enhart. “You can empower


that universe with deeper events and stories,
maybe with a philosophical ground or even in
resonance with our history. The fact that it’s an
open science-fiction universe means you can go
deeper with tones and violence than with a more
realistic background.”
To explore these deeper subjects and forge
an emotion connection between readers and
characters, the creators came up with new
heroes for the series – a risky move when it
comes to such a beloved universe.
“The main worry when it comes to creating
new characters is that the readers are going to
hate them,” O’Sullivan admits. “Readers buy
the comics to see characters they’re already
familiar with. They want to see Space Marines
such as Gabriel Angelos, Tarkus or Cyrus. They
don’t want to see some random newbie I’ve
created. If I make a new character too badass
then they’ll hate them for overshadowing their
faves. If I make a new character too much of
a pushover, then they’ll hate them for being a
wimp. The trick is to create a character that fits
in with the existing group dynamic, and that
contributes to the story in a meaningful way.”
For Enhart and artist Daniel Indro,
crafting the look of each page to fit with what
players already know and enjoy about the
Warhammer 40,000 universe is just as crucial
to capturing the tone of the game.
“My goal is to give the readers the feeling and
style of the game and the figurines, but, in some
way, more real,” Enhart says. “Since I’m mostly
painting, I can play with a lot of elements players
don’t have when playing. Even the tones are made
to fit Ryan’s script and Daniel’s pencilling. It’s a
■ Will of Iron captures how action-packed
different experience than painting a figurine, but as Warhammer 40,000’s violent world can be.
thrilling. And the advantage I have is that, with luck,
Daniel’s pencils are bigger than most figurines.”
Just as players carefully pose and paint their chaotic sports spin-off based in an alternative
miniatures to reflect their individual style timeline of the Warhammer Fantasy setting,
and tells unique stories on the tabletop, the made its way into a comic series, More Guts,
wide-reaching drama, action and style of the More Glory, for the first time this spring.
Warhammer 40,000 universe means it feels “On the surface Blood Bowl is a fantasy
right at home in pencil and ink. sporting board game, but at its heart it’s
“Having such varied character visuals allows really a black comedy, full of colourful and
for some really great-looking comic pages,” unpredictable characters,” says writer Nick
O’Sullivan enthuses. “I’ve also found that Kyme, who has authored several Warhammer
people tend to get into comics and Warhammer and Warhammer 40,000 novels and stories.
in their early teens, so a comic book adaption “It’s a rich world, with a reasonably well-
seems like a natural melting pot: equal parts developed lore and history. There’s the actual
teen nostalgia and adult hobby.” game, of course, but surrounding it, woven
through it is the story. Comics need drama.
BLOODY GOOD TIME They need characters and colour. Blood Bowl
It’s not just Warhammer 40,000’s sci-fi future has all three in abundance, and by marrying
that’s had the chance to spill claret between the craziness of the game with the inherent
the pages of comic books. Blood Bowl, the drama of the world and its inhabitants, it’s

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PAGE-TURNERS
Writers and artists reveal which board games
they’d like to see turned into smash-hit comics

George Mann, writer: I’m


a sucker for the Lovecraftian
great subject matter for a comic adaptation.” Winter and RPG Pathfinder to classic whodunit mythos, so I’d love to do
Taking Blood Bowl’s parodying of American Cluedo (put together by a Guardians of the Galaxy comics set in the world of
Fantasy Flight’s Arkham
football as a leaping-off point, More Guts, More writer and Judge Dredd artist, no less) have been Horror. Or Modiphius’s
Glory follows fallen star Dreng Sturmblud announced. It’s a clear sign of the growing power Achtung! Cthulhu. There’s
– “Coming up with the names is one of the of board games to engross and enchant players. so many great opportunities for stories in
best parts of the process,” Kyme quips – as he “With a game you don’t just sit and watch, you’re those. I think there could be fun to be had with
Zombicide, too. And I’ve been a fan of the
attempts to work his way back into the hearts actively engaged in it and, especially if it has a rich Forgotten Realms for years, so the chance to
of fans as part of the Hochland Harbingers. setting and theme, you can find yourself fantasising do something D&D would really appeal, too.
“I created a story that leaned heavily on a about it as you play,” says Warhammer 40,000 artist There’s so much!
sporting archetype, the notion of a team of no- Tazio Bettin, who has also worked on adaptations
Nick Kyme, writer: I’d
hopers who get their shot at the big time,” explains of blockbuster films such as Independence Day have to say Mansions of
Kyme. “It is as much a story of his revival as it is and Terminator. “In translating that setting in the Madness, or any of the
about him inspiring the Hochland Harbingers comic book format, I felt more actively engaged games based on the Call of
to success. These classic sporting narratives, than in drawing a comic adaptation of a movie. Cthulhu Mythos. The horror,
the intrigue and mystery,
subverted through the lens of Blood Bowl, really The universe I’m depicting feels more alive, the wonderful setting and
helped to anchor the story in more than just vibrant and, in a way, personal to me.” characters – it’s ripe for comic book adaptation.  
mayhem and gave the whole thing a heart.” Does that mean we should expect a comic
It might raise a few eyebrows to suggest that a exploring how Monopoly’s Rich Uncle Pennybags Tazio Bettin, artist: I believe
that Jamey Stegmeier’s
game where players are constantly injured and made his fortune? Or charting the struggle of the Scythe, a game I simply
killed while tossing a ball around could boast an farming family in Agricola? Well, no, not quite love, would make for an
emotional core. Kyme nevertheless describes – but that doesn’t take away from the ability of unique and great setting to
More Guts, More Glory as “Friday Night Lights comics to dive deeper into the worlds that players explore, also thanks to the
hauntingly beautiful artwork
meets Lord of the Rings”, but insists that staying are already desperate to learn more about.
by Jakub Rózalski. The game’s focus on area
true to the tabletop experience is key. “There are a lot of great board games with control would definitely make for an interesting
“It’s about finding a story within that, admittedly really rich settings that ooze atmosphere and plot, the characters look intriguing and, besides,
large, creative sandpit,” he says. “During the drama,” says Kyme. “In the case of some games, post-World War I steampunk mechs in Eastern
Europe: what’s not to love? Another game I enjoy
writing, I found myself trying to think of things that like Mansions of Madness, TIME Stories or
immensely is Gloomhaven by Isaac Childres.
would happen in the board game, as well as the Pandemic Legacy, the narrative is the heart A gorgeous, vast game with a very unique and
universe. I tried to imagine the fun, crazy situations and soul, and what makes the experience of detailed setting: a dark fantasy with original
that could occur and added in phrases that fans playing so compelling. There’s that moment of visuals that I believe would work wonderfully in a
of Blood Bowl would appreciate, articulating verisimilitude where you are so absorbed you comic book.
them through the voices of the characters.” almost forget you’re playing a board game. Ryan O’Sullivan, writer:
“The key thing to remember is the board game This might be a bit out of left
BOOK RULE is one kind of experience and reading a comic is field, but I’d quite like to do
As board games continue to rise in stature, the another. A comic that reads like a gaming session a Monopoly comic. I think
that IP would be perfect for
characters and worlds they bring to life on the could fall a little wide of the mark, but equally the a comic book story, there are
tabletop will continue to be explored in other story should still cleave to the essence of what that so many different directions
forms. In the last year alone, comics based on game is about. It should feel like the experience you could take it. Settlers of Catan, Shadowrun
everything from zombie dice-roller Dead of of playing that game but not echo it slavishly.” ■ or Call of Cthulhu could also be awesome.
Honestly, tabletop games have so much
potential comics-wise it’s surprising to me there’s
not more comics out there based on them.

Enrica Eren Angolini,


colourist: From a purely
creative point of view I’d
love to work on a series
on Seasons, because I
adore the colours and the
visuals of the game. Going
with something more classic, Carcassonne
would be my other choice; I really love historical
settings, adore the game and I’ve actually been
to Carcassonne when I was a kid and have
such a fond memory of the place. Probably my
main, but most challenging, choice would be a
comic adaptation of the ancient Chinese game
of Go. I’ve been playing it for around 10 years
now and I owe so much to it. There’s a beautiful
■ Blood Bowl combines manga about it, Hikaru No Go, which I love to
classic sporting stories with bits, but working on something that is somehow
the chaos of the fantasy world. connected to that game would be absolutely
wonderful for me.

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CHANGING THE RULES
Playmore Games CEO and founder Jouni Jussila runs us
through interactive tutorial app and digital gaming toolkit Dized
Interview by Matt Jarvis

How long has Dized been in the works? I don’t see them as rivals. I think a board and intros like you have in video games – watch
We always wanted to do something digital with game publisher should offer all these different this intro in the beginning, then a mid-game
board games. We realised what we can actually methods and let their customers choose which is thing and an ending video for the game, as well.
do very well is solve the rulebook issue. the method they want to use to learn the game. We can really bring the board game alive with
We’re doing the same thing that video Tutorial videos are brilliant – for example, this digital content. There are 100,000 board
games did 20 years ago – ‘Hey, we don’t when you’re sitting on a train or public games out there, and we want to do them all.
actually need this manual! People can sit down transport and watch a video while you’re there.
and start playing immediately.’ What we want to do is give people the ability Exactly how free-to-use is Dized?
The app is like a friend at the table who to sit down with a new game and start playing It’s a free-to-download app and the tutorials,
teaches you how to play while you’re playing, immediately. So you don’t have to spend half an the rule look-up tools, are ad-based. So watch
knows exactly how to teach this particular hour, 45 minutes or even 50 minutes watching a a video, then you can download the tutorial.
game and answers your questions. video or trying to consult the rulebook. You can use it offline, so even if you lose
Our tool can do things that these other internet connection, your tutorial is not going
In that case, why should players use Dized methods have a hard time doing. One of them to end. The extra content and new features, some
instead of just having a friend teach them? is that our tool is updatable – it’s very difficult of it is free, some of it is a small in-app purchase.
The problem with that friend is that they’re to update a rulebook once it’s printed or a
not always available or they don’t know that video once everything is done. We can just Is there a limit to how complex a game
particular game that you want to play. go and update the app and it immediately can be to have a Dized tutorial?
Friends tend to make mistakes. It’s very updates all devices. The other thing is our app The more complex the game is, the more it
common when someone reads the rulebook or answers your questions. That is something you benefits from having a Dized tutorial, because the
watches a video and teaches you a game, and can’t do with a video. more learning curve there will be to that game.
then you teach it to your friend who teaches it If you have one sheet of rules to a game, you
to their friend, that at some point during that What other features do you have planned? don’t really need an interactive tutorial to show
game of telephone the rules change a little bit. The cornerstones of Dized are the tutorials and you how to play the game, because you can
That’s one thing we’re doing with the app: look-up tools. Tutorials teach new players how figure it out in two minutes yourself. But these
ask a question, get an immediate answer, to play, the rule look-up tool is for players who heavier games that come with 100- or 200-page
and the answer is from the publisher and not already know the game but then they have rulebooks, especially those games where you
the community, so you know it’s going to be those FAQ-style questions. want to get players into the game quicker and
the right answer to that question. Skip the Around that, we’re building a full service: learning the concepts quicker, then teach them
argument and just go back to the game. the ultimate companion app, the Swiss Army the new features slowly as they are already
knife for every board gamer, that allows you to playing. That’s what we want to do anyway: play
YouTube tutorial videos for board games upgrade your games through digital expansions, and have fun, not study how to play.
are really popular at the moment. Do you new content, game mechanics, score trackers, AI
see them as your competition? players or GMs, sound tools... Even like demos Will you support rules for gameplay
variants created by fans and players?
This is something we need to discuss with
publishers and also what the community wants.
One challenge is that we’re using the
publishers’ IP, so we’re using their copyrighted,
■ Playmore’s debut title protected materials. So it’s always a question
Race to the North Pole was of whether a third-party developer can use that
the first game to have an content. That’s up to the publisher.
interactive Dized tutorial.
Right now, we’re building a toolset that
allows publishers to use our toolset to create
their own content for Dized. So it’s definitely
something we’re looking into. But
then can the community go in and
start developing stuff for it? That’s
something I cannot yet answer.
One challenge is that we want
to keep the content premium, so
whatever you download on Dized
you know it’s going to be good. ■

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p051.indd 1 19/09/2017 11:49
ROLL AND MOVIE
From big screen to big box: why film-based games have never
been so popular – especially if they’re from the ’80s…
Words by Dan Jolin

E
arly in 2016, erstwhile Ghostbuster Dead 2 studio that now has board games of The Smith. “I totally get that confusion. That was, for a
Ernie Hudson found himself on the Terminator and The Howling incoming), we’re very long time, definitely the landscape: licensed
Sony Pictures Studios lot in Culver City, seeing more and more cinematic narratives being reskinned games. A hit blockbuster movie would
California, zipping up a khaki flight-suit. It had a parlayed into tabletop experiences. And they’re come out and then you’d just quickly release a
red-on-black “Zeddemore” name patch stitched experiences that take us far beyond the days of Candyland clone with the logo on it that sells well
above the left chest pocket and came complete the banged-out-for-Christmas, licensed crap-in- during Christmas, and then you never have to
with a cumbersome proton pack. This was the a-box game – or the dreaded Monopoly reskin... worry about it again. So it’s nice seeing licensed
first time Hudson had donned the outfit of games now where people are realising, ‘Oh,
fourth ‘buster Winston since 1989. But it wasn’t MOVIE MAGIC we have to actually make this good.’”
a new Ghostbusters movie that coaxed him back If you think about it, Star Wars Monopoly makes Fantasy Flight’s Corey Konieczka perhaps
into the uniform. It was the Kickstarter promo no narrative sense; why was R2-D2, for example, appreciates better than anyone that Star
for Cryptozoic Entertainment’s Ghostbusters: buying up planets like Tatooine and Coruscant? Wars-licensed products like Kenner’s trudging
The Board Game II. “The secret is that you’re actually playing as the 1977 roll-and-move offering Escape from
“It was pretty exciting,” says co-designer Hutts,” jokes Space Goat’s lead designer Taylor Death Star [sic] just won’t do anymore.
Matt Hyra. “It was great seeing him back in the
gear. He definitely had fun with it.”
As anyone at Cryptozoic would no doubt ■ Ghostbusters
confirm, movie-based board games have never II – better than
been so popular as they are right now – especially the film?
those based on movies from the peak-geek
era of the late ’70s through to the late ’80s.
Whether produced by established
publishers with firmly rooted
licensing deals like Fantasy
Flight (responsible for a whole
variety of Star Wars titles), or
plucky indie outfits like Space
Goat Productions (the Evil

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■ Star Wars: Rebellion condenses the entire original trilogy
into a few hours, covering the main moments in the films.

Over the past six years, Fantasy Flight has fed by Ben Pinchback and Matt Riddle. And The result with The Terminator is an
fans’ passions, adapting George Lucas’ mythical, Konieczka himself took on the seemingly intriguing, asymmetrical semi-co-op: a group
cinema-changing saga into card, miniature, dice, crazy task of boiling down the entire original of players teams as humans facing a single,
roleplaying and board games. The big advantage Star Wars trilogy into one (admittedly very evil-A.I. Skynet controller in a game which
for movie-adapting designers these days, says big) box, with Rebellion. plays out over two boards – one representing
Konieczka, is that in this thriving, post-Eurogame “It sounds like you’re setting yourself 1984, the other post-Judgment Day 2029.
era they have so much more mechanism-based up for disaster,” he admits, “but I looked “You just supply the players with the same
inspiration to draw upon. at the original trilogy and said, ‘Okay, let’s tools that the characters in the film had and
“Being able to use the innovations within break down what the key events are, and the put them into similar situations,” Smith says.
the tabletop gaming space and combine them memorable moments. And now let’s give “But board games are such an interactive
with these properties was something that players the tools to recreate those moments.’” media that if you want any more than a single
hadn’t been done before,” he points out. Early in the process, though, one big gaming experience you’re gonna want to have
So Eric M. Lang, for example, has just question loomed: “How do we create the interactivity and variability and discovery happen
turned cast-iron classic The Godfather – a framework of a game that allows that?” throughout the course of the game. A gameplay
film the designer describes as “an oil painting Konieczka found his answer in Rebellion’s session should feel like a procedurally-
come to life” – into a worker (or rather mission system, and an asymmetrical duel generated version of that movie. Something that
gangster)-placement game. Hyra, Adam structure which, in the spirit of the trilogy’s could have been another cut of The Terminator
Sblendorio and Mataio Wilson’s Ghostbusters high-stakes struggle, meant the Rebel player – not an exact recreation, but feels familiar.”
games are co-operative skirmish campaigns. could never match the Imperial blow-for-blow Daniel Mandel and Ben Chicoski are well
Back to the Future last year surfaced as a in combat. versed in the art of ‘new but familiar’ through
light-strategy hand-management card game “We had a couple of playtests early on their Legendary Encounters titles Alien, Predator
where the Rebels were actually able to outgun and Firefly: fully co-operative deckbuilders
■ The Terminator the Empire and completely beat them back. that are replete with beats and quotes from the
takes place in both I immediately said, ‘No, this is wrong. It’s not three franchises (there’s even a “Goddamn
1984 and 2029. accurate to the source material.’” Sexual Tyrannosaurus” card in Predator). And,
unlike their Upper Deck predecessor Marvel
CREATIVE LICENCE Legendary Encounters, they even require you to
Modern movie games have an interesting and stack the enemy deck in three movie-style acts.
not always close relationship to their source “We did that so it’s more of a narrative
material; their designers certainly have to be structure,” says Chicoski. “It ramps up in
creative. For Taylor Smith, the trick to a difficulty as you play – we couldn’t have the
decent screen-to-table adaptation is to not [Alien] Queen come out on turn one – but it
just try and stuff the entire plot into a box. also makes it a better story.”
“I kinda look at the film and then “Our goal’s never to totally simulate the IP
abstract it, instead of thinking about it as that we’re doing, but to give an experience
a series of scenes,” he says. “Like, there’s a that feels like it could be in that universe,” he
lot of sci-fi games out there, but what makes continues. If the pair had directly copied the
Terminator Terminator?” plot of Aliens, Mandel points out, “you’d have ▶

53

052_054_moviesToGames_v2 MJ.indd 53 22/09/2017 10:57


MOVIE GAMES

“A game should feel


■ Left: The Legendary
like a procedurally- Encounters games
are crammed with
generated version references to their
movie inspirations.
of the movie. Not an
■ Bottom: ‘80s classics,
exact recreation, but such as Back to the
Future, are particularly
feels familiar.” popular among gamers.

four of the players die and only the Ripley


player would be at the end. It’s somewhat rote.”

AUDIENCE MATTERS
Dealing with intellectual properties which
inspire great passion from fans does come with tabletop, Smith feels – co-op games, especially. wanting to churn out merch. When it came to
its pitfalls. “I got one of the Aliens characters’ “Like the films, it’s a collaborative, shared Upper Deck’s Alien expansion, Mandel was even
names wrong during an online demo,” admits activity,” he points out. “You should be able to given free rein to make up his own new plots.
Mandel. “I called him Drake instead of Frost. react out loud and share that experience with the “Danny basically got to write two movies
And I got bashed on the internet.” people around you.” in card-game form,” Chicoski marvels. “It got
Even setting aside the risk of pedantic fan-fury, Chicoski agrees. “It’s a very social tweaked a bit, but they approved it. That’s
Smith points out, it can still be tricky keeping experience. Very different than a video game. pretty awesome.”
cineastes in mind while designing these games. There’s a great Alien video game – Isolation –
“With licensed products, not only do you and it is single-player. But with our games, you GOLDEN AGE
have to make a board game that’s fun for people can talk as a team and ask: ‘What if we were There’s never been a better time to tackle a
who’ve played a lot of board games, you also fighting the Predator? What would we do?’ classic movie in tabletop form. But why are so
have to make a product that’s accessible for That’s such a cool, immersive moment.” many of them rooted in ’80s IPs?
someone who absolutely loves that movie “In nerd culture the ’80s were just an amazing
but has never played a board game. It is A WIDE UNIVERSE time,” believes Hyra. “And right now hitting on
challenging.” Though he’s certainly rewarded To Chicoski’s knowledge, nobody who actually the ’80s stuff is a good time to hit the 40-to-50-
when seeing fans play his titles at demos. “I’m fought the Predator has yet played their game. year-olds who have all the disposable income.”
an anxious person, so I’m wringing my hands, Aside from Ernie Hudson’s brief Ghostbusters Konieczka sees the phenomenon as part
but people laugh when they play Evil Dead. return, the closest any of the designers of a larger cultural movement in which, he
That’s the kind of gameplay experience I want.” interviewed got to the stars was Smith hearing says, “a lot of people have seen the success
As movies offer a shared, audience experience from Evil Dead’s Bruce Campbell – via the that nostalgia can bring and are capitalising
they are, for all the challenges, ideally suited to the licensor and his agent – that he felt his chin on that.” He cites the return of Star Wars (“I
was a bit too big in the game’s art. never imagined there would be new Star Wars
“There’s so many levels between you and films in my lifetime.”), and the huge success of
the people involved,” says Smith. ’80s-immersed Netflix hit Stranger Things – a
Nobody has cautionary tales of meddling show also cited by Smith and Ben Chicoski.
film studio marketing departments or micro- “There’s a lot of nostalgia for the ’80s,” says
managing clients. Hyra speaks of “round after the latter. “The ’80s were just wonderful”. His
round of re-dos on a particular piece of art,” but designing partner Mandel, meanwhile, points
doesn’t sound at all incensed by the process. out that it’s also the case that the designers
Konieczka, meanwhile, can only remember themselves are from that era; “We both grew
having “a fun time” playing Rebellion with the up in the ’80s,” he says.
licensing people at Lucasfilm. Their only big Even Smith, who is only 26 years old, feels
note, he recalls, was that the Millennium Falcon an affinity for that time. “I’m too young to
be put in the game; “It’s almost as important as a have grown up with these films,” he says of
character,” he was told. Space Goat’s “VHS horror renaissance”, but he
The film studios watched them all with fresh eyes and instantly
know that these fell in love with them. “They all have a great
licences are in safe story to tell, with great visuals.”
hands, you sense, Still, for the considerable core of the gaming
and value the way audience, it’s mostly a question of hitting a
their IPs are being generational sweet spot.
innovatively “It gives us an opportunity to relive our
interpreted, childhood,” reflects Konieczka. “That’s what
rather than just games are about, right?” ■

54

052_054_moviesToGames_v2 MJ.indd 54 22/09/2017 10:56


DIGITAL
DRAGONS
The most famous roleplaying
game of all time is swapping
pen and paper for pixels with
its official companion app.
Project lead Adam Bradford
reveals how D&D is gearing
up for the 21st century
Words by Matt Jarvis

F
or four decades, hand-drawn maps,
hastily-scribbled character sheets and
leafing through hundreds of pages
in a hefty rulebook have been as key to the
classic roleplaying experience as swords
and sorcery, dice and grid squares, and,
yes, Dungeons & Dragons.
The thing is, as traditional and tangible as
cramming miniscule notes into a margin or
hastily scanning through pages in desperate
search of a specific difficulty class are,
sometimes it’s just a bit, well, awkward.
That’s not to say that the increasing
number of digital alternatives to a good ol’
hardback tome have often been much better.
Between crashing apps, awkwardly pinching
to zoom on tiny tablet text or scrolling
through unresponsive PDFs, trying to find a
happy balance between the reliance of pen-
and-paper and convenience of technology
continues to be the holy grail of modern
tabletop gaming.
Curse’s Adam Bradford believes the studio,
which cut its teeth with online utilities for
video games, has found the solution with
D&D Beyond. Developed with the help of the
RPG’s publisher Wizards of the Coast, Beyond
is pitched as a comprehensive toolset for fifth
edition, including fully digitised versions Dungeons & Dragons into a video game or
of everything from character and monster automate everything to the point that it’s no
creation sheets to the game’s core rulebooks. longer recognisable.
It’s an ambitious service that aims to “We want to mitigate or remove the
combine the practicality of popular third- negative impact that rules can have at the
party software with the game-spanning table to save time. This will allow all the
access and information of an official app. positive elements – overcoming challenges as
Although he’s keen to extol the virtues of the a group, roleplaying your character or telling
virtual companion, Bradford is just as quick an interactive story with your friends – to
to reassure players less enthused by the idea shine through more clearly.”
of swapping their printouts and books for a Beyond isn’t the first official app released
laptop or iPad. by Wizards of the Coast. A decade ago,
“D&D Beyond is just that – a companion,” the publisher released D&D Insider, a
he stresses. “We are not attempting to turn subscription-based service that promised

56

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a virtual dungeon with customisable 3D to the right paragraph in a flash. With almost to say that?’ Our toolset is a perfect way to
character miniatures, an archive of digital half a century of history and evolution behind provide such a guide for the community.”
content and rules compendium based on the latest ruleset, it’s been quite the task. Although the app as it exists at the moment
the then-new controversial fourth edition. “A few specific rules have been interesting, is an impressively fully-featured service,
Responses to Insider were mixed, expressing such as spell casting with multi-classing there’s plenty more planned to develop D&D
criticism of the unwieldy Microsoft Silverlight or temporary hit points, but the greatest Beyond’s standing as a digital experience.
platform on which it was built and the challenge has been turning such an “Beyond is meant to unify a wide variety
absence of some promised tools but general expansive ruleset into a relational database,” of features and functions under a single
praise of the service. Insider was discontinued Bradford reveals. “We’ve parsed all the data banner,” explains Bradford. “We have to start
in 2014, but its spirit lives on in Beyond. into parts that we can use now. No one somewhere, as we are with what’s available at
“When we originally started talking about aspect has been too tough for us to handle – launch, but the toolset will expand over time to
what became D&D Beyond, we actually wanted it’s definitely the breadth of complexity.” continue to bring more and more to the table.
to position it in the same way for fifth edition as It’s not just all rules, either – Bradford “I find myself using the compendium a
D&D Insider was for fourth,” Bradford recalls. reveals that players may discover some great deal. Cross-linking and tooltips make
“There was a great deal of potential there
that I feel like was never realised.
“The demand for digital tools has been
evident through the past couple of editions,
“Technology is at its best
and they have fallen through for a multitude
of reasons. Sometimes it’s the technology –
when it enhances human
Silverlight is bad. Other times, the challenges
in creating such a service are underestimated.
interaction – not when it
D&D Beyond is coming to fruition because of
Curse’s experience with creating communities
overshadows it.”
and toolsets, as well as the incredible success
of fifth edition. We aim to grow alongside the other surprising features hidden in the it easier than ever to run an adventure at
game in the years to come.” toolset. Perhaps most curious is a full the table. The character builder and digital
pronunciation guide for all of the creatures sheet give players a way to engage with
ULTIMATE D&D from the game’s Monster Manual and Volo’s their characters in new and exciting ways.
Over the years, numerous third-party Guide to Monsters, complete with audio And I have recently started spending too
developers have popped up to fill the virtual demonstrations by professional voice actors much time looking at the incredibly creative
space left by publishers. Some of the most and stars of online roleplaying video series homebrew spells, magic items, and monsters
popular virtual tabletops, character creation Critical Role, Matt Mercer and Marisha Ray. from the community.”
suites and other tools have even teamed up “The feature came up at our own table, To help evolve the app over the months
with Wizards of the Coast to sell official D&D- where one of my players really messed and years to come, Curse is enlisting the help
specific content through their apps. With up with a name,” he recollects. “After the of fans, having previously taken on board the
D&D Beyond aiming to bring together many laughter died down, he very innocently comments of 160,000 testers during a pre-
of the aids delivered by separate third-party asked, ‘How am I supposed to know how release beta earlier this year.
offerings into a unified platform, what does
that mean for the future of these outside apps?
“Wizards of the Coast has made the great
move with fifth edition to work with partners
to expand and enhance the reach of D&D,
and D&D Beyond is a new part of that,”
Bradford responds. “As far as I’m aware, the
relationship with those partners will continue
and hopefully thrive. We are focused on
making the best digital toolset/game
companion we can make, and we fully intend
to work with and integrate with as many other
partners as we can in order to provide value
to the community.”
Like a fire-breathing winged lizard, one
advantage that Beyond boasts is scale.
Bradford and his team have worked to turn
D&D’s many rules, world, creatures, spells
and concepts into an extensive and accessible
library. Need to find something specific
during a combat encounter or skill check? No
more thumbing through books required – pop
it in the search box and the app will take you ■ D&D Beyond includes a comprehensive library of spells, rules, creatures and more for the RPG.

57

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D&D BEYOND

TABLE TECH
Five more roleplaying apps and tools
you should consider taking with you in
your virtual bag of holding

ROLL20
■ Two different subscription options are available, aimed at heroes and dungeon masters. A customisable virtual tabletop with
character sheets, maps, chat features,
dice rolls and support for mobile as well
as PC. There’s official content for games
“The feedback we have received has purchases on the platform to unlock D&D including D&D, plus a marketplace full
certainly shaped the toolset already,” Beyond content isn’t currently a priority. of user-created goodies.
Bradford says. “A big part of that has been “Purchasing sourcebook content on
FANTASY
confirming that we are marching down the D&D Beyond provides a digital version GROUNDS
right path, which is great to have. There of that book, but the primary value is in Bringing pen-
have been other things that have surprised the incorporation of that content into the and-paper RPGs
us, such as the need for a basic equipment toolset,” he states. “Right now, the D&D to PC, the virtual
tabletop platform
listing in addition to magic items or how Beyond team is focused on delivering the includes plenty
much players wanted to see tooltipping best suite of digital tools for D&D.” of licensed content for games such as
faster. We responded to the feedback D&D, Call of Cthulhu and Pathfinder.
throughout the beta rapidly – we want GOING BEYOND Some of the highlights include
automated combat, shared maps and
players to know how seriously we take it and It’s still early days for D&D Beyond – and the random table generation.
how important that feedback is to the overall role of technology in roleplaying as a whole –
quality of the toolset.” but Curse’s app shows a promising approach HERO LAB
to uniting the digital and analogue worlds. Aimed at making
character
THE PRICE OF ADVENTURE When it comes to the potential for virtual creation an
As with fifth edition’s basic rules, the main tools to enhance tabletop gaming, Bradford easy task,
D&D Beyond app is free to download and isn’t short of ideas. Hero Lab can
start using right away, including the Standard “We intend to release a native mobile be downloaded on PC or mobile and
includes electronic character sheets
Reference Document and Elemental Evil app with offline capability, Twitch stream tailored for games including D&D,
Player’s Companion. integration, digital dice rolling, monster Pathfinder and Shadowrun. The app
From there, features and extra game content progression/encounter building, and more,” doubles as a handy way to quickly
are split into both subscriptions and one-off he details. “Once we get to a place where track your hero’s status once your
adventure begins.
purchases. For example, digital sourcebooks, character management is in a good place, as
such as the Player’s Handbook or Volo’s Guide well as monster and encounter management, TABLETOP
to Monsters, are $29.99 (£22), with adventure then we will move on to automated combat SIMULATOR
modules, including Curse of Strahd and Storm tracking. That will allow for a DM to do things This PC sandbox
allows almost
King’s Thunder, slightly cheaper at $24.99 (£18). like target a group of players with a spell, any game to be
Subscriptions are broken up into two tiers: prompt the players to roll saving throws and made and played using its virtual bits
Hero and Master. As the names suggest, the players roll digital or real dice to get the and pieces, and the community has
Hero is aimed at players, removing adverts, results. That’s the end goal for our first major filled its marketplace with everything
from board games and miniatures to
allowing the creation of an unlimited functionality arc.” RPGs. Beware though – there is a table-
number of characters and allowing the use Still, even as he works to bring tech and flipping button!
of homebrew content. Master, meanwhile, the tabletop together, Bradford remains wary
is intended to be the offering of choice for that preserving the real-life experience of SYRINSCAPE
Bring an added
DMs and groups, adding the ability to share games such as Dungeons & Dragons is vital to sense of
unlocked content with players taking part in keeping the magic where it belongs. atmosphere to
the same campaign to avoid the need to buy “Technology is at its best when it your roleplaying
multiple copies of the same book. enhances human interaction – not when with this audio
tool that lets
The decision to allow sharing is one it overshadows it,” he says. “The most you create custom background music
that has been greeted warmly by fans, but compelling thing about tabletop roleplaying and set off sound effects. While there’s
questions remain over the need to re-buy for me is enjoying structured make-believe nothing specific to D&D, there is a
duplicate copies of a rulebook in the app with friends. If digital tools can make that dedicated fantasy player with an official
Pathfinder soundset and another pack
if players already own physical or digital better without removing that interaction, for Starfinder – and users have made
volumes. Bradford admits that enabling past they succeed.” ■ plenty of custom audio cues, too.

