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March 2018 tabletopgaming.co.uk

RISING SUN
RISING SUN | PANDEMIC ANNIVERSARY | CIVILIZATION

Blood Rage creator Eric Lang


tells all about his legendary
spiritual successor

THE STORY
OF CIVILIZATION
Before Through the Ages and
Sid Meier came the historical
epic that started it all

LEGEND OF KORRA:
PRO-BENDING ARENA
Mastering the elements in the
action-packed sports game

HOW WE MADE
SPLENDOR
Inside Marc André’s
gem of a card game

10 YEARS OF PANDEMIC
MARCH 2018

Display until 28/3/18


£5.25

Matt Leacock and pals look back on a decade of the infectious co-op hit

001_Cover_v5 MJ.indd 2 14/02/2018 14:12


C O M I N G F E B R U A R Y 2018

Every year the Emperor walks through


the Imperial Gardens to greet the spring,
every year he stops beneath the sakura
trees, and every year you try to paint his
picture. This will be your year.
Sakura is a light tactical game of pushing
your luck, and pushing your friends. Each
player will simultaneously decide how
far to move both their character and the
Emperor. The player closest to the Emperor
2-6 20-40
MINUTES
when the cherry blossoms are reached
PLAYERS PLAY TIME will gain a huge amount of prestige, but if


you push too far you risk bumping into the
Emperor and walking away in disgrace.


Jostle to the front of the crowd
ready for your opportunity
to shine, or keep yourself in
the background only to leap
forward at the right moment.
But beware! The emperor has
a mind of his own.

TIPS FROM CREATOR


REINER KNIZIA

p002.indd 1 05/02/2018 11:27


EDITORIAL
EDITOR Matt Jarvis
01778 392 400

Welcome
matt.jarvis@warnersgroup.co.uk

CONTRIBUTORS Sam Desatoff,


John Dodd, Owen Duffy,
Holly Gramazio, Robert Florence,
Sam Illingworth, Richard Jansen-
Parkes, Dan Jolin, Joshua King,
Andy Leighton, Phil Robinson,

I
Alex Sonechkina, Charlie Theel,
Paul Wake, James Wallis
s there a greater marker of how far tabletop gaming
HEAD OF DESIGN & PRODUCTION has come in the last decade than the rise (and rise) of
Lynn Wright Pandemic? Initially rejected because of its apparently
DESIGNER Richard Hallam
off-putting name and co-op gameplay, Matt Leacock’s
masterpiece is now heralded as a modern classic that
COVER IMAGE FROM RISING SUN helped to spur board games into a new golden age – and
ADVERTISING
has continued to revolutionise things further with the
TO ADVERTISE PLEASE CALL Legacy series. Leacock tells us the full story on page 26.
GROUP ADVERTISING MANAGER Speaking of smash hits, our cover feature takes a trip
Claire Ingram 01778 391 179
claire.ingram@warnersgroup.co.uk
back to feudal Japan as we do battle for honour and glory
in Eric Lang’s Rising Sun, the hotly-anticipated follow-up to
GROUP TELESALES EXECUTIVE
Ben Jackson 01778 391 129
Now Playing... his Norse knockout Blood Rage. You won’t want to miss
ben.jackson@warnersgroup.co.uk Dinosaur Island our behind-the-scenes look on page 18.
Elsewhere, there’s a rare interview with the godfather of
ADVERTISING DESIGN the empire-building genre, Francis Tresham, who recounts
AND PRODUCTION
the creation of the original gaming epic: Civilization.
Nicola Lock 01778 392 420
nicola.lock@warnersgroup.co.uk Get in touch We’re also talking to Marc André about his polished
gem Splendor, picking out the best gaming retreats to
MARKETING tabletopgaming.co.uk
consider for your next hobby holiday, reviewing the latest
MARKETING BRAND MANAGER
Nicola Lumb tabletopmag games you should be playing and much more. Plus, there’s
the latest news about our upcoming Tabletop Gaming Live
MARKETING ASSISTANT tabletopgamingmagazine
convention in London’s Alexandra Palace on page six.
Katherine Brown 01778 395 092
katherine.brown@warnersgroup.co.uk tabletop_gaming_magazine With so much to look forward to, 2018 could be the
best year for tabletop gaming yet.

Matt
PUBLISHED BY
ASSOCIATE PUBLISHER
Claire Ingram
Warners Group Publications PLC
The Maltings, West Street, Matt Jarvis Editor
Bourne, Lincolnshire, PE10 9PH matt.jarvis@warnersgroup.co.uk | @liquidmatt
01778 391 000
www.warnersgroup.co.uk
Q U I C K S TA R T
NEWSTRADE DISTRIBUTION
Warners Group Publications PLC I’ll be He said, ‘Was Such games
01778 391 150
blunt – it Pandemic are unsuitable
PRINTING
historical or Ants, I can’t for Aunt Flossy
This publication is
printed by Warners games bore remember to play with the
01778 395111 me senseless. which one was brats while the
The views expressed by contributors are not necessarily
those of the publishers. Every care is taken to ensure that
the hit of parents are
the content of this magazine is accurate, but we assume no
responsibility for any effect from errors or omissions. While
every care is taken with unsolicited material submitted for
the crowd?’ clearing up.
publication, we cannot be responsible for loss or damage. Eric Lang isn’t sticking to the Pandemic wasn’t always a sure- Civilization inventor Francis
While every care is taken when accepting advertisements, we facts with Rising Sun, p18 fire hit, says Matt Leacock, p26 Tresham has some thoughts, p52
are not responsible for the quality and/or the performance
of goods and/or services advertised in this magazine. The
Advertising Standards Authority (ASA) exists to regulate the
content of advertisements. Tel: 020 7429 2222

© Warners Group Publications Plc, 2018 tabletopgaming.co.uk 3

003_Welcome_v3 MJ.indd 3 14/02/2018 10:55


In this issue
06 AT A GLANCE 37 KICKSTARTING 61 UNEARTHED ARTEFACTS
A 30-second guide to the latest in gaming FROM SCRATCH Digging into DungeonQuest – in the year 3121
Art Deck grapples with what to offer backers
09 FIRST TURN 62 PRO-BENDING ARENA
Century: Spice Road creator Emerson 38 HOW WE MADE Legend of Korra’s action-packed sport hits the table
Matsuuchi digs into his bag of Tricks & Treats Marc André explains what makes Splendor splendid
65 PLAYED
10 10 OF THE BEST 44 OUTPOST Find out what you should be playing this month
A marvellous selection of miniatures games The challenging survival series heads from
Siberia to the Amazon for a new beginning 83 PAINTING GUIDE
13 ROLE CALL Doctor Who’s regenerations get a timely
The latest RPGs worth exploring 47 THE INDEPENDENT SHELF makeover as we head Into the Time Vortex
We kick off a regular celebration of indie gems
14 ALL THE JAHRES with the gloriously metal Dungeon Degenerates 88 DUNGEON MASTER’S
Klaus Teuber’s third win – before Catan – GUIDE TO ROLEPLAYING
combines toilets and Snake. Need we say more? 48 GAMING RETREATS When to fudge rolls, and when to let them be
Where to head on a jolly hobby holiday
17 MY FAVOURITE GAME 91 EVENT REPORT
Gloomhaven creator Isaac Childres falls in 51 THROUGH THE AGES The growth and growth of AireCon
love with the charms of Terra Mystica Our new column follows mechanics from
ON THE COVER
92 CLUB DIRECTORY
invention to today. First up: worker placement

18 RISING SUN 52 THE STORY OF CIVILIZATION 95 SHOP SPOTLIGHT


Eric Lang takes us on a tour through his mighty Francis Tresham tells the tale of the original We pop into Frome Model Centre
spiritual successor to Blood Rage historical empire-building epic
98 TABLETOP TIME MACHINE
26 PANDEMIC ANNIVERSARY 57 PLAY IT SMART Calculating the positives of multiplayer
We look back on 10 years of the seminal co-op Play by the rules – and then break them altogether mahjong card game, Mhing
series with Matt Leacock and friends
58 TRISTAN HALL
34 HAVE YOU PLAYED? The man behind the adventurous Gloom of
Accessing the mainframe of Android: Netrunner Kilforth reveals his plans to shake up history

4 March 2018

004_005_contents_v3 MJ.indd 4 14/02/2018 10:58


THE GAMES
1066, Tears to 58
Many Mothers
1829 52
Advanced Civilization 52
Agricola 51
Altiplano 66
Android: Netrunner 34
Art Deck 37
Blank 76
Caylus 51
Century: Spice Road 09
Civilization 52
Coal Baron 51
Coaster Park 81
Cobra Paw 76
Dinosaur Island 69
Doctor Who: 83
Into the Time Vortex
38 Dungeon Degenerates 47
Dungeon Draft 73
DungeonQuest 61
Dungeons & Dragons 88
Escape from the 71
Dark Castle
Elite Dangerous RPG 75
Empires 78
Favelas 70
Fluxx 57
The Football Game 48
Gloom of Kilforth 58
Gloomhaven 17
26 58 Goodwill 77
Infinity: The RPG 68

52 Keydom
Kitchen Rush
51
74
Legend of Korra: 62
Pro-Bending Arena
Majesty: For the Realm 38
Mhing 98
Nusfjord 79
Outpost: Siberia 44
Pandemic 26
Rising Sun 18
Scythe 57
Splendor 38
Terra Mystica 17
Time Barons 80
Transatlantic 67
Tricks & Treats 09
Troyes 51
Tzolk’in 51
Vengeance 72

tabletopgaming.co.uk 5

004_005_contents_v3 MJ.indd 5 14/02/2018 14:14


AT A GLANCE
‘TOP CLASS
Roleplaying, miniatures and board game studios join the growing line-up for Tabletop Gaming Live
The list of big names making their way to Warcradle, Warbanner, Anvil Industry, Rubicon and creators behind your favourite titles, such
London’s Alexandra Palace this September for Models – to name just a few. as Ralph Horsley, the veteran Dungeons &
our Tabletop Gaming Live convention continues Of course, we’re not forgetting about the Dragons, Magic: The Gathering, Hearthstone
to get longer and longer! board games side of things, either. Among and Warhammer illustrator who’ll be on the
We’ve already announced that there will the latest publishers to jump on board are show floor throughout the weekend.
be the latest releases from the makers of Superhot Card Game, InBetween and Pocket Tabletop Gaming Live takes place on
games including Pandemic, Ticket to Ride, Mars outlet Board & Dice and family-friendly Saturday, September 29th and Sunday,
Catan, X-Wing, Arkham Horror, Android: outlet Tactic Games, joining already-confirmed September 30th 2018 at Alexandra Palace in
Netrunner, Legend of the Five Rings, The exhibitors including Fantasy Flight, Asmodee, London. Tickets are on sale now and start from
Walking Dead: All Out War, Wild West Z-Man Games, Days of Wonder, Catan Studio, as little as £10, with discounts available for
Exodus, Dystopian Wars and more, but that’s Thames & Kosmos and more. families and weekend passes.
far from all there’ll be to see and play on the As well as seeing the latest releases, you’ll Visit The Ticket Factory and search for
show floor. be able to meet some of the artists, designers “Tabletop Gaming Live” to secure your place!
If you’re a roleplaying fan, you won’t want
to miss the chance to see what’s in store
from Cubicle 7, the British roleplaying firm
behind Tolkien titles The One Ring RPG and
Adventures in Middle-earth, as well as the
Doctor Who RPG – not to mention the
upcoming fourth edition of Warhammer
Fantasy Roleplay and the Age of Sigmar
Roleplaying Game, both based on Games
Workshop’s miniatures universe.
Speaking of miniatures, we’ll also be joined
by Osprey, the wargaming and board game
outlet responsible for Frostgrave, plus board
and card games from The Lost Expedition
and Escape from the Aliens in Outer Space to

ADVANCE TICKE
Reiner Knizia’s Sakura and the latest edition of

NOW ON SALTES
Martin Wallace’s London.
Further bolstering the miniatures showing
is GCT Studios, the studio behind samurai
skirmish title Bushido. It adds to a line-up
of miniatures makers including Mantic, Book and save today: theticketfactory
.com

KNOW YOUR NUMBERS

21 18 4
Dice didn’t use the current
1450

The president of Wizards of A quartet


‘sevens’ layout until the the Coast has hinted Axis &
mid-15th century and were of Talisman
Allies may come to mobile in spin-offs
unfair for centuries, a the next year and a half
recent study has suggested have been

3 1993
teased, including an
After more than two decades, The team behind RPG, expandable
Forbidden Sky is the
Reiner Knizia has revealed a Harry Potter: card game and kids’
third entry in Matt
sequel to his 1997 classic Tigris Hogwarts Battle title, which is due for
Leacock’s other co-op
& Euphrates; Yellow & Yangtze has revealed it’s working on an adaptation of release later in 2018
series, out this summer
is due for release later this year classic ‘90s movie Jurassic Park

REASONS TO SUBSCRIBE

• SAVE UP TO 10% PER YEAR


• GUARANTEE YOUR FREE GIFT EVERY MONTH
• DON’T MISS OUT IF THE SHOPS SELL OUT
6 January 2018

006_007_atAGlance_v4 MJ.indd 6 14/02/2018 12:12


We asked…
Show us your pets playing
your favourite games!

