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Philippe Keyaerts revisits Step into our tabletop paradise.
Small World forebear Vinci.
67 THE BEZ OF TIMES
12 MY FAVOURITE GAME We meet the innovative
Cry Havoc creator Grant party game designer.
So, we’re here: the 11th year of UK Games Expo, which also means the second Rodiek sets sail with Libertalia.
anniversary of Tabletop Gaming. It’s been quite a ride and a lot’s changed – we’ve 68 THAT’S THE SPIRIT
gained a new editor (me!) and jumped up to being a bi-monthly magazine in 14 KICKSTARTING Exploring the occult on the
the last year alone – but we’re only going from strength to strength. Whether FROM SCRATCH tabletop with tarot and Ouija.
this is your 10th issue of TTG or your first (of many, we hope), that’s all thanks Following Art Deck from
to you, your passion and support. To say thanks, we’ve got loads of exciting concept to crowdfunding. 70 RETURN TO ATLANTIS
things planned for the future, including a WORLD EXCLUSIVE character card Rick Lane tries to Escape
for The Walking Dead: All Out War in August’s issue that you won’t be able to get 16 TEN OF THE BEST from Atlantis 35 years on.
anywhere else – ever. How exciting! Make sure you subscribe by July 18th latest Budget games for under £10.
to bag your copy. So you’re not sat twiddling your thumbs in anticipation, this PLAYED
issue is crammed with loads and loads of exciting features and reviews, from our 18 ROLE CALL 76 GLOOMHAVEN
massive cover article on Exploding Kittens follow-up Bears John Dodd takes a look at 80 DARK SOULS
vs Babies and a bumper special look at pro tabletop the latest RPG releases. 82 GREAT WESTERN TRAIL
gamers, including interviews with world champions 86 RUNEWARS
at X-Wing, Magic, Catan and more, to reviews of the 20 ALL THE JAHRES 91 WATSON & HOLMES
latest and greatest games you should be picking up James Wallis revisits the 92 YAMATAI
over the summer. Here’s to another two years! Consulting Detective. 94 UNLOCK!
Matt ON THE
COVER
22 PARTY ANIMALS
Exploding Kittens
mastermind Elan Lee on furry
95 EXIT: THE GAME
97 CONSULTING DETECTIVE:
JACK THE RIPPER
98 TAK
Matt Jarvis follow-up Bears vs Babies. 101 CAPITAL
103 MAGIC MAZE
Editor 28 HITTING THE SPOT 104 PLAGUE INC
We catch up with film 107 DIPLOMACY
wizards Weta as they prepare 108 SHAHRAZAD
33 AN INTRODUCTION TO...
108 ANOMIA
109 MANGAKA
109 ONE DECK DUNGEON
@ tabletopgaming@warnersgroup.co.uk We find the way with iconic 111 ACCESSORIES
fantasy RPG Pathfinder.
www.facebook.com/tabletopgamingmagazine 113 PAINTING GUIDE
36 THE MAKING OF... Add some colour to the
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Owen Duffy blasts off with Runewars Miniatures Game.
Star Wars hit X-Wing.
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Lynn Wright PUBLISHED BY
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BEARS VS BABIES Warners Group Publications PLC on how they turned pro.
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CUT THE AIR WITH A SCYTHE SEEING RED pieces of information they can
believe and whom they can trust.
Cold War paranoia has never
If you’re a regular reader, you’ll know announced second expansion The Wind The glasses themselves
looked as geek chic as it does
that Scythe was one of our very Gambit may have us doing just that. look like the vivid red and
in Red Scare, a new social
favourite games of last year – and, in That’s because The Wind Gambit’s blue specs you used to get in
deduction game that makes
fact, we even felt it could well be one of headline feature is the introduction of cinemas to watch 3D movies
use of some fabulously lo-fi
the best games we’ve ever played. airships to Scythe’s world. Real, honest- back in the early noughties –
decoder glasses to allow some
It might seem almost impossible for to-goodness zeppelins represented by rather than the cool black-
players to read secret codes
us to lavish more praise upon Jamey whopping 8cm-long models that will be rimmed sunglasses you get
written on its cards.
Stegmaier’s fabulous mech-filled able to float freely over the map, making today – only with just red
Most of the players are FBI
alternate-history strategy epic, but newly- it easier to immediately expand outside lenses. (Although, strangely,
spies attempting to sniff out
of your starting island. the frames are still split
the hidden communist double
The rules for the airships are based between red and blue.)
agents that have infiltrated their
on a fan-made module created by Kai Glasses or not, the game
ranks in order to deport them.
Starck, and include the use of two itself is a looker, thanks to
Only half of the players have
randomly-drawn tiles to define passive the wonderful illustrations
decoder glasses, so the spies
and aggressive traits for all of the of The Gallerist and Vinhos
must carefully work out which
factions’ vessels. artist Ian O’Toole.
If that wasn’t enough, the pack There’s no elimination,
will add resolutions, which modify the thankfully, and matches will
way the end of the game is triggered, last up to around half an hour
meaning that earning a sixth star isn’t with up to 10 players.
always the finale. Machi Koro and
The Wind Gambit is due out at Dinosaur Island outlet
Essen this October, with Stegmaier Pandasaurus, which is
also teasing a separate ‘big empty box’ publishing the game,
accessory for Scythe to accommodate says it’ll be out in
those gloriously ample airships. August or September
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SETUP
“There were water and mountain regions on the
first board. I painted it myself with watercolours.
And I put in some richer regions. But the problem
was everybody goes for these regions, so that
makes the game less interesting. So I began to
think about each player having their own agenda.
■ Many of Vinci’s concepts Some go for forest regions, some for hills and so
are echoed in Small World, but
on. Then I began to design different powers for
the game features a race to 100
points instead of the later title’s each civilisation, which required a balancing
fixed number of turns. mechanism. That was very difficult.”
10
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“Few games
A
fter you’ve been gaming heavily a few years it’s Every round, players are dealt the same cards, but
tough to choose just one favourite game. But, it’s every player must choose which six they play, in what
make me not difficult to recognise Libertalia is always on my
very short list. It’s a pirate game, but after a single play the
order, and which they save for future rounds. By the
end of the game, our branching paths collide as players
laugh and theme fades away and all that’s left are five of your peers,
‘friends,’ each of whom think they know how to chase the
desperately wish they kept that high card or furiously
ponder who still has their monkey.
feel so clever win. Most of you are going to be incredibly wrong.
Libertalia beautifully merges three essential things I
Cleverness: Libertalia is a game that rewards
instincts and the ability to manage the uncertain more
in such a love about card games:
Interaction: It’s just as much about what your
than planning a perfectly uneventful route. Things will
go badly, and you’ll need to deal with that. Things will
short period opponents do as what you do, and the simultaneous
selection forces you to make a choice, then grin, smirk
go well, and you’ll need to preserve your edge.
Some rounds are about avoiding the bad thing; in
of time.” or frown as a result. It isn’t filled with cheap interaction
or ‘take-that’ clichés. When I say ‘interaction,’ be not
others, you’re chasing that elusive third map. As a result
of our good fortunes, or bad, we often find ourselves
afraid! But it is a game where you affect each other, and laughing hysterically like Dickensian street orphans
I prefer that. After all, humans are the greatest prey. who’ve avoided the police. Libertalia rewards the witty
A few miscalculations in Libertalia will leave you with for finding the best path out of a bad day.
a pile of curse tokens. It’s hilarious. It’s mostly your I’ve been playing Libertalia for years now. Even
fault. Thankfully, you have another round to fix it. though there are only 30 unique cards, the game
Sometimes you are delighted at the schadenfreude of always surprises me. There is so much variety based
seeing a friend having curses heaped upon her. Only to on what loot appears, in what order, and how the cards
watch her trade them in for a profit because she planned are dealt. Every game you won’t even see seven of the
for this contingency and played you all like fools. cards, plus how you and your opponents play the cards
It’s so good! Best of all, your success – or defeat – is you are dealt changes everything.
from a player’s hand, not arbitrary randomness spoon- I sincerely think it’s a masterpiece of design. It’s just so
fed by the game. surprising and delightful. Few games make me laugh and
Personalisation: Libertalia wouldn’t be so special if feel so clever in such a short period of time. Libertalia
it weren’t for its unique twist. It takes inspiration from inspires me constantly. I hope to make anything with
building a deck of cards, like in Magic: The Gathering, cardplay even remotely as sharp as the cutlasses on this
or drafting a good hand, like in 7 Wonders, but twists it goofy set of pirate ships. Will Libertalia always have a
just so to create something fresh and delightful. place on my shelf? To that, I merely answer: ‘Ayyye.’ ■
12
Ranked as number 1 Toys & Games online retailer for customer service in the UK*
*according to trustpilot.co.uk, correct at time of printing.
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“The biggest
T
here are a lot of really great drawing games around. feeling bad if it doesn’t work out. We could use tricks
Pictionary, of course, and all its many familiar from art classes (“...without opening your
problem with derivatives. Pictomania, which sets its players
drawing and guessing frantically at the same time.
eyes”, “...without lifting your pen from the paper”),
and combine them with awkward social demands
designing a A Fake Artist Goes to New York, with its wonderful
combination of communal drawing, deduction and
(“...while looking into another player’s eyes”, “...until
someone tells you to stop”).
game about bluffing. Parlour games like Exquisite Corpse, or Eat
Poop You Cat (available commercially as Telestrations).
Of course, the biggest problem with designing
a card game about drawing is the name: there are
drawing is the In almost all of these games, the aim of the drawing
is to communicate something, well or badly as the
just so many terrible puns to choose from. Luck of
the Draw. Draw Your Cards. Drawing Board, if it’s a
name: there case may be (usually badly), and the drawing itself is
just a means to that end.
board game as well. Win, Lose or Draw (though that
one’s already taken).
are just so These are amazing games, and by providing
prompts about what to draw and an aim separate
We ended up with Art Deck, because we’re not
the best at naming things. (See also: our company is
many terrible from the process of drawing, they help people who
might be intimidated by drawing to just have a go,
called Matheson Marcault, which people can neither
pronounce, spell nor remember.) With the name out
puns to scrawl something out. But providing prompts is
only one of dozens of different ways that games can
of the way, the rest of the game fell into place.
We settled on a design where players add cards to
choose from.” encourage players to be creative.
So when we were commissioned to make a game
a sentence, and then follow the instruction that the
sentence gives them. The sentence has three parts – a
for a party – the No Quarter gaming exhibition, run prompt (“draw something red”, “draw something you
by New York University’s Game Center – we thought: can see”), an elaboration (“near the edge of the page”,
‘Hey, it might be fun to explore some of those other “from one side to another”, “messily”, “angrily”) and a
methods.’ It might be fun to make a drawing game constraint to make it difficult (“while hiding under the
where the focus is completely on the drawing, table”, “while balancing on one leg”, “while listing the
rather than a game that uses the drawing as a tool to names of everyone you’ve ever kissed”). Players add
accomplish some other aim. one card at a time, covering over a previous card and
We could give people prompts about what to then following the instruction – so the instructions
draw. We could tell them how to draw, offering change slowly, and any given picture can have a very
extra challenges and constraints. We could get different feel to other pictures from the same group
them working together on a single drawing, so that of players.
nobody would be totally responsible for one image, So, that’s all well and good. We had a game; we
polished the instructions; we playtested it, and
polished again, and changed, and playtested. We ran
it at No Quarter. We made some more changes.
But now what? There are hundreds of cards in
the game, plus drawing equipment, so it’s not very
well suited to print-and-play. It needs art materials
that are genuinely pleasurable to use, not small
pencils and marker pens, so traditional publishing
(with its focus on low production costs) seemed
like a bad route.
Huh. Well. Kickstarter it is, then. ■
14
Our latest plastic releases for the Napoleonic Wars are the British heavy cavalry
of the Household and Union Brigades! Each set allows you to build a regiment
of 12 figures mounted atop big horses and ready to take the fight to (and through!)
the French.
The Household Brigade set will make the the red-jacketed 1st and 2nd
Lifeguards, and the blue-jacketed Horse Guards.
Head options allow you to field the 1st Royal Regiment of Dragoons, 2nd
Regiment of Dragoons (Royal Scots Greys), and the 6th Dragoons (the
Inniskillens) of the Union Brigade. These are also ideal for the fourth regiment in
the Household Brigade, the 1st Kings Dragoon Guards. Also included are bicornes
for the Peninsular campaign and the watering cap.
Command options for these sets are metal.
Trumpeter, sound the charge!
Royal
Scots
Greys
T
TM Call our UK off
office
fffice on: +44 (0) 115 978 0386 Visit our new store at Warlord Games HQ,
HQ
The Howitt Building, Lenton Boulevard,
For Trade enquiries: +44 (0) 115 978 4202 Nottingham, NG7 2BD
For North American Trade enquiries:
(602) 445 6406 (Arizona time)
www.warlordgames.com
10
T
abletop gaming can be an expensive
hobby, there’s no doubt. Keeping up
with the latest and greatest titles often
means making tough decisions about what
OF THE BEST…
BUDGET GAMES
available funds between a greater number
of smaller or older gems that you might’ve
missed? Sometimes life gets in the way, too –
an unexpected car bill or birthday can mean
your gaming experience; there are hundreds
of fantastic titles you can pick up for yourself
or give as a gift for the same price as a coffee
or trip to the cinema. We’ve picked out ten of
to spend your board game budget on each waiting a little longer to play the hot game our favourites that will leave you with change
month – do you drop nearly £100 on a brand that everybody’s talking about. But a limited from a tenner.
new blockbuster release, or try and split your budget doesn’t necessarily mean limiting Chosen by Matt Jarvis
4
RHINO HERO
There’s little more satisfying
than building a towering house
of cards – and little more
devastating than watching it all
come crashing down. Add in a
superhero rhinoceros and you have the recipe
for a seriously good time. The aim in Rhino
Hero is to take it in turns to grow a skyscraper
by placing roof and wall cards, almost like
reverse Jenga. Special cards allow you to
perform new actions, including moving the
titular animal to a new location in the tower
3
– but make sure his weight doesn’t make it
crumble! It’s an ace little game for the young
A GAME OF THRONES: and old alike, and a darn sight cheaper than
HAND OF THE KING many other – and inferior – kids’ games.
A well-known licence can push up the price of
otherwise compact games, but not in the case
of Bruno Cathala’s fun spin on the brutal world
of Game of Thrones. Featuring cartoon depictions of the cast,
Hand of the King sees players manipulating Varys around a grid
of cards to gain the support of the houses of Westeros, as well
as the powers of companions such as Jon Snow and The Hound.
It’s a snappy, mechanically solid game with enough thematic
dressing to offer a fulfilling half-hour – and you won’t have to lose
your hand (or arm) to get a copy.
16
7 8
TICHU NO THANKS
A more traditional alternative, Tichu is essentially a playing Another winning
card game (but with four extra cards) that blends together combo of bright
elements of bridge and poker with Chinese climbing card colours, numbers
titles. The aim is to ditch all your cards by forming sets of and minimalist
increasingly higher ranks, utilising the special powers of gameplay, No
unique combos or cards to score as many points as possible. You can Thanks is a neat filler game of resource
actually make a custom set using a couple of packs of playing cards, but management and set collection. There’s
the official box will hardly break the bank and will last a lifetime. only one decision to make: keep a card
offered to you, and collect chips placed
on the card by players who refused it,
or don’t, paying a chip to pass it on.
Easy, right? Only the choice becomes
a complex dilemma because you want
as low a score as possible by the time
the deck runs out – so picking up high-
scoring cards is bad, but chips take away
points. We should add No Thanks’ title is
a little politer than some of the phrases
normally heard while playing – but
despite how it sounds, it’s a guaranteed
hit among friends and strangers alike.
93 WISHES
The most wallet- and
purse-friendly game on
this list, 3 Wishes is an
adorable card game that
plays in under five minutes
and costs about as much
as a sandwich. Each player
has three cards, with two
left facedown on the table.
10
Each turn, players can
swap or sneak a look at a
card, aiming to collect a set LOVE LETTER
of three matching wishes A common sight in our '10 of the Best' lists, Love Letter is a
(hence the name). That’s perfect icebreaker or filler game, taking very little time to setup,
about it! The gameplay is as explain and play – but offering a massive amount of enjoyment
stripped back as it comes, and social kindling thanks to its tight deduction and decision-
but it’s more than worth a making core. You can pick up the original for well under £10
few quid and a couple of or – we’re cheating a bit here – invest a little more if one of the
minutes of your time. many, many themed spin-offs out there catches your fancy.
17
R
ight on top of UK Games Expo and not stage of history. Age of Anarchy is ideal for just starting to be rebuilt after the destruction
close enough for the Gen Con release those looking for a change from the regular of the world before. Available as a world book
schedule, this month we’re looking at magic and mayhem. with several different rules settings, it will be
some of the newer releases both on Kickstarter After working on the project for several out in September of this year and, best of all,
and out in the digital realm. years, Sean Smith has put the finishing touches there are still no elves.
Age of Anarchy is an interesting take on to Exuviae: Relics of House of Dragonfly, an Finally, from Monte Cook comes Expanded
the Dark Ages where you play the vassals of imaginative look at noir-style games set in an Worlds for the Cypher system, with new
a low-ranking noble who is seeking to rise unnamed bayside city in the 1940s. This game equipment, rules, character options and foci
up in society. Rather than the normal sort of has the added twist of the city being under the to work with the already expansive framework.
RPG where the players take centre stage, this control of an insect cult, reminiscent of the It also includes a number of new creatures to
game has the group working using less obvious Bug City scenarios of Shadowrun. Using a deck use in encounters and expanded guidelines on
methods to secure their own positions on the of cards to invoke the nature and feel of the how to run games in any different world. ■
18
19
T
he early 1980s were a turbulent, You’ve almost certainly heard of Sherlock staring at the box in a shop on Oxford Street,
interesting time for games. Abstracts Holmes: Consulting Detective, and there’s a trying to understand what this thing was,
were giving way to themed games, good chance you’ve played it. What you won’t and failing. If you were expecting a game
the influence of D&D, Star Wars and home appreciate is how completely out of left field of moving a pawn round a board collecting
computers had made fantasy and sci-fi Consulting Detective was in 1981, the year it evidence cards, this wasn’t that. If the only
into big elements, and the roots laid down was originally released. It was completely sui whodunit game you’d played was Cluedo,
in the 1970s were starting to produce the generis. Groundbreaking. Unique. Until very this would blow your mind.
shoots that would grow into today’s verdant recently, it still was. Mechanically it’s not a sophisticated game,
industry. Then we hit 1985. Sherlock Holmes: Consulting Detective is a and you could say it’s not really much of a
You’re reading TTG, which means you’re game of ten interlinked cases in which you, as game at all. On the other hand it is a superb
part of the games cognoscenti. You’re smart, the Baker Street Irregulars, must race against series of interactive mysteries. Each case
and informed, and probably attractive and the great detective to identify the culprits and begins with Holmes laying out the basics
well-dressed too. You know your tabletop. discover their motives and methods. It’s a bit of the crime and giving you some pointers,
like a solo gamebook, except those wouldn’t including at least one red herring. After that
take off for another couple of years. It bears you’re on your own, armed only with a map
similarities to the How to Host a Murder of London, a street directory and a copy of
boxsets of dinner mysteries, but they didn’t Times. As a group you choose where you
The Times
appear until 1985. I’ve heard it compared to want to go or whom you want to question,
Tales of the Arabian Nights, only Consulting look up their location in the directory, turn
Detective is more elegant and came out four to that paragraph in the case file, and read
years earlier. It’s a co-op game almost a out the text that follows. It’s usually quite
decade before there were co-op games. It’s a lot of text – atmospheric and believably
sort-of an RPG but with no GM or character Holmesian, but long.
sheets, or dice. And there are arguments that Some location-visits or suspect-
it’s the grandparent of legacy games, which questionings will open up other leads
wouldn’t arrive for another 25 years. in the form of new places and people,
It’s hard to explain how extraordinary which you’re then able to investigate.
this mix of new elements was. I remember You can also make jumps of logic: a letter
addressed to Such-and-Such Street? Why
not check the map to see who lives there
and pay them a visit? A story in The Times
may mention something related, or you
can visit a long list of Holmes’ friends and
associates, who may help or may waste
your time. When you think you know
what’s happened, you return to Holmes
and he tells you how wrong you are. It’s
not known as ‘‘Sherlock Holmes: Insulting
Detective’ for nothing.
Detective
The structure is clever, but it’s
not complex. You can’t revisit a
location and look for new details,
or re-question a witness or
suspect once you’ve found new
information about them. You will
need to keep extensive notes, and make
guesses and deductions. Hard evidence
and proof of guilt are rare. If reading
out long sections of text (which in the
Ystari edition is in a horrible script font,
20
21
22
23
24
25 25
“I love video games and have spent the last 20 years found a great way to ramp up the players to new rules ■ Above: Some of the baby
building some of the biggest games in the world,” he as they go on with the game, and I hate the notion of cards, or the worst round of Kiss,
continues. “But lately I’ve noticed that staring at a presenting a huge manual in the box.” Marry, Avoid we’ve ever seen.
screen and largely ignoring the other people in the room Despite this, the opportunity for a weightier follow-
is too isolating. I would watch my nieces and nephews up to Kittens and Bears might not be as far-fetched as
play the games I’ve made on their consoles, but I’d feel it sounds – in fact, one particularly influential set of
bad about the fact that they’re not forming bonds with games has caught Lee’s eye as a potential muse for his
each other or with me. Games like Exploding Kittens own future projects.
and Bears vs Babies are my attempts to course-correct. “There’s some creative options, though,” he
“I believe that games should be celebratory explains. “Games like Risk Legacy are really
experiences. I’m also a lifelong supporter of any inspirational in their ability to introduce new rules
movement that ends the scourge of attacks from over time, but suffer from being locked to the same
terrible and ferocious babies inflicted on adorable, group of friends over and over again.
cuddly bears. The games I make from now on should “One of the reasons I love design so much is that
make you laugh, scream and glower at the people the only way to learn if a new idea works is to build it
you’re playing with.” and find out.”