58

056_058_dAndDBeyond_v2 MJ.indd 58 22/09/2017 11:06


VISIT OUR WEBSITE TODAY

tabletop
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FOR ALL THE LATEST NEWS, EVENTS,
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p059.indd 1 22/09/2017 09:05


60

060_063_starSaga_v2 MJ.indd 60 22/09/2017 11:08


RISING STAR
The follow-up to Dungeon Saga is overhauling the dungeon crawler
with some vital lessons from the world of roleplaying. Mantic studio
manager Stewart Gibbs invites us to run his sci-fi gauntlet
Words by Matt Jarvis

L
aser pistol shots fly overhead and sink escaping the inevitable comparisons with that
into the thick metal walls behind us name – but its aims are easily more ambitious
as a squad of security officers opens a than its predecessor’s.
barrage of gunfire. One of our mercenaries, The combat changes are minor: building on
Francesco Selvaggio – better known as ‘The the basic bow-and-arrow shooting rules seen
Devil’ – steps forward and lets loose a jet of in Dungeon Saga, most of the characters now
fire from his flamethrower at the incoming brandish rifles and pistols in fitting with the
foes, burning two to a crisp before they have futuristic theme and can fire from cover and
the chance to react. It’s not enough; the around corners, resulting in a less up-close-
burned baddies are replaced by two more and-personal brawl (although melee remains
anonymous goons just as hell-bent on taking us a very viable option). For much of the game’s
down. In the corner, a floating robot attempts design, it’s more a case of polishing and
once again to crack the password for the only tweaking the simple but effective mechanics
door to safety by hacking into a terminal. It rather than a complete overhaul.
fails, losing precious time as it starts again. “This is essentially taking the Dungeon
A lab technician wielding a knife begins to Saga rules and editing them,” summarises
sprint from the end of the corridor towards Mantic studio manager Stewart Gibbs. “This
our trapped group. As they approach, our is sci-fi Dungeon Saga.”
last companion sheathes his sword and Instead, most of the major additions
desperately opens a nearby crate, frantically concentrate on developing the fleeting
digging in search of a weapon to hold off the roleplaying elements present in Dungeon
attackers. Suddenly, there’s a huge bang. The Saga and bringing them to the fore,
crate has exploded, shrapnel ripping through introducing persistent character progression
our ally. “Booby trap,” grins our game master. through gaining experience and levelling-
This could easily be a few rounds of combat up, as well as imbuing each scenario in the
from a sci-fi roleplaying game, but it’s not. campaign with a stronger sense of story.
All of this took place during a single turn of This is most obvious in the expansion of
Star Saga, the interstellar sequel to Mantic’s the Nexus player’s role, providing the overlord
fantasy dungeon crawler Dungeon Saga. with more narrative flavour text to drive the
Released back in 2015, Dungeon Saga group of heroes through their adventure and
was very much a tabletop dungeon crawler bolstering the deck of random generic actions
in the purer sense of the phrase, with pacey with mission-specific events that are triggered
exploration and combat punctuated by the as each game progresses. In one of the early
rolling of handfuls of dice as wizards, elves and missions, the players are attempting to escape
dwarves clashed with skeletons and zombies from a force of pursuing enemies, who can
in their attempt to make it through each quest. end up calling for backup if the group takes
While there were some roleplaying-lite too long to flee, encouraging them to not
aspects present – the cards drawn at random waste too much time hunting for loot. This can
and played by the opposing ‘Nexus player’ be used to carefully measure out the length of
served as a simplified way to capture the certain action set-pieces, too: later in the same
surprise events and shifting action of RPGs – encounter, the players must hold off constantly
Dungeon Saga stuck largely to the legacy of attacking forces until their teammate has
board games such as Descent, Arcadia Quest managed to open a door from the opposite side.
and Warhammer Quest as it put the joy of “I think in some ways Dungeon Saga was
rolling a whole bunch of dice to kill a whole too light, and there wasn’t enough of an RPG
bunch of monsters above all else. element to it,” Gibbs says. “So there’s a few
Star Saga has no qualms about being a things we’ve added into this to make it more
sci-fi version of Dungeon Saga – there’s no like that.” ▶

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STAR SAGA

LIGHT SPEED people to keep moving, because Dungeon of timing out, but do so in a way that serves the
Although the framework of Star Saga doesn’t Saga did get a bit boring for the Nexus player refreshed narrative drive of the scenarios.
veer too far from the template laid down by sometimes, because they had four really strong In one instance, an area begins to fill with gas,
Dungeon Saga, the overall tone and feel is characters taking on their minions one at a which must be turned off at four different points
different. This is a game where the players feel time and it was less of a challenge.” by the mercenaries. If the deck runs out before
under near-constant pressure to drive forwards With the build-up of enemies providing a the gas is stopped, the mission ends – but, unlike
and complete objectives against the race of more natural time pressure, the instant game in Dungeon Saga, it’s not a simple case of fail and
the clock, instead of having the luxury to scout over that occurred when Dungeon Saga’s try again. Instead, the story splits: if the gas is
every last corner and completely clear areas of Nexus deck ran out is gone, with the events stopped, the plot continues along as planned. If
foes before proceeding. It’s not uncommon to simply being reshuffled this time around. Some the heroes fall unconscious, they are imprisoned
be forced into a sprint to the exit as gunshots missions do reintroduce the older game’s way and must be rescued by the mercenaries who
whizz overhead, or to venture into a side room weren’t used during the previous mission before
only to end up in a very sticky situation.
Driving this tension is the Nexus player;
“Dungeon Saga was the normal narrative resumes.
At the moment, that scenario is the only such
unlike Dungeon Saga’s set rooms of enemies,
Star Saga allows event cards to be played as
too light, and there example of a branching narrative, but Gibbs tells
me he has more planned for future expansions.
additional reinforcements, presenting the
opportunity to spawn in extra enemies to put
wasn’t enough of an He adds that future instalments in the series
might also continue the main story, which
the heat back on the mercenaries in every turn.
“In Dungeon Saga, you could take your time
RPG element to it.” currently comes to a conclusion at the end of the
core box’s campaign but receives an extra chapter
and methodically kill everything as you went in a currently Kickstarter-exclusive expansion.
along,” Gibbs explains. “Once you cleared the “At the moment we haven’t directly followed
map, there was nothing else to do. So some of up this storyline, but I haven’t gone through
the missions you could take your time and kill all the expansions yet,” Gibbs details. “You can
everything, and it made the game a bit slow. take your character from this and play them
Whereas in this, if you hang behind and try and straight into the next one.”
kill every minion, you’re going to get swamped.”
The Nexus cards can be played either for their OPEN SPACE
special ability or for reinforcements, ramping up After the initial 15-minute tutorial – which is
in intensity across three levels. The reinforcement designed for a single Nexus player and solo
number specifies a total cost of characters to bring mercenary – used to introduce Star Saga
Saga’s
in, presenting the chance to summon crowds basics, the game’s missions play in around half
of cannon fodder or a smaller number of more an hour to 90 minutes. Sometimes this can be
powerful opponents at the Nexus player’s whim. down to the players’ own decisions, as Gibbs
“With Dungeon Saga, people built up big gleefully explains while describing one scenario
collections of miniatures and then had no that involves a maze-like environment.
reason to use them,” Gibbs admits. “This was “If you go the right way through it, you can
done so that you can have whatever you want finish it in about half an hour,” he laughs. “If
in your collection and bring it on. It also forces you go the wrong way, it’s about an hour and a

62

060_063_starSaga_v2 MJ.indd 62 25/09/2017 11:02


half. But you get a lot more experience because act as a form of ‘class’. This combination dictates The character and mission creator packs will
you kill all the bad guys on the way.” the skills that players can gain both through honour this legacy, providing guidelines on how
Containing a complete campaign, the core levelling up and as a starting loadout, with points to use characters and creatures from across the
set will include several hours of gameplay. values restricting which characters and enemies Warpath setting in Star Saga – and vice-versa.
Unlike its predecessor, however, the contents are best to use for a balanced experience. It’s one of Mantic’s games set outside of the
will stay much fresher for longer thanks to the “Some people can’t be bothered to do that,” Warpath series that has served as perhaps Star
new changes in the background. Gibbs accepts, so each mission will also have Saga’s most important influence, however: its
“Dungeon Saga is exactly the same every recommended ready-to-roll teams. recent miniatures game based on comic book
time you play it through, whereas this isn’t,” While race doesn’t limit the skills available and TV series The Walking Dead, All Out War.
Gibbs enthuses. “There’s three or four different at the moment (future options and specific Gibbs says that the success of the zombie
things that can change; different mercenaries, abilities are planned for expansions), there survival game – Mantic’s biggest title to date – has
different minions, different cards.” are still differences between sturdy but slow been eye-opening, with more players opting to craft
Gibbs doesn’t expect players to remain dwarves, adaptable humans, tech-savvy robots custom storylines than in any other game by the
satisfied forever with what comes in the box. and other species – a change that Gibbs says publisher. Its mainstream appeal has been a driving
Among the first expansions for Star Saga will be gives each character a more distinct personality factor behind Star Saga’s tightened rules, too.
a character creator and mission creator, opening and play style when compared with Dungeon “Dungeon Saga people can jump straight
up the game’s building blocks for players to Saga’s more interchangeable roster. in, but we’ve used the experience of talking
remould into their own custom campaigns. “With all of these we’ve tried to give them to board gamers, which became a lot of the
The creators are an evolution of each something that’s really special, but they’ve people from The Walking Dead – people who
Dungeon Saga’s Adventurer’s Companion, also got a weakness,” he says. aren’t into gaming got into it,” Gibbs recounts.
a set collecting decks of cards, tokens and a Character and mission creation aren’t the only “So we used that experience to write the
rulebook for both heroes and the Nexus player sets of rules from Dungeon Saga’s Adventurer’s rulebook in a way that’s more accessible.”
that attracted some criticism from fans upon Companion finally getting their due in Star Saga. All All Out War’s influence also extends to less
release. Gibbs is frank about the problems. of the Nexus cards include instructions for playing obvious improvements – the conventional
“It was a bit of a mess,” he confesses. “It was with an automated overlord player – a concept six-sided dice of Dungeon Saga are replaced in
very clunky. It did work, but it wasn’t easy to do.” that was introduced in the previous game, but was Star Saga by custom dice similar to those found
Determined to do things differently this time equally met with a mixed reception from fans. in the Walking Dead game, a small tweak that
around, Gibbs has streamlined the process of “They were clunky and nobody used them,” Gibbs says “massively” speeds up combat.
creating custom content for Star Saga, dividing Gibbs explains. “So we took the idea of how they “This still has the tactical play behind it
the rules into two sets comprising books worked and simplified it. It’ll be slightly easier Dungeon Saga had, it’s just presented in a
and card decks, and improving the way that if you play it solo, but it means you don’t need a more accessible way,” he adds.
characters are made. Nexus player so you can play completely co-op.” Years on from Dungeon Saga’s difficult debut,
“It will be a bit more flexible and much the team behind its spiritual successor is openly
simpler,” he insists. “It involved a very BLAZING A WARPATH upfront about the mistakes made and is hitting
complicated set of cards and rules in Dungeon Star Saga joins Deadzone, DreadBall and the them head on with a game that pulls from the
Saga and no-one bothered doing it in the end.” titular wargame in Mantic’s Warpath universe, roleplaying genre, but also Mantic’s own growth as
Taking tips from the world of roleplaying, pulling not only its races but also specific a publisher, to offer a vastly improved experience
characters are built up from a race and set of characters from the previous games (albeit with that looks both forwards and backwards for the
attributes, such as tech, shooting and tactics, which new miniatures) and even a spin-off short story. better. It’s the start of a brand new saga. ■

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STREETS OF FIRE
hide-and-seek, it’s building on games that
have been running for thousands of years, but
it’s tweaking them to use this idea of energy at
There’s a growing wave of immersive live-action games that swap the core. You’ve got a group of you all starting
together, so you can all eye each other off and
sitting around a table for spyhunting in the alleys of London or dash out the door on a whistle. You’ve got a live
battling evil magic in a forest. Gwyn Morfey, founder and MD of Fire scoreboard on your phone so you can see every
time you do something, whether you’re still
Hazard Games, explains why more players than ever are taking part battling for that top spot or not. And we’ve got
Interview by Matt Jarvis people chasing you, which adds an incredible
amount of energy because it forces you to stay
When Fire Hazard started in 2010, gaming Then Raiders [of the Lost Archive] came out aware of the game at every moment. You can’t
– both live-action and on the tabletop – last year; that was Amy [Strike, MD and head of zone out and check your email because one
was in a very different place. How have production]’s game. We’re now starting to work of our orange-suited runners is going to pop
things changed? on bringing Raiders into other places. We’ve got round the corner and run you down.
2010 was a breakthrough year in a lot of ways, in two games in the V&A, but we’re looking at other
that we did Heist, which everybody’s been talking museums because people want to keep playing it. While your games can have dozens –
about ever since, including us working out how to or even hundreds – of people running
run it again. That was when we first ran Citydash, What makes your experiences more than around at once, you keep each group of
which later turned into our mainline game. simple scavenger hunts? players reasonably small. Why is this?
Back then, it was still a hobby and we were Everything we do is driven by energy. What I A big focus around what we’re doing is this
running games on weekends. At the start of 2015, want to do is take you completely out of your idea of individual agency. Everything you do
I finally made the jump and went, ‘Alright, let’s existing life for an hour or two. I want to give as an individual matters. You tell your own
do this thing properly.’ you a completely different experience where story, you are the hero of this.
Since then, we’ve launched a whole stack of you are the hero and all you can think about is We don’t want to have people who are
extra games. Citydash was the big one, then there what you’re doing in part of this game. So I’m following along at the back of the action –
was Undercover, our spy-themed game, which trying to make things incredibly intense. everybody is essential and everything they do
has been running continuously since we built it If you play Citydash, for example, which makes a difference. I’ve found that large teams
in 2015. is basically a scavenger hunt combined with have trouble doing that. If you’re one of a group

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which might be a weekend long. And there’s no
preparation required. Quite intense and relatively
simple, actually, in comparison to detailed
roleplaying games or the higher end of tabletop.
This progression of everything is making things a
lot easier for us and a lot of other companies.

In Undercover, players are spies on a top-


secret mission. In Raiders, they’re solving
puzzles in a museum like Indiana Jones.
In Sorcerers of Southwark, they’re wizards
battling defending London from evil magic.
How important is theme to your games?
That’s something we’ve started doing in the last
couple of years. Basically, it’s being driven by
Amy, who’s been building worlds around the
■ Left: Players are often core mechanics. Citydash itself is absolutely
racing against time to bare; it doesn’t have a theme. It’s about three
solve puzzles or reach inches away from being a sport. But we did
specific locations. something called Shadow Over Southwark,
where we build out a whole world. So you are
■ Right, top: The games members of the mysterious Lumos Society,
are enhanced by the you’re trying to stop an unspeakable horror from
use of mobile apps. breaking its way through into London by closing
these portals without getting your soul drained
■ Right, bottom: Fire by the patrols going through the forest.
Hazard Games founder What we are doing with this theming is
Gwyn Morfey. creating the skeleton of the story. It gives players
a framework for writing a much richer story that
of, like, three to five, everything you say and so they’re in the centre of. a game together, but to make something that
is going to make a huge difference to how your really works and it works all the time, you have
team performs, but in a group of ten you can You’ve pointed out the links to live-action to test it. So you can simulate an immersive
often get a situation where there’s a smaller roleplaying, but do you take any inspiration game on a board game. You basically get out a
group inside that group that is making the from more conventional tabletop gaming? board and you write some rules – you go, ‘Okay,
difference and everyone else is tailing along. We do take things from other formats – so a lot of these tokens are players and they can run at
There’s lots of experiences where that is the right things we take from movies, for example. Like, that one square per tick until then get tired and
way to do things, but we’re all about the action cool thing – can we make a way to make that into a then it’s one square every two ticks.’ You just
and the energy so that’s not what we do. game? You can do that in tabletop as well, and you sit there playing as all of the different players
see a lot of the same moments coming through. and making reasonably decisions for them and
Gaming is going through a golden age at seeing what they do.
the moment. How has that changed what “What I want to
you can pull off with live-action games? The last year has seen escape-the-room
It’s made it a lot easier to explain what we’re do is take you games explode in popularity. What does
doing to people. I still don’t think it’s mainstream, that mean for other live-action gaming
but everybody knows someone who knows completely out of experiences, such as the events you run?
someone who’s played an escape room. Everyone Everything that gets people playing is great for
knows someone who knows someone who’s your existing life for all of us. We’re friends with basically all the
heavily into board games. So if you say you make other games people in London and I take the
immersive games, particularly with the giants an hour or two.” view that we’re not really in competition. It’s
like Punchdrunk [Theatre Company] and Secret not us versus them; it’s us and them versus
Cinema attracting huge followings, then people I played Dead of Winter with a bunch of the Xbox.
understand what you’re doing and why you’re immersive games people recently, and we could We are a whole new form of entertainment
doing it. So it is moving in that direction. recognise a lot of the moments that were happening and I think people are figuring out just how
We’ve been very much about bringing games in that game. They’re both common zombie much fun this is and how much it hopes it
into the mainstream, about making games tropes, but they’re also cool things we’ve managed connect them with each other again, as well,
for everybody and making them accessible, to make in ours. But it goes the other way as well. because these analogue things are much more
which is why a lot of our stuff is quite short – it’s One of the big things with immersive games about the people you’re playing them with
only an hour or two in comparison to a LARP is you have to test them. It’s very easy to slap than the digital version. ■

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The show you’ve
all been waiting for...

29–30th September 2018


Alexandra Palace
THE LONDON SHOW FOR BOARD GAMES, RPGS & MINIATURES

Sign up to our free enewsletter for the latest show news at


tabletopgaming.co.uk
From the team that brings you Tabletop Gaming & Miniature Wargames

tabletopGamingLiveFP.indd 8 22/09/2017 12:28


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Manchester Metropolitan University academics and Games Research Network co-directors
Paul Wake and Sam Illingworth catch the bug for viruses and disease on the tabletop
eye such as bacteria and viruses) are trillions-strong community of microbes
evil. In reality, whilst some are “bad”, that live in the human body. Unlike some
many are “good” like Bifidobacterium edu-games, Gut Check was designed by
longum, which is found in the intestines dedicated gamers, and it shows. The result
and which prohibits colonisation by is a game that’s both educational and
other harmful microbes. Others we’re enjoyable, and one that we’d recommend
just beginning to understand – take to anyone who likes hand management
the single-celled parasite Toxoplasma games – not just those who want to better
gondii, for example. Research has shown appreciate the value of fecal transplants…
that rats infected with this microbe are While games such as Gut Check represent
unafraid of cats, while the same microbe our current understanding of the human
has been found to make men more likely microbiome, games such as Pandemic, Virus,
to dress poorly. Plague Inc. and Viral also have a part to play,
It is the balance between good, both in prompting questions and reflecting
Illingworth
Doctors Paul Wake and Sam bad and downright curious microbes societies’ beliefs and fears. Pandemic,
that provides the impetus for promoting a largely positive view of science,
microbiologist David Coil’s Gut Check: The has been used to teach global connectedness

D
eadly viruses and infectious disease Microbiome Game, a title that tasks players and effective collaboration whilst Virus,
are one of gaming’s recurring themes. with nurturing a healthy microbiome – the revitalising the Frankenstein myth for
Games such as Matt Leacock’s the 21st century, speaks of our fears of
Pandemic and Michele Quondam’s Virus pit viruses, vaccination and scientists. Viral
players against deadly viruses, while games and Plague Inc., on the other hand,
like James Vaughan’s Plague Inc. and António prompt more abstract questions. With
Sousa Lara and Gil d’Orey’s Viral turn the win conditions that effectively attribute
players-versus-virus format on its head. motivations to bacteria – Plague Inc. sees
These games, which range from co-op to players wipe out cities with infectious
competitive, from Euro to American-style, diseases, while Viral simulates
are united in presenting viruses and bacteria the infection of a single human
as a threat. And it’s easy to see why. Popular body – they have us wondering:
representations (from cleaning product ads do microbes care about winning?
to hospital superbugs) have turned these Probably not, but recent research
microscopic organisms into villains far more suggests that interactions between
believable than the monsters of myth and microbes living in our brains and microbes
legend. They must be a game designer’s living in our guts might actually influence
dream – an eminently-marketable threat emotional behaviour in humans. So, the
against which violence is justified. But next time you get a gut feeling about
is there, perhaps, a danger that these something, there might be more to it
microscopic organisms are just than simple intuition. ■
the victims of bad PR?
As anyone who has seen a
Yakult advert can tell you, ■ Unlike the global
not all microbes scale of Pandemic
and Plague Inc., Viral
(organisms too
simulates the infection of
small to be seen a single human body in
with the naked microscopic detail.

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A SPIRE TO
full-time, tapping his thoughts into an iPad
as he tried to come up with games people
wanted to play. The Spire, one of those ideas,

GREATNESS
was partially inspired by Howitt’s own career
and the world around him.
“I’m not especially politically active, but
I feel there’s something cathartic about
Grant Howitt is fast becoming one writing and hopefully playing a game
of the roleplaying scene’s hottest about revolution, or rebelling against
injustice, after recent politics has
indie designers. We catch up been so eye-opening,” he explains.
The Spire is a game about righting
with him as he prepares to wrongs. You play a dark elf, looked down
release his most ambitious on because of your grey skin, hiding
from the sun in corridors, temples and
project yet, politically charged crumbling architecture that makes up the
fantasy-punk RPG The Spire lawless undercity cowering beneath the
titular urban setting. The high elves have
Words by Jake Tucker forced you here, and it’s those who must
pay, with your characters swearing a blood

G
rant Howitt is nervously checking his oath to take down the corrupt regime via
phone as we eat through a plate of subterfuge, insurrection and other means.
takeaway dumplings. Howitt mentions several crushing
His nerves are understandable. Howitt, political events through 2016 and 2017
the co-founder and public face of RPG that were the impetus for creating the
studio Rowan, Rook and Decard, had just 24 game. The designer describes Brexit as
hours earlier asked the internet for £25,000. an eye-opener, with the discovery that
The sum is for his latest Kickstarter project, a slim majority of his native country
The Spire; his third Kickstarter, but also his fundamentally disagreed with his
most ambitious. personal views.
Rowan, Rook and Decard is a “There was a really horrible energy in
collaboration between Howitt – ‘Rook’ the air after that, and then we had the
– Chris Taylor – ‘Decard’ – and Mary American elections, too.”
Hamilton – ‘Rowan’. Howitt admits with a Still, if you’re expecting tolerant
wry smile that the names were pilfered from drow discourse, you’re mistaken.
roleplaying characters the trio had played Player characters will lie, cheat, steal
over the years, which they decided was more and kill to achieve their political ends.
exciting than using their own surnames. So An early look at the rules reveals a
far, they’ve shipped two successful games via game filled with weird tonal touches
Kickstarter, while releasing one single-page and engaging mechanical complexity;
RPG each month via Howitt’s Patreon, the one of the classes in The Spire, in fact,
online subscription platform where fans can comes with a hyena. Howitt chuckles at
donate regularly to their favourite creators – the suggestion of the RPG being a more
often in return for exclusive goodies. mature offering than his previous work.
Howitt got his start creating zombie- “I don’t think it’s a maturity, as a
themed LARP experiences, and worked as a writer. But I think it’s more confident, and
freelance video games journalist, but didn’t that previous experience has given me
shift into making tabletop games until he the confidence to come forward.”
moved to Australia with Hamilton for her It’s a long way from some of Howitt’s early
job. With a career in games journalism efforts, including the aborted Prime Time
tougher down under where the industry Murder Justice, a title influenced by iconic
is small, he started designing games 1990 arcade game Smash TV that made it to

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“There’s something cathartic about writing
and playing a game about revolution or
rebelling against injustice.”
quite confused, so we stopped.’ And that is “1,483 backers,” Kickstarter politely
my parents’ sole direction with my creative informs me, “pledged £71,708 to help bring
career over the last four years.” this project to life.”
Goblin Quest came out of two years of This time, Howitt was more sensible
tinkering. It was a game Howitt kept in with the stretch goals, delivering more
his back pocket, pulling it out to play with art, more audio and some incredibly
nephews and nieces, and polishing it up detailed notes on arachnid midwives.
through repeated playtests. Hamilton was key There’s not a handwritten leather book
to Howitt taking a chance on Kickstarter. in sight. Despite the improvements, the
“Mary was encouraging me, she’s like: campaign’s level of success surprised
‘Well, we could publish this, we could make even its creators.
this happen! We can afford to print this as a “We were figuring we’d top out at
book, just as we print up the money, but we £60,000, and we shot past that in the last
can go to Kickstarter.’” couple of days,” Howitt enthuses.
the prototyping stage and took three hours “So we looked into different funding avenues “The other big surprise was that
to play. and we got a print-on-demand service, which people seemed to get pretty steamed that
“It wasn’t a terrible three hours, but I feel meant that the costs were not astronomical, even we weren’t giving away the quick start
like playing out the prime-time hour-long if the books weren’t great. And we went for it!” rules package for free; we went back and
Saturday night TV slot took three times as The following year they brought to life forth on it but, in addition to it being a
long as it would take to just watch it, and that Unbound, a card-based RPG where players lure to buy in, I think what we’d made
was kind of the issue.” build a world. Each game had become was worth money.
“I’m interested in going back to it in some gradually bigger in scope, with Unbound “The quick start wasn’t there as an
way,” Howitt adds. “I have grown as a writer being a big hardback book that looked more advert, but more to let people play around
since then though, and I feel a bit squicky writing like something you would find in a game with the system and setting in some
games about senseless murder for profit.” store. The Spire will be a similarly weighty small way before we move to release it
This is one of the biggest changes Howitt tome, if Grant has anything to do with it. next year. I don’t know whether we can
has noted as he’s grown up: less of a desire afford to give out free loss-leaders like a
to deliver an engine for senseless chaos, with SPIRALLING UP lot of bigger companies can, you know?
more passion instead for something that can 30 days after we eat dumplings and talk We’re still learning. Maybe next time we’ll
create fascinating stories. With his later games, game design, The Spire is funded, too. release it for free.” ■
the designer wants to deliver a toolkit for
people to build and experience new worlds.

STRETCH TEST
Most tabletop RPG fans first encountered
Howitt through his debut Kickstarter.
Described as “Itchy & Scratchy crossed with
The Animals of Farthing Wood”, Goblin Quest
was a crowdfunding success story, raising
more than ten times its initial £2,000 target.
Howitt remembers success despite several
minor mistakes, such as offering to write out
the rulebook by hand, in a leather-bound
book, for the first four people to pledge £250
to the Kickstarter.
“My mother, bless her heart, ordered one
without realising how much pain she was
causing me to write it all out. I’ve written ■ Left: The Spire takes
place in a fantasy
three now, and it’s not fun anymore.”
world where dark elves
The fourth book, the one bought by his are forced to live in a
mother, is a work in progress. lawless undercity by
“Mom, thankfully, backed down. I sent the ruling high elves.
her the PDF rulebook – and remember this
■ Main: Adrian Stone’s
is a book intended for children to read. artwork brings the dark
She’s like, ‘We got to page four and we were tone of the RPG to life.

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ESSEN PREVIEW

SPIEL THE BEANS


The world’s biggest board games show is back for another week of massive releases
from the German home of tabletop: Essen. But with thousands of games set to launch
in the span of just four days at the end of October, how the heck are you meant to
keep up? To help out, we’ve picked out ten titles deserving of your attention
Words by Matt Jarvis

QUEENDOMINO
After Kingdomino picked up the most prestigious award in tabletop gaming – the
Spiel des Jahres – earlier this year, you might have expected a follow-up to Bruno
Cathala’s cheerful tile-layer from 2016 about growing your lord’s domain – but
you might not have expected it this quickly! Queendomino is both an expansion
and a standalone sequel to Kingdomino, layering a slightly more complicated
set of rules over the simple spin on dominoes by adding an extra colour that
represents cities. City tiles don’t feature a crown, and so don’t earn extra points,
but can be used to generate income that can later be spent to construct special
score-boosting buildings, so they pay off in the long run. The game in the box
plays with two to four players using five-by-five grids, but can be combined
with the original set to support seven-by-seven grids for four people or up to
six players using the standard area size. If you’re still not convinced, know that
Cathala himself has called Queendomino the version of his game he wanted to
play after hundreds of Kingdomino matches – how can you argue with that?

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ALIEN ARTIFACTS
A card game about expanding your civilisation
and advancing your technology in space, you say?
Well, shucks, that sounds an awful lot like Race for
the Galaxy. And, yes, in some ways Alien Artifacts
does seem to be a spiritual successor to Tom
Lehmann’s well-loved interplanetary title, but it’s
also very much its own thing. Each turn, players
utilise two of the three resource cards in their
hand to build ships, develop tech, explore planets
or trade, with multiple routes to victory possible.
As well as having two different types of resource,
the more than 200 cards are also double-sided,
allowing them to be played either as ongoing
bonuses or to expand the ways in which points
can be gained. The breadth of decisions and ways
to rack up your score are designed to capture the
4X depth of heavy sci-fi strategy games such as
Eclipse, all in under an hour. It’s an ambitious
aim, but everything we’ve seen so far suggests
that Alien Artifacts manages it with gusto.

HUNT FOR THE RING


This Tolkien adaptation is designed by two of the designers behind lauded Lord of the Rings game
War of the Ring and the creator of the similarly-acclaimed Letters from Whitechapel,
Whitechapel Garibaldi and
Mister X so hopes are high, to say the least. Considered the third part of Ares Games’ War of the
Ring trilogy – after The Hobbit spin-off The Battle of Five Armies and the eponymous epic strategy
title – Hunt for the Ring isn’t a sprawling war simulation like those games, but instead a
more intimate hidden movement take on Frodo’s journey from the Shire to Rivendell at
the beginning of The Fellowship of the Ring. Instead of commanding armies, one player
will control the ring-bearer and his hobbit companions as they try to avoid the terrifying
Nazgûl (Ringwraiths) chasing them, controlled by up to four other
players, and resist the corruption of the Ring. The
game is divided into two halves based on the book,
firstly following Frodo from the Shire to Bree,
before the hobbits join Strider and attempt to
make their way to Rivendell. Players can save
between the two chapters, and the game
mechanics change, too. With a number of
fantastic games under the creators’ belts,
it’s hard to imagine this being anything
but another stellar effort.

PULSAR 2849
2017’s big Essen release from Codenames, Through the Ages and Tzolk’in studio
Czech Games Edition, Pulsar 2849 is a dice-drafting space exploration game by
Last Will designer Vladimír Suchý. Players roll a number of dice before taking
turns picking one each to take specific actions, such as gaining a spaceship,
travelling to a star system to discover alien knowledge, building megastructures
or upgrading their technology. Every player’s powers are different, and
each competing side also has hidden objectives they’re trying to complete,
alongside shared public goals for the maximum score possible. When each
round ends, the turn marker progresses based on which dice were rolled that
turn, potentially bringing the match to an end sooner or later than you expect.
With CGE promising a unique use of dice and plenty of options when it comes
to achieving victory, we’re very keen to learn more.

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ESSEN PREVIEW
BUNNY KINGDOM
The news of any new game by Magic: The Gathering,
Robo Rally and King of Tokyo designer extraordinaire
Richard Garfield is enough to get our ears to prick up,
but when that game involves clans of rabbits ruling
over a medieval fantasy world, you can bet our tails
start twitching, too. Happily, there will be no Game
of Thrones-style bloodshed involving the bunnies,
either; Bunny Kingdom takes place in a land where its
hoppy inhabitants have learnt to live in peace, and are
now just focused on – what else – growing carrots and
other vegetables as they expand their colonies like,
erm, rabbits. The vegan-friendly meat of the game is
in drafting cards and positioning your warrens across
the 100 squares of the main board in other to discover
resources, all the while building and improving cities
to increase your score. It sounds charming as all heck,
helped along by the inclusion of tiny plastic rabbits who
can sit in miniature towns and cities as they occupy the
map. We’ll be jumping on this the first chance we get.

OTYS
There’s something about the beauty, mystery and danger of being underwater that
makes scuba diving an endlessly fascinating theme for board games. Otys puts an
interesting post-apocalyptic twist on the act of diving, as players set out from the last
settlements on a drowned Earth in search of the civilisations lost underwater. Each
team of divers must search for and retrieve the materials needed to help their colony
thrive, fulfilling contracts and becoming more famous than their competitors. The
dwindling air supply of the explorers is represented by the need to optimise each
diver’s talents to maximise what they bring to the surface before their oxygen runs
out. The individual player boards show five different depths, which relate to a
set of actions at the same depths on a shared central board – as players pick a
depth, they perform the action before moving their diver to the top of the stack,
pushing everyone else down. Players must wait to refill their depth gauge before
choosing the same options again, making timing crucial. Over time, players can
improve their gauges to increase the efficiency of their team, collecting
items in groups to score both personal and shared objectives as they work
their way towards victory. Otys has plenty of interesting ideas and a great
look – you can bet we’ll be diving in as soon as we can.

WHO SHOULD WE EAT?