SO LONG, MAYFAIR-WELL
The studio that changed the tabletop forever with Settlers of Catan is no more You said…
Mayfair Games, the German publisher that turned rechristening the game as just ‘Catan’. Asmodee Lucy wearing
Settlers of Catan into a tabletop phenomenon, has shut subsequently opened the dedicated Catan Studio, the crown
its doors after almost four decades in the business. which has focused on putting out various spin-offs and from Monopoly
Best known for being the original home of Klaus expansions for the series since. (Game of
Teuber’s revolutionary Spiel des Jahres winner, Mayfair Not content with absorbing one of the tabletop’s Thrones edition).
announced that its entire catalogue of IP has been best-known publishers, as part of the same deal Stephanie Davies
purchased by Asmodee, resulting in the studio’s 36-year Asmodee has also acquired Lookout Games, the
history coming to an end. label responsible for putting out a host of beloved Dexter the pug
Mayfair previously sold the rights to its flagship Eurogames from revered German designer coaching Kyle
franchise to Asmodee in 2016, a year after Uwe Rosenberg, including Agricola, Caverna on the finer
and Patchwork, as well as 2015 points of Magic:
Kennerspiel des Jahres winner The Gathering.
Isle of Skye. Mayfair bought the Jimmy Page
company in 2013.
Lookout will remain an Recently played
‘independent studio within Asmodee’, Munchkin and
its new owner confirmed. Ash couldn’t
Asmodee’s purchase of Mayfair’s resist joining
library and Lookout follows hot the group..
on the heels of its acquisition of Katryna Brown
Dream Home outlet Rebel and
marks another major bump for the Eddie the
mega-publisher’s already heaving turtle playing
line-up of studios, which now Ticket to Ride.
includes Fantasy Flight, Z-Man, Plaid Nicola Aldren
Hat, Pretzel, Catan Studio, Days of
Wonder and more.

JUST KEEP HOLDING ON Sampson


declaring his
Rory’s Story Cubes creator will grapple with a serious subject in his next game allegiance to
the Omnissiah.
The upcoming next project from heart attack on a flight out of Matt Hill
Rory O’Connor – he of Rory’s Story Sydney, Australia.
Cubes fame – is tackling a much Billy is left hanging onto life
more mature topic than you might by three key memories from My cat Missy
expect from his kids’ storytelling his troubled life, which must be (sadly no more)
dice game. uncovered before he passes away. critiquing
Holding On: The Troubled Life There’s no details on exactly my choice of
of Billy Kerr, which O’Connor how the sombre theme will fit with colour scheme.
co-designed with Michael Fox, the gameplay, but each playthrough Cathy Winton
is a worker placement game of Holding On will apparently take
that challenges players to work
together to recover the memories
of the titular Billy Kerr, a 60-year-
around half an hour to complete,
with multiple playthroughs needed
to reveal the entire story.
Get in touch tabletopmag
old man given days to live in Holding On is due out in the last
hospital after suffering a massive quarter of this year. tabletopgamingmagazine
tabletop_gaming_magazine
For the latest news from the world of gaming visit tabletopgaming.co.uk/news
S TA R T R E K A D V E N T U R E S

PAINTS & TECHNIQUES UNDERSHIRT

PAINTS USED STAGES


Abaddon Black Ceramite White Liberator Gold Slaanesh Grey Since there is a large amount
Agrax Earthshade Dark Reaper Lugganath Orange Sotek Green of variety in the crew of the
Alaitoc Blue Dawnstone Martian Ironearth Steel Legion Drab Enterprise, combined with
Altdorf Guard Blue Doombull Brown Mephiston Red Temple Guard Blue matching uniforms, this guide is
Averland Sunset Dorn Yellow Pallid Wych Flesh Warplock Bronze split into general sections covering
Baneblade Brown Drakenhof Nightshade Reikland Fleshshade Wild Rider Red the uniforms and tech, but splitting
Blue Horror Khorne Red Rhinox Hide Zamesi Desert the skin, hair and other details into
Bugman’s Glow Kislev Flesh Runefang Steel different sections. This will allow
Cadian Fleshtone Krieg Khaki Screaming Skull us to cover every element of each
Celestra Grey Leadbelcher Squig Orange crew member, giving you a guide
STAGE 1 Apply a basecoat of STAGE 2 Apply a highlight of STAGE 3 Apply a line highlight of
for the full boxset contents.
Steel Legion Drab. Dawnstone, focusing on the hard Celestra Grey, focusing on the
edges and folds. hard edges and raised folds.

MEDICAL JACKET

UNIFORMS

Turn to page 82 to find out more


BODYSUIT COMMAND AND HELM

STAGE 1 Apply a basecoat of STAGE 2 Apply a layer of Alaitoc STAGE 3 Apply a fine highlight
Altdorf Guard Blue. Blue, leaving the recesses the of Blue Horror to the edges and
base colour. raised folds.
DARK SKIN

SKIN
STAGE 1 Apply a basecoat of STAGE 2 Apply a layer of STAGE 3 Add a line highlight of STAGE 4 Apply a dot highlight of
Khorne Red. Mephiston Red, leaving the Wild Rider Red, focusing on the Lugganath Orange, focusing on
recesses the basecoat colour. hard edges. the corners.

ENGINEERING, SECURITY AND OPERATIONS LIGHT SKIN

STAGE 1 Apply a basecoat of


STAGE 1 Add a highlight of Dark Rhinox Hide.
Reaper across the hard edges, corners
and raised folds of the bodysuit.

STAGE 1 Apply a basecoat of STAGE 2 Apply a wash of STAGE 3 Apply a layer of Averland STAGE 4 Apply a line highlight of STAGE 1 Apply a basecoat of STAGE 2 Apply a layer of Cadian STAGE 3 Apply a highlight of Kislev STAGE 4 Apply a final fine highlight of
Averland Sunset. Reikland Fleshshade. Sunset, leaving the recesses the Krieg Khaki. Bugman’s Glow. Fleshtone, leaving the recesses Flesh, focusing down the centre Pallid Wych Flesh, only adding small
original colour. the base colour. and top of the head. lines and dots over the previous coat.

STAGE 2 Apply a highlight of


SCIENCE AND MEDICAL ANDROID SKIN Doombull Brown, focusing on the
top edges of the features.

or subscribe today from as little


STAGE 2 Add a dot highlight of STAGE 1 Apply a basecoat of STAGE 2 Apply a highlight of STAGE 3 Apply a line highlight STAGE 1 Apply a basecoat of STAGE 2 Apply a layer of STAGE 3 Apply a glaze of Zamesi STAGE 4 Apply a final fine highlight of STAGE 3 Apply a final fine highlight
Slaanesh Grey, focusing on the corners Sotek Green. Temple Guard Blue, focusing on of Blue Horror, focusing on the Zamesi Desert. Screaming Skull, leaving the Desert over all the skin. Dorn Yellow, only adding small lines of Krieg Khaki.
and the top of the raised folds. the hard edges and folds. corners and raised folds. recesses the base colour. and dots over the previous coat.

84 February 2018 tabletopgaming.co.uk 85

20 of 132 pages
P L AY E D

BATTLE FOR ROKUGAN


Legend of the Five Rings expands with
an excellent
area control spin-off. Or are we just
bluffing?

as £14.99
Designer: Molly Glover, Tom Jolly |
Artist: Mathias Kollros, Francesca
Baerald, Nele Diel, ShenFei
90m 2-5 14+ £40
safeguarding it from future attacks
but potentially sacrificing a tactical
advantage during future battles.
Taking over an entire territory
can grant a huge advantage, as each
collection of lands unlocks a single-use
power for the controlling player to use.
The abilities feel fittingly formidable
ED

IT
CE

O R' I and satisfying to execute, but are only


S CHO held onto as long as that player has total
control – meaning waiting to use them
to
their full advantage can be very risky.
Each player also starts with a very
limited supply of scouts and shugenja
that let them spy on some of their
opponents’ tokens, plus a secret
objective that’s revealed during end-

H
game scoring for a potential last twist
ot on the heels of its recent living
WHAT’S IN crucially, when – you put your tokens
in the final standings. Funnily enough
card game revival, Legend of the THE BOX? down becomes a tense standoff and
for a spin-off to a living card game, the
Five Rings’ next major franchise ◗ Game board cardplay is kept to a bare minimum,
instalment is Battle for Rokugan – a ◗ 22 territory cards
clash of wits between players. Could
taut leaving the focus on the placement of
area control board game that stands ◗ 10 initiative cards the token attacking your province be
a tokens, but the small number, restricted
alone as a truly fantastic experience. ◗ Seven daimyō screens powerful army needing to be fought
off use and great power of the cards means
If you’re already a fan of Legend of the ◗ 12 secret with ample defence? Or could it simply
that every one lands with a huge impact.
Five Rings, you’ll find rough sketches objective cards be a distraction to draw your forces
The combination of straightforward

LEARNI
of the seven competing clans’ broad ◗ First player card away from a surprise attack elsewhere
◗ 189 combat tokens basics, the chance for deceptive mind

EVOLVENG
strategies in their slightly asymmetrical during the final placement? You’ll need
◗ Five shugenja cards games, and just a smidge of luck and
special abilities and pools of combat to constantly guess and second-guess
◗ 10 scout cards asymmetry works an absolute charm:
tokens used for wresting control of your rivals, especially as every player
◗ 210 control tokens Battle for Rokugan is 90 or so minutes

D
the map’s various provinces – and the ◗ Four honour
always has a blank bluffing token hidden
of exhilarating Oh My God!-ness,
victory-sealing honour that comes bonus tokens with the rest of their ‘hand’ behind
air-punching triumph and head-in-
with them. It’s just enough to root the ◗ Four defence their screen, presenting a constant Games aren’t
hands regret (with laughter) as traps just fun – they can
conflict in a wider world that feels more bonus tokens opportunity to mislead and deceive.
are sprung, plans go astrayhelp you also
believable and vibrant, without throwing ◗ Shrine token It’s a tight, thrilling experience that and bigboost your brainpower.
◗ Harbour token
moments pop off in everyProfessorsround. and students
off the careful gameplay balance or keeps up the pressure throughout its the cranium-crammi tell us about
◗ Battlefield token That’s no bluff.
leaving total newcomers feeling lost. very reasonable running time and gets
MATT JARVIS Darwinian delight ng benefits of
◗ 15 peace tokens especially explosive during the fifth Evolution
Learning the ropes is easy, with ◗ 15 scorched Words by Anna
Blackwell
combat largely coming down to a earth tokens
and final round, as players unleash WE SAY
a last-ditch effort to take over entire

tabletopgaming.co.uk/subscribe
straight battle of numbers – attack with ◗ Round track token There’s no need to already be a Legend
more strength than your opponent has territories or block their rivals’ control. of the Five Rings fan to enjoy Battle
defence, and you’ll claim that province. Particularly brutal are the rare raid for Rokugan as a brilliant game of
Each type of combat token has slightly tokens, which completely decimate planning, deception and strategy. The
different rules – armies must attack an area for the rest of the game easy-to-grasp gameplay means the
over land, naval tokens operate only and remove all combat and control riveting showdowns between players
tokens, while the equally uncommon get to shine, while the tight play time
along coasts, the rarer shinobi can strike
diplomacy tokens permanently forbid and differences between the clans and
anywhere and so on – and is placed territory powers leave plenty of reasons
facedown to signify its intent, before all combat in – or out – of a region,
to come back time and time again.
all players’ tokens are revealed and
resolved simultaneously. TRY THIS IF YOU LIKED…
GAME OF THRONES: THE BOARD
This is where Battle for Rokugan’s
Want a game that lets you conquer GAME
real joy comes into play, as where – and, the world as you trick and outwit your
friends? Battle for Rokugan lets you
do it all in under a couple of hours.

64 February 2018

44 February 2018

tabletopgaming.co.uk 7

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p008.indd 1 05/02/2018 15:46
FIRST TURN
EMERSON
MATSUUCHI
Before trading seasonings and sneaking about, the
Century: Spice Road and Specter Ops designer
was snatching sweeties in 2012’s Tricks & Treats
Interview by Dan Jolin

BACKGROUND
“I was a software developer at Merrill Lynch in downtown There’s a lot more logic and
New York, before I became a freelance consultant. But
there was always a niggling feeling in the back of my math and science involved with
head that I wanted to do something other than this, so
when I got home, I’d work on a 3D game engine based on the development of a game than
Microsoft’s Managed DirectX. In 2009 I was introduced
to The Dice Tower, and because of that I bought Settlers of I had originally realised.
Catan, which I loved. So then I bought Ticket to Ride,
Carcassonne; all the staples for today’s collection. And
because I’d always had the desire to develop games, I
thought, ‘What if I work on an analogue game?’” HOW TO PLAY
“It’s a heavily disguised hidden role game where you
COMPONENTS play kids who are trying to get the most candy in their Tricks & Treats sees players
“With Tricks & Treats I actually tried not to take basket. But each basket is numbered and you have to do trying to gather the most
mechanisms from any other games I knew. Those so without letting the other players know which basket sweets on Halloween, but
mechanisms totally exist elsewhere but, at that time in is actually yours. If they call you out and they’re right, without giving away which
my naïvety, I didn’t know they existed. I wanted to come you can get eliminated from the game. Also, to throw basket is theirs – or they
up with something new, something innovative, and see a wrench in the whole mix, there are special abilities. could end up eliminated
how creative I could get with just a simple deck of cards.” Some of ‘em will allow you to shift candies from one
basket to another, or swap the places of two baskets.”
OBJECT
“One of the mantras I always tried to enforce when I was END OF THE GAME
leading a technology team was: start small. So I followed “Sales are still trickling, but usually I see a spike just
the same philosophy here. I had no idea how to design before Halloween. It’s a lesson I learned that if you
a game. I tried to make an RPG based on giant robots make a game based on a holiday, you’re kind of limiting
when I was eight or nine years old, but that wasn’t an the window in which you can sell it. [Laughs] I feel like
earnest attempt. My target audience was families; Tricks I could take the mechanisms of Tricks & Treats and,
& Treats is not exactly a children’s game, but it is a game instead of making a family-friendly game, put, let’s say,
parents could play with their children.” a Game of Thrones theme on it. The king has died and
you’re trying to secretly vie for control, using subtlety
SETUP to try to gain influence. But if someone can catch onto
“I thought about how it would be interesting to combine your plot, they could actually stop you from completing
bluffing and hidden roles in a game, and Halloween your plans. I have playtested Tricks & Treats so many
just seemed like a good family-friendly theme to go times, it’s now part of my toolkit of mechanisms. I can
along with this mechanism. I playtested it with some definitely see how it would work in a game like that.”
friends: casual gamers, people who didn’t have big
game libraries but who’ve played, like, Monopoly. And STRATEGY TIPS
they enjoyed it, so I thought it might have enough merit “My advice to anyone starting out in game design is
to be worth producing. It was self-published, because to think of it not just as a creative endeavour. There’s a
I also wanted to have my own games company and lot more logic and math and science involved with the
understand the process of how to not just design a development of a game than I had originally realised
game, but also how to work with a manufacturer, how to myself. Because a lot of it is really obfuscated. There’s a
work with a distributor and get it out, and so forth.” whole mathematical model underneath every game.”