With Lee and Inman both contributing the concept
KITTENS, BEARS, BABIES AND...? for one game each and working together to turn those
With two hit party games propelling them forwards, it ideas into a finished release, the pair also has plans to
surely won’t be long until Lee and Inman return with reach out to other creators looking to team up in order
another project set to shake up the genre – and we’d to transform their unique designs into real-life games.
put good money on it starring cartoon animals. “Now that we have a library of games – two games
Yet, with everything they touch currently turning to is a library, right? – we’re going to start a small
gold, would the partnership be interested in swimming publishing wing of our company,” Lee
out to the deeper end of the tabletop pool and reveals. “I want to
experimenting with something a little more complex? be able to offer
“There are three prototypes I’m currently tinkering opportunities to new
with,” Lee responds. “One involves a fairly elaborate game designers and
relationship with a 3D printer. tinkerers like myself.
“The struggle I’m having is in the ‘ramp-up’. In the “We’ve built
video game world, you can introduce complexity as an amazing
the player progresses. In physical games, you have megaphone over here – now we’re
to present them with all the rules upfront. I haven’t going to shout through it.” ■
26
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Road and this year’s Ghost in the Shell. In other words,
ombies. Pirates. Cowboys. Ninjas. Superheroes. big, beautiful and deadly are Weta’s bread and butter.
Robots. From the tabletop to the silver screen, Still, jumping from multi-million-dollar movies to the
there are some things that never fail to get comparatively tight-knit realm of tabletop gaming may
blood pumping and passions burning. How do you
seem a curious move for the distinguished outlet.
bring these ingredients for instant fandom to the boil? “We’ve worked on a lot of big films over the years,”
Make everything bigger and deadlier, of course. acknowledges senior concept designer Paul Tobin,
Enter Giant Killer Robots: Heavy Hitters, the debut who co-created GKR: Heavy Hitters with fellow Weta
board game from Weta Workshop. While Weta’s name veterans Christian Pearce and Leri Greer. “We’re also
may be a stranger in the tabletop world, film fans all avid gamers. Leri and Christian are particularly big
will recognise the New Zealand design studio from video game players. I’m a bit more old-school, I was
its Oscar and BAFTA-winning visual effects work on kind of roleplaying games and a lot of board games,
mammoth blockbusters including the Lord of the Rings as well, and some tabletop miniature games for a little
Avatar, Mad Max: Fury
Kong, Avatar
and Hobbit trilogies, King Kong bit. So all of us have definitely had a strong interest in
games, but we’ve never had the opportunity to work
on a game of our own.”
Weta’s professional curiosity in game design had
first been piqued during its past experience creating
video game visuals. More recently, sculptor Johnny
Fraser-Allen had collaborated with UK tabletop
publisher River Horse to create the miniatures for
the Labyrinth board game – building on Weta’s legacy
of ‘bigatures’ (some of them measuring a staggering
nine metres high) used on-screen in Lord of the Rings
and King Kong.. As in the company’s film work, the
physical and digital worlds eventually collided.
“Basically, a company called Trigger
approached us,” Tobin recalls. “They had a
desire to make an augmented reality board game
and they wanted to know if we would be interested
in designing the world. That kicked the
whole project off. That must be nearly two
years ago, I think. It was quite a slow burn.”
Trigger eventually brought a third
company into the mix: Cryptozoic, the
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PATHFINDER Created as an offshoot of Dungeons & Dragons, Pathfinder has since grown into its
own roleplaying giant. As the RPG's sci-fi sequel Starfinder prepares to blast off this
summer, we discover why it’s still worth visiting the fantasy world of Golarion
Words by Matt Jarvis
2
008 marked a revolution in roleplaying. system that only permitted use of certain and continue to release adventures for
Wizards of the Coast announced that the approved phrases and simply referred players D&D’s 3.5 ruleset under the OGL. Paizo
fourth edition of Dungeons & Dragons back to the fourth edition rules, rather than had been closely linked with Wizards since
would drop the Open Game Licence (OGL) allowing the rules themselves to be used in its inception, taking control of the official
introduced with the third edition of the RPG other titles. (Wizards would later reverse the D&D magazines Dungeon and Dragon
in favour of a new system known as the decision with D&D’s fifth edition in 2015, until it dropped them in 2007. What’s more,
Game System Licence (GSL). The decision returning to the OGL.) Paizo announced that it wouldn’t just be
caused uproar among fans, as the OGL had What followed the shocking releasing adventures for D&D 3.5 – it would
allowed third-party creators to use elements announcement was another surprise, as be launching its very own roleplaying system
of D&D to create their own roleplaying titles, Paizo Publishing revealed its plans to take and world, based on the 3.5 rules and
whereas the GSL offered a far more restrictive a stand against the introduction of GSL released with the OGL. Pathfinder was born. ▶
33
In the nearly eight years since, Pathfinder Pathfinder Adventure Path scenarios, which
has continued to evolve thanks to dozens offer a linked campaign beginning with
of expansions and supplements, from Rise of the Runelords in August 2007 and
bestiaries continuing through more than a dozen serial
and guides instalments. Paizo also releases around three
to races Pathfinder Modules a year, which offer short
and combat adventures that can be played on their own
to scenarios or woven into part of an existing campaign.
focused solely on Outside of the RPG, Pathfinder’s universe
horror. One of the biggest early has also been explored in more than 30
additions were archetypes, novels known as the Pathfinder Tales series,
introduced in the Advanced as well as audiobooks and comic books – one
Player’s Guide, which of which even involved crossovers with Edgar
allowed players to customise Rice Burroughs’ literary characters Tarzan
■ Pathfinder is full of their character’s class. Other and John Carter.
weird and wonderful rules, detailing elements
characters, such as such as chases, duels and
the bomb-throwing ■ One of Pathfinder's
corruption, have similarly biggest changes to
goblin Mogmurch.
been introduced, and can be the D&D formula
added to or removed from the base rules is expanding the
as game masters see fit. flexibility of player
character classes.
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Tabletop Gaming spoke to the producer recorded Episode IV and Episode VI on a Years later, while working for US publisher
behind the game to learn about its creation, Betamax tape, so my early memories of Star Fantasy Flight Games, Kimball would get the
its continued success and how its design Wars were pretty rosy; the Rebels always opportunity to step into the galaxy he had
team aimed to capture the spirit of the Star came out on top! It wasn’t until my parents been obsessed with since childhood. The
Wars franchise. recorded The Empire Strikes Back on VHS that company had recently acquired the licence to
I fully understood the Skywalker family tree.” produce tabletop games set in the Star Wars
TAKING OFF His first experience of the franchise may have universe, and one of its top priorities was to
Steven Kimball was the producer behind been slightly muddled, but Kimball was instantly develop a game that recreated the movies’
X-Wing’s development. A lifelong Star Wars hooked on the epic tale of lasers and lightsabers, fast-paced deep-space dogfights.
fan, he vividly remembers his introduction and he immersed himself in novels and video The company first assigned design duties
to the science-fantasy setting - although he games based on the films. He remembers to Jay Little, whose previous work included
encountered the series in a chronologically blasting his way through the Dark Forces first- the card game Blood Bowl: Team Manager,
confusing way. person shooter games, as well as piloting ships based on the ‘80s cult favourite fantasy football
“I watched A New Hope when I was four in the 1994’s virtual flight simulator TIE Fighter. board game by Games Workshop. But when
years old,” he recalls. “My grandparents had “I craved all things Star Wars,” he says. Little was sidelined by health problems, ▶
37
Kimball took a more active role in the game’s where daring, bravado and split-second them a chance to react to their enemies’
development, working with designers Corey reactions could mean the difference between actions. Higher-rated pilots would also get
Konieczka (Forbidden Stars, Battlestar life and death. to fire their weapons before lower-ranked
Galactica) and brothers Adam and Brady Their eventual answer was a system of adversaries, giving them the chance to wipe
Sadler (Warhammer Quest: The Adventure hidden orders, with players using cardboard out enemies before they’d had the chance to
Card Game). From the very start, the team dials to secretly issue commands to the ships inflict damage in return.
had a clear idea of the kind of experience they under their control. Different options would see While different characters offered various
wanted to create. ships madly accelerate, pull razor-sharp turns or gameplay opportunities, it was crucial to the
“From a gameplay standpoint, there really make wide swoops across the battlefield. With team that they should also reflect their source
was only one mandate from the beginning,” says both players issuing orders to their ships before material. Alongside pilot skill rankings, they
Kimball. “We had to make it feel like X-Wings simultaneously revealing their choices, it made developed an array of different special abilities
and TIE fighters duking it out in space. it critical to anticipate opponents’ moves and designed to represent the heroes, villains and
“From there, it was more or less a stream- to come up with audacious and unpredictable supporting characters from the series.
of-consciousness brainstorm to settle on plays that could turn the tide of a fight. “It wasn’t hard to be inspired by the Star
what things were most important. We had to Pulled off at the right time, these hair-raising Wars IP,” says Kimball. “Not only did we all
determine how integral pilots would be and, manoeuvres could be pivotal moments in a know it so well, but many of those iconic
of course, we have to have droids. Torpedoes game. But they came with a cost; certain moves characteristics lent themselves incredibly well
saved the Rebellion, so those needed to be in would inflict stress on pilots, restricting them to mechanics in the game.
the game, too.” to tamer actions until they’d had a chance to “For example, R2 repairs the ship – ‘R2, that
The team came up with a shopping list of recover their composure. It meant that players stabiliser’s broken loose again. See if you can’t
thematic elements for the game. But while needed to be judicious when employing their lock it down.’ We incorporated Luke’s uncanny
these snippets of lore from the original flashiest and most effective techniques. Force powers to avoid targeting – ‘The Force
movies were important, X-Wing also needed Additionally, different pilots came with is strong with this one…’ Biggs has a target
a mechanical underpinning that evoked different skill ratings, with more competent painted on his back as a wingman covering his
the feeling of the films’ frantic space battles, fliers moving after their opponents, giving formation lead – ‘Hurry, Luke, they’re coming
in much faster this time. I can’t hold them!’”
■ Below: The X-Wing
core set includes the KEEPING IT SHIPSHAPE
titular Rebel ship If representing characters in a form that felt
and two TIE fighters. true to Star Wars fans was a priority, it wasn’t
A variant based on the only one. The team also realised that the
The Force Awakens is
also available. ships themselves were an integral part of the
series’ appeal, from ominous TIE fighters to
■ Opposite: Players the Millennium Falcon, and they endeavoured
can customise the to ensure that the game’s various spacecraft
pilots and upgrades
assigned to their fleet. behaved in a way that would be authentic to the
films. Even less recognisable craft received their
own set of in-game mechanisms to ensure
that they matched their on-screen portrayal.
38
“When it came to designing the Lambda “Every game goes through loads of changes different than any other game we work on;
shuttle, we wanted it to feel like a tugboat during its development cycle,” Kimball says. it’s just that, on a game like X-Wing, any
amid the frantic fighters,” says Kimball. “But “And a juggernaut like X-Wing, regardless of elements we would like to have changed in
we also wanted there to be something special its relative simplicity to learn, required the hindsight might annoy us more than similar
it could do that none of the other zippy ships utmost attention to detail. things on a standalone game.
could do: stop moving entirely. “X-Wing was one of FFG’s earliest games to “When a game is designed as a finite,
“The mere fact that the Imperial player can benefit from our beta process, which entails closed system, you fundamentally approach
choose to invoke a zero-speed manoeuvre us printing a limited quantity of ‘finished it much differently than one that is intended
and essentially just hit the brakes forced games’ and shipping them out to our most to be a living line. Its needs, its player base
players to respect the shuttle. If they didn’t, trusted testers. I can’t begin to describe and its community are unique. Fortunately,
they were staring down the barrel of its front- how invaluable that process was to the final the natural progression that comes with an
facing arsenal. That’s a great example of what product being as polished as it was.” evolving meta-game allows us to constantly
happens when we achieve synergy between Based on feedback from playtesters, the push and pull various levers, affording us
a combination that is both thematically team tweaked the game’s combat rules to make more latitude to make balance adjustments
satisfying and mechanically interesting.” certain types of heavy long-ranged attacks more as well as fully explore every crevice of
This dual consideration for thematic effective – the kind of subtle alteration that meaningful design space.”
authenticity and compelling game Kimball says couldn’t have been made without While this evolving gameplay experience
mechanisms led to dramatic, cinematic detailed information from actual gameplay was critically important, it was just one part
battles. It gave the game psychological and sessions. Since the game’s release, he and his of X-Wing’s intended appeal. In addition to
tactical depth. Players could go from the colleagues have had similar realisations about its carefully-honed rules, the game needed to
elation of evading an aggressive opponent to other aspects of the design. But with regularly- look spectacular on the table.
the sinking feeling of being caught in a deadly released expansions offering players new ships Fantasy Flight worked directly with
crossfire between multiple enemy ships – to command, the team has been able to address Lucasfilm, the studio behind Star Wars, to
often in the course of a single turn. some of these elements. ensure that the miniatures used in the game
While Kimball and his team were “Now that we have nearly a dozen waves’ matched the dimensions and appearance of
confident that they’d nailed the tense, chaotic worth of ships, we have our own personal the craft in the movies. They used the original
atmosphere of space fighter combat, they wishlist of tweaks we now see would have Lucasfilm models built for the films’ battle
knew that their job wasn’t finished yet. made the game better. Honestly, this is no sequences to create detailed 3D digital ▶
39
40
email: sales@krmulticase.co.uk
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From vinyl and posters to clothing and a game is extraordinarily complicated, pieces here: we've got a phenomenal game
collectibles, you’ve dipped your toes obviously. We couldn't do that ourselves, designer, a place that actually knows how to
into nearly every aspect of pop culture there's no way to do it. We don't have any manufacture and put out games, licences,
– bar board games. Why was now the game designers on staff. Quite frankly, we artists, all of us have a passion for this stuff.'
time to break onto the tabletop? didn't really know anybody in the industry So from there it was we're definitely doing a
It's exactly like everything else Mondo does at the time. But I had a friend who's an artist game, what game should it be? That's how we
– one or a few of us got really excited about – he was over at USAopoly and they'd been got to The Thing.
games and kind of said, 'Well, why aren't we planning on starting this Project Raygun
creating games? It doesn't make any sense, initiative; they really wanted to get into more It was simply a stroke of luck?
we should be making games.' boutique stuff. It's just like everything, exactly. Honestly,
In the beginning there was a little bit of A year later, we had it all connected Mondo do a lot of big things but we're a
reluctance to jump into it because making and we said, 'Okay, great, we've got the really small company. We're just a handful of
42
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We really went back and forth. All of us of the game and mechanics and we would in with feedback, it's truly been both sides just
have watched the movie a hundred times, I've stick with the art. We tried to do that so we throwing as much as they possibly can at it.
probably watched it a thousand times. We kept weren't in each other's kitchens and made
saying: 'What from the movie can we add here?’ sure that they were doing exactly what they Was there anything you wanted to
‘How can this feel more like the film?’ ‘How wanted to do and we were doing exactly what include in the final game but couldn't?
can this be paced more like the film?' You've we wanted to do and doing our best and then There was one element where I thought: 'I'd love
got to figure out how to make that happen. we'd marry it together at the end. to be able to have this, this would be so cool, I
And, y'know, poor Joe [Van Wetering, designer] Luckily, what ended up happening is we've wish we could but it obviously just doesn't really
– every time one of these things comes up, all become friends – we've got this great work because we've already got the game A to
he's got to go back in, break the game again working relationship, we talk every day – so Z.' That's kind of it – you can't put this back in,
and rebuild half of it just to make some small naturally everything started to bleed over. All of there's no way to shoehorn something.
concession because it's so important to me that a sudden, the Project Raygun folks are looking So everybody got together and I said: 'Hey, I've
this one thing or moment happens. at the art: 'Well, what if this?' and 'What about got an idea – what if we did an expansion? Here's
But through a ton of back-and-forths – just this?' 'What if we did this?' and 'What if we how that expansion could work, it's a small thing,
really honestly development tennis – we were made this happen?' It's all incredible feedback but boy would it really change the whole end of
able to get it to a point where I feel like you really – 'Yeah, this a great idea, let's do that!' the game.’ We got both teams completely back
are playing the movie. It genuinely feels that way. Conversely, on the Mondo side, as I'm into it and put together a small expansion.
Everybody starts out friends, everybody's fine; playing more games and going nuts about I won't give away too much, but if you're a
things are nice and co-operative. About mid-way games, I would start chiming in and saying: Thing fan and you happen to love this game
through, that all goes to hell. It's table chaos for 'Wait, what if this changed to this and this – which we hope you do – that expansion is
the rest of it, that's kind of neat. That was huge; it changed to that?' going to absolutely complete the film and
was huge to make it feel exactly like the film. Joe's been very, very gracious in allowing complete the game itself. It already works
that type of collaboration to happen. The really well, but there was one little moment
With Project Raygun being the tabletop science of it, the maths of it, that stuff I don't where I was like, 'Argh, I love that moment at
experts in the relationship, what was understand at all. So the heavy lifting had to the end and it doesn't work for this game.' But
the extent of Mondo's involvement? happen on the Project Raygun side in terms of that's the miracle of board gaming – you can
Initially the structure was going to be that making the game work and really, really doing create an expansion that's just totally different
Project Raygun would handle the development it right. But just in terms of everybody jumping from the rest of the game.
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IN STORES APRIL
www.manticgames.com
p028.indd
Warpath Ad1- Tabletop Gaming - 17-03-17.indd 1 22/03/2017
17/03/2017 10:32
10:47
ON TOP
OF THE WORLD We speak with international champions in everything from Magic: The Gathering
and X-Wing to Scrabble and Catan about taking their hobby to a pro level
and get them to reveal their expert tips for perfecting your play
Words by Matt Jarvis
47
I
n the summer of good lists, then I learned about Dengaroo out. It's different to Magic, because every ship
2015, Nand Torfs lists. That the list I played the world is allowed to play in a tournament.
played his first game championship with. It's not a list I made but “I buy every ship once, just to play it and
of X-Wing with his it's a list that was good in the meta in the USA. figure out how it works. You only figure it out
nephew and friend. I chose that list because it was good for my if you play with it, so you have to play your
Instantly, the Star Wars play style. I felt comfortable playing it.” ship to gather how it works.”
dogfighting hit took It’s learning these lists that Torfs says is Behind Magic, X-Wing is perhaps the
a hold on him; that November, the Belgian what separates casual fans from competitive most popular tabletop game currently on the
gamer sat down to follow the fourth annual players, but adds that his own draw was organised play scene, and its status is only going
world championship. It made an impression. simply the enjoyment of an engaging battle. up. Yet the former champ (Torfs placed second
“I really wanted to go into competitive “The game remains fun, that's the most in the recent 2017 final) expresses a desire to
play,” he recounts now. important thing – to keep it fun,” he observes. keep things on a smaller scale.
“I had to look for a community, because there “It's just really fun to play against people “I'm not a fan of pumping money into
were the three of us – if you play with only one of the same level. That was the thing that the prize pools,” he contends. “I think the
or two other persons you'll have had enough of attracted me the most.” atmosphere will get tense and bitchy. The
it after a while, because you're always playing The other big step that players looking good atmosphere is released when there's
the same list against the same guy. I found a to participate in major tournaments need money at stake.
community and there I could play against other to overcome is the periodic waves of new “When you play the tournaments, you
people and play tournaments as well.” releases, which can drastically change the make a lot of friends. People are nice and
Just over a year on from his decision to state of the competitive landscape – making you all have the same interests in Star Wars
go pro, Torfs was named 2016 X-Wing world them vital an essential purchase for those and the game. When you play a Magic
champion, bringing to an end the three-year looking to perfect their play. tournament, the atmosphere is not as good as
reign of renowned player Paul Heaver. Torfs is “I like the pace the ships come out,” Torfs says. X-Wing. That's why I don't want to get money
the first to extol Heaver’s talents when asked “Every five, six months. For new players, I guess involved. Just prize support: win a ship or a
what advice he would offer to budding fans it's pretty difficult to start playing competitively few ships or a play mat or something. If you
looking to recreate his rapid success. because they don't have all the ships that came can win $5,000, people will get bitchy.” ■
“Watch games of Paul Heaver and try to
figure out what ships are good at and try to fly
them,” he counsels. “Fly what you feel you're
good at and focus on that and keep practising.
If you have a list you think is good and you
play it a couple of times but you lose, give
up on the list. Keep practising and try to find
other players. Build up a community. Those
were the things that helped me.”
Lists – the makeup of ships, pilots and
upgrades used by players – are key to
competitive play. Combinations that prove
effective are shared on the internet and around
the ‘meta’ community, and rise and fall in
popularity as ships are introduced or ‘nerfed’ to
limit becoming overpowered in organised play.
Torfs had made a name for himself in the 2016
Belgian regionals by learning how to counteract
an especially notorious and widespread
loadout known as Triple Jumpmasters.
“I had a lot of difficulties choosing my list to
go to Worlds with,” he reveals. “The list I played
the most in the regionals was Chewbacca,
two Z[-95]s and a Y-Wing. When the [TIE]
Defenders came out, it was really a counter
for the list I played the Jumpmasters with.