Giving a whole new meaning to the phrase ‘eating with friends’, Who Should We Eat? is a game
about chowing down on your former pals. The players are left stranded on an island by a plane
crash and decide to work together to gather resources to build a raft. The trouble is, it’s hungry
work; if sanity and food starts running low, the camp will hold a trial each evening to decide who
must be sacrificed as grub for the others, which can erupt into a knife fight resolved by the players
drawing straws. Whether by voting or combat, the unfortunate loser is killed and consumed,
helping their surviving companions to make it to the next day. Before you groan about player
elimination, though, there isn’t any: instead, those served up as dinner can return as ghosts,
haunting the living and potentially even winning as a separate team. It looks like there will be
plenty of dark humour as fewer and fewer people from the group of up to ten players remain alive
and desperately try to finish the raft. Plus, the box includes a wooden conch shell that marks the
group’s leader and is banged on the table like a judge’s hammer and gavel to begin each trial,
which seems pretty hilarious – or as funny as cannibalism can be. Anyone else feeling peckish?

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DRAGON CASTLE
Inspired by traditional Chinese tile and set collection favourite Mahjong, Dragon
Castle involves claiming pairs of matching tiles from a central ‘castle’ and building
your own personal castle in front of you. Each time a set is collected, those tiles flip
facedown and earn victory points – with bigger sets leading to higher scores. When
tiles are ‘consolidated’ like this, that player also has the chance to build a shrine
on top, which limits their future building options but can grant the chance to
score more points at the end of the game. In fitting with the name, the dragon card
dictates certain building requirements that can be
followed to rack up bonus points. There’s an
element of power-usage, too, with a spirit
card presenting special abilities – at the
cost of tiles. When the castle in the middle
gets down to one floor, the game ends and
the most points wins. Coming from Horrible
Games, the publisher of interesting marble-
collecting game Potion Explosion, Dragon Castle
should hopefully turn out to be a modern take on
a staunchly traditional abstract game with some
fascinating gameplay updates.

KEPLAR-3042
Simone Cerruti Sola’s sci-fi exploration game originally snuck out last year
but largely went under the radar, so this revamped new edition – complete
with gorgeous updated art from Flip Ships illustrator Kwanchai Moriya –
means more people should get the chance to experience its enthralling
tale of interstellar colonisation. Players are competing nations looking to
expand from Earth onto neighbouring worlds, terraforming the various
planets of the Milky Way and advancing their technology as they travel
further from home. A nifty game about resource management, each player
only has a finite amount of matter, energy and antimatter to make or
spend, so must use their supplies carefully. Supplies can be burnt and lost
permanently to perform more powerful actions, a costly but potentially
crucial decision as they race to earn the most victory points and prove
their worth as Earth’s greatest explorers. Keplar-3042 marks the first time
Lanterns: The Harvest Festival, Raiders of the North Sea and Clank! studio
Renegade has waded into the deeper end of the gaming pool, so it will be
interesting to see what the studio produces next if this is a hit.

NOMADS
Nomads is the second instalment in the Legends of Luma series, which
began with Oh Captain! this summer; the idea behind the ambitious
series is to produce six games over two-and-a-half years, featuring
different gameplay mechanics but starring the same set of characters in
the same world of Luma, gradually telling an ongoing adventure. (Even
the games’ boxes reveal the world’s map section
by section.) Whereas Oh Captain! was a bluffing
card game, Nomads is a more strategic move-
and-collection title based on traditional favourite
mancala. Inspired by the tales told by a tribe of
nomads around campfires as they travel across the
continent, players must try and walk around the fire
to put together each story bit by bit, optimising their
moves to assemble the longest legend and weave
the most impressive yarn. We love the idea of telling
a single story across multiple games, so we’ll be
checking out the latest chapter as soon as we can.

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76 80 83

PLAYED
OLD GAME, NEW BOX
84 85 86

89 89 90
W
e live in an age of endless remakes and reboots, from this year's reheated
films Beauty and the Beast, Ghost in the Shell and The Mummy, and video
games brought from their 16-bit origins into HD to the subtler nostalgia
of ‘80s and ‘90s-inflected works influenced by the cool-again style of decades past.
Board games are certainly no stranger to the return of beloved classics, whether
through long-awaited reprints or new editions, but there’s also a growing trend of
treating tabletop brilliance as just the leaping-off point for brand new experiences.
Take Whitehall Mystery, the spiritual successor to Letters from Whitechapel (with a 93 94 96
dash of ‘80s classic Scotland Yard) that trims the hidden movement masterpiece back
to its tense roots. Or Medici: The Card Game, a drastically reworked version of the
middle chapter of Reiner Knizia’s acclaimed auction game that actually does away
with the auctioning altogether. What about 13 Minutes, a seriously condensed dose
of Cold War simulation 13 Days packed into a pocket-sized box? It’s a similar story
with Caverna: Cave vs Cave, another impressive two-player adaptation based on the
genius designs of Uwe Rosenberg, and Codenames Duet, which makes a previously
sidelined co-op variant for the word game its main focus. Of course, we also have 97 97 99
Legend of the Five Rings: The Card Game, marking a long-awaited return for the
samurai-battling card game series begun in the ‘90s that draws from its rich history
while updating it for a modern world. These are all examples of the endless invention
of games designers, who often do so much more than just stick the same old bits in
a brand new box – although, as the new version of Modern Art proves, sometimes
simple perfection is best left largely untouched.
76 LEGEND OF THE FIVE 99 MODERN ART 100 102 103
RINGS: THE CARD GAME 100 UNEARTH
80 WASTELAND EXPRESS 102 CAVERNA: CAVE VS CAVE
DELIVERY SERVICE
103 DEADLINE
83 CODENAMES DUET
105 THE NETWORKS
84 STAR TREK ADVENTURES
85 WHITEHALL MYSTERY
106 LOVECRAFT LETTER 105 106 106
106 FIRST DATES: THE GAME
86 THE GODFATHER: 109 CATCH THE MOON
CORLEONE'S EMPIRE
110 THE FOX IN THE FOREST
89 STATECRAFT
110 PURRRLOCK HOLMES:
89 MEDICI: THE CARD GAME FURRIARTY'S TRAIL
90 UNTOLD: 111 DONNER DINNER PARTY 109 110 110
ADVENTURES AWAIT
111 THAT'S A QUESTION!
93 GLOOM OF KILFORTH
112 LAZER RYDERZ
94 SPIRIT ISLAND 112 STROOP
96 BEARS VS BABIES 113 DUNGEONS & DRAGONS
97 13 MINUTES: THE
CUBAN MISSILE CRISIS
CHARACTER SHEETS PACK
111 111 112
113 GOTHIC TEMPLE AND
97 THE LOST EXPEDITION WALLS SCENERY

112 113 113


075_ReviewsIntro_v2 MJ.indd 75 25/09/2017 10:04
PLAYED

LEGEND OF THE FIVE RINGS: THE CARD GAME


Battle for honour in this exhilarating complex card game of warring clans
Fantasy Flight | £36.99 | LCG | 2 players | 45-90 minutes | Age: 14+ | fantasyflightgames.com

W
hen Fantasy Flight produce a game that feels instantly – the higher the number, the more
announced in 2015 that it fresh and familiar, whether you’re conflict cards they can draw before the
was developing a successor already familiar with L5R or not. fighting begins, but if they’re the higher
to long-running ‘90s collectible card As in the collectible card game, bidder, they must pay their opponent
game Legend of the Five Rings – and L5R: TCG’s action explodes from the difference in honour for their
therefore bringing to a close the the electric interplay between dual disreputable behaviour.
two-decade run of AEG’s original – it decks of cards controlled by each In stereotypical fashion for its
was met with a mixture of excitement player: dynasty and conflict, the latter Japanese-inspired setting, honour is
from those optimistic about a modern BOX CONTENTS revised from the original’s ‘fate’. In very the lifeblood of each side – attaining
reimagining that could recapture the ◗ Seven stronghold cards basic terms, dynasty cards generally 25 wins the game, while hitting zero
◗ 17 province cards
complex samurai-fighting title’s early focus on the provision of characters means defeat. Honour is hard to come
◗ 117 dynasty cards
magic, which had begun to wane over ◗ 98 conflict cards who can be summoned for battle, by, but can be quickly lost with too
the lengthy years, and wariness on ◗ Five role cards while conflict cards fuel the abilities, many expensive draws, layering in a
the part of fans concerned about the ◗ Two reference cards weapons and reinforcements needed small yet crucial pacing element to
◗ Imperial Favour card
publisher’s treatment of a sprawling to bolster their strength. Dynasty managing your bids over the course
◗ 20 status tokens
world that inspired fervent devotion ◗ 40 fate tokens cards are initially drawn and placed of a match. The bidding system is
and had sparked many players’ love ◗ 50 honour tokens facedown on provinces – four bases a gloriously atmospheric way of
affairs with tabletop gaming, not unlike ◗ Two honour dials that can be attacked and destroyed reflecting the by-the-book (or not)
◗ Five ring tokens
fellow CCG Magic: The Gathering. by your opponent to open up a killing conduct of clans while introducing a
◗ First player token
The result, Legend of the Five Rings: ◗ Learn to Play book blow on your home stronghold – dramatic build-up to L5R’s core action
The Card Game, is an intricate and ◗ Rules Reference book before being revealed and potentially – a player on the back foot going all-in
captivating competitive card-battler purchased during the opening phase to try and brace their ailing forces
that remixes fundamentals of the of each round. It’s an exciting setup can lead to a reversal of fortunes, or
original L5R’s gameplay, as well as intensified by being able to see your their destruction. It never fails to be
drawing on the extensive universe rival’s available dynasty cards, allowing completely gripping.
further explored in its spin-off you to predict and plan which conflict The other key concept driving L5R:
roleplaying game. The musculature of ■ Top: There's a lot cards hidden in your hand might TCG’s thrilling momentum is fate. Akin
happening in L5R:
this rich lore is moulded around the TCG, but it's relatively
be able to counter their line-up of to Magic: The Gathering’s mana, but
refined frame of Fantasy Flight’s ‘living easy to keep on top of. warriors as the tension ramps up. persisting and accumulating between
card game’ format – established in Suddenly, the action shifts from turns, fate serves as the key resource
Android: Netrunner before being used ■ Opposite: Each players passively preparing their forces used to buy characters and execute
clan has a distinct
in Star Wars: TCG, A Game of Thrones: personality and play
out in the open to become a shadowy events. What makes fate unique is that
TCG, Lord of the Rings: TCG and the style, such as the tricks game of stealthy manoeuvres. Players it’s not used to invest in characters
recent Arkham Horror spin-off – to of the Scorpion clan. set a dial to prepare a bid for cards once, as in most card games. Instead,

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each character steadily degrades at the and special abilities are suddenly fend off the assault, each ring can
end of each turn, losing fate placed on revealed, before those provinces only be claimed once during a round,
them – when they run out completely, already known become familiar making every clash a tense skirmish
they’re discarded. As characters are targets in following turns. Players with the chance to change the players’
rarely ‘defeated’ in the traditional sense, have the ability to select and organise standings rather than feeling impotent.
sticking extra fate on a strong character five province cards – one attaches to There’s also the chance for the most
can swing a match by wearing down their main stronghold – during setup, successful player each turn to gain
your rival through attrition, as their introducing an interesting layer of imperial favour, bolstering a side’s
weaker troops are forced to withdraw. meta-strategy to defending, assisted power during the following round
This becomes especially exciting when by the chance of drawing ‘holding’ and stopping some characters from IF YOU LIKE
one player finds that they’ve exhausted cards from the dynasty deck that attacking, which further widens the A GAME OF
their pool of fate, often leaving an further toughen provinces. already vast strategic options on offer. THRONES: THE
CARD GAME…
opening for their opponent to strike While calculated play of characters As you can probably tell, there’s TRY LEGEND
and deal a major blow. The intertwined and events, effective investment of a lot to manage in L5R: TCG, but OF THE FIVE
use of honour and fate give L5R: TCG honour and fate, and a dose of luck it never feels overwhelming. The RINGS: THE
the feel of a sword-fighting duel, with all play a part in overcoming your complexity comes from knowing CARD GAME
Both of these
players interlocking in frantic clashes rival, once you’re in the action there’s when and where to invest honour deep and
and trying to exhaust their opponent another important ball to juggle: and fate, rather than actually doing rewarding head-
before stepping back to catch a breath the legendary five rings themselves. so, leaving plenty of room for those to-head card
during the planning phases. As a battle is declared, the attacker who commit themselves to the game games value the
ability to master
Accentuating this short but chooses one of the five, flipping it to to refine their mastery of the various political adeptness
intense pacing – and the importance the respective military or political side. interlocking systems and experiment and military might
of preparation – are the battles. If they achieve victory – whether or with the broad tactical gameplay. L5R: in equal measure.
Each player can engage in just two not the province is destroyed – they TCG captures the preparation and
attacks on their rival each round: then get the opportunity to power up behind-the-scenes planning of major
one using political influence and that ring’s ability, varying from gaining military battles in just as streamlined
the other using more conventional honour and drawing extra cards to and enrapturing a way as the heated
military might. Provinces are left honouring or dishonouring a character confrontations themselves.
facedown until attacked, providing a to modify their battle prowess, and True to Fantasy Flight’s consistently
dramatic shock of luck to the first few removing fate from a foe. While the impressive production budgets, the
rounds as each location’s strength defender can’t use the ability if they top-tier presentation glows from each
card’s masterful artwork. The seven
clans, locations and characters of the
L5R universe come with the weight
of more than 20 years’ of storytelling
behind them, and this new chapter
feels fittingly soaked in the narrative
and style of the world. The dedication
to L5R’s clan-centric structure may
be frustrating for players of slightly
more flexible competitive card games
– although there’s the ability to spend
influence to include cards aligned with
other clans when deckbuilding, it’s
not as open as a game like Netrunner.
It’s also worth mentioning here that,
like most of the Fantasy Flight LCGs,
although you can play with two people
and build a standard deck out of the CONCLUSION
core box, you’ll ideally be needing at Legend of the Five
Rings: TCG boasts an
least a couple of copies to put together
involving world and
a proper custom loadout. sleek set of gameplay
Legend of the Five Rings: The elements that come
Card Game builds on an impressive together to form a
beautiful recreation of
legacy and does it justice with a
samurai warfare from
fascinating card-battler. It’s deep and the bloody action at
atmospherically rich without being the front line to the
offputtingly complicated or sacrificing wider-scope strategy
playing out at the
the more unique elements of its
back. It’s complex,
namesake. The legend lives on. ■ gorgeous and
MATT JARVIS completely enthralling.

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LORDS OF THE RINGS
Legend of the Five Rings: TCG is an intricate and absorbing reimagining of the ‘90s collectible card game.
Designers Nate French and Brad Andres reveal how they brought a legend back to life
Interview by Matt Jarvis
Legend of the Five Rings was a community experience which uncovers card each turn, giving them fewer tools
collectible game card first, followed the next piece of the story. This makes to fight back once they got behind.
by a spin-off RPG. How did you go the LCG model ideal for L5R. NF: Multiple win conditions was
about translating the ‘feel’ of the NF: There’s a fairness to the fixed LCG another core element we wanted to
original series to this year’s revival? distribution that appeals to today’s card bring forward – that on one level,
Brad Andres: Before anything else, we players. Everyone has equal access to you could win through conflict and
familiarised ourselves with the original the entire card pool, and it’s what you do breaking your opponent’s provinces,
game by playing a bunch of games of the with those cards that matters. but on another level how you played the
CCG, trying lots of decks from different
clans and sets in order to get a sense of the Which gameplay features did you “We felt game, honourably or dishonourably,
also mattered. One thing we did try
flow and feel of Legend of the Five Rings.
We specifically looked for the
carry forward from the original L5R?
What did you need to change? compelled to do here was integrate the different
conditions, so that players would have to
mechanics that were the most fun or
distinctive in the old game, and tried
BA: Conflicts are structured very similarly
to how they are in the CCG. Multiple to pay our consider both elements in most games.
The basic structure of the game,
to carry them forward. During this
time, we also made sure to get a sense
characters square off against each other
while players play cards and activate respects with two decks, an open information
set of available cards in the provinces
of all the different great clans. From
a Crane honour duelling deck to the
abilities to influence the outcome.
We took the most exciting features of to the and a set of hidden cards in hand,
was also identified as an essential
Unicorn cavalry deck, we took in the
feel and play style of each and translated
combat from the original game and
transplanted them into the LCG. original element we wanted to maintain. The
way these two decks and game areas
those as best we could to the new game.
Nate French: In addition to grinding
We felt it necessary to change the
resource mechanic in order to smooth game connect with the concepts of honour
and dishonour inspired a fair bit of the
out games, I also had a number of
conversations with players of the original
out the game flow, making fewer games
snowball in favour of one player. In and its game’s structural design.

game, seeking to discover what drew


them to the game and kept them hooked.
the original game, you had to hope
to get your economy and character universe What remains of the original series'
world and characters?

Why was a living card game the


cards in the right order for your deck to
function as intended. A player that got and lore.” BA: The storyline of the LCG takes
place in its own version of Rokugan,
right modern format for L5R: TCG? ahead early in the game had a distinct independent from the Rokugan of the
BA: The regular release of LCG packs advantage over their opponent. This CCG. You will notice some familiar faces,
is very conducive to telling an ongoing issue was exacerbated by the fact that ■ Top: L5R: TCG takes as well as some new ones, but the way
story, which Legend of the Five Rings is once a province was destroyed, its place in an alternate that the story plays out will be intriguing
famous for. The release of each pack is a controller would get one less dynasty version of Rokugan. to both new and returning players.

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universe – it opened up some new the board is one of the chief puzzles
possibilities in how a card game could that the game contains. Players are able
play out. to afford to keep low-cost characters
out for longer, but their impact on the
Fantasy Flight has put out a overall game is less potent than higher-
number of living card games over cost characters typically are. It is quite
the years – you’ve both worked on expensive to keep a high-cost character
a number of them. What did you around for long, but the right character
bring from those titles to L5R: TCG?
BA: We’ve seen several successful LCGs
“Each at the right time can dramatically shift
the game in your favour.
and we can look at each of them and ask
ourselves what about the game made
mechanic NF: In most card games, a character’s
cost is fixed – if you want the character,
it successful. We try to carry forward
principles and ideas from our successful
places a you have to pay the same amount any
time. The fate mechanic is empowering
LCGs while still creating a fresh and
unique gaming experience for both new
premium in that it allows a player to decide how
heavily they want to invest in each
players and players returning from the
original game. For example, in Legend
on skillful character they play, based on the
current state of the game.
of the Five Rings, we have an influence
system that is similar to the influence
play and What would you point to as your
system in Netrunner. We found that fans
of Netrunner really enjoyed the influence
is heavily favourite mechanic in the game?
BA: One of my favourites is the ring
system and felt that a similar mechanic
would fit into this game perfectly.
grounded mechanic, as it brings the elemental
rings to the forefront of every conflict
NF: There are probably dozens – if not
hundreds – of examples of lessons we’ve
in a in the game. The rings give players
an interesting choice to make with
learned from previous games that can
be seen here. A simple one that comes
powerful every conflict they declare and ties
the flavour in as well. An air conflict
NF: The original setting was our
primary inspiration. We want the
to mind: in previous games, we have
used the word ‘to’ as a loaded term in
thematic might represent a battle of wits or a
quick-paced duel to the death, while
experience of the new game to feel
simultaneously familiar and fresh.
ability text that separates an ability’s
cost from its effect. This frequently led
concept.” a fire conflict might represent might
represent a passionate debate or a
to confusion among players who didn’t clash between great armies. It really
What was important about setting realise the manner in which this word lets players weave their own story as
this game in the Legend of the Five was being used. In L5R, we adopted the the game unfolds.
Rings universe, rather than creating use of a dash to differentiate between NF: Both the fate mechanic, and the
a new series with similar samurai- costs and effects, and it’s made teaching honour bidding for card draw, are up
inspired and mystical elements? that aspect of the game much easier. there for me. Each mechanic places
BA: Legend of the Five Rings has a ■ The balance between a premium on skillful play, and each
history going back over 20 years and One of L5R: TCG’s most interesting honourable and is heavily grounded in a powerful
is widely recognised for the quality of aspects is the role of fate, which dishonourable play is thematic concept: the ephemerality
its storytelling and world building. The can allow cards to remain on the key to L5R: TCG's action. of fate, and the idea that the hidden
established universe is a perfect setting battlefield for longer but steadily information of the hand is less
for a game, since the factions are already depletes. Could you explain a little honourable than the open information
well defined within the lore and there about how you implemented the of the dynasty cards for the bidding.
are so many evocative elements that system and accounted for the
inspire card abilities and characters. varying strengths of characters? Other than the planned expansions
As far as the design process goes, we BA: The fate mechanic allows players, on the way, what’s next for the new
felt compelled to pay our respects to when they are initially bringing a Legend of the Five Rings series?
the original game and its established character onto the board, to invest more BA: Our first winter court world
universe and lore by highlighting the fate in that character in order to keep it championship happens in
best and most interesting mechanics in play for additional turns. November. We may see some
and lore from the original game and Because of this, there is less need for interesting plot development as more
critically think about the way that cards that outright destroy characters of the story unfolds, and the role-
players experience the game’s story. since each character will eventually selection ceremony is set to take place
NF: The setting introduced some fresh leave play on their own. This causes at the tournament! So lots of exciting
concepts that we hadn’t really explored each game to have a constantly shifting things coming up.
in our other LCGs. Honour and board state, with both players trying to NF: There’re some pretty cool cards
Dishonour, mono no aware [a Japanese find opportunities to gain advantage coming up in the first cycle of dynasty
term encapsulating the impermanence over their opponent. Figuring out the packs as well… can’t really say much
of things], the ephemeral nature of the right mix of characters you’ll need on more than that! ■

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PLAYED

WASTELAND EXPRESS DELIVERY SERVICE


The post-apocalypse has never been so full of life
Pandasaurus | £79.99 | Delivery | 2-5 players | 90-120 minutes | Age: 13+ | pandasaurusgames.com

BOX CONTENTS
◗ Mod Shop tray
◗ 125 truck mods
◗ Grand Lord Emperor
Torque figure and card
◗ Six player trucks
◗ 25 action markers
◗ Three raider trucks
◗ 75 cargo
◗ 18 character standees
◗ Six ‘not welcome’
character standees
◗ 10 combat dice
◗ Raider check die
◗ RAD check die
◗ 105 scrap

W
◗ Six dashboards
hat is it about the end of – rather than its name and characters learnt the rules and played a couple ◗ Mod Shop
the world that convinces – that counts here. of times, the trays make setup and reference board
everyone to fuel up their Before the good – and, boy, is it teardown a brief matter of minutes, ◗ Market board
◗ 16 terrain octagons
gas-guzzling trucks and hit the road? good – it’s time for the (very slightly) meaning your efforts at the start
◗ 21 location tiles
Whatever it is, we can’t get enough of it. bad. There are a hell of a lot of pieces don’t go unrewarded. ◗ Five nuclear bombs
Wasteland Express Deliver Service needed to play WEDS, and they take a Once you’re up and running, there’s ◗ 22 supply counters
is a collaborative effort between Dead very long time to punch out of dozens no need to hit the brakes. Like the ◗ 20 artifacts
◗ 36 demand counters
of Winter co-creator Jon Gilmour and of boards the first time around. It’s trucks and their drivers that players
◗ 40 damage tokens
Matt Riddle and Ben Pinchback, the something you’ll want to do before pilot across the near-deserted wastes ◗ 10 trailers
designer pair behind the card game gathering up your group to play, unless of the post-apocalypse, WEDS puts the ◗ 15 dig tiles
spin-offs of Back to the Future and The you like never seeing your friends pedal to the metal from the start line, ◗ 60 progress markers
◗ 16 ally cards
Goonies. A different ‘80s cult movie again (or they have an irrational love of offering up three shared contracts – as
◗ Nine raider truck cards
franchise thrums in the background repetitive tasks, in which case make well as a starting private objective for ◗ 10 event cards
of WEDS like a purring petrol engine, a brew and sit back to watch). While each player – that direct the lorries ◗ 15 vision quest cards
but it’s the influential out-and-out the initial unpacking can be heavy- around the irradiated landscape. ◗ 16 raider enclave cards
◗ Eight priority first-
flair of riotous car chase fest Mad Max going – it took us around an hour to As the name suggests, this is a
class contract cards
sort everything into their designated game about delivery – whether ◗ 45 faction job cards
holes – WEDS’ creators have thought that’s satisfying the supply-and- ◗ Rulebook
ahead with an outstanding series of demand of scattered outposts
plastic trays that helpfully keep every seeking water, food and weapons,
bit and piece exactly where you need hauling a nuclear bomb into the
it for future games. Honestly, we’re heart of a raider outpost or digging
talking a Mechs vs Minions-level of up and transporting the corpse of
godly box design here. a half-man, half-machine monster
The manual doesn’t help things to harvest for parts. It takes three
get rolling either, overcomplicating completed contracts to win the game,
a straightforward set of rules with but some are lesser jobs that offer up
■ Main: The game's
a poorly-structured guide and rewards in scrap – the currency of the
clever momentum
lack of clear reference points for end of the world – and other benefits, system means things
newcomers. However, after you’ve such as helpful passengers, making never hit the brakes.

80

080_081_wastelandExpressDeliveryServicesReview_v3 MJ.indd 80 22/09/2017 11:49


them worthwhile to fulfill in-between While the lack of player interaction as it could be, but the sheer number of
aiming for the big goals. by default may be off-putting for some, different alternatives offered by even
At a couple of hours long, WEDS it keeps the focus on the frantic dash the standalone main mode is such
isn’t a short game, but it is a fast game. to complete contracts ahead of your that there’s never a lack of variation.
This is a sandbox adventure, allowing rivals rather than getting bogged down There’s even a suggested gameplay
players to visit outposts, purchase in back-and-forth scraps: this is a race, variant from each of the game’s
cargo, upgrade their truck, hire allies, rather than a brawl. Instead, the main creators – something we’d love to see
acquire missions, deliver goods, and way for players to impede each other more often in games.
fight and pillage either raider enclaves is by moving the three roving raider The universe is brought effortlessly
or roaming raider trucks. Despite the trucks by landing on specific spaces, to life by the stunning illustrations of IF YOU LIKE
variety of options, the tempo never lets granting them the chance to move the talented comic book artist Riccardo SALTLANDS…
up thanks to a graceful action selection foes into a new area. The only other real Burchielli, which brim with the same TRY WASTELAND
EXPRESS
‘dashboard’ for each player that keeps danger is radiation, again resolved with visual energy, invention and anarchic
DELIVERY
individual turns brief yet meaningful. a single die roll. The pace of the whole style as series such as Tank Girl. If SERVICE
Key to this is the ingenious momentum game means that such encounters WEDS doesn’t have the best artwork Where Saltlands
system, which steadily offers players the never feel simplistic – they’re exactly of any board game we’ve ever seen, had a strong
look but fell apart
ability to move further and further with as weighty as they need to be to feel it’s damn close. This is combined
under the hood,
a single action following successive consequential without bringing with character and vehicle designs WEDS delivers
moves – or sacrifice their built-up everything to a screeching halt. that combine clear homages to Mad on the promise of
motion by instantly performing a There are plenty of post-apocalyptic Max with hints of cel-shaded video a Mad Max-style
wasteland chase
different action with no additional games out there, but even some of game Borderlands and countless
to remember.
cost. This means that turns are very those with engaging gameplay often other influences to create a style
rarely spent just moving, presenting have forgettable worlds. That’s not that nevertheless feels refreshingly
a consistent feeling of progression the case with WEDS. An abundance distinct, instead of pandering or
and pace as each truck zooms around of story and lore seeps into every tipping over into cliché. The game’s
the randomly-generated map, available gap across the game, from writing and flavour is impressively
slowing down to collect or drop off the rulebook to players’ contracts and strong given the long history of
commodities before whizzing off again. the random event cards drawn at the bland and generic wastelands on the
Combat is similarly snappy, outset of each round. The six drivers tabletop, kicking in with a jet-black
consisting of little more than a simple are diverse and well-characterised, dose of surreal humour, effective
dice roll against the defence value while the multiple factions that world-building and knowing pastiche
of a randomly-drawn raider enclave operate across the world – the culture- that – despite the out-there visuals –
or truck card. Failure means taking obsessed Archivists, broken New thankfully doesn’t overdo it.
damage – but this never leads to total Republic Army and religious Oracles WEDS stalls at the start with an
destruction, just the risk of losing of Ceres – tie into a wider story that imposing first-time preparation and
storage room and ultimately precious can be explored further in an eight- unnecessarily frustrating rulebook,
cargo before being repaired. While mission campaign. but these small bumps can’t stop
combat is frequent, it never occurs While the campaign starts out slow, its payload laden with stacks of
between human players – although a with minor tweaks to the standard personality, polish and unrelenting
designer variant offered in the back sandbox mode, it shifts gears in its gameplay oomph from ultimately
of the rulebook does present optional latter half with more substantial bringing the goods. Strap in for a hell
rules for head-to-head clashes, if that’s changes to the setup and rules of each of a ride. ■
more your style. scenario. It’s perhaps not as extensive MATT JARVIS

■ The outstanding
art is backed up by
blackly comic writing.

CONCLUSION
If you can get past
the slow start of
your very first game,
WEDS soon kicks into
gear with a fast and
furious romp through
a wasteland like no
other. From there, the
momentum of the
high-octane gameplay
and incredible visuals
never let up – it’s a
non-stop joyride.

81

080_081_wastelandExpressDeliveryServicesReview_v3 MJ.indd 81 22/09/2017 11:49


䄀圀䄀刀䐀            圀䤀一一䤀一䜀 䜀䄀䴀䔀 䴀䄀吀匀

嘀䄀刀䤀伀唀匀 䐀䤀䘀䘀䔀刀䔀一吀 䰀伀吀匀 伀䘀 䘀䰀䄀吀 刀䄀吀䔀


匀䤀娀䔀匀 䴀䄀吀䔀刀䤀䄀䰀匀 䐀䔀匀䤀䜀一匀 䔀唀 匀䠀䤀倀倀䤀一䜀

圀圀圀⸀䐀䔀䔀倀䌀唀吀匀吀唀䐀䤀伀⸀䌀伀䴀 䤀一䘀伀䀀䐀䔀䔀倀䌀唀吀匀吀唀䐀䤀伀⸀䌀伀䴀

p082.indd 1 19/09/2017 12:18


PLAYED

mode, but it’s in the optional campaign


that the changes really shine.
Completing a basic match kicks
off a globetrotting adventure, as the
players choose which country to visit
next based on linked paths. Each
location alters the difficulty, reducing
or increasing the number of turns and
incorrect guesses permitted (going as
low as 0 for a tough but tense instant-
failure challenge).
There’s no narrative hook, yet
the choice of where to visit next and
dynamic method of encouraging
different play styles (risky or
conservative, depending on the setup)
is a treat, injecting extra life and energy
into a game that has never been short
of either. It’s also an ideal mode for
Codenames connoisseurs looking for
an extra linguistic trial, as the harder

CODENAMES DUET
levels hinge on providing first-rate clues
to score higher and higher combos
without slipping up. The flexibility to
Play in harmony with this catchy co-op spin on the word game start from and end on any location, or
Czech Games Edition | £16.99 | Co-op | 2+ players | 15 minutes try and travel as far as possible without
Age: 11+ | czechgames.com/en/codenames-duet
losing once, makes the campaign a
fantastic way to lose an afternoon.