March 2018 tabletopgaming.co.uk 9

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1 GUILD BALL
A spiritual successor to the brutal American football matches

2
of Blood Bowl, Guild Ball is a distinctly British take on the fantasy
sports genre. Two opponents each control a team of six players
competing in a football (that’s proper football) match, with the
game’s fluid momentum system building up the action as players
pass the ball around before unleashing special plays, such as taking a
shot on goal. The guilds that make up each side are twisted versions of
traditional vocations – butchers, brewers, engineers and fishermen, to
name a few – who put a unique spin on the typical fantasy factions, with

TEST OF HONOUR
distinct play styles and characters. Backed up by slick gameplay driven
by d6 rolls and a highly active community, there’s no shortage of ways to
learn the ropes quickly and get involved.
A swift samurai skirmish game, Test of Honour uses only a few handfuls
For fans of: Blood Bowl, proper football, unique fantasy of models – a hero, their companions and some soldiers – to recreate
fierce battles between rival clans. The core box includes a series of six
scenarios that can be played as a connected campaign, with warriors
gaining skills or even choosing to take a more dishonourable route to
claim victory over their foes. Each scenario has a different objective,
from defeating all of the rival warriors to defending an outpost or offering
protection to a spy, giving the narrative thrust of the game even more
impact. Matches can play out in as little as half an hour and are dictated
by drawing tokens from a bag, making the action unpredictable and tense.

10
For fans of: Story-driven games, fast action, Akira Kurosawa films

OF THE BEST
MINIATURES
GAMES
If plastic people and deep tactical gameplay is to your tastes, there’s a glut
of miniatures games to gorge yourself on. Whether you’re just starting out
or already a seasoned fan, our selection should have something for you
Chosen by Matt Jarvis

3 INFINITY
One of the most promising heirs to the throne of
Warhammer 40,000, Infinity is a quick-playing sci-fi
combat game partially inspired by the future tech and
style of Japanese manga. Set almost two centuries from
now, Infinity centres around squads of human and alien
soldiers conducting combat missions. The feeling of controlling a squad
is heightened with the ‘automatic reaction

4
order’ system, which lets players take
actions with their figures to respond
to their opponent’s moves – such as firing
off shots at units moving from behind cover.
The fast-moving, smooth feel means that
MALIFAUX
Malifaux has one of the most distinct visual styles in our
matches feel cinematic and play out list, with a horror-steampunk vibe infused with elements
quickly. The immersive universe has of the Wild West and Victorian gothic. Crews of between
since been expanded with spin- seven and ten models, led by a single master supported
off sports board game Aristeia! by their minions, battle for control of precious soulstones.
and a roleplaying game that Every figure has an individual power and, instead of dice, decks of fate
delves into the wider lore of cards decide the outcome of attacks, spells and more. Players can
the galaxy. manipulate these decks by cheating fate to gain an advantage, leading to
a dynamic, atmospheric fight.
For fans of: XCOM, manga,
tactical combat For fans of: Weirdness, Tim Burton, hating dice

10 March 2018

010_011_tenOfTheBest_v2 MJ.indd 10 13/02/2018 14:56


5
DYSTOPIAN
WARS
Bringing its steampunk world of
the 1870s to life with some
fantastic models, Dystopian
Wars is a warfare game unlike
any other and a delightfully
original entry in the crowded
6
dogfighting.
WINGS
OF GLORY
Taking to the skies of World War I and II, Wings of Glory is
a fast and thrilling aerial miniatures game that recreates
the twists, turns and inevitable crashes of historical
dogfighting. Plane cards and a deck of manoeuvre cards give each aircraft
a unique style of flying, while a shared damage deck for each type of plane
makes exchanging fire quick and dramatic. Players plan their plane’s move
genre. The rules – based on with a series of cards, combining moves to pull off dramatic
the d6-powered gameplay stunts and outmanoeuvring their opponents. As well as
of Firestorm Armada and simple dogfights, the game includes
Uncharted Seas – are designed the chance to take on a variety of
to allow huge squadrons of scenarios and objectives, from strafing
planes, land ships, boats, runs to bombing runs. A spin-off mashup
balloons to battle across land, sea and air in a reasonable amount with sci-fi classic The War of the Worlds is
of time, and also support the use of a deck of 52 cards for added due out this summer and will be fully
unpredictability and tension. You can choose to fight in a single compatible with the WWI planes,
environment, or combine all three for an epic conflict, customising while introducing Martian tripods.
your fleet to ensure victory.
For fans of: Historical combat, high
For fans of: Total domination, vehicular combat, steampunk tech fliers, fast and furious dogfighting

7
WARHAMMER/
WARHAMMER
40,000
The D&D of the miniatures world, Warhammer and
Warhammer 40,000 continue to sit in the top echelons of miniatures
thanks to their outstanding models, deep lore and gameplay that’s been
refined – and completely revised at points – over decades. Both Age of
8 X-WING
MINIATURES
GAME
One of the most accessible minis titles on this list, X-Wing
does away with the pressure of gluing together models and painting them
with gorgeous ready-to-fly figures of some of the most famous spaceships
in history. The gameplay, too, is very easy to pick up, consisting of a
Sigmar (which replaced classic Warhammer Fantasy Battle) and the new straightforward dial system that lets the various Star Wars pilots
eighth edition of Warhammer 40,000 are fantastic games, and the newly zoom around space, barrel-roll, open fire and stay on target. In
streamlined rules mean they’ve never been easier to learn. the years since it debuted, the series has put out a huge variety
The 40,000 universe is especially rich with plenty of ships from the sci-fi movies and their various spin-offs,
of detailed characters, factions and stories to meaning there are plenty of customisation options. A
uncover – not to mention the awesome and number of small and major tournaments are held every
enormous vehicles that stomp and blast their year and often dictate which ships are the ones to be
way through the grimdark landscape. As easily using, but you can have just as much fun using a handful
the biggest miniatures games around, there’s of ships on your dining room table.
no shortage of help for beginners and a huge
community to get involved with. For fans of: Characters you already
know the names of; fast-paced,
For fans of: Space Marines, the populist easy-to-learn gameplay; not having
choice, the Emperor to paint or glue anything

9 THE WALKING
DEAD: ALL
OUT WAR
Based on the original comic book series rather than
the hugely popular TV show that followed, All Out War pits two factions
of humans against each other with the brain-hungry zombies of the title
serving as a danger to both groups. (There’s also the option to play
10 WARMACHINE/
HORDES
Two different games, but fully compatible with
each other, Warmachine and Hordes are
miniatures games for those uninterested in
playing it safe. The games’ dice-based combat rewards aggressive play,
with Warmachine’s ‘focus’ and Hordes’ ‘fury’ systems allowing units
to boost their attacks and fire off spells – but unrestrained fury risks
solo or in co-op.) The gameplay is a streamlined version of traditional Warbeasts entering a frenzy and potentially turning on their allies, making
wargaming tropes, combined with elements managing your points key to wiping out the enemy. The fantasy-meets-
such as an events deck that can raise the steampunk setting of the Iron Kingdoms
overall threat level and bring more walkers provides plenty of unique models and
shambling into the battlefield. Certain actions varying factions to explore; with troops
generate noise and attract the attention of the inspired by classic fantasy as well as
undead, which often occurs as the competing powerful metal machines, the world is
groups race to collect the most supplies or one of the most distinctive around.
dispatch their opponents first to claim victory.
It’s dead good. For fans of: Pent-up rage,
head-on action, metal
For fans of: Big risks, comics, braaaaains and magic

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p012.indd 1 07/02/2018 09:15
Role Call
Whether you’re used to waking up with no idea of how you
got there or looking to return to a classic roleplaying land,
this month’s releases are full of adventures waiting to be had
Words by John Dodd

TINY HEROQUEST ALAS VEGAS THE SEVENTH


DUNGEON: GLORANTHA Long overdue, but MYSTERIOUS SEA: THE
SECOND A setting book that worth the wait. Alas HAPPENINGS NEW WORLD
EDITION allows HeroQuest Vegas is the RPG that AT FURLONG The latest of the world books
Using the TinyD6 players to adventure combines Sin City and DOWN for Seventh Sea, The New
engine, this is the in the popular world of The Hangover, where the Following his success World covers the peoples
latest iteration of the Glorantha, a world that players wake up without with The Jack Hack and and traditions of what was
popular minimalist has seen many different any memory of who they Last Prayer of the Dying, once the Aztlan Empire,
roleplaying game versions over the are and what they were John R. Davis returns now divided into the three
originally designed by years, from the original doing before they got with a D&D: Fifth Edition nation states of Nahuacan,
Smoking Salamander. RuneQuest to the there, but with flashbacks adventure that takes the Tzak K’an and Kuraq, all
This version has over a computer game King of revealing a part of the players from second to bound together in feuds of
dozen settings to run Dragon Pass. This book game at a time. With a fifth level. Including several blood and death. With new
the players through contains everything number of articles from maps and more than 30 rules for environmental
and is useful as a game needed to begin the award-winning games separate encounters to hazards, new backgrounds,
in itself or as a quick adventure, and there writers to help you run work through, it makes an duelling styles and sorcery,
jumping off point for an are more expansions scenarios, it’s superb for excellent entry point into this opens up another new
existing campaign. planned in the future. isolated game nights. the RPG. frontier for the bold players.
Gallant Knight Games | £15 Chaosium | £17.50 Magnum Opus Press | £13 John R Davis | £5 John Wick | £30

March 2018 tabletopgaming.co.uk 13

013_roleCall_v3 MJ.indd 13 14/02/2018 11:09


All the
Jahres
Replaying the winners of the Spiel des Jahres so you don’t have to
Words and pictures by James Wallis

DRUNTER & DRÜBER


F
or most designers, winning the but he may have come across one of its
world’s biggest award for board Year of win: 1991 home computer predecessors. Imagine
games three times would be the Designer: Klaus Teuber Snake without the reaction-time mechanics,
highlight of a long and distinguished Number of players: 2-4 with four snakes trying to eat certain pellets
career. Winning it three times in four years Playing time: 30-60 mins and protect other ones, and you’ve got the
would crown them as the pre-eminent Worthy winner? At the time, sure gist of Drunter & Drüber.
designer in the industry. But for Klaus Worth playing now? Feels a bit dated The backstory for the game is too stupid to
Teuber, the creator of 1991 winner Drunter Availability: Re-released as Wacky bother retelling here. All you need to know is
& Drüber, it was just the end of Act One. Wacky West in 2010 the players aren’t snakes but citizens of the
He was still warming up. Price: Under £20 town of Schilda. Their job is to build walls,
Drunter & Drüber is as different from roads and rivers to traverse the town, and
Adel Verpflichtet (Teuber’s 1990 winner) as along the way guiding them to (a) demolish
that game was from Barbarossa (his 1988 OPPOSITE Players must vote to demolish opponents’ buildings while (b) preventing
winner). Barbarossa is a social shape- loos without giving away their colour anyone demolishing their own. Twistily, you
guessing game; Adel Verpflichtet is an elegant don’t know which player owns which set of
exercise in social deception in pursuit of the BELOW It was Teuber’s third – but not final – win buildings, and part of the fun of the game is
perfect antiques collection. And Drunter working out who’s which colour.
& Drüber (meaning On your turn you place a
‘under and over’ or tile from your hand – either
‘haywire’ but not, as the a road, wall or river, one,
2010 Mayfair edition two or three squares long
Wacky
translated it, ‘Wacky – to extend any of the four
Wacky West’,, and not to constructions snaking out
be confused with that across the board. New tiles
other D&D)) is a game of have to go at the end of the
insane town planners. last tile played, so you’re
To put it another way: making a line rather than
it’s multiplayer Snake. forking paths. You can also
You know Snake, block off one of the other
the once-ubiquitous lines of constructions,
mobile phone game though some walls have
of ever-lengthening bridges you can employ to
reptiles turning at make the paths cross over.
right angles to avoid The problem, however,
their own tails. Teuber is the loos. Schilda has
almost certainly didn’t an abundance of public
know it because this loos, and every time you
was 1991 and mobile want to build anything
gaming still meant over one of them there
portable chess sets, has to be a public vote.

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014_015_allTheJahres_v2 MJ.indd 14 13/02/2018 14:57


Imagine
Snake without
the reaction-time
mechanics and
you’ve got the gist
of Drunter
& Drüber.

and how to optimise them is entertaining


enough for a couple of playthroughs.
Judging from old reviews back in 1991 this
was cutting-edge design but, although
there’s nothing quite like it on the market
now, it feels old-hat and even a little
primitive by today’s standards. Games
historians and designers will find elements
of interest here, and it still works as a good
family game, but the tastes of the general
games audience have moved on.
Not much of 1991’s Spiel des Jahres
shortlist has stood the test of time, to be
honest. Wolfgang Kramer picked up the
Kennerspiel des Jahres (Children’s Game
of the Year) special prize for the pirate-
themed Corsaro – his 1986 Spiel des
Jahres winner Heimlich & Co. may well
have inspired Drunter & Drüber’s hidden-
identity mechanic. The prize for Most
Beautiful Game went to Master Labyrinth, a
reworking of the Ravensburger tile-sliding
classic that had been shortlisted a few years
This is the main way you can guess what is easy and it doesn’t outstay its welcome. earlier. Both nice games but neither of them
colours people are playing: by watching Tactics are mostly about protecting your outstanding. Not a vintage year.
how they vote for dunny-demolition close buildings without letting on which ones they It’s a sign of the size of the games
to precious high-value buildings. Do they are, squashing other players’ ones, analysing industry in 1991 that even after three Spiel
vote an emphatic ‘JAAA!!’ or ‘NEEE!!’ or and manipulating the voting, and watching des Jahres wins, Klaus Teuber hadn’t given
a more cautious ‘ja,’ or even ‘jeeinn!’ if what tiles players have left in their hands to up his day job and was still working as a
they want to have their jakes and beat it? work out what moves they can’t make and dental technician. He wouldn’t go full time
Vowels are votes, and each voting card therefore can’t stop you from making. until 1999, after his fourth win had changed
can only be played once. So the process is There’s a small expansion included in the the face of board games forever. But there’s
tactical and revealing, and probably the box, where players draw two building types still a lot of ground to cover before we reach
reason that Drunter & Drüber won the and get to choose one of them halfway that moment.
Spiel des Jahres because it’s the cleverest through the game, which adds a little extra
part of the game. in the way of tactical play, but it’s not a
Once none of the four paths can go any huge difference. Next month: Cycling team-management
further everyone reveals which building type There isn’t a lot of depth to Drunter & game Um Reifenbreite takes the yellow
jersey. Can it keep pace with younger
they were supposed to be protecting, scores Drüber but it’s one of those games where
competitors like Flamme Rouge?
are totalled and that’s it. It plays fast, scoring working out the limits of the mechanics

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P resented by the South London
Warlords, Salute 2018 is the biggest,
independent, one-day wargaming and
gaming event in the UK. Once again,
we have a huge number of traders
from the UK and around the world
attending the show at ExCel London
as well as plenty of demonstration
and participation games to enjoy. We
will also, of course, be running our
renowned painting competition. Every
year, we aim to provide a fantastic
showcase, whether you are thinking of
starting this great hobby or are already
a ‘veteran’ wargamer/gamer.

