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p02-03.indd 2 17/01/2017 14:21


JUNE
p004.indd 1 17/05/2017 12:15
IN THIS ISSUE
06 NEED TO KNOW 63 NOT JUST A GAME
The latest news from Tackling serious issues using
around the world of gaming. gaming in The Journey.

10 FIRST TURN 64 ULTIMATE GAMING ROOM

WELCOME
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

Contact us... to battle Giant Killer Robots.

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
twitter.com/TabletopMag
Owen Duffy blasts off with Runewars Miniatures Game.
Star Wars hit X-Wing.
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EDITOR Matt Jarvis MARKETING BRAND MANAGER 118 A DM’S GUIDE TO RPGS
01778 392 400 Nicola Lumb 01778 395 007 42 INFECTIOUS PLAY Introducing storytelling to
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HEAD OF DESIGN & PRODUCTION Thing to the tabletop.
Lynn Wright PUBLISHED BY
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GROUP TELESALES EXECUTIVE We head to the Red Planet 128 SHOP DIRECTORY
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AND PRODUCTION printed by Warners
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danielle.tempest@warnersgroup.co.uk RPGs: Tales from the Loop. Command Game from 1976.
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005_WelcomeContents_v3 MJ.indd 5 22/05/2017 14:49


NEED TO
KNOW...
LOOKING RAD
While video games arriving on the tabletop co-op and solo play over a set of story-
is about as common as breathing nowadays, driven missions, as players venture out
we were pleasantly surprised to hear that into the irradiated remains of America with
legendary post-apocalyptic RPG series crews of up to 30 models.
Fallout will be the next virtual creation to make Modiphius has already shown off some
the leap to the physical world. of its resin figures for the game, including
What might surprise you is that Fallout: deathclaws, heavily armoured Brotherhood
Wasteland Warfare won’t just be another of Steel soldiers, human wastelanders and
board or card game; it’s actually a fully-fledged floating eyebots. There’s even a Nuka Cola
32mm-scale miniatures wargame from Achtung! vending machine, plus buildings and scenery
Cthulhu and Mutant Chronicles outlet Modiphius. from the Red Rocket to Sanctuary Hills.
Running on a brand new game system, Before you roll your eyes and sigh ‘Urgh,
Wasteland Warfare will be based on the entire another Kickstarter’, know that the game will
20-year-old PC and console franchise, not be heading straight into shops without even a
just the latest entry, 2015’s Fallout 4. whiff of crowdfunding and should be out this
As well as traditional player-versus- autumn. If we’re not already living in a nuclear
player skirmishes, the game will support warfare nightmare in real life by then, that is.

GREEN WITH ENVY… OR SOMETHING ELSE


Eric Lang’s Blood Rage follow-up Rising Zombicide: Green Horde will once
Sun recently ousted Zombicide: Black again pit players against an attacking
Plague from the top of Cool Mini or army of undead fantasy creatures,
Not’s list of Kickstarter success stories, including brand new infected orcs and
but the publisher already has plans to goblins that lend their hue to the title
break its own record again with a sequel and are said to be stronger than their
to the standalone fantasy-themed fellow human brain-munchers.
zombie-killing spin-off. Plague the defending
As in Black Plague,
survivors will have medieval weaponry
and magical incantations at their
disposal as they try to fend off the CHAOS IN KENT
onslaught. Black Plague’s expansion, One of the UK’s biggest and best online games
Wulfsburg added zombie wolves and
Wulfsburg, retailers, Chaos Cards, has opened a real-life shop
towers to climb. down in Folkestone, Kent.
Black Plague racked up nearly At 4,000 square feet, the location has got a fair bit
$4.1 million on Kickstarter back in of space to check out the latest releases and try some
2015, and remained Cool Mini for yourself from a library of playable titles. There's
or Not’s most-funded campaign also the chance to buy food and drink – meaning you
(and the fourth most-funded don’t even need to leave to eat until you’re eventually
tabletop game on Kickstarter) turfed out at closing time.
until Rising Sun picked up Chaos Cards has said it will hold regular
$4.2 million earlier this year. tournaments and events in the brick and mortar outlet,
The Green Horde Kickstarter is and kicked off its opening with a day-long celebration
set to begin at the end of May, so it featuring Magic and Pokémon tournaments, plenty of
should still be running by the time you board games and some miniatures action in the form
read this. of Runewars, Guild Ball, X-Wing and Test of Honour.

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006_009_news_v2 MJ.indd 6 19/05/2017 15:22


CONTACT US...
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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
this year.

FOURTY THOUSAND (AND THIRTY)


If you’re of a certain age – particularly an age where you sometime in the last 40 or so years – don’t worry, as
remember gluing and painting tiny plastic space marines existing armies made up of both Games Workshop and
as a teenager – prepare yourself, because the following Forge World models will be compatible with the new
news may trigger sudden feelings of nostalgia and systems. What will be losing support is the current range
oldness: Warhammer 40,000 is 30 years old this year. of 40,000 codexes, which you’ll need to track down before
To celebrate its sci-fi universe hitting three decades they go off sale if you want to maintain them as a record.
on the clock, Games Workshop has announced a brand The core rules will be released for free, with the
new edition of the storied miniatures wargame that looks publisher promising ‘several options’ when it comes to
set to overhaul the title with revised rules more in line hunting down the books needed to play. The rules will
with its fantasy sibling Age of Sigmar. be updated and evolved annually in response to player
Described as a ‘fresh start’ for the series, the upcoming feedback, in a manner similar to Age of Sigmar.
version will feature a sleeker ruleset that encourages In terms of narrative, the latest edition will continue
faster matches and supports open, narrative and matched some of the arcs from the current iteration of 40,000, as
play, including a points system for use in tournaments. well as introducing new story strands.
If you already have an collection of figures hidden Warhammer 40,000’s new edition will be out soon,
away somewhere – which seems likely if you were born with a starter box promised.

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006_009_news_v2 MJ.indd 7 19/05/2017 15:23


NEED TO KNOW...

SHERIFF OF NOTTINGHAM CATCHES MERRY MEN


Sheriff of Nottingham is a brilliant This includes the chance to The black market consists of
play on the legend of Robin Hood play with two deputies in place of an extra set of cards that display a
and an ace little game of bluffing the sheriff when running with the specific illegal good. The first person
that is close to our hearts – yet, for full six people. The deputies can to smuggle the good depicted in
some reason, it’s never received work together to search bags or successfully picks up the cards,
an expansion in the three years allow players through, splitting the claiming a big cash bonus.
since its release. Until now. subsequent benefit or punishment A similar rule applies to the special
The first thing to say about when they agree or ending up with orders, which show both legal and
the Merry Men box is that it adds just one gaining (or losing out) if illegal goods; smuggling both in at
support for a sixth player, which the decision is split. the same time nabs the reward.
is lovely enough on its own. What Another fresh addition are Finally, the Merry Men mode
makes it even more lovely is that it laws, which can be implemented adds in members of Robin Hood’s
introduces several new gameplay each round by the sheriff to shake gang who can be smuggled to
variants that can be mixed into the up the tactics required by the unlock special powers.
base game as you see fit. other players. Merry Men will be out this August.

BRAIN GAMES Hive and Castles of Mad King Ludwig also


It’s a well-known side effect of games that, as recognised by the votes of hundreds of
well as being loads of fun to play, they’re not Mensa members.
bad for your noggin, either. The five games to make this year’s cut
To this end, the brainboxes at high IQ were magical co-op deckbuilder Harry Potter:
society Mensa have picked out five of their Hogwarts Battle; fellow deckbuilder Clank!,
favourite games for the last 17 years and which follows a group of thieves trying to
awarded them with the lauded Mensa Select keep quiet as they steal from a dragon
badge, reflecting not only their grey matter Hobbit-style; another book-inspired pick,
goodness but their entertainment value and Around the World in 80 Days; potion-brewing
replayability, too. memory test Amalgam; and Imagine, a
Past winners have included firm family fast-paced party game where players must
favourites such as Trivial Pursuit and Taboo, communicate given topics using little more
with modern classics Magic: The Gathering, than transparent cards with series of icons on.

pits two teams of humans against each other in a


THIS PARTY IS UNDEAD battle of survival against the undead.
Dead of Winter is returning with a brand new Each side will need to work together to complete
expansion – and this time it’s the living you’ll be shared joint-colony crisis cards, but will also have
wanting to fear. their own unique objectives and will need to fight
Unlike the previous add-on for Jon Gilmour and for control of the locations using a new combat
Isaac Vega’s dice-rolling zombie-killing hit, The system that involves tactics cards, bullet tokens
Long Night, Warring Colonies won’t be a standalone and the use of a 12-sided dice.
spin-off – you’ll actually need both the original box The teams will take their turns at the same time,
and The Long Night to play both of the new modes hurried along by an included sand timer.
included alongside a host of new cards. The second module can be played alongside also completing missions that impact both sides
It sounds like it will be worth the investment, the Warring Colonies mode, introducing a lone of the conflict.
though, as the eponymous gameplay variant wolf character who acts as a team on their own, As we write this, there’s no word on when Warring
expands the player count from five up to 11 and having their own den and personal quests while Colonies will be out – hopefully as soon as possible!

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Must end 30 June 2017

006_009_news_v2 MJ.indd 8 19/05/2017 15:23


FIGHTING BACK PAPERBACK GOES HARDBACK
Seminal choose-your-own-adventure book series Fighting
We love, love, love Tim as it’s set during the
Fantasy turns 35 years old this year, so book publisher
Fowers’ deckbuilding 19th century – the age of
Scholastic has decided to republish five of the classic
take on the word-building Austen, Dickens, Brontë,
titles to mark the occasion.
genre Paperback, so we Byron and other names
As well as re-releasing the books, which will include the
were overjoyed to hear the you’ve heard of and
iconic story The Warlock of Firetop Mountain, in August,
news that the designer is pretend you’ve read.
the firm will also be publishing a brand new entry in the
creating a follow-up to the As in Paperback, the
series penned by original Fighting Fantasy co-creator
card game with the perfect idea is to make words using
Ian Livingstone, who also co-founded Games Workshop
name: Hardback. the selection of letter cards
alongside Steve Jackson.
Hardback is technically in your hand. Only this time,
Livingstone’s fresh instalment will be called The Port of
a prequel to Paperback, there’s no central market
Peril and will take readers around the world of Allansia in a
from which you purchase with wild cards and make
hunt for treasure, with the teased return of a ‘terrifying old
cards. Instead, there’s every card a wild by placing
foe’ lurking in the background.
a new push-your-luck it facedown.
The partnership has also teased future releases for next
mechanic involving A co-operative mode
spring, but it’s not clear whether this will be revived books
the use of ‘ink’, was unlocked as part
from the past or brand new volumes.
which can be of the game’s almost
Also due out in August is the digital adaptation
used to draw $300,000 Kickstarter, with
of three of the stories – City of Thieves, Citadel of
extra cards but stop Fowers also promising
Chaos and Firetop Mountain – in the form of PC and
players from spelling to put out an expansion
mobile app Fighting Fantasy Legends, which features
words if they overuse to Paperback during the
deckbuilding and dice-rolling mechanics and has been
it. Another minor change campaign. Hardback will
developed by Nomad, the studio behind the digital port
is the decision to do away be out this October.
of Talisman.

CRACKING NEWS, GROMIT


There are few British on-screen What the game will consist of
creations as widely loved or as, is currently unclear, but what’s
well, British as plasticine pair intriguing is that the Lamonts
Wallace and Gromit, so news of a previously hinted at being offered
brand new tabletop game based the opportunity to work with the
on the adventures of the cheese- Wallace & Gromit licence way
loving inventor and his mute back in 2010 and decided not to
mutt has us excitedly scoffing take it any further at the time. The
gorgonzola and crackers. same post, made last October,
The currently untitled project also hinted that the game would
is being developed by Shear soon be heading to Kickstarter.
Panic and Snow Tails designer- The last official Wallace &
publishers Gordon and Fraser Gromit game was 2011 TV
Lamont, better known as Fragor show tie-in Rocket Race. The
Games, who posted a picture Lamonts promised that – despite
of them stood next to life-size the immediate suggestions of a
models of Wallace, Gromit and rebranded Shear Panic – their
Shaun the sheep at the studio of title would be completely different
Aardman Animations. from their previous releases.

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HISTORY & CONQUER
THE ARCTIC

006_009_news_v2 MJ.indd 9 19/05/2017 15:23


FIRST TURN
PHILIPPE KEYAERTS
The Belgian empire-builder (and destroyer) on his debut title Vinci: the
game that would later evolve into the planet-conquering Small World
Interview by Dan Jolin

“The first BACKGROUND


“About 20 years ago, I was working in the computer
HOW TO PLAY
“The idea is you get not one civilisation, but several.
thing I’d say science department at Brussels University when
I began to think about Vinci. I had made some
In general, in civilisation games you have one tribe,
one empire, from start to end. But in real history even
to anyone prototypes of other games, but Vinci was the first
‘real’ game – it was a game, not just an idea. Though
big empires fall. So each player develops their empire,
which has a special power that’s different from all the
designing I wasn’t thinking about publishing it; I just wanted to
make a game.”
others, but it will eventually die. So they then take
a new one. It’s basically the same system as Small
their first COMPONENTS
World. When I designed Small World, I worked anew
but from the same base – with a fantasy setting in
game is: “I have five siblings, so we played a lot of board games
when I was a child, but I stopped when I moved to
mind, and a younger audience.”

don’t forget Brussels to study mathematics. Then, from 1992, I


discovered what we call the ‘German school of games’
END OF THE GAME
“Vinci is the game that started it all for me, so it’s my
you have to and I began playing Acquire – though it’s not really
a ‘German’ game, but an ancestor – and Full Metal
baby. I still love it. Okay, now I can see it’s not perfect.
Like the fact that you play until one player has 100
enjoy it.” Planète, which is a big-box science-fiction game. Also,
of course, I played Civilization. During my research I
points: that doesn’t work well, because by the end of
the game one person is so much the leader the tension
found and played History of the World, a game where falls. I prefer the fixed number of turns in Small World.”
you have a tribe for one turn and then you move on,
and Britannia. But neither of them was designed how STRATEGY TIPS
I would have designed them.” “The first thing I’d say to anyone designing their first
game is: don’t forget you have to enjoy it. That’s the
OBJECT most important thing. I begin with a mechanism, but
“I began with this idea of the raising and dying of even if something works on paper you have to be sure
empires. And then I started on the mechanism. The it’s fun to play. Okay, fun is a very vague word; I mean
decline mechanism had to feel natural, rather than laughing, thinking, studying and co-operating. And
forced by history. Like, ‘if you are a Roman, you must just try to make a game. Not a project to publish. The
have three turns and then you go into decline’ – I first thing should be a game on the table, with players
didn’t want this. So I worked a lot on the mechanism. enjoying it. And then the public will come after.” ■
Imagine a drop of oil, falling in slow motion to the
ground. It spreads larger and larger, but also thinner
and thinner. That was it. I just had to translate it into a
board space and a bunch of counters!”

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

010_FirstTurn_V2 MJ.indd 10 19/05/2017 15:29


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p011.indd 1 17/05/2017 12:17


MY FAVOURITE GAME
GRANT RODIEK
The Hyperbole Games founder and designer of Cry Havoc, Hocus and
Farmageddon reveals why buccaneering title Libertalia is the pi-right pick for him

“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.’ ■

■ In Libertalia, players all have


the same cards but must try
to outwit their rival pirates by
playing them in the best order.

12

012_myFavouriteGame_V2 MJ.indd 12 19/05/2017 15:30


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p013.indd 1 17/05/2017 12:27


KICKSTARTING
FROM SCRATCH
Holly Gramazio begins our new column following Art Deck from concept to
Kickstarter – and beyond – by introducing her team’s unique drawing game

“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. ■

In the next issue, we weigh up the benefits and


■ Players have a go at Art Deck
at New York University’s No challenges of crowdfunding as Art Deck prepares
Quarter gaming exhibition. to make its Kickstarter debut

14

014_kickstartArtDeck_v2 MJ.indd 14 19/05/2017 15:31


Plastic Napoleonic British Heavy Cavalry!

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!

British Union Brigade plastic boxed set: £20 / $32


B
British Household Brigade plastic boxed set: £20 / $32
Royal Scots Greys command Household Cavalry trooper

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

p015.indd 1 22/05/2017 09:50


1 2
RED7
Taking the changing rules concept of
something like Fluxx (but with a greater
reliance on strategy than pure luck)
and applying it to the simple colours
and numbers design of Uno, Red7 is
a very easy game to pick up and play STAR REALMS
with a surprising amount of depth. Proof that cheap doesn’t mean
Each round, players can add to the set shallow, Star Realms is an
of cards they have in play or change excellent sci-fi deckbuilder
the current rules based on each card’s that pits two players against
colour – or both. Failing to achieve each other in fast-paced
the ‘winning’ rules in play means space combat. It’s simple
elimination, simple to understand, but there’s a
as that. Red7 can satisfying tactical depth to
be explained in the gameplay and universe as
about 30 seconds players purchase new bases and
and played in ships and boost their trade or
as little as five combat prowess in an attempt to
minutes, and can whittle their opponent’s authority
be fittingly picked down to zero. What’s even better
up for as little as is that the sets can be combined
£7 – a bargain, to support up to six players
given that you’ll and two-player matches can be
want to play again completed in 20 minutes, making
and again. it an ideal travel game, too.

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

016_017_tenOfTheBest_V2 MJ.indd 16 19/05/2017 15:31


5 6
HANABI
A Tabletop Gaming team favourite, this Spiel des
Jahres winner’s gameplay is as bright, entertaining
and brief as its fireworks theme. Players are forced to
hold their cards outwards so they cannot see them
– but everyone else can – and must work together
to set off the perfect DOBBLE
arrangement of dazzling The perfect title to play
rockets. To do so is easy: with kids (who will probably
lay down each set of beat you thanks to their
coloured cards in order young brains), Dobble’s
from one to five. But it’s lightning-fast spot-the-match
harder than it sounds gameplay takes a one-note
when you can’t see what idea and transforms it into
you’re playing! Hanabi is a a gripping observation race.
wonderful little game with It proves to be much more
plenty of sparkle – and, intense and replayable than
unlike a box you might first expect thanks
of rockets, to the smart design – only
doesn't risk one symbol on each of the
setting your 50 cards is ever a match.
garden shed The portable diddly tin also
on fire. comes with suggestions for
a variety of different game
variants, too, giving it plenty
of long-term life.

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

016_017_tenOfTheBest_V2 MJ.indd 17 19/05/2017 15:38


world, Exuviae allows the GM to easily build
scenarios that have both style of the period
and unseen darkness within them.
From Onyx Path Publishing comes
the Chronicles of Darkness: Dark Eras
Companion. This book details eleven new eras
for Chronicles of Darkness, from Ancient Rome
through to the Russian Revolution. It includes
new ideas for supernatural creatures native to
those periods, as well as additional material to
help in getting the feel for the eras correct.
Several years ago, Eclipse Phase changed
the face of sci-fi roleplaying, and now a second
edition of the title has made it through Kickstarter.
Combining all the lessons learned over the course
of the first edition and including new art and
systems, the new version looks to be every bit
as groundbreaking as the original. The physical
volume is scheduled for October this year.
Another old favourite getting the remake
As summer arrives, we look ahead to some of the roleplaying releases treatment is Talislanta. Recently funded on
on their way – as well as recent crowdfunding success stories Kickstarter, the new edition is not a sequel but
a prequel, detailing the world as it was just
Words by John Dodd
after 'the Great Disaster', when civilisation was

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

018_019_RollCall_v2 MJ.indd 18 22/05/2017 14:51


“Rather than
the normal
sort of RPG
where the
players
take centre
stage, Age
of Anarchy
has the group
working using
less obvious
methods to
secure their
own positions
on the stage
of history.”

19

018_019_RollCall_v2 MJ.indd 19 22/05/2017 14:51


ALL THE JAHRES
James Wallis replays the winners of the Spiel des Jahres in order
Title: Sherlock Holmes: Consulting Detective | Year of win: 1985
Designers: Raymond Edwards, Suzanne Goldberg and Gary Grady
Number of players: 1-8 | Playing time: 60-120 minutes | Worthy winner? Absolutely
Worth playing now? Absolutely | Availability: Brand spanking new edition | Price: £37.99

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

020_021_allTheJahres_v2 MJ.indd 20 19/05/2017 15:40


anachronistic, hard to read and not free of languishing in obscurity. It remained there
Next issue: 1986 winner Heimlich & Co.
typos) doesn’t sound like fun, you’re not for almost 25 years until French publisher
going to enjoy this. Ystari tracked down its surviving creators and James Wallis is a games designer and director
Perhaps it’s unsurprising that a game as undertook the labour of love of putting a new of the games consultancy Spaaace.
far ahead of its time as Sherlock Holmes: edition together.
Consulting Detective wasn’t a smash hit Their diligence has been rewarded and
when it first came out. It was expensive and the game is now hailed for all the qualities ■ Opposite: The 1981 Sleuth Publications edition
didn’t fit any obvious marketing categories the Spiel des Jahres jury recognised in it of Sherlock Holmes: Consulting Detective.
except gamers who were also Conan Doyle 30 years ago. It’s a modern classic: aged (David (antodek on BoardGameGeek))
fans. There were a few expansions, a few but, like a bottle of fine port, still capable
foreign editions and a hard-boiled version of creating a memorable evening, even if ■ Above: The best-known Ystari version of the
called Gumshoe, but by the early 1990s the you may not remember all the details in game (left) and this year's Asmodee re-release as
English edition of Consulting Detective was the morning. ■ The Thames Murders & Other Cases (right).

“Perhaps it’s unsurprising that a


game as far ahead of its time as
Consulting Detective wasn’t a smash
hit when it first came out.”