C
odenames Duet is quickly BOX CONTENTS word cards while avoiding the usual Codenames Duet doesn’t reinvent
becoming my favourite way ◗ 200 word cards crowd of assassins and bystanders. Codenames, but it achieves a rare feat
◗ 15 green agent cards
to play Vlaada Chvátil’s ◗ 100 key cards Unlike Codenames’ barebones by being just as exceptionally crafted
outstanding one-word clue-giving hit ◗ 11 timer tokens variant, both players have a unique and compelling as the original without
– and, despite the name, it’s fun by ◗ Assassin card group of agents for their partner to being exactly the same game in a new
no means limited to two people. ◗ Mission maps pad find – although some apply to both, box. Whether you get it to add to your
◗ Card stand
Although a co-operative variant was ◗ Rulebook introducing a captivating layer of meta- collection, or simply find out what all the
technically included in the back of the strategy as you bounce clues off each fuss is about, just make sure you get it. ■
original Codenames’ manual, Duet other and use your knowledge of how MATT JARVIS
takes the basic concepts presented many agents and assassins are shared
there one step further, fleshing out to pare down your options.
the competition against a cardboard Once the time runs out, the fun
adversary with dedicated turn-timer doesn’t immediately stop – a nail-
tokens, balancing the involvement of biting ‘sudden death’ mode halts the
both human players and introducing ■ Top: Both players clues but keeps guesses going as long
have a number
a charming campaign mode in the as they remain correct, offering a
of spies for their
form of a map of missions with partner to find. thrilling last-minute chance to swipe
varying difficulties and challenges. victory. Exemplifying the simple
With the 400 new words from ■ Right: The mission genius that made Codenames such
map pad adjusts
this box able to be used with the an incredible joy in the first place, it
difficulty on the fly
original (and vice-versa, plus spin- as players move leaves the highly entertaining core of
off Codenames Pictures), it’s also a around the world. the game untouched while applying CONCLUSION
Introducing enough meaningful changes
worthwhile expansion that increases changes that feel meaningful and fresh to mark it apart from its predecessor,
the replayability of the cross-compatible – and, like the original, it’s all-too-easy Duet is nevertheless just as entertaining
series to a frankly staggering level. to end up in a 'one more game' loop and enthralling to play. The campaign
Instead of racing against the for hour after enjoyable hour. mode is light but smartly encourages
different styles of play, while the
intellect of a rival team, the opponent The standard game is already gameplay tweaks make one of the best
here is your own skill: the standard much more than a simply repackaged competitive games around now one of
mode only gives you nine turns as version of the original’s alternate the finest co-op experiences going.
a pair (or two teams of any number
of players – it should’ve really been IF YOU LIKE CODENAMES… TRY CODENAMES DUET
This set increases enough cards to double the size of the original game, but also
called Codenames Co-op) to discover
offers a fantastic fully fleshed-out version of the previously barebones co-op variant.
15 agents hidden around the grid of

83

083_codenamesDuetReview_v2 MJ.indd 83 22/09/2017 11:50


PLAYED

Opening a locked door can


require management of momentum
and threat counters, a complication
range, advantages and disadvantage
traits, and a few others depending
on the exact nature of the situation.
All this can sometimes slow the
pace of the game to a crawl, with the
need for both players and the GM
to be highly focused and extremely
familiar with the rules to keep things
zipping along.
Still, even if you do need to keep
the rulebook on hand, you probably
won’t mind all that much. It’s a
genuinely lovely piece of work,
crafted with obvious reverence for
the Star Trek universe.
The background and setting
sections are incredible primers for
the universe and are enjoyable to
read entirely independent of the
rules – the section on how each
class of Starfleet vessel is designed
is a favourite. There’s a wealth of
STAR TREK ADVENTURES information on offer, supported by
countless extracts from in-universe
To boldly roll where no-one has rolled before reports, letters and logs. Much of the
Modiphius | £44.99 | RPG | 2+ players | modiphius.com art is exceptional and does a good
job of showing everything from the

I
n Star Trek Adventures, Modiphius the role of the chief engineer as their ■ While combat is campy pulp of space castles to the
has come up with probably the primary character can hop into the covered with extensive clean curves of Federation starships.
rules, it's not the
best way to recreate the feel of the shoes of a literal redshirt for missions focus of the RPG.
Ultimately, this highlights perhaps
iconic TV show at the tabletop – no where there’s more call for steady the game’s greatest strength and
mean feat considering the many aim than technical skill, allowing weakness. Most RPGs licensed
ways in which Star Trek differs from everyone to participate without from major properties are relatively
other sci-fi settings. having to contrive a reason for the streamlined affairs that try not to
After all, while they certainly entire command crew to take on burden more casual gamers with too
had lasers, tentacled monsters every excursion. many complications but, for better or
and everything else needed to keep Beyond this, the impressive worse, Star Trek Adventures doesn’t
things exciting, the episodes' focus breadth of systems on offer means seem to share these concerns.
rarely fell on explosions as much as that it’s possible to reproduce virtually For some this will be off-putting, but
diplomacy, exploration and science every aspect of a Star Trek episode, if you’re familiar with both crunch-
– even if that last one amounted whether you’re romping around with heavy RPGs and 3D chess, it may well
to little more than babbling about alien princesses pulled from The be just what you’re looking for. ■
deflector dishes and neutrino beams. Original Series or confronting the RICHARD JANSENPARKES
This is reflected neatly in Star Trek ethical dilemmas posed by the Borg
Adventures; while there are extensive or Dominion. However, this does CONCLUSION
rules for combat, they aren’t the come with a few downsides. An incredibly wide-ranging ruleset with
focus by any means. Exploration and While a typical check in the game plenty of options for exploring strange
new worlds and seeking out new life
diplomacy are just as important as will have relatively simple core and new civilisations, but probably
shootouts, brawls and ship-to-ship mechanics – roll a few d20s, then gain not an ideal first step into the world of
engagements, with an entire chapter successes for each one that comes tabletop RPGs.
dedicated to solving problems in under a value determined by your
through futuristic science. character’s attributes and skills – there
IF YOU LIKE THE DOCTOR WHO RPG…
Indeed, Modiphius has made a are a number of extra systems bolted
TRY STAR TREK ADVENTURES
real attempt to replicate the approach on that can muddy up an otherwise Fans of classic sci-fi settings where
of the show and accommodate the simple interaction. None of them are talking and quick thinking is prioritised
various spanners the format would particularly unwieldy on their own, over combat should put Star Trek
Adventures at the top of their wish list.
throw into the works of a more typical but that hardly matters when they
Make it so.
RPG. For example, a player taking stack up so quickly.

84

084_starTrekReview_v2 MJ.indd 84 22/09/2017 11:50


WHITEHALL MYSTERY
Chase the Ripper through the streets of London in this heart-racing hunt
FFG/Giochi Uniti/Sir Chester Cobblepot | £39.99 | Hidden movement | 2-4 players | 1+ hours | Age: 13+ | fantasyflightgames.com

W
hitehall Mystery is hidden hounding investigators to stay BOX CONTENTS can even be combined with parts
movement at its best: a constantly on his tail instead of ◗ Game board of Whitechapel and its Dear Boss
thrilling high-stakes race waiting for the starter pistol trigger ◗ Six special expansion to mix in familiar
between hunters and hunted that of a murdered victim to chase him movement tiles gameplay elements from those
◗ Three investigator tiles
never pauses for breath. back home. ◗ Smoker tile games, while retaining the taut
Based on the grisly true-crime The tighter player count, reduced ◗ Three investigator minis tension of the condensed redesign.
legend of Jack the Ripper – and number of rounds and trimming of ◗ Jack figure Whitehall suffers from some of
taking heavy inspiration from some of Whitechapel’s more nitpicky ◗ Jack screen the inconsistencies in difficulty
◗ 30 Jack move
spiritual successor Letters from rules makes Whitehall a purer track sheets and playing time that afflict hidden
Whitechapel – Whitehall sees one experience than both that game and ◗ 15 yellow clue markers movement as a genre – early matches
player cast in the role of Jack as he fellow hidden movement darling ◗ Four discovery can be frustrating for newcomers
scatters the dismembered remains Fury of Dracula, placing the glaring location markers unfamiliar with the rhythm and
◗ Rulebook
of one of his victims around London spotlight squarely back on the tactics of toying with their opponents,
while avoiding three pursuing cat-and-mouse chase at its exposed and can stretch on to the point of
investigators, controlled by the heart, bringing it more in line with exhaustion if steadfast players spend
remaining players. Scotland Yard, the classic 1983 Spiel minutes overthinking every step. But
Jack’s hidden movement is des Jahres winner that pioneered if you allow the shadowy atmosphere
boiled down to its dramatic basics, the genre. and tension of Whitehall Mystery to
with a limited pool of special That’s not to say that Whitehall simply envelop you, you’ll uncover an
single-use movement tiles that Mystery has completely stripped outstanding showdown that rivals the
allow him to cross bodies of water, the flesh from its acclaimed finest drama around. ■
jump two spaces or slip through predecessor's bones. While the MATT JARVIS
alleys punctuating the otherwise standard mode excels at highlighting
CONCLUSION
straightforward sprint to get to three the simple hunt with very few bells IF YOU LIKE Tight, taut and tense as anything the
discovery locations selected during and whistles beyond Jack’s deck LETTERS FROM tabletop has to offer, Whitehall Mystery
setup by the player within 15 turns of special moves, there are a good WHITECHAPEL… brings the focus of its hidden movement
over the course of three rounds. number of optional rules suggested TRY WHITEHALL influences back to the cat-and-mouse
MYSTERY chase beating in its chest with a
Hot on his heels, the investigators in the manual to tweak the standard Whitehall smartly condensed scope and flexibility
gradually uncover spaces visited by mode to your choosing, whether Mystery trims that makes this an ideal game for
the invisible killer, marking them by allowing Jack to recharge some the more finicky newcomers and veterans alike.
with yellow discs representing the of his limited special movement requirements of
its predecessor
revealing glow of lamplight before tiles between rounds or enabling with a neat set
trying to cut off his potential next the unique talents of the three of rules that take
move. Each exposed disc sparks investigators – two in the case of the race between
another burst of animated deduction journalist Jasper T.C. Waring, who hunter and hunted
back to its pulse-
and prediction about Jack’s can come accompanied by his pounding origins.
potential path and target, with the loyal pooch Smoker. Whitehall
same excitement of following crisp
footsteps in snow or recreating that ■ The map is smaller
scene from The Two Towers where than that of Letters
from Whitechapel,
Aragorn emotionally tracks the fate intensifying the
of Merry and Pippin. claustrophobic action.
Whitehall’s map – and board
– is pared down a little from
Whitechapel, resulting in not only
a faster pace better befitting of a
breathless chase through the streets
of Victorian London but a more
claustrophobic and close-call tension
from the off.
Unlike in Whitechapel, Jack is
no longer a creature of habit who
returns to his hidden hideout after
each murder, choosing instead to
roam directly between his selected
discovery points – forcing the

85

085_whitehallMysteryReview_v2 MJ.indd 85 22/09/2017 11:51


PLAYED

THE GODFATHER: CORLEONE’S EMPIRE


Eric Lang’s sprawling gangster game won’t leave you sleeping with the fishes
CMON | £79.99 | Worker placement | 2-5 players | 60-90 minutes | Age: 14+ | cmon.com

H
ere’s an offer you can’t refuse: BOX CONTENTS and money, and higher-ranking
a board game adaptation ◗ Game board family members, who more subtly
◗ 34 figures
of one of the greatest ◗ 32 illegal goods cards influence their way into reaping the
movies ever made, by one of the ◗18 ally cards benefits of entire districts at once.
best tabletop designers working ◗ 12 business tiles Establish your presence in a region
today. That designer is Eric Lang, ◗ 44 job cards and you’ll profit from the actions of
◗ 120 money cards
who brings his ‘dudes on a map’ ◗ 45 control markers competing families, gathering guns,
philosophy previously perfected ◗ Five metal suitcases blood money, alcohol and narcotics,
in Blood Rage to the blood-soaked ◗ Horse head token which can be spent to complete
world of The Godfather. ◗ Police car token specific tasks. These jobs, which
◗ Rulebook
Although framed around the first include extortion, shakedowns and
Godfather film – the four acts span even planting car bombs, are among
from the opening wedding scene the most satisfying and thematic
(“You come into my house on the parts of the game, with killing
day my daughter is to be married, Corleone appears as a plastic rival gang members, stealing from
and you ask me to do murder for miniature, but serves only as a round opposing families and hiding cash
money.”) through to the climactic counter and a thematic excuse to away exactly the kind of nefarious
betrayal and deaths at the close of discard down to a hand limit at the dealings any self-respecting mafioso
the gangster epic – you wouldn’t end of each round. should be indulging in.
necessarily know it if it wasn’t on the ■ Top: The game's While the narrative of The Stashing cash away is especially
production values
box. Despite the suggestive title, the Godfather is little more than light important, as any money left in
live up to the movie's
action avoids following the iconic acclaimed polish. dressing, its atmosphere is delivered your hand could be claimed by Don
Corleone story, instead opting to like a gunshot to the chest. Players Corleone at the end of a round. In
focus on the clashes between other ■ Opposite: Don apply pressure around 1950s New a lavish, albeit unnecessary, touch,
Corleone appears
warring mafia families that takes York by strategically placing their players can claim specific businesses
in miniature form,
place primarily in the background but has little bearing low-life thugs, who shake down the around the map to add money to
of the film. Marlon Brando’s Don on the action. front of lone businesses for goods their individual metal suitcases,

86

086_087_theGodfatherCorleonsEmpireReview_v2 MJ.indd 86 22/09/2017 11:53


which safeguard earnings and control of a district or have the chief
completed jobs until the end of the of police in your pocket.
game (or they’re pinched by a rival New businesses, prime for a
family). As money cards can’t shakedown, open up around
be exchanged, knowing New York as the rounds wear
when to spend your turn on, with the random tiles
banking some dollars is keeping strategies fluid
crucial – but overloading on and shifting advantageous
top-value cards makes you positions to avoid a bottleneck
a prime target for a robbery, on the map at the beginning of IF YOU LIKE
BLOOD RAGE…
especially as every card each act. The second and fourth TRY THE
hoarded must be revealed to rounds grant extra family members, GODFATHER:
the entire table before vanishing which gently ramps up the tension CORLEONE’S
into the metal tin. and interaction between players EMPIRE
Eric Lang continues
The suitcases are far from the only without overcomplicating the tight set to prove he’s the
extravagant flourish: this is a game of rules. The map can still feel a little master of modern
stuffed full of opulent production. first player. The models are roundly empty at game end when playing with strategy games by
Publisher CMON once again shows well-sculpted, although the police car smaller groups, as the varying setup bringing his ‘dudes
on a map’ mentality
off its love of abundant miniatures, is a little too hollow and lightweight, leads to fewer buildings and certain from bloodthirsty
throwing in plastic representations for and the horse’s head lacks definition regions being less fought over, but Vikings to 1950s
everything from the roving gangsters – it looks more like a rock-face carving is cleverly designed to avoid players New York mobsters.
to a police car phase tracker and even than a bedsheet surprise. never coming into contact with each
a miniscule horse’s head to mark the Given the near-universal polish of other, ensuring that battles over
■ Above, left: The
the components and the somewhat territory – the crux of the game – spark metal suitcases
fleeting inclusion of Don Corleone, off with just as much ferocity. aren't just a lavish
it’s disappointing that the artwork for What’s perhaps most impressive detail – they're also
the job cards simply reuses the cover about The Godfather: Corleone’s used to thrilling
theatrical effect when
art showing Marlon Brando rather Empire is that it manages to distil bidding for allies.
than offering similarly gorgeous oil all of these aspects – area control,
painting renditions of the various worker placement, bidding auctions,
events and actions executed by the set collection – into a board game
players. The goods cards make up for that never once feels bloated or
this oversight, applying the stark black convoluted; turns and rounds flow
and white puppet-string style of the comfortably, presenting complex
unmistakable logo to great effect. decisions as straightforward options.
Rather fittingly for a board There’s still plenty of meat to chew on
game that will inevitably result in when it comes to gameplay, and it all
drawling impressions of Marlon knits tightly enough with the theme
Brando and Al Pacino, there’s a to pay ample respect to the weighty
pleasing sense of theatricality world and tone of The Godfather – if
to many of the elements. The perhaps not the story. Taking under
miniscule plastic bodies of half the running time of the three-
gunned-down thugs are dumped hour film, it’s a remarkably elegant
unceremoniously in the Hudson adaptation that feels exactly as long
River (until they’re revived as and as deep as it should.
further nameless cronies in the As Eric Lang has proven
next round) and, in a flourish that before, he has a knack for turning
would be the sole entertaining hook established worlds into board CONCLUSION
in a smaller game, players load the games that do so much more that Those looking to
hinged lids of their suitcases with simply bring a well-worn story simply relive the
events of The
money cards and let them clank across to the tabletop. Corleone's
Godfather will come
open onto the table to reveal their Empire, like the best of those away disappointed,
bets as they try to win the affections efforts, isn’t necessarily a faithful yet Corleone’s
(read: bribe) of potential allies at adaptation in terms of narrative, but Empire manages to
accurately translate
the close of each act. The allies, who it’s absolutely devout when it comes
to cards and plastic
scale in power as the turf war heats to atmosphere and that certain ‘je the brutal dealings
up, present reusable powers, but take ne sais quoi’ – or should that be of the gangster epic.
up a vital slot in your hand and 'nun lu sacciu'? – feel. It engrosses It’s perfectly paced,
thrillingly constructed
can be costly to acquire. Still, as a game, invites as a presentation
and has top-notch
it’s hard to resist the chance to and thrives as a pure experience. ■ production values.
call up the mayor to swindle MATT JARVIS Pay your respects.

87

086_087_theGodfatherCorleonsEmpireReview_v2 MJ.indd 87 22/09/2017 11:53


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SELWG 2017 ADVERT_A5.indd 1 7/27/2017 11:33:39 AM

p088.indd 1 19/09/2017 12:29


MEDICI: THE CARD GAME
Grail Games | £21.99 | Set collection
2-6 players | 30-45 minutes | Age: 10+
grail-games.com/medici-the-card-game

M
edici: The Card Game is an outstanding stripped-back version
of Reiner Knizia’s classic auction title that’s quickly becoming
one of my favourite travel games.
I say ‘stripped-back’ – Medici was hardly the most complex title to
begin with. Significantly, Medici: TCG takes out the original’s bidding
between players over a variety of goods – spice, dye, furs, silk and grain
– to create an interesting press-your-luck variant built around the
‘shall I, shan’t I’ decision of drawing up to three cards each turn.
Players are forced to claim the last card they reveal, but can
also choose to take either, both or neither of the two preceding
cards – including those drawn by other players. This change shifts

STATECRAFT the dynamic between players away a little from head-to-head


competition to a more nuanced and strategic position, with the role
Inside the Box Board Games | £19 | Hand management of luck making for a tense and thrilling half-hour.
2-6 players | 20-60 minutes | Age: 14+ Players only get a certain amount of room on their ship to fill
itbboardgames.com/games/statecraft up, but new bonus cards grant goods that don’t take up any space,
encouraging more ballsy play when it comes to drawing cards.

A
lmost everything about Statecraft makes you want to love it – With enough wiggle room to avoid too many frustrating forced
except actually playing it. pickups and the interesting division of points scoring between ship
Designed as a card-battling simulation of a political value and stored goods, this remains a game of strategy rather than
race for Number 10/The White House/Leader of the Earth (delete luck – but the random aspects add in a sense of amusement and pace
as appropriate), the game neatly breaks down complex political that some may have found was missing from the drier original.
concepts into four key scales that slide up and down as each of your The top-notch presentation completes the package, with the
cabinet members endorses or denounces specific policies. Support simplified set of cards improving hugely on the unnecessarily
state-owned housing? Say hello to socialism and anarchism. Prefer complicated (and often ugly) visuals of Medici’s scoring pyramid boards.
affordable housing? Extra authoritarianism it is. It’s a fluid way of The box could be a little better at holding them, but it's hardly a problem.
tracking your overall manifesto as you attempt to court floating voters, It doesn’t matter whether you’ve played the original Medici or not –
and introduces some amusing thematic decisions as you try to please this compact spin-off absolutely deserves the small space it will fill in
as many supporters as possible, scrapping the minimum wage as both your collection and your heart. ■
you chase retirees or backing agricultural labour to the chagrin of MATT JARVIS
the middle-class. The bright and clean visuals of the cards pair with
snappy flavour text that leans into the satirical thick of it, so to speak.
There are a variety of different setups and win conditions, with the
basic game being a straight democratic election. Reflecting the back-
and-forth scraps of modern politics, players can pinch voters that have
grown unsatisfied (or, for a cost, even those who claim to be happy) or
employ action cards that screw over their opponents with everything
from scandals to assassination. The interaction here is solid and lifts
up the otherwise fairly lifeless policy play, unlike the event cards –
Statecraft’s career-ending blunder.
Drawn at random during play, the event cards aim to shake things
up by forcing tough decisions on players, often resulting in the loss of
voters, policies, politicians or all three. The manual suggests adding a
third, two thirds or all of the cards to the deck for normal, disruptive
or chaotic play, but it hardly makes a difference – they suck. With no
effort to maintain a flow over the course of a match, the occurrences
feel random, frustrating and repetitive, pulling many of the same
punishing tricks time and time again to hinder a satisfying sense of
progression and achievement.
Real-world politics aren't fair, but Statecraft kills what could've
been a fascinating satirical simulation with a wildly uneven flow.
The core ingredients of something special are in here, let down by
a severely lacking execution and what too often appears to be an
underdeveloped grander vision. Cast your vote elsewhere. ■
MATT JARVIS

89

089_statecraftAndMediciTCGReviews_v2 MJ.indd 89 22/09/2017 11:54


PLAYED

which built out the wider world and


narrative, and perform actions. Actions
are resolved using a rudimentary card
system: an outcome card dictates
whether the result is positive or
negative, with potential modifiers
(“And…”, “But…”) leading to emotional
reactions from a second deck of facial
expressions. It’s simple but surprisingly
elegant in execution, gently
encouraging players to improvise the
drama with enough agency to shape
the story without overwhelming them
with options or the pressure to invent
every last element of the narrative.
As well as the shared scene
tokens, each player also has their
own personal stash of tokens,
allowing them to offer two ideas to
other players, re-roll a Story Cube or
flashback out of the current scene to

UNTOLD: ADVENTURES AWAIT further develop a character or plot


point. This gently encourages quieter
Come up with your own gripping hour of TV in this players to get involved and help build
up a more established world, while
inventive family-friendly roleplaying game doubling up as a way of stopping one
The Creativity Hub | £25 | RPG | 1-4 players | 60 minutes | Age: 8+ | creativityhub.com or two people controlling the entire
story throughout. There’s even a play/

R
od Bassman, fish PI, kicks down BOX CONTENTS of the countless Story Cubes variations pause card for each player that can be
◗ Set of nine Rory’s
the door and bursts into the Story Cubes
out there, opening up the door for used to stop the game and ask for help
room. He had heard a muffled ◗ Story board this to become a Batman, Adventure if they feel a little lost – an especially
scream from student Janey Chips as ◗ Story Cubes tray Time or Doctor Who RPG – or even a welcoming touch.
the starfish that snuck through her ◗ 30 scene cards mashup. With the game embracing Although Untold is clearly
◗ 15 outcome cards
open window tried to smother her in ◗ 10 reaction cards
the open invention of players, it’s just designed for younger players as
her sleep. She had struggled to tear ◗ 10 question tokens as effective plotting a gritty detective a first introduction to roleplaying
the evil echinoderm from her face, but ◗ 14 action tokens drama (with fish) as a whimsical and storytelling techniques (you’ll
Bassman somehow succeeds, flinging ◗ Episode guide pad treasure hunt on an alien planet. probably still need an older player
◗ Character profile pad
the sea creature into a corner. Why was ◗ Four dashboards
Framed in the format of a TV series – to lead things with those aged under
Janey the target? Why a starfish? How ◗ Four play/pause cards each hour-long playthrough makes up 10), that doesn’t stop it being buckets
was Bassman’s boss, Sergeant Batter, ◗ Four sets of one episode, with characters, world and of fun with adults. Those seeking the
tied up in all of this? All of this would edit tokens story able to carry over into a longer true flexibility of grown-up RPGs may
◗ Rulebook
become clear – after all, this was only season – Untold uses Story Cubes in find the partial hand-holding and
the opening scene of Fish & Chips. combination with random boards that limitation to the direction of Story
More accurately, it was the first lay out the action of five scenes using a Cubes a little frustrating, yet it serves
few minutes of our first Untold: basic sentence structure (“In [BLANK], as such a delightful bite-sized chunk
Adventures Await episode. An episode [BLANK] was attacking [BLANK].”), of improvisation and yarn-spinning
that would take us from a vague where the blanks are filled with the that it’s impossible to do anything but
premise and groan-worthy pun results of the pictorial dice. These smile your whole way through. ■
to a shock twist and gripping final charmingly-illustrated boards form the MATT JARVIS
showdown with the malevolent Batter backbone of each episode, offering up
and his corrupt fish forces in under links between people, places and things CONCLUSION
an hour, while hinting at the wider to pull the whole thing together in a Untold adds just enough direction to
revelations to come in the rest of the way that feels comfortable and cohesive the random storytelling of Story Cubes
season. We know you’ll be tuning in. rather than being five random events without getting rid of the room for
players to tell their own tales, improvise
Untold is a fast and loose roleplaying with little character or story progression.
and have loads of fun. It’s a memorable,
game built around storytelling toy Within each scene, the group can entertaining roleplaying experience in
Rory’s Story Cubes, a series of nine ask a specific number of questions, under an hour – beat that.
dice that dictate the flow of a tale with
their suggestive symbol faces. Nine IF YOU LIKE NO THANK YOU, EVIL!… TRY UNTOLD: ADVENTURES AWAIT
Being a kid-friendly RPG doesn’t mean offering a dumbed-down experience just for
dice are included in the Untold box,
kids, as these two standout roleplaying games fit for families of all ages prove.
but can be substituted easily for any

90

090_091_untoldReviewAndInterview_v3 MJ.indd 90 22/09/2017 11:54


THE GREATEST STORY EVER ROLLED
Storytelling dice game Rory’s Story Cubes has added a twist to its tale this year with roleplaying
spin-off Untold: Adventures Await. Creator Rory O’Connor tells us about the latest chapter
Interview by Matt Jarvis
How did the idea for an RPG based kids – could sit down and have the You’re also working on Blank –
on Rory's Story Cubes come about? experience that loads of other people what can you tell us about the
The idea of creating an RPG/adventure are having with roleplaying games customisable card game?
game powered by Rory’s Story Cubes is without the heavy lifting of the book Blank is an original card game by
an idea I have been mulling over since and the manual and the character Henri Kermarrec of Sushi Dice and
2010. It wasn’t until I met John Fiore, creation and all that stuff. That puts Boom Bokken fame. Like Crazy
creator of The 9Qs solo RPG guide, people off. So we’ve kind of taken the Eights, the goal is to play all the cards
that I began to put serious thought heart of what it’s like to put yourself from your hand to the discard pile
into making it a reality. The 9Qs was a into a story, but gotten rid of a lot of by matching colours and numbers.
set of rules for solo roleplaying with the paperwork of the rules. I needed “What I A few of these cards also have simple
Rory’s Story Cubes. So the way there’s Story Cubes to do it. effects that trigger when played.
the kind of mythic generator which I want to open that door of what it wanted to At the same time, players must
is used by gamers, The 9Qs gave you felt like to be in a story and recreate observe the three rule cards that are
a way to combine Story Cubes with the notion of what were for me ‘80s create is randomly dealt each game, adding a
your favourite RPG manual so that action TV shows, like Quantum unique twist to every play.
you could have a GM and you could Leap, Star Trek and other things. the sense What makes Blank so special is
be the character in the story. That’s essentially what we’re trying to that the winner of each game gets
Myself and John got in contact create: this game that drops you into of an to customise either a blank rule or
and we started talking. I loved what an adventure, drags you through the game card, forever changing the
he was doing but I was like: ‘It’s still story and you’re done within kind adventure game with a new rule or effect they
kind of clunky.’ I love DMing but of 45 to 60 minutes. Hopefully it will have introduced. A lot of work went
I’m always put off at the notion of inspire people to go, ‘I want to find game into making the game as user-
running games because I think, ‘Ah, out more about this.’ So then they go friendly as possible for new players.
there’s so much I need to know and and look at D&D and Pathfinder or where you We’ve focused on accessibility and
so much I need to remember.’ the Doctor Who roleplaying game, as also included a simple ‘recipe’ to
I wanted to create this game well. We’re hoping to be that gateway can go help with writing new rules.
where a family – I always for people to get involved. We are so excited about this game
think of a mum and her anywhere and how we imagine the community
There are dozens of different might build around it. This is something
Story Cubes sets. What and do we want to celebrate and encourage.
happens if you start mixing So, one of the things we are planning
your Untold campaign with, anything.” are annual Blank booster packs. These
say, Batman or Scooby-Doo? will feature our favourite community-
What we discovered is it actually generated rule cards gathered from
works brilliantly with the themed sets. social media and at conventions.
So now you can be a character in a
Batman story, you can be a character Given the success of Untold on
in a Doctor Who episode or, even Kickstarter, do you have plans
weirder, you can have Finn and Jake for other Story Cubes spin-offs?
team up with Scooby-Doo to battle The We personally don’t have any
Joker by mixing all of the sets together. future plans for Rory’s Story Cubes-
Ultimately what I wanted to create compatible games. Partly because
is the sense of an adventure game we want to make new games, but
where you can go anywhere and do also because when we sold the Rory’s
anything. Because with collaborative Story Cubes IP to Asmodee, this
storytelling, a lot of it is left for you to included the rights to produce Story
say, ‘Well, you decide what happens.’ Cubes-compatible games. That’s not
I wanted kids to be able to play this, to say Asmodee doesn’t have its own
and they don’t have that plans. We will have to wait and see.
capacity to say, ‘You go ■ Left: Different sets Untold is like our swan song with
first’ or ‘You go with your of Rory's Story Cubes Rory’s Story Cubes. I knew that if we
idea,’ because they’re can all be used together did not publish it now, we would
like: ‘No, my idea’s in Untold, meaning miss our window of opportunity
awesome! Why didn’t Batman and Scooby- before it leaves home and heads off
you pick my idea?' Doo can team up. into the big wide world without us. ■

91

090_091_untoldReviewAndInterview_v3 MJ.indd 91 22/09/2017 11:54


all scenery and battle mats are ready straight out of the box: pre-painted  and assembled
www.gamemat.eu

p092x.indd 1 25/09/2017 12:18


PLAYED

GLOOM OF KILFORTH
Like your fantasy dark, your foes demonic and your quests deadly? We’ve got just the place for you...
Hall Or Nothing Productions | £49 | Co-op exploration | 1-4 players | 2-4 hours | 13+ | hallornothingproductions.co.uk

T
he name’s a bit of a giveaway. on your questing heroes working reward cards held in the hand) and
Gloom of Kilforth, be assured, together as a tightly-knit unit, assets (rumours that have been
is not all sunshine, lollipops, spending action points wisely discovered in a specific location
fairy dust and unicorns. A play on a wide range of options (hide, so they can enter play as items,
session in British independent confront, search, etc.) and being allies, titles or spells). A seasoned
designer Tristan Hall’s lushly prepared to bravely run away from Gloom-head will have twigged that
detailed, card-based fantasy terrain a fight. Though player-eliminating a successfully confronted stranger
is more likely to yield pelting hail and permadeath can only occur once card can be instantly traded for
fierce storms than sunshine. And those powerful big bads are on the an ally card rather than taken into
if it did feature a unicorn, it would table for the end-game, losing all your hand as a rumour, which is the IF YOU LIKE
probably be called the Horn-horse of your health presents a significant surest way to earn, say, a shadow TALISMAN…
Agony or something. setback. So each of you must be or pious keyword, but for the first TRY GLOOM
Yes, it’s tough out there in Kilforth. utterly prepared to make sacrifices few sessions there will be a lot of OF KILFORTH
Though it’s a
Those painterly terrain cards (each for your fellow Kilforthers, while also flipping through the rulebook, co-operative card
impressively rendered by Polish teasing out the most effective card squinting hard for clarification. game rather than
artist Ania Kryczkowska) might look synergies through each extensive, Even once you do get it all down, a roll-and-move
inviting in their randomly laid five- absorbing and occasionally the box’s suggested playtime of 45 board game, Hall’s
debut feels like a
by-five grid, but don’t let them fool frustrating session. minutes per player seems crazily hardcore spiritual
you. When you’re not encountering Even so, Kilforth also works conservative. Even a two-player successor to the
hideous demon foes or trying not well as a challenging solo bout takes around three hours. Games Workshop
to inhale the titular, life-leeching experience, especially as each But, despite a little too much Magical Quest
Game classic.
miasma that creeps across the land character, built from a combination dice-rolling for this player’s taste (the
at the end of each day (by flipping an of eight D&D-ish classes and presence of result-improving fate
indicated terrain card ‘Into Gloom’, races, has to choose and complete tokens only slightly mitigating the
like Forbidden Island’s landscape- a four-chapter saga by collecting bad-roll rage), those long, sprawling,
depleting flood mechanism), you’ve cards with specific keywords, then fantasy-questing sessions always
still got a wealth of quests, stranger levelling up via the application left us craving more. It’s a gorgeous CONCLUSION
encounters and places to confront and of new skills with each chapter product and a worthy entrant into A brutal but
survive. Even the seemingly benign completion before they can take on the burgeoning ‘RPG in a box’ rewarding gothic-
Goodwife can nastily turn on you if those unpleasant demon-lords. subgenre. Debut designer Hall’s fantasy co-op. Its
knotty rules take
you rub her up the wrong way (via a Be warned, though. It is a passion and enthusiasm are evident a few sessions to
failed influence test). very rule-y game, taking time to on every card. His sense of humour, fully absorb, but it
This is a co-operative, explorative settle into Hall’s terminology: the too; yes, there is a little levity amid all delivers a truly epic
race against time in which success difference between actions (which that doom and Gloom. Kilforth may and exciting narrative
feel that’ll keep
against the world-corrupting require spending action points) have no unicorns, but it does have a drawing you back
Ancients (i.e. end-game bosses – and deeds (which don’t), for dog ninja... ■ to its gorgeous-but-
one per player) really does depend example, or rumours (unplayable DAN JOLIN deadly world.