SALUTE is held at
ExCel London, which Tickets
is very easy to get to. £10.00 via eticket or £20.00 (cash
Here is a simplified
transport link map. only) at the door.
Under 16s FREE with a paying
adult.
Again this year there will be
several ‘golden ticket’ prizes.
Tickets are now on sale from our
Facebook page and website:
www.salute.co.uk
NB: there is no bring and buy at
Salute 2018.

SATURDAY, 14TH APRIL


DOORS OPEN 10.00-17.00

p016.indd
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09/12/2017 11:32
my favourite game
ISAAC
CHILDRES
The master of Gloomhaven falls head
over heels for Terra Mystica’s magic

I
f you’re going to put me in a head lock and force
me to choose my favourite game (you really
shouldn’t though – violence is not cool), then I
would probably scream in a panic and then blurt
out, “AH! Terra Mystica,, okay? Now let go of me!”
It’s a reluctant choice, though, because, given our
present reality of 2018, there is a reimplementation of
Terra Mystica, Gaia Project,, which on paper just seems
better in almost every way. If someone is walking around
saying their favourite game is Terra Mystica,, then they are
probably just not hip to this new 2018 reality.
But the simple fact of the matter is that I am a
sentimental person, and Terra Mystica has a special
place in my heart. I’m not just going to trade that space
away to the younger, hotter model. What kind of person
would that make me?
A bad person.
Terra Mystica has been there with me throughout
most of my time as a board gamer, coddling me like a
warm blanket. “Oh, you don’t like this game you are
playing? Don’t worry about it. I will always be here shooting zombies in the head, and that’s perfectly fine,
to comfort you and give you a wonderful gaming but nothing gets me going quite like the formulation
experience when you are done playing that garbage.” and execution of a good plan. “Oh, man, did you see
Terra Mystica never judged me when I went off to play how I spent two rounds building up resources and then
Machi Koro, and then came back crying
like a fool, blubbering about
built six settlements with the Fakirs, earning eight points
for each one? I am high on my own sense of self worth,
Terra Mystica
how terrible of a time
I had. Terra Mystica
because that was a great plan!”
For me, Terra Mystica just has that perfect level
has that
just accepted me,
unfolding its
of complexity that allows for plans to come together
without too much downtime – unlike its newer, hotter
perfect level
many races and
nuances to be
version, which, dare I say, might just be too complex for
me. I find myself staring at the Gaia Project board for
of complexity
explored. Every
game was just as
way too long, trying to figure a way out of the mess I got
myself into, much to the annoyance of my opponents.
that allows
good as the last.
It never got stale.
Terra Mystica, on the other hand, is nice and familiar,
and it goes along at a nice clip.
for plans
Its wonders let
me quickly forget
Plus you’ve got that player interaction! I love the
balance between wanting to build next to other players
to come
that awful game of
Dungeon Roll.
and not wanting them to take your lands. It adds the
perfect amount of tension to the game, where you’re
together
So what makes
Terra Mystica and me
never quite sure whether your carefully designed plan
will actually work, because you’re never quite sure what
without
such a perfect fit? Why
are we destined to grow
your opponent will do to mess it up.
Yes, if I could marry a board game, I would propose to
too much
old together and die in each
other’s arms? Well, you
Terra right away. She’s proven herself to be a dependable
and loving companion, and that’s all I can really ask for. I’m
downtime.
see, I’m a planner. sorry this whole thing got a little weird, but, all right, look –
Some people like just don’t tell my wife we had this conversation, okay?

March 2018 tabletopgaming.co.uk 17

017_myFavGame_v2 MJ.indd 17 14/02/2018 11:20


HONOUR & GLORY
After the Norse fury of Blood Rage, Eric Lang’s next mythical extravaganza puts
players in command of the samurai, gods and monsters of feudal Japan.
He tell us why he finds sticking to history boring, his musical approach to drawing
from classic games and where his childhood love of folklore might take him next

W
Words by Matt Jarvis

hen he was Rage encouraged fierce, relentless battles between


young, Eric Lang players’ clans of warriors as they pillaged the land
would sit with his around the legendary tree of Yggdrasil in pursuit of the
grandmother during might required to vanquish their enemies. The clans
family trips to could call upon the power of gods and creatures from
Germany and look Norse mythology to aid them, appeasing the wants of
at picture books deities from Thor and Loki to Heimdall and Tyr. The
recounting folktales, combination of furiously competitive card-drafting
legends and myths from around the world. Unable and the bloody, evocative setting landed like a swing
to read the stories himself, the boy’s imagination was from Mjölnir, earning widespread critical plaudits and a
sparked by the pure sensation of the worlds conjured thunderous response from backers on Kickstarter.
up by the imagery and emotions. Those feelings would While working on Blood Rage, Lang began to put
stay with him into adulthood and eventually resurface together other concepts for further games steeped
through his work as a game designer, most explicitly in his lifelong obsession with folklore and legends.
in Blood Rage, Lang’s 2015 board game set during the (“I have lots of ideas,” he admits.) While the designer
Norse world-ending event Ragnarök. would find most to be “not publishable”, he eventually
Inspired by the Viking belief that a glorious death hit upon the idea of a spiritual successor to the area
would earn a place alongside Odin in Valhalla, Blood control gameplay showcased in Blood Rage, but

18 March 2018

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RISING SUN

instead taking the mythology of ancient Japan as


its foundation. LEFT Players can
“I challenged myself with, ‘How different appease kami spirits
can I make a game that shares a similar set of with prayer, or opt to
components and exists within the same genre?’” attract the favour of
Lang recalls. “I wanted to make a game that came the demon-like oni
in a box similar to Blood Rage but offered very
different gameplay, and earned its own place on a BELOW Legendary
gamer’s shelf.” creatures and
At first glance, Rising Sun’s similarities to Blood monsters can help
Rage are evident. There are dozens of miniatures – one clan dominate
both human-sized warriors and towering monsters their enemies
– splayed across the regions of a map board, and
card-like tiles play a key role in dictating the pace of
the action. The illustrations and models reflect the
cultural relocation, but have an air of familiarity –
little surprise, given the return of artist Adrian Smith
and the sculpting team at Studio McVey. But, despite
some echoes of its predecessor, Rising Sun is very
much a game all of its own.
“At its core, I would say Blood Rage is a game of
kinetic combat management: when to fight, when to

I wanted a game where


‘face’ – the social ledger
of your honourable deeds
and loyalty – is indistinguishable
from reality.

20 March 2018

018_025_risingSun_v2 MJ.indd 20 13/02/2018 15:40


win, when to lose, and anticipating your opponents’ Sometimes finding this sense of fun meant
risk profiles at the same time,” Lang explains. departing from the true-to-life elements players BELOW Able to manipulate
“With Rising Sun, it’s more about co-ordination. might expect from games rooted in history. There mandates, the Lotus clan
Actions are more indirect in this game, and often is no A Feast for Odin-style almanac here, nor any makes for a good ally
require piggybacking on the actions of other players, attempt to dig into the minutiae of life in centuries
and subtly try to control the flow. I wanted to create a gone by. Make no mistake: these are action BELOW LEFT
vehicle for players to discuss how to destroy each other blockbusters, not documentaries. Each clan has
in a war like honourable statesmen.” “With both of these games, theme is everything. individual
I threw away countless clever mechanics or entire miniatures
A NEW ALTAR iterations that distracted from the theme,” Lang reveals. and a
A large part of why Blood Rage and Rising Sun feel so “To be clear, by theme I don’t mean simulation. Neither unique
distinct comes down to the distinct differences between game is remotely historically accurate. With each, I ability
the beliefs of Norse Vikings and the inhabitants of wanted to capture a specific immersion; to put you in
feudal Japan. Each game attempts to capture the sense the headspace of a Viking or dynasty clan leader.”
of their era’s unique social foundations, be it a staunch This heightened feel is felt most strongly in the
commitment to going down in a blaze of glory or presence of Rising Sun’s kami – the spirits worshipped
upholding an unimpeachable code of honour. as part of the Shinto religion that have returned to
“My guiding principle for both games was pretty reclaim the land and anoint a new emperor. Players
simple: what do I think is the fun part of being a clan can send their Shinto warriors into the mountains to
leader in this mythology?” Lang says. “I did my best pray to four kami, which will then bestow a blessing on
to make sure that all viable player strategies spring the clan that best pleases them. Each grants a different
from one of those fun elements.” benefit, from wealth and honour to additional units,

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RISING SUN

“I’ll be blunt – historical games bore me senseless,”


Lang says. “I love history and absolutely appreciate
its value, but when it comes to games I am all about
selfish motivations. I want to feel powerful, clever
or cool. The folktale element of these games elevates
them beyond anything resembling simulation. I want
to capture the heightened feeling we in pop culture
understand about these mythologies.
“In my opinion, a good story requires that realism
yields to drama; in a fun game simulation must yield
to sustainable and replayable interaction. Fantasy – or
mythology, in this case – is a wonderful shortcut to
that; it’s an intuitive declaration of fun first, everything
else distant second.”
and can help swing the standing of the clans – making
ABOVE The Bonsai clan the competition to receive their favour heated. NEW CLASSICS
is able to buy resources Also present are the supernatural oni, demon-like Just as their settings are folklores retold for a modern,
without spending money beings responsible for causing evil in the world. While interactive audience, Blood Rage and Rising Sun look
the kami reward clans that uphold their honour, somewhat to the past for their gameplay.
BELOW Knowing when the oni prefer those who stray into dishonourable “One early goal I had with Blood Rage was to solve
to form alliances – and behaviour, granting upgrades and advantages at the an old problem I had with Risk: why is the fun thing
when to break them – is risk of a faction’s integrity. to do – combat – so costly and punishing to initiate?”
key to victory Players can even attract the support of legendary Lang explains. “How about a game where fighting is
monsters to lend their might to their forces. Being able something you wanted to do, win or lose?”
to summon and commune with the mystical evokes the For Rising Sun, Lang turned to another wargaming
same sense of awe and wonder that Lang experienced classic: Allan B. Calhamer’s Diplomacy, the infamously
as a child reading fantastical stories – as well as being lengthy and knives-out game of negotiation, wobbly
downright cool to do. alliances and ruthless betrayals from 1959.

22 March 2018

018_025_risingSun_v2 MJ.indd 22 13/02/2018 15:02


“Rising Sun is only distantly related to Diplomacy,” Managing diplomacy with rival clans is most
Lang details. “I wanted a ‘gentleman’s wargame’ important during the final phase of each season, as
with lots of deal-making, required co-ordination units in contested regions go to war. Each side of the
between players and even betrayal. But one of battle secretly bids coins on different war advantages,
the problems I wanted to solve was to take the hiring wandering ronin warriors, taking hostages,
sting out of inevitable betrayal, and even weave earning honour for killed figures by writing poems
it into the essential fabric of the game. and even committing seppuku, the ritual suicide
“Risk and Diplomacy are iconic traditionally used by samurai to die with honour
games. I wasn’t looking so much to rather than being captured by the enemy. The
update the games themselves, but need to save money (secretly stashed behind
drew very loose inspiration from each player’s screen) to fund inevitable conflict
their basic play patterns, the way a makes a combination of forward planning and
musician is influenced by the music judging your rivals’ moves key.
they grew up with.” “I took a lot of pains to balance the negotiable
As in Diplomacy, forming elements of strategy – navigating the map – with
alliances is crucial to Rising Sun. Each personal play: upgrades and combos,” Lang
of the game’s four seasons opens with says. “Combat, the tactical element, is neither
a tea ceremony, allowing clans to discuss deterministic nor random. The
and negotiate working with their former variance is pure anticipation and
opponents for shared benefit – while the alliance reading of your
holds, at least. Inking an agreement stops opponents. You
friendly clans from hurting each other during can only negotiate
battles and grants various other bonuses as the so far, but clever play
factions build up their forces and reposition units can manoeuvre you out of a
around the board. bad deal if necessary.
“Traditional Blood Rage strategies don’t apply in “Also, by codifying alliances and making
Rising Sun,” Lang says. “You have to balance province sure they remain temporary, players’ ‘motivations’
control with an upgrade card strategy and your clan are more on the surface, which dovetails with
power; the three combine to give you a game plan. honour, both conceptually and mechanically.”
“Combat in particular is an element where timing Honour in Rising Sun is more than just a word.
is very important. You won’t win every battle alone, It’s a tangible asset tracked alongside the side of
no matter how much plastic you have. Choose wisely the board and adjusted as clans either remain
what your tactical goals are for each battle, and don’t upstanding in their actions or give into the
be afraid to negotiate with opponents even during temptation of turning on their allies in order
[the war] phase.” to claim some of their forces for their
Players’ strategies begin to take hold as they own with the betray mandate. Being
execute actions and bonuses during each season’s the most honourable clan can give the
political phase. Clans choose from five restricted upper hand to a faction when competing for the
mandates, recruiting units, marshaling them blessing of a kami or even resolving wars, resolving
between regions, upgrading warriors, harvesting held ABOVE The Koi clan can ties in the favour of the more upstanding side.
provinces or – vitally – betraying their ally. Each is use coins as hired ronin “Honour is the single mechanic that never changed
picked one at a time and used by all of the players, but in any iteration of the game,” Lang reveals. “It is the
has different effects for the player that picked it and BELOW Battles never backbone by which I judged all other moving parts.
the rest of the group. come down to simple luck “Philosophically, I wanted a game where
‘face’ – the social ledger of your honourable deeds
and loyalty – is indistinguishable
from reality. And a game where
the actions of others, based
on timing, could affect
your standing. This really
puts players into the
mindset of the era; your
honour standing is not
100% in your control, and
it subtly unlocks other
avenues of negotiation.”