21

020_021_allTheJahres_v2 MJ.indd 21 19/05/2017 15:40


PARTY
ANIMALS

22

022_026_bearsVsBabies_V2 MJ.indd 22 19/05/2017 15:42


A
Two years after t the beginning of 2015, a small card game It turns out that
starring extremely volatile felines popped up the combination of
Exploding Kittens on crowdfunding site Kickstarter. an internet-friendly
blew up Kickstarter, The brainchild of former Xbox video game title, quick-fire party
developers Elan Lee and Shane Small, and illustrated gameplay and cute cats is
designer Elan Lee by Matthew Inman – better known as the creator of like catnip for us mere humans
hugely popular web comic The Oatmeal – Exploding – who’ve guessed? – and Exploding
and artist Matthew Kittens was essentially Russian roulette with cards. Kittens quickly lived up to its moniker,
Inman are back Players drew a series of ridiculous cat types (including blowing up Kickstarter by raising nearly $9
tacocat, overweight bikini cat and hairy potato million and attracting over 219,000 backers
with Bears vs cat – we can’t decide which is most disturbing) and – making it the crowdfunding site’s most-funded
Babies. We caught actions allowing them to look at the central deck, project until Kingdom Death: Monster 1.5 closed
avoid drawing or force other players to pick up with $12.4 million at the start of this year. (Although
up with Lee to see extra cards. When a kitten was revealed, wielding Kingdom Death’s much higher price tag meant it had
incendiaries that would make Wile E. Coyote’s eyes fewer than a tenth of Kittens’ backer count.)
how their small water, that player had to find a way of defusing it A NSFW standalone spin-off deck and full
game of comedy (catnip sandwiches, kitten therapy and laser points expansion, Imploding Kittens, followed the base game
all effective) or they blew up along with the moggy, and were quickly snapped up by fans hungry for more
cats turned into all eliminating them from the game. You wouldn’t guess Kittens. It was clear that the team was onto something.
out teddy-tot war it from the absurd feline theme it ended up with, but A new game seemed inevitable. But how do you follow
the game started off as something far tamer. the biggest party hit since Cards Against Humanity?
“Matt and I have some friends in common so we Well, you’ll need two key ingredients…
end up in the same room a lot,” Lee answers when
asked how the trio behind the title came to be. “When ENTER, PURSUED BY A BEAR
I resigned from Xbox, I started working on a new “The original idea was Matt’s,” Lee says of Bears vs
game design called Bomb Squad with my friend Babies, the follow-up to Exploding Kittens that features
Shane Small. I had been working on the game even bigger furry animals and approximately 5,000%
for a few weeks and carried a deck with me more nappy-clad infants.
everywhere I went. I would often steal any “Matt is the king of non-sequiturs. Four years ago,
spare moments my friends would tolerate to he had this idea to start putting the body parts of some
test and retest the ruleset.” of his characters on cards – Pomeranian heads, fighter
Equipped with nearly jet arms, legs that can run at the speed of light – so that
two decades of experience players could arrange and rearrange his cards in any
working on video games and order they’d like to create their own non-sequiturs.”
movies – including heading up the In a reversal of situations, Inman eventually found
creation of The Beast, the alternate himself calling on the design expertise of Lee to round
reality game used to promote Steven out what was at the time simply a strong idea based on
Spielberg’s A.I. Artificial Intelligence – Lee the off-kilter comedy that had made The Oatmeal an
was clearly no stranger to creating unique ways of online phenomenon.
playing. What he needed to complete the package “The humour was amazing, but there wasn’t much
was a killer hook. Enter Matthew Inman, the final gameplay to it,” Lee explains. “About a year ago, he
part of the trinity, and the theme that would rocket brought the idea to me, and we tinkered with a ruleset
Bomb Squad to multi-million-dollar success. for a few weeks. Once we had something pretty solid,
“Matt had heard about Bomb Squad and asked if we pestered all our friends to play with us. Each time
he could play,” Lee recounts. “I told him we could we played, we changed the game a little bit until finally
certainly find better things to do than play a silly our friends were pestering us to play instead of vice-
prototype, but he insisted and I agreed to show versa. It was at that point that we knew the game was
him the game for five minutes before we went out solid enough to start a crowdfunding campaign.”
to dinner. Those five minutes turned into ten, and Like Exploding Kittens – and most of the party games
those ten turned into an hour. When three hours had that go on to become tabletop phenomena – Bears vs
passed, and we were all starving, we agreed to take a Babies is born to be a crowd pleaser. But unlike popular
break and play again the next night. This turned into examples such as Cards Against Humanity, where
a ritual for the next week. It was the most flattering the comedy comes ready-packed into the box and is
playtest result I could imagine. deliberately designed to be assembled during a game
“At the end of the week, Matt asked if he could with little effort from those playing (even a po-faced
join the team to create the final version of the game. lawyer could put together an amusing ‘fill the blank’
He only had one condition: we’d have to change the punchline using those particular cards), Lee believes
Words by Matt Jarvis name to Exploding Kittens, ‘Because: the internet.’” that Kittens and Bears aren’t ‘funny’ games – ▶

23

022_026_bearsVsBabies_V2 MJ.indd 23 19/05/2017 15:42


BEARS VS BABIES

instead, they merely act as a way to encourage their


players to be amusing themselves.
“You know Combat is simple to resolve – if your monster has
more cards than the number of babies, you survive the
“Exploding Kittens was built around a
very simple concept: the game should not be
you’re done battle. Lose and your beautiful monstrosity is destroyed.
It might seem like you’d want to work with your fellow
entertaining,” he explains. “The game should be
the mechanism by which the people you’re playing
when your humans to fight off the newborns, but the idea is to
provoke the gathering force of babes once you’re ready
with become entertaining.
“Whenever our fans send us videos of their game
friends are but before anyone else has a chance to stop them. Eat
the most babies and you win. Yep, really.
nights playing Exploding Kittens, we watch them
laughing, yelling, pointing and throwing things.
happier at It may be more strategic and ‘deep’ than Kittens’
luck-driven core, but make no mistake: Bears vs Babies
Alliances are formed, betrayals are commonplace and
we get emails thanking us for saving marriages at least
the end of a is still very much a party game. That’s not to say it’s
mechanics are throwaway, either; Lee suggests the
once a week. That’s because the players are the focus
of the game. The cards themselves are just the tools
game than game includes exactly as many rules and gameplay
elements as it needs to in order to achieve its goal.
that allow the players to take actions.”
Bears vs Babies repeats this mantra. Although
they were “When I design a game, I always start with the basic
mechanic,” he comments. “In Exploding Kittens, it
it shares more mechanical similarities with Cards
Against Humanity’s DIY joke-construction gameplay
when they was ‘Russian roulette with cards’. In Bears vs Babies
it’s ‘build monsters for battle’. Once you have that core
than Exploding Kittens, there are fewer ready-made
punchlines (though you hardly need to know the
started.” mechanic you can add a series of rules and evaluate
each against the same set of criteria: was this rule fun?
context to laugh at ‘...who is being piloted by a robo- Did it enhance the basic mechanic? Am I now playing
squirrel’) than CAH’s constant stream of gasp-inducing against the game instead of the other players? Coming
answers. Instead, Bears’ humour relies more on the up with an endless string of rules is easy. The problem
slamming together of otherwise largely mundane is that most will not satisfy all of those criteria.
factors – a shark, business attire, a peg leg and a squid “Sometimes new rules will break older ones, and
are pretty ordinary separately, but Frankenstein sometimes older rules fade away to reveal some new
together a shark dressed in business attire who is also a insight about the core mechanic. This process takes a
squid with a peg leg (or, erm, tentacle) and you’ll start massive amount of patience and the endless ability to
to hear giggles around the table. throw away things you love.”
“Bears vs Babies is built with the same design And what exactly is the ultimate goal? Why, it’s obvious.
goal [as Kittens],” Lee continues. “The cards are “You know you’re done when your friends are
amazing and hilarious, but each one unlocks an happier at the end of a game than they were when
interaction between two players at the table. There’s they started,” Lee summarises.
nothing we can build that’s as incredible as the Both Exploding Kittens and Bears vs Babies have the
people you’re already friends with, so our goal is to fingerprints of Lee and Inman over them, but the
build the tools to let you play together in the most two games reflect the specialities – design
spectacular way possible.” and visual comedy – of their lead authors
in slightly varying ways. In the end, it’s
PRE-BEAR FOR BATTLE a harmony that comes together for
Bears vs Babies doesn’t stop at ‘Ha ha, who that same modest – but deceptively
made the funniest monster?’ It’s arguably a tricky to achieve – aim.
more involved game than Exploding Kittens, “The process for each
pitting the monstrous creations of players game has been different,”
against an army of invading infants – Lee compares. “Exploding
that’d be the ‘vs Babies’ bit. Kittens came together in
A force of sprogs builds up in the a matter of weeks, and
centre of the table, including the icky was designed around an
(big ol’ diaper baby), bizarre (laser idea for a game mechanic.
pterodactyl baby, Portuguese Man Bears vs Babies started
o’ Baby) and downright because Matt wanted to
freaky (scary hairbaby, let his audience build visual
beard baby). non-sequiturs out of his art.
Eventually, a player I immediately fell in love
dares to interrupt with the concept and we
the tots’ naptime worked together to design
by playing a provoke gameplay around the art.
card – once awoken, they “In general, the
attack. Y’know, like babies do. partnership works

24

022_026_bearsVsBabies_V2 MJ.indd 24 19/05/2017 15:42


because we both have very different skill sets and
neither of us has much desire to become a pro at
the stuff the other guy is good at. Also, we both
hate long meetings.”

BABY, YOU’RE A RICH MAN


Although it’s since been surpassed
by Kingdom Death, Exploding
Kittens’ Kickstarter campaign
remains the first significant turning
point when tabletop games proved
they could hang with the heavy
hitters on the crowdfunding site.
It took under 24 hours for the team to raise $1.3
million – in fact, within just seven hours the
original $10,000 goal had been smashed seven
times over. Bears vs Babies launched with the giving birth to another ■ Above: Players construct their
same target, a perhaps surprisingly low bar pumpkin, and getting monsters before provoking the
given the massive response to Kittens.
Kittens Lee a Bears vs Babies tattoo. sleeping babies.
insists that it’s not all about the money. Not to mention countless
“This second time around pictures of babies dressed ■ Opposite: Elan Lee previously
we hit our funding goal in nine as bears – we’re surprised the worked with video games and
minutes,” he recalls. “When that internet is still running. Needless movies for two decades.
happened we came to a really to say, the enthusiastic response
important realisation: we’re no quickly levelled-up the game by ■ Below: Exploding Kittens and
longer crowdfunding to raise adding extra cards, Bears vs Babies- The Oatmeal artist Matthew
funds, we’re crowdfunding to themed condoms (to prevent babies, Inman once again contributed
raise a crowd.” rather than bears, we’d hope) and covering the illustrations but also came
In the nearly three years the box in fur. up with the original concept for
between the campaigns for Kittens and Bears, “Three weeks into the campaign, our backers had Bears vs Babies.
Kickstarter had exploded in popularity for tabletop already unlocked three free upgrades by playing this
designers looking to get their own eccentric or crazy challenge game with us!” Lee says.
innovative games made into a reality – with no small
thanks to the success of Lee and Inman. As the BACK TO REALITY
platform quickly filled up with projects good and bad As recently as five years ago, leaving a high-powered
alike, designers continued to find ways to try and job and two-decade career working for technology
make their campaign stand out from the crowd, as giant Microsoft in one of the world’s fastest-growing
well as trying to coax more of those vital dollars out of industries – video games – to make a small card
fans already interested in the game. Despite Lee and game starring cartoon cats would’ve left mouths
Inman’s crowdfunding fame, it was no different for agape. Today, Elan Lee’s move isn’t just acceptable
the pair as they returned to the platform. – it’s becoming an increasingly common story, as
“Everything in our campaign was designed around designers and authors from video games, movies, art,
having fun with a large group of people online,” Lee literature and more flock to the tabletop to bring their
explains. “We created challenges asking the crowd to ideas to cardboard life.
take pictures of their pets disguised as fighter jets, of “Building casual games that friends and families
gummy bear towers balancing on their infants, and to can play at parties and around the dinner table is
write horrible Bears vs Babies-themed haikus. The deal certainly a new passion,” Lee says of his own journey.
is simple: do these silly and amazing things with us, “It’s quite a departure from what I’ve been doing for
and we’ll keep upgrading the game for free.” the last 20 years.”
Like any rational person presented with the It’s not only those making games that are returning
chance to bag more swag for free, Bears vs Babies fans to board games, either – tens of thousands of players
dived into the increasingly ludicrous tasks headfirst. are coming back to the tabletop
Among some of the more bonkers achievements as they search for ways to
unlocked by the 85,000-plus backers were the trials of connect with their friends and
legally renaming a “baby, pet or vessel” to Crabbin’ family in meaningful ways, in the
McThundersquash (it turned out to be a ship – breathe face of an increasingly disconnected
easy, parents), posting pictures of Pomeranians modern world. It’s a sentiment that
wearing ‘incredible’ underpants and a pumpkin Lee echoes. ▶

25 25

022_026_bearsVsBabies_V2 MJ.indd 25 19/05/2017 15:42


BEARS VS BABIES

“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

022_026_bearsVsBabies_V2 MJ.indd 26 19/05/2017 15:42


. Recruit Cultists
. Gather Power
. Perform Rituals
. Go Mad
. Die

p027.indd 1 17/05/2017 14:29


HITTING
THE SPOT
Cinematic effects studio Weta has been responsible for the visual punch of blockbusters from
Lord of the Rings to Avatar and Mad Max. Now, it’s bringing its design expertise to the tabletop realm
with GKR: Heavy Hitters. Senior concept designer Paul Tobin unleashes the Giant Killer Robots
Words by Matt Jarvis

Z
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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028_031_GKRHeavyHitters_V3 MJ.indd 28 19/05/2017 16:41


bunch of design work where we needed to take AR
into account,” he recalls. “Part of that was designing
the look of the robots so they could be visually tracked
when you held your phone or tablet up. So we came
Spell Wars of the
tabletop publisher behind Spyfall, Epic up with this very signature look to the robots which
titles such as Ghostbusters:
Battle Wizards and licensed we never would’ve come up if it hadn’t been for the
Gam e and the DC Com ics Deck building Game.
The Board augmented reality part of it. That was an interesting
grew , the AR elements
As the project’s physical focus side note as to what we got out of augmented reality
asing ly push ed to the back grou nd. With
were incre even though we didn’t end up pursuing it.”
and Cryptozoic
Trigger’s subsequent departure, Weta
the virtu al side altogether.
ultimately decid ed to drop
board game
ANOTHER WORLD
ucin g the best
“We just focused on prod Weta has built a reputation on making the dreams
d and just not purs uing the augm ented
that we coul of others a reality, whether it’s Tolkien’s literary
Tobi n expla ins. “We
reality aspect at that moment,” creations or the cinematic images of visionary
a long time , I migh t add. It wasn ’t just
pursued it for directors. When the chance arose for the team to
ths in on it.
like a flash in the pan; we were mon unleash their own imaginations for the first time
a road trip in the State s; Leri and a couple
“We did “We have a reputation for being world builders,” Tobin
took the proto type game
of the other guys from Weta says. “I guess it started with Lord of the Rings. It certainly
trip arou nd nine state s in the US, visiting
on a road continued with Avatar, District 9, The Hobbit and a
the thing is we don’ t have
stores. Because, of course, bunch of other films we’ve worked on. This was a big
in the gam es desig n area. We’v e got a
any street cred first step for us because [Weta co-founders] Richard
it’s important –
lot of cred in the filmmaking area and Taylor and Tania [Rodger] literally let us create our own
y big on doin g our hom ewor k and actually
we’re reall world for the company. Usually we’re guns for hire,
we took the game on the
engaging with our fans. So we work for other people like James Cameron or Peter
and the feed back that cam e back was that the
road trip Jackson, so this was a big opportunity for us to actually
AR aspe ct of it was not
game was kind of fun but the create our own world.”
ng to the fun facto r. In fact, it was limiting the
really addi Once Weta had bolted together the basics of how
it was locking the
fun a little bit because, for starters, the titular machines looked and the universe they
rienc e to two playe rs, beca use that was the
game expe inhabited, it was time to put them into motion.
nolo gy coul d allow. Once
limitation of what the tech “One of the coolest things in terms of how the
from the road trip, we did a big serious
we got back game developed was that we came up with the
d up decid ing that the
rethink and we basically ende basic backstory, a bunch of designs for the robots,
bette r spen t inves ted in mak ing a better
money was we outlined a few pilots and then we pretty much
in tech nolo gy that didn’t
game rather than investing just handed that over to the designer, Matt Hyra at
ly impr ove the enjo yme nt of the game.”
necessari Cryptozoic, and just said: ‘Here’s some ideas we’ve
ons of Heavy
Although the augmented reality secti had around gameplay, go crazy,’” Tobin reveals.
d up on the scrap heap , the time and money
Hitters ende “Other than the restraints of the AR that were still in
plete ly. Tobi n suggests
spent didn’t go to waste com play at that time, Matt went away and basically came
hed boar d gam e wou ld look very different if
the finis up with a bunch of really cool gameplay ideas and ▶
lopment.
AR had never been a factor in its deve
thing abou t the augm ente d reality
“The cool
d up havi ng to do a
opportunity was that we ende

29

028_031_GKRHeavyHitters_V3 MJ.indd 29 22/05/2017 15:03


GKR: HEAVY HITTERS

“Myself, Leri and Christian grew up in the ‘80s and


we’re big fans of RoboCop, Total Recall and Starship
Troopers – a lot of those tongue-in-cheek dystopian
futures that have a good sense of humour to them,”
Tobin says. “In my case, I grew up reading Judge Dredd,
which was a massive influence. So a lot of those interests
led us to explore a world where we could have fun
with consumer culture and celebrity status – this
whole reality TV nightmare we’re living in these days.”
Despite the homage it pays to iconic depictions
of humanity’s future as being bleak, GKR ditches the
cold grey and metal palette often associated with
the genre for an eye-popping spectrum of brightly-
coloured machines, partnered with comic book-style
visuals on the cards.
“Rather than do a Terminator 2-style post-apocalyptic
grim future, which we’ve seen play out so many times
before in film, we thought it would be far more fun if we
had a bit of a weird dystopian future where corporates
and consumer culture rule,” Tobin elaborates. “The
way that the corporates control people at some level,
manipulate people and keep them entertained is a bit
like the Romans with the gladiatorial games – keep
your population happy and you can control them –
with the idea that GKR, this giant robot sport, was the
biggest thing on the planet. Like football on steroids.
It pervades society. That was where we started
exploring the world and it just evolved from there.
“We were less influenced by video games, with
then we would look at those and feed back in again a big influence from anime and manga. Christian,
from the world point of view.” who did most of the robot designs – and his signature
The continuing rally between substance and style look pervades the game – he grew up on Akira, so
resulted in the introduction of brand new gameplay that was definitely a big influence for him. For me,
concepts to better reflect the vision that Weta had set it was definitely a lot of the 2000 AD megacities and
out to bring to life. some of the great storylines that were run around
“We really wanted to get more humour into the corporations gone crazy, there was some really good
game, so we started introducing sponsorship cards stuff there. Borderlands as a video game had a really
and more advertising – like Formula 1 racing, where nice stylised look to it, which we quite liked as well.”
that level of corporate control is pervading everything,” While GKR’s brawling bots and peppy look may call
Tobin continues. “Sponsorship cards were a great way to mind comic strips and Saturday morning cartoons,
of getting more humour into the game and a little bit Tobin stresses that the team ensured that Heavy
more of a depth to the world. It would just go back and Hitters lived up to its name when its gameplay comes
forth in a very organic process.” to landing the full might of its blow.
Although the GKR universe is an original creation, “We tried to avoid anything that would bring
it clearly bears the hallmarks of Weta’s 30-year history connotations of Transformers or Pacific Rim, because
working in the movies. Players control the pilots of those are basically IPs based around two robots
towering bipedal mechs as they battle to destroy smashing each other hand-to-hand a lot of the time,
their rivals or send four of the 3D skyscrapers placed whereas we’re taking a much more grounded, realistic
around the board crumbling to the ground – all for the approach to the robot design,” he insists. “The robots in
amusement of a human audience. GKR have a very strong level of physics-based realism.
Each robot is also backed by a fictional sponsor, each For us, it was looking at Boston Dynamics and some
with a satirical capitalist goal – from ensuring 100% of of those other cutting-edge military tech companies
the world’s natural resources turn a profit to replacing and looking at that as a leaping-off point. Our robots
unsightly forests with the refined sheen of shopping don’t lock together in physical combat and they don’t
malls. The robots can tag skyscrapers with their transform ; they’re basically war machines, so we treat
partner’s advertising to earn sponsor cards, unlocking them much more like tanks and that kind of thing.
extra abilities and weapons. Younger players may see it “The world’s seen more than enough of
as Pacific Rim meets Hunger Games,, while older fans are the gritty-real side of things. Giant robots or
more likely to notice similarities to older action classics.

30

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of sophistication is starting to be reflected in the
artwork and design. Maybe because of the success
of board games now, we’re seeing game designers
robots-versus-monsters is a well-trodden genre not being afraid to go and hire someone that they’ve
– Gundam and even Evangelion in the Japanese always wanted to work with but maybe in the past
space – so for us it was about reinventing it. That’s haven’t quite been able to afford.
where keeping the robots grounded, and bringing “I’ve seen a parallel development in TV; back
in the corporation aspect and strong colour [came in the day, TV was the poor man’s filmmaking, as
from]. That’s down to Leri, the other co-creator. He’s it were. It was always seen as a lower-class form
a graphic design guru and did most of the graphic of entertainment compared to the pinnacle of
design and corporation design for Neill Blomkamp’s filmmaking. Well, that’s completely one-eightied,
films and Avatar for Jim [Cameron]. We basically just hasn’t it? I’d argue that some of the greatest
unleashed him on this project. It’s that real signature entertainment on the planet right now is television
strong colour and brand identity – the really cool and we’re seeing top-level actors, designers,
names, like ThunderHappy and King Wolf – that’s all production designers and cinematographers coming
Leri. It’s like each one of us has brought a different out of the film industry and going into TV. As a result,
aspect to the world and then Matt and the Cryptozoic TV has exploded. I’d suggest that a similar thing is
guys have channelled that through gameplay.” happening with board games, where board games
is now pulling in video game and film designers and
A NAME FOR ITSELF illustrators and starting to make those connections.
Weta isn’t the only master of cinematic design It’s an amazing opportunity to work on a game.”
making a move into board games. Pop culture As for Weta’s own tabletop debut, Tobin reveals
art studio Mondo recently announced that it is that the studio has grand plans for Giant Killer Robots
developing a social deduction title based on John – including the suggestion of taking the game back
Carpenter’s The Thing called Infection at Outpost into the cinematic world.
31, in collaboration with newly-founded tabletop “We very much see the game as a stepping stone
publisher Project Raygun. That’s not to mention the to taking the world much further,” he discloses.
increasing number of movie adaptations coming out, “Obviously, that will depend a lot on the success of
from Labyrinth and Evil Dead 2 to The Godfather. the game first, but there’s no question that from the
Yet, Tobin sees a closer comparison in the growing very first moment we locked ourselves in the design
involvement of designers and artists from outside of studio meeting room for a week to come up with the
the tabletop circles to television, rather than film. world at a conceptual level, from the outset, we were
“I’ve never seen so much variety of game design already outlining a TV series and a movie. We can’t
coming out at the moment,” he observes. “That level help doing that, because that’s just the world we
operate in. It was then just distilling that back down
to make a good game. I can’t go into the plans for
GKR beyond that, but let’s just say if we’re lucky we’ll
definitely be seeing GKR in a different medium in the
near future.”
With GKR: Heavy Hitters raking in close to a million
dollars on Kickstarter and long-term ambitions already
in place for the game, it’s clear that Weta is here to stay.
“I know that, certainly from all of us that have
made this first board game, we’re all super keen to do
another one,” Tobin enthuses. “We’re very, very keen
to do expansions for GKR, as well.
“The hope would be that, if things go well, there’s
a really strong interest in us starting to look at doing
more board games. I wouldn’t be surprised if we
even look at doing some licensed board games
and also original board games, so it might end up
being more of a mix. We’re quite excited about the
prospect of actually making a
board game based on a film that
we’ve been involved with, because
that’s a fun challenge in itself. There’s
different opportunities of doing original
IP versus licensed. I think it would fun to
do both, so that’s something we’re going
to try to pursue.” ■

31

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p032.indd 1 17/05/2017 14:43
AN INTRODUCTION TO...

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

033_035_introToPathfinder_v2 MJ.indd 33 19/05/2017 15:43


AN INTRODUCTION TO...

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.

WHAT’S IT ALL ABOUT?