93

093_gloomOfKilforthReview_v2 MJ.indd 93 22/09/2017 11:55


PLAYED

SPIRIT ISLAND BOX CONTENTS


◗ Invader board
◗ Four modular
Harness the power of nature in this rewarding co-op challenge island boards
◗ Eight spirit panels
Greater Than | £79.99 | Co-op | 1-4 players | 90-120 minutes | Age: 13+ | greaterthangames.com
◗ 36 Dahan tokens

Y
◗ 20 cities miniatures
ou’ve been the villains all feels as impressive and formidable as a compelling rhythm to the invader
◗ 32 town miniatures
along. That’s the philosophy of you’d hope controlling god-like deities phase as they explore, build towns and ◗ 40 explorer miniatures
Spirit Island, flying in the face would be, helped along by ostentatious cities, and finally devastate certain ◗ 38 blight tokens
of countless strategy games that see titles such as ‘Sap the Strength of regions in succession. This predictability ◗ 52 spirit
presence tokens
players crusading through unknown Multitudes’ – a little over-the-top, sure, gives Spirit Island its gripping sense
◗ 12 single-turn
lands, subjugating natives in pursuit but isn’t that exactly what you’d want? of desperation, as the spirits work effect markers
of total geographical and cultural Despite the spirits’ imposing solo together to frantically deplete their ◗ 32 energy markers
domination – all in the name of glory. powers, the ubiquity of the invaders foes in specific areas before they have a ◗ 20 fear markers
◗ Eight player aid cards
Here, that perspective is flipped: the means that working with your fellow chance to bed in and strengthen their
◗ Four power
invaders attempting to capture regions immortals is not only vital for victory but presence, eventually causing the blight progression cards
and develop their civilisation from also a lot of fun, as the timing-specific that weakens the spirits. ◗ 15 fear cards
scattered explorers to bustling towns execution of fast and slow powers and How players tackle the threat varies ◗ Two terror level dividers
◗ Two blight cards
and cities are your foes. simultaneous player turns throws open not only based on their choice of spirit
◗ 15 invader cards
The invaders spread across the island the chance to pull off combos as one and powers, but on the very geography ◗ 22 major power cards
like a plague in Pandemic, slaughtering god pushes invaders into the searing itself. One of Spirit Island’s most ◗ 36 minor power cards
the indigenous Dahan people and flame pillar of another, or defends a astonishing features is its modular board, ◗ 32 unique power cards
◗ Three adversary panels
eventually blighting the land. The Dahan village while their fellow spirit comprised of four jagged sections that fit
◗ Three adversary
only hope is the players’ pantheon wipes out the menacing invaders. together to form the land. Only as many reminder tiles
of natural spirits, titled with fittingly As the spirits’ powers grow, neatly sections as players are used, resulting in ◗ Four scenario panels
grandiose names – Ocean’s Hungry reflected by the slow expansion of dramatically different landscapes and ◗ Rulebook
Grasp, Shadows Flicker Like Flames players’ decks, so too does the fear they play styles. Although the standard board
and River Surges In Sunlight are among instill in the attacking forces. Once is perfectly crafted for a tough but fair
the defenders – and wielding decks of enough fear has been earned, the experience (and is slightly easier to parse
power cards that evoke the distinctive spirits unleash frightening abilities that visually), the reverse of each section IF YOU
personalities and fortes of the deities as drive back the unending tide of settlers, displays a thematic variant that together LIKE MAGE
they help the Dahan to flee while scaring helping to combat the aggressors’ own form the ‘canonical’ Spirit Island, KNIGHT… TRY
SPIRIT ISLAND
off or even outright destroying the growing efforts to claim the island. As favouring narrative and atmosphere over Enjoy a healthy
explorers and their colonies. Building more and more fear cards are gained, an even-handed challenge. (There’s a splash of theme
up energy and letting loose with powers the spirits’ victory conditions eventually significant lore section in the manual and fulfilling sense
become easier, instilling the roughly that cements the background world.) of progression
mixed in with your
two-hour game with a sense of It won’t be for everyone, yet the option deckbuilding and
deep thematic progression to forgo fully balanced gameplay for a complex strategy?
while helping to balance the more atmospheric experience in this Here’s one for you.
often punishing difficulty level. way is something from which more
That’s important, because the games should take inspiration.
invaders have their own sense of In a similar vein are the optional
advancement. Between spirits adversaries and scenarios, which
deploying fast and slow powers, grant ‘real’ identities and nationalities
as well as innate abilities that to the invading forces, introducing
harness their specific natural extra gameplay concepts and the need
forces, the explorers work their for tighter strategy based on alternate-
way deeper into the island. There’s history reimaginings of England,
Sweden and Brandenburg-Prussia. CONCLUSION
Each also has an escalating difficulty Every aspect of Spirit
level, which can be combined (with Island exudes depth,
whether it’s the
the help of a handy table in the book)
subversion of traditional
to present ten different challenges for strategy game tropes
each of the adversaries – which is to or the excellent co-
say nothing of the variability of the op combination of
deckbuilding and area
differently-talented spirits.
control. The lore and
Spirit Island has it all: a deep and theme are genuinely
meaningful theme, complex and interesting, with the
interesting gameplay, and a look that superb visuals and
lavish naming of spirits
ties everything up in a truly magnificent
and powers delivering
package. Be ready to devote yourself. ■ the mighty feel of
MATT JARVIS power you’d wish for.

94

094_095_spiritIslandReviewAndInterview_v2 MJ.indd 94 22/09/2017 11:56


THE SPIRIT OF…
Spirit Island creator R. Eric Reuss looks back on the various
stages of carefully crafting his fabulous board game
Interview by Matt Jarvis

…INSPIRATION The response was startlingly do so as well. I remain faintly startled


The question struck me, hard, amidst positive. Not just “This has promise,” that it managed to go even this low
a game of Goa or Endeavor: We’re but, “This was loads of fun and I want grade of viral, given how much of a beast
colonising this foreign land. Where are to play it again, and let me go drag my the print-and-play version was to put
the people who already lived there? friends over to try it out.” I test a lot of together; I salute all those testers and
They’d been abstracted away. They prototypes, and it’s unusual for a game inquisitive folk who’ve assembled even
weren’t represented in the reality of in this early, super-crude stage to get one copy, let alone kept it up-to-date
the game. that kind of reaction, even with friends. through changes over the years. There is
It’s no secret there are many board
games themed around European
“I wanted It was a clear sign to focus on this one. a certain irony in the amount of paper I
went through prototyping a game about
exploration. Some are explicitly
colonial, while others focus on trading,
the setting …RESEARCH
Spirit Island had three big questions
not despoiling the wilderness. Thank
goodness for recycling.
economics or building. I’d never
thought until then of how few games
to have a to research.
“What historical powers founded …PUBLICATION
are about resisting colonisation. The
idea lodged in my brain and started
realistic colonies, and how did they do it?”:
I wanted players to be able to battle
At Origins 2012, I was demoing Spirit
Island. One person who wandered by
communing with prior musings I’d had
about a deep, simultaneous-play co-op.
indigenous against powers like England or France,
making them mechanically distinctive
to ask questions was a long-haired,
bearded fellow brimming with energy,

…PLAYTESTING
culture, in historically appropriate ways. I
found useful information... and that the
who became increasingly enthusiastic
about the game the more he heard.
I noodled around with the idea on my
own, iterating rapidly with scrawled
but one all ‘send lots of people to settle’ model of
colonisation wasn’t the only one!
This turned out to be Christopher
Badell of Greater Than Games, and by
and simple prototypes of core systems
– nothing resembling an entire game
its own.” “What features are found in tropical
islands across the world?”: To struggle
the end of the con he said he wanted to
see the game published – perhaps with
as of yet – then fortified myself with against different powers, details of the Greater Than Games if they proved
the enthusiasm of friends and spent setting shouldn’t pin it to a particular the right fit, or with someone else if
days brainstorming page upon page part of the world or time period. For they were better – so long as he could
of ways a nature spirit could thwart a instance, pineapples are a widespread play it! It wasn’t any sort of formal
colonising force. tropical crop today, but the only commitment, but it was enheartening.
My first tests with other people islands they grew on prior to the One month later, my first child was
were at a local convention. I Age of Exploration were likely in born, and my design pace slowed
sought out friends to play, the Caribbean. waaaay down. Still, by Origins 2013 I felt
knowing how incredibly “What cultural details ready to start pitching Spirit Island to
rough the game are common in tropical publishers. I was – foolishly! – overly shy
was: an arbitrary island societies across the about setting up meetings beforehand,
collection of world?”: I wanted the setting so was limited to publishers who could
powers, some to have a realistic indigenous make the time for an impromptu look.
best-guess maps culture, but one all its own rather than Christopher, however, had
and the core appropriating details from particular contacted me a month or two prior,
methods by real-life peoples. Fortunately, I was able and Greater Than Games was one of
which the to locate some books on specific topics the first two publishers I met with.
colonists across wide areas, because making a They were very enthusiastic and, after
spread out deep study of thousands of individual a long conversation, I felt they’d be
and hurt cultures would have taken a lifetime! I able to do an excellent job.
the land. probably did as much research for the
Dahan as for everything else combined. …REVELATION
■ Spirit Island Becoming a parent while working on
may be fictional, …ITERATION Spirit Island limited my game-design
but it was “The more iterations the better” is a hours, stretching the process out over
inspired good rule of thumb in game design. multiple years. While this could be
by real Fortunately, not only had several frustrating, it also proved invaluable:
places. friends put together testing copies of the extra-long baking time gave areas
Spirit Island
Island, but people they played for improvement the chance to rise to
with contacted me to ask if they could the surface. ■

95

094_095_spiritIslandReviewAndInterview_v2 MJ.indd 95 25/09/2017 11:51


PLAYED

There's just not enough to stop going


on to stop the game's otherwise sound
concept of building funny monsters
from coming apart at the stitches. Past
an initial titter at some of the cards,
the game is all but devoid of laughs as
players yawningly either draw cards
or add one or two appendages to a
creation each turn. With so few of the
cards having a distinct power beyond
extra strength, it's a lifeless affair as
you bide your time before provoking
one of the facedown piles of babies
in the middle. Win or lose, all players’
monsters are sacrificed, meaning it
can be beneficial to send a force of
infants at your unprepared rivals and
claim the points – and frustrating
to have to slowly rebuild your army
from scratch if you’re wiped out.
The limited pool of actions is
too restricted to offer meaningful
decisions, while the languorous
pace means means Bears vs Babies
never gets close to the frantic speed
of Exploding Kittens, a shallow game
that nevertheless thrived on the fact
it never outstayed its short welcome.
There’s not enough strategy to make
BEARS VS BABIES the placement of monster parts work
in a satisfying way, resulting in an
Build monsters to tackle the infant threat in this comedic card game outcome still largely dictated by luck
Bear Food | £29 | Hand management | 2-5 players of the draw – a weakness highlighted
20 minutes | Age: 10+ | bearsvsbabies.com by the ability to pick up a specific card
from the discard pile, which comes

B
ears vs Babies is covered in BOX CONTENTS – more rarely – adds a special ability. across as a tacked-on solution rather
fur. Thick, luxuriant faux ◗ 107 cards The illustrations of Matthew than a meaningful gameplay element.
◗ Playmat
fur that covers almost the ◗ FAQ sheet ‘The Oatmeal’ Inman are fittingly The comic elements end up straining
entirety of its packaging. You’ll ◗ Rulebook icky and giggle-inducing in equal too hard to prop up the lacking
end up stroking it, it’s inevitable. measure, especially when it comes gameplay, scattering too widely
As with the meowing packet of its to the growing armies of babies in compared to the feline-focused jokes
creators’ enormous debut party hit, the centre of the table, which form of Kittens to hit with enough force.
Exploding Kittens, this is a box that an absurd force of flabby and wide- Both Bears vs Babies’ hairy
knows how to make an introduction. eyed horrors. It’s hard to forget the packaging and quirky personality
Unfortunately, Bears vs Babies turns Portuguese man o’baby or the surreal quickly begin to moult, leaving
out to be all fur and no stuffing. fake baby made of a watermelon with behind a bare card game that feels
At first, it seems there's a slightly cutlery limbs as they prepare to do like a stitched-together experiment
deeper card management game here battle across land, sea and sky. rather than a loveable oddity. ■
than in Exploding Kittens' 'Russian Unlike Exploding Kittens, which MATT JARVIS
roulette but with cards' premise. began as a generic card game before
Players place down cards to stitch being clad in its now iconic feline
CONCLUSION
together Frankenstein creations from dressing, Inman and his co-creator The artwork is amusing for a few
a mixture of animals, machines and ■ Top: Players build Elan Lee originally came up the minutes and the concept at its heart
indiscriminate bits of don’t-think- their monsters from a design for Bears vs Babies based on might seem fun, yet Bears vs Babies
about-it-too-hard. Each starts with a variety of amusing body Inman’s illustrations. It shows – it falls flat on its face when it comes to
parts, but there's little gameplay – despite the efforts to bump
head – be it a shark, mantis shrimp or impact on the gameplay. doesn’t take long for the humour to up the complexity from Exploding
uni-pug – and can gain a torso, arms lose its sheen, revealing the flimsy Kittens. It’s a disappointment through
and legs, plus tools, building up their gameplay beneath. and through.
strength using a very simple system
IF YOU LIKE EXPLODING KITTENS… TRY BEARS VS BABIES
where each additional card increases
Matthew Inman’s distinctive humour lies at the heart of these easy-going card games.
the creatures’ overall strength or

96

096_bearsVsBabiesReview_v2 MJ.indd 96 25/09/2017 10:08


13 MINUTES: THE CUBAN MISSILE CRISIS
Ultra Pro/Jolly Roger | £8.99 | Area control | 2 players | 13 minutes | Age: 10+ | ultrapro.com

cards, 13 minutes and two people to while increasing your influence in


present something just as gripping the steadily increasing number of
and enjoyable. shifting territories.
The meat of the game is in Having too many cards in front of
deciding which of the two cards in you can be risky, as after five rounds
your hand to play in front of you scores are calculated based on
each round. The Love Letter-like the total number of territories and
flow is as easy and quick to pick up military strength controlled, with
and play as it sounds, but the genius draws settled by the location of cards.
of 13 Minutes is in making such a In the game’s greatest twist, players
simple decision surprisingly tense then compare the one card left in
and meaningful. their hands – if they match symbol
Cards can either be played for colour, they’re placed in front of their
their face action (if it matches owners, which can trigger instant
your country, or the neutral UN) nuclear war and a devastating (but
or to place or remove cubes from not uncommon) loss.
a territory, which shifts the cards It’s thrillingly tense, strategic
towards or away each player’s without being overwhelming and
personal sphere of influence. The it all sets up, plays and packs away
thing is, your rival has the option to in the titular time – or even half of

T
he Cold War has inspired ■ 13 Minutes cleverly execute any actions on cards you that once you have a couple of duels
plenty of complex, sprawling distils the tension of the play that match their flag, Twilight under your belt. Six-and-a-Half
Cold War into a handful
board games that rate as of cards and cubes. Struggle-style, resulting in a careful Minutes just probably wasn’t as
among the best the tabletop has tightrope walk of handing as few catchy a title. ■
to offer. 13 Minutes needs only 13 opportunities to them as possible MATT JARVIS

THE LOST EXPEDITION


Osprey | £21.99 | Co-op | 1-5 players | 30-50 minutes | Age: 14+ | ospreypublishing.com/the-lost-expedition

F
ew games manage to capture involves laying down cards one at difficult decision – for example,
the mystery, beauty and danger a time to represent the morning spend food to gain expertise in
of the jungle as evocatively and evening journeys of three a particular skill or lose health
as The Lost Expedition. Inspired adventurers. The first round to move closer to the city. Some
by Percy Fawcett’s infamous rearranges the numbered cards actions are compulsory, many
disappearance in the Amazon while into ascending order, while decisions necessary but a few
searching for the so-called ‘Lost the second keeps them in the choices optional, opening up a
City of Z’ – a gripping tale recently order they are played, subtly variability and presence of skill
brought to the cinema screen – but notably altering the strategy to counterbalance the luck of
designer Peer Sylvester translates the required each turn – especially drawing cards. The gameplay
innumerable threats and discoveries when playing multiplayer, as events thematically mirror the
of the rainforest to a deck of cards companions can’t discuss their incidents occurring on the cards,
stunningly illustrated by comic artist hand. The group then travels sucking you into the atmosphere
Garen Ewing. from card to card, spending or like a boggy swamp and getting
The main game mode (a gaining food, ammunition and under your skin like worms. Oh,
competitive variant is included) health as required to progress. ■ The game is based god, the worms.
Forward planning on the real-life search The Lost Expedition is a gorgeous
for the Lost City of Z.
is a must to keep set through-and-through, yet backs
the explorers alive up its looks with gripping and
as long as possible meaningful cardplay. It plays best
– ultimately trying with smaller groups and is an ideal
to advance along solo experience, with the co-op
nine stage cards campaign the main draw but the
that symbolise the head-to-head mode an interesting
hunt for ‘Z’. inclusion. Venture into its depths and
Each card often enjoy getting lost. ■
presents a simple but MATT JARVIS

97

097_13MinutesAndLostExpeditionReviews_v2 MJ.indd 97 22/09/2017 12:06


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p098.indd 1 19/09/2017 12:37


PLAYED

MODERN ART
Knizia’s classic returns in a set you’ll want to hang on your wall
CMON | £29.99 | Bidding/auction | 3-5 players | 60 minutes | Age: 14+ | cmon.com/product/modern-art

D
espite being a game about to grow in standing over the course the box could be smaller if you shrunk
bidding on paintings you’d want of the four rounds, leading to tactical down the rulebook and screens, but
to display in a gallery, Reiner auctions to bump up or undermine the that would go against the feeling that
Knizia’s Modern Art has become value of paintings. Modern Art is finally a game to display
notorious for its various unsightly There’s very little chaff to cut out of proudly in your collection, instead
editions over the last 25 years. CMON’s Modern Art – in many ways, this is the of having to explain ‘it’s better than it
long-awaited re-issue of the first entry ultimate auction game. Other than the looks’ to every newcomer.
in the designer's auction trilogy (which varying worth of paintings, there are The changes made are ultimately
also includes Medici and Ra) finally BOX CONTENTS simply no other underlying mechanics small tweaks, but they matter; this is a
does justice to the game’s hugely ◗ Game board to distract from the clean joy of swiping box that oozes pleasure and fun from
◗ 70 painting cards
entertaining gameplay with a striking a hotly-contested painting through the bespectacled eyes staring out from
◗ Five museum screens
set featuring the works of four real-life ◗ 12 artist value tokens tactical bidding, fast-talking diplomacy the centre of an explosion on the box
modern artists displayed on gorgeous ◗ 132 money tokens or even sheer dumb luck. cover downwards. Did we mention
oversized cards, putting forward a ◗ Hammer token With so little needed to improve that the player marker is a hammer
◗ Rulebook
collection you wouldn’t be ashamed to the way the game actually plays, the you can bang on the table at the end of
see framed in your own living room. new edition has only added to the every auction? Well, it is, and banging
For some, the switch to genuinely presentation, pushing the delightful it on the table never ceases to be as
good illustrations will detract from entertainment factor of the bidding entertaining as it sounds.
the amusement of seeing the value of format. Each player stashes stacks A quarter of a century on, Modern
disgusting pictures rise as each artist’s of satisfyingly chunky money tokens Art continues to prove that it’s the
work becomes the most popular under behind their screen, with the folded gold standard of auction games. This
the hammer. Whether you’re after an walls decorated to represent a gallery latest makeover might finally bring
ironic showdown or a more earnest from around the world – London Art, the visuals into the 21st century, but
battle to sign real talent, Modern Art’s the Sao Paulo Museum, New York Art it’s also a reminder that Modern Art’s
stripped-back auction setup shines and so on. The rules in the manual take gameplay remains timeless. ■
through above all. up just a few sides, with the majority MATT JARVIS
Each painting dictates the style of of the 20-plus-page book dedicated
auction held, ranging from hidden to bibliographies and examples of CONCLUSION
bids and single chances to see off your the work of Ramon Martins, Manuel Delightfully silly and yet utterly earnest at
rival collectors to classic last-one- Carvalha, Sigrid Thaler and Daniel the same time, Modern Art’s resurrection
is a joyous return for a classic long in
standing and fixed-price sales – plus Melim – a definitive statement that this
need of a new look, allowing the simple
the chance to nab two paintings at is a set that has been put together with auction setup to sparkle brighter than ever
once in precious bundled deals. The the utmost thought and care. Sure, thanks to the excellent presentation.
constant shifting of strategy required to
outbid your fellow curators means that IF YOU LIKE MASTERS GALLERY… TRY MODERN ART
After decades plagued by ugly editions, this new version of the beloved auction
things stay unpredictable and amusing
game can finally hold a candle to the classic beauty of its spiritual spin-off.
throughout, especially as artists begin

99

099_modernArtReview_v2 MJ.indd 99 22/09/2017 12:06


PLAYED

UNEARTH
There’s no need to curse bad throws in this dice-rolling wonder
Brotherwise | £34.99 | Dice placement | 2-4 players | 25-50 minutes | Age: 8+ | brotherwisegames.com

U
nearth may well be one of value is exceeded by the results of all the odds in your favour; the lower-
the most satisfying gaming the dice on that card, meaning there’s value dice up your chances of landing
surprises of the year. It’s a the opportunity to ‘outbid’ a rival by a stone, while the d8 is perfect when
stylish, easy-going dice-placement re-rolling or adding extra dice, often by going for broke on a high-value ruins.
game that polishes a dependence on deploying the power of Delver cards Once a die is placed, it’s down for
randomness to a glimmering sheen. gained when an opponent claims a good until those ruins are claimed or a
From the box lid down, it’s hard not ruins your dice are sat on. player runs out of dice and is forced to
to be sucked in by the clean and elegant There’s an exhilarating sense of start re-rolling those already on cards.
look of every aspect. Boasting isometric tension as you roll to swipe a vital card This makes choosing when to roll
landscapes to rival mobile games such but, unlike so many dice games, very which die and where to place it vital
as Monument Valley backed by stark little of the frustration from duff throws. to maximising your income of stones
2D artwork, the cards themselves vary BOX CONTENTS To thank is the second half of Unearth: and ruins, expanding the strategy of
between tarot, standard and mini sizes, ◗ Four sets of five you see, this isn’t just a dice-placement Unearth without overcomplicating the
polyhedral dice
providing a pleasing array of shapes ◗ 25 tarot-sized
game, it’s also a tile-placement game. incredibly straightforward turn-to-turn
when laid out. Simply, it just looks good. ruins cards Rolling low on a die is unlikely to win you decisions. The entire game is packed
Video game players are likely to be ◗ Five tarot-sized ruins, but will potentially claim a stone with clever decisions like this that keep
particular enamored – there’s more End of Age cards hex, that can then be arranged in front it easy to understand and smooth to
◗ 38 mini Delver cards
than a hint of Minecraft in the blocky ◗ 15 named
of that player. Form a hexagon from a play without ever causing things to feel
stone hex tokens – but unlike previous wonder hexes certain combination of tiles and you’ll repetitive, weightless or boring.
Brotherwise hit Boss Monster the visuals ◗ 10 lesser wonder be able to claim a wonder, offering up Unearth is a light game, but by no
aren’t here just to cash in on popularity tokens and card bonus points or, in the case of one-off means is it a shallow one. There’s plenty
◗ Six greater wonder
and nostalgia. The isometric style tokens and card
named wonders, ongoing powers to help here to dig into and enjoy when it comes
complements the polyhedral forms and ◗ 60 hexagonal catch up with players by manipulating to interesting choices and strategy – the
angled faces of the dice perfectly, giving stone tokens the luck of the die. Rewarding low rolls stunning presentation is just a bonus. ■
the sense of a cohesive and unified ◗ Cloth stone is a fantastic way of adjusting for luck MATT JARVIS
tokens bag
world to the deliberately fleeting ◗ Four player
without feeling out of place, and the
narrative involving tribes of mystical reference cards random selection of wonders means
CONCLUSION
Delvers seeking to rebuild their lost ◗ Rulebook there’s plenty of variety between games.
Unearth finds clever ways of making
empire from ruins and wonders. In a refreshing break from games its simple concept deeper than you’d
Doing so is simple, as players roll packed with dozens of d6s, players expect, without losing the smooth
one die a turn and place it on one of have the choice between a four-sided turn-to-turn flow that makes it such a
pleasure to play. If you let its gorgeous
five ruins in the middle. Each player dice, eight-sided die and three
look pull you in, you’ll soon find yourself
is aiming to collect sets of cards that six-sided dice. This is a small but sinking into its seriously satisfying dice
either match their hidden colour or significant point as you try to game rolling with no regrets.
form a complete run of all the suits
(which are worth far less). There’s IF YOU LIKE MACHI KORO… TRY UNEARTH
Dare we say that we’ve found a easy-going dice-roller with an even better visual
more, though: ruins aren’t claimed
style and absorbing gameplay than the charming Japanese favourite?
by the highest roller until a total

100

100_101_unearthReviewAndInterview_v2 MJ.indd 100 25/09/2017 10:10


OH BROTHER
Boss Monster co-creator and Brotherwise co-founder Chris O’Neal discusses
moving on from their retro video game-inspired debut with dice-roller Unearth
Interview by Matt Jarvis
Unearth is your first new game They trusted us when we asked to re- some constraints. I think it’s unlikely
since Boss Monster, and your theme the game, and we trusted them that Brotherwise will ever put out a
second-ever original title. How do when they said no to some of our miniatures-heavy wargame, for example.
the games compare? gameplay suggestions.
Unearth is going to feel very Boss Monster received a number
comfortable for fans of Boss Monster. Can we expect more games by of expansions, plus a sequel. What
Like Boss Monster, it’s a lighter game designers from outside Brotherwise? are your plans to support Unearth?
at first glance, but with a fair bit of I think I have to say, yes. Jason and The initial buzz on Unearth is looking
strategic decision-making underneath. Matt are so great to work with, and really good, and we’ve already asked
We try to make games that bring they’ve sort of busted the internal myth “Boss Jason and Matt to get to work on a five-
everyone to the table, so we really wanted I had created that we needed to do it to six-player expansion for the game.
Unearth to be a game you could play all ourselves to maintain the integrity Monster I can’t promise the number of
with your non-gamer friends as much of our games. The reality is there are so sequels for Unearth that Boss Monster
as hardcore gamers. But beyond that many great designers out there waiting taught has, but we do think there’s a lot of
initial feel and comfort zone, Unearth is to be discovered; we’d be silly not to try unexplored play space in the game.
a radically different game. The theme is and find them and partner with them. us the
different. The emotion is different. And Do you have any more plans for
the gameplay is very different. Whereas Boss Monster was inspired by power of the Boss Monster series, or is this
Boss Monster was about balancing 8-bit retro video games. Unearth Brotherwise moving on?
attractiveness and deadliness in your has a very different look, but is still emotion Brotherwise is definitely moving on
dungeon, Unearth is about bending highly reminiscent of digital games, to more titles and a bigger vision of
your luck to stay flexible in an ever- particularly those on mobile. Was in our company, but that doesn’t mean
changing competition for ruin cards. this a deliberate choice? we’re leaving Boss Monster behind.
The art choice was very deliberate, gaming.” Our current production schedule has
What did you learn from making and one we knew we wanted early on. Boss Monster 3 launching in 2018,
Boss Monster that you kept in We’re big fans of isometric vector- and we’re tentatively planning a kids’
mind while making Unearth? based games like Monument Valley and version: Boss Monster Junior!
For the past four years we’ve really Back to Bed but, more importantly, we
been learning how this industry works. wanted an art style that would convey What’s next for you as a designer?
Boss Monster was a surprise success for the sense of melancholy that we were During some time between Johnny’s toy
us as much as our fans, and we were looking for in this game. industry jobs, he and I designed some
really flying by the seat of our pants for Boss Monster taught us the power of new games with a lot of potential. One of
a while. That’s one of the reasons we emotion in gaming. In Boss Monster’s
Monster those games is now in final playtesting
went so long between titles. We knew case, it was nostalgia. For Unearth, we and moving on to graphic design. We’ll
■ Unearth's art style
our second game had to be outstanding wanted players to start the game feeling be announcing it with a Kickstarter
is designed to convey
to live up to the expectations that Boss subdued, and even a little mournful as the melancholy this fall, and we think it’s
Monster had created. they try to recover what was lost long ago. of its world. destined for success. ■

Unearth was designed by Jason Boss Monster was a card


Harner and Matthew Random, game, pure and simple, while
rather than yourself and your Unearth introduces dice-rolling
brother – Boss Monster co-creator mechanics. Is there another
Johnny. What was it like working gameplay style you’re interested
with outside designers? to explore in the future?
It was great, but mostly because Jason We don’t have a hit list of genres
and Matt are so great. The presentation we’d like to tackle, even though our
prototype that Jason and Matt showed own gaming tastes run pretty wide.
us instantly got our attention. We knew Ultimately, we’re
the core mechanics were solid, but we more interested in the
also had a vision for theme and look that approachability of a game.
was a fair departure from what they were We try to make games that
proposing. Fortunately, they were willing everyone can play, not
to let us run with the look we wanted. just gamers. That provides
We learned the importance of trust a lot of opportunities,
in a designer-publisher relationship. but it does also introduce

101

100_101_unearthReviewAndInterview_v2 MJ.indd 101 22/09/2017 12:07


PLAYED

CAVERNA: CAVE VS CAVE


We dig this two-player variant of Uwe Rosenberg’s dwarven hit
Mayfair | £27.99 | Action selection | 1-2 players | 20-40 minutes | Age: 12+ | mayfairgames.com

BOX CONTENTS That said, Rosenberg has adapted


◗ Action board the placement of rooms to introduce a
◗ 12 action tiles new tile arrangement dynamic to Cave
◗ 24 room tiles
◗ 12 goods indicators vs Cave. Furnishing vacant caverns can
◗ Additional cavern tile often be a tricky affair, with specific
◗ Seven walls wall placements required for many of
◗ Four action markers the higher-scoring chambers. Putting
◗ Starting player tile
◗ Two cave boards up walls in the right places – and, more
◗ Rulebook importantly, quicker than your rival – is
key to maximising your score but, with
a limited number of barriers, it’s just
as important to pull down used walls,
pocket the materials and hope to erect a
new partition on your next turn.
Carefully managing resources is a must
in order to keep quarrying deeper into
the hillside. While rooms cost a variety
of goods, you’ll find yourself commonly
trading most of them for food as the price
of furnishing a room increases during the
game. Stash that gold, though, as each
nugget is an extra point. This becomes
especially vital during the notable single-
player game, a great variant-on-a-variant
that happily involves trying to reach a
specific high score instead of aimlessly
collecting as many points as possible,
and features a rule set not too dissimilar

A
s he previously did with pool of useable abilities and number from the head-to-head main mode.
farming masterpiece of actions available to each player Given how little is in the box for Cave
Agricola, Uwe Rosenberg has gradually increases with each turn vs Cave (the creators even found room
pared down one of his celebrated – constructed rooms can also be to include alternate resource tokens if
worker placement Eurogames to activated for bonus skills. you find the wooden tokens a little too
a pacey two-player version. This The room and action tiles are semi- big), the dinky Caverna variant manages
time around, it’s Agricola spiritual randomised, yet the game remains a to pack a whole lot of Eurogame
successor Caverna: The Cave Farmers. strategic Euro at heart; this is a worker IF YOU LIKE punch. It’s not the deep, immersive
Caverna: Cave vs Cave sticks close placement in all but components, AGRICOLA: ALL epic of its namesake, but it’s far from
to the mountain-mining setup of that with the back-and-forth selection CREATURES BIG a watered-down hack job, either. It’s a
AND SMALL…
game, pitting two clans of dwarves of actions where the meat of the TRY CAVERNA: wonderful, strategic game in its own
against each other in a race to build the showdown lies as each player denies CAVE VS CAVE right, with enough of that distinctive
finest underground abode around. their rival certain abilities and swipes Uwe Rosenberg Caverna Rosenbergness, combined
Cave vs Cave does away with the rooms from the shared central stock. continues to with some unique tweaks, to please
produce excellent
distraction of external forestry and While the theme of the cave- two-player fans looking for a faster, travel-friendly
animal breeding, limiting the action to farming dwarves lives on in the versions of his version, while also being thinned-out
two individual cave boards that must exploration and expansion of the complex titles that enough to attract those for whom the
be excavated and then filled with a internal habitat, the reduced scope play in a fraction heavy original is too rich a taste. ■
of the time, but are
variety of rooms to earn renown by of the game means that it’s not quite just as rewarding. MATT JARVIS
the end of eight rounds. This makes as immersive as its bigger sibling.
the game an easier beast to learn and Similarly, while digging into your CONCLUSION
teach, compressing the tension down mountain home square by square By trimming away the more drawn-out
to a relatively brisk 40 minutes as can be engrossing, there’s quite and complex parts of its predecessor,
players battle to collect resources and not as great a feeling of progression Cave vs Cave ends up delivering a
strategic game that stands alone but
build rooms before their opponent. – you’ll find no chance for crop maintains enough of Caverna’s excellent
There’s a growing momentum harvesting or breeding of animals (or thinky decision-making to be a rich and
over the course of each game, as the dwarves, for that matter) here. fulfilling experience – all in under an hour.