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RISING SUN

IMPRESSIVE ‘START
LEFT Honour is Just as he couldn’t get enough of the stuff of legend
one path to victory, as a child, Lang’s mythical creations have enraptured
but dishonourable players. Blood Rage’s ’s 2015 Kickstarter campaign raised
strategies can have just over $900,000 from almost 10,000 backers – an
their own advantages impressive feat at the time. Still, it pales in comparison
to the $4.2 million that Rising Sun brought in from over
BELOW The Turtle three times that number of people a year ago, making it
clan is able to build one of the highest-funded tabletop projects of all time
fortresses on the back on the crowdfunding site.
of giant turtles, which As with other projects from CMON – the Zombicide,
can then transport the Arcadia Quest and Massive Darkness studio that Lang
strongholds around joined as director of game design midway through
Rising Sun
Sun’s Kickstarter run – Rising Sun’s ’s campaign
wasn’t met with universal approval by players. Criticism
was levelled at the decision to make a number of the
models and add-ons for the game exclusive to backers
of the Kickstarter, stopping those who find the game in
shops from experiencing all there is to see.
“My opinion on this topic continues to evolve
over time,” Lang responds to the question of holding
certain elements back from a retail release. “From a
gameplay perspective, I try to keep the elements with
the broadest appeal in the core set and/or the primary

With this series


of games, I wait
until I’m so in love
with a concept
that I can’t sleep
until getting
it prototyped.

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expansion. Exclusives tend to be elements that some Although the proposed run of games is described as
players will love, but some will hate. There’s a lot more being “very loose” in connection and based on a wide
nuance to this, but that’s the clearest demarcation I variety of cultures, Lang says the series likely won’t
can vocalise without writing a full thesis.” grow to include a large number of titles. In fact, despite
The Kickstarter saw the confirmation of three the critical acclaim and adoring audiences certain to
planned expansions, adding support for an extra clamour for more, the designer is keen to ensure that
player, expanded rules for the kami and extra the passion and care partly responsible for his success
monsters, among other things, to the game. Lang so far remains at the front of his mind.
suggests that the collection marks the completion of “Like with Rising Sun,, I had the core concept for a
Rising Sun – at least for the time being, that is. while now, but allowed it a lot of time to percolate,”
“We unlocked all of the expansion content I was he says of his third entry in the series. “With
comfortable releasing for the game, thanks to the this series of games, I wait until I’m so in
thunderous success of the Kickstarter,” he says. “I have love with a concept
more ideas, but there is so much gameplay in these that I can’t sleep until
sets that I don’t think players are going to beg for more getting it prototyped.
expansions any time soon.” The current game is
Having already expressed his desire to create something that feels
an ongoing series of games based on folklores that fresh and familiar and,
inspired him while growing up, it’s little surprise that even with the pattern
Lang is already working on a follow-up to both Blood we’ve established so
Rage and Rising Sun alongside his various other far, should defy
designs and CMON projects. many expectations.
“I am working on a third game literally while “There’s no rush. It’s
answering these questions,” he tells us. done when it’s done.”

ABOVE Players command


an army of Daimyo,
Shinto and Bushi
warriors, alongside hired
ronin and monsters

LEFT The agile Dragonfly


clan can move around
the main map with
little restriction

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A DECADE OF DISEASE
It’s hard to imagine board gaming today without Pandemic, Matt Leacock’s
radical infection-fighting smash hit. As the first game in the series turns ten,
the designer and his collaborators reveal how they changed the world forever
Words by Matt Jarvis

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I
n 2004, Matt Leacock was a user experience point retitling Pandemic in an effort to make the theme
designer working for Silicon Valley tech company of curing disease more palatable.
Yahoo. At least, that’s what he was doing by “In 2006, a publisher remarked to me, ‘I have no
day. At night and during the weekend, he was idea how I’d market a game called Pandemic,” Leacock
beginning to put together a board game that reveals. “So I changed the name to Global Outbreak for
would permanently change the face of the my next round of pitches.
tabletop and propel him to game design stardom. “Ultimately I ended up pitching it to about five or six
That game was Pandemic. publishers in April of 2007.”
“I’ve been making games since I was a little kid, Among the publishers who saw Pandemic in early 2007
really,” Leacock says. “I gradually just kind of refined was Zev Shlasinger, founder of Z-Man Games, who met
my ability to do so by making lots and lots of really Leacock at The Gathering of Friends, an invitation-only
bad games. I was applying a lot of the things I learned gaming event hosted by Ticket to Ride creator Alan R. Moon.
at work, whether it was graphic design or the process “There, he showed me an ant-themed game,” Shlasinger
used for developing user experience: videotaping, recalls. “We were just about to do scoring but I had to run
lots of observing of people and not interrupting to catch a plane. As I was leaving he said he had another
them, seeing what kind of mistakes and decisions game, a co-operative one, and I told him to send it to me.”
they make. So I applied a lot of that to the game as I Leacock laughs: “I was looking through some of
developed it.” my old emails and saw Zev had written back and
Leacock’s first published game was Borderlands, said: ‘Hey, you know, was it Pandemic or Ants, I can’t
a kingdom-expanding card game put out by his own remember which one was the hit of the crowd?’”
Locust Games label with little fanfare in 1995. A second, “I received it soon after,” continues Shlasinger. “It wasn’t
lightweight racing game Lunatix Loop, followed five years like anything I played before; when the first epidemic
later. It would be nearly a decade before his next release. card came up and we had to see where it would spread,
“Games took me a lot longer back then to develop,” all the players got up away from the table with bated
Leacock says. “[Pandemic] had a long gestation period. breath. At that moment I knew I had to do the game.”
But I was also a new father and, y’know, I was refining “He was the first to really write back and say he was
my craft and so on.” interested in publishing it,” Leacock confirms. “After he
Leacock started designing what would become agreed to do the game, the first thing we agreed to was
Pandemic in 2004, developing it alongside a project he that we’d keep the original name, Pandemic.”
been working on for even longer, loosely titled Ants.
“I brought [Pandemic] to a convention every year to GOING VIRAL
show off in its rough state,” Leacock says. “I brought it to a Co-operative games are widespread today, but at the
lot of different meet-ups – there’s a game group at Yahoo time of Pandemic’s release few tabletop experiences
and Silicon Valley Boardgamers – and just bounced it allowed players to work together. Reiner Knizia’s
off lots and lots of people over about three years.” celebrated Lord of the Rings adaptation had broken the
Over the course of a couple of years, he would show competitive mould in 2000, but failed to spark a trend of
Pandemic and Ants to publishers together – at one collaborative titles in the near-decade afterwards.

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T EN YE ARS OF PANDEMIC

“People told me I shouldn’t do [Pandemic] as there was “You’ve only got cardboard and chips and some very
no market for co-op games,” Shlasinger says. “But that great OPPOSITE Matt Leacock simple components to do it. I find that challenge very
feeling of trepidation on where the epidemic was going to started work on Pandemic interesting, because I don’t want to repeat myself, I don’t
strike, the talking about what needs to be done, the game while working at Yahoo in want the games to be the same, so I’ve gotta figure out
itself, kept my resolve to pursue publication.” 2004 (Douglas Morse) new ways to challenge the players. Y’know, basically
Leacock was inspired to make Pandemic co-op by make it worthy of five adults or kids’ attention for an
his career working in tech. The board itself became the BELOW Each player’s hour repeatedly. That’s no small thing.”
opponent, with players taking on uniquely-skilled roles role has a unique ability The collaborative setup was propelled by Pandemic’s
– whether a medic, scientist, researcher or operations expert that come together to inventive game-changer: a mechanic that simulated
– and travelling around the globe, removing disease cubes help stop the plague a snowballing contagion by reshuffling cities that had
and collecting sets of cards to ultimately cure four infections. previously been infected and replacing them on top of
“One thing I really enjoy about designing co-op games the deck after an epidemic card was revealed.
is that you get to basically create an artificial intelligence “That was one of the first things that I found when I was
algorithm that fights against the players,” he explains. sketching on just some newsprint with some Sharpies,”
Leacock recalls. “I was just playing with the way the cubes
might appear on the board and when it came time, at some
point, I decided when I needed to reset to make things
worse, what I could do with this discard pile. I ended up
putting it on top of the deck and saying, ‘Oh this would
be really diabolical.’ That’s actually what hooked me into
the design and got me going; that was the core loop or
mechanism that I hung most of the game on.”
The tension triggered by revealing an epidemic was
ratcheted up further by a second rule that required
players to draw a card from the bottom of the deck,
which would suffer an instant eruption of three plague
cubes. Behind the idea was Tom Lehmann, the designer
of Race for the Galaxy who would later collaborate with
Leacock on all three of Pandemic’s expansions to date.
“Tom was really great in developing [Pandemic]; he
played it at The Gathering of Friends multiple years,”
Leacock says. “One year he brought it just to show when
I couldn’t make it and got a lot of testing feedback and
helped out with refining that mechanism – the idea that
the cubes come from the bottom, you pull a card from
the bottom of the deck and make one city in particular
even worse, was a way to keep the tension maintained.
So I owe him a lot for helping to develop that idea.”
The infection cards that relentlessly spread disease across
the globe and the player cards needed to discover a cure,
but could also offer up helpful events or spark epidemics,
are two separate – but interlocked – decks in the game,
driving home the feeling of racing against time. Initially,

PANDECADE E V ERY PANDEMIC GAME, E XPANSION AND SPIN- OFF


F R O M T H E N U N T I L N O W. H O W M A N Y H AV E Y O U P L AY E D ?

2009

2008

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Leacock combined the two together. A
painful testing session with his Yahoo
co-workers at lunch led to an epiphany.
Initially when I was
“They kept making mistakes, they
kept putting cards into the wrong
asked to expand it I
piles and I kept correcting them,” he
says. “This drove one of the design
was a little sceptical because
researchers absolutely crazy and
she said: ‘You are going to sit in the
I thought the design was
corner and you’re going to shut up!
You’re not going to say anything
actually quite fragile.
else, you’re just going to watch what
we do.’ And I did that and it was
torturous because they really had an extremely difficult exciting, but it was a fairly small print run. I was going to
time playing the game. It was very rocky and at that be happy if we went to a second print run, that was my
point I realised that I needed to make a change because expectation. But, yeah, it just kept building and building.”
people just didn’t know how to make this thing work. Even with the success of Pandemic, Leacock wouldn’t
“It opened up all sorts of possibilities for the inclusion make the leap to becoming a full-time game designer until
of event cards and using the deck as a timer. That was a big 2014, by which time Pandemic and Leacock had become
moment because it unlocked the structure of the game widely known both inside and out of the gaming world.
and has been the structure for it and all the expansions.” “The popularity of Pandemic was brought home to me
With its gameplay polished to a sheen over three years during the 2014 Ebola crisis,” says Lehmann. “Matt and
of playtesting – “I really felt good about the entire product Jocelyn Becker had organised Pandemic Parties to
when it went out,” Leacock says. “There wasn’t anything raise money for Doctors Without Borders to help
I wanted to apologise for.” – Pandemic launched in early fight Ebola. Those parties raised over $50,000
2008. Like one of its diseases, it soon caught on. worldwide. It was great to be able
“We released in January/early February to no fanfare: to give something back and see
no shows, no real marketing,” Shlasinger says. “By the how supportive the Pandemic
third week of February, I was at a show and I took a fans were all over the world.”
phone call from a distributor asking to buy Pandemic.
Afterwards I turned to my friend and told him, ‘I think BREAKING OUT
we are sold out!’ That was the fastest-selling game for us Pandemic’s status as a near-instant hit quickly
and I knew we had something special.” led to an expansion, 2009’s On the Brink, which
Leacock, meanwhile, says “it was hard to know early introduced extra roles, challenges and support
on” just how big his breakthrough hit was becoming. for a fifth player, among other additions
“Actually, I felt like I was kinda one of the later ones – including plastic petri dishes to store
to know,” he says. “Because you put the game out there, the disease cubes in, a ‘wow factor’
people are buying it or not – you don’t really know. I was requested by Shlasinger. It was the first
hearing– I think it was first the game was getting big in LA expansion Leacock had ever worked on,
of all places; it was a convention called Orccon and I guess and he was wary of altering his finely-tuned creation.
everybody was playing it. So I started to hear about it being “Initially when I was asked to expand it I was a little
really popular then, and also I heard that the first print run sceptical because I thought the design was actually quite
had sold out in the first month. Which was of course very fragile,” he admits. “I didn’t know if we were going to be able

2013

2012

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T EN YE ARS OF PANDEMIC

to maintain the balance as well as we had in the base give me crash courses and tours of their workplaces, then
Pandemic was briefly game.” He laughs. “But now, y’know, three expansions revised everything to its current form.”
renamed to Global and how many standalones later, I know what kind of Some of the optional modes took Pandemic beyond
Outbreak in an effort to knobs to turn in order to keep making the world a little its co-operative origins, with On the Brink introducing an
make the game more bit bigger. It seems like a pretty robust system.” asymmetric mode where one player controls a bio-terrorist
appealing while pitching On the Brink was followed by two further expansions attempting to spread disease and In the Lab introducing
to publishers. The – 2013’s In the Lab and 2015’s State of Emergency – with support for competing teams racing to cure the plagues first.
change didn’t stick Lehmann contributing to all three. “The bio-terrorist challenge was a requirement from Zev,”
(Matt Leacock) “Matt came up with the structure of a base expansion Lehmann reveals. “A small but vocal group of players really
core with optional challenges,” Lehmann says. “New wanted it. Matt and I knew going in that most players were
roles and events became the core stuff in each expansion, happy with Pandemic as a fully co-op game. One of the bio-
while ideas such as a harder disease, a mutant disease, terrorist challenge’s underappreciated features is that it can
a bio-terrorist, a lab extension, infections jumping from be used by one experienced player to teach a bunch of new
animals to humans, an untreatable disease, etc., became the players by being the bio-terrorist. This way, there’s no worry
inspirations for the various challenges.” about the experienced player being too dominant.
In the Lab added a completely new side board, with “The team game was something I wanted to explore
players simulating pawns in a laboratory as they searched after a publisher had pitched the idea that team games
for the cures dispensed on a macro scale on the main map. were going to be the future of gaming. I’m pretty happy
“The lab challenge was probably the hardest,” Lehmann with how it turned out, especially when it is played
says. “Matt’s original version didn’t work and was rejected six-player, with three teams of two. Sitting next to your
by Zev. Matt had no time to redo it from scratch and turned teammate and communicating via pointing at cards and
it over to me. I had several friends who worked in biotech the board and cryptic comments, so as to not give away
info to your competitors, is a lot of fun!”
Lehmann also took the lead when it came to a second
edition of the original game, released in late 2012 ahead of
the fifth anniversary celebrations for Pandemic.
“When Z-Man had been bought by Filosofia and they
were going to relaunch Pandemic, they wanted to rewrite
the rules and add two more roles to the base game,” the
designer says. “Throughout this period, Matt had
very little spare time to work on games: he was
married, had two young kids, and was working
long hours at a Silicon Valley startup!”
The second edition established a new look for
the game, devised by illustrator Chris Quilliams
and graphic designer and art director Philippe
Guérin, that would go on to define the visuals of
the series from that point on.
“Pandemic had a lot of potential for a very
cinematic universe and we wanted to focus on the
hero aspect of the game rather than what could
have been a scary horror-like approach with the
viruses, like a great drama,” Quilliams says.