Although Pathfinder’s ’s rules and systems
can be transplanted to any setting, Paizo’s
The move divided the roleplaying adventures and materials for the game take
community, with some fans sticking to the place on the planet of Golarion, a fantasy
older 3.5 rules at the heart of Pathfinder and realm located in what’s known as the
others moving onto D&D’s updated fourth Material Plane. There are eight continents
edition. Pathfinder was much more than a on the world, separated by five oceans
shell wrapped around the 3.5 core, however and nine seas, and each of the regions
– lead designer Jason Bulmahn and his team has a distinct history, environment
made significant changes to the systems, and civilisations living there, from
with Bulmahn’s own design documents Casmaron, the home of the Kelesh
originally referring to the game as ‘3.75’. and Vudra empires, to the frozen
Pathfinder’s revised rules were an evolution tundra of The Crown of the World.
on the 3.5 framework, massively expanding Much of Paizo’s official narrative
the options for character classes in order for the game takes place in the Inner
to make sticking with a single class more Sea, which has at its centre the city of
appealing for 20 levels – something that Absalom where characters from around
Bulmahn felt was an issue in D&D – and clean the world come to meet – a sort of fantasy
up elements that were considered messy Mos Eisley Cantina, if you will. Absalom also
to attract more newcomers. Other tweaks has a cathedral containing a rock said to have
affected combat actions, skills, balancing and fallen from the heavens and that holds the
spell-casting, but a key part of the design was power to turn you into a god, if you’re into
that Pathfinder remained compatible with unlimited power and all that jazz. As well as
D&D 3.5, allowing existing adventures and Absalom, there’s also the opposing nations
characters to be used with the improved rules. of Andoran and Cheliax, plus the Egyptian-
To help ensure that Pathfinder ticked inspired territory of Osirion and the raider-
all the right boxes for players, Paizo held a infested Lands of the Linnorm Kings.
year-long public playtest of the RPG split As with any classic work of fantasy
into alpha and beta releases, providing the literature, there are many secrets and hidden
chance to fine-tune different sections of histories in Golarion, including mention
the final game. More than 45,000 people of warring deities, long-lost kingdoms and
ended up participating, offering over the belief that at the core of Golarion is
100,000 comments on Paizo’s online forums, imprisoned the evil mad god Rovagug.
before the final 576-page core rulebook was Pathfinder’s world and narrative
released in August 2009. are built out twice a year by the

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033_035_introToPathfinder_v2 MJ.indd 34 19/05/2017 15:44


As in any roleplaying game, participating in campaigns broken serves as essentially an ultimate version of
the focus of Pathfinder is up into seasons comprised the much-beloved system.
on characterisation and of multiple scenarios set What’s more, if you’re more a fan of sci-fi
storytelling, allowing players across Golarion. Actions and than fantasy, you’ll soon be able to experience
to explore the world as guided achievements during each some of Pathfinder’s gameplay for yourself,
by a game master and flesh out season affect the continuing as this year’s sequel Starfinder looks to build
the background of their tabletop storyline, and Pathfinder Society on the game with refined rules, new alien
avatar and the setting around meet-ups are often held at major monsters, races and classes, rules for starship
them, discovering secrets, engaging gaming conventions throughout combat, and a story set in the same universe
in battles, encountering the locals the year. The Pathfinder Adventure of Golarion but thousands of years after the
and adventuring. Card Game has its own guild fantasy adventures take place. Starfinder will
that features a similar ongoing be compatible with Pathfinder, meaning your
DIFFERENT PATHS narrative split into seasons made characters and campaigns should be able to
Soon after it was released, up of around 30 90-minute make the leap between the games.
Pathfinder quickly emerged from scenarios, with scenario bundles If Starfinder manages to capture the same
the shadow of D&D, picking up released each month. magical mixture of accessible gameplay,
a number of the roleplaying- fulfilling mechanics and gripping world-
focused ENnie awards and even WHY SHOULD building as its fantasy forebear, it may very
overtaking Dungeons & Dragons in YOU TRY IT? well do for science-fiction roleplaying what
the rankings of best-selling RPGs Pathfinder remains one of Pathfinder did for fantasy – and that will be
from 2011 to 2013 to become the – if not the – most popular something very special indeed. ■
most popular roleplaying title in roleplaying games out there,
the world – the first time D&D thanks to its accessible
had been ousted from the top systems and flexible nature. ■ Left: Gods, represented here by
spot since 1974. Whether you choose to their symbols, play a prominent
This success quickly led to play using Paizo’s official role in the history of Golarion.
spin-offs, including the Pathfinder line of adventures or not, the ■ Below: One of the many
Adventure Card Game, which streamlined D&D 3.5 rules provide fantasy inhabitants of
launched in 2013 and distils the RPG’s Rise plenty to dig into and enjoy some of Pathfinder's world.
of the Runelords Adventure Path into a co-op the best roleplaying gameplay to ever hit
campaign that can be played using the cards the tabletop. If you opt
found in the set in around an hour and a half. to adventure around
The game has since been expanded itself Golarion, you’ll find an
with new classes, adventure decks and other incredibly expansive
expansions, as well as being adapted for and well-realised
phones and tablets as Pathfinder Adventures. universe to
Meanwhile, WizKids has produced a explore, with
line of pre-painted miniatures for use in plenty of extra
the roleplaying game under the Pathfinder materials to
Battles name, while online tools for indulge your
enhancing a tabletop campaign exist in the intrigue about
form of packages of rulebooks and character the world’s history
creation utilities in mobile and PC app and inhabitants.
HeroLab and Syrinscape soundboards to Pathfinder is an ideal
add atmosphere. starting place for first-time
There’s also Pathfinder Online, a massively roleplayers thanks to its refined
multiplayer online video game for PC that ruleset, but also has plenty
first emerged in 2012 and went through years to offer experienced players
of testing and development difficulty after due to the expansive character
raising more than $1 million on Kickstarter. creation options, large amount
In March 2017, Paizo announced that it of supplements and story
would commit to completing the troubled available, and the highly
title within a year. popular organised play.
That’s not to mention the Pathfinder Especially if you’re
Society, the organised play system that a fan of D&D 3.5
provides a universal campaign for players and have somehow
around the world, with players joining one never encountered
of a number of competing factions and Pathfinder, the game

35

033_035_introToPathfinder_v2 MJ.indd 35 19/05/2017 15:44


Five years on, the Star Wars
I
n the years since its cinema debut in 1977,
the Star Wars saga has invaded tabletop
dogfighting hit continues to gaming so many times that it’s difficult to
be one of – if not the – most keep track. From mass-market board games
like Star Wars Monopoly to more complex
popular games to emerge titles like Imperial Assault, collectible card
games to a succession of RPGs, fans of the
from the galaxy far, far away. series have never been short of ways to
Producer Steven Kimball transport themselves to a galaxy far, far away.
While numerous games have given players
looks back on the birth of a their take on George Lucas’ universe, arguably
modern miniatures classic none has had as enthusiastic a reception as
the X-Wing Miniatures Game – a space combat
title that throws players into deadly dogfights
Words by Owen Duffy between the Empire and the Rebel Alliance.

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036_040_theMakingOfXWIng_v2 MJ.indd 36 19/05/2017 15:55


X-WING
THE MAKING OF...

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

036_040_theMakingOfXWIng_v2 MJ.indd 37 19/05/2017 15:56


THE MAKING OF…

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.

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036_040_theMakingOfXWIng_v2 MJ.indd 38 22/05/2017 15:05


“A
juggernaut
like X-Wing,
regardless
of its relative
simplicity to
learn, required
the utmost
attention to
detail during
development.”

“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

036_040_theMakingOfXWIng_v2 MJ.indd 39 19/05/2017 15:56


THE MAKING OF…

■ Waves of expansions have added


ships from the latest films, including
Rogue One’s TIE striker and U-Wing.
replicas which could be used to precisely “When a publisher
reproduce ships at a tabletop scale. opts to require any end-user
Kimball says Lucasfilm and Disney, which assembly, no matter how simple, your
acquired the rights to the Star Wars franchise potential audience shrinks. If that
for £2.5 billion in 2012, had been extremely assembly requires gluing, then your
willing to help with the game. audience shrinks substantially.
“We have a fantastic relationship with If that assembly requires
Disney and Lucasfilm,” he says. “We’ve clipping from sprues
worked with a lot of licensors over the before gluing, your
years and, for the duration of X-Wing’s run, audience shrinks by an
Lucasfilm has sought to help us troubleshoot, order of magnitude; you’re
problem-solve and generally help us appealing to only the most die-
find a solution that suits our needs while hard hobbyists.
maintaining the integrity of their IP. Not all “We knew full well that any hobbyists who
licensors are as amenable to requests or as cared to kit-bash, touch up highlights or
eager to help us devise a solution as opposed repaint an entire ship would just go ahead
to just saying, ‘No, that’s not going to work.’” and do that anyway, so we opted to cast our
net as wide as possible. To be honest, it paid
READY TO FLY off quite well. Those are some of the highest-
Unlike other miniatures games like Warhammer quality pre-painted game pieces you can find simple rules are easy to grasp, but they allow
40,000, X-Wing’s plastic models came pre- anywhere on the market.” for some exceptionally rich planning, agonising
assembled and painted – a move Kimball says decisions and really great payoffs when you
was designed to appeal to fans who might STAY ON TARGET predict your opponent’s move and he lands
not be enthusiastic about the model-making This combination of tactical challenge and directly in your crosshairs. This type of success
dimension of other battle games. aesthetic appeal struck a chord with players runs much wider, but also a bit shallower as
“The idea was to make the game as accessible when X-Wing was released in 2012. It was these players are not keeping up with every
as possible,” he says. “The modelling and hobby accessible, but full of tactical possibility, single new ship released, and some of them
portion of minis games is merely one aspect; and it found a receptive audience among were only interested in ships from the films.”
there’s also the world and the IP that players Star Wars fans as well as the community of X-Wing’s success has led to a host of
really dive into, and of course the gameplay dedicated miniatures gamers. other games set against Star Wars’ thematic
itself. We knew that the IP would bring a lot of The game has developed a thriving backdrop. In 2015, its publishers released
attention to this game, and our dedication to competitive scene, with organised competitions Star Wars: Armada, a sister title which used
making the gameplay thematically appropriate taking place in game stores and gaming venues smaller-scale models, allowing players to fight
meant that we intended to achieve the perfect around the world, and a system of regional, battles between some of the series’ biggest
meld of those two aspects. national and world championships. But while and most powerful ships. Fantasy Flight
top-level competitive play is an important also publishes titles including the Destiny
aspect of X-Wing’s success, Kimball argues that card and dice game and a set of roleplaying
its simplicity makes it a game that fans can games that let players step into the shoes
easily pick up and play, even if they never of characters in the films’ war-torn galaxy.
intend to take it any further than their X-Wing’s game system also provides the basis
kitchen table. for the company’s new Runewars miniatures
“X-Wing’s passionate game – a fantasy battle game competing with
competitive scene is, in many industry giant Warhammer.
ways, the backbone of the Kimball has now moved on from the
product,” he says. project. Today, he heads the design studio at
“They do so much on Pandemic and Carcassonne publisher Z-Man
■ Ships range from smaller their own to drive enthusiasm, Games. But X-Wing remains a career highlight
fighters to larger vessels, promote the game, foster a friendly – one that still appeals to the four-year-old
such as Han Solo’s iconic
Millennium Falcon.
community, and overall do whatever they who first discovered the Star Wars series on
can to grow the player base. The great health old Betamax tapes.
of the product line and its longevity certainly “When I was young I had several Star Wars
have been impacted by these devoted Micro Machines playsets,” he says. “Funnily
players. I would call this type of enough, I recall my younger brother and me
success narrower, because it is a on my living room floor devising rules for how
limited audience, but it delves these ships would fly and fight in space.
very deep. “Who knew I would someday be afforded
“In other ways, the game has been the opportunity to actually turn that
a huge success on a more casual level. The childhood dream into a reality?” ■

40

036_040_theMakingOfXWIng_v2 MJ.indd 40 22/05/2017 15:05


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email: sales@krmulticase.co.uk

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p041.indd 1 17/05/2017 14:46


“EVERYBODY STARTS OUT
FRIENDS, EVERYBODY'S FINE.
ABOUT MID-WAY THROUGH,
THAT ALL GOES TO HELL.”
Pop culture art studio Mondo has put the tabletop in its sights with the first official board game
based on John Carpenter’s legendary horror flick The Thing. We tie brand director Jay Shaw to
a sofa and ask him about teaming up with publisher Project Raygun on Infection at Outpost 31
Interview by Matt Jarvis

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

042_045_mondo_v2 MJ.indd 42 19/05/2017 15:57


people and we're all complete geeks about people trying to kill each other. There's so Maybe you could convince him to
things. When we went into soundtracks, it many gameplay mechanics that are already record a soundtrack for the game...
was really simply because one of the creative built into the film, it just made so much sense. That would be incredible, are you kidding? If
directors wanted to put out a soundtrack, Then we started thinking of two-dozen other John sees this, yes, please, let's do that.
he thought it was a good idea. Then all of a films that already have a really neat gameplay
sudden we become a record label a few years mechanic, but kept coming back to The Thing. The Thing has a very distinct
later. It's that kind of thing where everything It's a combination of it being a good game atmosphere and some truly horrific
starts as a goofy idea and you go: 'Yeah, I but also it being one of our favourite movies, things happen during the movie.
don't know, I love doing this stuff, this would so that was a pretty obvious choice. Then we How do you even begin to capture
be a lot of fun. Let's see if we can do that went after the licence and luckily got it. We that in a card game form?
for real.' So that's how all of it happens, and had the Thing licence in other capacities, but That was the big challenge with this. You
definitely how this happened. A complete roll it's never been out there for a board game. can build a game based around the idea of
of the dice, as it were. hidden identity, passing missions with teams
Did you have to go through director and all of that. You can build that game – it's
Did Infection at Outpost 31 always start John Carpenter's people? not easy, I wouldn't dismiss it by saying it's
out as an adaptation of The Thing? The Thing is Universal, they own the film, so easy – but to have that game truly feel like
In the beginning we all floated ideas back that's where the licensing goes through. If you're playing the film, that's where the
and forth. We said: 'Well, let's definitely we want to use John Carpenter's name, that challenge comes in.
do a licensed game and something that involves going to John and working with him That's where we spent most of our
either Mondo already has the licence for or on that side of it. development time: going back and forth
that we can go out and get. But something I know he's really busy right now, but we've and saying, 'Okay, I love how this plays, but
that's really going to resonate with reached out to him, had a bit of conversation this moment in the film actually happens
Mondo fans.’ That was a big priority in the back and forth, and showed him what we're right about here and you wouldn't have
beginning: let's find a game that's going to doing. So we're kind of working on that, that's it over here.' Every little beat from the
work for Mondo fans but also has a really, a little bit up in the air right now as to how movies, whether it's tying somebody up to
really interesting gameplay mechanic built that'll go. a couch so they can't come on a mission
into the narrative. We would love to involve John in any way because you're paranoid of them or what
To be honest, when I very first started he wants to be involved because we adore monsters you encounter, that's important.
thinking we should do board games, The Thing him and his film. It's more what John's got You're not going to encounter the Blair
was the first one that came to mind – because time to do and what he's really up for doing – monster before you do the dog. That's
it was almost the most obvious. You've got this he's working on music so he's definitely very, never going to happen, you've got to play it
cast of characters, hidden identity, paranoia, very busy. exactly like the film. ▶

43

042_045_mondo_v2 MJ.indd 43 19/05/2017 15:57


INFECTION AT OUTPOST 31

■ Right: Infection at Outpost 31 sees players


attempting to escape from the Antarctic station
while working out who among them has been
replaced by the shapeshifting Thing.

■ Below: The game's box art showcases Mondo's


pop culture design talent, seen in its work on
posters, vinyl sleeves and figurines.

■ Opposite: Players collect items and equipment


to help complete missions, and can test their
fellow survivors' blood for infection.

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.

44

042_045_mondo_v2 MJ.indd 44 22/05/2017 09:13


Does it just involve sipping from something from the screen we really dig in pieces and a box, this can't be that difficult.'
cups in the cold, as MacReady and and work out what that would've looked like Oh, no – it is that difficult, once you really dive
Childs do at the end of the film? in this Antarctic base. We're 100% slaves to the in and start looking at how you design all of this
(Laughs) Not quite. That was one moment material. We want to stay very true to it. and how these things interact with each other.
in the game where you don't really get that. You have to make sure that everything
Sitting down with Childs and seeing what Mondo had never worked on a board you're designing is designed not only to look
happens. That would be boring. You'd have game before this project. Will that good, but it has to be functional. It has to be
no idea who's who. But we did talk about how change now you've worked on this? something where a player isn't going to look
you wish you could do more with this game. Oh, absolutely. That's the thing: when we at it and be confused. That's something that
Because we think the game's phenomenal, get into stuff we really don't get in for the drives me insane about some games – it's
we know it's going to really well received. So one shot and then run away. If we're going almost like the information design is an
you start thinking: can we do a second game? to put in the effort and the resources, it's afterthought and then you're sitting there
And it's like no, you can't. This particular film, worth creating a new category for us. So this flipping things over and looking for info and
this particular story, has an end. There isn't is our first game, but we are already planning trying to figure it out. I hate that stuff!
really a way to go about it. That was one of the the next dozen. We're 100% committed to
challenges with this particular story – we can gaming. This game is basically the launch of Why do you think we're seeing more
only do this once. the Mondo games division. designers from outside the world of
games moving onto the tabletop?
Was it always the plan for the game’s Will you be tackling those alone or are One thing I definitely want to be very clear about
structure to follow the story of the film? they likely to be more collaborations? is that Mondo isn't inventing board games. We're
Yeah, because that's the thing: we're trying to We're figuring it out now. We've got some not stepping into some uncharted territory and
marry three different elements at the same interest from some incredible, really well known saying, ‘Hey everybody, here's the first board
time. Chiefly, the game has to play great. That's games designers out there. They've come game, enjoy this one!’ It's not happening.
the only way people are going to get back and said: 'Hey, listen, I like what you guys are There's a rich, rich history in this community
to it. To be honest, as a game fan, if a game doing already, can we work together?' We're all of really incredible designers, companies and
doesn't play well I generally don't care what about collaboration, so we're definitely looking artists making just the best stuff ever. I adore
it looks like or what it's based on, it makes no in to working with other designers. We haven't board gaming. So when we come into this, we
difference – it's boring, it stays on the shelf and necessarily figured out the whole structure of really want to jump in but we want to contribute.
I'm not recommending it to anybody. what Mondo Games looks like, it's more an The hope is that our involvement in the gaming
Then, on the other side of it, this has to organic process. We're really lucky in that our community is only going to strengthen the
play well for people who are fans of The first partnership just worked out really, really gaming community and give it more appeal
Thing. Because this isn't a movie people well, so we'll see where it goes. So far, so good. outside of what it currently has. Because I wish
have seen once or twice. People who have board games were ten times bigger than they are,
seen the movie a gazillion times, can quote it What have you learnt so far about and they're already huge. I want this industry
completely, probably have educated guesses designing for a board game to thrive. I want people to have every option on
as to who's the Thing at the end of the film – versus a record or poster? Earth in terms of what they can play, how they
those are the folks that we really, really want Wow, it's really something else because the can play it, when they can play it – all of that.
to excite with this. In doing that, you have to mechanics of the game are complicated I would love to be able to introduce our
stay true to the narrative of the film. Because enough. That's already something that it breaks entire roster of artists and all of our fans,
that's one of the most fun things – playing the my brain to think about that. Because when everybody, into gaming. I mean, heck, they
game as one of the characters and going, ‘This you play, a good game plays like it's not very don't even have to make games for us. Start
is exactly what would've happened here.' complicated. But the engine behind it is so playing them, start buying them, start having
The other side of it is the art, in that this is complex that it's just mindblowing. So that fun with them. That's what we would love to
almost a living Mondo poster. So when we're kind of translates over to the actual design, the do – we really want to bring our fans over to
doing the art we make sure we're replicating graphic design of the game, where you look at this side of things. Because we're desperately
elements from Outpost 31; if we don't have a game and go: 'Cool, it's a board, a couple of in love with it ourselves. ■

45

042_045_mondo_v2 MJ.indd 45 19/05/2017 15:58


The Futuristic Battle Game

As powerful races clash over the fate of whole


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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

047_053_proGamers_v2 MJ.indd 47 19/05/2017 15:59


PRO GAMING

SPREADING HIS WINGS


Barely more than a year after he first encountered the game, Nand Torfs was
crowned X-Wing world champion. The Belgian pro looks back on his journey and
explains why he wants money and competitive gaming to stay separate

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

047_053_proGamers_v2 MJ.indd 48 19/05/2017 15:59


“BRACONID, a parasitic wasp, in the final
game of the world final, has to rank up there,”
he answers, when asked to recall his favourite
play of his career. “It scored 176, covering two
triple word scores.
“However, my fondest memory is of a
complete guess years ago: EXOPHAGY. I
knew the prefix means ‘out’ and the suffix
‘eating’ so I assumed it meant perhaps getting
a takeaway. It actually means ‘the tendency
of cannibals not to eat members of their own
family’. So, yes, eating out.”
As for the seemingly random arrangements
of letters that often spell out obscure and
specialist phrases (looking at you, QI),
Smitheram offers an impassioned defence.
“There are just over 161,000 words of two
to nine letters in length,” he explains. “Top
Scrabble players will know a large majority
of these, some know virtually all of them.
Sometimes people dismiss them as ‘Scrabble
words’, by which they mean they aren’t really
words. This isn’t a fair assessment though, as
the English language is ancient and huge in
breadth and depth – I only recently saw an

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

047_053_proGamers_v2 MJ.indd 49 19/05/2017 15:59


PRO GAMING

SETTLE FOR MORE


William Cavaretta went from unwrapping Catan for Christmas to being crowned world champion.
The master Settler considers how victory can land on the lucky roll of a die

“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

047_053_proGamers_v2 MJ.indd 50 19/05/2017 16:00


MASTER OF ALL
With over 80 Mind Sports Olympiad medals to his name, Studiogiochi
founder Dario de Toffoli is one of the world’s best multi-game competitors.
He reveals his secret to excelling across the entire tabletop

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

047_053_proGamers_v2 MJ.indd 51 19/05/2017 16:00


PRO GAMING

people skills. This also makes preparing for big


competitions surprisingly simple, despite the
game's notoriously long play time.
“I don't do much special, actually,” Brand
says of his pre-tournament routine. “Just
playing regularly is important, of course. There
are some things that you learn to think about
for tournament weekends in particular – like
making sure to start a game on a full stomach
because you don't know how long it will be
before your next meal.”
Still, there are steps that players can take
to improve their chances – and the game’s
dependence on real-life interactions and
relationships can actually make cinching
victory a surprisingly complex task.
“It's key to do your best not to burn any
bridges – until a player is eliminated they will still
have an effect on the game,” Brand advises. “The
experienced players will be far more upset if you
THE ART OF WAR lie to them unnecessarily than if you have to lie
to them. A lot of the time a Diplomacy game ends
Chris Brand, holder of the North American and world up like an election in that it's the person who
champion titles for strategy epic Diplomacy, talks annoys the rest the least that does the best.
“There's a lot of interesting stuff that happens
about mastering the discussion-driven game between games at tournaments, too. When
people are trying to form those pictures of their

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

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THE MAGIC TOUCH
After leading the Greek side to victory at 2016’s Magic: The Gathering world cup,
captain and national champion Bill Chronopoulos recounts the team’s rise to the top

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.

Images courtesy of Wizards of the Coast.