102

102_cavernaCaveVCaveReview_v2 MJ.indd 102 25/09/2017 10:42


need for a notebook crammed with
incidental details and questionable
evidence. All the information you
need is on the clue cards, which can
be referred back to once revealed,
making it far easier to keep track
of what’s important and reducing
the common frustration of illogical
logical leaps.
While the clue cards for each case
are unique, the symbols on the lead
cards are used for every scenario,
making them feel quickly repetitive
– a sentiment reinforced by the
disposable generic flavour text on
each. As they’re just the oil allowing
the narrative cogs to turn smoothly,
it’s not a major problem, but it does
detract a little from the atmosphere
of 1930s New York City.
While Deadline is not a particularly
tough or mechanically deep game – in
fact, it's best approached as a light
storytelling experience – there is a
gentle sense of pressure applied by the
DEADLINE ability to fail clue cards, forcing players
to suffer the negative effects of plot
Crack cases in smoky 1930s New York in this co-op puzzler twists and eventually start losing access
WizKids | £44.99 | Deduction | 2-4 players | 45 minutes | Age: 14+ | wizkids.com to clues – risking the inability to fully
crack the case. It keeps the tension up

F
rom the pulp magazine cover intriguing throughout the relatively without being punishing, a thankful
of its box down, Deadline is in breezy sub-hour play time. decision given the reliance on drawing
love with noir. Its detectives With a unique deck for each case, certain cards. The constant momentum
are thinly-veiled homages to iconic these clue cards drive the thrust of means it’s impossible to find yourself
hardboiled writers such as Raymond each story, yet they’re not the core stuck at a dead end, something that
Chandler and Dashiell Hammett, its of the game. Rather than simply hardcore sleuths may find slightly
cards feature literal symbols of the picking a place and reading the disappointing but everyone else
genre – cigarettes, whiskey, bundles linked narrative, players must unlock should breathe a sigh of relief at.
of cash, revolvers and fedoras – and a selected clue by laying down lead For once, you should absolutely
its 'plot twist' events play off of classic cards from their hand to achieve a judge a game by its cover. If Sherlock
crime-fiction tropes, with skeletons specific combination of symbols. Holmes: Consulting Detective is a
in the closet, threatening phone calls Cards must overlap and match BOX CONTENTS verbose crime novel, Deadline is a
and being tailed all part of the drama previously-played symbols – with ◗ Eight detective cards pulpy magazine: fast, easy, a little
◗ Three bullet tokens
hindering players in their efforts to players unable to discuss specific silly and enjoyable to the last twist. ■
◗ Four hot tip tokens
solve each of 12 unique cases. cards in their hand, a mixture of luck ◗ 45 lead cards MATT JARVIS
The reason Deadline works quite and thoughtful placement is needed ◗ 20 plot twist cards
so well is because it is absolutely to access each location and progress ◗ 12 case decks
◗ Detective badge CONCLUSION
aware of its roots. There are echoes of the story. It’s a straightforward and
◗ Case book Deadline has enough intrigue and
the more exposition-heavy Sherlock breezy setup that ends up bringing ◗ Case questions book tension to hold together as an engaging
Holmes: Consulting Detective model a more active ‘gamey’ feeling to the ◗ Solution book mystery, introducing light cardplay and
in the need to gather information background deduction, balancing the ◗ Rulebook the right level of guided storytelling to
feel satisfying without being completely
and answer a series of questions slightly less challenging conundrums
throwaway. It’s a joyful celebration of
at the conclusion of each mystery, to make it far quicker and less intense crime fiction wrapped up in an enjoyable
but Deadline deftly condenses the than Consulting Detective. and accessible game.
process from Consulting Detective’s This also means some of the thick
endless paragraphs of text into a atmosphere of Consulting Detective
IF YOU LIKE WATSON & HOLMES…
series of concise clue cards. Each is sacrificed for a more guided and TRY DEADLINE
burst of writing is enjoyable – it streamlined style of storytelling. Both games owe a debt to Consulting
occasionally becomes a little too As the narrative is restricted to the Detective, but Deadline sticks with a
co-op setup versus the competitive
noir-by-numbers, but remains back of cards there are far fewer red
action of Watson & Holmes.
solid enough to keep each mystery herrings to end up chasing, and no

103

103_deadlineReview_v2 MJ.indd 103 22/09/2017 12:10


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p104.indd 1 22/09/2017 09:06


PLAYED

Networks greatest achievement


The Networks’
is how deftly it captures the feeling
of swimming against a tide in the
business of television. Viewers will tune
in for the first season of your three shows,
with programmes sometimes pulling in
a few extra millions of eyeballs if they’re
broadcast correctly in the 8pm, 9pm and
10pm time slots. Some series may prove
to be sleeper hits that suddenly take off
in their second season, with audiences
keeping steady or even increasing if you
can afford to stick with them. Inevitably,
though, shows will begin to tail off as
they grow stale, forcing you to replace
them with new ideas, fresh faces and the
accompanying batch of adverts to keep
both people and the money rolling in.
As anyone who’s ever watched Dave
will tell you, though, dead shows never
truly die; cancelled shows are broadcast
as re-runs, attracting an extra few viewers
as they sound their death knell. It’s a
gloriously engrossing way of reflecting
the unrelenting popularity contest that
drives TV, while also justifying the need
for players to constantly sign new shows

THE NETWORKS
and carefully consider what – and, more
importantly, when – they replace.
The Networks doesn’t try to capture
Binge on this satirical card game about running your own TV station the complexity of running a TV station
Formal Ferret | £49.99 | Drafting | 1-5 players | 60-90 minutes | Age: 13+ | networksgame.tv in full, to its credit. The core set of actions
and decisions is tight-knit, focusing more

W
hen Netflix finally kills BOX CONTENTS plus the scattering of more direct topical on the timing of the cardplay than the
television, it’ll be the feeling of ◗ 55 show cards references you’d expect: The Walking nitty-gritty details. The two-player game
discovery that we’ll perhaps ◗ 48 star cards Dead, Breaking Bad, Dexter and more all makes for a fun duel, but playing with
◗ 42 ad cards
miss most: that exciting moment during ◗ 62 network cards get their due. Some veer into distinctly extra people enables a more cut-throat
channel-surfing when something ◗ Seven scoring American territory, but most are experience thanks to the optional
unexpected flashes up, managing to track boards universally well-known enough to raise interactive ability cards, which shift the
somehow hold your attention for the ◗ Five player boards some laughs from a British audience – clash from a passive race to more direct
◗ Five wooden
next half-hour or so. Or maybe the real scoring squares Doctor What is a fond favourite of ours. manipulations. There’s a purity to the
loss will be the comforting monotony ◗ Five wooden turn Even funnier are the stars, which less interaction-heavy mode that may
of trash TV: the home video clip order discs parody broader archetypes rather than suit those who enjoy the efficient score
shows, absurd game shows and top ◗ 20 black specific celebrities and therefore dodge chasing of Euros, while the interactive
wooden cubes
100 countdowns that raise groans for ◗ Five 100/200-viewer the risk of aging very poorly, very cards are a chaotic addition for the
a few minutes before sucking you into tokens quickly. You’ll be hiring performers taste of those who prefer more thematic
their mundane drama and padded- ◗ 300-viewer token such as Shakespearian Trained Actor, competition. Either way, The Networks
out exposition. The Networks respects ◗ 100 money chips Versatile Sci-Fi Actor and Sultry, Sexy holds strong as a tongue-in-cheek card-
◗ Season marker
the difficulty involved in holding the ◗ Rulebook Lead as you try to pull in more and drafter that deserves to find an audience. ■
attention of millions as much as it mocks more viewers, although the talent will MATT JARVIS
what those millions find so engrossing, pick up a sizeable paycheck, too.
and it makes for a card game worth As with any comedy, the gags don’t CONCLUSION
breaking out instead of watching Cats shine quite as brightly on subsequent The humour is witty, the drafting
Lick The Funniest Things again. playthroughs yet, as they’re merely the gameplay solid and the televisual theme
executed with aplomb; The Networks is
The satirical humour of the shows, lighthearted dressing drizzled on the a smart, well-designed card game that
ads and stars on the cards is judged delicious main course of the gameplay, doesn’t try to overstep its mark and is
well, the tongue-in-cheek titles and the flavour never begins to sour. all the better for it. Tune in.
artwork landing squarely on the nose
without punching you in the face and IF YOU LIKE HOLLYWOOD… TRY THE NETWORKS
The Networks offers an insightful look at how the magic of the small screen comes
giving you a headache. There are general
together by using clever card drafting gameplay and a biting sense of satire.
spoofs of trash TV and reality shows,

105

105_theNetworksReview_v2 MJ.indd 105 22/09/2017 12:11


PLAYED

LOVECRAFT LETTER
AEG | £29.99 | Deduction | 2-6 players | 10 minutes | Age: 14+ | alderac.com/lovecraftletter

latest reincarnation of the the gleeful play of an opponent, each


ubiquitous card game, it’s far round moves so quickly it’s hard
more than just another reskin. to really mind, especially if you’re
The new insanity concept already accustomed to Love Letter’s
opens up each two-card delicate juggle of tension, frustration
decision to include the and amusement.
chance for advanced powers You’ll need to be an existing fan
to spark off with certain cards, to pick up this set, too, as Lovecraft
but it’s a risk-reward situation: Letter comes in at over three times
once one or more insanity the price of its namesake. You get
cards have been played, that what you pay for – the tarot-sized
player must draw a number of cards are beautiful and include
cards from the top of the deck custom protective sleeves, the
at the start of their turn. If any poker chip score counters are
have insanity effects, it’s an delightfully weighty, and the box
instant elimination. itself is a charming faux book that

“A
n insanity mechanic?” ■ A new insanity As with vanilla Love Letter, snaps shut with a magnetic clasp
you say. “But Love Letter’s mechanic can mean knockouts come thick and fast, even – but it’s a hard sell for anyone not
being eliminated by
elimination-by-luck unlucky draws. with a slightly expanded deck (which already infatuated with Love Letter
gameplay already drives me mad!” happily means up to six people can or Lovecraft, especially when the
In that case, Lovecraft Letter won’t take part, versus the standard four). larger premium package diminishes
change your mind. Yet, while the ‘draw Although there can be a slight sense the original game's excellence as a
one, play one’ heart of the original of disappointment if you’re taken pocket-sized treat. ■
continues to beat at the centre of this out by an unlucky draw rather than MATT JARVIS

FIRST DATES: THE GAME


Big Potato | £22.99 | Party | 4-8 players | 20 minutes | Age: 17+ | bigpotato.co.uk

T
aking the Channel 4 dating likely to sleep with their cousin? ■ The game's Some of the questions may raise
show as its leaping-off point, Who would punch their mum in the questions are divided a titter or two the first time around,
into three 'courses'.
First Dates is ironically a face for £10,000? but the severely limited scope
poor choice of game to play with It’s a setup that works best with means that unless you’ve somehow
complete strangers – doubly so if you close friends, as knowing someone’s never come across a modern-day
intend on seeing them again. personality helps players agree on an party game, you’ll probably have
Oddly enough, the simple answer – and laugh off any unwilling had your fill after your first meal.
gameplay is more reminiscent of accusations. We actually found that You won’t be coming back for a
another British TV staple, Mr. & Mrs., real-life couples aren’t always the second date. ■
as couples separately choose who best choice, as their relationship MATT JARVIS
from their pair fits each prompt best voids several of the questions (or just
and the rest of the group votes on makes predicting that they will agree
whether they will agree or not. too easy for everyone else).
While the gameplay is little more The awkward explicit tone is pretty
than a morsel, the presentation is typical affair for party trivia games
at least admirable, with wipe-clean looking to surf in the wake of Cards
boards, pens and three separate Against Humanity. First Dates wears
‘courses’ of cards: starters, mains out its welcome faster than many of
and desserts. those already fleeting distractions,
Running with the dinner theme due to the lack of variation in the
of the series, questions steadily subjects and answers.
increase from fairly innocuous The crass ‘humour’ is often more
dilemmas up to more controversial exhausting than entertaining – a
decisions that you definitely would couple of the prompts can lead to
not want to ask over a shared sundae insightful and amusing discussions
or cheese board. Who would win between friends, but most just result
in a rap battle? Who will have more in brief choruses of ‘ew’ before
people at their funeral? Who is more everyone moves on.

106

106_107_lovecraftAndFirstDatesReviewAndInterview_v2 MJ.indd 106 25/09/2017 10:14


MAN OF LETTERS
Seiji Kanai’s Love Letter has grown close to
countless players’ hearts over the last five years.
As its latest Lovecraftian reincarnation takes things
in a new direction, he looks back – and forward –
on the widely-adored series
Interview by Matt Jarvis
How did you come up with the small games with a limited amount of I sincerely endorse it, but I don’t have
original Love Letter? components, like just 16 cards. any intention of commenting as long
The origin of Love Letter was a as it happens where I don’t see it, and
challenge called ‘The 500-yen Game’ Which is your personal favourite if no money is involved.
that was held at the Japanese fair version of Love Letter? And, I mean, what kind of
Game Market. It was a challenge The one I’m most attached to is of human are you if you complain
to present a playable game at an course the original version with about card decks that small kids
extremely cheap price, in order to the art by Noboru Sugiura, that has have done by themselves?
make them more accessible to players.
I entered that challenge with the
helped me so many times in the past.
“It’s a Your most complex title is probably
concept of ‘a game with just 16 cards’,
and it was rather successful. So while
Your other games also tend to
be short, simple card games. wonderful last year’s Unicornous Knights.
Would you like to design more
the challenge itself had ended, I created
more of those, and Love Letter was the
Why are designs like this so
interesting to you? challenge complicated games in the future?
I have always wanted to make
third – the second was ‘R’, which now is
available as Brave Rats.
Nowadays, there are a lot of small,
minimalistic games – but when I first to use complicated games, and it was a great
experience to give birth to such a game.
The two first games were only for
two players, and I wanted the third
tried that, they were very rare and it
was a challenge to try them. as few Normally, I’m just doing the games
by myself, so it’s hard to make such a
to be a game for more players. Many
players and so few cards was what
Ever since them, I find it’s a
wonderful challenge to use as pieces as big one, but I’d like to try again one day.

spawned the concept of ‘one card in


hand’, and to let the small deck last as
few pieces as you can, and try to
create a cheap game, and squeeze you can.” You made a sequel to Love
Letter, Secret Moon, in 2014,
long as possible, I came up with ‘guess as much as you can out of the and Lovecraft Letter also makes
the opponent’s hand to have them components. changes to the original gameplay
drop out of the game’. with its insanity mechanics. Do
On top of that, I added the lovely Love Letter’s very simple rules you have plans to make more
backdrop of sending a love letter to the and small number of cards means Love Letter versions that further
princess and, voilà, there the game was. that it can be easily downloaded evolve the gameplay?
online using unofficial themes Thanks to all of you, games using
Love Letter has had dozens of and artwork. How do you feel the Love Letter system are popular,
different incarnations since, about players who might use and there are many possibilities of
from Batman and The Hobbit print-and-play versions for free combining that simple system with
to Adventure Time and Archer. rather than buying your game? a limited amount of components. I
Did you ever worry that the It’s a hard question. [He laughs] Of don’t have any concrete plans right
game’s popularity would mean course, as it’s something I sell for now, but I hope that I’ll be granted a
you wouldn’t be able to work on a living, I do think the best way to chance to work on such a game again.
other designs? appreciate my design is to buy it. It’s an honour that a game created
No, I’m not worried about that. It But creating your own original in Japan is being played by people in
wasn’t a commissioned design, and I and having fun with that is boosting England. I’ll go on doing games, and
just create the games that I want to do. creativity and, if more people can will be happy if more eyes are turned
However, it has passed my mind have fun with the game, that’s also a towards my games and those of my
that maybe I’m most suited to doing boon for the gaming world. I can’t say fellow indie designers. ■

107

106_107_lovecraftAndFirstDatesReviewAndInterview_v2 MJ.indd 107 22/09/2017 12:12


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ttgSubsFP.indd 1 22/09/2017 12:30


PLAYED

It adds up to a 20 minutes as light


and gentle as one of the shrunken
wooden ladders. Amusingly, the
manual helpfully offers a selection
of named placements players can
execute during their turn – as if the
majority of turns aren’t completely
unpredictable chaos anyway. The fact
that these strategic positions sound like
a combination of skateboarding tricks
and entries in the Karma Sutra – ‘The
Foot Hook’, ‘The Sin of Pride’, ‘The Crazy
Diagonal’ – only adds to the hilarity.
The artwork and illustrations on
the box and manual are wonderfully
expressive of the dreamlike framing of
the game. Sadly, the components don’t
quite match up to that quality. While
the wooden ladders, blue moon tears
and die feel warm and comfortable to
handle, the thin rungs and legs can end
up snapping if things become a little too
tightly-tangled or lever in an awkward
way – especially as players start to cram
them in to survive later rounds (parents,
watch out). The main disappointment
is the base, a lightweight piece of
plastic modelled after a layer of clouds
CATCH THE MOON that’s overly prone to getting grubby
and too often shifts around as players
We’ve caught the buzz for this amusing stacking game manipulate the stack, with ladders
Bombyx | £21.99 | Dexterity | 2-6 players | 20 minutes | Age: 6+ | studiobombyx.com tumbling in this way ruining the fun
of cheekily wiggling in a ladder to an

W
ho would’ve thought ladders disappear – the random shapes and BOX CONTENTS unexpected place of safety. For the
could be so much fun? After bendy diversity of the ladders means ◗ 30 wooden ladders modest price, it’s hardly a surprise, but
(including three
playing Catch the Moon, that there’s almost always an option straight ladders)
a more solid foundation feels like a sore
never again will steps be resigned to come out on top, even it takes an ◗ Seven moon tears absence from such a relatively basic set
to memories of fetching Christmas unlikely wedge through a rung or ◗ Plastic base of components.
decorations from attics or clearing unstable balance along an edge. ◗ Wooden die In the end, though, these minor
◗ Rulebook
leaves from gutters. Nope, instead While the climax of Jenga’s exciting disappointments can hardly take away
you’ll recall the time you managed collapse quickly gives way to a feeling from the laugh-a-minute, gasp-a-
to somehow perch a tiny ladder on of not wanting to set up the tower minute glee of stacking tiny ladders and
top of a wobbly rung to become the again, some of Catch the Moon’s best watching them tumble down. Catch
new highest point in the knitted web moments come as a risky or clumsy the Moon might not be a perfect game,
of crisscrossing legs. Or perhaps the play suddenly shifts the interwoven net, but it’s undoubtedly a good time. ■
moment you collapsed, head-in-hands, with the whole group of players gasping MATT JARVIS
as your carefully-positioned wooden as rungs catch falling prongs, uprights
frame slipped from its seemingly secure become horizontals and swinging feet CONCLUSION
place between two upright supports dangle closer and closer to the table. Although the bits in the box could be
and clattered onto the table, causing The brilliance of using the better, it’s hard to deny the delight that
the moon to cry – and you to end up a multifaceted shape of ladders is that Catch the Moon inspires. The ladders
make for an inventive choice of shape
teardrop further from victory. there is an almost limitless number of
to stack and lead to the game’s best
Catch the Moon is a simple game combinations and structures that can laugh- and gasp-out-loud moments. A
that nevertheless excels at producing be formed by a combination of the simple joy, through and through.
moments of outright jubilation and players and gravity, multiplied further
amusing devastation like these. It has by the random placement of two
IF YOU LIKE JENGA…
the physical delight of stacking classics straight ladders in the base to begin TRY CATCH THE MOON
like Jenga, without the exhausting need with, plus the use of a die to dictate Catch the Moon evolves on the
to labouriously reset things after a whether players must aim for the classic brick-puller by eliminating the
exhausting need to reset and adding
single mistake or the frustrating feeling highest point and how many ladders
more hilarious unpredictability.
of inevitable failure once enough bricks their addition to the pile can touch.

109

109_catchTheMoonReview_v2 MJ.indd 109 25/09/2017 10:17


PLAYED

THE FOX IN THE FOREST


Foxtrot/Renegade | £14.99 | Trick-taking | 2 players | 30 minutes | Age: 10+ | foxtrotgames.com/forest

T
here’s a purity to card games that and extended with a lengthier version but win too many and your score for that
use a standard deck of 52 playing online. While it’s as light a dressing as round plummets to zero. Meanwhile,
cards that makes them hard to can be (there’s no mention of a bell, key win three or fewer and you’ll take the
improve on. In the case of The Fox in or moon at all in the full story), it ends maximum number of points. This slight
the Forest’s charming two-player take up sustaining the magical allure in a but shrewd tweak introduces an extra
on whist, however, it comes just about way that works. A big part of this is the layer of strategy and variety, where
as close as you can get. game’s stunning artwork, which treads tactically conceding rounds can be just as
The contents of the box are the line between traditional fairytale beneficial as dominating your opponent.
essentially a three-suit deck, dropping cliché and expressive, bold visuals. If It’s a shame that The Fox in the Forest
the royal face cards in favour of standard this were a full deck of playing cards, forgoes that fourth suit, as the lack of
numbers from 1 to 11 split across the you wouldn’t hesitate to pick it up. flexibility is perhaps the only very minor
more whimsical categories of bells, keys Complementing the meaningful drawback here. As it comes though – a
and moons. Each odd card is a character changes to the gameplay is an interesting lively two-player trick-taking game
with a special ability, evolving whist’s scoring system that rewards risk-taking with a winning charisma – it’s a joy. ■
basic game of trumps by introducing – more tricks won means more points, MATT JARVIS
simple powers – the fox changes the
current trump card, the witch counts as
a trump card regardless of suit and so
on. The abilities are pleasantly varied
and well-executed, offering a generous
balance of ways to undermine your rival
or boost your own score, opening up
■ Odd cards in each the previously one-note strategy.
of the three suits
The presentation all plays into the
introduce unique
powers to the whist- game’s fairytale framing, introduced
like gameplay. with a few sentences in the manual

PURRRLOCK HOLMES: FURRIARTY’S TRAIL


IDW | £24.99 | Deduction | 2-5 players | 30 minutes | Age: 10+ | idwgames.com

A
■ The game's cutesy nimal puns have sunk their effort to catch the titular tabby before
animal theme is one claws so deeply into Purrrlock he escapes – only one inspector can
of its strongest assets.
Holmes that it’s a mystery why take the glory though, so there’s a very
the family-friendly guessing game slight strategic timing element. Not
wasn't subtitled ‘On Furriarty’s Tail’. that it makes that much difference – if
That conundrum isn’t the only Furriarty escapes, there’s no winner
puzzle you’ll be trying to solve, as the and points decide a loser, but you’ll
feline detective and the inspectors probably name a winner anyway.
of Scotland Pound try to identify the The Sherlock Holmes-meets-The
hidden suspects in front of them. Like Aristocats theme is cute (unless you’re
Hanabi, your friends know what you’re not a cat person) – the zoological
looking for, but you’ll need to deduce criminals all have witty era-appropriate
their identity and the time of the crime street gangs, including the Charing Cross
by chasing two cards each turn that Canards and Thames Toadies, illustrated
are either close ‘leads’ (pun!) or dead with amusingly gritty mugshots.
ends before taking a stab at Purrrlock Holmes doesn’t stick around
naming the criminal. long enough to use up the goodwill of its
It’s as simple as theme or basic, luck-dictated gameplay.
it comes – players Social deduction connoisseurs will find
must tell the truth, so it far too lightweight to stick with, but it’s
there’s no room more than solid enough to be a gentle
for betrayal introduction to the genre for kids and
here. You’re those seeking a less intense brainteaser.
technically Don’t be surprised when you find
competing, but yourself purring with pleasure. ■
there is a joint MATT JARVIS

110

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THAT’S A QUESTION!
Czech Games Edition | £TBC | Party | 3-6 players
30 minutes | Age: 15+ | czechgames.com

W
hat would you miss more if it ceased to exist: board games
or cats? That’s just one of the decisions proposed by That’s
a Question!, a disappointingly disposable party dud from
otherwise reliable master designer Vlaada Chvátil.
That’s a Question!’s drama hinges on seemingly tough choices based
on three core questions, with a rotating interrogator putting forward
a choice of two possible answers from their hand as they grill another
player and everyone else votes on what they think the verdict will be.
It’s a simple setup that never becomes anything more meaningful.
That’s a Question!’s answers veer between being overly specific or too
toothless to spark much debate about a player’s choice, meaning the
game never manages to capture the perceptive or controversial insight
into personal opinions that it’s clearly aiming at.
This isn’t helped by the extremely limited scope of the three
questions, all of which essentially boil down to a generic ‘which is
better’ judgement and can only be matched with one answer on each
colour-coded answer card, killing the chance for any flexibility or
unexpectedly left-field dilemmas. Even Cards Against Humanity is
more likely to teach you more about your friends’ view of the world.
DONNER DINNER PARTY Strangely enough, despite the cutesy decoration of squirrels, acorns
and sunny meadows, many of the game’s questions skew towards an
Chronicle Books | £17.99 | Social deduction
older audience (the box has a recommended age of 15 and up) – there
4-10 players | Time | Age: 12+ | chroniclebooks.com
are several about cigarettes, drinking, working and other adult topics
that are best removed if you plan to play with children. Not only do

I
nspired by the ghoulish real-life events of the Donner-Reed Party in these darker subjects jar tonally with the lighthearted rest of the game,
the mid 19th-century, who resorted to eating their companions to but they come across as a cheap attempt to lead players towards
stay alive, Donner Dinner Party mixes interesting social deduction deeper debates that ultimately never surface.
with a jet-black dose of comedy. The presentation may be charming, but That’s a Question! can’t
The components boast fetching art, despite the fragile thinness of avoid an utter absence of personality, fun and consequence. Why
the cards, and the diddly metal frying pan used to track rounds on the waste your time here? Now, that’s a question. ■
oversized central campfire board is thematically charming, if a little MATT JARVIS
unnecessary for such a straightforward setup.
Donner Dinner Party leans towards the lighter end of the social
deduction scale, with a simple breakdown into two phrases where
players hunt for food – or sabotage the gatherings of others, if they’re
a hidden cannibal with poison to hand – and potentially vote to eat
someone, if there’s not enough food to go around.
Luck plays a significant role, with players only able to play from a
limited selection of cards. This can result in unpredictable twists as
cannibals are forced to help out or innocent pioneers turn up empty-
handed, which can be both exciting and frustrating compared to the
more deliberate motives of other games in the genre. It works in terms
of the harsh atmosphere, but dilutes the tension when outcomes can
be dictated by a poor draw – even when a limited deck of single-use
supply cards works to remedy too many unfortunate situations.
Increasing the drama is the chance for the changing camp leader
to see one card contributed to the middle each round, ratcheting up
the tension in a way that feels natural and well-paced as loyalties are
called into question. Player elimination is softened by the option to
include ghosts, who can veto votes of the living once, but it’s still not
particularly amusing to find yourself sat out of the action.
Donner Dinner Party is an interesting enough half an hour for those
new to deceiving their friends, but it doesn’t have the weight or spark
to match up to better entries in the genre. It’s an amuse-bouche –
nothing more, nothing less. ■
MATT JARVIS

111

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PLAYED

LAZER RYDERZ
Greater Than | £39.99 | Racing | 2-4 players | 30-45 minutes | Age: 14+ | greaterthangames.com

W
hat do you get if you cross Gameplay is a blend of the
Tron, X-Wing, Saturday light-cycle racing from Tron and the
morning cartoons and VHS dogfighting of X-Wing, as players shift
tapes? The answer is Lazer Ryderz, a their characters up and down gears
game so thick with ‘80s nostalgia you before accelerating using movement
can practically smell the hairspray. templates towards prisms scattered
It starts with the box, perhaps one across the playing field – which,
of the downright coolest storage ideas handily, is the size of whatever table
for a board game in a long while. Each you’re playing on. Attempting a turn
of the component sets for the racing means rolling a die, which at higher
game’s four competitors is housed speeds increasingly risks spinning out
in a faux-VHS tape sleeve branded or accidentally zooming straight into a
up with suitably OTT visuals and wall or a rival’s light beam, exploding
flavour text and stored in a cardboard your rider and respawning them back
Lazer Ryderz boxset complete with at the edge of the table – applying a
pre-made scuffs and stickers. It’s not touch of lucky tension to the otherwise
hard to imagine that the Galactic rather one-note proceedings. The first
Waveryder, Lazer Shark, Super Sheriff to three prisms wins.
or Phantom Cosmonaut appeared While Lazer Ryder’s gameplay is fun
on television as you wolfed down a enough, it’s clear that the style is doing
packet of Space Raiders as a kid. The the heavy lifting here. It’s thrilling to
fantastic idea is marred somewhat by narrowly veer away from a crash or pull
the inexplicable decision to make the off a sudden turn as you zip around the
characters’ trays open at the bottom of table, but the game can’t quite capture
the sleeves, meaning the holographic the enduring charm or entertainment
pieces will fall out as they’re removed of the era it clearly adores. ■ ■ Lazer Ryderz' gameplay can't
unless you know what’s coming. MATT JARVIS live up to its eye-catching style.