2014

2015

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“Josh [Cappel, artist for the first edition] had placed the
game’s theme in a very real-world setting, so we wanted to
keep that idea. This tone for the new edition was extremely
important and is one of the reasons the theme works so
well. But if we look at departures we made from the original,
I think the biggest difference would have been the low-key
sci-fi elements we incorporated, placing the game slightly
further into a digital future. The game’s new design revolved
around this idea and really reflected the new style.”
Among the key inspirations for the refreshed visuals
was iconic Indiana Jones, Back to the Future and Star Wars
movie poster artist Drew Struzan, Guérin reveals.
“The mandate was clear: make it more actual and
contemporary,” he explains. “We wanted medical science
to look ‘cool’ or exciting. Floating faces with the idea of
integrating multiple scenes into one composition. The
concept of the triptych also came from Drew’s work. It was
also very important to put as much if not more emphasis
on female characters and try to be as much inclusive as
possible on the covers. I think we did a good job there.
Looking at it now, we might have gone a little too ‘Michael
Bay’ on the whole making science exciting idea, but I’m
glad most people enjoyed what we did.”
2014 saw the release of two distinctly different takes on
the series. Pandemic: Contagion was a card game by Carey had just gotten married and used all sorts of other games
Grayson that recast players as diseases competing to wipe out The need to reshuffle in his wedding receptions, and they’d decorated the
humanity, while Leacock translated the original game’s co-op and replace infected tables with them. He had, like, hundreds and hundreds of
set collecting to dice rolling in The Cure. (The Cure would cities when an epidemic these six-sided dice and he gifted quite a few of them to me.
get its own expansion, Experimental Meds, two years later.) is revealed was one of It was a wonderful, wonderful gift. So I got to work stickering
“That came out of a conversation with Sophie Gravel, the first ideas Leacock all those dice and putting my kids to work; my wife was
who was the head of Filosofia at the time,” Leacock reveals. came up with stickering dice, because we ended up making six prototypes
“She had purchased Z-Man [in 2011] and really wanted to to send out to remote testers and really did a lot of refinement
breathe a lot of life into the Pandemic line, make it into a along the way. I found that really, really fun; the whole idea of
new Carcassonne or Catan or so on. I was excited about that abstracting it and making it faster was quite a challenge.”
idea, so we brainstormed a lot of different ideas for ways we
could take the product, whether we could make a Pandemic CO-OPERATION
dice game or Pandemic card game. Then we laughed and In recent years, Leacock has taken the Pandemic
said maybe we could make a Pandemic legacy game.” He universe even further afield.
laughs. “I think The Cure took a couple of years to develop. One of the most drastic departures is 2016’s Reign of
That one I spent quite a bit of development time on. Cthulhu, a Lovecraftian overhaul co-created by Chuck D.
“The design brief was take Pandemic, turn it into a dice Yager that swaps disease cubes for cultists and portals,
game and make it simpler to set up and faster to play. That and epidemics for the monstrous Old Ones. (Despite the
makes me really excited, I love tasks like that. A friend of mine done-to-death theme, it’s well worth a play.)

2016

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T EN YE ARS OF PANDEMIC

More ambitious, though, is the Survival Series: an ongoing


collection of annual limited-edition Pandemic reimaginings
set in the host countries for the touring Pandemic Survival
world championships and co-designed by a local designer.
The set began in 2016 with the historical Spanish-set Iberia,
developed with Jesús Torres Castro, and was followed the
following year by the Dutch Rising Tide, co-designed by
Food Chain Magnate co-creator Jeroen Doumen. This
year’s world championships will be held in Italy, with the
next Survival Series entry set in the Italian countryside.
“It’s just so fun to be able to work with other people
that can bring in fresh ideas,” Leacock says. “Because I
have limits to how many new ideas I can bring in. It was
wonderful to worth with Jesús because he can bring this
authenticity to it that I would not be able to just have – I’d
have to read all these books about the Iberian peninsula in
the 19th century! I kind of feel like I’ve made my reputation
on the base game and I don’t really have to defend it at all,
so working with co-designers is just a great way to go for me.”
Pandemic’s best-known spin-off has arguably eclipsed the
original game, with Leacock’s collaboration with Rob Daviau
on Pandemic Legacy spawning two acclaimed seasons.
In many respects, Legacy is a culmination of the entire
Pandemic series so far, evolving its gameplay over the Pandemic and slight variations on it. So let’s look at what
course of a year-long story that aims to establish the world Player cards and we can do,’ Daviau says. “We just tried to turn everything
as more than just a generic backdrop. infection cards were inside-out and start building from there.”
“In Season One, we started with Pandemic and then went originally combined in Leacock and Daviau have already confirmed they
from there,” says Daviau. “A lot of the things that we did a single deck – until a are working on a third season in the Legacy series, with
relied on, pulled from or were inspired by expansions that painful testing session suggestions of a possible release date next year, but say that
were already out. So we had this sort of built-in toolbox that convinced Leacock to it will bring a close to the story – for the time being, anyway.
we could go to if we came up with a similar idea.” make them separate “We’re not going to do a Season Four anytime soon
Set 70 years after its predecessor, Season Two is an even after Season Three is done because I couldn’t see starting
more radical remoulding of Pandemic’s framework, forcing Season Four and thinking: ‘We don’t have a story or
players to reveal the now-hidden map section by section mechanics for where to start here,’” Daviau says. “We’d
and, most drastically, making the disease impossible to cure. be just sort of repeating ourselves.”
Instead, cubes represent supplies that must be transported The Survival Series and Legacy have showed there
around the board, aiming to protect against the plague before is still a limitless amount of experimentation left in
it hits rather than reacting to the spreading infection – pushing Pandemic – so who would Pandemic’s creator like to see
a system Leacock once believed to be ‘fragile’ to the extreme. put their own spin on the series next?
“When we got to Season Two, we both thought, ‘Okay, “There’s so many great designers out there I don’t know
we just asked people to play about 15 games of Pandemic where to begin!” Leacock exclaims. “Then there’s other
and slight variations of it; I don’t know how many people people who I’ve never met before. There’s the big names
are going to want to sit down and play about 15 games of and then all these other indie designers who have things

2017

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PLAGUE PICKS
The designers and artists behind Pandemic’s many
iterations tell us their favourite way to play
to say and bring to the table, as well. The Survival Series is Matt Leacock, series creator: “I do like Iberia in particular
fun because I’ve been trying to find people in each of the because you get to create things as you’re playing. My
different host countries and sometimes that means calling favourite types of games have a lot of creative problem-
out a designer like Jesús that no-one’s ever met before.” solving, when you’re putting unexpected things together
in order to come up with solutions that were surprises to
you, but just happen to work. Iberia features railroads that
INCURABLE ENTHUSIASM you can kind of design as you’re playing, so it’s got this kind
Like few other games on the tabletop, Pandemic has of strategic arc to it in addition to all that tactical decision-
continued to mutate over the last decade, evolving into making. I think that’s why it’s appealing to me.”
new forms that have kept the game a revolutionary force.
Leacock is keen to keep pushing the series as far as it will go.
“There’s a lot of different things that could be explored,” Tom Lehmann, co-designer of Second Edition, On the Brink,
he acknowledges. “Some of them are more intriguing In the Lab and State of Emergency: “I enjoy and like them
than others. I think we’re seeing a lot of games use story in all. I tend to prefer Pandemic at five epidemics, though. With
six-plus epidemics, for me, it starts to feel a bit like being
them now. There may be some sort of story-driven game
on a treadmill. I prefer to add challenges, rather than more
for Pandemic. I’d love to see it in a card game somehow, epidemics, to increase difficulty. With four experienced
although I really have no idea what that would look like.” players, I like to play the Superbug challenge, along with
As the Legacy series fleshes out Pandemic’s world Emergency Event – which make the game a lot more
as something more than just another generic disease- unpredictable – from the State of Emergency expansion.”
ridden post-apocalypse, the designer voices his desire to
tell more stories in the expanding universe.
“That’s something that Rob and I are talking actively about Chris Quilliams, illustrator: “I really enjoyed working
quite a bit,” Leacock confirms. “We want [Season Three] to on both Reign of Cthulhu and Legacy: Season Two; I love
conceptualising and designing characters and worlds, and
be coherent and to continue on and form this world. It’s
these two games in the franchise lent themselves the most
been interesting to develop that sort of thing because it’s this to creating concepts from imagination. These games take
journey of exploration; we start with kind of a rough outline place in a more removed alternative reality than our own. I
and have some idea of where we’re going, but as we’re just find these types of themes are so much fun. I also loved
meeting day to day it just takes on new life, a life of its own.” working on the two styles we chose for the illustrations, more
“I have a great fondness for this sort of alternate so than any of the other Pandemic styles in the series.”
Pandemic world that we’ve created,” agrees Daviau.
“That’s one thing that Matt and I and, to some extent,
[publisher] Asmodee are trying to figure out: can we give Rob Daviau, Pandemic Legacy co-creator: “If I was going to
play a Pandemic game and spend a lot of time with it, I would
this world a separate name or brand so that either we or
play the standard game because I’d be playing with people
someone else could make a game within this world?” who had never played before. I would take joy out of teaching
As another new era dawns for one of gaming’s most it and let them make decisions and not alpha-game them. I
infectious creations, there’s no sign of its world domination don’t need to push myself to have virulent strains and seven
coming to an end anytime soon. epidemics – I’m just not that good at it. I did enjoy playing
“What’s important to me is that people are really The Cure a couple of years ago with some friends and would
interested in seeking it out and the key to that is keeping like to play that again because I found it interesting.”
the products fresh and not repeating and trying to break
new ground and try new experiments and so on,” Leacock
Zev Shlasinger, founder of publisher Z-Man Games:
says. “As long as there’s demand for it and I’ve got ideas
“The base game is fine for me. But I like anything that
for bringing it further and other people are willing to work more events and more actions that can take place to
on it with me, I can see it going for another 10 years.” shake things up a bit.”

Philippe Guérin, graphic designer and art director:


”My personal favorite is Reign of Cthulhu. I like horror
and my friends do, too. Don’t know if it’s the best one
in terms of mechanisms and balance, but I love the
figurines and the colours of the game. Legacy: Season
Two is also freaking awesome. It’s one of the projects
I’ve had the most fun on and one that I am the most
proud of. But, of course, I didn’t experience it the way
it was meant to be… Damn, I really don’t know!”

tabletopgaming.co.uk 33

026_033_pandemicAnniversary_v3 MJ.indd 33 14/02/2018 11:33


H AV E Y O U P L AY E D ?

ANDROID:
NETRUNNER

‘runner’ and the megacorporation attempting


The ultimate cyberpunk showdown is a tense duel of to defend against their cyber attacks – each
hacker against corporation, and continues to be one of with completely different pools of cards and
even gameplay systems. The runner would
the most exhilarating card games around more than two build up ‘icebreakers’ – essentially viruses
– and eventually make runs against the
decades after it first jacked in. Let yourself be ensnared corp’s servers, protected by layers of ICE – or
firewalls. Each side raced to achieve a different
Words by Matt Jarvis objective first: the corp attempted to complete

I
secret agendas, while the runner tried to break
through and steal valuable data.
f anyone doubted the game design would take a little longer to come into its own. Despite being critically hailed at the time
genius of Richard Garfield after he (Gaming magazine Pyramid would go on to for its innovative design and finely-crafted
invented the most influential card game declare it as one of the millennium’s most gameplay, Netrunner eventually fell out of
in the world, Magic: The Gathering, underrated games in 1999.) print, leaving Magic to dominate as Garfield’s
in 1993, by the end of 1996 it was Released three years after Magic, Netrunner crowning glory. Then, in 2012 – 16 years after it
impossible to deny. was another two-player collectible card debuted – the game was fired back into life as
While Magic would go on to be Garfield’s game, but was distinctly unlike anything Android: Netrunner, a revamped and refreshed
most iconic creation, almost instantly that had come before. In Magic, players reboot that did away with the original CCG’s
spawning an entire genre of collectible could construct and customise their decks, random booster packs in favour of new
card games, including the hugely popular but otherwise had identical options. In publisher Fantasy Flight’s fixed living card
Pokémon TCG, and defining playgrounds and Netrunner, the two opponents took on game expansion sets. Finally, Netrunner had
conventions for decades to come, Netrunner distinctly separate roles – that of a hacking jacked in for good.