Then I had to find a new list and I couldn't find
anything. I went looking on the net for some
48
KING OF THE WORD anoa for the first time in a zoo. That didn’t
make it any less real before I met it!”
Scrabble number one Brett Smitheram explains how Alongside Monopoly and Cluedo, Scrabble
remains one of the UK’s quintessential
parasitic wasps and cannibals led him to glory tabletop favourites. Despite this, Smitheram
sees the American-made game as somewhat
“P
eople played it competitively, even with other pupils neglected in its adopted home compared to
sometimes when I was young. the rest of the world.
assume “At the age of 15 or 16 I found myself deciding “The energy and vibrancy of the Scrabble
before they meet me whether I wanted to be really good at chess scene in Asia is truly incredible,” he enthuses.
that I’m obsessed or Scrabble – and given that my school has a “Recently there was a tournament involving
with spelling,” says former pupil who is an international chess over 1,500 school children in Pakistan, and
Brett Smitheram. Grandmaster, I felt it was time we balanced that in Thailand the game is immensely popular
Smitheram’s grievance would be an with having a Scrabble Grandmaster, too!” – top Scrabble players sometimes get treated
unusual one for most people, but as Scrabble While Smitheram’s obsession with Scrabble like rock stars!
world champion it’s become a somewhat hasn’t changed during the more than two “The UK is lagging behind, which is ironic
predictable problem – as has the odd decades he’s been playing, he has continued given that we invented the language from
assumption that the recruitment consultant’s to find new reasons to fall in love with the which the game originated, but I hope that
mastery of letters on a grid means he struggles wordy classic. our efforts in this and coming years will
to put together words off the tabletop. “As a young player it was the sense of turn this around. That said, there are still
“People assume that Scrabble, or indeed community,” he explains. “I got to meet tournaments happening all over the country
any competitive mind sport, requires a high a huge variety of people at tournaments, every month, so if anyone wants to try it out,
level of geekiness and limited social skills from all backgrounds and from all over the they should!” ■
to really excel at,” he adds. “While there’s no globe, all with a common passion. As I have
doubt these people do exist in the world of grown, I remain engaged by the infinite
high-level Scrabble, I would say they are no variety in the game – no two games are
more prevalent than in any other area of life. ever the same and, regardless of how great
That said, a level of dedication is required to or poor a player you are, you always have
be world-class at anything – I haven’t seen to be on the ball as one bad tile draw can
anyone calling Lennox Lewis a geek for his sometimes change things completely.”
devotion to his sport recently, though.” Having a dictionary-like power of recall can
Smitheram’s own devotion began when he obviously help to make maximum use of the
was a teenager, but unlike most pro players random selection of letters that pop up each
who advance a fun pastime into a more turn, but Smitheram admits that even the best
serious involvement, he insists: “I’ve actually of the best need to take an educated guess
never played Scrabble as a hobby. I’ve always every now and then.
49
“I
never quite surprised to make it all the way to second place It may now be more than two decades old,
imagined that I in the US national tournament and a rank off but Catan’s popularity only continues to grow
would one day be from competing in the Worlds in Berlin later as more and more people are sucked into board
the world champion of that year. Who would’ve known two years later, games’ growing pull. Cavaretta is confident that
a game which has been I’d win the national tournament and a spot in the game’s huge audience could one day see its
pretty much a hobby the world championship?” tournaments take to an even wider global stage.
of mine since being Catan has become a modern tabletop classic, “Just five years ago, you would have to go
introduced to it,” says William Cavaretta. with Hollywood stars Instagramming their into a unique game store just to buy the game,
About five years ago, Cavaretta opened games and TV comedy The Big Bang Theory whereas now, you can purchase it at retail stores,”
a fresh copy of The Settlers of Catan given featuring Klaus Teuber’s masterpiece multiple he says. “Simply getting enough people to know
to him for Christmas by his family. It was a times. When it comes to competitive matches, about the game will make it popular enough
familiar introduction to the gateway game, and though, that friendly edge quickly vanishes. itself so that it’s on the levels of eSports with
Cavaretta quickly found himself enthralled by “At the professional level, anything goes,” video games and other gaming areas that have
the legendary Euro. Cavaretta warns. “There are certainly no ‘cuddle’ become popular throughout the world.”
“After playing with my family for a while, rules, no move which is off-limits. Professional With over 22 million sales, it’s clear that
I wanted more, and found that I could play players tend to be more a serious type; all trying Teuber’s Spiel des Jahres winner continues to
online and anytime of the day or night,” he to achieve the goal of winning.” charm and captivate people around the globe.
says, describing his Catan ‘addiction’. “For a One element that makes Catan stand out Cavaretta believes that, for millions of fans,
short time, I just played the basic Catan game, from many other Euros played at a high level showing their talent to the world is simply a
but after trying out the other expansions and is the presence of luck, introduced through case of knowing the opportunity is there.
scenarios, I was definitely hooked. I used to the rolling of dice to generate resources. It’s “Just this past year at the Worlds, we had a new
watch experienced players play online all the unusual for games with such a strong reliance country represented for the very first time as one
time, and often times, the experience was on fate to survive in tournament lineups, but of the 34 different countries at the tournament,”
as if I was playing. That led into me playing Cavaretta suggests that the role of luck is key to he reveals. “That in itself should go to show that
against those players and building my skill Catan’s unique appeal. Catan is really starting to get known by more and
up. From there, I started competing in online “Luck consists of two parts: good luck and more people in countries and, as that happens,
tournaments and doing really well.” bad luck,” he retorts. “In Catan, you want to more and more will play the game and build
His confidence running high, Cavaretta make moves which will increase the ‘good luck’ their skill into a competitive nature.
entered himself for the US championship in while decreasing the ‘bad luck’ factors for you. “The key is getting all those people to know
the hope of securing a spot at the bi-annual “Catan has the right amount of skill, luck and about Catan and the competitive events that
world tournament. variability which makes it the perfect game for are available. I hear from many people who
“I really didn’t know what to expect, I was playing competitively. Whether you place first have played Catan that they never knew there
simply there playing the game I loved and or last, or are having a good or bad start, you was a championship for the game, if they did –
seeing how far I could get,” he says. “I was very always have a shot at turning that around.” they would’ve tried competing in it.” ■
50
M
ost players The ultimate honour goes to the winner of the to lose, so I had no fear to lose my matches.
spend a lifetime Pentamind, an event that tallies participants’ Maybe that was key. With a bit of luck, of course.”
enjoying many scores in five drastically different games – which While many of the games featured at the
different games, but rotate every year – to decide an overall victor. In MSO are long-term staples, with competitors
without taking their skill addition to his 87 other MSO medals, de Toffoli bringing years or even decades of experience
past the level needed to has won the esteemed accolade twice, in 2002 to the table, de Toffoli expresses a particular
simply have fun. Some and 2012, with his first victory making him the fondness for competitions that are deliberately
are lucky enough to become an expert at a oldest champion crowned. impossible to prepare for.
single game. A smaller number accomplish “I don't like being dedicated to one single “When possible I like the ‘learn and play’
the feat of mastering two or three. Very few will game, it looks like a kind of waste to me and it contests: playing a tournament of a new game
reach the point of Dario de Toffoli. becomes boring,” he says. “If you go too deep that nobody knows,” he effuses. “The quickest
The founder of Italian publisher into one single thing – not necessarily a game to work out the best strategy wins!”
Studiogiochi, de Toffoli is one of the world’s – you can also lose the framework, the larger As for the ingredients required for a successful
leading competitors at the Mind Sports picture. It’s much better to me to exploit the competitive mind sport, de Toffoli praises “a
Olympiad, a 20-year-old annual tournament flexibility of the mind, to apply what you've good mixture of ‘agon’ and ‘alea’” – the Latin
that aims to discover the best all-around learned in different contests and situations.” terms for a contest and the rolling of dice.
tabletop players from around the globe. With Pentamind hopefuls having to prove “I mean, an aleatory engine but the
“In 1996 I was in Essen for the annual their prowess in such vastly dissimilar game possibility to make choices to take the best
Spieltage, leading the Italian team at the mechanics, I ask de Toffoli how he ensures his from any possible situation. Backgammon is
European Board Game Championship – at that tabletop talents remain comprehensive. the perfect example of the mixture.”
time it was called Intergame – and I found a “The skills cannot really be universal,” he Given the aptitude of its polymathic stars,
flyer regarding the first MSO which happened replies. “But I try to have a universal approach the MSO continues to stand out as one of the
in 1997,” de Toffoli recalls. “I immediately to the competitions and remain ready to tabletop’s most illustrious contests. de Toffoli
decided that it was something I could not miss. face unpredictable and difficult situations. remains optimistic that competitive tabletop
Since then, I’ve only missed three editions.” Sometimes you succeed and sometimes you gaming and its stars will only grow in wider
As with its athletic namesake, the MSO don’t – it's very important learning to lose.” recognition and prestige – if the right support
divides competition across a wide-reaching Of course, there can be an upside to the is offered.
selection of games and genres, from modern Pentamind’s random selection of events – “The scene is growing and this is good,” he
favourites Agricola, Carcassonne and good fortune can win out. says. “I hope the trend will continue.
Ticket to Ride to abstract classics such as “I have to say that in 2012 I won the “I think that a serious international association
chess, backgammon and Go. There’s even a Pentamind having a very, very poor preparation,” of ‘multi-players’ – players who compete in
Monopoly tournament. de Toffoli admits. “I went to London with nothing different games – has to be started.” ■
51
T
he first time Chris “That was a revelation – almost twice as opponents, they'll consider interactions they've
Brand encountered many players as the largest tournament I'd seen between games – from who was hanging
Diplomacy, it wasn’t played at up to that point, and people from out with who to whether somebody had one too
exactly love at first play. all over the world,” Brand says. “I learned many beers the night before. So you need to keep
“My dad actually that there are different styles of play that are your game face on for the whole weekend.”
owned a copy, and I associated with different parts of the world and This can be further complicated by the
remember trying to play got to see some of the top players.” international interest in the title. WorldDipCon
the three-player variant in the rules with him Brand took part in more and more finds a new home country each year, but a game
and my brother,” he says. “That was absolutely competitions, slowly climbing the rankings. built on discussion can become even more
horrible – don't do it.” Having missed 2015’s WDC in Milan, Italy, he complex when regional barriers are raised.
His next few experiences with Allan B. returned to Chicago for last year’s event, finally “Language can be a factor – my French is just
Calhamer’s epic political simulation were earning the titles of North American champion about good enough for me to avoid starvation
similarly less than ideal, but something kept and world champion last year. in France but I can really only negotiate in
Brand coming back. Diplomacy is almost entirely driven by English,” Brand admits. “The other big factor is
“I remember playing at school when I was negotiation with other players. Opponents that you get regional variations in play style. You
16 to 18,” he explains. “A group of us used deliberate, write their movements secretly and don't want to assume no bounce in the Channel
to play in the lunch hour with ridiculously then reveal them; social interaction is vital to while your neighbour assumes the opposite
short deadlines – five minutes, I think. I don't forming the alliances needed to control cities because their experience is different.”
remember being particularly good, although I and supply centres – and knowing when to WorldDipCon will celebrate its 30th
did have a lot of fun. betray your former allies to pull ahead. anniversary next year, while Diplomacy itself
"I may have played once at the university “Diplomacy is a ‘love it or hate it’ game, is almost twice that age. Although the game's
board gaming club. Then there was a long unfortunately,” Brand observes. “I meet a lot of format may seem outdated, Brand is confident
drought until I got an email address and people who've played it once and never want to that its individual achievements still deserve a
discovered the play-by-email scene. That kept play it again. It's long, people get eliminated, and it place in the hearts of today’s players.
me going for a while, and some of the online can be emotionally painful. But it's also uniquely “I'd like to encourage people to give
resources helped improve my game.” challenging. I haven't come across any other Diplomacy a try,” he insists. “Yes, it's nearly
Having emigrated from the UK to Canada, game that's comparable. Luck only comes into it 60 years old now but it's a unique experience,
Brand took the skills he had honed online and with the initial power selection, and you're always particularly at a tournament. Don't be afraid
entered a local tournament in 2004. outnumbered, so you can't rely on tactics alone. to just show up and play – the rules are really
“At that point, I was hooked,” he recalls. I like to describe it as the game where you have pretty simple and there will be somebody
The game finally stuck. Brand participated to convince the other six players to let you win.” willing to teach you if you ask. As long as you
in tournaments every year until the biggest The unique gameplay means that refining listen well, don't take everything you're told in
Diplomacy celebration, WorldDipCon, arrived your play comes down less to learning differing the game at face value and think carefully about
in Vancouver in 2007. strategies and more to improving your overall your moves, you should be able to do okay.” ■
52
A
t 2012’s Magic: “The chance that we would lose that way “Based on the strategy I like more, which
The Gathering in the finals two years ago was something is either mid-range or combo, and always
world cup, the like 1%,” he observes. “Still, it happened and according to the metagame,” he says of his
Greek team ranked that’s the beauty of Magic. My opponent had own technique. “If I don’t have time, I just
among the top 32 a lot of very good answers against my deck, copy a deck from the internet.”
sides in the global still he didn’t draw any of them until it was It’s a similar case of efficiency when it
tournament. The next too late.” comes to collecting cards.
year, it placed in the While Magic boasts perhaps the biggest “I’m not what you call a collector,”
top 16, before becoming a finalist in 2014. competitive scene in the world of tabletop Chronopoulos clarifies. “I just keep the cards
After a slight dip back into the top 16 in 2015, gaming – the world cup alone offers a prize I need to play with. Now though, my favorite
last year saw captain (and Greek national pool of $250,000 and entry into the invite- card is Conflagrate, the card I used to win in
champion) Bill Chronopoulos and his co- only Magic Pro Tour – it is still yet to reach the the final match of the Magic world cup.”
players finally achieve overall victory, walking level of video game eSports, where top-level Chronopoulos admits that while the
away the winners of one of the tabletop’s players are now able to support a career in rather methodical style may have led him
most prestigious competitions. gaming full-time. and his teammates to global success, there
It was the culmination of years of practice “I’m not a professional player by any remains a charm to competing outside of
and hard work for the four friends, but means,” Chronopoulos explains. “I’m a full- the arena.
Chronopoulos maintains that it was the side’s time lawyer and Magic is still a hobby for me. “Competitive Magic loses some of its fun,”
resolve that ultimately paid off. However, whatever I do, work or hobby, I he suggests. “You can’t play whatever cards
“When you want something so much and always want to be the best at it. You could call you like; you play the cards that offer you the
devote time and effort to it, at some point it me a very competitive hobby player.” best chances to win.” ■
comes to fruition,” he asserts. Law may hardly seem the easiest
The win overturned the devastating loss career to provide spare time to
that had occurred against Denmark two indulge in card games; Chronopoulos
years before, when the Greek team had been explains that he and the rest of the
beaten in the event’s final by the lucky draw Greek team use virtual adaptation
and casting of the powerful Duneblast card – Magic Online to practise their
in a shocking event now infamously referred strategies. What might be a little more
to by Magic fans as ‘Daneblast’. While the surprising, however, is the looser
move would delay the Greeks’ glory by two approach taken to preparing decks
years, Chronopoulos holds no grudge. for major competitions.
53
55
RED PLANET
Robinson Crusoe designer Ignacy Trzewiczek is taking his beloved tale of exploration and
endurance out of this world and onto a new one with First Martians. He explains why the
game's companion app is crucial to its experience and considers why Mars is all the rage
Words by Matt Jarvis
“I
t all began with fans,” Ignacy Trzewiczek check new events for the round, the production adventurous game, about pirates, tigers and
recounts when asked about the origins of phase where oxygen, energy and food are treasures, while First Martians is more of a Euro
First Martians: Adventures on the Red Planet. produced, or the morale phase when you check game about managing a supply of resources,
Hotly anticipated for years, the grand game the psychological condition of the team. fixing the habitat with spare parts and doing
of survival on Mars is a spiritual successor to "Then we move to the main phase of the your best to keep the whole place in one piece.”
the designer’s celebrated 2012 adventure title game: the action phase. All players together have One stark difference from Robinson Crusoe
Robinson Crusoe: Adventures on the Cursed to plan what to do and what actions they want is the required use of a companion app on a
Island, which saw players work together to to resolve this round, choosing from options smartphone or tablet, which automatically
build shelters, hunt food and resist dangerous including exploring, researching, building and chooses from more than 500 events to craft a
weather after becoming castaways. many others. They plan, put their action pawns
First Martians recasts players from Robinson on appropriate spaces on the board and then
Crusoe’s stranded crew of cooks, carpenters resolve. They receive any benefits and move
and soldiers to become scientists, explorers to the maintenance phase to check if any vital
and engineers landing on Mars as humanity systems have had any malfunctions.
prepares to settle the inhospitable rock. “If you’ve played Robinson Crusoe, you
“It is a co-op game,” its creator explains. will very quickly become familiar with the
“There are a couple of managing phases at the First Martians game system. They are built
beginning, like the event phase when you on the same engine. Robinson is a more
56
57
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
T
he sun drifts towards the horizon as a and school in order to evoke the feel of kids’ Stegmaier’s 1920s-with-mechs strategy
group of teenagers tromp through knee- adventure movies from the 1980s. game Scythe – itself based on an artist’s
high grass towards a copse of trees. If nothing else, it’s a prime example of the vision of an alternate past. The work mixes
The leader, an older girl in expensive clothes, fact that sometimes you don’t know how sci-fi trappings with nostalgia for suburban
drags the rest along as they follow a path long much you want something until you hear childhood, battered old Volvos and summer
forgotten by the town’s adults. about it, at which point it seems like the most holidays spent aimlessly wandering the
She points at something through the obvious idea in the world. countryside. It instantly proved a hit on
branches and a rake-thin, mop-haired boy “Tales from the Loop is a game of the Kickstarter, spawning two artbooks published
rushes forward with a camera in one hand '80s that never really was,” explains Tomas by Free League.
and a notebook in the other, while behind Härenstam, the game’s project manager. “The The company has a history of putting out
him a burly teen in a football shirt grips his '80s that is perhaps the way you wished it RPGs and keeping an eye on ways to expand
baseball bat a little bit harder. were if you grew up in that time. its international offerings, which previously
There, in a clearing, is a blue-white “It’s the imaginings of a child – of robots included Mutant: Year Zero, so it was only a
glow floating in the air – a rip in time and dinosaurs and fantastic things making matter of time before the company took the
and space. As the others crowd round and their way into your everyday life. Well, that’s idea from the coffee table and moved it over
chatter excitedly, a pale girl in ripped jeans the basic premise, anyway.” to the gaming table.
and a black t-shirt examines the ground, The spark of inspiration for the game came “It goes back a lot to movies like E.T., and
noticing the tracks the others missed. The from a series of paintings by Simon Stålenhag, The Goonies, and these days Stranger Things,”
tracks with claws. set around an imaginary town next to a says Härenstam. It has that vibe, where
In the shadows cast by the trees, something powerful and mysterious particle everyday life meshes with fantastic elements.
watches them with cold, reptilian eyes... accelerator known as ‘The Loop’. We can create fantastic stories from that.
This is the world of Tales from the Loop, Tales from the Loop has a “A lot of people interested in this game grew
a tabletop RPG from Swedish games studio feel that many gamers will up in the '80s but, honestly, everybody can
Free League that combines mysteries, sci-fi find reminiscent of Jamey play it – those kind of stories are timeless.” ▶
59
WEIRD AND WONDERFUL The damage mechanics for Tales from Another important aspect of the rules is
Over the course of a Tales from the Loop the Loop are rather abstracted and can lead that they place a hard limit on the age-range
game the players may encounter a huge to characters suffering negative conditions open to protagonists, with the youngest
variety of weird and wonderful happenings when they’re out on adventures and end coming in at 10 and the eldest being 15. Once
spawned from within the confines of the up hurt or scared. In order to remove those they hit 16 they have to retire from mystery-
research station. conditions and head back out into the woods solving and start growing up.
The core rulebook contains four separate and fields they need to overcome their fears The reason for this is partially a mechanical
scenarios that cover everything you might by heading back to their anchor or another one, as the total amount of attribute points a
meet in an adventure film, all the way from safe place to recover. character has is equal to their age. Older kids
hungry dinosaurs to runaway robots. “There are adventure, mystery-solving scenes, will probably be stronger and maybe a bit
This doesn’t mean that games always but there are also scenes from everyday life, smarter, for example. This is balanced out by
end up as wacky, over-the-top action which are interweaved,” says Härenstam. awarding younger children more luck points,
extravaganzas, however. According to “You’re supposed to go back to your everyday allowing them extra re-rolls.
Härenstam there is a natural limit of sorts on life and relate to partners, teachers, friends, “We wanted to make sure that when you
how crazy things can get. After all, one of the and then go back out on your adventures. become older it had a dramatic effect. After
core trappings of the genre is that the bizarre “That creates a natural flow between the all, when you’re a kid, 15 is very different
things the kids encounter have to stay at least two types of scenes.” from 13, and that’s very different from 11.
somewhat deniable to the adult world. “However,” Härenstam continues, “the main
“It’s an alternate world so robots and EMBRACING CLICHÉ reason for limiting the ages is that we had a very
the like may be common, but time portals, The game system is designed around the kids specific idea of the ages we wanted to focus on.
dinosaurs and really crazy things like that right from the start. Rather than the traditional “When you start getting to 16 and up,
have to remain firmly within the domain of classes or roles found in most RPGs, the you’re moving toward adulthood and that
rumour and legend,” he observes. characters from Tales from the Loop fall into creates different situations and dynamics.