53

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p054.indd 1 17/05/2017 14:44
PLAYING WITH
YOUR FOOD
Jennifer Howlett is combining the culinary with
the fantasy in a new RPG where you cook
in real life to complete quests. We asked the
author why she decided to swap dice for dicing
Interview by Matt Jarvis

Cooking With Dice is an roleplaying XP and level that character up to


game that takes place in kitchens, the chef de cuisine (head chef). To
rather than dungeons. How did you do this, you cook your own variations
come up with the recipe for the game? of the basic formulas included in the book. How tough is it to make a fantastical
I decided to create Cooking with Dice for the same Each of the formulas has an associated set of creation using real-life components?
reason I decided to create [gaming fragrance roll tables that you can use to alter the formula At first, it was hard to make the bridge between
range] Adventure Scents – because I wanted to and increase the number of XP it's worth. Just a fantasy challenge and making food in your
buy it and no one had gotten around to making roll the dice and swap out an ingredient. Each kitchen. Originally, I tried to come up with
anything like it yet! I've searched high and wide formula has thousands of possible recipe ways that cooking skills might represent heroic
and haven't found many people working on ways variations that you can customise. actions in the game. Then, I realised that the
to gamify home cooking, despite the popularity game itself should star adventure chefs that
of so many cooking competition TV shows. Was it hard to achieve the right were setting off on a quest with maxed-out
balance without resulting in boring whisking skills but no ability to shoot an arrow.
Why was roleplaying the right genre recipes or pointless gameplay? The recipes you're creating aren't ones that are
to mix cooking with – rather than, Definitely. I wanted it to have a classic fantasy inspired by a fantasy world – they're ones you're
say, a board or card game? RPG feel to it, but it needed to be very rules- cooking in a fantasy world, for creatures that are
Well, the cards get really sticky when you use light. Too much fiddlyness would interfere in desperate need of your culinary skills.
them to slice cheese and scoop up salsa, so with the cooking, so I tried to keep things
those were right out. simple but entertaining. The whole game can You mentioned Adventure Scents, which
Honestly, I focused on the story and the be played solo, co-operatively or competitively. also add a real-life element to gaming. For
feeling I was looking for first, then worked out the you, what is the importance of introducing
mechanics of the game after that. Is the idea with the random rolls that any real-world sensations such as taste and
What I wanted was for cooking to feel like potential combination will work? Or is smell to otherwise fictional experiences?
an epic adventure; I wanted to get some of the there the chance that some combos will I like when there's a blur between ‘gaming’ and
same kind of joy out of cooking dinner that I come out as less than pleasant to eat? the ‘real world’.
do when I sit down with my family and play I crafted the roll tables to contain ingredients that I work as an instructional designer and
an RPG. So, I started thinking about how to have similar properties. For instance, you can swap am often looking for ways to add gaming
incorporate some of the elements that make out blueberries for strawberries in a muffin without and multisensory elements to educational
RPGs fun into a cooking game. Characters. any great risk, but swapping out blueberries for content. I love the idea of adding scent to both
Adventure scenarios. Experience points. Loot. tuna would be a crime against humanity. classrooms and tabletop games. And I love the
And, to top it off, an element of chance. We worked with a team of awesome idea of helping both kids and adults to improve
'playtasters' to work out the best ingredients to their cooking skills via a game.
How did you integrate the real-life include on our roll tables, but you are likely to roll Also, I believe the world is a better place when
cooking elements with the RPG aspects? some combinations you'd never have thought to it has more interesting smells and snacks in it!
To begin Cooking with Dice, you read the try on your own! If you really don't like the looks
adventure scenario and select a character to play of what you've rolled, you can take a penalty to What’s the best recipe you’ve created
for the duration of the game. Your goal is to earn chicken out and substitute it with something safer. while playing Cooking With Dice?
One of our formulas is for a Poppin’ Lemon
How did you decide which recipes Drop Martini. It has a fizzy candy rim that
should be included? looks like foamy, dripping froth. Making the
It helped to pick a theme for the candy is like a fifth-grade science fair volcano
first book; Cooking with Dice: The gone wrong, and is an absolute blast. There's
Acid Test focuses on debunking a kid-friendly version of the drink without
the idea that ‘to cook’ equals ‘to vodka, but my favorite version was one that
heat’. All of the recipes in the first had blueberries, blueberry vodka and a blue
book utilise acidic ingredients to raspberry candy rim. For some reason I named
chemically 'cook' or otherwise alter it a BongoBlue. We tested a lot of variations
the other ingredients. that night… ■

55

055_cookingWithDice_v2 MJ.indd 55 19/05/2017 16:04


FROM A CURSED ISLAND TO THE

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

056_057_firstMartians_v2 MJ.indd 56 19/05/2017 16:04


unique narrative throughout each game, as well
as offering the ability to save players’ current
“Things that happened in early
progress in the game and change the difficulty.
“The app tracks everything that happens in
rounds will have consequences
the game and using a follow-up mechanism
builds an immersive story,” Trzewiczek details.
because the app remembers
“Things that happened in early rounds will
have consequences in later rounds because
exactly what happened.”
the app remembers exactly what happened
and adjusts the story accordingly.” “For those of you who prefer a more 'Euro' this or that issue back then. 'Man, I was smart
The decision to make the app’s style of game, we have six missions,” Trzewiczek back then – I wish I was that smart today,' was
implementation non-optional has proved says. “They are more puzzle-ish, more like a quite often in my head.
controversial with fans of Trzewiczek’s game of Pandemic. They put you in a situation, “Robinson is all about single scenarios, but
earlier work, who have backlashed by posting give you goal and objective, and ask you to solve it also has a campaign. We released it in 2013;
negative reviews and comments online ahead the problem and win the game. On the other it was called H.M.S. Beagle and was sort of
of First Martians' release. Yet, the designer hand, for players who prefer more narrative- precursor of the whole legacy hype we see in
remains convinced it was the right choice. driven games, who have a background in RPG the board game industry these days. With First
“Yes, we are aware that some players will and other games with strong narration, we have Martians we were able to go even further with
not play the game because of the fact the game the campaign mode; the story unfolds in five the campaign mode because the game comes
requires the app,” he admits. “We are also chapters, in five unique scenarios connected with a supporting app.”
aware that it makes the difference. We have with one major plotline. There is time to get First Martians may be going further
made the game like no other – because of the attached to your characters, gain experience mechanically, but it’s not the only game taking
app. I am confident that all players who decide points and think about the theme of the story.” another giant leap for mankind, as the Red
to play the game will become our evangelists First Martians may be making its debut this Planet re-enters the public consciousness
and convince new players. year, but Trzewiczek hasn’t forgotten about through recent games such as Terraforming
“We offer amazing gameplay with an app the title’s predecessor, releasing an updated Mars, Mission to Mars 2049 and Martians:
that is here only to help and add value to the version of Robinson Crusoe at the end of last A Story of Civilization, as well as Hollywood
experience. This is no gimmick, this is not year to mark its fifth anniversary. With half a blockbusters such as The Martian. Yet, it’s not
some marketing crap just to build hype; this decade and multiple versions between him only in fiction that the planet is growing closer.
is a tool to make your experience better. I am and the original, I ask the designer if he had “Mars is hot these days,” Trzewiczek
confident we will win the hearts of the gamers. discovered any elements of the game’s during observes passionately. “Why is that? Because
Don't be afraid of apps. We made them to the making of First Martians and remaking of we are one step from landing on Mars. Because
make the game better. It is as simple as that.” Robinson Crusoe that he felt hadn’t aged well NASA, SpaceX, Mars One – all these amazing
One major benefit of the technological heart in the time since. projects that are getting worldwide attention –
of First Martians is the ease of releasing new “You put me on a very dangerous spot here,” are so fascinating.
expansions and scenarios for the game without he jokes. “I love Robinson and while working “With no doubt we will land on Mars. When
the need to produce expensive physical boxes on the new edition I didn't want to change our parents were young, humans landed on the
and components, just as Fantasy Flight has done even a single piece of the game. I am really Moon. Now, in our time, humans will land on
with Mansions of Madness’ second edition. proud of Robinson and, to be honest, while I Mars. This is a breaking moment in the history
“We will support the game with many was working on First Martians quite often I was of humankind. It is hard to not to get excited
updates,” Trzewiczek confirms. “With the app taking Robinson and checking how I solved and think about playing a game about it!” ■
being part of the game we will be able to very
■ Opposite: First
easily offer players new events, adventures and
Martians is a
missions. There are so many players who are spiritual successor to
skeptical to app integration – I strongly believe Trzewiczek's Robinson
they will open their eyes to the amazing Crusoe and is driven by
a similar game engine.
possibilities we have for them. One of these is
updates. The moment they see information in ■ Left: Players must
the app that there is a new scenario ready to work together to
download, they will smile and say: 'Hey, that's survive Mars' harsh
environment while
cool.' And they will know it was a good move
settling the planet for
to trust us.” human colonisation.
Even more-so than in Robinson Crusoe,
story is key to First Martians, and – alongside
the variation offered by the app’s generation
of events – the game will serve up a series
of standalone missions or can instead be
experienced through two separate campaigns.

57

056_057_firstMartians_v2 MJ.indd 57 22/05/2017 16:14


䄀圀䄀刀䐀            圀䤀一一䤀一䜀 䜀䄀䴀䔀 䴀䄀吀匀

䰀伀吀匀 伀䘀 䐀䤀䘀䘀䔀刀䔀一吀 嘀䄀刀䤀伀唀匀 䘀䰀䄀吀 刀䄀吀䔀


䐀䔀匀䤀䜀一匀 䴀䄀吀䔀刀䤀䄀䰀匀 匀䤀娀䔀匀 䔀唀 匀䠀䤀倀倀䤀一䜀

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

p058.indd 1 17/05/2017 14:47


THROWN FOR A LOOP Tales from the Loop mixes nostalgia for ‘80s adventure films with sci-fi
mysteries to create a truly unique RPG setting. Project manager Tomas
Härenstam discusses how players can combine heroism with homework
Words by Richard Jansen-Parkes

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.” ▶

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TALES FROM THE LOOP

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.

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only find the information they were after, but its Scandinavian counterpart in all of the
also stumble across a few extra tidbits they scenarios with only a few cosmetic changes.
weren’t expecting. “Even though the Swedish setting is really
“That’s the core mechanic, but there are interesting, we felt that quite a few people
ways to play around with it if you want," would prefer to play in another country,”
Härenstam elaborates. "You can use your Härenstam notes.
luck points to re-roll, push yourself to “We took a look at where our backers came
trade re-rolls for potential conditions, use from and it made sense to base it in the US. At
equipment that gives benefits… but the core the same time, Simon had created a parallel
mechanic is very simple. loop in Boulder City, Colorado, so it was a
“That was important to us, as the setting isn’t natural fit.
your typical fantasy or sci-fi kind of world. We’ve “The scenarios that we write will generally
had lots of interest from people who aren’t work in either location, but there are a few
experienced pen-and-paper RPG players, and superficial changes – names, that kind of
we’ve found that they can pick it up quickly. thing. Otherwise it doesn’t effect the game
“There are some tricks and some quirks that much.“
that can make things more exciting, such as Härenstam adds that one of the most
bonuses from equipment or circumstances, fascinating parts of putting the game together
but the core mechanic is very easy to pick up. was that so much of the world was already
“The fact that the world is a reflection of our created before his team got their hands on
One of the ways we dealt with this is that own also makes it easier for people to pick it it. However, rather than being in the form of
there is no mechanical way for characters to up. They know what they can do in real life.” a book or a film like most adaptations, Tales
die,” Härenstam says. Probably the biggest part of Tales from the from the Loop existed as a series of paintings.
“In most RPGs you can reach zero hit Loop will be the kids’ investigation into strange There were occasional areas where the
points and you’re dead, but it doesn’t happenings and exploring the associated art and the rules didn’t align at first, but
work like that in Tales from the Loop. If you mystery. However, as with most RPGs, there’s he explains that he believes this ultimately
suffer too many conditions you instead always the chance that the protagonists will find ended up being a positive part of the experience.
become ‘broken’ – you have to go back themselves drawn into some kind of conflict “We’ve had a lot of discussions with Simon
home, go recover. – or ‘trouble’, as it’s known in the system. and the main writer of the game, a man
“Of course, if you want to there’s nothing This can take a great many forms, such named Nils Hintze,” he says. “As editors and
stopping you from creating a scene as hiding from enemies, distracting them or product managers we’ve made sure to get
involving death if everyone in the group simply running away. Every now and then them on page – to discuss what works and
was okay with it and it was dramatically there’s no alternative but to take out the what doesn’t work.
appropriate, but in the game we have no hockey sticks and jury-rigged tasers and get “It’s actually been a great experience and
rules or mechanics to cover it. We thought into a scuffle. a great way to get a better idea of the setting
that was a better way to handle it.” “When conflict does break out in Tales overall, having them both discuss and drill
from the Loop it shouldn’t take too long further into what’s going on.
MYSTERY MECHANICS or involve too many rolls, especially when “Where there have been inconsistencies
These rules are what set RPGs apart from compared to more traditional RPGs. You or problems, we’ve always managed to sort
simple storytelling or improvisation games, won’t have to wear down huge amounts of hit them out pretty well.” ■
and Tales from the Loop uses the same points or the like,” says Härenstam.
core mechanics as all of Free League’s “To be honest it’s more framing the conflict STRANGER THINGS
internationally-released games. and the scene rather than any kind of actual HAVE HAPPENED…
As far as stats go, the characters all have simulation of combat. You’re rolling the dice Even since Tales from the Loop launched on
Kickstarter fans have been keen to connect
four main attributes and 12 skills, each of and letting the story unfold, not running
it to one of 2015’s most acclaimed TV series:
which is associated with an attribute. These though every blow and parry.” Netflix's '80s-tinged sci-fi mystery show
can have scores anywhere between one Stranger Things. But is it a fair comparison
and ten. IT ITS PLACE to make?
“The world of Tales from the Loop predates
When the time comes to use a skill – such While more of us may feel comfortable
Stranger Things by a few years,” explains
as when the Computer Geek tries to hack roleplaying in small-town Sweden in the wake Haerenstam. “There’s certainly parallels, as
into the research facility’s network – the of the recent run of popular Scandinavian both are pulling from that combination of
player rolls a number of regular six-sided crime dramas on TV, Härenstam does recognise nostalgia and soft sci-fi, but an RPG was on
the table long before it became popular.
dice equal to the points they’ve put into it, that the setting may not be for everyone.
“Having said that, when Stranger Things
plus their score in the associated attribute. Fortunately, one of the many Kickstarter became as huge as it did we were discussing
If they roll at least one six they succeed at stretch goals thoroughly smashed was a when to launch the Kickstarter and its
the task, and if they get more than one then second setting, this time based in a small town success played a role in our decision to start
it last year. It wasn’t the deciding thing by any
they get a few extra benefits as well. For in Colorado. This alternative town is included
measure, but it was definitely a factor.”
example, the successful hacker might not in the main rulebook, and can easily replace

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BATTLE FOAM

CUSTOM RUGGED
FOAM CASES

p034.indd 1 23/03/2017 14:28


NOT JUST
A GAME the
Impact Unified is harnessing the journey

Game Design by Jakob Hultgren


overcome,” Bell summarises. “This means
game
we want to give a glimpse of a very complex of travel
ent kind
A differ
tabletop’s power to bring people
Kh art oum
system involving migration policies, border
police and people smugglers besides the many
together and raise awareness of possible migrant backgrounds.
the real-life struggles of migrants. “We want to give a glimpse of how it is to vinsten gåar till:
be trapped in a place where the rules and the
Neil Bell takes us on The Journey obstacles are completely different from what the trythejourney.com

Words by Matt Jarvis audience is used to. We believe a tabletop game


is very suitable to illustrate this. The core of a When you interpret 'fun' in this way then

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

063_theJourney_V2 MJ.indd 63 19/05/2017 16:07


THE ULTIMATE
GAMING ROOM
What would be the top table for tabletop
gamers, we wondered? The ideal storage?
The best place to park your backside?
Fortunately, British bespoke premium
gaming furniture makers Geeknson
were on hand to help out…
Words by Dan Jolin Pictures by John Egan

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.

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064_065_ultimateGamingRoom_v2 MJ.indd 64 19/05/2017 16:09


THE STORAGE THE LIGHTS
As with the table, these Optional LED lighting, which is fully remote-controlled.
units can be built entirely You can pick the colour, the brightness or even put them
to your own specifications, on what Egan calls ‘disco mode’. Another extra you could
with any combination of add, if you wished, would be a USB charging port.
shelves, drawers or even
pull-out desks.

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

064_065_ultimateGamingRoom_v2 MJ.indd 65 22/05/2017 15:14


ITB
INSIDE THE BOX

ITB
BOARD GAMES

BOARD GAMES
INSIDE THE BOX The Political Card Game

Play With Ideas


The Political Card Game

itbboa
rdgam
es.com
/

Th e
Poli
tic al C
ard
Gam
e

I
I

B
ITB
BOARD GAMES

INSIDE THE BOX

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!

p066.indd 1 17/05/2017 14:49


THE BEZ OF TIMES
Behrooz 'Bez' Shahriari is she explains. “By saying, 'Okay, this is Stuff by
Bez', I'm saying: 'It's my stuff by me and I'm
entertained by the things that people are
doing. So, to my mind, Blether is kind of the
responsible for some of the not going to work on anyone else's game.'” word version of In a Bind.”
After two years as an underground hit – the As for future Bezdays, Bez mentions a
most unique and out-and-out sales were such that Bez used to sign every title inspired by the crowdfunding format of
entertaining party games you’ve set by hand – and a kid-friendly spin-off, In a Kickstarter that she first envisioned at the
Bind Jr., last year, In a Bind is re-emerging this start of her career before pouring her efforts
probably never heard of – but summer as Yogi, a rebranded version that swaps into In a Bind.
that you definitely shouldn’t Bez’s distinctive hand-drawn illustrations for a “Still, no-one's made a game about
more restrained style replete with references Kickstarter which is quite strange to me,”
miss. The Glaswegian to pop culture in an effort to find the she says. “I got halfway through and
inventive title the wider audience it deserves. realised I shouldn't be making a game about
designer tells us about In a Beginning with In a Bind, Bez has released a crowdfunding until I've actually done some
Bind, Wibbell and Blether new game every August 1st, a date the creator crowdfunding. So I put that on the back burner.”
has dubbed ‘Bezday’. This year’s Bezday will With a seemingly endless supply of
Words by Matt Jarvis
mark the release of Wibbell++, a deck of cards inspiration, Bez rattles off countless half-

“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).

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067_bez_v2 MJ.indd 67 19/05/2017 16:10


Yes

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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068_069_tarotAndOuija_v2 MJ.indd 68 22/05/2017 15:16


No
HE SPIR
The Tableto IT
So much of tarot is merely suggestion – perhaps Death
p
“There are several elements I unconsciously use. For
means death, but it can also mean life, rebirth, an ending example, several characters have cat ears – The Hanged Man,
or change. Or it could mean something entirely different, The Hermit – and, also, I noticed that most of the characters
depending on the other cards in the hand. are female or androgyne or anthropomorphic characters.”
At first, this was daunting. I always imagined that tarot Tarot cards can’t really predict anything, but they can tell
cards, like Magic 8-Balls, gave you a definitive answer; now it you things you already know with unnerving accuracy. It’s all
seemed like the readings were manipulated to suit some story in your own imagination, and comes down to how perceptive
that you had to pluck out of thin air yourself. the reader is – just like a good dungeon master in a tabletop
Yet, the best part of tarot card readings is storytelling. Just roleplaying game. A good reader will ask subtle questions to
as with any future-reading exercise, it’s about reading the encourage sharing, but they will phrase them as if they already
person in front of you as much as the cards; even if you’re sort of know the answer: “Perhaps you’re in some kind of
doing a reading for yourself, it’s about how each card makes difficult financial situation?”
you feel. If you’re worried about a relationship that’s going Just as a good board game has a strong sense of
badly and you see Death, you’re probably not going to say atmosphere, Ouija and tarot both have an implied sense of
to yourself, “Ah, new life! Rebirth! Second chances!” – you’re spirituality that seems to make people more suggestible.
going to think, “Break up.” Tarot cards are able to influence Immersing yourself in occult language is the same as
you in ways you’re too afraid to do yourself because, even roleplaying, allowing yourself to imagine that something is
if you don’t believe in all that spiritual stuff, it feels like happening even if you can’t see it (or don’t believe it). You
cosmic nudging. can’t see the goblins in the dungeon, but your DM might
Delphine Fourneau, known professionally as ‘Dziff’, make appropriately goblin-esque noises and play the sound
designed her own major arcana tarot deck last year, which of a dank, dripping stone room; in the same way, you can
is the deck I have now. She began drawing them as part immerse yourself in the feeling that something may be
of Inktober, a challenge where you have to do a new ink talking to you through a board, or through cards. We use
illustration every day of October. Designing a tarot deck from these human, familiar objects to make the whole process
scratch can be a challenge, as each picture has to be open to seem more comfortable, and we specifically use the materials
interpretation but still present strong implications. and vocabulary of games because it’s more accessible – it’s a
“It was funny to see how the cards could have different language we all speak.
meanings. I just picked up the meanings I loved,” Fourneau The occult can tell you things about yourself that you
says. “But when the deck was finally printed, I was kind of afraid perhaps didn’t know before, whether you believe in it or
that people used to doing readings couldn’t get it right, because not. It is a way to delve deep into your own mind, to provide
I gave my own interpretation of the cards.” answers to questions that whisper to your subconscious. In
Fourneau’s style is very fluid, with repeated floral, organic the same way that flipping a coin on a decision is less about
and water motifs: The Star stands in a moonlit pool, water the result when it lands, but more about which outcome
flowing from her hands; The Chariot has a cape of stars you’re hoping for as the coin is still in the air, tarot cards and
flowing behind him. Designing tarot decks can be as revealing the Ouija board give you an insight into what you’ve secretly
as the readings themselves, she says. wanted all along. ■

good bye
69

068_069_tarotAndOuija_v2 MJ.indd 69 22/05/2017 15:16


RETURN TO
ATLANTIS
35 years after its creation, designer Julian-Courtland Smith
looks back on the phenomenal Survive: Escape from Atlantis!
Words and pictures by Rick Lane

S
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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This last mechanic, moving units of value entire valley in lava. Although it was published
to the player with other units, would also later than Escape from Atlantis!, Lost Valley was
become a key part of Escape from Atlantis!. designed first, and it was here that Courtland-
It would be some time before Courtland- Smith discovered how important an exciting,
Smith’s moment of inspiration reading unique theme is to a game’s design.
about Mine a Million would lead to his most As for Escape itself, the moment of truth
famous game. In fact, Courtland-Smith has came during a trip to the library.
designed over 50 board games in the last “One day I was browsing the shelves
four decades. The first game he created was of Hastings library and came across a
named War Power. section of books all to do with Atlantis,”
“With hindsight it was clearly a variation of Courtland-Smith explains. “That was my
Risk and was rubbish,” he admits. eureka moment. I thought that would
One early game that stands out in his be a great theme for a game.”
designs was The Game of Warlords. Created The importance of Escape’s
in 1975, Warlords bore some similarities theme cannot be underestimated.
to chess, but played out on hexes. It was a Rather than simply being a fitting
beautifully-crafted game, with pieces cast skin for a ruleset Courtland-
from brass and copper, and a board made Smith already had in mind, the
from Honduran mahogany. idea for a game set in Atlantis
“The prototype board was made by the was the driving force behind many of its rules ■ Above: The 1982 version of Escape from Atlantis!,
fledgling Games Workshop,” says Courtland- and mechanics. Most importantly, it gave named Survive!. Note the 2D boats and island pieces.
Smith. “It was on sale in Harrods and sold Courtland-Smith the idea for an island that
■ Opposite: The 30th Anniversary edition of
almost a hundred sets.” gradually disappears from the board as the Survive: Escape from Atlantis!, published by
Many of Courtland-Smith’s early designs game progresses. Stronghold Games.
were wargames or heavily influenced by In Escape from Atlantis!, the central
■ Below left: Whales smash boats, but leave
wargaming, and the hexagonal board island is constructed out of hexagonal tiles
villagers alive, if stranded in the ocean.
used for Warlords was another element placed on the board. Each turn, the player
later adopted by Escape. Perhaps the most removes one of these tiles, revealing the
important influencer upon the design was ocean beneath. When a tile is removed, Intriguingly, this is not how Courtland-
Courtland-Smith’s earlier game Lost Valley of any villagers standing on it fall into the sea. Smith first conceived of the mechanic.
the Dinosaurs. What’s more, the back of the tile reveals Instead, the island of Atlantis was painted
In Lost Valley, players assume the role of another unit to be placed on that hex. It directly onto the board, and was gradually
competing explorers seeking out a hidden could be something useful like a boat or covered up by players through the
temple loaded with treasure. The valley is a friendly dolphin, or it could be a hostile placement of ‘sea’ tiles.
home to a host of carnivorous dinosaurs, while unit, like a man-eating shark or a boat- “Bad idea!” he exclaims. “This didn't work
a rumbling volcano threatens to engulf the crushing whale. in practice as it meant, for example, one
would have to place a sea tile on land to flood
it then put a sea creature on top of the sea
tile. Moving a boat with Atlanteans across sea
tiles made the sea tiles push into one another,
knocking many playing pieces over.”
Courtland-Smith struggled for 18 months
to make this mechanic work, before realising
that swapping them out for removable land
tiles solved all the problems.
Escape’s crumbling island is a brilliant bit
of game design. Not only does it provide the
game with an obvious evolution and a strict
time limit, it is also incredibly evocative,
conveying the destruction of the once-grand
civilisation with remarkable lucidity.
The theme of destruction bleeds out
into other areas of the game as well. Escape
from Atlantis! is astonishingly cut-throat,
with players moving sharks in to gobble up
the villagers of other players, and directing
whales and sea monsters to shatter boats
into driftwood. ▶

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SURVIVE: ESCAPE FROM ATLANTIS!