34 March 2018

034_035_haveYouPlayed_v3 MJ.indd 34 13/02/2018 15:09


operated directly by connecting your brain to the In order to beat the runner, the corp must keep
network, allowing solo runners to pit themselves agendas protected in their servers, which they
against the barriers of corporations, upgrading can then advance by spending clicks and credits.
their hardware and software before making an Each agenda is worth points to either played
attempt to break through and pilfer protected depending on whether it’s advanced or stolen,
data – if they can find it. making winning a careful and tense game of
bluffing, strategy and luck.
HOW DO YOU PLAY?
Both the corp and the runner have unique WHY SHOULD YOU TRY IT?
gameplay elements, but the basics of Netrunner Android: Netrunner is a game that stands alone
are familiar: drawing and playing cards. The corp when it comes to recreating the frantic feeling of
gets to draw a card each turn, representing their breaking into a heavily protected network – or
limitless resources and wealth, while the runner trying to fend off constant attacks from a tooled-
must use one of their actions (known as ‘clicks’) to up hacker.
restock their hand, but is nimble enough as a lone The asymmetric setup means that playing
insurgent to have one extra action each round. on each side of the match requires a completely
Each side gradually builds up their software different play style and strategy, with a huge
and hardware. The corp is able to create new amount of complexity and depth to be found in
servers, keeping their contents hidden from the kitting out your corp or runner’s deck with the
hacker. In front of each server is one or more right equipment and abilities, as well as picking
layers of ICE, which also remain secret the right overall character identity to determine
until the runner attempts to access a your special abilities, deck size and more.
server, at which point the corp can choose The layers of bluffing and deception mean that
to ‘rez’ each layer of ICE to try and stop it’s incredibly tense to be a runner facing a wall
the run. of unrezzed ICE – with no promise of valuable
The runner’s icebreakers can stop the data at the end – or the corp attempting to hide an
abilities of the ICE – which often force the agenda behind your safeguards.
run to end, or cause more powerful While there’s plenty to be learnt when it
effects – allowing the runner comes to optimising your personal deck and
to make their way deeper discovering the best way to chain together cards
into the network. If they make to achieve victory, Netrunner’s straightforward
it all the way through to a basics means that it’s surprisingly easy to pick
server, the runner can see what up and get started. If you can play Magic, you
the firewalls were protecting, can play Netrunner.
potentially stealing data for the Now’s a great time to jump in for the first
points needed to win or trashing time, too, as Android: Netrunner recently saw its
some of the corp’s other resources. core set revised with a brand new box of cards,
In a fourth wall-breaking twist, the refreshing the selection of cards for beginners (but
corp’s hand, deck and discard pile not introducing anything completely new) and
WHAT’S IT ALL ABOUT? also count as servers (referred to in- rotating the expansions legal for tournament play.
The original Netrunner was set in the world of game as HQ, R&D and archives), meaning that With a fresh leaping-off point for newcomers,
Cyberpunk 2020
2020, Mike Pondsmith’s influential the runner can hack into those cards – everything there’s no excuse to miss out on one of the most
‘80s roleplaying game that helped solidify the sub- must be protected. inventive and thrilling games on the tabletop.
genre of rebellious sci-fi alongside seminal works
such as William Gibson’s Neuromancer.
Netrunner’s taut head-to-head action
Netrunner MAIN Runners must
particularly focuses on the conflict between attempt to hack into the
capitalist entities – the corp – and low-life servers of megacorps and
radicals – the runner – as each fights to steal their data before
undermine and eliminate their rival. While all of they achieve agendas
the combat plays out in cyberspace, the runner’s
need to ‘jack in’ means they can risk suffering MAIN INSET Each
devastating brain damage if the corp’s security player has a completely
measures are especially nasty. On the other unique deck of cards and
hand, a corp can be directly damaged with the pool of actions to use
unthinkable: bad publicity.
Android: Netrunner relocated the game’s RIGHT Android:
social battles to the universe of Android, the 2008 Netrunner was recently
murder-mystery board game set in a dystopian rotated for the first
version of Los Angeles where humanity has time, changing the cards
colonised the moon and clones and robots have legal for tournament play
become part of everyday life. Computers are

tabletopgaming.co.uk 35

034_035_haveYouPlayed_v3 MJ.indd 35 14/02/2018 12:25


p036.indd 1 07/02/2018 09:16
KICKSTARTING
F R O M S C R A T C H
To back, or not to back? Holly Gramazio wrestles with the

A
make-or-break question facing Art Deck’s campaign
s our Kickstarter launch gets ever closer, than make up for that by bringing in people who do
we’re grappling with perhaps the most want to support the game but were never going to
important decision of all: what do we spend £20.
Offer one offer our backers?
Okay, sure, we offer them a copy
What about expansions? Art Deck actually works
really well with expansions, but we’re trying to keep
big, splashy of the game. Fine. Maybe it wasn’t such a difficult
question after all. But there are a lot of other
it simple. Two expansions, then: ‘party’ and ‘arty’.
The party deck will be full of cards that are a lot of
reward. questions that follow rapidly after...
Like: how much do we charge? Art Deck has a lot
fun to play with, but which might be a bit too weird
for schools and families. And the arty deck will give
Just in of cards, around 110 – so it’s expensive to print. We
probably have to look at around £20 a deck. Our only
us a home for cards which aren’t the funniest or
most sociable, but which refocus the game from
case a other option would be to print a LOT of copies to get
the price per unit down. But the more we print, the
the interactions between players and onto the work
they’re creating together. This also lets us hedge our
millionaire more backers we need...
Twenty pounds isn’t out-of-line with other
bets a bit on the audience we’re focusing on – we
don’t have to decide between “funny parlour game”
stumbles Kickstarter rewards, but nor is it cheap. So is there
something we can offer backers at a lower price
and “drawing generation tool”.
What about fancier rewards? For some games
across point? A lot of card games on Kickstarter offer a
print-and-play incarnation, usually at a reward level
that means T-shirts or posters; for us, we’re
thinking of a deluxe set with art supplies included.
your game of around £5 or £7. Would that be a good idea for
us, or would it just discourage people from getting
And beyond that? A piece of Kickstarter advice
we’ve heard a few times is: offer one big, splashy
idea and the actual game? Well, realistically, printing and
cutting 110 cards is super annoying. A cheap-ish
reward. Just in case a millionaire stumbles across
your game idea and loves it. Make this reward
loves it. print-and-play option might tempt a few backers
to downsize from the full game, but it should more
something genuinely great that you’re sure you
can deliver as a one-off, since you probably won’t
get more than one or two people backing at this
level. For us, since we run games for a living, the
obvious option is a huge game of Art Deck, run by
us, with paints and vast pieces of paper and some
custom cards and everything we can do to make a
fun night. Maybe this reward is something nobody
will want – but it’s good to have it as an option, just
in case.
We’ve pulled this list together by focusing on
three key pieces of advice that we’ve heard over
and over:
1. Focus on the game itself, rather than adding a
ton of unrelated rewards.
2. Keep the number of rewards under control,
so that potential backers can get their head
around the options easily – and so you can
actually fulfil them if the Kickstarter succeeds.
3. Make sure that however much support
someone might be looking to give, from a few
pounds to a few hundred, there’s a reward
level that’s right for them. Kickstarters are
hard, and you’re gonna need all the help you
can get.

March 2018 tabletopgaming.co.uk 37

037_kickstartingFromScratch_v2 MJ.indd 37 13/02/2018 15:09


I
n 2014, French studio Space Cowboys and opportunities to meet people. They
released Splendor. A game of rival medieval unleashed my creativity.
jewel merchants, it challenged players to “My favourite RPG was Call of Cthulhu.
build an empire of mines, trade routes and I liked it because it went further than just
showrooms, attracting the patronage of playing a role. You could actually ‘win’ the
wealthy nobles and carving out a reputation as game. Or you could ‘lose’ if you didn’t collect
Europe’s most prestigious gemstone traders. enough information while you learned
It’s the kind of theme that might seem about the overall intrigue and delved into a
to lend itself to a long, complex, economic scenario’s mysteries.”
game. But Splendor took exactly the opposite Like many roleplayers, André enjoyed
approach, avoiding clunkiness and complexity tweaking the rules of the games he and
in favour of a slick, simple and fast-playing his friends played, adapting them to suit
design. While its minimalist ruleset meant different styles of play. Eventually it led him to
new players could pick it up in minutes, it experiment with creating games of his own.
offered a constant stream of tricky decisions, “What I loved most were the mechanisms
rewarding careful planning and sharp- behind the game,” he says. “I didn’t care
elbowed opportunism in equal measures. as much about the stories or the setting. I
In the relatively short time since its release, bought games compulsively, but I was never
it’s been recognised alongside the likes of completely happy with the rules. Most of the
Catan and Ticket to Ride as an ideal gateway games I played were very simulation-oriented,
game, perfect for introducing new players to things like Chivalry & Sorcery, Space Opera
the tabletop hobby. I spoke to its designer, or the French RPGs Celtic Legends or Arabian
Marc André, to find out how Splendor came Nights. In these games, character creation
into being, and how it earned its reputation as alone took about two hours. It was a game
a modern classic. within a game. My brother and I would have
fun min-maxing characters to the utmost, and
GEM OF AN IDEA we could do that because some of the rules we
Marc André had a typical introduction to were using really weren’t balanced.
gaming. The third of four children, he spent “I realised that players’ actions could just
countless rainy days playing mass-market become absurd because of badly written or
games with his family. poorly thought-out rules. For example, in
“Of course, I was subject to the curse of AD&D, every gold piece you earned gained you
Monopoly,” he says. “We played it, and other one experience point. It meant that characters
mainstream games. I started playing so young stopped being heroes and just become tomb
that I never read or understood the rules, but robbers. I ended up altering the rules to improve
what really mattered was having fun, and the the collective experience and the overall
atmosphere around the table. Those are my narrative. I found that I loved doing it, and I’ve
earliest memories, so really I’d say that I was been creating my own games ever since.”
born a gamer, and I still am.” From roleplaying games, André progressed
While his first recollections of gaming are to miniature wargaming, and from there to
lighthearted, André soon entered into the board games. His first published title, 2011’s
more serious and competitive world of chess. Bonbons, was a family-friendly memory game
“My father founded a chess club, so I with a theme revolving around different types
learned to play at a very early age, at four,” he of sweets. But it was his next release that was to
says. “I had to play intensively from the age of make his reputation as an emerging designer.
seven, and that went on for 10 or 11 years. It
meant I ended up hating this amazing game. COLD AS ICE
It left a durable mark on me, and I guess that Splendor had a simple premise. Players started
sometimes shows in my designs.” with nothing, aiming to become wealthy
It was in high school, though, that André and prestigious jewel magnates through a
discovered a strand of gaming that was to have combination of cunning, cleverness and a
a profound effect on him. tiny bit of luck. On each turn they’d choose
“I started playing roleplaying games,” whether to acquire new gems to add to their
he says, “and it was a revelation, a kind of collection – different varieties represented
epiphany. I converted my friends to it, and we by coloured discs – or spend some of their
just played and played so much. We mostly accumulated jewels to grow their burgeoning
played Advanced Dungeons & Dragons, and empire, snapping up mines, shipping lanes
playing RPGs gave me so many friendships and shops represented by rows of cards.

tabletopgaming.co.uk 39

038_042_howWeMade_v2 MJ.indd 39 13/02/2018 15:16


ABOVE There are three levels of cards,
each offering up a different combination
of jewels, to use for purchasing more
expensive cards, and victory points

LEFT The prototype was an abstract


game with a lot more score-keeping

With players taking a single action per turn,


it was streamlined, simple and quick to play.
But it also came with some clever touches that
rewarded tactical thinking. Players picking up
gems could choose to gain three of different
colours, or two that matched. It meant
choosing between collecting a variety of
jewels, keeping their options open, or focusing
on particular types, stockpiling them and
denying them to opponents.
“The idea for Splendor occurred to me when
I had a sleepless night,” says André. “It came
up very suddenly, and it seemed so clear.
Basically you had this system reminiscent of a
maths problem. The core concept was simple:
either take three different resources, or two
of the same. The overall architecture of the
game is rooted in maths, and it gives it a cold,
calculating feel that I find very pleasing.”
Gathering resources was only one part of
Splendor’s formula, though. As players raced

40 March 2018

038_042_howWeMade_v2 MJ.indd 40 13/02/2018 15:16


HOW WE MADE S P L E N D O R

to snatch upgrades, they became wealthier the cards gave you points from two to 25, and ALL THAT GLITTERS
and more powerful, gaining access to cards you needed 100 to win. It was a real weakness, The team’s work paid off, and Splendor met
that were more expensive, but also more because you had to keep score with rather big with a positive reaction on its release. While
lucrative, simultaneously gaining their owners numbers during the game. it missed the eligibility window for 2013’s
new resources and valuable victory points. It “The publisher divided all of the scoring Spiel des Jahres award, it was nominated
meant that while a typical game lasted only values by five, and they set the target score to the following year, narrowly losing out to the
20 to 30 minutes, it still managed to capture a 15, which shortened the average play time. racing and betting game Camel Up. While
powerful sense of progression and growth. I approved the changes, but I was worried André was excited to be nominated, he says
“The whole idea of the game was that you’d because I’d put a lot of work into classifying the accolade also brought a lot of pressure.
spend resources to get cards, getting prestige all of the card values, and they’d just trashed “The publisher’s enthusiasm was bordering
[victory points] and a permanent resource. So it all. My precise evaluation of each card was on excessive, so I felt like it was a heavy
you were building an engine,” says André. simply obliterated, and I worried that players burden,” he says. The ‘Spiel des Jahres 2013’
“To make that happen, there needed to be might not understand why a card needing thing had become kind of a joke, because by
cards which were easy to buy, but which got many resources would give them fewer points this point it was 2014. But Croc and the Space
you no points, or just a few. And there needed than a less expensive one. Cowboys team held onto it.”
to be costly cards worth a lot of points. So the “It still feels like a mathematical
game has three levels of cards, and it avoids aberration to me, but when I tried