“The everyday life portion of the game ‘types’ drawn from schoolyard stereotypes. We wanted to focus on the age where you’re
stays separate from the sci-fi adventure part, None of these would feel out of place in still very much a child experiencing these
that’s one of our core aims.” the cinematic classrooms of The Breakfast adventures and mysteries without the adult
This peek into the characters’ home, school Club or Mean Girls, and a group may issues and concerns.”
and social lives is just as important to the game include characters like the Bookworm, the This decision presented a few big questions
as the more exciting action and adventure Troublemaker, the Popular Kid and the Weirdo. of its own. One of the most contentious was
sections. Part of the character creation process “When we were writing the early rules we how to handle violence and danger in a game
involves deciding on an ‘anchor’ – something weren’t sure if we needed this kind of class-like where the characters are all children. After
that makes the character feel safe, whether mechanic – everyone would be playing kids all, while gaming groups may cheer when
it’s a place, person or object. This may be the after all, but the more we thought about it we their fantasy heroes wade through buckets
musician’s guitar teacher, a clothes shop in the realised that they would help people get a quick of blood, it can all get rather uncomfortable
town centre or even a moth-bitten teddy bear. grasp of their character,” explains Härenstam. when the same consequences are heaped
Not only do these provide the backdrop that “They’re clichés, but they give you a broad upon an 11-year-old.
makes the fantastical elements stand out and feel brushstroke idea of what the character will be “That was definitely something that came
dangerous; they also play a mechanical role. like and you can build it out from there.” up a few times throughout the development.
60
61
CUSTOM RUGGED
FOAM CASES
O
ne of the greatest things about games game is its mechanics and through those you there is really no contradiction between 'fun',
is their ability to take us to different control all the challenges, choices and moments 'serious' and factually correct.”
worlds and allow us to experience of success and failure the audience experience. After releasing The Journey: Khartoum in
the lives of disparate people and cultures – In other words, you can really put the players in late 2015, Impact Unified plans to boost its
whether it’s farmers scraping together a living a place where the normal rules don't apply and message by getting the game into every school
from the land, Vikings waging war in pursuit of the obstacles they encounter are completely in Sweden and giving a copy to every world
a glorious demise or historical leaders hoping different from their everyday lives.” leader at the United Nations General Assembly
to defuse the nuclear tension of the Cold War. Depicting the realities of such a harrowing this September. It’s since published a follow-
Neil Bell is part of Impact Unified, a Swedish experience on the tabletop is tough enough – up, The Journey: Istanbul, examining the influx
organisation that plans to utilise the magic of “There are as many ways of doing migration of migrants from Syria, Iraq and Pakistan to
gaming to put players in the shoes of real-life as there are migrants, so it is impossible the Turkish hub, and announced card game
migrants and refugees as part of the wide- to capture the whole experience, but by Dakar-Paris, inspired by human trafficking
reaching project The Journey, which also submerging yourself in the subject you between Senegal and France, where players
incorporates the use of virtual reality, video may find aspects of it which are possible to play as migrant smugglers. Bell also mentions
documentaries and a mobile app. illustrate with a board game,” Bell insists – but plans to "illustrate the complexities of conflict
“We decided on a film initially but due to when you take into account that the game regions" with an upcoming strategy game.
the uncontrollable nature of film we decided must also be ‘fun’ enough for people to want to With migration continuing to make headlines
to work on a board game as we are able to play it – and therefore have the opportunity to in the UK and around the world, it seems that
control it much better than the other mediums absorb its important message – that challenge there is only room for Impact Unified’s message
without too much expense,” Bell explains. is made even harder. – and gaming’s role in getting it heard – to grow.
Impact Unified’s first board game, The “When we say that a board game is 'fun' and “The most important thing with the game
Journey: Khartoum, casts players as migrants engaging we don't necessary mean it should might not be what happens when you play it
travelling from the titular Sudanese capital to make the players laugh a lot,” Bell retorts. but what happens afterwards,” Bell observes.
the Libyan coast. “Instead, we mean that it should make the “If we can create an experience that the players
“One important point we want to address players interested, trigger their imaginations remember and reflect upon afterwards then
is the challenges an illegal migrant has to and put them in a state of contemplation. we have succeeded.” ■
63
THE TABLE
The Denis gaming and dining table, shown here
in European ash (but also available in white
oak), can be built to your exact specifications.
“It’s really heavy and solid,” says Geeknson’s co-
ordinating manager John Egan. “They’re built to
last for generations. They are expensive but, as
long as you take care of it, it will last a lifetime.”
(The table pictured here measures 110x180cm,
and would set you back around £2,200.)
THE LEAVES
These are removable in two halves, and can
be slid back under the table on a rail system
so they’re not left lying around. They also have
a ‘keep-dry system’, whereby any spillages
that occur while they’re covering the surface
are blocked by a rubber seal and drain out
through holes on either side. The seal also
handily doubles up as a card holder.
THE RAIL
There’s a rail system which runs 360 degrees
around the table, on which you can arrange
the accessories of your choice: wine glass
holders, counter holders, trays, dice towers,
a GM station... All come with a ‘breaking
point’, which means if an accessory gets
leant on, it will break before the table does,
and Geeknson can send a replacement.
64
THE CHAIRS
These are what Egan calls ‘eight-hour chairs’ – in other words,
you can comfortably park your arse on them for up to eight hours
if you fancy an old-school Risk or Twilight Imperium session.
They come in any choice of colour, or you can have your own
design printed on them, like this delightfully baleful Sauron eye.
THE INSET
The baize (which comes in any colour or design
you like, and can even be double-sided) is
removable with an acrylic sheet beneath, in case
you have kids who like messy tabletop play. THE TABLE HEADS
Another optional extra, which
Geeknson are still trialling. These
ones are resin-cast dwarf heads
THE BENCH (orc war trophies, perhaps?), but
The bench comes with a lift-up seat and storage they also have snakes that can
underneath — deep enough, Egan assures us, to entwine around the table legs.
take your Arkham Horror or Blood Rage box. If you like that sort of thing.
65
ITB
BOARD GAMES
BOARD GAMES
INSIDE THE BOX The Political Card Game
itbboa
rdgam
es.com
/
Th e
Poli
tic al C
ard
Gam
e
I
I
B
ITB
BOARD GAMES
At the ITB UK Games Expo Stand (E6): The Political Card Game
I
IN
Over 14 Demo Tables Sub Terra 'Cave Experience' Statecraft 'Situation Room Experience'
Sub Terra & Statecraft on Sale Live Illustrator Demonstrations Game Designer Signings
Plus additional surprises - Check out the schedule at the stand!
“T
here's something to be said for printed with letters and patterns designed formed and in-development ideas during
being right beside people,” says to be used as a flexible game system for a our conversation, from a hex-and-chit game
Behrooz 'Bez' Shahriari, recalling variety of word games, from forming complex compared to Magic: The Gathering to the
her early obsession with playing video game acronyms and phrases to simply grabbing other 85 unused ideas on her blog, but,
Bomberman shoulder to shoulder with matching cards faster than your opponents. throughout, a single aspiration unites them.
school friends as a child. “Normally, in any word game you have, “Just making things and then seeing other
It’s this philosophy – that people are the the letters in your hand are the limitation and people enjoy them is a massive rush.” ■
most important part of any game – that led her you've got to use as many as you can,” Bez
to turn away from a career as a video games explains. “The original Wibbell was trying to
developer to design some of the most original simply that as much as I could and iterating it.”
party tabletop titles of the last five years. Not Wibbell originated as one of more than 80
that you’ll have heard of them, as the designer game design concepts Bez came up with as
has remained under the mainstream radar part of a design-a-day challenge on her blog.
since she emerged two years ago. Clearly bursting with ideas, she already has the
Take Bez’s 2015 debut, In a Bind, which Bezday release for 2019 in the works, a game
raised just under £3,000 on Kickstarter reminiscent of BBC Radio 4’s Just a Minute
from 173 backers. An abstract reimagining where players must speak for 60 seconds,
of Twister as a single deck of cards, where using as many phrases from a deck of cards as
players have to follow an increasing number possible. Abbreviated to ‘Blether’’ – the Scottish
of rules by touching and contorting parts word meaning to talk at length quickly – the
of their body, the game is hilarious and an actual title is more than 1,200 words long.
instant hit at parties. The idea was so good “I approached it by thinking I wanted to
that Bez says several publishers approached make the game with the longest-ever title and
her during the crowdfunding campaign then worked backwards to figure out what
with the offer of a partnership – an offer she kind of mechanics make sense for a game
ultimately turned down, deciding to release that has a crazy-long title,” she explains.
the game under her own Stuff by Bez label. “Blether is all about having the focus put
“Friends asked me if I wanted to be a on the players and the players doing things ■ Yogi (above) is this year's rebranded release of
publisher or a designer – and I'd like to be both,” and then people looking at them and being Bez's 2015 Twister-like debut In a Bind (top).
67
T ’S T H
H cult On A
T The Oc
Romanticised as a way of speaking with the dead or predicting the future, Ouija boards
and tarot cards share many of the traits of their gaming counterparts, offering the chance
to explore unknown worlds and construct a story from little more than wood and cardboard
Words by Kate Gray
P
uberty is one hell of a drug. It makes you do the We speculated at school about who they were in whispers at
stupidest, most ill-advised things: going to nitrous the back of science classes, made plans to find out more when
oxide-fuelled parties in a cave, having your cleavage we could.
pierced, getting an ankle tattoo of your boyfriend’s face. My At one point, we decided that Ouija boards were the
pubescent experimentation involved talking to ghosts. After equivalent of trying to talk to friends through Morse code, that
all, being a teenager is all about being cool, and what’s cooler the best way to talk to ghosts was instead through possession,
than a demonic tête-à-tête? and that the best way to get possessed was to become
The Ouija board is a way of talking to those who cannot usually unconscious. One girl volunteered, and we held her upside down
talk – ghosts who hover around the board, presumably having in a handstand, hoping that the blood would go to her head. It
waited their entire afterlife for someone to bring out a very didn’t work, and that was probably for the best.
specific lettered piece of wood to give them a voice. However, the Eventually our infatuation with Ouija boards died down.
design that has become the popular image of Ouija boards was Some of the group moved away, others lost interest in the
sold commercially and used as a parlour trick in America in the suddenly childish-seeming arcane arts. But my own interest
1890s. It was marketed as less of a spiritual telephone and more in Ouija boards continued, in less of a practical and more of a
of a game – to this day, the Ouija name is still owned by Hasbro. curious way. At the same time as all this was going on, I was also
The board itself is iconic, hand-lettered in that carnival- nurturing a fascination with tarot cards – the beautiful designs,
esque font, with its letters arranged alphabetically. Playing the stories, the creativity of doing a reading for someone.
it feels like that bit at the start of Jumanji, when this carved, Like Ouija boards, tarot cards have an origin in parlour
exotic oddity is brought out like a party piece, a sense of games. As in a regular pack of cards, there are suits and
foreboding apparent to all except the players. picture cards but, unlike a deck of playing cards, these are
Our fingers used to rest, trembling and tense, on top of the known as the major and minor arcana, and there are 78 cards
planchette as it slowly, ominously moved across the alphabet. in total. They can be used to do readings, but their original
Given that it was (probably) not spirits controlling it, but our own purpose was to play games, mostly trick-taking games similar
excited, nervous fingers, it might come as no surprise that the to bridge and Hearts. At some point, tarot cards moved into
first few attempts at contacting the dead were nonsensical strings the realm of the occult, which remains a large part of their
of consonants that would make even Carol Vorderman frown. reputation today. A certain number of cards are laid out on
With experience came sophistication, and soon stories the table, and the reader can answer questions and talk about
began to emerge. We talked to the same characters every future possibilities and choices based on the cards and the
weekend, like a serialised story that we couldn’t get enough of. layout in front of them.
hello
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good bye
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urvive: Escape from Atlantis! is one hexagonal tile. They must sail or swim to the
of the earliest examples of a gateway safety of four corner islands, navigating an
game. These are board games that ocean filled with sharks and sea monsters.
straddle the boundary between family It’s a fast-paced game of tough choices and
gaming staples such as Monopoly and risk-taking, of fierce competition and fragile
Cluedo, and more advanced hobbyist games alliances. In other words, it’s everything you’d
like Cosmic Encounter and Arkham Horror. want from a family game.
They balance short play times with exciting Escape was created by Julian Courtland-
themes and feature rulesets simple enough Smith, a veteran game designer who
for children to follow, while dipping their toes lives in Hastings. Growing up in the
into the deeper waters tabletop gaming has 1950s, board games were a natural part
to offer. Amongst their ranks are some hugely of Courtland-Smith’s childhood, but it
successful titles, including Pandemic and the wasn’t until 1965 that he first considered
mighty Ticket to Ride. designing them himself. Also known as The Business Game, Mine a
In all these ways and more, Survive: “I read an article in a magazine about a Million is an economy board game themed
Escape from Atlantis! resembles a modern new game by Waddingtons called Mine a around tin mining. Players place mining
gateway game, yet it has just celebrated its Million. That was the moment I was inspired,” derricks to produce units of tin, which are
35th anniversary. First published in 1982, he recalls. “Quite simply I thought: ‘I could then transported to the city of Newport to
the game sees players attempting to get do that!’ I never realised that it would be sold for money. The player can transport
their Atlantean villagers away from the be another 17 years before I became an their cargo in three ways: on lorries, via river
mythical city as it sinks into the ocean tile by 'overnight' success.” barges and across a vast lake using ships.
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In fact, it’s reasonable to wonder whether the Aside from switching out sea tiles for land alterations made to Courtland-Smith’s design.
destruction and violence implied in Escape from tiles, Escape from Atlantis! went through It was Parker Brothers who introduced whales,
Atlantis! made it difficult to sell as a family game, remarkably few prototypes, with most of the which Courtland-Smith preferred to his own
but Courtland-Smith points out that if anything smaller issues ironed out through playtesting. idea for boats to be sunk by dastardly pirates.
it made the game more appealing. The ferocious However, further changes were made once However, Parker Brothers made several other
competition inherent to Escape derives from Courtland-Smith found a publisher. Escape changes to the game which the designer was
Courtland-Smith’s experience playtesting the was first published by Parker Brothers in 1982. less enthused by.
game with his children. “I designed the game for two
“One thing's for sure: to six players, but Parker Brothers
children can be a lot more
bloodthirsty than adults.
“It would be 17 years before I changed it to two to four players.
They also made the island 40
Play the game with children
and you'll soon find it's the
became an 'overnight' success.” land tiles and gave each player 10
Atlanteans. To me this upset the
parents who usually come off delicate maths of the game which
worse!” he says. “The only issue I ever had with “I rang up Graeme Levin, publisher of I had deliberately kept to multiples of threes.”
a publisher was when one of them though it Games & Puzzles magazine, who was looking Upon its publication in 1982, Survive! was
might be a good idea to harpoon the whales. for original games to promote. He liked a modest success. However, financial troubles
That to me was a definite no-no as children Escape, became my agent and showed it to hit Parker Brothers (and many other board
love whales. Rather paradoxically, children Parker Brothers USA, who marketed the game.” game publishers) in the early ‘80s due to the
appear to think it's okay for sharks to eat Parker Brothers published Escape from advent of video games, and as a result Parker
swimmers but not okay to harpoon whales!” Atlantis! under the name Survive!, with several Brothers ceased publication of Survive!. By this
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WWW.GREATERTHANGAMES.COM
PLAYED
GAMING ENIGMAS
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n may ways, every great board game is a puzzle of all time, Sherlock Holmes: Consulting Detective,
waiting to be solved, whether it’s working out as well as spin-off Watson & Holmes, which dials
how to mechanically maximise your score in a back the complexity of the mysteries but introduces
points-heavy Euro, tactically positioning miniatures a gripping race against your fellow investigators to
in a wargame or psychologically analysing your discover clues.
friends’ allegiance in a social deduction title. On the lighter side, Magic Maze’s entertaining
This month, we’ve taken a look at a number of puzzle is communication, with a ban on talking
games that take the whole puzzle thing a bit more making it very hard to race against the clock when 94 95
explicitly, featuring cases to be cracked and riddles to everybody can only perform part of the actions
be solved. Unlock! and the Exit: The Game trilogy both needed to succeed.
approach the escape-the-room genre very differently, There’s also Gloomhaven, the epic RPG-in-a-box
with one taking the digital route with a companion that mixes hand management and semi-random
app and the other sticking with trusty pen and paper. combat mechanics to create tense battles in a
Meanwhile, there’s the Jack the Ripper-themed fantasy world. It’s a real treat, so prepare to put
sequel to one of most famous puzzle board games aside hours to dig through every inch.
97 98
76 GLOOMHAVEN
94 UNLOCK!
97 SHERLOCK HOLMES: CONSULTING DETECTIVE: JACK THE RIPPER & WEST END ADVENTURES
104 107
98 TAK: A BEAUTIFUL GAME
101 CAPITAL
108 ANOMIA
109 MANGAKA
111 111
075_ReviewsIntro_v2 MJ.indd 75 22/05/2017 15:19
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uality over quantity, as the encountering the surrounding it’s something it’s not, so the
old adage goes: it’s much cast of non-player characters text is using sparingly, applying
easier to achieve something unlocks new location stickers enough atmospheric dressing
small but perfectly formed than it is to place on a central map board and narrative propellant
to produce a vast work of greatness. which serves little other purpose without overegging effective – if
Yet, it has been achieved, and – than to simply track the current unremarkable – storylines. The
without overstating it too much state of the world. As in an RPG, world is engrossing enough
– Gloomhaven may just be to the players keep a record of their thanks to its outstanding
tabletop what Ulysses is to literature, own experience, gold, items mechanical delivery to overcome
Lawrence of Arabia is to film or The and skills on separate character any minor blips in the writing.
Beatles' White Album is to music. sheets, unlocking new perks Venturing out on a mission
Let’s first condense Isaac Childres’ and abilities as they level up, involves going through
enormous creation as much as we while a party sheet makes a Gloomhaven’s weakest aspect:
Gloomhaven
can; in a sentence, Gloomhaven is note of experiences that affect setup. There are thousands of
an RPG in a box. Players create their the whole group. components in the sizeable box,
characters, track experience earned While the partially pre- but the overall organisation is
through both combat scenarios and defined character creation aspects poor, making searching for a specific
other events, and set out into the don’t allow you to flesh out your tile or monster standee frustrating
eponymous fantasy world in search individual avatar and make them as and resulting in a pre-playing time of
of treasure, renown and a good fight. unique as you would in a traditional up to 15 minutes for each encounter.
There are 90 separate scenarios roleplaying game, the classes all feel Most of the scenarios are a
included, each of which takes distinct and avoid slotting directly comfortable length and stick closely
around an hour or two to complete, into tired fantasy tropes – although to the estimated 30 minute per
providing easily over 100 hours of the archetypes definitely float in the player, which makes the prolonged
unique story and experiences to background. Tracking progression setup even more frustrating – this
explore. Gloomhaven harnesses and customising your adventurer would be an ideal game to digest in
the legacy concepts established introduces a significant level of hour-long segments each day, like
■ Gloomhaven
in Pandemic Legacy and SeaFall investment, helped by a unique features 90 scenarios,
a Netflix series, if it wasn’t for the
in arguably their most natural fit personal quest that provides an and supports custom- extra time required simply to unpack
yet, as completing missions and overarching goal for each hero to made missions. everything. Speaking of which, invest
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Where did the idea for Despite the critical success of “I have an that doesn't actually even exist –
Gloomhaven’s world and Risk and Pandemic Legacy, we Rocket Wreckers – but I saw it on an
mechanics come from? haven’t seen that many creators irrational old episode of Tabletop Deathmatch.
Haha, that's a big question! adopt legacy mechanics for their Multi-use cards isn't really a new
Gloomhaven's world just came from own games. Why do you think hatred concept, but I think it added a little
a wealth of experience designing my this is? bit of that Euro flavor to the game,
own D&D campaigns, full of weird It is very time-consuming! I believe of dice. which helped make it meatier.
monsters and bosses. I never used there are many, many games in the
source books and always went for works, but we just haven't seen many They You had only published
creating my own worlds. I just love of them because they take so much one game before releasing
building that sort of stuff, so when time to develop properly. I guess I'm never Gloomhaven: Forge War. How
it came time to dream up a world just a crazy workaholic and was able did your experience creating
for Gloomhaven, I was happy to sit to get mine out earlier, while still seem Forge War impact your approach
down and dream big. making sure that it was a great game to Gloomhaven?
The mechanics came from a experience at the end of the day. to roll Forge War was definitely an
variety of places, of course. Using important stepping stone to the
the core concept of a brain-engaging Other than legacy titles, what the way creation of Gloomhaven, though
dungeon crawl, I cobbled together games or other works did you thematically they are not related –
mechanics from many different take inspiration from while I want outside of them both being fantasy.
games and refined them until it felt designing Gloomhaven? You've gotta learn to walk before
complete and streamlined. Definitely other dungeon crawlers them to.” you can run, though I feel the better
like Descent and Mice & Mystics. I analogy might be that Forge War
Gloomhaven is one of the love the campaign aspects of taught me to run before I tried to
first major legacy games not those games, and wanted sprint in the Olympics. They were
designed with the input of Rob to combine that with both gigantic projects compared
Daviau. Why did you decide to something that felt to my skill level as a designer,
make the title a legacy game? meatier than moving developer, and publisher, but I guess
Well, I did have a little input from Rob; around and rolling a I am a fast learner.
he helped design one of the scenarios. bunch of dice.