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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point, however, Courtland-Smith had agreed
a publishing deal with Waddingtons for Lost
Valley of the Dinosaurs, which launched at
Christmas in 1986.
“It was number two in the UK charts
behind Trivial Pursuit. Riding on the back
of that success, Waddingtons’ product
development manager rang and asked if I
had another 3D game to show them. I said
yes, as Survive! had been withdrawn from
the Parker Brothers catalogue.”
Waddingtons agreed to publish, and it
was at this point that Survive! became Escape
from Atlantis!. The Waddingtons version also
saw another key evolution to the game.
“At that time, Survive! was a 2D game, so
I set about converting it into 3D by creating
the island's triple layers of terrain.”
Indeed, the Waddingtons version of
Escape from Atlantis! was defined by its
chunky plastic island, which lent a much
greater sense of impact when it sank
beneath the waves. Waddingtons also sub- The Stronghold version also makes some ■ Above: Escape from Atlantis! and Lost Valley
licensed Escape from Atlantis!, making it changes to the game’s rules, replacing the of the Dinosaurs were part of a planned trilogy of
adventure games. The third, Mammoth Mountain,
available in multiple regional versions. spinner used to control sea creatures with a pictured here, was never published.
“It did particularly well in Germany as six-sided die, and adding hidden numbers to
Atlantis!” Courtland-Smith reveals. the underside of villagers, which represent the ■ Opposite: Creator Julian Courtland-Smith,
In the mid-‘90s, Waddingtons was points players receive if they are rescued. More pictured with the American version of Survive!.
overtaken by Hasbro. Courtland-Smith recently, Stronghold has launched a couple of ■ Below: The 30th Anniversary edition of Escape
negotiated with them to published a expansions that bring it closer to Courtland- from Atlantis! also boasts three expansion packs
new version of Escape from Atlantis!, Smith’s original vision. One introduces (top); Courtland-Smith’s The Game of Warlords,
which launched in 1997 and continued friendly dolphins to the game to aid villagers produced in 1975 and sold at Harrods (bottom).
production until 2001. For the next nine trapped in the ocean, while the other expands
years Escape from Atlantis! remained off the the game to a maximum six players.
shelves, although it thrived in the second- In the 35 years since its original publication,
hand market. Escape from Atlantis! has sold over 1.25 million
“Amazingly, rare complete copies of copies, a remarkable amount considering many
Survive! exchanged hands on the Internet of those sales occurred prior to tabletop
for up to $100,” Courtland-Smith says. gaming’s ongoing Golden Age. In many
Around 2008, Courtland-Smith was ways, Escape from Atlantis! is a survivor itself,
contacted by Stronghold games, who wanted having withstood various recessions and
to produce a new version of Escape from takeovers within the board game industry.
Atlantis!. Stronghold’s version combined “I had product meetings with all these
elements of all previous versions of Escape. late great companies and witnessed the
It ditched the plastic-moulded pieces of demise of Parker Brothers, Milton Bradley
the Waddingtons version, opting for a more and Spears etc. as they were swallowed up,”
abstract aesthetic with tiles made from Courtland-Smith says.
compressed cardboard. But it retained the What has kept Escape from Atlantis!
3D island that Courtland-Smith introduced alive over these years is not just simply
for the Waddingtons version. Even the name how immediate and engaging it is (the very
– Survive: Escape from Atlantis! – suggests a title ‘Escape from Atlantis!’ is also the basic
bringing together of the various forms the instruction for the game), but how its strong
game has taken over the last three decades. theme is infused at a mechanical level.
“I think the most artistic and best “People like the theme of Atlantis which
produced version of Escape is the current is quite often featured in the news or
one by Stronghold Games. The quality of documentaries, keeping the subject matter
games in general has definitely improved upfront and alive.” Courtland-Smith says. “I'm
over time,” says Courtland-Smith. told the game is iconic and doesn't date.” ■

73

070_073_escapeFromAlantis_v2 MJ.indd 73 19/05/2017 16:13


DEFEAT THE
HUMAN INVADERS!

WWW.GREATERTHANGAMES.COM

p074.indd 1 17/05/2017 14:50


76 80

PLAYED
GAMING ENIGMAS
82

91
86

92
I
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

80 DARK SOULS: THE BOARD GAME

82 GREAT WESTERN TRAIL

86 RUNEWARS MINIATURES GAME

91 WATSON & HOLMES


101 103
92 YAMATAI

94 UNLOCK!

95 EXIT: THE GAME

97 SHERLOCK HOLMES: CONSULTING DETECTIVE: JACK THE RIPPER & WEST END ADVENTURES
104 107
98 TAK: A BEAUTIFUL GAME

101 CAPITAL

103 MAGIC MAZE

104 PLAGUE INC: THE BOARD GAME

107 DIPLOMACY (2017 EDITION) 108 108


108 SHAHRAZAD

108 ANOMIA

109 MANGAKA

109 ONE DECK DUNGEON

111 METAL CALL OF CTHULHU DICE SET


109 109
111 DIMENSION WEST SCENERY AND TERRAIN

111 111
075_ReviewsIntro_v2 MJ.indd 75 22/05/2017 15:19
PLAYED

achieve, allowing them to retire once


their driving desire has been fulfilled.
This allows the player to start afresh
with a new class, an effective way of
stopping characters and play styles
growing stale over dozens of hours –
as well as thematically encouraging
players to see as much of the box’s
content as possible.
The party’s collective conscious is
developed through city and
event cards, which can be
drawn between scenarios and
act as one-off moral decisions
with potentially short- and long-term
repercussions depending
on the group’s actions – at a
basic level, a reputation track
impacts the price of goods
at shops and the ability to perform
other options later on.
Gloomhaven’s writing and
Gloomhaven
narrative will be familiar to anyone
who has had at least a passing
experience of fantasy plotlines in
GLOOMHAVEN the past – twists are easy to see
coming and many of the missions,
Prepare for this fantasy epic to take your hours and your heart especially in the first dozen or so
hours, end up falling into the ‘go to
Cephalofair Games | £119.99 | Adventure | 1-4 players
30 minutes (per player) | Age: 12+ | cephalofair.com place, kill something’ mould. The
game doesn’t try to convince you

Q
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

76

076_079_gloomhavenReviewInterview_V3 MJ.indd 76 19/05/2017 16:15


in plastic baggies to store all of the knowing when to lose a card for actions makes combat thrilling and BOX CONTENTS
◗ 18 character
cardboard pieces and make finding maximum impact is crucial, and unpredictable to just enough of a
miniatures
things a little easier. You’re going to lends a tense tactical edge to the degree where it feels engaging, rather ◗ 47 monster stat sheets
want baggies. Outside the drudgery otherwise easy-to-parse combat. than unfair or frustrating. Unlike ◗ 24 battle goal cards
of fetching the components and Having said that, it’s surprisingly easy many other fantasy games, there’s ◗ 50 money tokens
◗ Scenario book
cards, setup is surprisingly intuitive, to lose scenarios, especially early an impressive variety of monster
◗ 17 character boards
with smart difficulty scaling for on, but the game simply tells you types you’ll come up against; every ◗ Six monster
different numbers of players and the to try again rather than accounting creature feels uniquely talented and stat sleeves
ability to adjust things on the fly if for your failure and progressing the requires a slightly different approach ◗ 24 personal
quest cards
the odds feel stacked. story based on the outcome, taking to defeat, allowing scenarios to feel
◗ 48 damage tokens
When you’re rolling on a mission, away from the naturalistic evolution exciting and varied throughout. ◗ Town records book
Gloomhaven’s combat shines. Using and living sense of the world that is Gloomhaven isn’t a perfect game, ◗ 504 character
a blend of hand management and strengthened to such an impressive but the component niggles and ability cards
◗ 150 event cards
random attack modifiers drawn standard by its more roleplaying- other minor issues are engulfed
◗ 40 random
from a stack that only reshuffles centric elements. by the sheer scale of ambition and dungeon cards
after specific results, the game Enemies are controlled by the achievement on offer. Night after ◗ 10 wood trackers
offers a deep and involving level game and driven by individual night, we found ourselves returning ◗ Nine random
scenario cards
of strategy and the opportunity to decks of cards which dictate their to the captivating world and stories,
◗ 10 XP tokens
set up satisfying combos without actions and buffs or handicaps desperate to explore a crypt we had ◗ 457 attack
saturating the core systems with that turn. While enemies’ health, discovered hours before or chase modifier cards
unnecessary complexity. power and abilities scale with the down the latest evildoer on our ◗ Map board
◗ 236 monster
Each player starts with a full average level of the player group, hit list, all the while pursuing our
standees
hand of cards, which can be the semi-randomised nature of their character’s personal quests and ◗ 253 item cards
customised depending on their increasing our wider notability. ◗ Four player
level before embarking on a When the game lands its hits – reference cards
◗ 12 number tokens
scenario. This card has top and which it does far more often than
◗ 17 character pads
bottom actions: each round, each it misses – it’s bested by little else ◗ 30 two-sided map tiles
player can perform one top and on the tabletop. In many ways, it ◗ 232 monster
one bottom action, with their place is everything the tabletop world ability cards
in the turn order dictated by the has to offer brought together and ◗ Six wood
element discs
cards’ initiative value. Generally, combined into a hybrid of dizzying ◗ 32 summon tokens
top actions are bigger attacks while accomplishment: an RPG without ◗ Party pad
bottom actions are more passive the need for a GM, an accessible ◗ 155 two-sided
effects such as movement, making combat system with the depth, overlay tiles
◗ 24 plastic stands
every turn feel dynamic and keep strategy and weight of a Eurogame ◗ Element infusion board
the flow going. Each card feels but the exciting luck-driven aspects ◗ 60 status tokens
worthwhile and there’s plenty and thematic dressing of Ameritrash, ◗ Three sealed
of flexibility in the characters' and a legacy title with permanence envelopes
◗ 35 character
skills to adjust play style and consequence but with more tuck boxes
to dish out heavy damage, replayability than most people ◗ Round tracker
take the hits as a team will ever need. Gloomhaven is ◗ 85 character tokens
shield, provide healing and a game to invest not only your ◗ Four sticker sheets
◗ Rulebook
support, and more. money in, but your time and
The combat tension heart. It will reward you justly
is reinforced by the for years to come. ■
game’s key exhaustion MATT JARVIS
mechanic, where
performing more CONCLUSION
A thrilling combat system,
powerful actions
absorbing world and ingenious
means cards are use of legacy concepts come
‘lost’ rather together to make Gloomhaven
than discarded. a standalone experience on the
tabletop. It’s an epic achievement
Spending a turn
in both scale and ambition, with
to rest involves its multifaceted gameplay offering
losing a something for everyone.
discarded
card and, IF YOU LIKE DESCENT…
with the exception of certain TRY GLOOMHAVEN
actions or items, lost cards cannot Gloomhaven looks sure to inherit the
title of must-have dungeon-delving
be recovered – lose all your cards
game from Kevin Wilson's classic.
and it’s game over. The value of

77

076_079_gloomhavenReviewInterview_V3 MJ.indd 77 19/05/2017 16:15


MASTER OF GLOOM
Isaac Childres’ Gloomhaven is one of the most striking board games to hit the tabletop in years,
offering a sprawling adventure with highly ambitious legacy elements. More astonishingly, it’s only
the designer’s second title. We take a tour around the fantasy world with the fast-rising star
Interview by Matt Jarvis

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

78

076_079_gloomhavenReviewInterview_V3 MJ.indd 78 19/05/2017 16:16


■ Left: Gloomhaven's The upcoming Founders of
world and campaign
Gloomhaven is pitched as a
were inspired by
Dungeons & Dragons. prequel to Gloomhaven, and
boasts distinctly different
mechanics and a competitive,
rather than co-operative, setup.
What makes the tile and worker
placement mechanics and
competitive aspects suitable as a
companion title to Gloomhaven?
I love creating Euro games. When I
go to a game night, that is really what
I gravitate toward.
Designing Gloomhaven was sort
of a diversion for me that is now
dominating my life, but I still have
a lot of ideas for Euro games that I
want to develop. But now I've also
built this audience of Gloomhaven
fans who are interested in this
world, and I want to give them more
to experience as well, so, for the
foreseeable future, any Euro games
I develop will be set in this same
universe to enhance it and build
raise the funds to print these massive customisation became a major upon it.
physical objects. aspect of character progression in
It's hard to pinpoint anything the game. What are your own plans to
I adjusted or changed between support and expand Gloomhaven
the two campaigns, but I think You released many of and the Gloomhaven universe
it just comes down to an overall Gloomhaven’s assets for post-release?
refinement that comes from free to support the creation I really just sort of play this by ear. You
experience – and also my graphic of fan-made scenarios and know, the solo scenarios I released
designer. Having the experience custom campaigns. What’s a while back, or the fan-driven
from Forge War allowed me to move the importance of tabletop ■ Below: The combat campaign I ran during the most
forward and run a much smoother creators supporting the potential system eschews dice recent Kickstarter, both of those were
campaign for Gloomhaven. Sort of modification and expansion of in favour of random just random ideas I had that grew
attack modifier cards.
like the difference between raising their games outside of ‘official’ into something really interesting. I'm
your first kid and your second kid. releases and what more can be sure more stuff like that will come
done to encourage this? in the future, but I am also working
Why did you opt to implement a I think fan-made content extends the on a legitimate big-box sequel that
diceless card-driven system for life of the game, which is just better contains a whole new campaign,
Gloomhaven’s combat? for everyone. I want Gloomhaven new characters, new enemies
I just have an irrational hatred of players to have the best, richest and new ways to interact with
dice. They never seem to roll the experience possible with the world. That's all I can say
way I want them to. the game, and that includes for now, though.
In fact, the original stretching on their adventures
implementation of the game had into the creative works of the Outside the world of
no randomness whatsoever, but at community. Plus, it helps to Gloomhaven, what’s
some point, I realised that you need build up that community of fans next for you?
some amount of randomness in a and increase their interaction Haha, is there
game to keep players on their toes with each other. It's great to feel something outside the
and keep it from being completely like you are part of a community. world of Gloomhaven?
deterministic. It also helps to create There's no down side. Well, actually, I just
epic moments in combat. I still I think publishers just need signed on to work on
didn't want dice, though, not only to realise that fan-made content another project for
because I hate them, but because doesn't reduce interest in any another company that I
they felt so limiting to me. future content you want to release, am really excited about, but
A deck of cards can accomplish it can only make people more I can't talk about it yet. If all
what a die does, but a deck of excited about the game and increase goes well, it will be announced
cards is also customisable, and their interest in future content. at Gen Con. ■

79

076_079_gloomhavenReviewInterview_V3 MJ.indd 79 19/05/2017 16:16


PLAYED

DARK SOULS: THE BOARD GAME


Prepare to dice with death in this gruelling adaptation of the video game
Steamforged | £100 | Dungeon crawler | 1-4 players | 90-120 minutes | Age: 14+ | steamforged.com/dark-souls

D
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.

80

080_81_darkSoulsReview_v2 MJ.indd 80 19/05/2017 16:17


The bosses are the only enemies to
make use of four arcs marked onto the
models’ bases, signalling wider area-of-
effect attacks and weaker portions
that grant players the opportunity to deal
bonus damage. The extra mechanics
make the bosses easily the highlight
of the game, if you can bear to grind
your way through to them – though,
honestly, it's a hard case to make.
While including similar behaviour IF YOU LIKE
GLOOMHAVEN…
With souls being in limited supply could risk a more powerful blow to decks and mechanics for every enemy big
TRY DARK
– the same amount is earned after every finish off an enemy this turn, but if the and small alike may have stretched the SOULS: THE
encounter, regardless of its difficulty hit fails to kill them the spent stamina already baggy play time to an unbearable BOARD GAME
level – this can be a frustrating situation could mean your own demise. The bar point (expect to take up to double or Dark Souls offers
a very different,
where hours upon hours of playing are completely refills at the end of each even triple the two hours suggested –
luck-driven take
wasted on trying to find a half-decent encounter, so every battle opens with sometimes just to reach the mid-boss), on the idea of
set of armour, with the wasted souls the chance to start with a bang before the difference they make is so staggering managing stamina
from the shared pot meaning only one slowly restricting the options available that it begs the question whether extra during battles than
the Euro-inspired
player may even progress past a starting to characters on their last legs as health development in that area might have
legacy fantasy epic.
loadout even multiple runs in. Any is depleted, lending a nice sense of alleviated some of the many half-baked
sense of reward from finally besting an fatigue to longer fights. ideas that end up capturing Dark Souls
■ Below left: The
encounter is quickly funneled away by While the combat may not reflect at nothing more than a surface level. boss behaviour decks
the realisation that it likely won’t be Dark Souls’ preference for skill over To that end, the miniatures do look offer an interesting
enough to make it past the next one. luck, this is mitigated in the boss fights, fantastic. Sculpted from hard plastic – and dynamic way of
What’s most disappointing about which stand head and shoulders over so they do risk snapping, as one of our bringing the monsters'
powerful move sets
Dark Souls: The Board Game is that the rather one-note behaviours of DOA models attests, but maintain the to the tabletop.
despite the major gameplay missteps smaller sword fodder thanks to boss striking poses perfectly – the four mini-
that make it an ultimately unenjoyable behaviour decks that aim to recreate bosses and two main bosses are suitably
and unsatisfying experience, there are the dynamic move sets of their virtual large, imposing figures on the tabletop.
the buds of several smart and innovative counterparts in a physical form. While the bosses span all three
ideas buried beneath the surface. Each card dictates the set of actions games, the environment tiles stick with
One of the smartest is the taken by the boss that turn, but the stack the drab stones of a castle-like setting,
combination of health and stamina into remains in the same order each time it’s which feels like a missed opportunity
a single bar on each player board, into reset, providing the chance for players given the forest, frozen and lava-filled
which red and black cubes are placed to memorise the sequence and exploit levels visited during the games. This is
from either end to reflect damage taken it to fell the beasts, finally bringing particularly notably during the optional
or exhaustion from more strenuous the board game closer to the complex campaign mode, which adds the chance
actions – if the entire bar fills, it’s death. memory test setup of the video game. to play truncated versions of Dark
The juggling of health (which only heals Once the bosses have taken enough Souls and Dark Souls III as series of
with certain items or spells) and energy damage, more powerful 'heat up' cards connected scenarios – another case of
(which restores gradually each turn) is are shuffled into the mix, introducing something sounding well-considered
a clever way to introduce more strategic new attacks and changing the flow of in concept, but executed messily as it
decisions into each encounter – you the fight for an exciting finale. highlights the absence of environments,
bosses and other elements from the two
games, not to mention the gap left by
leaving out middle chapter Dark Souls II. II
Dark Souls: The Board Game appears
to be the worst kind of adaptation: CONCLUSION
something that lazily tries to capture It looks the part and
there are innovative
a popular creation in look without
mechanics ticking away
applying the care to embody its soul. in the background,
That’s not the case, as there are enough but Dark Souls fails
factors that work as clever ideas but to balance its reliance
on tiresome grinding
fail to come together in action. A better
and frustrating dice
set of rules might have been able to rolls with meaningful
take the fraying strands and create a decisions or rewarding
coherent experience worthy of Dark gameplay. Still, the
boss fights are a
Souls’ legacy. As it stands, though,
highlight – if you can
you’re better off staying in the light. ■ even be bothered to
MATT JARVIS get to them.

81

080_81_darkSoulsReview_v2 MJ.indd 81 19/05/2017 16:17


PLAYED

GREAT WESTERN TRAIL


We set out on the dusty trail with this cow-herding masterpiece
Pegasus Spiele | £43.99 | Strategy | 2-4 players | 75-150 minutes | Age: 12+ | pegasus.de

T
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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language, and the boards – while
visually busy – mean there’s very
little consultation of the rules once
everything’s flowing a few turns in.
One of the most pleasant surprises
we found was that, despite the
number of things to pay attention to
at a wide level, there was little to no
analysis paralysis among our group
– although actions can have complex
IF YOU LIKE
repercussions, each momentary SCYTHE…
decision is often a simple one, TRY GREAT
keeping everything driving steadily WESTERN TRAIL
Scythe and Great
onwards until the final turn. player mat. The repetition of the required varies with the player
Western Trail
Great Western Trail is a Euro at journey not only works thematically, count), it ends, providing enough stand as glowing
heart and, true to the genre, there is joining the many other goings-ons time for players to find a secure examples of Euro-
a significant ‘points salad’ series of in building up the feeling of day- groove and establish their own style titles that are
strategically deep
end-game calculations to determine to-day living of the Wild West, but strategy but stopping long before
and thematically
a winner. Unlike some Euros, also provides a comfortable level of things become dull. There’s enough satisfying,
however, it’s much easier to track familiarity during each game, with variety in the game mechanics as without requiring
exactly what you are working towards players learning which routes to take they are to keep things fresh for a exhaustive effort
to understand.
on every turn, whether it’s pursuing a for certain outcomes and focusing long time to come, but many of the
specific breed of cow to achieve one their building efforts on making setup and starting elements have
of the optional risk-reward objective their personal route as prosperous alternative versions or can even be
cards or bolstering your workforce as possible. As well as the chance to randomised for yet more variation.
to unlock more powerful abilities – explore new paths on the board, the Great Western Trail is a masterful
such as by claiming one of the train steady acquisition of cows, buildings amalgamation of deckbuilding,
stations encountered as your engine and player upgrades also helps to hand management, tile laying, CONCLUSION
puffs along the tracks. evolve the gameplay throughout, building management, economic There’s a lot going
on in Great Western
The many interlocking cogs – keeping player choices interesting strategy and more, which always
Trail, yet it all comes
managing cow cards, placing building and introducing fresh options every feels hearty and fulfilling to play, together to offer an
tiles, hiring workers, advancing your time you embark on the journey rather than tiresome and convoluted. experience that is
train, earning money, achieving once again. Although the mechanics come first, absolutely top-notch.
Complex decisions
objectives – are greased by the need Although the game can take the historical theme and setting
are made easy to
to traverse the trail time after time, upwards of two hours with more permeates the gameplay, providing a manage thanks to the
with players shipping off their herd players, it never feels overstretched richly engrossing experience – even flawless design and
of cows and adding new elements or exhausting – once the group more impressive given that repetition the brilliant theme
shines through the
to the board once they reach Kansas collectively reaches Kansas City a is a core element. It’s a journey you
gameplay. It’s sure
City before returning to the beginning certain number of times and fills shouldn’t hesitate to set out on. ■ to leave you mooing
of the track with a slightly upgraded up the job market (the number MATT JARVIS with pleasure.

■ Players will make


their way up the
board time and time
again, but it never
feels tiresome.

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

p043.indd 1 22/03/2017 10:33


HIT THE TRAIL
Alexander Pfister is no stranger to success, having won the Kennerspiel des Jahres consecutively
in 2015 and 2016. His latest game, Great Western Trail, looks certain to continue the designer’s
critical acclaim. He reflects on an extraordinary couple of years
Interview by Matt Jarvis

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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PLAYED

standard given a few hours’ practice.