STROOP
Grand Gamers Guild | £17.99 | Party | 2-4 players | 10-15 minutes | Age: 13+ | grandgamersguild.com/our-games/stroop/

D
espite sounding like a Dutch changing the requirement with each
sweet treat, Stroop is instead new card until someone can no longer
named after the psychological play, rather than exhausting their
effect that involves the mismatch of hand. This rule feels a little awkward
written colours and the colour the at points, often putting the emphasis
text is printed in (so, the word ‘red’ in more on luck of the draw than the
blue ink), making it tougher to name touted mental agility of players.
the colour of the ink versus when the Similarly odd is the rule that starts
word and ink matches. players with a draw deck on the table,
Stroop is the breezy application but the ability to draw as many cards
of this phenomenon to a card game, as they want into their hand from the
expanding the brain-bending visual off – as long as they do so one at a
trickery to include text size, style and time, which simply appears to be an
the number of letters in each word – attempt to give the impression that
as well as words that read backwards there is more of a game framework
when the optional advanced deck is here than there actually is.
mixed in. We’d recommend you do Despite having elements of a
so to weigh down the already light fast-paced party game, Stroop only
gameplay, which could blow away plays up to four people and has little
with the frustrated huff of a player. to offer beyond the initial curiosity of
■ Stroop takes its name It’s a diverting few minutes as your first few plays. It’s an intriguing
from the psychological players try to first play cards that are psychological demonstration, but
effect that makes it
hard to name the described by a central card, before that doesn’t make for a particularly
colour of text when it switching to lay down descriptions of great game. ■
spells another colour. the middle card in the second round, MATT JARVIS

112

112_dlazerRyderzAndStroopReviews_v2 MJ.indd 112 25/09/2017 10:18


DUNGEONS &
DRAGONS CHARACTER
SHEETS PACK
Wizards of the Coast | £9.99 | dnd.wizards.com

K
ey to any roleplaying
campaign are its
characters. It’s player-
created heroes that are the
focus of this compact pack
for Dungeons & Dragons’
fifth edition, which offers a
tidy way to keep character GOTHIC TEMPLE AND
sheets together inside a
protective folder. WALLS SCENERY
The folder consists of a Game Mat | £22 (walls), £34 (temple) | gamemat.eu
simple single-fold sleeve,

I
made of thick card and n time for the return of The walls are an ideal
slightly bigger than the Warhammer 40,000, scenery complement to the separate but
A4 sheets it stores. The specialist Game Mat has similarly styled gothic temple
black, grey and red D&D released a couple of gothic – though it’s more of a raised
ampersand logo design terrain pieces that would look platform and altar than the
on the front makes for a just at home in the grimdark sci- complete building you might
striking look and the card fi universe as in the crumbling expect from the name.
is sturdy, but it certainly won’t outlast a tougher plastic wallet. What a remains of a fantasy landscape. The temple boasts a little more
standard wallet will lack, however, is the handy quick reference list for The set of gothic walls includes colour than the monochrome
player actions during combat and object interactions printed at the two each of the five different walls thanks to some gold angel
bottom of the book’s interior, which serve as useful guides – especially shapes, for a total of 10 individual statues and other lighter detailing,
for beginners (or those with a poor memory). sections of terrain. All of the pieces which joins the scattering of rocks
Inside the folder are standard A4 printouts of character sheets for measure 12cm long, and range in to add to the overall design of the
fifth edition. There’s a handful of different double-sided designs, which height from a shin-high jumble of terrain as a table centrepiece. That
play around with the layout and sizing of different sections to suit rocks up to the 6cm-tall remains of said, some of the rocks, especially
varying play styles – if you’re a ranger or barbarian, it’s probably best to a wall featuring a gothic window – those on the top of the arch, have
know your attack and AC at a glance, while sorcerers and warlocks will though the remainder are simply unrealistic flat backs that take
prefer to keep a tab on their magic. For some extra help, there are a few an assortment of plain barriers. away from the visual strengths of
sheets dedicated to recording known spells. All of the layouts won’t be There’s a good amount of the environment, especially as
for everyone, but there should be enough of an interesting mix for at detail to the solid pre-painted their unsightly edges face towards
least one to be useful. resin, which feels resilient and the temple’ main area.
Although the custom styles will suit those with at least a couple delightfully weighty and stable Despite the minor visual and
of campaigns under their belts best, some sheets designed to make when plonked on a gaming production quibbles, the gothic
creating and tracking a character easy for newcomers to D&D are surface. Although the sections collection offers a well-made
also included in the set. All of the sheets are printed cleanly and are painted effectively, there selection of ready-to-play
clearly – but with PDF character sheets available to download and remains the unfortunate presence terrain for wargamers looking
print for free online, it’s hard to justify the extra investment when of moulding lines on several of the to bring a little something extra
you could put together almost the same set for a fraction of the cost parts, which detracts from the to their battlefields. ■
at home. otherwise atmospheric finish. MATT JARVIS
There’s a healthy stock here to last for a number of sessions, and the
sheets can obviously be photocopied to produce more, but it’s a shame
the sheets are little more than plain A4 printouts. A laminated copy of
each would’ve been a nice alternative option – as well as providing a
little extra protection – especially given the pretty hefty cost for what is
essentially a few sheets of paper and a cardboard folder.
If you’re happy to cough up the price tag, it’s a tidy and relatively
quality package that would make for a decent gift for a first time
roleplayer. Otherwise, it might be worth sacrificing the eye-catching
artwork and putting your money into a longer-lasting way of storing
your tabletop alter ego. ■
MATT JARVIS

113

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THE SAME PRICE AS A PINT!
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£3.50 monthly direct debit offer ends 31/12/2017. Please quote: TTGM/MWG/SUBS17

MWGsubsFP.indd 1 25/09/2017 11:03


PAINTING GUIDE:

SCYTHE
Bring the gorgeous artwork and captivating alternate history of the modern
strategy masterpiece to life using our tips
Words and pictures by Andy Leighton

A
nother issue comes along and we
jump into another universe,
this time in the realm of
board games. We’re diving into an
alternate 1920s Europe in Stonemaier
Games’ Scythe.
Beautiful artwork by artist Jakub Rozalski
adorns every aspect of the game and it’s
hard not to be inspired and drawn into the
universe he has created. This is emulated to
a large degree in the figures included.
The models are simple one-piece plastics,
the kind you would find in the majority of
board games, but feel like they have been
pulled out of the artwork. The characters One thing that must be lauded is the quality much to paint as wargames do, so this guide
feature ample detail to be recognisable of the components – not just the miniatures, focuses on a few simple steps using only a
alongside the images depicting them, and but everything from the box to the player small number of paints. Hopefully this will
provide enough of a guide for the painting mats and board. allow someone just starting out to use the
process. The mechs look the part, with a For this guide I wanted to make it a bit guide just as well as someone who's well
distinct feel to each faction’s different type. more accessible. Board games don’t have as established in miniature painting. ▶

© Jakub Rózalski

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HOBBY TIPS
PAINTS USED

Abaddon Black Doombull Brown Loren Forest Runefang Steel BASECOATING

ANNA & WOJTEK


Agrax Earthshade Dorn Yellow Lugganath Orange Russ Grey Skin: Kislev Flesh
Averland Sunset Evil Suns Scarlet Macragge Blue Screaming Skull Hair: Jokearo Orange
Baneblade Brown Fenrisian Grey Mechanicus Standard Grey Steel Legion Drab Dark Green:
Blue Horror Flayed One Flesh Mephiston Red The Fang Castellan Green
Castellan Green Gauss Blaster Green Nuln Oil Thousand Sons Blue Light Green:
Ceramite White Jokearo Orange Nurgling Green Thunderhawk Blue Death World Forest
Dark Reaper Khorne Red Pallid Wych Flesh Ulthuan Grey Teal: Dark Reaper
Dawnstone Kislev Flesh Rakarth Flesh Yriel Yellow Brown:
Death World Forest Leadbelcher Rhinox Hide Zandri Desert Doombull Brown
Metal: Leadbelcher
Wojtek:
Steel Legion Drab
STAGES

WASH
Apply a wash of
Agrax Earthshade
over the entire model.

HIGHLIGHTING
Each character is split up into four APPLYING A WASH SPOT HIGHLIGHTING Skin: Pallid Wych Flesh
stages, each with a list of colours and the This is a specific type of ‘paint’ that pools This involves adding a small dot or dash of Hair: Averland Sunset
corresponding paint that was used for it. in the recesses, giving a simple method a colour, generally in the same area as the Dark Green:
Each stage uses a different technique to of applying shadow. This is applied evenly previous highlight, but focusing on corners Loren Forest
achieve a similar effect on each element across the area. or where folds in cloth meet. For hair or fur it Light Green: Nurgling
but with different colours. involves adding a dot to the tip of each strand. Teal: Thunderhawk
HIGHLIGHTING Brown:
BASECOATING This stage involves applying a line of your If you find yourself unsure of where to Steel Legion Drab
Basecoating is layering on your colour colour along the hard edges and ridges of the apply the highlights or spot highlights, look Armbands:
until you have achieved a flat, even colour area. I would recommend using a fine brush over the images alongside the guide and Mephiston Red and
across the entire surface. and adding a tiny dash of water to your paints. compare that stage to the last. Ulthuan Grey
Wojtek:
Baneblade Brown
BASING

1 Begin by painting 4 Add some details to the SPOT HIGHLIGHTING


all of the base with base with static grass and Eyes: Ceramite White
Rhinox Hide. paint the rims with each and Abaddon Black
faction's colour: Hair:
Lugganath Orange
Polania: Ceremite White Dark and Light Green:
Gauss Blaster Green
Nordic: Macragge Blue Teal: Blue Horror
Brown:
Saxon: Abaddon Black Pallid Wych Flesh
Armbands:
Rusviet: Mephiston Red Ceramite White
Wojtek:
Crimean: Averland Sunset Pallid Wych Flesh

2 Apply a drybrush You can add an extra


of Steel Legion Drab. element to your bases
with some additional
scenic elements. These
also help highlight the
different scales of the
characters compared
to the mechs. For the
characters several leaves
were added with a small
dollop of PVA.

3 Apply a light On the mechs some


drybrush of clump foliage was
Screaming Skull. used to add small
hedgerows and bushes.
Add dots of Mephiston
Red or Thunderhawk
Blue to add the effect
of fruit or blossoms.

116

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NORDIC MECHS
1 Basecoat BASECOATING 1 Basecoat

BJORN & MOX


POLANIA MECHS

the mech with Skin: the mech with


Castellan Green. Flayed One Flesh Macragge Blue.
Hair: Jokearo Orange
Blue: The Fang
Brown:
Doombull Brown
Metal: Leadbelcher
Mox: Steel
Legion Drab and
Screaming Skull

2 Paint the WASH 2 Paint the


metal areas with Apply a wash of metal areas with
Leadbelcher, Agrax Earthshade Leadbelcher,
and apply a light over the entire model. and apply a light
drybrush over drybrush over
the green. the blue.

3 Apply a wash of HIGHLIGHTING 3 Apply a wash of


Nuln Oil over the Skin: Nuln Oil over the
entire mech. Pallid Wych Flesh entire mech.
Hair:
Averland Sunset
Blue: Russ Grey
Brown:
Steel Legion Drab
Black:
Thunderhawk Blue
Mox:
Baneblade Brown

4 Highlight SPOT HIGHLIGHTING 4 Highlight the blue


the green with Eyes: Ceramite White with Russ Grey.
Nurgling Green. and Abaddon Black
Hair:
Lugganath Orange
Blue: Fenrisian Grey
Brown:
Pallid Wych Flesh
Black: Blue Horror
Mox:
Pallid Wych Flesh
and Ceramite White

5 Highlight the 5 Highlight the


metal using metal using
Runefang Steel. Runefang Steel.

117

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HOBBY TIPS

OLGA & CHANGA


BASECOATING
GUNTER & NACHT

BASECOATING 1 Basecoat the mech

SAXON MECHS
Skin: Kislev Flesh with Dark Reaper. Skin: Flayed One Flesh
Hair and Yellow: Hair: Averland Sunset
Averland Sunset Red: Mephiston Red
Brown: Steel Green:
Legion Brown Castellan Green
Light Grey: Brown:
Mechanicus Doombull Brown
Standard Grey Metal: Leadbelcher
Dark Grey: Changa: Rakarth
Dark Reaper Flesh, followed by
Red: Mephiston Red a light drybrush of
Metal: Leadbelcher Pallid Wych Flesh
Nacht: Mechanicus
Standard Grey
WASH 2 Paint the WASH
Apply a wash of metal areas with Apply a wash of
Nuln Oil over the Leadbelcher, and Nuln Oil across the
entire model. apply a light drybrush entire model, except
over the blue. Changa's fur.

HIGHLIGHTING 3 Apply a wash of HIGHLIGHTING


Skin: Nuln Oil over the Skin:
Pallid Wych Flesh entire mech. Pallid Wych Flesh
Hair: Zandri Desert Red: Evil Suns Scarlet
Yellow: Green: Nurgling Green
Averland Sunset Brown:
Brown: Steel Legion Drab
Baneblade Brown Black:
Light Grey: Dawnstone Thunderhawk Blue
Dark Grey and Black: Changa: Apply
Thunderhawk Blue the markings with
Red: Evil Suns Scarlet a watered-down
Nacht: Nuln Oil Abaddon Black

SPOT HIGHLIGHTING 4 Highlight SPOT HIGHLIGHTING


Eyes: Ceramite White the blue with Eyes: Ceramite White
and Abaddon Black Thunderhawk Blue. and Abaddon Black
Hair and Yellow: Red:
Yriel Yellow Lugganath Orange
Light Grey: Ulthuan Brown:
Dark Grey: Fenrisian Pallid Wych Flesh
Black: Blue Horror Black: Blue Horror
Red: Metal: Runefang Steel
Lugganath Orange Changa:
Nacht: Highlight of Ceramite White
Thunderhawk Blue,
followed by a highlight
of Blue Horror

5 Highlight
the metal with
Runefang Steel.

118

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CRIMEAN MECHS
RUSVIET MECHS

1 Basecoat BASECOATING 1 Basecoat the

ZEHRA & KAR


the mech with Skin: Kislev Flesh mech using
Mephiston Red. Yellow: Averland Sunset.
Averland Sunset
Brown: Doombull
White: Pallid Wych Flesh
Metal: Leadbelcher
Red: Khorne Red
Dress Pattern:
Watered-down Nurgling
Green, Russ Grey and
Zamesi Desert
Kar: Doombull Brown,
Steel Legion Drab
and Averland Sunset
2 Paint the WASH 2 Paint the
metal areas with Apply a wash of metal areas with
Leadbelcher, Agrax Earthshade Leadbelcher,
and apply a light over the entire model. and apply a light
drybrush over drybrush over
the red. the yellow.

3 Apply a wash of HIGHLIGHTING 3 Apply a wash of


Nuln Oil over the Skin: Pallid Wych Flesh Nuln Oil over the
entire mech. Hair: entire mech.
Thunderhawk Blue
Yellow:
Averland Sunset
Brown:
Steel Legion Drab
Red: Evil Suns Scarlet
Kar:
Baneblade Brown
and Averland Sunset

4 Highlight the SPOT HIGHLIGHTING 4 Highlight the


red with Evil Eyes: Ceramite White yellow using
Suns Scarlet. and Abaddon Black Dorn Yellow.
Hair: Blue Horror
Yellow: Yriel Yellow
Brown:
Pallid Wych Flesh
Red:
Lugganath Orange
Kar:
Pallid Wych Flesh
and Yriel Yellow

5 Highlight the 5 Highlight


metal using the metal with
Runefang Steel. Runefang Steel.

119

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THE DUNGEON MASTER'S GUIDE TO...

BUILDING AN
PAR
FIVET

RPG CAMPAIGN
Our ongoing column focuses specifically on providing tips, guidance and advice to dungeon masters
as they create their own worlds to run campaigns in. Some of the advice will be specific to the latest
fifth edition of Dungeons & Dragons, but the majority of the concepts are applicable to any setting,
game or ruleset that you prefer. This is the fifth entry in the series and focuses on giving you specific
puzzles, riddles and other creative setups to pick and choose from for any existing or future campaign
Words by David Jagneaux

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Making a combat encounter interesting – Riddle #2: If you feed it, it lives. If you give it
not just a way to level up and find loot – is something to drink, it dies.
difficult. That’s why the best dungeons aren’t Answer: Fire.
just all about combat; the best kind of DM
offers much more for players to test their Riddle #3: I am always in front of you but
mettle on than just how well they can roll a cannot be seen.
die against a goblin’s AC. Answer: The future. (Other answers: your
In this column entry we’re going to give you decisions, your fate, your destiny, etc.)
three specific ideas that you can leverage, edit
and customise to fit any dungeon or adventure Each of these riddles is vague enough to apply to
that you might be running. Have an empty a wide variety of situations, but also thematically
room to fill? Some time to kill? Throw one of poignant enough to not feel random. Describe
these situations at the players and see how them well and with the right intentions and
they respond. Write out some summaries and your players will figure them out after giving it
have it handy in your DM folder so you can some thought. You could also institute a penalty
whip one of these out at a moment’s notice. for each wrong guess, such as a monster
spawning or some type of trap springing.
THE MYSTERIOUS MIRROR
Of the three sample ideas that we’re covering WORDS OF WISDOM
in this column entry this may be the most Finally, my favourite riddle/puzzle to
versatile for any dungeon master to use. introduce into an adventure is a wall that I
The premise is simple: the players walk into like to refer to as "The Words of Wisdom".
a room and all they find is a large, ornate This one is a bit of a hybrid of a puzzle and
mirror. When a player stands in front of it a riddle into a single mega obstacle that I’ve
they see themselves, but something seems never seen approached the same way twice.
off. From here you can get creative with it. It's a straightforward setup: there is a
Perhaps the reflection is slightly altered, decorative wall with words written across the
like showing the player themselves holding top. The words may appear all the time, only
an object that they’re seeking, or it shows when triggered, or perhaps in a rare language
Image: Wizards of the Coast.

something in the room that only exists in the – that’s entirely up to you. But, regardless, the
mirror but not in the real world. With puzzles wall reads:
like this it’s best to consider a wide variety “The key exists inside your head,
of solutions and be sure to reward creative Use the key to paint me red,
problem solving when implemented. But be aware of what you spurn,
For example, if a player shatters the mirror For what was taken shall be returned.”

W
elcome to the fifth entry of The trying to receive the treasure this probably This should be enough to get your players
Dungeon Master’s Guide to doesn’t qualify as creative problem solving, thinking about what to do. Basically, you
Building an RPG Campaign! but if a nimble halfling did a handstand to see want them to put some blood on the wall. The
In the previous fourth entry of this column if a treasure chest might pour out its contents idea is that whatever blood touches the wall
it was all about building on your established into the real world you could consider that will create a more powerful replica version
ideas and crafting an adventure for your counting as a solution. of that person or creature. For example, if a
players. As a dungeon master it can often player cuts their hand and puts their blood
be frustrating how easy it is to get derailed RIDDLE ME THIS on the wall, a more powerful clone of them
and have your players wander off the beaten The next idea is really a series of ideas that can be will spawn.
path. We talked about ways to make new used to spice up anything: riddles. A well-placed Half the fun with this puzzle, just like any
dungeons on the fly that can funnel players riddle with the right surrounding context and good puzzle, is the debate it creates amongst
back towards the plot or even just how to enough subtle hints can add a high degree of your players if they have a good rapport. You
map out and design a dungeon as players interaction and interest to any adventure. For should use colourful language to evoke a
are discovering it, room by room, instead example, you could add a riddle to the mirror certain sense of dread and trepidation with
of drawing it all out beforehand. But now above to make it even more interesting. how they approach the situation because
we’re going to set our sights on an even more Let’s cover three specific riddles, what you want to force deliberation and decision-
specific area of being a dungeon master: their answers are, and how you can establish making between the members of the group. ■
actual specific ideas for puzzles, riddles and them in your world so that they don’t feel
other obstacles. out of place. Check back in the next issue for a new entry in
When you’re designing an adventure or The Dungeon Master’s Guide to Building an
dungeon for your players it’s easy to fall into Riddle #1: You must keep it after giving it. RPG Campaign. In that column we will focus
the habit of littering each and every room Answer: An oath. (Other answers: your on how modern technology can be used to
with enemies to fight in different groups. word, a promise, etc.) enhance or supplement your game nights!

121

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EVENT REPORT

I do know of one couple that aimed


straight for a game of Eldritch Horror with
all expansions on each of the three days in
August though.

Do you have any special guests attend?


Barny Baker brought his CCG & Board Game
Social trade stand and is always accompanied
by Facebook-famous Martin Cubberley. Also
from the large Board Game Trading and Chat
UK, the esteemed Chris Bromley made his way
down from Manchester and we were lucky
this year to be joined by games designer Mike
Nudd with the opportunity to play new game
Dice Hospital.
Sadly, Paul Grogan [host of YouTube
tutorial channel Gaming Rules!] couldn’t
make it this year due to Gen Con happening
inconveniently close – seriously guys, try to
avoid big conventions like HandyCon – but
should return in January.

Other than gaming, what is there to do


at the event?
Is there anything other than gaming? No,
seriously, the hotel does reasonable food

HANDYCON
Paul Harris talks about the second instalment of the welcoming
bi-annual meetup in High Wycombe and clashing with Gen Con
Interview by Matt Jarvis

When did HandyCon start and how has games and meet new people. We work hard
it changed since it began? to be as inclusive and accessible as possible.
I first had the idea for HandyCon after
the 2016 UK Games Expo, after seeing You host two HandyCons a year, in
how popular the gaming rooms were and January and August. Why did you decide
identifying that nothing like that really to divide the convention like this? Do the
existed in a southern central region. I thought two events differ?
I’d give it a go. This was purely based on demand. I hadn’t
I put out feelers and spoke to the venue, planned on doing so but must have received 30
Holiday Inn, who were keen – January is a to 40 requests during February to try something
dead month for them. From then it just grew in the summer, so thought ‘why not?’ and spoke
and some of my friends volunteered their to the hotel who identified a weekend they
support and helped me build it. weren’t busy, and we built from there.
I hope to emulate the excellent The Cast
What was new for the latest show? Are Dice convention that Shire Games have
Two new tournaments – a Scythe tournament run up in Stoke the last few years but sadly
and a Flamme Rouge tournament series. Each had to discontinue this year.
with prizes. There was the return of the 18XX The events themselves are very similar
room and the Friday- and Saturday-night but we have seen lots of returning faces and
party games, and a Saturday playtest zone, but having two events means people can make
the big change was that it was three days – not new connections and builds the sense of
two – and a bit, as we opened our doors at family and familiarity.
9am on Friday until 8pm on Sunday night.
What are some of the most popular
What makes the convention unique? games at HandyCon?
The sense of family and fun with non-stop In January, Terraforming Mars, A Feast
gaming, interaction with hundreds of friendly For Odin and Great Western Trail were all
people keen to help each other, learn new very popular.

122

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and has a large bar area for chilled UPCOMING EVENTS
gaming space or to unwind and then FURNACE
SAT OCTOBER 7TH TO SUN 8TH
there is a cinema multiplex and a
Having been running for more than a
large Next two minutes walk away if decade, Furnace is a show focused
you get gamed out. on roleplaying that sees more than 70
people pack into The Garrison Hotel in
What’s the tabletop community like Sheffield for a weekend of gaming.
furnace.org.uk
in High Wycombe?
Growing! Chris Young runs a growing WYNTERCON
group, The Bucks Board Gamers, who SAT OCTOBER 7TH TO SUN 8TH
meet at the Beech Tree in Hazlemere Now in its fourth year, this strictly
non-profit event is a family-friendly
and Michael Cule has an established weekend in Eastbourne’s Princes Park
RPG group on Wednesdays in the that covers the entire fantasy genre,
town centre. including an area for roleplaying.
Add that to several Marlow gamers wyntercon.com
and my nomadic tendency to game ODDCONUK XI
■ Opposite:
wherever I can with good friends in HandyCon FRI OCTOBER 13TH TO SUN 15TH
Langley and St. Albans – and Yorkshire is a highly Priding itself as one of the UK’s most
because they ran away. inclusive show. inclusive get-togethers, OddCon
provides visitors to Telford’s Park Inn
■ Right, from top: with gaming, food, accomodation and
What can you tell us about your Some of the games access to a 24-hour bar.
plans for next January’s show – played during oddconuk.org.uk
and beyond? the weekend.
GAMESFEST
I hope to make HandyCon 3 in January SATURDAY OCTOBER 21ST
■ Below: A group
the best one yet... with the return of the of attendees take on The one-day convention in
infamous Paul Grogan. ■ Battlestar Galactica. Hertfordshire’s Tring returns with
its friendly atmosphere for fans of
gaming, as well as comics, cosplay
and geek culture as a whole.
gamesfest.co.uk

SPAGHETTI CONJUNCTION
SATURDAY OCTOBER 21ST
Birmingham’s leading RPG convention
runs for one day in Geek Retreat
Birmingham. Tickets are £3 each, with
all profits going to charity.
facebook.com/
groups/1649755452002793

ESSEN SPIEL
THURS OCTOBER 26TH TO SUN 29TH
The world’s most prominent tabletop
show is back in its German home for
four days of huge announcements,
massive releases and thousands of
new games.
merz-verlag-en.com

SOUTH OXFORDSHIRE GAMING


DAY (SOXS)
SATURDAY OCTOBER 28TH
An all-around day of gaming, including
RPGs, this convention takes place in
Radley, Oxfordshire.
soxsgamingday.org.uk

JENCON
SAT OCTOBER 28TH TO SUN 29TH
JenCon is a Pathfinder Society
gathering in its fifth year that takes
place in Sheffield convention favourite
The Garrison Hotel. Entry is £15.
paizocon.co.uk/index.php/10-
newsflash/143-jencon-phwoar

GROGMEET
SATURDAY NOVEMBER 11TH
Manchester’s Mad Lab plays host to
this celebration of roleplaying.
armchairadventurerblog.com/
grogmeet-2017

123

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CLUB DIRECTORY TO LIST YOUR GAMES CLUB
ABERDEENSHIRE TOWY VALLEY TYRANTS (TVT) CULLOMPTON BOARD ESSEX DARK WORLDS THOR’S HAMMER GAMING CLUB
ABERDEEN WARGAMES CLUB Abergwilli Church Hall, Ismyrddin, GAMES GROUP BASILDON WARBOYZ GAMING SOCIETY Well End Activity Camp, Well End,
RGU Rugby Club, 86 Queens Abergwilli, Carmarthen, SA31 2JE Pye Corner, Cullompton, Riverton Hall, Bardfield, Northwest Community Centre, Borehamwood, Hertford, WD6 5PR
Road, AB15 4YQ First Saturdays of odd-numbered EX15 1JX Basildon, SS16 4JW Henry Cort Drive, Tue 6pm to 10pm
Tue 7pm months 9am to 9pm First and third Wednesday of the Sun 5pm to 10pm; Last Sunday of Fareham, PO15 6TL
month 7pm to 10pm the month 3pm to 10pm Tue 7pm Sun 6pm TRING WARGAMES CLUB
OLDMELDRUM WARGAMES GROUP CHESHIRE Corpus Christie Church Hall,
Royal British Legion, Market ALTRINCHAM DARK STAR GAMING PLYMOUTH COLCHESTER WARGAMES FIRESTORM CARDS Langdon Street, Tring, HP23 6BA
Square, Oldmeldrum, AB51 0AA WARGAMING CLUB 9, Moon Street, ASSOCIATION OPEN GAMING NIGHT Fri 7pm to 11pm
Tue 7pm to 11pm; One Sunday in St George`s Parish Hall, Off Albert Plymouth, PL4 0AL Tollgate Hall, Villa Road, Stanway, Bell House, Bell Road,
each month 10am to around 4pm Place, Altrincham, WA14 4PG Mon to Fri 5pm to late; Colchester, CO3 5RH Basingstoke, RG24 8FB WATFORD WARGAMES CLUB
Thu 7pm to 11pm Sat and Sun 12pm to late Fri 7pm to 11pm Wed 5pm to late 68, Langley Road,
AVON Watford, WD17 4PN
WESTON WARGAMERS CLUB CHESHIRE GAMERS EAST DEVON TABLETOP ESSEX WARRIORS FORDINGBRIDGE GAMING CLUB Wed 6pm to 10pm 
Unit 9UA, Elizabeth House, Alberts Corner, Prince Albert Street, & RPG GROUP 18, Writtle Village Hall, 63, Town Hall, High Street,
30-32, Boulevard, Crewe, CW1 2DF 133, The Three Tuns, High The Green, Writtle, Fordingbridge, SP6 1AS HIGHLANDS
Weston-super-Mare, BS23 1NF Tue 7pm Street, Honiton, EX14 1HR Chelmsford, CM1 3DU Thu 6pm to 10pm (fortnightly)  DINGWALL WARGAMES CLUB
Mon, Tue and Fri Tue 6pm Twice monthly on Sunday Dingwall Community Centre,
CONGLETON AND DISTRICT 9.30am to 5pm GARY DONALDSON Tulloch Street, Dingwall, IV15 9JZ
AYRSHIRE LIGHT BOARD GAMES GROUP EXMOUTH IMPERIAL Hart Plain Church, Mon 7pm to 10pm
NORTH AYRSHIRE WARGAMES CLUB Lion and Swan Hotel, Swan Bank, WARGAMES CLUB SOUTHEND-ON-SEA Hart Plain Avenue,
19 Volunteer Rooms, Congleton, CW12 1AH Community Centre, Prince of ROLEPLAYING SOCIETY Waterlooville, PO8 8RG KENT
High Street, Irvine, KA12 0BA Thu Wales Drive, Exmouth, EX8 4SW 1, Park Inn by Radisson, Church Sun 6.30pm to 10pm ASHFORD (KENT)
Sun 11am to 5pm Wed 7pm Road, Southend-on-Sea, SS1 2AL BOARDGAMES CLUB
WARRINGTON BOARD Fri 7pm to 11pm PORTSMOUTH ON BOARD The Rose Inn, Faversham Road,
BEDFORDSHIRE GAMES CLUB GAME NIGHT @ CARPE 01-03, Royal British Legion, Kennington, Ashford, TN24 9AJ
BASEMENT GAMING CLUB 33, Church Street, 50, Carpe Diem, North Hill, FIFE Portsmouth South, Lucknow Street, Sun 7pm to 11pm
Ahh Geek Out, Unit 1-4, Warrington, WA1 2SX Plymouth, PL4 8EU DUNFERMLINE WARGAMING Portsmouth, PO1 1PT
182 Camford Way, LU3 3AN Wed 7pm Mon 6pm to 1am AND ROLEPLAYING FELLOWSHIP Second and fourth Wednesdays of BEXLEY REAPERS
Fri 7pm to 11pm Dell Farquharson Community the month 7pm to 11pm WARGAMING CLUB
WINSFORD WARHAWKS PLYMOUTH ASSOCIATION Leisure Centre, Nethertown Broad Freemantle Hall, Bexley High Street,
BOARD GAMES IN BEDFORD WARGAMING CLUB OF WARGAMERS Street, Dunfermline, KY12 7DS RINGWOOD ASSOCIATION Bexley, DA5 1AA
8, Lacock Abbey, MK41 0TU St Chads Church Hall, Gladstone 324, Blindmans Wood Fri 6pm to 9pm OF WARGAMERS Mon 7pm to 11pm
Thu 8pm Street, Winsford, CW7 4AT Scout Centre, Outland Road, Greyfriars Community Centre,
Tue 7pm to 10pm Plymouth, PL3 5TB EAST NEUK TABLETOP GAMES 44 Christchurch Road, CANTERBURY CRUSADERS
BEDFORD BOARD GAMING Sun 12pm to 5pm Dreel Halls (upper hall), High Street Ringwood, BH24 1DW Spring Lane Neighbourhood Centre,
Tavistock Community Centre, CLEVELAND West, Anstruther, KY10 3DJ Mon Sussex Avenue,
Princes Street, MK40 2SX REDCAR IRONBEARDS DORSET Second and fourth Sundays of the Canterbury, CT1 1RT
Wed and alternate Fridays 7, Memorial Hall, Coatham Road, SOUTHBOURNE TABLETOP month 1pm to 5pm  SOLENT WARGAMERS CLUB Tue 6.30pm to 10pm
Redcar, TS10 1RH & BOARDGAMERS 01-03, Royal British Legion,
LEIGHTON BUZZARD Mon 7pm to 10pm Tuckton Social FLINTSHIRE Portsmouth South, GREENWICH & BLACKHEATH
GAMING CLUB Club, Tuckton Road, DEESIDE DEFENDERS Lucknow Street, BOARD GAMES AND BEER CLUB
North Street, Leighton Buzzard, CO ANTRIM Bournemouth, BH6 3AA Wings Social Club, Airbus UK, Portsmouth, PO1 1PT The Royal Standard,
LU7 1ES DRAGONSLAYERS First Sunday of the month 10am Broughton, Chester, CH4 0DR Tue 7pm to 11pm 44 Vanbrugh Park,
Wed 7pm to late Queen’s University, University to 5pm; Third Sunday of the Thu 7pm London, SE3 7JQ
Road, Belfast, BT7 1NN month 1pm to 5pm SOUTHAMPTON SLUGGAZ Alternating Tuesdays and
BERKSHIRE Tue 6pm FGC FLINTSHIRE GAMING CLUB Priory Road, St Denys, Wednesdays 7.15pm
NEWBURY & READING WESSEX WYVERNS The Pavilion, Snowdon Avenue, Southampton, SO17 2JZ
WARGAMES ASSOCIATION CO DURHAM WARGAMES CLUB Bryn-y-Baal, CH7 6SZ Fri 6pm; MAIDSTONE
Fir Tree Primary School, DARLINGTON’S DOGS OF WAR The Bridgehouse, 2 Ringwood Mon 6.30pm to 11.15pm  Alternate Wednesdays 6pm WARGAMES SOCIETY
Fir Tree Lane, Newbury, RG14 2RA The Voodoo Cafe and Road, Ferndown, BH22 9AN Linton Village Hall,
Mon 7pm to 11pm Bar, Skinnergate, Mon 7pm to 11pm GLASGOW WATERLOO TABLE TOP GAMERS Linton Hill (A229), Linton,
Darlington, DL3 7LX ANTONINE BOARD GAMERS Hart Plain Church, Hart Plain Avenue, Maidstone, ME17 4AW
35-39 London Street, Sat 11am to 4pm; WORLDS AWAY 77, Main Street, Torrance, Waterlooville, PO8 8RG Second and fourth Saturdays of
Newbury, RG1 4PS Wed 5pm to 10pm 22, The Triangle, Glasgow, G64 4EN the month 10am to 5pm
Thu 7pm to 11pm  Bournemouth, BH2 5RQ Third Tuesday of the month WESSEX WARGAMERS
DURHAM RAIDERS Sat 12pm to 4pm 7.30pm WINCHESTER MEDWAY AREA BOARDGAMERS
WARGAMES ASSOCIATION 5, Croxdale Community Centre, Badger Farm Community Centre, 72, Union Street,
OF READING Rogerson Terrace, Croxdale, DUMFRIESSHIRE GLASGOW GAMES ROOM Badger Farm Road, Maidstone, ME14 1ED
Winnersh Community Centre, Croxdale, DH6 5HJ ANNAN GAMING CLUB 36, Woodside Hall, Glenfarg Winchester, SO22 4QB Wed 7pm
New Road, Sindlesham, Tue 6pm to 10pm; Last Sunday of Ednam Street Community Hub, Street, Glasgow, G20 7Q Tue 7pm to 11pm
Wokingham, RG41 5DU the month 5pm to 9pm Ednam Street, Annan, DG12 6EF Tue 5.30pm to 10.30pm MERRYCHEST CAFE
Wed 6pm to 11pm; One Sunday a Wed 6pm to 10pm HEREFORDSHIRE GAMING CLUB
month is an open day for all-day DURHAM WARGAMES UNPLUGGED GAMES CLUB DICE AND DECKS Merrychest Cafe, Watling Street,
gaming 9am to 5.30pm Vane Tempest Hall, Gilesgate, THE FIVE ARCHES GAMING CLUB 19, Norval Coffee Co, Skirving St Mary’s Church Hall, Church Row, Dartford, DA2 8AH
Durham DH1 1QG 345, Annan Road, Street, Glasgow, G41 3AB Ross-on-Wye, HR9 5HR Thu 6pm
BRISTOL Wed 7pm to late; Thu 7pm to late; Dumfries, DG1 3JR Sun 1pm to 5pm Fri 6.30pm to 10pm
HALL OF HEROES GAMING CLUB First Sunday of the month Wed 6.30pm to 10.30pm MILTON HUNDRED
Beckspool Road, Frenchay, 10am to early evening GLOUCESTERSHIRE HERTFORDSHIRE WARGAMES CLUB
Bristol, BS16 1NU DUNBARTONSHIRE GLOUCESTERSHIRE HEMEL HEMPSTEAD Phoenix House, Central Avenue,
Thu 7pm GAMERS@HART DUMBARTON WARGAMES CLUB GAMES BUNKER GAMES CLUB Sittingbourne, ME10 4BX
102, Tea@Hart, York Road, 18, Church Street, Hatherley & Reddings Cricket Club Grove Hill Community Centre, Second and fourth Tuesdays of
BUCKINGHAMSHIRE Hartlepool, TS26 9DE Dumbarton, G82 1QQ North Park, Shurdington Road, Henry Wells Square, the month 6.30pm to 10pm 
MILTON KEYNES Fri and Sat 6pm to 11pm; Sun Cheltenham, Gloucester, GL51 4XA Hemel Hempstead, HP2 6BJ
WARGAMES SOCIETY Sun 4pm to 10pm Wed 6.30pm to 10.30pm Every Tue at 7.30pm to play TONBRIDGE WARGAMES CLUB
York House Youth Centre, EAST SUSSEX board games and run Magic: Lamberts Yard, Tonbridge, TN9 1ER
London Road, Stony Stratford, CO LONDONDERRY 1066 WARGAMING CLUB LINCOMBE BARN The Gathering tournaments; Second and fourth Mondays of
Milton Keynes, MK11 1JQ THE SIEGE BUNKER 130, Bexhill Road, WARGAMES SOCIETY The Magic usually starts at the month
Thu 7pm to 11pm The Bunker Cafe, St Leonards-on-Sea, TN38 8BL Lincombe Barn, Overndale 7.45pm and board games
Northland Road, Thu 7pm to 11pm Road, Bristol, BS16 2RW tend to kick off at 8pm WHITSTABLETOP
WYCOMBE WARBAND Londonderry, BT48 7JL Sun 2.30pm to 6.30pm 61, Oxford Street,
National Film & Television Most weekends 11am to 6pm EASTBOURNE ELEMENTAL HERTFORD BEER & Whitstable, CT5 1DA
School, Station Road, 1, Mana Gaming - The Old PORK CHOP GAMING BOARDGAMES Tue 7pm
Beaconsfield, HP9 1LG CO TYRONE Print Works, Commercial Road, Church Street, Cheltenham, The White Horse, 33 Castle Street,
Thu 7pm OMAGH WARGAMES CLUB Eastbourne, BN21 3XQ GL50 3HA Hertford, SG14 1HH LANARKSHIRE
Omagh Library Headquarters Mon 6pm to 11pm Thu 7pm to 10pm Tue LANARKSHIRE GAMERS
CAMBRIDGESHIRE Building, Spillars Place, 1st Floor, Masonic Hall,
2D6 LODGE Omagh, BT78 1HL FAMOUS COLLECTABLES GWENT HITCHIN HERETICS Hope Street, Motherwell, ML1 1BS
Queen Ediths Way, First Saturday of the month 19 Western Road, Bexhill- GWENT REAVERS TABLETOP The Scout Hut, King George’s First and third Saturdays of the
Cambridge, CB1 8NN 9.30am to 4pm on-Sea, TN40 1DU GAMING CLUB Playing Field, Old Hale Way, month 12pm to 5pm
Fri 7pm to 10pm (summer); Thu 6pm to 9.30pm Big Picture Photography, Somerset Hitchin, SG5 1XL
Fri 5pm to 10pm (winter) CORNWALL Street, Abertillery, NP13 3DJ Fri 7pm LANCASHIRE
THE DICE AND DAGGER EAST YORKSHIRE Mon 4pm to 10pm BLACK TOWER WARGAMING
NEWMARKET KNIGHTS GAMING CLUB WOLDS WARGAMERS NORTH HERTFORDSHIRE Unit 3b, 260, Vicarage Lane,
GAMES CLUB Stratton Community Hall, Union 5, The Blue Bell, Riverhead, HAMPSHIRE WARGAMES CLUB Blackpool, FY4 4ND
2nd Soham Scout & Guide Centre, Hill, Stratton, Bude, EX23 9BL Driffield, YO25 6NX ARBBL Scout Hall, Old Hale Way, Mon 6.30pm to 11pm
Gardeners Lane, Ely, Sun 5.30pm to 10pm Last Thursday of the month 28, Gilliat Scout Hall, Marlborough Hitchin, SG5 1XL
Cambridge, CB7 5HS Street, Andover, SP10 1DQ Alternate Sundays 10am to 4pm BURNEY WARGAMES
Alternate Saturdays DERBYSHIRE EDINBURGH Sun 7.30pm to 10.30pm Club Social Centre, Ennismore Street,
6.30pm to 10.30pm DERBY ON BOARD GAMES EDINBURGH LEAGUE NORTH LONDON Burnley, BB10 3EU
21, The Bookcafe, Cornmarket, OF GAMERS BLACK HOLE WARGAMERS WARGAMES CLUB Tue 7pm
PETERBOROUGH WARGAMES CLUB Derby, DE1 1QH 11, RAF Club, Hillside Crescent, St Peter’s Church Hall, St Peter’s YHA London Lea Valley,
38a, Cowgate, Peterborough, PE1 1NA Last Wednesday of the month Abbey Hill, Edinburgh, EH7 5EA Road, Petersfield, GU32 3HS Youth Hostel, Windmill Lane, DICED TEA
Mon 7pm to 11pm 4pm to 10pm Wed 6pm to 11pm Alternate Saturdays Cheshunt, EN8 9AJ Holy Trinity Coldhurst Church Hall,
9.30am to 12.30pm Second and fourth Sundays of the Crompton Street, Oldham, OL1 2DB
CARMARTHENSHIRE DEVON SOUTH EAST SCOTLAND month 3pm to 7pm Alternate Saturdays 11am to 4pm
CARMARTHEN OLD GUARD BARNSTAPLE SLAYERS WARGAMES CLUB CHINEHAM BOARD GAMERS
9, The Carmarthen Businessman’s GAMING CLUB Royal Navy & Royal Marine Reading Road, Chineham, POTTERS BAR GAMES CLUB HARLEQUINS BLACKPOOL
Club, Lammas Street, Golden Lion Inn, The Square, Association, 1 Broughton Road, Basingstoke, RG24 8LT Oakmere House (Harvester), 302, Church Street,
Carmarthen, Dyfed, SA31 3AD Barnstaple, EX32 8LS Edinburgh Second and last Saturdays of the High Street, Potters Bar, EN6 5BT Blackpool, FY1 3QA
Wed 6pm Mon 6.30pm to 10.30pm Thu 7pm to 11pm month 6pm Tue Mon 7pm to 11pm 