The main thing I have to say The two-card You brought both of your games to
about the legacy concept is that it mechanic was inspired Kickstarter. What do you find most
never felt like a challenge because by this game appealing about the crowdfunding
I was using it to solve problems – I platform? What changed between
wasn't using them just to say I made your campaigns?
a legacy game. I wanted to create a The appeal of crowdfunding is really
campaign game where it really felt two-fold, and it's right in the name:
like there was a dialogue between the crowd and the funds. So first of
the player and the designer, much all, Kickstarter allows you to build and
like you get a dialogue between interact with a community – a group
player and DM when you are of incredibly supportive
sitting around the table playing fans that only want
D&D.. I wanted to evoke that to help you make
feeling that as players explore the game as good
the world, they are making as it can be. Some
permanent changes to it. of the suggestions
They are presented with and contribution in
a choice, and going one both Forge War and
way means that they can't Gloomhaven ended up being
ever go back and do things some of the best parts of those
the other way. That was games. And, as a small company with
really what I used legacy for: pretty much no capital at the start,
permanent, dynamic decisions. Kickstarter was vital because it let me
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ark Souls is undoubtedly one of BOX CONTENTS offering up a dungeon full of enemies sweaty-browed frustration is that
the greatest video games ever ◗ 27 plastic miniatures that must be conquered before facing all enemies act after each player’s
◗ Nine double-sided
made. Infamously challenging map tiles
a mini-boss and a final boss, both activation, meaning that three- or
and permeated by the enigmatic ◗ Four character boards pulled from across the video game four-person parties can see their
narrative of its gothic fantasy world, it’s ◗ 64 health and trilogy. While the dungeon layout and teammates turned into human
an experience that rewards those willing stamina cubes the monsters within are randomised mincemeat between their individual
◗ 15 dice
to invest both time and effort to master ◗ 121 tokens
during setup, they remain the same turns (it's instant failure if one player
its unforgiving – but fair – combat ◗ 252 cards when a player dies, throwing the party dies) and the added downtime kills
systems and unpick a rich story that is ◗ Eight tracker dials back to the home bonfire and resetting the feeling of a fast-paced dance with
obtuse at best. ◗ Rulebook all cleared rooms – as well as leaving death despite an otherwise fluid node-
Dark Souls initially made its behind any unspent souls, which can be based movement and attack system.
name on the back of its try-and-try cashed in between encounters to draw With so much coming down to luck,
again difficulty – it was advertised from a treasure deck of cards or level the only meaningful way to up your
with the tagline ‘Prepare to die’ – up characters. So far, so Dark Souls. chances of victory is by grinding through
that sees players drop all of their Where the board game falls apart battle after battle to earn souls and
gathered souls, which serve as both in relation to its on-screen sibling is equip better treasure, which increases
currency for new equipment and the in the idea of repetition leading to everything from melee strength and
experience required to level up, upon player improvement. Dark Souls the magical power to pure defense and
death and lose them permanently if video game has become a favourite dodging ability by adding dice to each
they cannot successfully fight their way of online streamers who have shown respective pool. The treasure cards are
back through resurrected enemies and how even the hardest foes can be taken held in a shared inventory and can
reset traps to the spot of their last demise. down with little more than a pair of be equipped once a player passes the
What is key is that everything goes back pixelated pants and enough well-timed necessary stat requirements, which
exactly as it was, not unlike a virtual dodges and attacks, highlighting that also cost souls to improve.
Rube Goldberg machine – you know that skill is the trick. Dark Souls: The Board It therefore becomes a see-saw game
knight will ambush you from a hidden Game does away with much of this of chance where making it through
corner, so you can anticipate the surprise ■ Top: Each dungeon patient strategy, making combat rely to the main boss relies primarily on
before it happens. You learn from your is created using a on endless dice rolls that can see a party pulling the right treasure cards early
mistakes, correcting your strategy each random series of back on their bums by the bonfire after and being able to level up towards
encounter cards and
time you die to progress a little further. a few unlucky turns. those, or risk having to sink souls into
map tiles and must
Dark Souls: The Board Game places be reset and replayed What further replaces the feeling drawing random items until something
this idea of ‘live, die, repeat’ at its core, if a player dies. of sweaty-palmed tension with somewhat achievable is revealed.
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housands of board games you’ll need to manage your herd, or be forced to trade with Indians –
take mediocre gameplay and represented by cow cards of different though this can go in your favour if
pair it with an exciting theme breeds and values in your hand. you’re careful.
that papers over the mechanical There’s a deckbuilding aspect There’s a lot happening, and
cracks, but many of the greatest to having the best hand of cows by both the main and player boards
tabletop titles begin with a seemingly the time you hit your destination, can look intimidating at first glance
mundane area of interest and elevate as cattle can be purchased from with countless icons, arrows and
it with outstanding mechanics, a shared marketplace at certain tokens. Like the recent Scythe,
revealing the fun and fascination locations – but are only worthwhile however, designer Alexander Pfister
in the mundane. So it is that Great in the short term if you can get them has managed to create a flow of
Western Trail is set in the American BOX CONTENTS into your hand by the end of the trail, gameplay actions and decisions that
Old West but features no gunslinging ◗ Game board earning more money and victory quickly begin to feel very natural
◗ 54 worker tiles
shootouts, moonshine-swigging points by reaching further-off cities. and easy to understand, keeping
◗ 18 hazard tiles
outlaws or hangings at dawn; ◗ 22 teepee tiles You’ll also be trying to hire the strategy complex without
instead, what will keep you pinned ◗ Four player boards staff, including cowboys, workers overloading players’ turn-to-turn
to your seat for two-odd hours are ◗ Four player count tiles and engineers, who can help you juggling of all the elements involved.
◗ Four cattlemen
cows. Grass-munching, methane- buy better cows, construct more For one, each turn only tends to
◗ Four engines
producing, mooing bovine. ◗ 56 player discs advanced buildings along the path consist of one or two simple actions,
Okay, that’s not entirely true. As in ◗ Four certificate markers and get your personal train further dictated by the space that the player
the actual American Frontier, cattle ◗ 92 cattle cards along the railroad that runs along lands on that turn – although a
◗ 24 objective cards
herding is only a single part of the two edges of the board – all of which variable movement range, diverging
◗ 47 building tiles
multifaceted design in Great Western ◗ Five station master tiles works towards refining your herd and paths and the chance to construct
Trail, but it is the core of the game, ◗ 55 coins selling it for the most money possible personal buildings between neutral
as players make the long trek from ◗ Job market token by the end of the game. outposts offers plenty of tactical
◗ Scoring notepad
Texas to Kansas City to send off their Meanwhile, there’s also the scope. The actions are dictated by
◗ Rulebook
livestock on trains to pastures new. As potential to run into natural hazards smart use of the symbols, which
you repeat the journey up the board, such as floods, rockfalls and drought, effortlessly become a second
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Where did the inspiration for Great who will win. And then the winning The publisher wanted to have a card
Western Trail come from? game is revealed. It's a huge moment, version as they started a new line of
I was always interested in the US but of course only one out of the card games. So Andreas and I were
economics of the 19th century. I three nominees will win, so there is asked to do a card game. We presented
studied economics and read books also some disappointment. But this two versions to the publisher and the
about this age. industry is so great that nevertheless lighter one was picked.
I want people to have fun with everybody is fine with each other. Although some time was lost by
my games, so I usually start with an All three games are great, so doing the more complex version, I think
interesting core mechanic. The core Andreas [Pelikan, co-designer] and I it was a good choice. The transition was
mechanic in Great Western Trail is the were very lucky to win two times. not that difficult, as we knew we wanted
buildings, which all players build on to preserve the heart of the game: the
the same route. You designed both Broom Service brave-cowardly decision.
The cattle theme was not there at first, “I try to and Isle of Skye with Andreas, I'm very happy how the game turned
but it was set in the US at this period while Great Western Trail was out; it is very fast and fun. A good choice
of time. First, it was also about oil and focus a solo effort. What effect does if you have only 15 minutes to play.
gold mining, but running cattle really working alone have on your
made the most sense. Now I could not on a few approach to designing a game? Is there any genre or mechanic you
think of a better theme where you travel I like both ways. Designing a game on are yet to work with that you would
along the same path several times. games your own means you can set your own like to include in a future game?
speed. I can invest quite a lot of time in I like to tell stories in a game and
You’ve now won the Kennerspiel and make designing games; I like solo playtesting I'm working on an expansion for my
des Jahres twice in a row for my games. When doing a game on my bestseller game Port Royal. I will use
Broom Service and Isle of Skye. them as own, I can work on it every day. my dynamic event deck mechanism,
What does the 'expert game of the On the other side, co-designing a already used in Longsdale in Revolt. It
year' award symbolise for you? great as game reduces the work, so you can will be released this year.
Spiel des Jahres is the Oscars of the do more games in parallel. I like this
gaming industry. It's such a great possible.” especially with lighter games. What are your future plans for
honor to be nominated. Winning Great Western Trail? Do you think
twice is unbelievable. I'm very happy Broom Service is very much we will see an expansion?
and proud of this. steeped in fantasy, while Great I'm facing the same question with
First you get the notification that Western Trail, Isle of Skye and Mombasa. I'm not working on an
you are nominated. All nominees Mombasa are based on real places, expansion yet, but it's possible we will
come to the ceremony not knowing time periods and actions. How see one in the future.
does this change the way you
design each title? While you’ve still seen a large
Theme is often a choice of the publisher. amount of success, 2016 has been
If I hand in a game with a theme, of far quieter for you than the slew
which they already have a game in their of releases in 2015. What are your
portfolio, they change it. If they think the plans for 2017?
theme will not sell well, they change it. I'm working on a bigger game; it
The designer is responsible for depends on the publisher if we will see
the game mechanics. Box, material, it in 2017 or not. Apart from this, there
illustration is the job of the publisher, but will not be many new releases from
of course they will communicate with me. I try to focus on a few games and
you, especially theme and illustrations. make them as great as possible instead
However, only Isle of Skye had of releasing several mediocre games.
a different theme as a prototype
■ Left: Great Western compared to the released version. And beyond 2017?
Trail started with the I'm working on some small, lighter
concept of constructing You recently released a card game games. Nothing of big interest for
buildings along a adaptation of Broom Service. Why people searching for the next Great
shared route. did you decide to make this version? Western Trail. ■
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he influence of X-Wing on the BOX CONTENTS error thanks to the limited number of creation – the setting just fails to excite.
Runewars Miniatures Game ◗ 48 miniatures components – three or four separate The included learn to play
(Daqan Lords and
is clear as soon as you open bits at the most – and separation into guide provides an easy-to-follow
Waiqar The Undying)
the box and are presented with dials ◗ Eight command tools bags for each character, meaning you introduction to Runewars’ combat,
to pop together, mini upgrade cards ◗ Round counter can build a whole platoon without as well as giving surface-level
and curving cardboard movement ◗ Range ruler having to hunt around and wonder explanations of the wider miniatures
◗ Nine movement
rulers, all of which harken back to if one specific tiny head fits on a hobby, including collecting, crafting
templates
the fantastic Star Wars dogfighting ◗ Six attack dice particular miniscule pair of shoulders. terrain and organised play. The core
spin-off. Runewars aims to be the ◗ Eight unit cards Although the models’ sculpts box itself comes relatively well-
next small step into the deep depths ◗ Four terrain cards perhaps don’t quite match the stocked, with two armies of reasonable
◗ Six deployment cards
of tabletop wargaming for players quality of miniatures at the hardcore sizes and unit varieties (infantry,
◗ Six objective cards
who have found themselves seeking ◗ Four reference cards end of the spectrum, they’re still very archers, spearman, cavalry, heavies,
more weight than X-Wing, but without ◗ 30 morale cards impressive. While it’s a shame that they heroes), plus cardboard scenery to use.
drowning in the pedantic checking of ◗ 18 upgrade cards come unpainted versus the attractive One interesting touch is the inclusion
◗ Four deployment
rules in heavy tomes and exhaustive ships of X-Wing, the figures' lack of of objective, deployment and terrain
markers
multi-hour battles that have become ◗ Eight objective tokens ultra-fiddly details means that even cards, which are chosen by players
the stereotype of the genre. Mostly ◗ 10 wound tokens an amateur painter should be able to while setting up and provide a semi-
it succeeds – although not without ◗ Five energy tokens finish them to a more than acceptable random way to mix up the starting
◗ 22 boon and
losing some of the magic formula that positions, environment and bonus
bane tokens
made X-Wing such a hit to begin with. ◗ 12 unit ID tokens goals of each clash when not playing a
One of the most divisive decisions ◗ Four terrain pieces simple skirmish.
publisher Fantasy Flight has made ◗ Lore guide Dual sets of dials for each unit
◗ Learn to Play booklet
is to embrace the makey-doey drive the core gameplay, with players
◗ Rules reference
elements of miniatures, providing all selecting an initial action – such as
48 of the Daqan Lords and Waiqar movement or attacking – on the left
The Undying forces in small plastic before applying a modifier on the
pieces that will require, yes, a) gluing right, from charging into battle to
together and b) painting. ■ Top: The core box avoid panicking units to performing
The models took me around an includes plenty of special abilities. The results are
models and everything
hour and a half to stick together, you need to play, colour-coded, making it easy to
with very little room for confusion or including terrain. tell which skills can be combined
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Could you introduce the As far as the gluing and putting As a lapsed Warhammer player,
world of Runewars? together [is concerned], there are very I definitely found the ease of the
Runewars is essentially Fantasy Flight's few bits needing gluing. It's all very gameplay very appealing. There's
first toe in the water for full-on miniature simple – one or two points of glue, something very nice about being
wargaming. We've done things with boomph, away you go. The models are able to just get it going.
Imperial Assault and X-Wing, which is a unpainted but they look okay – you The combat mechanic of just everything
miniatures game, and Armada – there's don't have to paint them. It will appeal falling into line makes everything so
plenty of games which are miniatures to those people who paint them, simple. If you know you can obviously
games, and even Imperial Assault is because the ones we've had painted reach, I can just push myself up to you,
paintable. But it's never been a glue- up are just gorgeous. They're very good line it up, that's where I'm going to be.
together, construct your unit, move rank- detailed models, there's plenty to be
and-file, strategy wargame like this. done there. Some games go too far with It almost snaps together.
The decision was made to set it detailing and there's so much to paint Exactly, yeah. "There you go, we're now in
in Terrinoth, which is a Runebound that it's cumbersome and a burden to combat, now I'm going to roll some dice."
universe, along with Descent and various actually paint them, whereas these have Then you get to the dice rolling – you're
other Rune- games there have been enough detailing that you can enjoy that rarely rolling more than three dice. I'm
over the years. You can argue it's a fairly side of it or you can do your three or four sure there will be people who want to
generic fantasy setting, but ultimately colours and away you go, if you want to. roll their fistful of D6s, but I love that. You
it's got a lot of history, which is great. Admittedly, this doesn't have the pretty much always roll the same number
The lore guide that comes with same level of IP that we're used to with of dice, but it's the size of your unit,
the game talks a lot about the Daqan some of our Star Wars games. But at the how you built it and how you put your
and Waiqar and how they came to be same time it's got a lot of the mechanics army together that modifies those dice.
and why they're there and what their we've borrowed from it – so you've got To me – I guess a little bit is coming
meaning is – there's a lot of history the movement templates, you take a from X-Wing with the dice modification
there. It introduces a little bit of the look at them once to realise they're very – it really makes it more accessible. You
other two clans which is nice; even at similar to X-Wing. Being able to cross really don't need more dice than you get.
this level, before they've even come that into a fancy environment where
out, we're hinting a lot towards what you're moving rank-and-file figures is Runewars is set in the world of
these other clans are and how they play very simple – there's no getting a tape Terrinoth. Given Fantasy Flight's
into the bigger picture. measure out, there's no getting down roster of big-name licences –
and squinting looking for line of sight. ■ Some of the heroes Game of Thrones and Star Wars,
and bigger creatures
Although Runewars' So as far as entry level for from the core set. to name a couple – what does
mechanics echo new players, it's a very, very that setting add to the game?
X-Wing's dial- easy to grok wargame. You The only thing I can speculate – I haven't
driven actions, can probably play in an been included in that conversation – is
the models come hour. If you're going to glue that it's an IP we have and we own.
unbuilt and unpainted. the guys together, okay, you'll We've had it for a long time.
Why is that the case? have to wait for the glue to dry, FFG has had this licence and used
It's a market that's there, and but you can pretty much stick it for various games – Descent is a very
it's one we've never been in. them in the bases, away you go. successful, fun game that loads of people
love. So it's clear to me that this isn't a
snap decision, they've been investing in
this IP for a bit of time now and decided
this is the time to put it at the forefront
and see what they can do with it.
88
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ith both Sherlock Holmes BOX CONTENTS for each case isn’t simply presented by There’s not as much text as
and Batman jostling for the ◗ 13 case booklets going to the right places – you will still Consulting Detective, but the abridged
◗ 13 envelopes
title of ‘World’s Greatest ◗ 206 location cards have to put your brain matter to work. writing remains more than strong
Detective’, it seems that the number ◗ Seven player standees As in Consulting Detective, players enough to conjure a smoky Victorian
two spot is up for grabs. Likewise, ◗ 67 carriage tokens need to present their answers to a series atmosphere and propel each whodunit
while Sherlock Holmes: Consulting ◗ Six police tokens of questions to the master investigator forwards. The only thematic wobble
◗ Six call off tokens
Detective may be firmly in pole ◗ Two lockpick tokens to win (this time, you’re given the is the rulebook, which provides little
position when it comes to tabletop ◗ Eight character cards questions upfront) – get any wrong and in-universe setup as to why you’re
takes on the Victorian super sleuth, ◗ Holmes card you’re out of the game. Fortunately, competing for Holmes’ affections
there’s plenty of room for another ◗ Watson card the factor of elimination is offset by the despite the entertaining premise
◗ Carriage stop card
board game to come along and play ◗ Wiggins token introduction of Holmes as a character, – nevertheless, we had great fun
second fiddle to the indisputable ◗ Start player token allowing losers to stay involved. roleplaying (complete with dodgy
masterpiece. Watson & Holmes may In most of the cases, each player accents) as a colourful cast of job
just be what the doctor ordered. starts with a unique single-use applicants racing to prove their worth.
Though it may not explicitly say as character ability, while everyone Watson & Holmes is a satisfying hors
much, Watson & Holmes is essentially can call on Watson by spending four d'œuvre to Consulting Detective’s filling
a boiled-down, more mechanically carriages to force another player to three-course meal of crime solving.
rich competitive homage to Consulting read their location’s clue out loud It won’t give your brain as vigorous a
Detective’s text-heavy, deduction-driven – a potentially risky move, as your workout, but the added mechanical
collaborative format. In lieu of the opponents all benefit, too. layers of bidding and character abilities
latter’s map, directory and casebooks, The bidding aspects can sometimes offer a uniquely distinct experience
players instead travel to a smaller only end up intensifying towards the that still requires a satisfying level
number of set locations by outbidding conclusion of the game as everyone of analysis and reasoning. Plus, it
their rivals using carriage tokens – only chases down the same story strands, plays in under an hour. Stick it on
one player can read each location’s so the characters present a nice level your bookshelf alongside Consulting
clues each round, making beating your of player interaction from the off. Detective and Arthur Conan Doyle’s
opponents to the punch vital to solving That said, it’s certainly worth playing novels – it’s earned the place. ■
each of the 13 mysteries first. with as many people as you can (we’d MATT JARVIS
The competitive spirit is recommend at least four) to accentuate
strengthened by the ability to summon the role of the bidding and abilities. CONCLUSION
Watson & Holmes takes the meditative
the police to a location you’ve just Watson & Holmes is presented in
deduction of Consulting Detective and
visited, forcing others to call them off the same bookshelf-friendly drawer transforms it into a fast-paced logical
or break their way in with a lockpick box style as the recently re-released dash, with a sprinkling of auction
token before visiting, which can often Consulting Detective games, and boasts mechanics and character abilities. The
cases are satisfying to solve, the player
only be achieved by burning a turn the same beautiful level of presentation
interactions meaningful but balanced,
going to Scotland Yard. Of course, the in its more varied components, with and the atmosphere richly delivered.
location could be worthless – but your vibrant art and quality materials. The verdict: a seriously good time.
opponents don’t know that, offering
the chance for some light deception IF YOU LIKE SHERLOCK HOLMES: CONSULTING DETECTIVE…
and bluffing. TRY WATSON & HOLMES
Watson & Holmes feels like a condensed, more mechanically involved
Although there is a greater focus on
play on the deduction-heavy storytelling format of Consulting Detective.
the auction mechanics, the solution
91
S
ome games make an instant the islands. Fleet tiles chosen at the symbols on the fleet and specialist
impression on you as you beginning of each turn dictate which tiles to decrypt the first few times you
play, whether it’s through boats you can place – with the ability play with newcomers, but the icons
IF YOU LIKE
innovative mechanics, breathtaking to buy at least one more – as well communicate the many skills available FIVE TRIBES…
artwork or a captivating theme. as a variety of other abilities to help so well it quickly becomes easy to TRY YAMATAI
Others can embody all of the same extend your influence. know exactly what you can do. The Swapping one
essential factors, but work their Players can make use of rival boats only other minor niggle we have is the mystical land
for another, Five
magic a little more slowly, subtly to reach further islands or construct thinness of the player boards – hardly Tribes fans will
washing a perfect blend of active and buildings, as long as they place their befitting of the dazzling illustrations. see similarities
passive experience over you until you own boats in an unbroken chain and Yamatai’s gameplay isn’t in Yamatai’s
realise you’re completely under their match the colour of the vessel they’re groundbreaking, and its mystical- mechanics – but
both are still very
spell. For me, playing Yamatai was connecting to. They can then collect historical framing does little to set much individual.
absolutely a case of the latter. culture tokens (placed randomly it apart from many other similarly-
A little history lesson: Yamatai during setup) or construct one of five themed Euro games out there. Yet,
CONCLUSION
was a mythical country of unknown building tiles on an empty island, as despite the ease with which you could
It might not knock
location in ancient Japan, first long as it’s surrounded with the right push it aside, there’s something special your favourite
recorded in Chinese records as being combination of boats and that player about the way everything comes Euro out of your
under the rule of Queen Himiko. It placed at least one boat next to it this together as you play. Theme and collection, yet Yamatai
is a spellbinding
is Himiko that you are attempting to turn. This last point is vital – most of gameplay intertwine into a fine weave
experience executed
impress in this Yamatai, by building the buildings cannot be build without that’s quick to teach, comfortably with beauty and
the most lavish buildings and exploiting boats placed by other strategic and (when all’s well) flows precision. If you’re
monuments across the archipelago. players, making it key to consider into a fulfilling 40 or so minutes. It’s a trying to show
someone why they
The core of Yamatai is the what your own boats might grant to perfect gateway game to demonstrate
should play board
placement of coloured wooden boats opponents. This is intensified by the the pure magic of the tabletop. ■ games, this isn’t a
representing the flow of trade to initiative value on each of the fleet MATT JARVIS bad place to start.