Especially impressive are the core set’s
biggest models: the carrion lancer, a
curling worm with a skeleton rider,
and the rune golem, a four-armed
rock giant dual-wielding swords. The
lead hero for each side
comes stood on a
rocky pedestal,
which lends a nice
dramatic flair to the
more powerful individuals – but they
can also be slotted in among ranks of
troops to increase their group strength.
Runewars’ battles take place in the
world of Terrinoth, the setting for
Descent Runebound,
Descent, Runebound BattleLore
and the 2010 Runewars board
game. An extensive lore guide
booklet provides a fair amount of
narrative padding to the universe
and introduces the two factions in the
box, as well as two clans set to arrive
in future expansions. It’s an admirable

RUNEWARS MINIATURES GAME attempt to establish Terrinoth as a


fantasy domain to rival Warhammer or
Can this fantasy wargaming newcomer take over the Warhammer crown? Middle-earth and get pulses racing for
the reveal of new races, yet – outside of
Fantasy Flight | £99.99 | Wargame | 2 players
90 minutes | Age: 14+ | fantasyflightgames.com
the same scattering of unique characters
and details you’d find in any new fantasy

T
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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– but can be devastating when used
against you. Even the more powerful
characters aren’t invincible and will
fall after a few lucky strikes, but as
matches end and are determined by
points after eight rounds, knowing
when to flee is as important as going
down fighting. The built-in finale
neatly keeps matches a comfortable
length, topping out at an hour-and-
a-half tops, but coming in closer to
45 minutes with the core forces once IF YOU LIKE
both players find their footing. X-WING…
TRY RUNEWARS
Runewars has a lot going for it. Runewars is
The dial-driven systems are fun and clearly inspired by
make understanding and executing X-Wing, but works
more complex strategies fast and hard to evolve
the formula with
very easy. The models are of high deeper mechanics
quality and – although the basic and more complex
together while also dictating the the accuracy of using such templates, infantry is a tad boring – the heroes gameplay ideas.
initiative and turn order of units. but we found it to be no less specific and bigger creatures are original and
It’s an incredibly simple system than judging a tape measure. When exciting, especially if you have the ■ Bottom: The bigger
that works wonders to streamline opposing trays collide, they are chance to paint them. The starter models, such as the
carrion lancer, are
orders that would elsewhere involve immediately squared up to their kit includes a healthy platter of a joy to build and
minutes of checking minutiae in closest edges – flanking provides the components to welcome newcomers paint, and stand out
rulebooks. All dials must be locked choice of an extra combat die, so into the miniatures scene and the against the more run-
in before any units execute orders, there’s no arguments about specific core gameplay is strong enough to of-the-mill infantry.
which requires greater consideration angles and whatnot. hold up session after session.
of where your rival’s troops may be Attacks are resolved using custom The concern is that the game falls
by the time your own armies move dice, with troop cards dictating which in an awkward gap between the fast
– this can be frustrating for newer of the increasingly powerful dice and furious tight action of X-Wing,
players, who may not be aware of are rolled. The rank-and-file format which also has the benefit of beautiful
what their enemies are able to do or of the interlocking trays is used pre-painted Star Wars models, and
which characters will be able to act inventively: width dictates damage more full-bodied wargames such
faster depending on their chosen dealt on hit rolls, while depth offers as Kings of War that feature deeper
action, while more experienced re-rolls, presenting plenty of tactical mechanisms and proven longevity
players may be able to adapt their consideration and variability while – after all, if you’ve stepped up to
strategies by remembering the preparing armies. Although, the fact Runewars and enjoyed the taste of
potential initiative of each unit. that the trays lock together can also wargaming, why stop there? It’s a gap
All of Runewars’ systems work to be frustrating when you need to that I’m not sure Runewars manages
break down complex wargaming remove figures or an entire square, as to climb out of, despite its best efforts.
concepts to their basics, from the they don’t always separate too easily. It’s a very well-made miniatures game
effects of morale, which becomes as Surge results during attacks provide that lacks the personality to step out
easy as drawing cards when panic the chance to employ characters’ more from under the shadow of its peers. ■
occurs, to so-called ‘boons and powerful moves, which are great fun MATT JARVIS
banes’, which tend to be represented
as tokens applied to units and
each have one or two very easy
effects – remove attack dice, restrict
movement, ready exhausted upgrade CONCLUSION
Runewars is fun to
cards and so on. A set of double-sided
play and does a
energy tokens are cast randomly at fantastic job of offering
the start of each new round and can a deep, satisfying
provide temporary buffs to units’ wargaming experience
in a newbie-friendly
stats, keeping tactics somewhat
package. The problem
unpredictable and dynamic. is that it’s hard to
The X-Wing-like series of set- imagine sticking with it
distance movement rulers fit neatly rather than moving on
to deeper offerings or
into the side of the trays of models,
going back to X-Wing,
making it easy to move units around making the investment
the table. Purists might argue about harder to justify.

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WAR AND PIECES
Fantasy Flight is breaking into the world of miniature wargaming with Runewars.
Alex Watkins, organised play manager for Europe at Asmodee, weighs in on the
game’s X-Wing heritage, need for paints and glue, and future on the world stage
Interview by Matt Jarvis

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.

You get 48 figures in the core


set – around 100 points for
each army. How does the game
scale in terms of expanding
from skirmishes to all-out big
battles? Is there an ideal size?

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People over here often think of the
US getting a lot more organised
play support. Do you have plans
to step up tournament support
over here in response to that?
If you look at the Open Series for X-Wing,
they ran five in American this year and
three in Europe. Of the three in Europe,
our smallest one was 270 players, that
was at Lothal in Germany. Then we
had 362 in Tatooine in Spain, 369 in
Birmingham for Yavin. I think only one
Open in America had over 300 players,
so the demand is quite clearly over here.
The player level for our premier-level
events is much higher. Our regionals
are getting over 100 players in the UK
and in Poland and in countries like that,
just for a regional. Whereas you had a
sister event in America that didn't hit
It scales up beautifully. When you go up Depending on its success, who ■ Runewars uses 100 players. So you can see the demand
to 200 points – tournament size – you're knows what we do with it. We've got rank-and-file bases is definitely here in Britain, and I like to
to simplify much
on double the playing surface: six-foot the Open Series for X-Wing and there's of its combat.
think that's part of the reason my role
wide, three-foot deep. With that, you a discussion going on about what the came into place in November – we need
introduce terrain, which makes a big next step for that is and what games a driving force to start doing it. Part
difference and have different properties join it. If we can get a good successful of my role is make sure we're getting
and can leave you exposed. That dictates wargame then absolutely there's some everything consistent all across Europe.
the way the battle flows around it. potential for this. The Worlds will always be in America,
The difference between 100 and 200 that's not going to change. I totally get
points isn't twice as many units, because You've got the first FFG European why – they've got their own gaming
you start to add upgrades and do all Championships at UK Games centre, they've got all their staff there,
these other different things; it's probably Expo. What's in store for that? they can run an awesome event and they
about 50% more units. So you're getting The thing I keep saying to other people is do every year. So getting the Europeans is
more space. You can start putting your if you look at Gen Con and the prize level a step in the right direction. The more
carrion lancers in with your reanimate of Gen Con, everyone knows Gen Con is we can build on the Europeans, where
troops and suddenly you get a more a Gen Con event, but it's North American it goes, what we do with it, how we up
mobile slug moving around because continentals, that's what it is. And we're that participation level, is only going
it gets all the movement properties running the European continentals, so to be good for the games. We're seeing
of the reanimates. Likewise, with the the prize support will be the same. Now a level now where the prize support
rune golem when he gets in with the we're going to cycle into the Europeans and competitiveness are starting to
spearmen. Or just simply putting coming in. We've got two of them a year level out and be on a par to America.
your champion in with a unit and – Europeans and North Americans – that
seeing how differently they interact. have exactly the same prize support, Do you expect people who play
So you've got a lot of variable options except for the first time – or the first time X-Wing will move onto Runewars,
right off the bat and once it scales up in a long time – Europe will get a prize given the gameplay similarities?
you're going to see even more of that. pool first, because we're running our There's a lot of X-Wing gamers who
event two months sooner. Which means “It's a moved away from traditional wargames
I'd love to see a 1,000-point army. all those cool promos and spot glosses because they don't want to paint
Rune golems everywhere! you saw coming out of Gen Con last very, very anymore or don't have time to paint.
Yeah, well, if you put a two-by-three set year will be in Europe before America. I was a Warhammer 40,000 player,
of golems together, that's a lot of points! I hear from players a lot that they feel easy but stopped when I went to uni. When
they're second-class citizens to America I wanted to get back into gaming, I
In terms of organised play, what do – that's just because things are made to grok came back through the card gaming
you have planned for the game? out there, it's the nature of the business. route, which was really convenient. But
It'll go in the Q3 quarterly kits. So it'll be It's not deliberate, there's no conspiracy wargame. then X-Wing appealed to me because
game number eight – we lost a game and about trying to treat American players I didn't have time to paint. Now I
then gained two, so we're now above better, it's just the way it is. It's really You can have a house and a spare room, and
where we started. It's going to slide in nice that we can turn around this time this coming out is like I can put some
there, with a plan to get into Worlds and say: "Actually, you're going to get play in space aside and get my paints out and
in November. Once it hits Worlds, it'll it first." We're going to put on this big actually paint these things without it
join the Nationals track for next year. event, it's going to be a celebration. an hour.” having to be on top of everything else. ■

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p090.indd 1 17/05/2017 14:54
PLAYED

WATSON & HOLMES


It’s a race of reasoning in this elementary spin on Consulting Detective
Space Cowboys | £39.99 | Bidding, deduction | 2-7 players | 45-75 minutes | Age: 12+ | asmodee.us

W
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

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091_watsonAndHolmesReview_V2 MJ.indd 91 22/05/2017 16:17


PLAYED

tokens, which dictates the player


order for the following round.
Players can exchange culture tokens
for specialists, who grant ongoing
bonuses and abilities, as well as extra
victory points. Otherwise, winning
comes primarily down to effective
placement of both normal buildings
and special red monuments, which
can grant additional money and VP in
the right arrangements. BOX CONTENTS
It’s not a hard Euro to grasp, but ◗ Game board
◗ 41 wooden buildings
there’s a really pleasing harmony to ◗ Four player mats
the theme and gameplay that is utterly ◗ Six turn order meeples
irresistible. The Chinese-Japanese ◗ 80 wooden boats
origins of the real Yamatai are reflected ◗ 10 fleet tiles
◗ 28 building tiles
in the beautiful artwork and design of ◗ Seven mountain tiles
the game – even before a rainbow of ◗ 34 culture tokens
boats extends across the board and ◗ Eight scared
a spread of multi-coloured huts and ground tokens
◗ 18 specialist tiles
arches spring up, it’s a striking sight. ◗ 73 coins
When everything comes together, ◗ 24 prestige
the get boat–place boat–build point tokens
mechanics flow as smoothly as a ◗ Rulebook
trading junk cutting through the
waves. Like many Euros, analysis
paralysis can set in due to the potential
to accidentally hand precious VP
YAMATAI to your enemies – the risk of this is
increased when playing with two
Let this mesmerising Euro set in ancient people, which grants multiple turns to
each player in a single round, resulting
Japan work its magic on you in a bit of a freeze-up when trying to
Days of Wonder | £49.99 | Worker placement | 2-4 players plan ahead. We’d therefore strongly
40-80 minutes | Age: 13+ | daysofwonder.com/yamatai recommend getting at least three
people to play. There are a few ability

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.

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092_093_yamataiReviewInterview_V3 MJ.indd 92 22/05/2017 15:20


‘I’M CREATING GAMES FOR MYSELF. THEN I
CONVINCE PEOPLE TO FOLLOW MY TASTES’
7 Wonders Duel, Five Tribes and Yamatai creator Bruno Cathala looks back over
nearly 15 years of game design and reveals why he wants to be a trendsetter
Interview by Matt Jarvis

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.

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092_093_yamataiReviewInterview_V3 MJ.indd 93 19/05/2017 16:22


PLAYED

splits the group into teams for a


genuinely thrilling finale. (The other
two scenarios can be played solo.)
Unlock!’s biggest flaw is one suffered
Unlock!
to a lesser degree by TIME Stories:
replayability. Combined, the three
scenarios and tutorial will take you
under three hours, and there’s very little
reason for repeat plays – the clues and
codes remain the same. Curiously, the
app offers up a star rating out of five
when you complete an adventure, but
there appears to be no way to view past
rankings and it’s very easy to achieve a
perfect score after a single playthrough.
UNLOCK! Unlike TIME Stories, where the base
game offsets its higher cost by serving as
We trap ourselves in for an hour (or three) with this a console for future expansions, Unlock!’s
individual decks can only be used for
app-powered take on the escape-the-room genre their original scenario – there’s no
Space Cowboys | £26.99 | Puzzle | 2-6 players | 60 minutes | Age: 10+ | spacecowboys.fr Mansions of Madness-style remixing of
universal assets here. At just under £9 per

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

094_unlockReview_V2 MJ.indd 94 19/05/2017 16:23


EXIT: THE GAME
Is this trilogy worth getting stuck with or will you be climbing the walls?
Kosmos | £13 (each) | Puzzle | 1-6 players | 45-90 minutes | Age: 12+ | thamesandkosmos.com

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

095_exitGamesReview_V2 MJ.indd 95 19/05/2017 16:23


p096.indd 1 17/05/2017 14:55
PLAYED

SHERLOCK HOLMES: CONSULTING DETECTIVE:


JACK THE RIPPER & WEST END ADVENTURES
Deerstalkers and pipes at the ready as we prepare to once again
lock wits with the world’s most famous sleuth
Space Cowboys | £41.99 | Co-op | 1-8 players | 90 minutes | Age: 12+ | spacecowboys.fr

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.

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097_jackTheRipper_v2 MJ.indd 97 19/05/2017 16:26


PLAYED

BOX CONTENTS The game’s flexibility allows it


◗ Double-sided board
to be played on grids of any size,
◗ 30 white
wooden stones from three-by-three to a traditional
◗ One white 64-square chessboard. This breeds
wooden capstone further variation in strategy,
◗ 30 black
especially when one – or even two –
wooden stones
◗ One black of the powerful capstones become
wooden capstone involved; breaking down a rival’s
◗ Rulebook well-placed wall can result in a
devastating reversal of fortune.
The rulebook includes scoring
rules and gameplay variants suited
to tournament play, while the game’s
relatively basic components (like
draughts, you could play with little
more than a drawn grid and handful
of pennies if you tried, though you'd
be missing out) and potential for a
single match to be played in as little
as 10 minutes make it an equally
fitting addition to existing Sunday
afternoon favourites or portable
travel companions.
In fact, the game’s flawless design
is only let down by the disappointing
components included in this release.
The elegant beauty of the smooth

TAK: A BEAUTIFUL GAME wooden pieces is undermined by a


double-sided board that features a
This fictional creation-turned-reality is an abstract title for the ages naff faux wooden effect on one side
and an overwrought floral design
Cheapass Games | £54.99 | Abstract strategy | 2 players on the other – neither of which we
10-30 minutes | Age: 12+ | cheapass.com/tak were overly fond of. While the board
handily offers both five-by-five and

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

098_099_takReviewInterview_V2 MJ.indd 98 22/05/2017 15:21


CHANGING YOUR TAK
Cheapass When did you decide to bring Tak smart not to lock himself into the over the years but I usually give them
to life? details before the game was a reality. away for free, because there is no
Games owner As soon as I read the book, of course. Saying "I won the game in ten moves" marketing hook that entices people.
and Tak co- I really enjoy making ‘artifact’ would have been hard to walk back if, I would never have taken the leap
games: games that belong in a story, for example, the game can't logically with a game like Tak unless it already
designer James rather than trying to retell the story. end in ten moves. And you can't know had an audience waiting for it to exist!
The distinction is between a game that until the game is designed. So, from a marketing perspective, it's
Ernest reflects that Luke Skywalker would play, and better to think of Tak as a licensed game
on collaborating a game where you get to play Luke Tak is designed to evoke the first and an abstract game second.
Skywalker. Most IP-driven games are simple-yet-complex strategy of
with fantasy the latter, which I call ‘story’ games. traditional titles such as chess, Go You previously designed Pairs,
author Patrick Whenever I see a new opportunity and mancala. How did you embody a game with variants based in
to create a new artifact game, I'm this in its core mechanics? the Kingkiller universe but not
Rothfuss, the eager to try it. In a lot of cases I find The game design started with a few explicitly mentioned in any of
that it has already been done by basic requests from Patrick: stacking the novels (yet). How did your
relationship someone else, but with Tak I got lucky! pieces, road building, area control and approach to designing Pairs differ
between books so on. The game also has influences to your treatment of Tak?
What was it like working with from the rest of the world; for example, Pairs was designed as a pub game,
and board Patrick Rothfuss? the idea of standing stones. There is without a specific setting in mind,
games, and Pat writes about games intelligently, also a fairly clear definition for a classic and Patrick got involved after the core
because he is a gamer. I sat down with abstract game: simple rules and pieces, game was finished. Pat and I tailored
why Quidditch him at the start of the design, and he no language requirements, etc. several of the Pairs decks and variants
gave me a thorough explanation of the I tried many things in short to belong in his world, but it isn't based
earns his ire themes and potential mechanics of Tak, succession over the first few months on any game from the books. It might
Interview by as well as some history. This went a lot of the design, honing in on the best show up in a future book – that's not a
Matt Jarvis deeper than the description in the book. version of the rules. It took a while to spoiler, just a hopeful guess.
From there, I worked up a functional lock down the limitations on movement
prototype, and we worked together on and the definition of winning. All this A number of novels feature
polishing the rough edges, as well as was done with the basic premise of fictional tabletop games, from A
expanding on the history. The process making a ‘beautiful’ game. Song of Ice & Fire’s Cyvasse to
took about two years. Discworld’s Cripple Mr Onion –
One thing that stands out about and Tak, of course. Why is there
The description of Tak in The Wise the game is that it can be played such a bond between literature
Man’s Fear is very vague – was this independently of knowledge of and tabletop gaming – and
■ James Ernest a help or a hindrance when it came Pat’s books. Did you consider fantasy literature, in particular?
worked on Tak's to making the game a reality? honing the game to more directly Games are a part of culture, so they
prototype for more It was a great help. Pat knew what he reference or rely on familiarity belong in literature. Whenever
than two years. wanted the game to be, but he was with the Kingkiller Chronicle? someone invents a new world, they
While Tak does draw inspiration from need stand-ins for the games of the
the world of Patrick's books, the game real world. But I sometimes wish that
is a character in the books, and is authors would take a little more care
therefore unaware that it is in a book. in the games they describe. There are
That's a major difference between many fictional games that are awful in
artifact and story games; the artifact reality; I'm looking at you, Quidditch.
game stands alone by definition,
even though it might be evocative of What future plans, if any, do
the world. you have regarding Tak and
future games inspired by the
Abstract strategy games haven’t Kingkiller Chronicle?
quite seen the same explosion in Tak is just getting started, and we
interest as thematic titles over the hope to find bigger – and smaller –
last few years. What’s the current ways to bring it to people. I'm very
state of the abstract strategy fond of my travel set, for example,
genre at the moment? so you can expect a more portable
I don't know much about markets in edition next year. I'd absolutely love
general but I can tell you that it's quite to tell you what I'm doing next in
hard to succeed with a pure abstract the Kingkiller universe, but it's still
strategy game. I have designed several a secret! ■

99

096_097_takReviewInterview_V2 MJ.indd 99 19/05/2017 16:25


The games
FIND THE have escap
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www.thamesandkosmos.co.uk
Call 01580 212000 or email sales@thamesandkosmos.co.uk for more information.

p100.indd 1 17/05/2017 13:58


PLAYED

Although the box artwork is


pleasant, if as uninspired as its title,
the thick tiles are gorgeous, with
either bright squares of the key zones
or watercolour renderings of famous
Warsaw locations. The rulebook
offers an expansive amount of detail
into the importance of each building
and even has a paragraph helpfully
explaining why players’ pawns are
adorable plastic mermaids. The
inclusion of the two World Wars is
done so in a way that acknowledges
their severe effect on the city itself
but while tying this effectively into
gameplay and remaining positive
about its overcoming of difficult
times rather than dwelling on their
horror. This level of care even extends
to the box inlay, which is one of the
finest we’ve ever encountered – the
whole title is a success of small
details and clearly loving treatment
applied to theme, gameplay and
components alike.
CAPITAL Capital is a game distinctly
about Warsaw, which celebrates
This rewarding historical tile-layer is a hidden gem worth uncovering and embodies the city’s evolution
Granna | £29.99 | Tile-laying | 2-4 players | 60 minutes | Age: 10+ | granna.pl/en
and character without requiring a
familiarity with or even interest in the

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

101_capitalReview_v2 MJ.indd 101 19/05/2017 16:26


p102.indd 1 17/05/2017 14:02
MAGIC MAZE It all adds up to a frenzied mess
of tangled arms moving pawns and
This chaotic real-time dash is bursting with clever ideas frustrated heads-in-hands that plays
out in complete silence, almost like a
Sit Down Games | £21.99 | Co-operative | 1-8 players Chaplin or Keaton comedy translated
15 minutes | Age: 8+ | sitdown-games.com/magic-maze
to the tabletop. Yes, the lack of talking
can be maddening as the last few
grains of sand flow through and the
person responsible sits clueless as you
bang the pawn in front of them, yet
the ultra-fast play time (15 minutes
at the very most, but often under 10)
encourages repeat plays rather than
angrily scattered components.
There’s a surprising amount of depth
going on in the game, which ramps
up from teaching the fundamentals of
movement and the use of teleportation
vortexes (which shut down once the
items have been stolen) to class-specific
abilities, including the need to knock
out security cameras, over a series
of gently intensifying scenarios
BOX CONTENTS in the manual, which
◗ 24 mall tiles smartly add extra tiles
◗ Four hero pawns into the mix with each
◗ 12 out of order tokens
subsequent lesson. These
◗ 16 action tiles
◗ Three-minute sand timer are followed by ten nicely
◗ ‘Do something’ pawn varied scenarios, each with a
◗ Score sheet unique gameplay challenge,
◗ Theft tile
which can also be adjusted
◗ Sticker sheet
in difficulty by adjusting the

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

101_magicMazeReview_V2 MJ.indd 103 19/05/2017 16:27


PLAYED

At the same time, players are


punished if all of their disease tokens
are wiped off the map, which can make
forcing a rival to kill their last habitat a
potentially advantageous move. It’s a
simple but effective way of introducing
more risk-reward strategy decisions and
player interaction. This is aided by the
event cards, which offer the opportunity
to impede your opponents more directly.
The manual suggests removing them for
a less confrontational match, but we’d
argue they’re key to making the game a
deeper and more fulfilling experience.
Although it shares little in common
with Pandemic beyond the theme of
global infection, Plague Inc is another
fine example of a gateway game –
especially if the tabletop newcomer
is already a fan of the video game.
There’s enough theme, strategy and
competition to make for an engrossing
hour, without becoming bogged down
in complex mechanics or potentially
off-putting over-aggression from
experienced players. The box includes

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

104_105_plagueIncReviewInterview_V2 MJ.indd 104 22/05/2017 15:22


SICK IDEAS
Before he decided to bring his viral video game to the tabletop, Plague Inc creator James Vaughan
had let the modern board game renaissance pass him by. He reveals what he discovered as he
designed his debut and the differences between building with cardboard and code
Interview by Matt Jarvis

Why did you decide to adapt


Plague Inc into a board game? “There’s We came up with a lot of really cool
and fun stuff during the two-year
I’ve always thought that Plague Inc
would make a wonderful board game. A all this shit development cycle but we had to remove
some aspects in order to make sure
lot of the elements of the original video
game seemed like they would be a really that you that the game was easy to explain and
teach to players. A lot of those things
good fit. On top of that, Plague Inc. is
really popular and knowing there are 85 have to I want to bring back in as expansions
at some point. A cure disease mode,
million people out there who’ve already
played it means there’s a definite deal with more disease types, various other
mechanics... they’re all sitting in our
audience of players who are interested
in the game. Certainly, quite a lot of in video storage cupboard waiting to be brought
out as expansions in the future.
the fans requested a board game so it
seemed like a bit of a no-brainer. games Plague Inc could arguably be
The actual trigger for starting work on
the game was when all of the tech guys that you described as the ‘anti-Pandemic’,
in that you are attempting to spread
were busy tweaking elements of the
video game and I was sort of kicking my don’t disease rather than cure it. Did you
take inspiration from Pandemic or
heels a bit. I thought in the meantime
I might as well make myself a board have to any other tabletop titles?
Plague Inc the video game was the
game and it’d be a nice little fun thing
to do. Of course, it actually ended up
can do patches and updates for a
video game, but for a board game it’s worry key source of inspiration for us. I was
definitely aware of Pandemic, and I see
taking years but that’s a lesson learned
for next time!
terrifying knowing that once you’ve
finalised everything you can't make any about Plague Inc as the perfect complement to
it. The two boxes go together very nicely
As a side note, I hadn’t really played
any board games as an adult until
changes to it. That's why we spent years
testing it and iterating, to make sure that on the on the shelf and you can decide: do you
want to cure the world, or do you want
I decided I wanted to make Plague
Inc: The Board Game. Once I did I
everything was absolutely perfect.
tabletop.” to kill the world today?
Quite a few players have said they
started hunting out games and now What was the hardest thing want to cobble together a ruleset
I absolutely love them. I play them about making the video game's where some players are playing
a lot with friends and family and we mechanics work on the tabletop? Pandemic and some players are
play them in the office a lot as well. It’s The human brain. Plague Inc has playing Plague Inc and they’d interact
been a real voyage of discovery for me thousands and thousands of lines of with each other at the same time. That
finding how far games have evolved algorithms which help simulate the kind of thing would be wonderful.
beyond Risk and Monopoly! world and the spread of disease. With
a board game you can’t ask people to Does Ndemic have any other future
This is the first board game you do all of that in their heads. It was really plans in the tabletop space?
and Ndemic have designed. How about trying to compress these highly Making a board game is a very different
did the process of creating a board complex and sophisticated algorithms way to scratch the creative itch and adds
game compare to developing the into something that just organically its own challenges. We’re in a position
original video game? works as a board game and still feels like now when we’ve done it all once and it
It’s very interestingly different. A lot of a Plague Inc game. would be easier to do next time.
the challenges that you get with a video First and foremost, though, it needed That said, my only current plans are
game are around code and testing that to be a really good board game. I didn't for possible expansions, but if I came
the code does what it needs to. With want to make a shit version of the video across a cool new game that someone
board games it’s wonderfully refreshing. game. I wanted to make a really cool else was making I might support them
There’s all this shit that you have to deal board game which happens to be based and help them make it.
with in video games that you don’t have on a really cool video game. In the future I’d quite like to make
to worry about on the tabletop. another board game unrelated to
Of course, the flip side of that is that Was there anything from the video Plague Inc but, for now, my focus is on
you can’t change things in a board game you tried to make work in expansions. There’s lots of stuff I want
game once you’ve gone to print. You the board game but couldn't? to do before moving on. ■