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FOR FREE VISIT WWW.TABLETOPGAMING.CO.UK
HOUSE LANCASTER THE ROLE PLAY HAVEN WAR & PEACE GAMES CLUB SHEFFIELD BOARD GAMES STAY ON TARGET HALIFAX BOARD GAMERS
GAMING GROUP 98, Carpenters & Dockland Centre, 18, Grasmere Street, Sandiacre, In the room upstairs at The 56, Chertsey Road, 55, The Old Post Office,
The Three Mariners, Gibbins Road, E15 2HU Nottingham, NG10 5BD University Arms, 197 Brook Hill, Woking, GU21 5BG Winding Road, Halifax, HX1 1SJ
Bridge Lane, Lancaster, LA1 1EE Tue 7.15pm to 10.15pm Wed 7pm to 11pm Sheffield, S3 7HG Thu 6pm to 11pm Mon
First Sunday of the month 7pm Tue 7pm to late
THE ROLE PLAY HAVEN WILDSIDE GAMING THE WOKING WEIRD BOYZ KEIGHLEY TABLETOP COMBAT
PRESTON BOARD GAMERS Upstairs, The Lewis Club - 19-21, Wild Ways, The Red Deer, 18 Pitt Street, Mount Hermon Road, The Venue @ UAK, Green Head Road,
43, Fylde Street, Preston, PR1 7DP University Hospital Lewisham, Slaughter House Lane, Sheffield, S1 4DD Woking, GU22 7TA Keighley, BD20 6EB
Wed 7pm to 11pm Lewisham High Street, SE13 6LH Newark, NG24 1ER First Sunday of the month Thu 7pm Thu 6pm to 10pm
Wed 7pm to 10.45pm Wed to Fri 4pm to 10pm; 12.30pm to early evening
PRESTON’S GAMERS GUILD Sat 11am to 6pm TOLWORTH 1ST FOUNDING OTLEY BOARD GAMERS
The Adelphi, 43, Fylde Street, MANCHESTER SHEFFIELD WARGAMES St Paul’s Church Hall, The Yew Tree Inn, Newall Carr Road,
Preston, PR1 7DP TABLETOP MANCHESTER OXFORDSHIRE SOCIETY 280 Hook Road, Otley, LS21 2AU
Tue 7pm 6, Slate Wharf, Castlefield, M15 4ST ABINGDON WARGAMES CLUB Woodseats Working Mens Club, Chessington, KT9 1PF Mon 6.30pm
Mon 7.30pm 59, Neave Room, Ock Street, The Dale, Sheffield, S8 0PS Fri 7pm to 10.30pm
SALFORD & MANCHESTER Abingdon, OX14 5AG Wed 7pm WILTSHIRE
GAMING HAVEN MERSEYSIDE Fri 6.30pm; SUSSEX CHIPPENHAM BOARD
18-32 Welcome Centre, FORGEMASTERS GAMING CLUB Third Sun of the month 10am STEEL CITY WARGAMING BRIGHTON WARLORDS GAMES CLUB
Brentfield Avenue, Salford, M8 0TW Brimstage Forge, Brimstage Road, St James Parish Hall, 13-17, Marlborough Place, The Bridge House,
Wed 6.30pm to 9.30pm Higher Bebington, Wirral, CH63 6HD AMBROSDEN GAMING CLUB Tithe Barn Lane, Woodhouse, Brighton, BN1 1UB Borough Parade,
Wed 10am to 10.30pm Ambrosden Village Hall, Sheffield, S13 7LL Mon 4pm to 11pm Chippenham, SN15 3WL
SCYTHE BOARD GAMERS Merton Road, Ambrosden, Fri 6pm to 10pm Thu 7pm to 11pm
Scythe and Teacup Gaming Cafe, LIVERPOOL LION BOARDGAMERS Bicester, OX25 2LZ WARWICKSHIRE
61 A Kempston Street, 13, Earle Street, Liverpool, L3 9NS Mon 8pm (fortnightly) ZONE OUT GAMES CLUB BOARD GAME CAFE SUMMERFIELD DEVIZES & DISTRICT
Liverpool, L3 8HE Mon 6pm The Workshops, Coopers Terrace, Memorial Hall, WARGAMES GROUP
Thu NORTH OXFORDSHIRE Doncaster, DN1 2PX Summerfield Crescent, Scout Hall, Southbroom Road,
SOUTHPORT BOARD WARGAMING CLUB Tue and Wed 5pm to 10pm; Birmingham, B16 0EZ Devizes, SN10 5AD
THE LIVERPOOL WARGAMES GAMES GROUP Bowen Room, Dupuis Centre, Sat 9am to 4pm; Sun 10am to 4pm Last Monday of the month 6.30pm Sun 2pm to 6pm
ASSOCIATION (LWA) 347-349 Lord Street, 25 South Bar Street,
11, Davies Street, Liverpool, L1 6HB Southport, PR8 1NH Banbury, OX16 9AF STAFFORDSHIRE DREAMDEALERS GAMING CLUB WED KNIGHT GAMERS
Thu, Sun and most Saturdays Tue 6pm Wed 7pm to 10pm CHASE WARGAMES CLUB St Lukes Church Hall, Mill Stream Approach,
Burntwood Road, Rotherham Road, Castle Street, Salisbury, SP1 3TA
LEICESTERSHIRE MID GLAMORGAN OXFORD ON BOARD Burntwood, WS7 0JL Coventry, CV6 4FE Wed 5.30pm to 10.30pm
LEICESTER ALL SCARS BRIDGEND ROLEPLAYING Iffley Road, Oxford, OX4 1EA Thu 8pm Sat 1pm to 5pm
66, Tabletop Tyrants, AND BOARDGAMES CLUB Mon 7pm WORCESTERSHIRE
Bedford Street, Leicester, LE1 3JR 62 Robins Hill, Bridgend, CF31 2PJ LIBERAL GAMING CLUB GRANGE LIVE GAMING BROMSGROVE BOARD GAMERS
First and third Saturdays Wed OXFORD OUTRIDERS The Old Liberal, 5-9 Woodhouse Lane, 93-99 Holloway Head, 2, Finstall Road,
of the month 17, The Mitre, High Street, Tamworth, B77 3AE Birmingham, B1 1QP Bromsgrove, B60 2DZ
  CASTLE GAMERS BRIDGEND Oxford, OX1 4AG Tue Wed 3pm to 10.30pm; Wed 7.30pm
LEICESTER PHAT KATZ Gilead Chapel, Heol Spencer, Wed 6pm Thu 9am to 10.30pm;
Ukranian Church Hall, Coity, Bridgend, CF35 6AU LICHFIELD GAMERS AND RPG Fri 9am to 10.30pm; WYRE FOREST GAMERS
Livingstone Street, Leicester, LE3 0QY Sun 5pm SHROPSHIRE Duke Of York, Church Street, Sat and Sun 9am to 5.30pm St Ambrose Parish Hall, Leswell St,
Thu 8pm to 11pm BIG ORBIT GAMES Lichfield, WS13 6EB Kidderminster, DY10 1RP
MIDDLESEX Unit 3-9 Riverside Mall, Mon 7pm NUNEATON ALTERNATIVE Third Sunday of the month
SECTION 31 BATTLEUX WARGAMES CLUB Pride Hill Centre, GAMES ASSOCIATION 2pm to 7pm
01-03 La Vida Italian Restaurant (the Battle of Britain Club, Shrewsbury, SY1 1PH STAFFORDSHIRE Church Road, Nuneaton, CV10 8LJ
function room upstairs), Hillingdon Road, Every day WARGAMING GUILD Mon and Wed 6pm/6.30pm POSTAL ORDER GEEK MEET
Northampton Street, Leicester, LE1 1PA Uxbridge, UB10 0RY 38, High Street, Stone, ST15 8AS 18, The Postal Order,
Wed 6pm to 11pm Mon 7pm to 11pm SOMERSET Sun 6pm to 10.30pm SCIMITAR WARGAMES GROUP Foregate Street,
BATH GAMING GROUP Christ Church, Frankpledge Road, Worcester, WR1 1DN
SONS OF SIMON DE MONTFORT DICE CLUB Widcombe Social Club, TAMWORTH GAMES CLUB Coventry, CV3 5GT Mon 7pm
Beaumanor Hall, Beaumanor Drive, Battle Of Britain Club, Hillingdon Road, Widcombe Hill, Bath, BA2 6AA Central Methodist Church, Wed 7pm to 10pm
Woodhouse, Loughborough, Uxbridge, UB10 0RY Tue 7.30pm Aldergate, Tamworth, B79 7DJ REDDITCH WARGAMING
LE12 8TX Wed (except the second Wed of Wed 5pm to 9pm WEST MIDLANDS SOCIETY
Mon and Wed; the month); 7.30pm to late MID SOMERSET BIRMINGHAM WARGAMES Windmill Community Centre,
Regular all-day Sunday games WARGAMES CLUB THE VINE INN GAMERS AND BOARDGAMES CLUB Ryegrass Lane, Walkwood,
NORFOLK Seager Hall, Union Street, Sheep Fair, Rugeley, WS15 2AT AKA DRAGOON’S DEN Redditch, B97 5YE
THE LEICESTER WARGAMES AFTERMATH GAMING CLUB Wells, BA5 2PU Sun and Wed 6pm to 11pm 91, Moseley All Services Club, Tue 6.45pm to 10pm
AND FANTASY GROUP 219, Lazar House, Sprowston Road, Thu 7pm Church Road, Birmingham,
55, West Leicester Conservative Club, Norwich, NR3 4HX STIRLINGSHIRE B13 9EA YORKSHIRE
Westcotes Drive, Tue 7pm to 11pm; PIGMAR WARGAMING CLUB FALKIRK DISTRICT Fri 6.45pm to 11.45pm; BEYOND MONOPOLY
Leicester, LE3 0QU Second and last Thus of the month Salisbury & Conservative WARGAMES CLUB Second and fourth Sundays of 17-19, Blossom Street,
Tue 7pm to 11pm Club - Hawthorn House, Newlands Community Centre, the month 1.30pm to 11.45pm York, YO24 1AQ
London Road, Bath, BA1 6AB Montgomery Street, First and third Saturdays of
LINCOLNSHIRE KINGS LYNN RPG & Tue and Thu 7pm Grangemouth, FK3 8QR PLAY MORE GAMES! the month 10am to 9pm;
GRIMSBY WARGAMES SOCIETY WARGAMES CLUB Mon 7pm to 11pm; Last Sunday Unit 9 Parkgate, Stratford Road, Second and fourth Fridays
Sixhills Street, Grimsby, DN32 9HT 12th Scout Hut, Beulah Street, THE FROME BOARD of the month 10am to 6pm Shirley, Solihull, B90 3GG of the month 5pm to 9pm
Every night 7pm Gaywood, King’s Lynn, PE30 4DN GAMES CLUB Mon 6pm to 11pm
Sun 1pm to 6pm 5, The George Hotel, SUFFOLK HEADINGLEY GAMES CLUB
LINCOLN BOARD GAME GROUP Market Place, Frome, BURY ST EDMUNDS STOURBRIDGE & Heart Centre, Bennett Road,
6, Upstairs Function Room, NORWICH BOARD GAMERS BA11 1AF BOARD GAMING GROUP DISTRICT WARGAMERS Leeds, LS6 3HN
Union Road, Lincoln, LN1 3BJ 16, Charing Cross, Thu 7pm to 11pm; All day on the The Bennet Arms, Kingshall Street, The Church Hall, Vicarage Road, Thu 6.30pm to 10.30pm
Tue 7.30pm  Norwich, NR2 4AL second Sun of the month Rougham, IP30 9LH Amblecote, Stourbridge
Tue 7.30pm Meet fortnightly on Thursday (Opposite the Corbett hospital) HOLMFIRTH GAMING CENTRE
LOUTH STRATEGY GAMES CLUB TRINITY WARGAMING CLUB Fri 7pm to 11.30pm Above the Karate Centre, Albion
Holy Trinity Community Centre, NORTH YORKSHIRE 17, Trinity Street, IPSWICH BOARD GAMERS Mills - Unit 1 Second Floor,
Eastgate, Louth, LN11 8DB YORK GARRISON Taunton, TA1 3JG Cult Cafe, University Avenue, WEST SUSSEX Miry Lane, Thongsbridge,
Sun 5pm to 9pm WARGAMING CLUB Fri 6.30pm to 11.30pm Ipswich, IP3 0FS BOGNOR REGIS Holmfirth, HD9 7HP
The Folk Hall, Hawthorn Terrace, Mon 7.30pm GAMING ASSOCIATION Thu and Sun 5pm
LLANDUDNO New Earswick, York, YO32 4AQ WARGAMING@RADSTOCK Greencourt Drive,
CONWY WARGAMES CLUB Wed 6.30pm to 10.30pm; Prattens Social Club, MID SUFFOLK GAMING GROUP Bognor Regis, PO21 5EU LEEDS GAMING
Creuddyn Leisure Centre, Second Saturday of the month Westfield, Radstock, Wyverstone Village Hall, Tue 6.30pm to 11pm 28, Great George Street,
Derwen Lane, Penrhyn Bay, LL30 3LB 9.30am to 6pm BA3 4BD Rectory Road, Leeds, LS1 3DL
Last Sunday of the month Wed 6.30pm to 10.30pm; Stowmarket, IP14 4SH CRAWLEY WARGAMES CLUB Second Sunday of the month
12pm to 5pm NORTHAMPTONSHIRE Sun 10am to 4pm Second and last Tilgate Recreational 12.30pm to 7.30pm
BATTLEFIELD HOBBBIES CLUB Fridays of the month Centre, Pease Pottage Hill,
LONDON 17 Brunel Close, WESTON WARGAMERS CLUB Crawley, RH11 9BQ LEEDS NIGHT OWLS
CROSS GAMING CLUB Daventry, NN11 8BR Unit 9UA, Elizabeth House MID SUFFOLK Fri 7pm to 11pm 145-153, Cardigan Road,
68, Borough Road, Wed and Fri 7pm to 11pm; 30-32, Boulevard, WARGAMES ASSOCIATION Leeds, LS6 1LJ
Southwark, SE1 1DX Sat and Sun 9am to 5pm Weston-super-Mare, BS23 1NF Milden Cricket Pavilion DUNGEON CRAWL-EY GAMES CLUB Sun 10am
Tue 6pm to 11pm; Tue, Wed and Fri Church Road, Milden, 1st Langley Scout Hut,
Thu 6.30pm to 10.30pm THE BRACKLEY & 6pm to 10.30pm CO10 9SG Larks Rise, Crawley, RH11 7QG OVERSEAS
DISTRICT GAMERS (AKA Wed 9am to 5pm; Bi-monthly BIELEFELD WARGAMES &
HESTON AND EALING WARGAMERS THE BAD GAMERS) WSM BOARD GAMING CLUB Every third Saturday 9am to 5pm MODEL MAKING CLUB
Room 2, Northfields Community Centre, Bracken Leas Primary School, 358-360, Locking Road, SOUTH DOWNS SIEGEBREAKERS Building 43, Catterick Barracks,
71a Northcroft Road, Magdalen Meadows, Weston-super-Mare, BS22 8PD SURREY 13, High Street, Storrington, Detmolder Strasse 440,
Northfields, Ealing, W13 9SS Brackley, NN13 6LF Thu 6.30pm to 11.30pm HAMPTON COURT GAMERS Pulborough, RH20 4DR Bielefeld NRW, Germany, 33605
Tue 7pm to 10.30pm Imber Court Conference Room, Tue 6.30pm to 11pm Thursday and occasionally
SELWG SOUTH YORKSHIRE Ember Lane, at the weekend
37, St Laurence Church Hall, THE PIT GAMING CLUB BROTHERHOOD OF THE DICE East Molesey, KT8 OBT WEST YORKSHIRE
Bromley Road, Catford, SE6 2TS The Wesley Centre, College Street, Wilthorpe & Redbrook Community Sun 4pm to 8pm AIREBOROUGH THE CENTURIONS WARGAMING
Fri 7pm Irthlingborough, Wellingborough, Centre, Wilthorpe Road, COMMUNITY GAMERS Source Comics & Games,
NN9 5TU Barnsley, S75 1JR GUILDFORD GAMES CLUB Trinity Church Rawdon (in 2057 Snelling Ave. N,
TANELORN WAR GAMING CLUB Fri 6pm to 10pm Monthly 5pm to 10.30pm Park Barn Centre, Southway, the old hall), New Road Side, Roseville, MN, USA, 55113
Harvey Road, E11 3DB Guildford, GU2 8DU Rawdon, Leeds, LS19 6AS First and third Saturdays
Sun 2pm to 6pm NOTTINGHAMSHIRE ROTHERHAM WARGAMES CLUB Mon 7.30pm to 11pm Thu 7pm; Sat 1pm to late of the month
NOTTINGHAM BOARD The Masbrough and
THE PHOENIX GAMES CLUB AND TABLETOP CLUB Thornhill Community Centre, STAINES WARGAMES ASSOCIATION GAMING CLUB BRADFORD WARGAME CLUB
The Black Lion Pub, High Street, The Ned Ludd, 27 Friar Lane, College Road, Masbrough, The Social Hall, 114, Thornton Road, GIUSEPPE GARIBALDI
Plaistow, E13 Nottingham, NG1 6DA Rotherham, S60 1JE Harvest Road, Egham Bradford, BD1 2DX San Lorenzo, 17 Genoa, Italy
Thu 8pm Tue and Thu Sat 9am to 5pm Fri 7pm to 11pm Fri 5pm to 10pm Wed and Thu

124_125_clubDirectory_v2 MJ.indd 125 25/09/2017 10:24


SHOP SPOTLIGHT

■ The store has plenty of space to play!

INNER SANCTUM an online presence, and the price pressure


they place on the products in the market.
From the social space we provide on a

COLLECTIBLES
daily basis to the organised play events we
run and organise, down to the customers that
have become almost further extensions of
our own family, our overriding prerogative
As the Cambridge outlet prepares to celebrate its 10th anniversary, has been to become a community hub for
founder Graham Henderson looks at the local gaming scene and the gaming community of Cambridge. This is
something the online-only stores can’t boast.
considers how UK hobby stores compare to their American cousins Every time you make a purchase from your
Interview by Matt Jarvis local brick and mortar games store, you’re
investing in your local gaming community;
you’re investing in always having the outlet
When did Inner Sanctum first open? I wouldn’t say the store has changed, more for the hobby or hobbies you love.
We opened our doors to the public in late it’s been refined over time. When we started
January 2008, but this was only the opening we only really had consumer knowledge of On that note, how do you feel about the
of the retail store. what we liked as gamers; a lot of the products trend of board game cafés?
we stocked early-on were leaps of faith – We welcome the diversification within the
How has the shop changed in some worked and some were mistakes. Over industry! Anything that brings the concept of
the near-decade since then? time, I guess the thing that has ‘changed’ social gaming to a more mainstream consumer
We’ve come a long way since opening, is the knowledge of the industry’s inner base is good for the industry in general.
and that’s really down to how the workings we’ve garnered as a company. Gaming cafés are providing a ‘gateway’
local community has responded and into the gaming industry for people that may
supported us the whole way. It’s all What are the biggest challenges well have never walked into a gaming store
down to their continued support and currently facing traditional brick-and- of their own volition in their entire lives. We
patronage that we continue to grow mortar games stores? see ourselves as the next step up that chain,
and expand in both our product and The most critical challenge facing our providing both a focal point for both retail
organised play offerings. industry is the onset of stores that only have sales and sanctioned organised play.

126

126_127_ShopSpotlight_v2 MJ.indd 126 25/09/2017 10:28


We’re taking the interest in gaming that marketplace. From what I’ve seen, this
these cafés generate and trying to nurture creates a far more equal playing field
that interest into fully-fledged hobbies that as far as day-to-day running costs go,
can last a lifetime. translating into a far more levelled-off
pricing of products for the end consumer
What is the local gaming community like no matter where you choose to shop. In
in Cambridge? the UK, there are relatively lower criteria
If I had to describe the community in a word, for a comparative relationship, creating a
the most appropriate one would be ‘diverse’! real dichotomy in business approach for
We’re very fortunate that our consumer base certain sectors of the industry.
comes from all walks of life and backgrounds, Thirdly, it is far more likely to find
making the store a real melting pot. retail businesses in the US that cater
From the high rollers that come in and buy almost exclusively for one sub-section
seemingly whatever they want, whenever of the market, rather than stock and
they want, to the young kids dragging and promote the industry as a whole. Here
pestering their parents for a booster of the in the UK it’s far more likely that your
latest card game that all their friends are FLGS carries a more well-rounded
collecting and playing during breaktimes at stock offering than its US counterpart,
school, there’s one common thread that runs but it’s also the way the US market
through all of them: a passion for and a love has seemingly shaken out, with stores
of gaming. focusing on TCGs and ‘card shops’.
■ There are gaming
meetups every week.
What events do you run for gamers in What games have proved most
the area? popular this year?
As far as CCGs and TCGs go, we run in-store Locally, we’ve been really impressed
events for Magic: the Gathering, Yu-Gi-Oh! how the Force of Will TCG player
and Force of Will, and work in conjunction base has consolidated itself and the
with a local Netrunner playgroup to run passionate support of the local players.
organised play offsite with our blessing. It’s shown a steady increase in both sales
We also run weekly in-store RPG, board and player attendance to events over the
game and wargaming evenings, all with course of 2017 so far and we’re hoping
active player groups, and are always looking that uptrend continues.
to add events and organised play programs As far as our board games offerings
to our calendar. We always want to offer are concerned, TIME Stories and its
any support we can to help promote our expansions, Santorini, Scythe, and
industry and, whenever a player base Terraforming Mars have all been really
supports us and grows, we always look to strong sellers for us so far this year.
lay on programmes wherever we can to
return that support. What are your future plans for
Inner Sanctum?
How does the appreciation and health We have a lot of improvements in the
of ‘friendly local game stores’ in the UK works. Our soon-to-be-available online
compare to the US? offering will be one of a number of
Socially, I think we’re really starting to catch changes and improvements we’ll be
up and, some may argue, are now even on rolling out over the next couple of months.
a par with the US on how ‘geek culture’ has We’re excited as a company about what’s
become far more mainstream and accepted, happening behind the scenes and what’s
and that’s great for us as a business as it just soon to be unveiled to the public, but
means more potential customers. we’re not quite ready to give away the
Unfortunately, there’s glaring differences finer details just quite yet! However, I
between how the US and UK models of a can sum this up in three simple words:
FLGS can and do operate. improve, evolve and expand. ■
First is floor space: the US stores just
get more space in their retail units for a INNER SANCTUM COLLECTIBLES
comparable cost to us here in the UK. 6 Homerton Road, Cambridge, CB2 8NX
Secondly, US stores have to have a 01223 240 333 
■ Trading card games have sales@innersanctumcollectibles.com
proved particularly popular. brick-and-mortar retail store in order to
innersanctumcollectibles.com
do business with the distributors in the

127

126_127_ShopSpotlight_v2 MJ.indd 127 25/09/2017 10:28


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p128_129.indd 129 25/09/2017 09:38


Tabletop Time Machine
JUNGLE KING (1950S)

■ The king of the jungle himself.

■ A detailed colourful board.

J
ungle King was a small-scale title published by represent their position: rat (1), cat (2), dog (3), wolf ■ The den and trap layout.
board game giant John Waddington Ltd in the (4), leopard (5), tiger (6), lion (7) and elephant (8).
1950s. When I first played Jungle King I knew Jungle King also uses these numbers on the board to
nothing of its true origins. Rather predictably from represent the starting positions, making setup very
the game’s title it comes in a box with a majestic lion simple. The most fundamental rule is that animals
pictured on the front and the subtitle: “A fascinating with a higher number may capture animals with a
game of skill to suit all ages.” Inside the box you will lower number – except for the rats who, having no
find more impressive artwork for a game of this era. lower numbered opponent, can capture the elephants.
The board is a grid of seven by nine squares over Rats can also move into the water, although they
an elaborate jungle scene and there are two pools cannot capture from there. The lions and leopards can
of water in the centre. At each end of the board is jump across the water. The aim is to get one of your
a “den” which is surrounded on three of its sides animals across the board and into your opponent’s
by “trap” squares. The game also comes with eight den, but the den is surrounded by traps that you must
thick cardboard counters that represent different cross. Once in one of your opponent’s traps then any
animals, with a picture and the number assigned to rank of animal can capture your trapped animal.
each creature. It’s a game suitable for all ages and can create some
While this is a colourful and visually appealing interesting strategic situations, but it shines as a fun ■ Some internal box art.
game for the 1950s, the mechanics of the game are introduction to chess-style games for younger players.
much older than that. Jungle King has its roots in a As a commercial presentation of a traditional
Chinese game of unknown origin and age called Dou Chinese game, Jungle King is nicely produced.
Shou Qi – which literally means the “Animal Fight Its cardboard contents and box mean that most Words Phil Robinson
Game”. Dou Shou Qi is played on exactly the same copies show a fair amount of wear and tear, making Phil Robinson is a game
layout of board and has various rulesets but they are examples in good condition harder to find. Even historian and the founder
all very similar. Whichever version you look at, the those in poorer condition are fairly scarce, so it may of the Museum Of Gaming
game has some great strategic elements created from be worth adding to your collection if you are a fan (www.museumofgaming.org.uk),
an organisation that explores
some simple basic rules that are easy to learn. of this type of game. More traditional Dou Shou and documents the history of
There are eight animal tokens per side. Each Qi games can be bought quite easily online from gaming through its collections,
animal is in a jungle hierarchy and given a number to Chinese suppliers. ■ exhibitions and research.

130

130_tabletopTimeMachine_v2 MJ.indd 130 22/09/2017 12:25


IN THE NEXT ISSUE...

STAR WARS
LEGION
Luke! Vader! Troopers! Speeder bikes! All-out Galactic Civil War!
We head to a galaxy far, far away for an exclusive look at
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on PC, playable route card for the
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131_nextIssue_v4 MJ.indd 131 25/09/2017 11:28
Pandemic Legacy Season 2 - Tabletop Gaming.indd 1 29/08/2017 10:32:23
p132.indd 1 20/09/2017 11:52

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