92
Could you tell us how you became different types of game so quickly I’m not a big fan of the system,
a tabletop designer? granted you? mainly because of the consequences
I discovered there was a life after Well, I don’t know if jumping from one for specialised shops, which are so
Monopoly when I was 20 because of a category of game to another creates important for giving advice to customers,
French magazine dedicated to board some benefits, but my only guideline helping our business to grow each year.
games. I bought my first one and was in my job is to work on the game I want With crowdfunding, you can never
so impressed that I decided that, one to play now. So, nothing is planned. If be sure whether you're going to get the
day, I would create my own game. today I want to play a small card game, best or worst outcome. For example, I
But I had absolutely no ideas at I will just do it. And if in some weeks backed Santorini. I’m so happy with this
this time. So, over the years I I want to play a bigger game, I’ll do it. incredible game! On the other hand, I
just consumed games, games, That’s all. It’s quite a selfish know people who spent their money and
games – all kind of games. attitude but I’m creating never received anything.
When I was 36 I suddenly games for myself. Then I try One more thing is that when I hear
decided that now was the time for to convince people to follow my tastes. some colleagues speaking about their
me to make a game. I began to work crowdfunding projects, it’s all about
on my prototype, Lawless, which was Speaking of which, is there a genre money. I need money, for sure. But I
published in 2003. or mechanic you’re yet to explore prefer to focus myself on the games.
that you’d like to – or that you’d like
While many of your games you to see make a return? Beyond Yamatai, what are you
design alone (such as A Game I have not designed a lot of party games, working on this year?
of Thrones: Hand of the King), it and it seems my head is too complicated Well, I have Crazy Mistigri, a small
seems just as many you create with for children’s games. I would really be card game based on the Old Maid
another designer. What difference happy if I have a good idea to create mechanism, created with Matthieu
does working with a partner have something special in these two fields. Lanvin and published by Cocktail
on your approach to design? Games. There’s also expansions for Five
Creating means doubting, so it’s much Are there any trends in particular Tribes, Abyss and Jamaica.
more comfortable to share doubts with you expect to influence board
a colleague. I’m also convinced that by games in the next few years? Outside of your own games, what
staying alone, you stay in your comfort One trend seems to be the creation of are you excited to see in 2017?
area. Working with someone else is board games that interact with electronic I’m always excited to
a good way to explore methods you devices. In one way I’m really interested know what Portal will
would have never tried without them. – designing with a new supporting publish. I really like
element is always exciting – and in the work of Ignacy
How do you juggle the interplay of another way, I prefer when you’re given [Trzewiczek].
theme and mechanics? all you need inside the box when you But in general, I
I try to always find the best connection buy a game. I’m really curious to see if don’t really have
between mechanism and theme, the trend will grow. expectations. I just
irrespective of which came first. expect to
Sometimes, it can take a while to find Unlike many other creators, be surprised! ■
this connection. For example, for Abyss you’re yet to launch a title through
and Kanagawa, we had the main Kickstarter, although games
mechanisms from the beginning, but you’ve been involved with have
we took one complete year to find a been crowdfunded. What are your
good story! thoughts on the use of the platform
by designers?
You’ve worked in a large number Never say never! It’s quite sure that,
of genres throughout your career, one day, I will have a game on a
from short-time card games such crowdfunding platform, if I have
as 7 Wonders Duel to longer ■ Left: Bruno no other choice or if it really makes
and more complex board games Cathala: "By staying sense – if it’s the kind of game has no
including Cyclades. What benefits alone, you stay in other solution to reach an acceptable
has jumping between so many your comfort area." selling price.
93
T
he door slams shut behind you, new item or location. It’s an effective scenario for an hour-long experience,
a heavy bolt sliding across. You’ll system that also works against players it’s not excessively extortionate, but it
need to find the code to get out who try to reverse-engineer solutions might still be worth pitching in with
before you perish. A timer lights up and by looking at the numbers of the backs some friends and sharing the box
begins ticking. 59:59, 59:58, 59:57… of the cards, as many lead to penalties around; we found the adventures play
Unlock! is in many ways the next (these can also be set off by technically best with two players anyway.
evolutionary step of publisher Space correct combos that lead to negative If you’re happy to invest in the
Cowboys’ temporal adventure game in-game events), encouraging a more set, you will be rewarded with three
TIME Stories.. Trimming down the tactful approach to puzzles. scenarios that kept us engaged and
included components to three decks of The puzzles generally balance tense to the last tick of the clock. The
60 cards – one for each of the separate frustration and head-scratching well puzzles (not unlike the grandfathers of
scenarios in this first box, plus a 10-card – there's plenty of satisfaction in store the genre in point-and-click computer
tutorial – the game does away with when you finally figure out a code or games) may wander into illogical
TIME Stories’’ dice, console board, environmental challenge. That said, territory now and then, but for the
wooden counters and tokens to offer a some of the puzzles can become a most part offer dilemmas that feel
comparatively sparse box. BOX CONTENTS little convoluted or obtuse if you fail to challenging and fulfilling to solve,
The play time, too, has been ◗ 10-card tutorial deck immediately grasp the designers’ train powered by an efficient and effective
◗ 60-card The
condensed from TIME Stories’ multiple- of thought – and the app’s clues (one card system. It’s a strong foundation on
Formula deck
hour runs – the mandatory companion ◗ 60-card Squeek & per card) are often of little use. which to build something special. ■
app that makes up the other half of the Sausage deck This is coupled with a habit of hiding MATT JARVIS
game begins a one-hour countdown ◗ 60-card The Island of additional numbers and items in the
Doctor Goorse deck
at the start of each adventure, which is artwork of cards; it’s a clever trick, once, CONCLUSION
often shortened by accidental missteps but if you’re playing with anything It’s not perfect in design on either
or incorrect guesses to make a single less than perfect lighting and keen- the physical or digital fronts and the
investment may be a little too high for
playthrough closer to 40 minutes. We eyed teammates, missing one of the
some players, but Unlock! is nevertheless
would recommend turning off the music miniscule figures can lead to minute a gripping and challenging puzzler
– atmospheric as it may be, we found the after minute passing by in confusion that makes (generally) clever use of its
bland tunes to be distracting, and better and increasing irritation. combined app and card mechanics.
replaced by a custom playlist. (Perhaps There are plenty of one-off tricks that
the heart-racing soundtracks to James are pulled off with panache, though – in
Bond, Mission Impossible and 24.) one instance a code that plays a garbled
Driving the players’ exploration of recording when typed into the app
each temporary prison (and potential plays the original audio when typed
tomb) is a similar system to TIME in backwards, and the third adventure
Stories’ numbered inventory of cards.
Certain item types can be combined (for
example, a key and a locked cabinet, or IF YOU LIKE TIME STORIES… TRY UNLOCK!
Space Cowboys’ pair of games offer two very different
a piece of wire and pegs) – the resulting
but highly polished modern takes on the puzzle genre.
sum often results in the discovery of a
94
BOX CONTENTS
◗ Riddle cards (number varies)
◗ 30 answer cards
◗ 31 help cards
◗ Two ‘strange items’
◗ Decoder disc
◗ Riddle book
◗ Rulebook
between the boxes and that the symbols
used to identify each puzzle seem
very out of place with the atmospheric
settings – seeing a plain black hexagon
or square on Tutankhamun’s tomb is
jarring – all three sets of puzzles are
diverse enough to warrant playing
through all of them if you enjoy one.
We found The Pharaoh’s Tomb to be
the strongest experience overall, followed
by The Abandoned Cabin and then
The Secret Lab, with the latter certainly
feeling more like an introductory
scenario. (We did play it first.) The
Abandoned Cabin easily came in as
our quickest time by a good 15 minutes
– although, as we played it last, it’s hard
S
hunning the digitally-enhanced limit also isn’t instant failure – to tell if this was because there was less
format of fellow escape-the-room instead you’ll be graded on the time substance (it certainly didn’t feel like it
newcomer Unlock!, the initial trio taken and number of help cards used. It’s at the time) or because we had become
of Exit: The Game titles are instead fully a curious decision, as it detracts a little accustomed to the format.
pen-and-cardboard affairs, utilising a from the atmosphere of pressure (‘You’re What the Exit titles lack in terms
physical decoder disc in all three entries doomed if you don’t solve the riddles of inventive theme and format, they
to provide access to new clues and in time!’) but avoids the frustration of more than make up for with creative
ultimately answer the various riddles having to start from scratch. puzzles and an acutely satisfying level
scattered around the rather unoriginal This last point is important because of accomplishment – assuming you
locations: The Secret Lab, The Pharaoh’s each of the £13 boxes can only be get the answers right, that is. ■
Tomb and The Abandoned Cabin. used once, as some of the puzzles MATT JARVIS
There’s a light amount of thematic involve cutting things up or drawing
dressing before players are thrown on materials. It’s perhaps a little steep CONCLUSION
into three essential identical setups, for what amounts to around an hour The themes may be a little uninspiring
and it’s a shame the format isn’t better
save for the riddles. Scan through a of entertainment, but the puzzles are tailored to each unique environment,
book of puzzles, try and solve one well constructed and rewarding enough yet the Exit trilogy easily overcomes its
of the conundrums and input the to justify the price if you’re willing to shortcomings with a rewarding selection
three-symbol code into the disc, which commit – without spoiling anything, of puzzles and an air-punching feeling
of triumph that many games would
directs you to a card asking you to find some of the more inventive solutions struggle to match.
where the icon relating to the puzzle resulted in genuine ‘a-ha!’ moments of
was in the environment. Get it right and elation when we finally figured them
IF YOU LIKE
you’ll get more clue cards and further out. When you complete a box, the back
UNLOCK!… TRY
enigmas to crack. It’s an efficient system of the manual offers a space to record EXIT: THE GAME
and surprisingly well implemented, the specific details of your win – it’s hard The Exit series
with an excellent three-tier structure to see the certificate being kept as a shows that
Unlock!’s’s digital
of help cards (two useful clues and the sincere memento, but it’s an admirable
enhancement isn’t
solution) to alleviate the worry of getting attempt to led some permanence to the everything thanks
stuck with no way forwards. otherwise disposable package. to its clever
A wrong answer doesn’t lose anything Although it is a little disappointing use of physical
components and
but time, but (again, unlike Unlock!) that the code wheel format is
the decoder disc.
hitting the recommended one-hour implemented almost without change
95
T
he first release in the Consulting Detective, besting the BOX CONTENTS The Ripper campaign is a unique
revamped Consulting master sleuth’s perfect score involves ◗ 10 case booklets and engaging way of exploring the
◗ 10 newspapers
Detective collection, Jack making incredible leaps of deduction ◗ Two maps (London real-life British legend, with each
the Ripper & West End Adventures and assumption – meaning it's best and Whitechapel) case centred around one or two of the
is something new, something old, to just play for fun. There's the chance ◗ Directory killer’s victims. Mechanically, the lack
comprising six cases polished up to earn bonus points by answering ◗ Rulebook of resolution regarding Jack’s identity
from mid-1990s Consulting Detective additional questions about details means the scenarios are tougher
expansion West End Adventures not directly relating to the case that than the other cases in the box (we’d
and four brand new cases that form serve to build up the atmosphere and recommend playing at least one of the
a linked campaign following the world of 19th century London, but West End adventures first) but can be
real-life Jack the Ripper murders, these involve wondering off the main more gratifying to solve – especially
packaged up in a beautiful slipcase path and can easily be missed if you as the booklets delve into historical
ideal for bookshelves. happen to chase the ‘wrong’ threads. details in relation to each conclusion.
If you’ve never played Consulting Even when you do follow the right One of the Ripper cases imposes a
Detective before, it hardly matters, tracks, you can end up in frustrating limitation on the usual open-ended
as this box serves as a standalone dead ends as the aging book format format of a Consulting Detective
experience. The format will be familiar shows its weaknesses. On multiple scenario, which not only limits the
to veterans of the series, as you chase occasions, we chased up a legitimate atmospheric potential but also seems
down leads and clues in the streets of clue in what we felt to be a logical strangely unexplained in terms of
London using a combination of the way only to stumble into the middle narrative – if it had been used more
directory of names and businesses, map of a plot strand we were yet to begin, logically, it may’ve been an interesting
of London (the reverse focuses just on throwing the otherwise evocative contrast to a standard investigation,
Whitechapel for the Ripper missions), method of storytelling off the rails. but has instead been crammed in for
newspapers for the time period of The atmosphere is piled on thick IF YOU LIKE no real reason. Inconsistent in quality
LETTERS FROM
each case and the narrative dialogue and fast, with plenty of extraneous throughout, the Ripper campaign
WHITECHAPEL…
provided by visiting each location. details and the ever-welcome daily TRY JACK ends on a flat note finale that serves
The idea is to try and beat the score newspapers intensifying what is THE RIPPER as an especially egregious example
of Sherlock himself by using as few easily Consulting Detective’s greatest & WEST END of the infuriating logical leaps and
ADVENTURES
locations as possible and answering asset. However, as with the original incoherent record-scratch storytelling
The Consulting
a series of questions presented once game, this re-release does suffer from Detective spin-off of Consulting Detective at its worst,
you feel you’ve solved the riddle of awkward phrasing and an abundance offers fans of the making the many hours invested in the
each mystery but, as with the original of typos that put a stick through the Ripper-themed preceeding cases feel thrown away.
hidden movement
spokes of a mystery’s momentum Yet, despite its faults, it’s still a joy to
game the chance
– as well as some dialogue during to dig further sink into the atmospheric storytelling
the Ripper cases that felt out of time into the often of Consulting Detective’s
Detective world and
and place given the context. The disturbing details this spin-off is no exception. There are
of the real-life
components, at least, feel premium frustrations with the delivery of certain
historical mystery.
and are easy to read. elements and the book-driven format
is showing its age as it approaches
its 40th anniversary, but the ability
to conjure a satisfying enigma and
make exploring the streets of London
remains as irresistible, though-
provoking and gripping as ever. ■
MATT JARVIS
CONCLUSION
Issues with the presentation and logic
of the Consulting Detective format can’t
detract too much from a fascinating and
riveting addition to the series. Just make
sure you have a strong stomach if you
plan on taking down Jack.
97
C
oncocted between the pages a far more intellectual version of TV ■ Above: With six-by-six play area options, its lower
of Patrick Rothfuss’ fantasy game show Blockbusters. gorgeous wooden quality comes across as ill-fitting
pieces and flawless
novel The Wise Man’s Fear, This is combined with the mechanics, Tak lives with the wooden tokens and hardly
Tak originally existed as little more defining manacala-esque movement up to its subtitle. justifies the nearly £60 price tag.
than a few sentences’ worth of mechanic, where players can instead We’d actually recommend using a
vague description about a seemingly opt to move stacks of stones in a fancy chessboard (ignoring outer
perfect abstract game: “Simple in its straight line, dropping at least one squares as necessary) and investing
rules, complex in its strategy.” from the bottom of the stack on in a fabric pouch for the tokens to
This real-life adaptation, adapted each successive square. Only the top free them from the packaging, which
by design extraordinaire James stone on each stack is valid, opening feels like an afterthought anyway.
Ernest, is impressive not only for up the ability to bisect an opponent’s Overall, however, these are minor
living up to its literal legacy, but also route, while landing a capstone on niggles with an otherwise fantastic
for offering a ready-made classic that a wall flattens it and opens up the game. Tak has the enthralling feel,
could easily sit alongside chess, Go obstruction for a new path. polished execution and simple
or backgammon. It’s a subtly deep mixture that complexity of a timeless traditional
True to Rothfuss’ description, the is very easy to fumble your way title. Don’t be surprised if it becomes
rules are easy: well-crafted wooden through initially – we spent our first a point of reference for future abstract
stones of the traditional two-tone few matches trying to brute-force designers and goes on to become an
IF YOU LIKE
variety can either be placed flat to routes with single stones before GO… TRY TAK all-time classic in its own right. ■
form steps on a road or standing on realising the power of a well-timed Tak takes the MATT JARVIS
their straight edge to block a rival run with a stack – which then evolves proven systems
of games such CONCLUSION
route. Capstones, one or two of into a far more complex and richly Tak overcomes a slightly disappointing set
as Go that have
which are used depending on the rewarding game of forward planning, endured through of components to offer a gripping modern
size of the play area, count as both tactical use of the movement rules the ages and classic that has all the accessibility and
combines them depth of traditional staples. Do yourself
path and wall. The goal is to form an and chess-like consideration of
to create its own a favour: invest in a nice board, store
unbroken path from one side of a the options available though each the pieces in a pouch and savour a
modern classic.
grid to the opposite edge, not unlike piece’s unique attributes. game you’ll return to year after year.
98
99
EXIT!
AVAILAB
LE
NOW!
www.thamesandkosmos.co.uk
Call 01580 212000 or email sales@thamesandkosmos.co.uk for more information.
R
eally, Capital should be called BOX CONTENTS time, players pass unused tiles to the European hub to play. The gameplay
Warsaw, because the history ◗ Board player next to them. The light strategy does a wonderful job of reflecting
and personality of Poland’s ◗ 105 city tiles introduced through this drafting makes the real-world ingredients that
◗ Three player aids
largest city permeates the game’s Capital the tile-laying equivalent of make up the city and mechanically
◗ 36 coins
theme and mechanics to such a ◗ Four mermaid figures Sushi Go: a fast pick-up-and-play treat involving players in a simulation of
degree that it would be a far lesser ◗ Rulebook that's perfect as a thematic gateway Warsaw’s history while simultaneously
experience without the detailed game, with a pleasantly different balancing simplicity and complexity
background information explaining experience for differently-sized groups. to achieve a massively fun experience
the city’s higgledy-piggledy mix of After every player has placed or that works outside of its framing.
old and contemporary buildings discarded four tiles, a district milestone Many people will likely overlook
and landmarks. Yet, even without is awarded to one player at the end of Capital due to its nondescript box
the fascinating real-life reasoning every epoch, based on sub-objectives and lack of knowledge of Warsaw,
applied to Capital’s tile-laying that vary with each match due to but they shouldn’t: this is likely
gameplay, playing it would still be an the milestones’ double-sided faces. to become an underappreciated
excellent time. Landmarks and public buildings can treasure that deserves to be
Each player is working to build up also be constructed during the rounds, celebrated as much as the city that
a district of Warsaw over six epochs, lending special abilities that can be inspired it. ■
beginning at the end of the 16th crucial to victory, as well as the chance MATT JARVIS
century and going through both for a little more player interaction.