105

104_105_plagueIncReviewInterview_V2 MJ.indd 105 19/05/2017 16:28


A MIGHTY FORTRESS
DEFENDING THE REICH : SUMMER 1944 -1945

NEW BY CHRIS RUSSELL FOR £12


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p106.indd 1 17/05/2017 14:05


PLAYED

partnerships and agreements before BOX CONTENTS


◗ Game board
writing and executing orders for
◗ 20-count strategy
their troops. map pad
This makes the bulk of the ◗ 315 army, navy
experience comparable to snappier and national
control markers
20-minute social deduction games
◗ Rulebook
such as The Resistance or Werewolf
writ large, as you attempt to work
out who might convince you to
funnel your troops in one direction
under the pretense of an allegiance
only to sneak into the back of your
country and swipe control. This can
lead to tense standoffs in real life,
IF YOU
as the rules permit any amount of LIKE RISK…
deception, lying and convincing TRY DIPLOMACY
to gain the advantage – meaning Diplomacy strips
double-crossing your friends doesn’t the element of
luck and tactical
just feel real, it is real. If you have complexity away
some friends who might take the from its fellow
betrayal a little hard – even under the strategy classic
knowledge that it’s a game – it might to offer an equally
epic and deep
be worth theming up the otherwise experience driven
dry and po-faced presentation of the by the players.
game with some extras; our group
dressed up in country-applicable
clothes to lighten the atmosphere.
With so much of the game relying
on the need for alliances and
betrayals to shift troops around the
board, less aggressive players may
find themselves stuck at lengthy

DIPLOMACY (2017 EDITION)


impasses if they’re unwilling to
turn on their friends – or struggle to
convince others to join their side. At
We see if the notoriously ruthless game of alliance the same time, the cut-throat nature
and betrayal holds up nearly 60 years on can be intimidating, especially as
certain alliances can end up in hours-
Avalon Hill | £24.99 | Strategy/social | 2-7 players | 6 hours
long sieges of a group of two or three
Age: 12+ | avalonhill.wizards.com/games/diplomacy
(or more) against a single player,

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

107_diplomacyReview_v2 MJ.indd 107 19/05/2017 16:29


REVIEWS ROUND-UP

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

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MANGAKA
Japanime | £39.99 | Drawing | 1-8 players | 30-60 minutes | Age: 12+ | japanimegames.com/mangaka

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

ONE DECK DUNGEON


Asmadi | £23.99 | Dice-rolling | 1-2 players | 30 minutes | Age: 14+ | onedeckdungeon.com

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

108_109_reviewsRoundUps_V2 MJ.indd 109 19/05/2017 16:30


30 Roneo Corner, Hornchurch Essex, RM12 4TN
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p110.indd 1 18/05/2017 15:11


ACCESSORIES

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

111_accessoriesReviews_v2 MJ.indd 111 19/05/2017 16:33


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TTGsubsFP.indd 13 24/05/2017 09:41


PAINTING GUIDE:

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

113_117_hobbyTips_v4 MJ.indd 113 19/05/2017 16:33


HOBBY TIPS

ARMY BASE COLOURS ARMOUR WHITE TABARDS

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

113_117_hobbyTips_v4 MJ.indd 114 22/05/2017 15:26


Stage 2 ROCK CHAINS &

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.

Stage 4 Stage 3 Stage 3


Clean up the edges Add a touch of Give the chains
with a small amount water to Pallid and the swords a
of Calidor Sky and Wych Flesh and wash using Agrax
apply a highlight begin to add a fine Earthshade.
to the top edges line down the edges
of the symbol with of the rocks, adding
White Scar. a little more paint
where edges meet.
RED CLOAKS RUNE GLOW Stage 4
Stage 1 Stage 1 Line the edges of
Basecoat the Make a mix of one the chains with
cloaks and tabards part Temple Guard Dawnstone. Add
with Khorne Red. Blue and two parts small lines to the
Water and paint into edges of the swords
the head and chest and notches. Add a
runes and slightly few lines tapering to
around their edges. the centre.
Stage 2 Stage 2 Stage 5
Apply a highlight of Add one part White Highlight the
Evil Suns Scarlet Scar to the mix and previous lines with
to the folds of the add to the centre of White Scar, focusing
cloaks and tabards. the head and chest on the corner edges
runes. Also add a and notches.
fine line around the
edges of the runes.

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

113_117_hobbyTips_v4 MJ.indd 115 22/05/2017 15:26


FLESH SCALES SPINES &
CARRION LANCER

Stage 1 Stage 1 MANDIBLES


Begin by Basecoat the scales Stage 1
basecoating all with Caliban Green. Basecoat the
of the flesh with spines and
Rakarth Flesh. mandibles with
Rhinox Hide.

Stage 2 Stage 2 Stage 2


Apply a light glaze Begin to line on Add lines of Steel
of Guilliman Blue Sotek Green, Legion Drab coming
around the scales following the natural from the tips and
and folds in the ridges and edges of tapering towards
flesh. Apply a light the scales. the roots.
coat of Druchii
Violet to the boils
and neck vents.
Stage 3 Stage 3 Stage 3
Apply a drybrush of Apply a light Add further lines
Rakarth Flesh. highlight of Temple of Screaming Skull
Guard Blue, focusing to the previous,
on where the ridges leaving a little
meet and the edges of the previous
of the scales. coat showing and
focusing towards
the tips.
Stage 4 Stage 4 Stage 4
Apply a further Finally, add a dot Add a dot of White
drybrush of Pallid of White Scar to Scar to the tips and
Wych Flesh, the point where the edges of the spines
focusing towards ridges meet. and mandibles.
the centre.

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

113_117_hobbyTips_v4 MJ.indd 116 22/05/2017 15:27


I chose to do each faction’s bases in a
BASES

distinctive way to help add to the theme


of the army. Every base, including the
movement trays, was painted in the
same fashion.

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.

113_117_hobbyTips_v4 MJ.indd 117 19/05/2017 16:34


THE DUNGEON MASTER'S GUIDE TO... PAR

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.

118

118_119_dungeonMastersGuide_v2 MJ.indd 118 19/05/2017 16:35


If you want to get extra special, come up an actual personality, or make allies more
with a magical item of some kind that’s tied nuanced and layered than they at first seem.
to that place. Well-known examples include As a general rule of thumb, it’s often best
The Lady of the Lake creating Excalibur, Link not to fully script out or consider every little
retrieving the Master Sword from the Lost detail when it comes to an RPG campaign’s
Woods or even Frodo destroying the One Ring narrative. Having a framework in place is
in the fires of Mount Doom. These are iconic important, but most players are going to
things, places and actions tied to some of our go off book unintentionally. Plan out the
favourite works of fantasy fiction. Your world motives of your NPCs and consider how they
needs its One Ring or Excalibur. fit into the overarching web of intrigue your
It’s a classic trick with fantasy fiction and players are building, but don’t be surprised
it’s so easy to sell to players. Create a mythos or frustrated if you lose your flow and have to
around this place and this item, or person, combine some characters together to finish a
and make your story focused on it. Don’t start quest, erase someone the players never met
the journey there, since that will rid you of or add in new people to spice things up. Being
your ability to build it up. Instead, choose a flexible and adaptable is just as important as
nearby location where the locals are familiar preparing a campaign beforehand.
and place breadcrumbs along the way to not Now that you’ve picked a spot to focus your
only lead your players down that path, but to story around and have a good idea of where
build their excitement as the plot unfolds. your players might start, as well as how they

Images: Wizards of the Coast.


will discover new areas, that’s when things can
GIVING YOUR WORLD A VOICE start to move along. Decide motivations for key
A huge part of being a DM is of course about villains and NPCs along the way to ensure that
crafting a story, building a believable world your players aren’t just being ushered from
and keeping players engaged, but there are one dungeon to the next. A living, breathing,
some nitty-gritty details that a lot of DMs vibrant world is much more worth saving than
forget. The age-old adage of ‘show don’t tell’ an empty and uninspired one. ■
might seem like an oxymoron in the case of
a roleplaying game that consists of almost ■ Above: Give villains
entirely verbal dialogue, but it makes sense personality rather
than making them
when you think about it.
simple sword fodder.
If your players have entered a new town, you
could just say, “Your party enters the town from ■ Opposite: Building a
the main entrance and you find a shop, an inn, story around a specific
place or item is a
a tavern and a handful of residential buildings.
classic fantasy setup.
Now what?” You can totally do that, but it’s
boring. Try to think about how the scene would ■ Left: Be ready to
play out in a movie, a game or even in real life. improvise and don't
overplan everything,
Instead, try something like, “Your party
as players can often go
enters a small town that’s tucked away in the their own way.
hills at the base of the region’s capital and
immediately notice it looks like a farming
village. Animals roam freely and you count at
least a dozen armed guards, probably of the
lord’s affiliation, roaming the streets. You can
wander around on your own, ask a guard for Check back in the
directions or do something else entirely.” By next issue for a
adding that extra flavour you’re framing the new entry in The
moment for players, suggesting courses of Dungeon Master’s
action, but giving them enough freedom to go Guide to Building an
in whatever direction they please. It’s a rough RPG Campaign. In
example, but you get the idea. that column we will
dive into creating
DOING YOUR PART dungeons from
Combat is usually the most exciting part of scratch and explain
any RPG session, but it’s not the only part. how to balance
As a DM you aren’t just there to try and kill them for your party’s
players but are instead the orchestrator of size and skill level.
a grand spectacle of events. Take pride in If you’ve missed
establishing personalities for various NPCs an entry, the series
around towns and in dungeons. Give villains started in TTG #8.

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CLUB SPOTLIGHT

REDDITCH WARGAMING SOCIETY


Matt Purdie discusses the Worcestershire club’s expansion outside of miniatures,
the ongoing popularity of sci-fi and the universal love of Dropfleet Commander
Interview by Matt Jarvis

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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should they want a new tournament. Even if UPCOMING EVENTS
new players are not sure what they want to BROADSIDE GAMES SHOW
SUNDAY JUNE 11TH
play, current members advise that they just
Sittingbourne’s Swallows Leisure
come along to discuss their interests – they Centre once again plays host to
will have you playing within a week or two. tabletop traders of all sizes, as well
as the popular flea market and the
kid-friendly make-and-take stall. Entry
If you were to offer advice to someone
is £3, with children and non-gamers
attending for the first time, what would it be? getting in for free.
If you are in the vicinity of Redditch, the club facebook.com/BroadsideShow
would love to hear from you on the forum – or
3XP
simply pop down on a Tuesday evening to find
FRIDAY JUNE 23RD TO SUNDAY 25TH
out what games are on at the minute. The Cambridgeshire event returns
The society’s popularity is steady, with a to the Brooklands Centre in Sutton,
large group of regular members attending near Ely, for another weekend of
roleplaying day and night. There’s a
weekly and we are looking to expand our
bar on Friday and Saturday for those
membership even more. simply looking to socialise and the
organisers are still looking for GMs
For those looking to start up and game suggestions, so get in
touch if you’re interested.
their own club, what are the key
threexp.webs.com
things to be mindful of?
For a club to be as successful as this, a few RAIDERS OF THE GAME CUPBOARD
core games should be played by at least six SATURDAY JUNE 24TH
The annual one-day open gaming
to eight players so that you do not get the
convention is back for another day
stagnant feeling of always battling the same of board games, RPGs, CCGs,
player each week. Variety of players means wargaming and more in Staffordshire.
that different army lists and tactics can be raidersofthegamecupboard.co.uk
tested, and when a new game is introduced
SUMMER STABCON
a core group of people will usually rise to the FRIDAY JULY 7TH TO SUNDAY 9TH
challenge of learning it together. Taking place in Stockport’s Britannia
Players also advocate the use of the forum Hotel, the summer instalment of the
twice-yearly Mancunian offers the
to plan games ahead of time and avoid the
chance to get together with like-
disappointment of being unable to test an army minded gamers and play games all
they have been working on. Although, some weekend. Oh, there’s also a private
players did mention that there were always bar and pool, if you somehow needed
more convincing.
board games that you can drop into if you find
facebook.com/events/247185529036551
yourself unexpectedly able to attend last minute.
MANORCON
Have you held any special events recently? FRIDAY 21ST JULY TO MONDAY 24TH
A fixture on the calendar since 1983,
As the club’s members are into their
the amateur show takes place in the
various campaigns at the moment, a few University of Leicester’s Stamford
event days have been held recently. They Court and includes a secondhand
recently held a one-day tournament for games sale.
manorcon.org.uk
Dropfleet Commander, leading up to the
UK Games Expo. PAIZOCON UK
SATURDAY JULY 22ND TO SUN 23RD
What are you looking forwards to in the The largest event in the UK dedicated
to organised play for Paizo’s fantasy
world of tabletop gaming in 2017?
RPG Pathfinder, PaizoCon will hold
Several of our club members attended the finale of Pathfinder Society’s
the Battlefield Birmingham Warhammer eighth season and include visits from
40,00 tournament. Also, a good number special guest stars, plus international
tables with GMs in multiple languages.
of club members will be attending the
The convention also offers the
UK Games Expo, round the corner, at the opportunity to socialise over a drink or
NEC in June, with a small team playing in the group’s Friday night meal.
the Dropfleet Commander tournament on paizocon.co.uk
the Saturday. ■
THE GREAT INDOORS
SATURDAY JULY 29TH
Worcestershire’s annual board
gaming event has a new home in
REDDITCH Redditch’s Arrow Valley Visitor Centre,
WARGAMING SOCIETY meaning there’s double the space for
TUESDAY, 6.45PM TO 10PM newcomers. The day of open gaming
Windmill Community Centre, Ryegrass Lane, includes a dedicated family room and
Walkwood, Redditch, Worcestershire, B97 5YE a reverse charity auction.
redwarsoc.com great-indoors.co.uk/event

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CLUB DIRECTORY
ABERDEENSHIRE BUCKINGHAMSHIRE CO ANTRIM EXMOUTH IMPERIAL
ABERDEEN MILTON KEYNES QUB DRAGONSLAYERS WARGAMES CLUB
WARGAMES CLUB WARGAMES SOCIETY University Road, Belfast, Community Centre, Prince
RGU Rugby Club, 86 Queens York House Youth Centre, Co Antrim, BT7 1NN of Wales Drive, Exmouth,
Road, Aberdeen, AB15 4YQ London Road, Stony Tuesday 6pm to 10.30pm Devon, EX8 4SW
Tuesday 7pm Stratford, Milton Keynes, Saturday 12pm to 6pm Wednesday 7pm
Buckinghamshire, MK11 1JQ
OLDMELDRUM Thursday 7pm to 11pm CO DURHAM GAME NIGHT @ CARPE
WARGAMES GROUP DARLINGTON’S 50, Carpe Diem, North Hill,
Royal British Legion, WYCOMBE WARBAND DOGS OF WAR Plymouth, Devon, PL4 8EU
Market Square, National Film & Television The Voodoo Cafe and Bar, Monday 6pm to 1am
Oldmeldrum, AB51 0AA School, Station Skinnergate, Darlington,
Tuesday 7pm to 11pm Road, Beaconsfield, Co Durham, DL3 7LX PLYMOUTH ASSOCIATION
One Sunday in each month Buckinghamshire, HP9 1LG Saturday 11am to 4pm OF WARGAMERS
10am to around 4pm Thursday 7pm Wednesday 5pm to 10pm 324, Blindmans Wood Scout
Centre, Outland Road,
AVON CAMBRIDGESHIRE DURHAM RAIDERS Plymouth, Devon, PL3 5TB
WESTON WARGAMERS 2D6 LODGE 5, Croxdale Community Centre, Sunday 12pm to 5pm
CLUB Queen Ediths Way, Rogerson Terrace, Croxdale,
Unit 9UA, Elizabeth House Cambridge, Cambridgeshire, Croxdale, Co Durham, DH6 5HJ DORSET
30-32, Boulevard, CB1 8NN Tuesday 6pm to 10pm SOUTHBOURNE TABLETOP
Weston-super-Mare, Friday 7pm to 10pm (summer) Last Sunday of the month & BOARDGAMERS
Avon, BS23 1NF 5pm to 10pm (winter) 5pm to 9pm Tuckton Social Club, Tuckton
Monday, Tuesday and Friday Road, Bournemouth,
NEWMARKET KNIGHTS GAMERS@HART Dorset, BH6 3AA
AYRSHIRE GAMES CLUB 102, Tea@Hart, York Road, First Sunday of the month
NORTH AYRSHIRE 2nd Soham Scout & Guide Hartlepool, Co Durham, TS26 9DE 10am to 5pm
WARGAMES CLUB Centre, Gardeners Lane, Friday and Saturday 6pm to 11pm Third Sunday of the month
19 Volunteer Rooms, High Ely, Cambridge, CB7 5HS Sunday 4pm to 10pm 1pm to 5pm
Street, Irvine, Ayrshire, Alternate Saturdays
Scotland, KA12 0BA 6.30pm to 10.30pm CO LONDONDERRY WESSEX WYVERNS
Sunday 11am to 5pm THE SIEGE BUNKER WARGAMES CLUB
PETERBOROUGH The Bunker Cafe, Northland The Bridgehouse, 2
BEDFORDSHIRE Road, Londonderry, Co Ringwood Road, Ferndown,
WARGAMES CLUB Dorset, BH22 9AN
BASEMENT GAMING CLUB 38a, Cowgate, Peterborough, Londonderry, BT48 7JL Monday 7pm to 11pm
Ahh Geek Out, Unit 1 - 4 Cambridgeshire, PE1 1NA Most weekends 11am to 6pm
182 Camford Way, Monday 7pm to 11pm WORLDS AWAY
LU3 3AN CO TYRONE 22, The Triangle, Bournemouth,
Friday 7pm to 11pm CARMARTHENSHIRE OMAGH WARGAMES CLUB Dorset, BH2 5RQ
CARMARTHEN Omagh Library Headquarters Saturday 12pm to 4pm
BOARD GAMES OLD GUARD Building, Spillars Place,
IN BEDFORD 9, The Carmarthen Omagh, County Tyrone, DUMFRIESSHIRE
8, Lacock Abbey, Bedford, Businessman’s Club, Northern Ireland, BT78 1HL ANNAN GAMING CLUB
Bedfordshire, MK41 0TU Lammas Street, Carmarthen, First Saturday of the month Ednam Street
Thursday 8pm Dyfed, SA31 3AD 9.30am to 4pm Community Hub,
Wednesday 6pm Ednam Street, Annan,
BEDFORD BOARD GAMING CORNWALL Dumfriesshire, DG12 6EF
Tavistock Community Centre, TOWY VALLEY THE DICE AND DAGGER Wednesday 6pm to 10pm
Princes Street, Bedford, TYRANTS (TVT) GAMING CLUB
Bedfordshire, MK40 2SX Abergwilli Church Hall, Stratton Community Hall, DUMBARTON
Wednesday and alternate Ismyrddin, Abergwilli, Union Hill, Stratton, Bude, WARGAMES CLUB
Fridays Carmarthen, Carmarthenshire, Cornwall, EX23 9BL 18, Church Street,
SA31 2JE Sunday 5.30pm to 10pm Dumbarton, Dunbartonshire,
LEIGHTON BUZZARD First Saturday of odd- Scotland, G82 1QQ
GAMING CLUB numbered months 9am to 9pm DERBYSHIRE Sunday
North Street, Leighton Buzzard, DERBY ON BOARD GAMES
Bedfordshire, LU7 1ES CHESHIRE 21, The Bookcafe, Cornmarket, THE FIVE ARCHES
Wednesday 7pm to late ALTRINCHAM Derby, Derbyshire, DE1 1QH GAMING CLUB
WARGAMING CLUB Last Wednesday of the month 345, Annan Road, Dumfries,
NEWBURY & READING St George`s Parish Hall, Off 4pm to 10pm Dumfriesshire DG1 3JR
WARGAMES ASSOCIATION Albert Place, Altrincham, Wednesday 6.30pm to 10.30pm
Fir Tree Primary School, Cheshire, WA14 4PG DEVON
Fir Tree Lane, Newbury, Thursday 7pm to 11pm BARNSTAPLE SLAYERS EAST SUSSEX
Berkshire, RG14 2RA GAMING CLUB 1066 WARGAMING CLUB
Monday 7pm to 11pm CHESHIRE GAMERS Golden Lion Inn, The Square, 130, Bexhill Road, St
Alberts Corner, Prince Barnstaple, Devon, EX32 8LS Leonards-on-Sea, East
35-39 London Street, Newbury, Albert Street, Crewe, Monday 6.30pm to 10.30pm Sussex, TN38 8BL
Berkshire, RG1 4PS Cheshire, CW1 2DF Thursday 7pm to 11pm
Thursday 7pm to 11pm  Tuesday 7pm CULLOMPTON BOARD
GAMES GROUP EASTBOURNE ELEMENTAL
BERKSHIRE WARRINGTON BOARD Pye Corner, Cullompton, 1, Mana Gaming - The Old
WARGAMES ASSOCIATION GAMES CLUB Devon, EX15 1JX Print Works, Commercial
OF READING 33, Church Street, Warrington, 1st and 3rd Wednesday Road, Eastbourne, East
Winnersh Community Cheshire, WA1 2SX 7pm to 10pm Sussex, BN21 3XQ
Centre, New Road, Wednesday 7pm Monday 6pm to 11pm
Sindlesham, Wokingham, DARK STAR
Berkshire, RG41 5DU WINSFORD WARHAWKS GAMING PLYMOUTH FAMOUS COLLECTABLES
Wednesday 6pm to 11pm WARGAMING CLUB 9, Moon Street, Plymouth, PL4 0AL 19 Western Road,
One Sunday a month is an open St Chads Church Hall, Monday to Friday 5pm to late Bexhill-on-Sea, East
day for all-day gaming Gladstone Street, Winsford, Saturday and Sunday Sussex, TN40 1DU
9am to 5.30pm Cheshire, CW7 4AT 12pm to late Thursday 6pm to 9.30pm
Tuesday 7pm to 10pm
BRISTOL EAST DEVON TABLETOP EAST YORKSHIRE
HALL OF HEROES CLEVELAND & RPG GROUP WOLDS WARGAMERS
GAMING CLUB REDCAR IRONBEARDS 133, The Three Tuns, 5, The Blue Bell,
Beckspool Road, Frenchay, 7, Memorial Hall, Coatham Road, High Street, Honiton, Riverhead, Driffield, East
Bristol, Bristol, BS16 1NU Redcar, Cleveland, TS10 1RH Devon, EX14 1HR Yorkshire, YO25 6NX
Thursday 7pm Monday 7pm to 10pm Tuesday 6pm Last Thursday of the month