World Wars. To do so requires placing While turn-to-turn actions are very CONCLUSION
Capital is a wonderful game that offers
down tiles with vibrantly coloured- basic, the decisions remain complex so much: fun, fast, easy gameplay with
coded quarters to represent various even with the normal tiles – do you deep and fulfilling complexity ready
areas, from residential and parks to build industry and commerce to to discover below the surface and the
commercial and industrial – anyone earn more money to invest in better chance to learn more about one of
Europe’s most captivating cities, all
who has played another city-builder (or buildings in future rounds, or focus wrapped up in a beautiful package. It’s
SimCity) will be immediately at home. on racking up a steady supply of an ideal gateway game, but everyone
In-between paying to construct victory points? should experience it for themselves.
the best score-generating layout they
can (putting homes near parks and IF YOU LIKE SUBURBIA… TRY CAPITAL
If you’re a fan of city-building, Capital offers a simple but effective entry in the genre
keeping smoggy industry away from
with a theme steeped in real-life history, beautiful components and irresistible gameplay.
residential and so on) one tile at a
101
M
agic Maze is the most hectic, right or use escalators, but that’s it. number of map tiles used –
wild, out of control party And so on. your winning time for each can be
game you could play in a It would be amusing enough recorded on the included score sheet.
library or at the back of church. to try and guide the robbers Although the box design and tile
It’s a real-time co-operative dash around the randomly-generated backs are hardly exciting, the actual
with a hilarious and unique theme: mall tiles with this caveat if you illustrations of the mall pop with
four hapless fantasy adventurers have could chat out loud and work together cutesy cartoons and hidden jokes.
decided to rob the local shopping centre – but you can’t. No player is allowed to One lovely touch is the inclusion of
(it’s called Magic Maze, in case you’re speak (or shout, as the case may be), stickers to help those with colour
wondering about the name) to resupply meaning pointed stares and the use of blindness or other visual difficulties
after losing all of their possessions. the big red ‘do something’ pawn are all distinguish between the hero pawns
Pulling off the heist is less of a you have to communicate your plans – and the game’s insistence on silent
fully planned-out scheme and more to your accomplices. Thus, chaos communication would also suit those
of a Supermarket Sweep-style sprint ensues, as players send the heroes who are hard of hearing, making it a
through the shops and corridors so that careening around the tiles as the sand wonderfully accessible experience.
the barbarian, mage, elf and dwarf can timer ticks down. Don’t let the naff name put you
grab their items and leave as quickly Oh, did we not mention that you off – Magic Maze is quite unlike many
as possible. That’s not to say there’s only have three minutes to get the other games out there. It’s a frantic,
no co-ordination. Actually, you’ll goods and get out? Luckily, the sand IF YOU LIKE delightful race with a whole lot of
ESCAPE: THE
need plenty, as each human player is timer can be turned by landing on heart – and plenty of brains, too. ■
CURSE OF THE
randomly dealt a tile that dictates the one of the marked single-use spaces TEMPLE… TRY MATT JARVIS
one or two actions they make with the around the mall, but it simply flips it MAGIC MAZE
four heroes. (Play with fewer than four as it is at that exact moment – meaning Magic Maze CONCLUSION
provides a Magic Maze’s lacklustre box and title
people and you’ll get multiple tiles timing the flips carefully is the only don’t do justice to the hilarious, bonkers
silent – but just
each, while over four means players’ way to maximise the amount of time as exhilarating game inside. The divided movement
abilities double up – four is the sweet you have to complete each mission. – alternative responsibilities keep the tension running
spot.) This means one person might (You do also get to talk until someone to Escape’s high as time ticks down, while the ban on
soundtrack-driven talking results in a uniquely exciting and
be able to move the pawns left, but touches the board again – but the time amusing co-op experience. The accessibility
race against time.
that’s all they can do. Another can go goes down regardless.) considerations are also a big plus.
103
PLAGUE INC: THE BOARD GAME several options to customise the game,
including the chance to play as a virus
Wiping out humanity has rarely been so much fun with altered rules, randomise players’
starting locations and adjustn the game’s
Ndemic Creations | £33.99 | Area control | 1-4 players length slightly. They’re little touches, but
60 minutes | Age: 14+ | ndemiccreations.com highlight the game’s welcoming nature.
Plague Inc is likely a little strategically
H
ave you ever found yourself points and currency to purchase traits BOX CONTENTS shallow for those who have already
playing Pandemic only to think, for your evolving disease, such as the ◗ Four bacteria/virus played medium-weight strategy titles or
evolution slides
“I know we’re trying to save the ability to infect locations with specific ◗ Four DNA
have no investment in the video game.
world and all, but I can really relate to environmental barriers, such as airports point markers That doesn’t discredit its achievement
these diseases’ attempt to eliminate or extreme climate. There’s not a great ◗ 49 country cards in accurately bringing its inspiration
humankind”? Even if you’re not quite mechanical variety in these traits, but ◗ 62 trait cards to the tabletop – much like the video
◗ 28 event cards
that misanthropic, there’s an amusing the use of DNA points as both game- ◗ 64 plague tokens
game, this is a fun way to spend an hour
gallows humour to Plague Inc: The Board winning score and currency is clever ◗ Double-sided card mat or two indulging in an entertaining
Game’s turning of the Pandemic formula as a concept, forcing you to consider ◗ Death die theme, eye-catching design and simple
on its head, as players take control of whether paying for an improved ◗ End game bonus card gameplay. Only now you can enjoy it
◗ World board
the killer infections and try to send trait later in the game is worth the ◗ Rulebook
all with friends. The importance of that
billions to their unfortunate demise. potential points catch-up required. shouldn’t go understated. ■
If you’ve played Plague Inc on mobile, Killing fully infected countries is the MATT JARVIS
PC or console, the gaudy colour palette key way to obtain DNA points – but
CONCLUSION
of the board game will be instantly there’s a catch. Once all of the cities
Whether you’re a fan of the video
familiar. The vibrant hues make for in a region are infected, the player game or not, Plague Inc is a solid and
an arresting tabletop vision, and the who has the most cities and therefore worthy addition to the strategy genre.
design resembles the video game’s controls the country must roll the The macabre theme goes a long way,
helped along by the colourful visuals
user interface, with stripped back yet blood-splattered death die to see if the
and easily-understood gameplay – but
clear icons and layouts that beg to be region is wiped off the map, earning there’s also a good bit of depth to keep
prodded with a finger. The similarities all of the players in the country bonus it returning to your tabletop.
extend past looks – the board game’s points and event cards. There’s an
snappy and simple gameplay captures interesting duality to eliminating
IF YOU LIKE PANDEMIC…
the feel of playing on your iPhone, with countries, as holding certain countries TRY PLAGUE INC
the same benefits and drawbacks. can make infecting connected regions Plague Inc turns Pandemic’s
The crux of the game is controlling much easier – so it can sometimes co-operative ‘cure the world’ setup
into an interesting competitive battle
countries, which earns DNA points. pay off to keep a country on its knees
to infect the globe.
These neatly double as both victory instead of swinging the sword.
104
105
D
iplomacy is a game that Europe, represented by two types of and it can be frustrating and even
ushers in hushed tones of unit: land-bound armies and fleets, upsetting to find yourself pushed out
reverence when brought up which can venture from the seas of the game early on by the necessity
in conversation among those in into specific coastal regions. of keeping progress flowing.
the know – both for its stripped- Unlike global strategy games such That said, Diplomacy’s focus on
back design, cited as the favourite as Risk, however, there’s no element the interaction and relationships
tabletop experience of US president of luck in Diplomacy – every unit is between players is an absolute treat if
John F. Kennedy and authors Isaac worth the same as every other unit, you gather the right group of players
Asimov and Ray Bradbury, and for and only one can occupy a region together. The same factors that make CONCLUSION
those willing to embark on the six- at once. This means that to claim the betrayals feel so devastating also The lengthy play time
and oppressive nature
hour voyage the iconic friendship- the 18 supply centres needed to win lend the game a weight and impact
of the social aspects
wrecking goliath offers. (you begin with three), you’ll have to that few other tabletop experiences may be overwhelming
The game’s notoriety arises out work with some of your neighbours achieve. The minimalist mechanics for some players,
of its reliance on forming alliances to force other players out by lending involved in manoeuvring troops but if you can see
the fun side of your
between players and choosing each other support. make it simple to grasp the strategy
friends turning on
when to break them off with often The game’s length – and the meat and ensure the complexity and you and have a full
devastating betrayals. Each player of its unique experience – comes enjoyment stays in the discussions group of right-minded
– it’s best played with the full from discussion rounds, which last and social aspects. Just remember companions willing to
invest in Diplomacy’s
headcount of seven, for the sake 15 minutes (half an hour for the first not to take it too seriously – it’s only a
distinct atmosphere,
of both balance and variability – round) and allow players to break game, after all. ■ this tabletop classic is
controls a country in pre-World War I off into groups to discuss potential MATT JARVIS still a treasure.
107
ANOMIA
Coiledspring | £12.49 | Party | 3-6 players
30 minutes | Age: 10+ | coiledspring.co.uk
A
nomia follows in the tradition of incredibly simple party games
that are equally suitable for families playing with young kids or
adults looking for something to play over a few drinks that has
a little more brains than the average chug-a-thon.
The rules are very one-note, being essentially a cross between the
drinking game ‘Categories’ and Snap variants such as Slapjack: each
player draws a card from two central decks and flips it face-up in front
of them. On each card is a symbol and a general topic; if you match
icons with another player, the first person to call out something that
relates to their opponent’s category wins that card.
With such a base set of rules, the game lives or dies by its choice of
subjects. Luckily, the topics are varied enough to be both amusing and
brainteasing without becoming overly obscure or resulting in awkward
thinking silences. There are some unexpected but straightforward
groups – such as naming a battery size or famous ghost – mixed
in with a few more challenging options, such as blurting out a
palindrome. Wild cards further spice up the reaction race, resulting
in the temporary ability for two different symbols to count as a match,
meaning you’ll need to stay on your mental toes.
The cards are a little on the thin side and favour clarity over visual
SHAHRAZAD flair, adopting a plain design with the symbol and text on a blank
background. Although uninspiring, this fits the fast-paced format
Osprey | £12.99 | Tile laying | 1-2 players perfectly – it’s very easy to spot a match and identify the topic needed
10-20 minutes | Age: 12+ | ospreypublishing.com to win. (Although thinking up an answer isn’t always as snappy…)
With 92 cards and categories in the box – plus the variation of
S
hahrazad is a beautiful game. From the finely-textured box players perceiving each prompt differently – there’s a bit of longevity
to its 22 gorgeous oversized tiles, each featuring a different in Anomia,, but it’s unlikely to outlive a dozen or so plays, especially
mythical or fairy tale reference, illustrated by artist Kotori with the same group. Still, at just over a tenner, it’s a good bit of cheap
Neiko, there’s no doubt that this revamped version of designer Yuo’s entertainment with zero effort required, whether you’re filling a few
Tarot Storia more than looks the part. The problem is the beauty only minutes with the kids or looking for a laugh over a couple of drinks. ■
goes skin deep. MATT JARVIS
Shahrazad’s title refers to the 1001 Nights character who tells stories
to a bloodthirsty king to spare her life. The game takes this setup and
attempts to apply it to a simple tile-laying mechanic, where all of the
squares must be arranged from left to right in ascending numerical
order and placed adjacent to matching colours in order to gather
points over two rounds.
There’s technically a co-operative mode that simply splits the task
of placing tiles between two people, but Shahrazad plays best as a
solitaire title with one person trying to maximise their score.
The theme appears to be very confused – there’s tarot-like titles
(‘The Magician’, ‘The World’) left over from its previous incarnation
as Tarot Storia and the illustrations often depict Japanese folktales
or 19th-century European fairy tales, while the framing takes place
around a thousand years before in the Middle East in line with the
1001 Nights.. This jumbled delivery undermines the commendable
attempt to link the thematic concept of Shahrazad telling a coherent
story to the mechanical need to form unbroken runs of tiles.
Outside of the theme, the gameplay is interesting as a quick
diversion, but it’s not gripping enough alone to serve as anything more
than that. Despite the random drawing of a tile each turn, there’s very
little variation between games and the pressure never mounts, making
it a rather humdrum affair.
Sadly, if it was this game attempting to keep the king distracted, it’s
unlikely it would’ve kept its head past night number one. ■
MATT JARVIS
108
What makes Mangaka stand apart skills. Fans of anime and manga will likely
from many other drawing titles is best appreciate certain references and the
right there in its title, which is cards’ own Japanese-inspired artwork, but
Japanese for ‘comic artist’. anyone can have a good time playing.
Over four rounds you The static time limit but multiplying
don’t just sketch number of panels has the amusing side effect
one-off illustrations of quickly degrading your initially detailed
– the point is to create drawings into abstract stick people, which
an ongoing strip and makes for a lot of laughs but also encourages
narrative, contributing expressive use of the space rather than
two, four, six and finally simply deciding who can draw best. There’s
eight linked panels in the a genuine feeling of satisfaction at the end
space of around five minutes. of the final round, with the comics forming
Holding the continuity together are absurd mini arcs.
theme cards, drawn at the beginning of the The concept of earning fame can feel a
game, which have to be communicated in little irrelevant at first, as it's relatively easy in
your strip to earn the maximum amount of the opening rounds for everyone to achieve
fame points. full marks given that there’s no player voting
Later rounds introduce trend cards, which – this again avoids the obvious separation
are more involved achievements for that turn by drawing talent. As the number of panels
I
f, like me, you grew up in the ‘90s and early only – show two characters falling in love, and trends ramps up, though, it does help
noughties and spent a not inconsequential name an unnamed character, have a celebrity to ultimately decide who has best expressed
amount of your spare time doodling made-up cameo and so on. Both the themes and trends their themes. Anyway, it hardly matters who
comic strips or trying to copy the distinct art tend to dodge the tired tropes of drawing wins – everybody goes away with a smile
style of manga, anime and Japanese RPGs, games in favour of genuinely interesting (and etched on their face. ■
Mangaka is the drawing game for you. often challenging) ways to test your visual MATT JARVIS
E
xploring a darkened dungeon, battling cards. There’s even a well
monsters and uncovering precious loot thought-out campaign
is a tabletop pursuit that never fails to mode that tracks
excite. Offer us the chance to blast through permanent progression
a pocket-sized lair in half an hour and we’ll over several matches. As
reach fever pitch. a bonus, all four of the
That’s the premise of One Deck Dungeon, diverse player characters
a charming game of dice-rolling best are female.
experienced with just one other person Although it all sounds
(though you can combine multiple sets to a dream on paper,
support up to four players). One Deck Dungeon
True to its title, the game tidily condenses is somewhat of a
the exploration, combat and treasure letdown once the dice
hoarding of a sprawling underground setting are rolling. In short:
into a single deck of cards. The trick is to despite the smartly-
roll each character’s dice to overcome each designed systems, the
danger, be it a monster or environmental outcome is simply not
peril, with the number and colour of the dice engaging enough. Each
dictated by each fantasy class’ strengths. encounter blends into
Fail to cover over some of the required dice the next, with unique monster abilities and feeling of monotony that sets in very
results and you’ll lose health, time or both. attractive artwork failing to provide enough quickly. It’s a real shame, as the separate
The gameplay is surprisingly fully-featured differentiation as you battle through the floors. ingredients are clearly implemented with
for such a compact package, incorporating The peril encounters and acquisition of care and consideration – it just adds up
character skills, traits, items, levelling, magic, spells and loot do help to mix things up a to a whole load of nothing. ■
bosses and more into a handful of dice and little, but it’s not enough to overcome the MATT JARVIS
109
Is there
www.UpToFourPlayers.com
www.leisuregames.com
METAL CALL OF
CTHULHU DICE SET
Q Workshop | £TBA | q-workshop.com
T
hemed dice are one of the smaller but effective ways to add a
touch of atmosphere to your roleplaying games. Q Workshop
has made a name for itself with its plastic and metal sets
designed specifically for everything from Pathfinder and Doctor Who
to Batman and Call of Cthulhu, and it’s the latter seminal Lovecraftian
RPG that the accessories' specialist's latest pack of premium metal
dice takes as its inspiration.
The set, which was originally funded on Kickstarter earlier this uear
but is now headed for a wider release, includes seven dice – one each
of D4, D6, D8, D10, D12, D20 and D100 – cast in tin and accentuated
using black paint.
There are some nice details across the dice, from the raised twisting DIMENSION WEST
tentacles along each edge to the gaping mouths lined with teeth
at each corner. The highest critical hit value on each dice has been SCENERY AND TERRAIN
Red Beam Designs | £75 (main set), £15 (storage box)
replaced with an Eldritch star, which helps to adds to the atmospheric
redbeamdesigns.com
design but can end up lost a little into the overly-busy background of
T
each panel. he right choice of scenery and terrain can transform a tabletop
This is an issue that affects all the dice: the numbers become into a living, breathing world for miniatures games. Yet, it can
increasingly harder to read as the smaller values are crammed among also be a nuisance to transport to your local club or conventions
the tentacles and tendrils – we found that the black paint used to bring – as well as pushing up the price of the already potentially costly hobby.
out the numbers only went so far as helping us to easily identify the Red Beam Designs has been striking a fair balance between price,
rolled result quickly. quality and convenience with its Battle Vault line of MDF scenery kits,
The finish of each die is similarly inconsistent. While the tentacles the latest of which heads to the American Wild West – but would be
and mouths are beautifully highlighted on some faces and edges, just as welcome in 32 to 35mm sci-fi and fantasy western settings such
others weren’t cast or painted with as high a level of accuracy, leading as Malifaux.
to a noticeable loss of detail. The main set comprises seven buildings that can be assembled
It’s a shame, as the dice feel satisfying to roll thanks to their solid without glue due to the use of the firm’s nifty T-peg system. The pegs
construction and density, giving the impression they would last for and holes make for a less atmospheric or neat finish on the outside of
years to come – even if it seems that the paint may eventually wear off the constructions (pedants or those looking to paint will want to sand
and leave the faces even harder to distinguish. the edges for a tighter fit), but hold together well and can be collapsed
The designs have clearly been considered with the cosmic horror of or built in a matter of minutes. The sheet of instructions included with
Lovecraft in mind, but impact the dice’s legibility – at some point you the set is laughably poor, consisting of little more than photos, but it’s
question whether it’s worth surrendering substance over style. For us, still no real hardship to work out how everything goes together after a
sadly, it’s too great a sacrifice to make. ■ tiny bit of trial and error.
MATT JARVIS There’s a wonderful variety of thematic dressing included in the
bundle, from the buildings in various heights and shapes to the cacti,
trees, fences, coffins, rail tracks and boxes to add smaller touches to the
environment – you will need a dab of glue for some of the smaller pieces.
Some of the buildings are unavoidably missing detail due to
their need to be collapsible – for example, there’s a saloon balcony
that consists of little more than a flat shelf – but the details that are
included are otherwise well executed, from the laser-etched signs and
window frames to the 3D cogs in the side of the clock tower. More than
enough to conjure up the setting, even without painting.
There’s a separate Dimension West storage box available for £15
that is similarly made of 3mm MDF and requires gluing together. With
a laser-etched logo on the lid, it’s a nice touch for fans, but the added
bulk and weight seems unnecessary given you can transport most of
the flattened terrain in more efficient ways, such as a satchel.
Overall, the kit is an effective and relatively cost-friendly way of
bringing a Wild West setting to life. The T-peg system works well
for those looking to carry their terrain around and the variety and
general quality of the pieces included makes it a no-brainer if you
want to get everything you need in a single, easy package. ■
MATT JARVIS
111
EXCLUSIVE
GIFT IS ONLY
AVAILABLE WITH
THE PRINT ISSUE
TAP HERE TO
BUY YOURS
RUNEWARS
MINIATURES GAME
Make your mark on the tabletop by learning how to decorate the Daqan Lords and Waiqar the
Undying armies, including grunts, heroes and giant monsters, found in the wargame’s core box
Words and pictures by Andy Leighton
Y WHAT PAINTS
ou would have to have been living knights, which lends to a varied feel when
under a rock if you had not caught the they're massed together. The monsters really WILL YOU NEED?
buzz that surrounded the launch of are something else. Each towers over the rest Abaddon Black Liberator Gold
Runewars. Not least because it's a miniature of the forces and make a great centrepiece Agrax Earthshade Mechanicus Standard
game that encourages you to paint and straight out of the box. They also feel like the Cadian Fleshtone Grey
customise your forces – not something most unique fantasy element found in the Caledor Sky Pallid Wych Flesh
Fantasy Flight has been known to do in the box. Although we may have seen undead Caliban Green Rakarth Flesh
Dawnstone Rhinox Hide
past. Being a fan of the miniatures found wyrms before, I think Fantasy Flight’s carrion Doombull Brown Runefang Steel
in most of Fantasy Flight’s games I was lancers are the best looking on the market. Druchii Violet Runelord Brass
interested to see how they fared with a whole The heroes felt a little underwhelming, Evil Suns Scarlet Screaming Skull
host of fantasy warriors and monsters. looking and feeling more like sergeants than Guilliman Blue Sotek Green
I was very impressed straight out the box. the leaders of armies, but the excellent scenic Hormagaunt Purple Steel Legion Drab
Jokearo Orange Temple Guard Blue
Each figure is exactly what you'd expect, bases they come with help make up for this.
Karak Stone Ulthuan Grey
with lots of little touches of character and a Take a look at my spin on the forces Khorne Red Warplock Bronze
variety of poses. Each infantry unit consists and how I painted each up to form its own Kislev Flesh White Scar
of four different poses, two in the case of the distinct force. Leadbelcher XV-88 ▶
113
WAIQAR FORCES
UNIQUE DETAILING
Most of the models in each of the Runewars Stage 1 Stage 1
Miniatures Game starter box factions are made up Apply a drybrush Basecoat the
of very similar elements, meaning much of them are of Warplock white areas with
painted in the same way. Start painting your forces Bronze across all several thin coats
using the guides below for each faction – Daqan the metal areas. of Ulthuan Grey.
Lords and Waiqar the Undying – and you can create a
force that looks unified and ready for the battlefield.
Stage 2
ARMOUR Stage 2
DAQAN FORCES
Apply a layer of
Stage 1 Apply a drybrush of White Scar over
Basecoat all of the Leadbelcher over the base, focusing
armour plates with the previous coat. towards the edges
several thin coats of of the cloth.
Calidor Sky.
HORSES
BASE COLOURS Stage 1
Apply a basecoat Give the horses
Stage 2 a light drybrush
Make a mix of to each of the
following areas: with Mechanicus
two parts Calidor Standard Grey.
Sky and one part • Paint the model's
Ulthuan Grey and bones using Pallid
drybrush towards Wych Flesh.
the top of each • Paint the straps,
armour section. belts and wooden Stage 2
areas with Steel Legion Drab. Line highlight the
• Paint the tabard and cloak using a dab of musculature of
Sotek Green. the horses using
• Paint the weapon hilts and small details Dawnstone.
Stage 3 with Runelord Brass.
Add another part
of Ulthuan Grey to WASH
the previous mix First apply a wash
and apply a line of Agrax Earthshade DAQAN SHIELDS
highlight to the top over the entire Stage 1
sections of each model. Once dry, Mix two parts Pallid
armour plate. apply a glaze of one Wych Flesh with
part Sotek Green to one part water. With
five parts water over very little on the
the entire model. brush, begin to line
BASE COLOURS out the symbol on
Apply a basecoat DETAIL COLOURS the shield.
to each of the Apply a highlight to
following areas: the following areas:
• Paint the trims of • Highlight the
metal and blades
HEROES AND MONSTERS
the armour plates Whilst this guide may only show the basic
and weapon hilts using Leadbelcher. warriors it can easily be put to use for any other
with Liberator Gold. • Highlight the models in the force. For some it will provide
• Paint the gloves, bones with several nearly everything that needs to be painted on
boots and furs with Doombull Brown. thinned-down layers the model and for others an extra element to
• Paint the face with Cadian Fleshtone of Pallid Wych Flesh, focusing towards the help tie the model into the rest of the force. I
• Paint the figure's blades and buckles top of the miniature. applied this when painting the heroes and the
using Leadbelcher. • Highlight the straps, belts and wooden monsters. For the heroes I added elements
areas with Steel Legion Drab, and follow up after applying the forces guide, but for the
with a line highlight of Karak Stone. monsters the forces guide was followed after
• Highlight the Tabard and Cloak with a first painting up the carrion lancer and the
WASH mix of two parts Sotek Green and one part
Once the previous golem themselves.
Pallid Wych Flesh. Add another part of
coats are dry, give Pallid Wych Flesh and apply a line highlight.
everything but the
blue armour a wash EYES
of Agrax Earthshade. Stage 1
Make a mix of one
part Hormagaunt
Purple to two
parts water and
apply into and
DETAIL slightly around the
COLOURS eye sockets.
Apply a highlight to
the following areas: Stage 2
• Highlight the gold Add one part
sections and blades White Scar to the
with Runefang Steel. previous mix and
• Highlight the furs dot into the centre
with Karak Stone. of the eye socket.
• Highlight the boots and gloves of the
model using XV-88.
• Highlight the face with Kislev Flesh.
114
RUNE GOLEM
Using the same Stage 1 SWORDS
mixture, begin to Begin the Rune Stage 1
complete the shape Golem by giving it Paint the chains
of the symbol. a good drybrush of and swords with
Steel Legion Drab. Jokearo Orange,
then lightly
drybrush the rock
around the chains.
Stage 3 Stage 2 Stage 2
Once the border Follow this up with Give the chains
is complete, fill a lighter drybrush of and the swords
the symbol using Karak Stone. a light drybrush
several thin layers of Leadbelcher.
of the mixture.
KARI
WRAITHSTALKER
Kari was painted
like the rest of
the Daqan Lords
forces, for the
most part, with the
following additions:
• Her scar, lips,
fletching and tassles were painted with
Khorne Red. Everything but the lips was
then given a highlight of Evil Suns Scarlet.
• Her eyes were painted with White Scar.
ARDUS
IX'EREBUS
Ardus Ix'Erebus
was painted like the
rest of the Daqan
forces, for the
most part, with the
following additions:
• The brass
sections were given a highlight with
Liberator Gold.
• His horns were painted much like the
carrion lancer's spines. Starting with a
base of Rhinox Hide, they were lined with
Steel Legion Drab, followed by a lighter
line of Screaming Skull and a final highlight
of White Scar to the tips. They were then
given a Sotek Green glaze. ▶
115
Stage 5 Stage 5
Apply a final light Apply a glaze of
drybrush of White one part Sotek
Scar, but only Green and five
across the middle parts water over
of the belly. the spines and
mandibles.
Stage 6 MAW
Apply lots of dots of Stage 1
Sotek Green around Basecoat the
the scales, getting maw using vivid
smaller the farther Genestealer Purple.
they are from them.
Also apply another
light coat of Druchii
Violet to the boils.
SADDLE Stage 2
Stage 1 Apply a wash of
Basecoat the Druchii Violet.
saddle rug and reins
with Rhinox Hide.
Stage 2 Stage 3
Make a mix of two Make a mix of two
parts Rhinox Hide parts Genestealer
and one part Pallid Purple and one part
Wych Flesh and Pallid Wych Flesh
add a highlight to and add a highlight
the edges of the to the edges of the
reins and rug. maw's features.
Stage 3 Stage 4
Add another one Add another single
part of Pallid Wych part of Pallid Wych
Flesh to the mix Flesh to the mix
and add a final line and add a final line
highlight over the highlight over the
previous coat. previous coat.
116
DAQAN
Stage 1
Begin by painting
the whole base with
Doombull Brown.
Stage 2
Apply a drybrush
of XV-88.
Stage 3
Apply a light
drybrush of
Screaming Skull.
Stage 4
Finish by gluing on
some sections of
static grass and
painting the rim
Abaddon Black.
WAIQAR
Stage 1
Begin by painting
the whole base with
Rhinox Hide.
Stage 2
Apply a drybrush
of Dawnstone.
Stage 3
Apply a light
drybrush of
Screaming Skull.
Stage 4
Finish by gluing
on some sections
of dry-style
static grass and
painting the rim
Abaddon Black.
BUILDING AN THR T
EE
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 third entry in the series and
focuses on how to expand upon a world you’ve just started building using smart storytelling
Words by David Jagneaux
W
elcome to the third entry of The those first two entries out of the way, it’s time A WHOLE NEW WORLD
Dungeon Master’s Guide to Building to finally dive into some of the details about For starters, take a look down at the map you
an RPG Campaign! storytelling in tabletop roleplaying games. drew last time (you did actually draw one,
In the previous second entry of this column, Do you ever find yourself stumbling over right?) and pick your favourite spot. It could be
we spent our time helping you get the ball ideas because you can’t quite figure out how anywhere. Maybe it’s the tip of a mountain range,
rolling on your great new RPG idea. Whether to put them into words, or you’re not sure the centre of a lake or even just the biggest, best
that was by simply coming up with a world how to start an adventure or keep it moving capital city. Now, decide why that place is special.
for the first time, figuring out where to start forward because you’re overwhelmed with Maybe it was the location of a legendary battle,
with your ideas or deciding on a scope for the the burdens of your universe? Then you’re in where the queen met the king and fell in love or
adventure, you should be able to crack open this the right place. Once you begin laying things where a civilisation's hero was betrayed and slain
issue of Tabletop Gaming with confidence about out with names, motives and locations it in cold blood. Assign some significance to that
where things are headed in your story. With starts to feel real and can get intimidating. favourite area and build it up in your mind.
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When and how did your club start? What is the local gaming and a league has formed within the club.
Redditch Wargaming Society was community like around you? Tournaments tend to take place on a bi-
founded in April 2011 by Simon Ashton, Members of the club vary in demographic, monthly rota to allow for more variety of
Stuart Davies and Luke Davies. It was incorporating child roleplayers with their games in the intervening sessions.
originally formed as a gaming club playing parents and dedicated wargamers in their 20s Dropzone Commander led to support of the
Warhammer Fantasy, Warhammer 40,000, and 30s, both male and female, as well as older Dropfleet Commander Kickstarter, released
Lord of the Rings and Warmachine. players, veterans of decades of gaming trends, in October, and eight players are currently
who take time from historical gaming for the staging a planetary invasion campaign with
How has the club changed since? occasional dabble in the current trends. their newly painted models.
The club has increased greatly in size and
variation of gaming style in recent years. When it comes to games, what have been Why should newcomers come to
It is now widely popular, with sci-fi games long-running favourites and what’s new? your club – even those normally
and RPGs included, and tends to follow Long-standing classics at the club include Star put off by ‘wargames’?
the trends of its players from release to Wars RPGs and Warhammer 40,000, which If new players wanted to attend with specific
tournaments, with Dropzone Commander goes through phases but is ever-present due games that they want to play, there are always
and smaller games making more of a to the amount of players who have invested in people not involved in a tournament who are
comeback recently. the game over time. eager to encourage new blood and test out a
Other games include Saga and Flames of War, game they may not be as familiar with.
Where do you meet? and new games are always met with enthusiasm. The dedicated forum is a strong tool for
The group meets at the Windmill Community Card games are not as heavy on the ground players to pre-arrange games to ensure the
Centre in Redditch, a community hall that at the moment, but are always welcomed by evening is not wasted, but newcomers are
lends itself nicely to multiple games running those with Pokémon and Magic: The Gathering equally welcome to come and ask questions
alongside member-run tournaments. in their repertoire. about the existing games and get a better idea
Boards, tables and scenery are stored of what they would like to try first. Complete
onsite and shared by all members of the club What titles are proving particularly novices are more than welcome, as even the
to make various games more accessible. popular at the moment? best players have to start from the beginning
Play runs from 6.45pm until 10pm weekly Lord of the Rings has re-emerged recently for with a new game.
on Tuesday evenings. Up to 12 six-foot tables a campaign between six and eight players. Taster games are offered by those more
can be used in the hall at once, six or seven X-Wing is newly popular – it’s easy to join as experienced in a certain game to get to know
of which are used each week on average, fewer models are required. the rules and tactics better. The result is that
as the nearest clubs are over in Worcester, Blood Bowl has also been picked up by this society’s attendees are able to form a
Kidderminster and Birmingham. a large number of players since its release host of players for a wealth of different games
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VISIT WWW.TABLETOPGAMING.CO.UK
122_125_clubDirectory_v2 MJ.indd 123 22/05/2017 16:23
CLUB DIRECTORY
HARLEQUINS BLACKPOOL LOUTH STRATEGY MIDDLESEX AMBROSDEN GAMING CLUB
302, Church Street, Blackpool, GAMES CLUB BATTLEUX WARGAMES CLUB Ambrosden Village Hall, Merton
Lancashire, FY1 3QA Holy Trinity Community Battle of Britain Club, Road, Ambrosden, Bicester,
Monday 7pm to 11pm Centre, Eastgate, Louth, Hillingdon Road, Uxbridge, Oxfordshire, OX25 2LZ
Lincolnshire, LN11 8DB Middlesex, UB10 0RY Monday 8pm (fortnightly)
HOUSE LANCASTER Sunday 5pm to 9pm Monday 7pm to 11pm
GAMING GROUP NORTH OXFORDSHIRE
The Three Mariners, LLANDUDNO DICE CLUB WARGAMING CLUB
Bridge Lane, Lancaster, CONWY WARGAMES CLUB Battle Of Britain Club, Bowen Room, Dupuis Centre,
Lancashire, LA1 1EE Creuddyn Leisure Centre Hillingdon Road, Uxbridge, 25 South Bar Street, Banbury,
First Sunday of the month 7pm Derwen Lane Penrhyn Bay Middlesex, UB10 0RY Oxfordshire, OX16 9AF
Llandudno Wales LL30 3LB Wednesday (except the second Wednesday 7pm to 10pm
PRESTON BOARD GAMERS Last Sunday of the month Wednesday of the month)
43, Fylde Street, Preston, 12pm to 5pm 7.30pm to late OXFORD ON BOARD
Lancashire, PR1 7DP Iffley Road, Oxford,
Wednesday 7pm to 11pm LONDON NORFOLK Oxfordshire, OX4 1EA
CROSS GAMING CLUB AFTERMATH GAMING CLUB Monday 7pm
SALFORD & MANCHESTER 68, Borough Road, Southwark, 219, Lazar House, Sprowston
GAMING HAVEN London, SE1 1DX Road, Norwich, Norfolk, NR3 4HX OXFORD OUTRIDERS
18-32 Welcome Centre, Tuesday 6pm to 11pm Tuesday 7pm to 11pm 17, The Mitre, High Street,
Brentfield Avenue, Salford Thursday 6.30pm to 10.30pm Second and last Thursdays of the Oxford, Oxfordshire, OX1 4AG
Lancashire, M8 0TW month 7pm to 11pm Wednesday 6pm
Wednesday 6.30pm to 9.30pm SELWG
37, St Laurence Church KINGS LYNN RPG & SHROPSHIRE
SCYTHE BOARD GAMERS Hall, Bromley Road, Catford, WARGAMES CLUB BIG ORBIT GAMES
Scythe and Teacup Gaming London, SE6 2TS 12th Scout Hut, Beulah Unit 3-9 Riverside
Cafe, 61 A Kempston Street, Friday 7pm Street, Gaywood, King’s Mall, Pride Hill Centre,
Liverpool, Lancashire, L3 8HE Lynn, Norfolk, PE30 4DN Shrewsbury, Shropshire,
Thursday TANELORN WAR Sunday 1pm to 6pm West Midlands, SY1 1PH
GAMING CLUB Every day
THE LIVERPOOL Harvey Road, London, E11 3DB NORWICH
WARGAMES Sunday 2pm to 6pm NORWICH BOARD GAMERS SOMERSET
ASSOCIATION (LWA) 16, Charing Cross, Norwich, BATH GAMING GROUP
11, Davies Street, Liverpool, THE PHOENIX GAMES CLUB Widcombe Social Club,
Lancashire, L1 6HB Norfolk, NR2 4AL
The Black Lion Pub, High Widcombe Hill, Bath,
Thursday, Sunday and Street, Plaistow, London, E13 Tuesday 7.30pm Somerset, BA2 6AA
most Saturdays Thursday 8pm Tuesday 7.30pm
NORTH YORKSHIRE
LEICESTERSHIRE THE ROLE PLAY HAVEN YORK GARRISON MID SOMERSET
LEICESTER ALL SCARS 98, Carpenters & Dockland WARGAMING CLUB WARGAMES CLUB
66, Tabletop Tyrants, Centre, Gibbins Road, The Folk Hall, Hawthorn Seager Hall, Union Street,
Bedford Street, Leicester, London, London, E15 2HU Terrace, New Earswick, York, Wells, Somerset, BA5 2PU
Leicestershire, LE1 3JR Tuesday 7.15pm to 10.15pm North Yorkshire, YO32 4AQ Thursday 7pm
First and third Saturdays of Wednesday 6.30pm to 10.30pm
the month THE ROLE PLAY HAVEN Second Saturday of the month PIGMAR WARGAMING
Upstairs, The Lewis 9.30am to 6pm CLUB
LEICESTER PHAT KATZ Club - University Hospital Salisbury & Conservative
Ukranian Church Hall, Lewisham, Lewisham High NORTHAMPTONSHIRE Club - Hawthorn House,
Livingstone Street, Leicester, Street, London, SE13 6LH BATTLEFIELD London Road, Bath,
Leicestershire, LE3 0QY Wednesday 7pm to 10.45pm HOBBBIES CLUB Somerset, BA1 6AB
Thursday 8pm to 11pm 17 Brunel Close, Daventry, Tuesday and Thursday 7pm
MANCHESTER Northamptonshire, NN11 8BR
SECTION 31 TABLETOP MANCHESTER Wednesday and Friday 7pm to 11pm THE FROME BOARD
01-03 La Vida Italian Restaurant 6, Slate Wharf, Castlefield, Saturday and Sunday 9am to 5pm GAMES CLUB
(the function room upstairs), Greater Manchester, M15 4ST 5, The George Hotel,
Northampton Street, Leicester, Monday 7.30pm THE PIT GAMING CLUB Market Place, Frome,
Leicestershire, LE1 1PA The Wesley Centre, College Somerset, BA11 1AF
Wednesday 6pm to 11pm MERSEYSIDE Street, Irthlingborough, Thursday 7pm to 11pm
FORGEMASTERS Wellingborough, All day on the second Sunday
SONS OF SIMON GAMING CLUB Northamptonshire, NN9 5TU of the month
DE MONTFORT Brimstage Forge, Brimstage Friday 6pm to 10pm
Beaumanor Hall, Road, Higher Bebington, Wirral, TRINITY WARGAMING
Beaumanor Drive, Merseyside, CH63 6HD NOTTINGHAMSHIRE CLUB
Woodhouse, Loughborough, Wednesday 10am to 10.30pm NOTTINGHAM BOARD 17, Trinity Street, Taunton,
Leicestershire, LE12 8TX AND TABLETOP CLUB Somerset, TA1 3JG
Monday and Wednesday LIVERPOOL LION The Ned Ludd, 27 Friar Lane, Friday 6.30pm to 11.30pm
Regular all-day Sunday games BOARDGAMERS Nottingham, NG1 6DA
13, Earle Street, Liverpool, Tuesday and Thursday WARGAMING@RADSTOCK
THE LEICESTER WARGAMES Merseyside, L3 9NS Prattens Social Club,
AND FANTASY GROUP Monday 6pm WAR & PEACE GAMES CLUB Westfield, Radstock,
55, West Leicester 18, Grasmere Street, Somerset, BA3 4BD
Conservative Club, SOUTHPORT BOARD Sandiacre, Nottingham, Wednesday 6.30pm to 10.30pm
Westcotes Drive, Leicester, GAMES GROUP Nottinghamshire, NG10 5BD Sunday 10am to 4pm
Leicestershire, LE3 0QU 347-349 Lord Street, Southport, Wednesday 7pm to 11pm
Tuesday Merseyside, PR8 1NH WESTON WARGAMERS
Tuesday 6pm WILDSIDE GAMING CLUB
LINCOLNSHIRE 19-21, Wild Ways, Slaughter Unit 9UA, Elizabeth House
GRIMSBY WARGAMES MID GLAMORGAN House Lane, Newark, 30-32, Boulevard,
SOCIETY BRIDGEND ROLEPLAYING Nottinghamshire, NG24 1ER Weston-super-Mare,
Sixhills Street, Grimsby, AND BOARDGAMES CLUB Wednesday to Friday 4pm to 10pm Somerset, BS23 1NF
Lincolnshire, DN32 9HT 62 Robins Hill, Bridgend, Saturday 11am to 6pm Tuesday, Wednesday and Friday
Every night 7pm Mid Glamorgan, CF31 2PJ 6pm to 10.30pm
Wednesday OXFORDSHIRE
LINCOLN BOARD ABINGDON WARGAMES CLUB WESSEX WARGAMERS
GAME GROUP CASTLE GAMERS BRIDGEND 59, Neave Room, Ock WINCHESTER
6, Upstairs Function Room, Gilead Chapel, Heol Spencer, Street, Abingdon, Badger Farm Community
Union Road, Lincoln, Coity, Bridgend, Mid Oxfordshire, OX14 5AG Centre, Badger Farm Road,
Lincolnshire, LN1 3BJ Glamorgan, CF35 6AU Friday 6.30pm Winchester, SO22 4QB
Tuesday 7.30pm Sunday 5pm Third Sunday of the month 10am Tuesday 7pm to 11pm
VISIT WWW.TABLETOPGAMING.CO.UK
122_125_clubDirectory_v2 MJ.indd 125 19/05/2017 16:37
VISIT OUR WEBSITE TODAY
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INSIDE EVERY ISSUE:
☑ Tips for rule designs and entire
rule sets ready to play
■ Above: An
anti-aircraft gun.
■ Left: One
of the Spitfire
planes, battling
Messerschmitts.
A
irfix, now owned by Hornby Hobbies Ltd, You start with your planes grounded and take it in
has returned to the games industry recently turns to try to launch them on the roll of a die. Once
with both games for mobile phones and also in the air you can move around in an attempt to shoot
Airfix Battles, a World War II-based game that comes down your opponent – and that’s about as exciting as
with dice cards and over 100 cardboard counters that it gets.
represent tanks, infantry and terrain. This is quite a The game’s box promises “all the thrills of aerial
good marketing ploy as all of the playing counters combat” with “exciting dog-fights, hiding, seeking,
can be replaced by its own plastic models, which chasing, turning, diving, crashing”, but this is
■ WWII: fun for all the family. vastly improves the look and feel of the game. somewhat of an overstatement. There is a distinct
I say “returned to the games industry” because lack of depth to the game with virtually no strategy
Airfix has ventured into the world of tabletop and, in general, whoever manages to get their
gaming before. It’s a versatile company that has planes in the air first wins the game. It’s a shame
also manufactured a wide range of slot car racing as it could have been so much more and the actual
systems and accessories. Airfix is certainly most game and its playing pieces are of good design and
famous for its plastic model kits – and in particular quality. It is, of course, possible to introduce house
for its kits featuring warplanes – so its 1976 Fighter rules to make it both fairer and more fun.
Command Game doesn’t seem too far away from While the game is not great to play it is quite
its roots. rare – so if you see one it may be worth picking up.
■ Ready for takeoff.
The Fighter Command Game is played on a green Complete sets are very hard to come by and you
plastic base into which you slot a transparent plastic would usually need to buy more than one set and
sky area for the battle to take place. Each player has combine them. The poor box design and rather thin
Words Phil Robinson six plastic planes that can be pegged into holes on card used to manufacture it means that boxes are
Phil Robinson is a game
the base or the transparent sky area. There are six always in poor condition.
historian and the founder Spitfires and six Messerschmitts, plus an anti-aircraft It is nice to see Airfix return to making games
of the Museum Of Gaming gun for each side that pegs into the base. There are with Battles which shows it can make something
(www.museumofgaming.org.uk), also several stickers on the sky area that represent interesting that appeals to both Airfix fans
an organisation that explores
and documents the history of
obstacles or places to hide. and gamers. Fighter Command Game wasn’t a
gaming through its collections, It looks a little like Battleship with planes, but the great game yet has still managed to become a
exhibitions and research. game is actually far more simplistic to play than that. collectible item. ■
130
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80 YEARS OF MIDDLE-EARTH: TOLKIEN ON THE TABLETOP | INSIDE THE WARGAMING COMMUNITY
WHAT YOU MIGHT’VE MISSED AT UK GAMES EXPO | HOW ANALOGUE GAMING WENT DIGITAL
REVISITING THE DISCWORLD RPG AFTER TWO DECADES | A GUIDE TO SOLO GAMING