TO LIST YOUR GAMES CLUB FOR FREE PLEASE


122_125_clubDirectory_v2 MJ.indd 122 22/05/2017 16:23
EDINBURGH GLOUCESTERSHIRE RINGWOOD ASSOCIATION HIGHLANDS
EDINBURGH LEAGUE GLOUCESTERSHIRE OF WARGAMERS DINGWALL WARGAMES CLUB
OF GAMERS GAMES BUNKER Greyfriars Community Centre, 44 Dingwall Community Centre,
11, RAF Club, Hillside Crescent, Hatherley & Reddings Cricket Christchurch Road, Ringwood, Tulloch Street, Dingwall,
Abbey Hill, Edinburgh, Club North Park, Shurdington Hampshire, BH24 1DW Scotland, IV15 9JZ
Edinburgh, EH7 5EA Road, Cheltenham, Monday Monday 7pm to 10pm
Wednesday 6pm to 11pm Gloucester, GL51 4XA
Wednesday 6.30pm to 10.30pm SOLENT WARGAMERS CLUB KENT
SOUTH EAST SCOTLAND 01-03, Royal British Legion, ASHFORD (KENT)
WARGAMES CLUB LINCOMBE BARN Portsmouth South, Lucknow Street, BOARDGAMES CLUB
Royal Navy & Royal Marine WARGAMES SOCIETY Portsmouth, Hampshire, PO1 1PT The Rose Inn, Faversham
Association at 1 Broughton Lincombe Barn, Tuesday 7pm to 11pm Road, Kennington, Ashford,
Road, Edinburgh Overndale Road, Bristol, Kent, TN24 9AJ
Thursday 7pm to 11pm Gloucestershire, BS16 2RW SOUTHAMPTON SLUGGAZ Sunday 7pm to 11pm
Sunday 2.30pm to 6.30pm Priory Road, St Denys,
ESSEX Southampton, Hampshire, BEXLEY REAPERS
BASILDON WARBOYZ PORK CHOP GAMING SO17 2JZ WARGAMING CLUB
Riverton Hall, Bardfield, Church Street, Cheltenham, Friday 6pm Freemantle Hall, Bexley High
Basildon, Essex SS16 4JW Gloucestershire, GL50 3HA Alternate Wednesdays 6pm Street, Bexley, Kent, DA5 1AA
Sunday 5pm to 10pm Thursday 7pm to 10pm Monday 7pm to 11pm
Last Sunday of the month WATERLOO TABLE
3pm to 10pm GWENT TOP GAMERS CANTERBURY CRUSADERS
GWENT REAVERS Hart Plain Church, Hart Spring Lane Neighbourhood
COLCHESTER WARGAMES TABLETOP GAMING CLUB Plain Avenue, Waterlooville, Centre, Sussex Avenue,
ASSOCIATION Big Picture Photography, Hampshire, PO8 8RG Canterbury, Kent, CT1 1RT
Tollgate Hall, Villa Road, Stanway, Somerset Street, Abertillery, Tuesday 6.30pm to 10pm
Colchester, Essex, CO3 5RH Gwent, NP13 3DJ HEREFORDSHIRE
Friday 7pm to 11pm Monday 4pm to 10pm DICE AND DECKS GREENWICH &
St Mary’s Church Hall, BLACKHEATH BOARD
ESSEX WARRIORS HAMPSHIRE Church Row, Ross-on-Wye, GAMES AND BEER CLUB
18, Writtle Village Hall, The ARBBL Herefordshire, HR9 5HR The Royal Standard, 44 Vanbrugh
Green, Writtle, Chelmsford, 28, Gilliat Scout Hall, Friday 6.30pm to 10pm Park, London, Kent, SE3 7JQ
Essex, CM1 3DU Marlborough Street, Andover, Alternating Tuesdays and
Twice monthly on Sunday 9.30am Hampshire, SP10 1DQ HERTFORDSHIRE Wednesdays 7.15pm
HEMEL HEMPSTEAD
to 5pm Tuesday 7pm to 10pm GAMES CLUB
Grove Hill Community Centre, MAIDSTONE
SOUTHEND-ON-SEA BLACK HOLE Henry Wells Square, Hemel WARGAMES SOCIETY
ROLEPLAYING SOCIETY WARGAMERS Hempstead, Hertfordshire, HP2 6BJ Linton Village Hall, Linton Hill
1, Park Inn by Radisson, St Peter’s Church Hall, St Every Tuesday at 7.30pm to play (A229), Linton, Maidstone,
Church Road, Southend- Peter’s Road, Petersfield, board games and run Magic: The Kent, ME17 4AW
on-Sea, Essex, SS1 2AL Hampshire, GU32 3HS Gathering tournaments Second and fourth Saturdays of the
Friday 7pm to 11pm Alternate Saturdays The Magic usually starts at 7.45pm month 10am to 5pm
9.30am to 12.30pm and board games tend to kick off
FIFE at 8pm MEDWAY AREA
DUNFERMLINE CHINEHAM BOARD BOARDGAMERS
WARGAMING AND GAMERS HITCHIN HERETICS 72, Union Street, Maidstone,
ROLEPLAYING FELLOWSHIP Reading Road, The Scout Hut, King George’s Kent, ME14 1ED
Dell Farquharson Community Chineham, Basingstoke, Playing Field, Old Hale Wednesday 7pm
Leisure Centre, Nethertown Hampshire, RG24 8LT Way, Hitchin, SG5 1XL
Broad Street, Dunfermline, Second and last Saturdays of Friday 7pm MERRYCHEST CAFE
Fife, KY12 7DS the month 6pm GAMING CLUB
Friday 6pm to 9pm NORTH HERTFORDSHIRE Merrychest Cafe, Watling street,
DARK WORLDS WARGAMES CLUB Dartford, Kent, DA2 8AH
EAST NEUK TABLETOP GAMING SOCIETY Scout Hall, Old Hale Way, Hitchin, Thursday 6pm
GAMES Northwest Community Hertfordshire, SG5 1XL
Dreel Halls (upper hall), High Street Centre, Henry Cort Drive, Alternate Sundays 10am to 4pm MILTON HUNDRED
West, Anstruther, Fife, KY10 3DJ Fareham, Hampshire, WARGAMES CLUB
Second and fourth Sundays of the PO15 6TL NORTH LONDON Phoenix House, Central Avenue,
month 1pm to 5pm  Tuesday 7pm, Sunday 6pm WARGAMES CLUB Sittingbourne, Kent, ME10 4BX
YHA London Lea Valley, Second and fourth Tuesdays of the
FLINTSHIRE FIRESTORM CARDS Youth Hostel, Windmill Lane, month 6.30pm to 10pm 
DEESIDE DEFENDERS OPEN GAMING NIGHT Cheshunt, EN8 9AJ
Wings Social Club, Airbus Bell House, Bell Second and fourth Sundays of the TONBRIDGE
UK, Broughton, Chester, Road, Basingstoke, month 3pm to 7pm WARGAMES CLUB
Flintshire, CH4 0DR Hampshire, RG24 8FB Lamberts Yard, Tonbridge,
Thursday 7pm Wednesday 5pm to late POTTERS BAR GAMES CLUB Kent, TN9 1ER
Oakmere House (Harvester), Second and fourth Mondays of
FGC FLINTSHIRE FORDINGBRIDGE High Street, Potters Bar, the month
GAMING CLUB GAMING CLUB Hertfordshire, EN6 5BT
The Pavilion, Snowdon Avenue, 63, Town Hall, High Tuesday WHITSTABLETOP
Bryn-y-Baal, Flintshire, CH7 6SZ Street, Fordingbridge, 61, Oxford Street, Whitstable,
Monday 6.30pm to 11.15pm  Hampshire, SP6 1AS THOR’S HAMMER Kent, CT5 1DA
Thursday 6pm to 10pm GAMING CLUB Tuesday 7pm
GLASGOW (fortnightly)  Well End Activity Camp, Well
ANTONINE BOARD GAMERS End, Borehamwood, Hertford, LANARKSHIRE
77, Main Street, Torrance, GARY DONALDSON Hertfordshire, WD6 5PR LANARKSHIRE GAMERS
Glasgow, G64 4EN Hart Plain Church, Hart Tuesday 6pm to 10pm 1st Floor, Masonic Hall,
Third Tuesday of the month 7.30pm Plain Avenue, Waterlooville, Hope Street, Motherwell,
Hampshire, PO8 8RG TRING WARGAMES CLUB Lanarkshire, ML1 1BS
GLASGOW GAMES ROOM Sunday 6.30pm to 10pm Corpus Christie Church First and third Saturdays of the
36, Woodside Hall, Glenfarg Street, Hall, Langdon Street, Tring, month 12pm to 5pm
Glasgow, G20 7Q PORTSMOUTH ON BOARD Hertfordshire, HP23 6BA
Tuesday 5.30pm to 10.30pm 01-03, Royal British Friday 7pm to 11pm LANCASHIRE
Legion, Portsmouth South, DICED TEA
UNPLUGGED GAMES CLUB Lucknow Street, Portsmouth, WATFORD WARGAMES CLUB Holy Trinity Coldhurst Church
19, Norval Coffee Co, Skirving Hampshire, PO1 1PT 68, Langley Road, Watford, Hall, Crompton Street, Oldham,
Street, Glasgow, G41 3AB Second and fourth Wednesdays Hertfordshire, WD17 4PN Lancashire, OL1 2DB
Sunday 1pm to 5pm of the month 7pm to 11pm Wednesday 6pm to 10pm  Alternate Saturdays 11am to 4pm

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

TO LIST YOUR GAMES CLUB FOR FREE PLEASE


122_125_clubDirectory_v2 MJ.indd 124 19/05/2017 16:37
WSM BOARD GAMING CLUB SUFFOLK WEST MIDLANDS BROMSGROVE
358-360, Locking Road, Weston- IPSWICH BOARD GAMERS BIRMINGHAM WARGAMES BOARD GAMERS
super-Mare, Somerset, BS22 8PD Cult Cafe, University AND BOARDGAMES CLUB 2, Finstall Road, Bromsgrove,
Thursday 6.30pm to 11.30pm Avenue, Ipswich, Suffolk, AKA DRAGOON’S DEN Worcestershire, B60 2DZ
IP3 0FS 91, Moseley All Services Wednesday 7.30pm
SOUTH YORKSHIRE Monday 7.30pm Club, Church Road,
ROTHERHAM Birmingham, B13 9EA WYRE FOREST GAMERS
WARGAMES CLUB MID SUFFOLK Friday 6.45pm to 11.45pm St Ambrose Parish Hall,
The Masbrough and Thornhill, GAMING GROUP Second and fourth Sundays of the Leswell St, Kidderminster,
Community Centre, College Road, Wyverstone Village Hall, month 1.30pm to 11.45pm Worcestershire DY10 1RP
Masbrough, Rotherham, S60 1JE Rectory Road, Stowmarket, Third Sunday of the month
Saturday 9am to 5pm Suffolk, IP14 4SH PLAY MORE GAMES! 2pm to 7pm
Second and last Fridays of Unit 9 Parkgate, Stratford
SHEFFIELD BOARD GAMES the month Road, Shirley, Solihull, West WORCESTERSHIRE
In the room upstairs at The Midlands, B90 3GG POSTAL ORDER GEEK MEET
University Arms, 197 Brook MID SUFFOLK Monday 6pm to 11pm 18, The Postal Order,
Hill, Sheffield, S3 7HG WARGAMES ASSOCIATION Foregate Street, Worcester,
Tuesday 7pm to late Milden Cricket Pavilion STOURBRIDGE & Worcestershire, WR1 1DN
Church Road, Milden, DISTRICT WARGAMERS Monday 7pm
The Red Deer, 18 Pitt CO10 9SG The Church Hall, V icarage
Street, Sheffield, S1 4DD Wednesday 9am to 5pm Road, Amblecote, Stourbridge, REDDITCH WARGAMING
First Sunday of the month Every third Saturday 9am to 5pm (Opposite the Corbett hospital) SOCIETY
12.30pm to early evening Friday 7pm to 11.30pm Windmill Community Centre,
SURREY Ryegrass Lane, Walkwood,
SHEFFIELD WARGAMES HAMPTON COURT GAMERS WEST SUSSEX Redditch, Worcestershire, B97 5YE
SOCIETY Imber Court Conference BOGNOR REGIS GAMING Tuesday 6.45pm to 10pm
Woodseats Working Mens Club, Room, Ember Lane, East ASSOCIATION
The Dale, Sheffield, S8 0PS Molesey, Surrey, KT8 OBT Greencourt Drive, Bognor Regis, YORKSHIRE
Wednesday 7pm Sunday 4pm to 8pm West Sussex, PO21 5EU BEYOND MONOPOLY
Tuesday 6.30pm to 11pm 17-19, Blossom Street, York,
STEEL CITY WARGAMING STAINES WARGAMES Yorkshire, YO24 1AQ
St James Parish Hall, Tithe Barn ASSOCIATION CRAWLEY WARGAMES CLUB First and third Saturdays of the
Lane, Woodhouse, Sheffield, The Social Hall, Harvest Tilgate Recreational Centre, month 10am to 9pm
South Yorkshire, S13 7LL Second and fourth Fridays of the
Friday 6pm to 10pm Road, Egham, Surrey Pease Pottage Hill, Crawley,
month 5pm to 9pm
Friday 7pm to 11pm West Sussex, RH11 9BQ
ZONE OUT GAMES CLUB Friday 7pm to 11pm HEADINGLEY GAMES CLUB
The Workshops, Coopers STAY ON TARGET Heart Centre, Bennett Road,
Terrace, Doncaster, South 56, Chertsey Road, Woking, SOUTH DOWNS Leeds, Yorkshire, LS6 3HN
Yorkshire, DN1 2PX Surrey, GU21 5BG SIEGEBREAKERS Thursday 6.30pm to 10.30pm
Tuesday and Wednesday Thursday 6pm to 11pm 13, High Street, Storrington,
5pm to 10pm Pulborough, West HOLMFIRTH GAMING CENTRE
Saturday 9am to 4pm THE WOKING WEIRD BOYZ Sussex, RH20 4DR Above the Karate Centre,
Sunday 10am to 4pm Mount Hermon Road, Tuesday 6.30pm to 11pm Albion Mills - Unit 1 Second
Woking, Surrey, GU22 7TA Floor, Miry Lane, Thongsbridge,
STAFFORDSHIRE Thursday 7pm WEST YORKSHIRE Holmfirth, Yorkshire, HD9 7HP
CHASE WARGAMES CLUB GAMING CLUB BRADFORD Thursday and Sunday 5pm
Burntwood Road, Burntwood, TOLWORTH 1ST 114, Thornton Road, Bradford,
Staffordshire, WS7 0JL FOUNDING West Yorkshire, BD1 2DX LEEDS GAMING
Thursday 8pm St Paul’s Church Hall, 280 Friday 5pm to 10pm 28, Great George Street,
Hook Road, Chessington, Leeds, Yorkshire, LS1 3DL
LIBERAL GAMING CLUB Surrey, KT9 1PF HALIFAX BOARD GAMERS Second Sunday of the month
The Old Liberal, 5-9 Woodhouse Friday 7pm to 10.30pm 55, The Old Post Office, 12.30pm to 7.30pm
Lane, Tamworth, Staffordshire, Winding Road, Halifax, West
West Midlands, B77 3AE SUSSEX Yorkshire, HX1 1SJ LEEDS NIGHT OWLS
Tuesday BRIGHTON WARLORDS Monday 145-153, Cardigan Road,
13-17, Marlborough Place, Leeds, Yorkshire, LS6 1LJ
LICHFIELD GAMERS AND RPG Brighton, Sussex, BN1 1UB KEIGHLEY TABLETOP Sunday 10am
Duke Of York, Church Street, Monday 4pm to 11pm COMBAT
Lichfield, Staffordshire, WS13 6EB The Venue @ UAK, Green WEST YORKSHIRE
Monday 7pm WARWICKSHIRE Head Road, Keighley, West AIREBOROUGH
BOARD GAME CAFE Yorkshire, BD20 6EB COMMUNITY GAMERS
STAFFORDSHIRE SUMMERFIELD Thursday 6pm to 10pm Trinity Church Rawdon (in the old
WARGAMING GUILD Memorial Hall, Summerfield hall), New Road Side, Rawdon,
38, High Street, Stone, Crescent, Birmingham, OTLEY BOARD GAMERS Leeds, West Yorkshire LS19 6AS
Staffordshire, ST15 8AS Warwickshire, B16 0EZ The Yew Tree Inn, Newall Carr Road, Thursday 7pm
Sunday 6pm to 10.30pm Last Monday of the month Otley, West Yorkshire, LS21 2AU Saturday 1pm to late
6.30pm Monday 6.30pm
TAMWORTH GAMES CLUB OVERSEAS
Central Methodist Church, DREAMDEALERS WILTSHIRE BIELEFELD WARGAMES &
Aldergate, Tamworth, GAMING CLUB CHIPPENHAM BOARD MODEL MAKING CLUB
Staffordshire, B79 7DJ St Lukes Church Hall, GAMES CLUB Building 43, Catterick Barracks,
Wednesday 5pm to 9pm Rotherham Road, Coventry, The Bridge House, Borough Detmolder Strasse 440, Bielefeld
Warwickshire, CV6 4FE Parade, Chippenham, NRW, Germany, 33605
THE VINE INN GAMERS Saturday 1pm to 5pm Wiltshire, SN15 3WL Thursday and occasionally at
Sheep Fair, Rugeley, Thursday 7pm to 11pm the weekend
Staffordshire, WS15 2AT NUNEATON ALTERNATIVE
Sunday and Wednesday GAMES ASSOCIATION DEVIZES & DISTRICT THE CENTURIONS
6pm to 11pm Church Road, Nuneaton, WARGAMES GROUP WARGAMING
Warwickshire, CV10 8LJ Scout Hall, Southbroom Road, Source Comics & Games,
STIRLINGSHIRE Monday and Wednesday Devizes, Wiltshire, SN10 5AD 2057 Snelling Ave. N
FALKIRK DISTRICT 6pm/6.30pm Sunday 2pm to 6pm Roseville, MN, USA, 55113
WARGAMES CLUB First and third Saturdays of
Newlands Community Centre, SCIMITAR WARGAMES WEDNESDAY KNIGHT the month
Montgomery Street, Grangemouth, GROUP GAMERS
Stirlingshire, FK3 8QR Christ Church, Frankpledge Mill Stream Approach, WARGAME CLUB
Monday 7pm to 11pm Road, Coventry, Castle Street, Salisbury, GIUSEPPE GARIBALDI
Last Sunday of the month Warwickshire, CV3 5GT Wiltshire, SP1 3TA San Lorenzo, 17 Genoa, Italy
10am to 6pm Wednesday 7pm to 10pm Wednesday 5.30pm to 10.30pm Wednesday and Thursday

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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p126.indd 1 19/05/2017 16:57


SHOP SPOTLIGHT
■ Above: Board in the City’s directors,
including Hayley Binstead (centre).

■ Left: The café offers free entry before 4pm.

BOARD IN THE CITY


support each other on a personal level because
we value every single one. These barriers to
work include physical limitations, mental health
conditions – autism, anxiety, bipolar, depression
Co-founder and director Hayley Binstead looks back and psychosis – and social difficulties
including financial and family constraints. Up
on the Southampton café’s first year and discusses to 90% of our staff have at least one.
how gaming can do good in the local community Our team reflects every aspect of the
communities we serve. For example, we include
Interview by Matt Jarvis
online voluntary roles to involve those who would
When did the Board in the City group begin? skills. Using these skills help us level-up as otherwise be unable to help, and we adapt other
The lightning bolt moment came when listening human beings, which is kind of our drive. roles as necessary: we have kitchen roles available
to Chris Evans talking to someone about a Being not for profit was our way of expanding for those who find people difficult to cope with.
board game café. We’d already been doing our community work with games as therapy; Everything just interweaves brilliantly and
gaming in the community for a while, using it being a CIC [community interest company] everyone brings something that makes it work.
in local schools as a therapy to help with social, means 65% of the profits go straight back into We embrace the quirky, because quirky is clever!
emotional and behavioural barriers, and we the community. This can be in the form of time
were doing it for free. Listening to the show got donated – we are looking forward to the day What special events do you hold?
us thinking that maybe this would help us with when we do make a profit! To be accessible to a wide variety of customers,
our work. we hold events that would attract almost anyone.
The original idea was to recruit volunteers to What else makes Board in the City unique? This ranges from D&D groups and organised play
do more work in the community, for the café to One of our surprising qualities is that we are tournaments to Beat the Games Master events
be a hub with multiple groups reaching out into run by a team of three female directors, which and the Dobble Challenge for children and young
the community and coming back. We registered is unique in a niche dominated by men! We people. We also recognise other days such as
as a business in July ‘15 and opened in March are also willing to co-operate and collaborate the NSPCC Big Board Game Day, International
2016 – so we just celebrated our first birthday! with what could be seen as rivals, such as other Tabletop Day and Mental Health Awareness Day
independent cafés in the area. We also strive to – which is quite important to us as a team.
Has the café changed much during that time? engage in a positive way with various services
It’s become much more than we ever thought including the police, local schools, social services What are your plans for 2017?
it could be! Our aims originally were to go into and Southampton Voluntary Services. On the community side, we have just registered
the community, into primary and secondary We have dedicated games masters that are as Dementia-friendly and offer discounts
schools with clubs at lunchtime and after school. so enthusiastic about gaming they pass on their to carers. One of our volunteers, Becky, is
Incredibly now, we also do assisted living excitement. They have immense amounts of championing a club for people who are lonely
outreach where we take the games to those in game ‘data’ that they can teach individual games through situations like bereavement, leading
assisted living, teach them to play and leave the easily! They are our walking talking rulebooks – from the work from the late MP Jo Cox – our ‘Get
games with them when we go. their task is to guide players through setup, the Together Coffee Club’.
We’ve found groups are also now coming to rules and stay for a couple of rounds until the We’re planning more tabletop tournaments:
us, including autism groups, transgender players, players feel comfortable to be left. possibly large-scale Lords of Waterdeep across
a church group for street kids and the elderly, Southampton Common and large X-Wing
plus obviously gaming groups! Could you tell us a little about your staff? tournaments with a giant map and models.
We have a very diverse team of around 45, of We have many other ideas; we don’t want to
You are a non-profit group. Why did you which only eight are paid, mainly for part-time put all of our cards on the table! ■
decide this was the right approach for you? work; all the rest are volunteers.
Gaming is more than a hobby – it’s a life- We have unintentionally attracted a team with BOARD IN THE CITY
changing resource. It teaches resilience, all kinds of physical, emotional and social barriers, 38 Onslow Road, Southampton, SO14 0JG
resourcefulness, self-awareness and patience. and we have been able to offer them opportunities 023 8178 3240
Games can also teach maths, drama, focus skills, where they may have struggled elsewhere. As info@boardinthecity.co.uk
boardinthecity.co.uk
probability, English and many other transferable well as treating them as team members, we also

127

127_ShopSpotlight_v2 MJ.indd 127 19/05/2017 16:37


SHOP DIRECTORY
ONLINE

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FIND US AT: Shrewsbury, SY1 1HX
Red Dice Games Tel: 07804 687884
@RedDiceGames
e-collecticagames@hotmail.co.uk
reddicegames
www.e-collecticagames.co.uk
@ecollecticagame
reddicegames.com
ONLINE BERKSHIRE DEVON

excellent gaming
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12 Buckwell Street, Plymouth, PL1 2DA


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games for the enthusiast, from Facebook: G.I. Games
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www.meeplescorner.co.uk www.eclecticgames.co.uk / Tel: 0118 9598250
GUERNSEY STAFFORDSHIRE

eclectic games.indd 1 04/02/2016 10:55

A new and exciting centre for many different types of


gaming in Guernsey. Come and discover for yourself
what’s in store and join in many events and activities!
Stockists of Board, Card, Computer, RPG & Video Games.

1 Church Square, St. Peter Port, Guernsey, GY1 2LD


Tel: 01481 712240 Facebook: Facebook.com/JustGamesGsy
www.justgamesgsy.co.uk
HErtfordshore

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p128-129_shopDirectory.indd 129 22/05/2017 16:18


Tabletop Time Machine
FIGHTER
COMMAND
GAME (1976)

■ Above: An
anti-aircraft gun.

■ Left: One
of the Spitfire
planes, battling
Messerschmitts.

■ Right: The 1976


box artwork.

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

130_tabletopTimeMachine_v2 MJ.indd 130 19/05/2017 16:38


IN THE NEXT ISSUE...

STARFINDER NEXT ISSUE


We blast off with an exclusive look at the sci-fi sequel to legendaryAVAILABLE
RPG Pathfinder

JUNE 1ST

PICK UP
ISSUE 11 TO
GET A WORLD
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PLUS!
80 YEARS OF MIDDLE-EARTH: TOLKIEN ON THE TABLETOP | INSIDE THE WARGAMING COMMUNITY
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REVISITING THE DISCWORLD RPG AFTER TWO DECADES | A GUIDE TO SOLO GAMING

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131_nextIssue_v2 MJ.indd 131 19/05/2017 16:39


Ticket To Ride1Germany - Tabletop Gaming.indd 1
p1132.indd 08/05/2017 16:11:28
17/05/2017 14:57

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