The overall
putting any roadblocks in players’ paths. playing the final version I had
“With Splendor, everything is about finding exactly the same feelings and the

architecture
the tipping point. Either get fewer cards and same kind of pleasure I had when
make more points, or go for a higher quantity playing the original design. The

of the game is rooted


and build a big engine. Either way, the game only issue was that there were
becomes a race. And that’s what Splendor is many ties happening, so I had to

in maths, and it gives


about. It’s a race, it really is.” devise some tie-breaking rules,
André realised he had a compelling design particularly for tournaments.”

it a cold, calculating
on his hands, and he rushed to prepare a Space Cowboys’ other big
working prototype for the 2012 Toulouse contribution was to the game’s

feel that I find


Game Show, where he introduced Splendor theme. Where André’s initial
to multiple publishers. Among them was design was largely abstract, the

very pleasing.
Christophe Réaux – better known by his publishers worked to inject it
nickname of ‘Croc’ – one of the co-founders of with a dose of atmosphere and
French studio Space Cowboys, who instantly aesthetic appeal.
concluded that the game had the potential to “I didn’t choose the final
win the industry’s highest accolade. theme, Space Cowboys did,” says
“Croc sat down to play,” André recalls, “and André. “I gave them the key elements of the
when the game ended he said: ‘This is Spiel des theme, though. I told the editor the tokens
Jahres 2013!’ And I was like: ‘You’re right!’ It were meant to represent raw goods, like wool,
might seem pretentious, but I’d rather call it a wheat – a Catan set of resources, if you like.
kind of mutual, irrepressible enthusiasm. I knew “Level one cards represented the extraction
then that the game would be in good hands.” and exploitation of those raw materials. Level
The Space Cowboys team worked to two cards were the transformation of the
develop the game and, while André says the materials; things like bakers and potters. And
published version was largely unchanged the level three cards, where the big points
from his initial design, it underwent a number were, were fairs and markets.
of tweaks at the hands of its publishers. “Space Cowboys wanted to avoid a
“If I sent you the original prototype, it Middle Ages theme, so they went for the
would play almost exactly the same way as the Renaissance. They chose gems because they
finished version of Splendor,” he says. “There wanted raw materials to be considered as a
are a few differences, of course. The biggest kind of currency, too: something with value
change was that in the original game, all of associated with it.”

tabletopgaming.co.uk 41

038_042_howWeMade_v2 MJ.indd 41 13/02/2018 15:16


HOW WE MADE S P L E N D O R

His solution to the feeling of stress was to from all existing games, even if it belongs of expansions, adding a variety of new twists to its
throw himself into work on new ideas. Among to the ‘board games with a roleplaying feel’ elegant original formula. But while the designer
them was Majesty: For The Realm, which cast category. That’s the project I’m most keen on, hints that fans of the game have more to look
players as rival nobles battling to build thriving but I can’t write a good scenario, I just need to forward to, he’s tight-lipped about specific details.
realms by recruiting different types of citizens. find the right partner to work with me. “I’m not short of ideas,” he says, “but I can’t
Like Splendor, it was quick, simple and came “Some abstract games meet great success, tell you anything about Splendor’s future.”
with a pronounced engine-building element, but I think board gamers, especially the For now, André is pleased with the reaction
but also incorporated more interaction veterans and the most involved players, are the game has received. In a gaming market
between players, with rulers’ decisions having looking for strong themes and immersion. I’d where trendy new titles come and go at a
positive or negative effects on their rivals. say there’s a pressure, even a diktat in modern bewildering rate, it’s shown itself to have
“In summer of 2014 my mind was so set on board gaming to immerse players deeply into staying power, retaining its popularity years
the Spiel nomination that I needed to work a lot,” themes. RPGs are by far the most immersive after its release. And he’s particularly happy
he says. “So the first Majesty prototype was born. games of all, so it’s no surprise that many board with Splendor’s status as a game used to
“Creating Majesty was much harder than games claim to mimic the RPG experience. introduce new players to the hobby.
designing Splendor. After a full year working “You have ‘role-oriented’ games like Fog of “I’m still amazed with Splendor’s success,
on it, I finally ended up with the finished Love, in-character investigations like Sherlock and with the overwhelmingly positive reaction
game. I like it as much as Splendor, and I think Holmes: Consulting Detective, adventure games to the game,” he says. “Each year, really strong
it aims at the same audience. Maybe Majesty like Robinson Crusoe, TIME Stories or Legacy new games appear, and Splendor keeps on
is more family-oriented and easier to access of Dragonholt. There are scenario-based selling very well.
than Splendor. I really love creating games that games like Zombicide or Conan, or games “What I’m most proud of, though, is that people
allow new players to discover our hobby and like Pandemic Legacy where each play leaves play Splendor a lot. A good ‘gateway’ game must
make them use their minds a lot.” a mark on the game itself. But to be honest, be played a lot, or it’s a failure. To me, Catan,
With Majesty now on shelves, André has I’m not a big fan of any of these, even if I Carcassonne and Ticket to Ride are the epitome of
moved on to other projects – including an appreciate their qualities. To me, they don’t gateway games, and Spiel des Jahres winners.
intriguing design that looks back on his fully recreate the RPG experience, and that’s “If you feel like you’ve created a good
roleplaying past. why I feel the need to create my own game.” gateway game, you really can’t be selfish and
“I’ve been working on a very exciting project While he has plenty of plans lined up for future keep it to yourself.”
for years,” he says. “I’m done with the rules, releases, André isn’t finished with Splendor
Splendor. Many thanks to François
but I don’t think I can go any further with it by The game has had a digital adaptation, Doucet for his assistance
myself. It’s an adventure game with a narrative becoming a smartphone and as an interpreter for
component using cards. It’s quite different tablet app. It’s also received a set this interview.

Splendor’s first expansion, Cities of


Splendor,, includes four different modules
that can be used to modify the game

42 March 2018

038_042_howWeMade_v2 MJ.indd 42 13/02/2018 15:16


There is no sunlight, there is no hope.
Beware the shadows of the Chem-Zone. 

Chem-Zone Walls System contains 60 pieces of resin walls. Product is sold painted and
assembled. Ready straight out of the box.
Chem-Zone battle mat can be purchased separately.
We ship worldwide. Purchases can be made in GBP, USD or EUR at www.gamemat.eu

p043.indd 1 01/02/2018 11:31


FIGHTING TO SURVIVE
Leaving the frozen wastes of Outpost: Siberia behind, Jon Gilmour and Daryl
Andrews are heading into the rainforest with the second chapter in their gruelling
survival series of co-op card games. But will they make it out the other side?

O
Words by Matt Jarvis

utpost pits its players against series of globetrotting adventures, with its “One question I asked Jon was about
harsh circumstances, divisive debut last year calling its very future the original influences of Dead of Winter,”
challenging them to endure into question. Andrews recalls. “In chatting he mentioned
and persist despite the Outpost started as a challenge laid down one source of influence was 30 Days of Night.
odds. The card game has to Daryl Andrews, the co-creator of Sagrada. I pitched the idea to Jon about making a
had quite the survival tale Andrews quickly brought on board Jon 30 Days of Night card game where we were
of its own, starting life as Gilmour, the designer behind games such restrained to only using a deck of cards. It
a comic book spin-off before evolving into a as Dead of Winter, Dinosaur Island and was a crazy idea – but I think designers love
Wasteland Express Delivery Service, to help restraints and challenges.”
him create a game that captured the tension, Gilmour and Andrews pitched their project
difficulty and drama of surviving in just a few to IDW, the game and comic book publisher
dozen cards. responsible for putting out Steve Niles and
“The inspiration for Outpost came when Ben Templesmith’s influential 2002 mini-
Daryl was presented [with] the challenge series about Alaskan vampires.
of designing a 54-card survival game,” says “They seemed open to a game in the world,”
Gilmour. “We both thought this would be an Andrews recalls. “However, before signing the
interesting challenge, so we started working game, IDW had some internal meetings and
on it right away.” determined they were not ready for this game
to be set in that universe. However, they still
LEFT In Outpost: Amazon, players aren’t really liked the core and asked us to make it
just trying to survive attacks from similar in feel.”
creatures – they must also capture them Ditching the 30 Days of Night setting
and transplanting the action from one
OPPOSITE TOP Outpost: Siberia began snowy tundra to another, Siberia, the game
life as a 30 Days of Night spin-off transformed from a fight for survival against
bloodthirsty vampires to a trilogy of titles
about enduring against twisted versions of the
local fauna in three harsh environments.
“Quickly we realised it was a fun, affordable
and compact system we had come up with,”
Andrews describes. “However, some of our
ideas were making the game too complex.
So we clearly identified it would be cool if
we could do a series and introduce in the
different adventures a few of the different
complex rules, instead of layering them
all in the one game. This gave us space
to tell more stories and play in different
environments, too.
“It almost feels like a collection of short stories.”
“Each game would have different
mechanical and thematic elements,” Gilmour
adds. “We didn’t have a cohesive vision at first,
but working with IDW, we were able to come
up with the outpost theme.”

44 March 2018

044_046_outpost_v4 MJ.indd 44 13/02/2018 15:17


“The biggest challenge we had with the
Outpost series was adjusting difficulty
without adding components to the game.
When you have a more limited palette
to work with, it’s much harder to adjust
difficulty in a thematic way.”
True to its theme, Outpost: Siberia’s foes
were highly deadly and tough to take down,
often wiping out players’ fragile characters in
a matter of rounds as the humans scrambled
to find flamethrowers, ice axes and flares in
the deck.
“Personally, I loved how difficult Outpost:
Siberia was,” Andrews says. “Too many co-
operative games I played when I was younger
were too easy to win.
“When I experienced the game The
Grizzled, designed by Fabien Riffaud and Juan
Rodriquez, I finally experienced a game that
I thought was near-impossible to win and
matched the theme/atmosphere perfectly.”
Despite its creators’ assurance, it was a level
of difficulty that a number of players found to
be overly punishing, attracting a hail of mixed
and negative reviews upon release and leading
the team to release an online ‘survival guide’

CHILLY RECEPTION
Last year’s debut for the series, Outpost:
Siberia, was a co-op challenge in the vein
It almost
of John Carpenter’s The Thing, with players
trying to gather resources to endure the
feels like a
winter cold while fighting off attacks from
mutated bears, wolves and even infected
collection of
human researchers.
One of the game’s most interesting features
short stories.
was its double-ended cards that could surface
as a threat during one round but, if defeated,
might return as vital food, water, weapons or
equipment later on.
“With only having a deck of cards to work
with, it became clear to us that we needed
multi-use cards to have enough variables to
play with,” says Andrews. “I think it is fair to
say Jon and I love multi-use cards so that was a
fun challenge.
“The difficult part was figuring out what
information to put where, and how best
to present that information to the player,”
Gilmour adds. “Another interesting hurdle
was how to balance the difficulty and allow
the players to adjust that difficulty to their
experience levels.

tabletopgaming.co.uk 45

044_046_outpost_v4 MJ.indd 45 14/02/2018 11:38


OUTPOST

RIGHT Outpost:
Amazon
introduces a
scoring system
that encourages
more replayability

to better balance the odds with gameplay “I’m very excited about people experiencing GOAL ‘POST
tweaks. As they prepared to follow up with a the new tension in the Amazon,” Andrews Gilmour and Andrews are clearly confident
second instalment, the designers were faced enthuses. “At the end of the game, although it that Amazon delivers on their promise of a
with their own challenge of needing to ease might be slightly easier to survive, the players bigger, better chapter for Outpost. After Siberia
up the pressure without detoothing the core have the new challenge of comparing their offered plenty of encouraging ideas but fell
tension of the gith for survival. total score. So let a good arcade game, you short for many when it came to execution, its
“The people have spoken and we would be have a chance to top your high score. Also, I sequel could potentially have the future of the
foolish not to listen,” Andrews acknowledges personally really like the balance of choosing entire series in its hands.
frankly. “We are thankful people enjoyed which cages you construct and how players “The largest determiner for that will be the
the game, in spite of the difficulty being so manage the public area because you are on a fans’ reactions,” Gilmour says of the potential
hard. So we made sure to adjust the difficulty boat with limited space.” for further instalments. “If the response
down. The game is still hard, but the focus of While Amazon sticks to the vision of the continues to be positive, we will look at
this adventure is about how many points the series introduced with Siberia, the drastically continuing to expand the Outpost universe
players can score together.” different scenery and expanded focus beyond and come up with more exciting games.”
“With three separate games, we are simply enduring means that, in some ways, it “Honestly, this comes down to the fans,”
able to look at what fans of the games are feels like a fresh start. echoes Andrews. “If people enjoy Outpost:
saying and tailor the future experiences to “[There are] lots of ties to the original Amazon then we get to keep making the rest
what players enjoy most about the series,” game,” Andrews says. “I think the core flow of the series. However, it all comes down to
Gilmour says. of the game is the same. Also, we have the demand first. Hopefully people enjoy the
same graphic design and illustration team second game in the series.”
AMAZON GRACE involved – so we are excited to be reunited. If that demand is there, the pair aren’t
These fruits come to bear in Outpost: I was really impressed with how Outpost: short of thoughts as to where they’d like to put
Amazon, the sequel to Siberia that takes Siberia looked. I think the second game players in peril next.
the series in a new direction beyond its looks better. We have even more unique “Jon and I have lots of ideas waiting for
relocation across the Pacific. illustrations in Outpost: Amazon.” future games in the series if we get to make
Players are no longer simply trying to “The setting is no longer a frozen tundra them,” Andrews reveals. “Our third location is
survive, but must also attempt to capture but a lush amazon jungle, which comes Area 51 if we get the chance. We think we have
cryptids – mythical creatures – to further out in the fantastic art and graphic design,” got some fun ideas with aliens.
their characters’ research and maximise their Gilmour agrees. “If we get a chance to make the fourth
score. It’s a small but significant change that “Coming up with ideas for crazy monsters game in the series, it will be set in Chernobyl
Gilmour and Andrews hope will keep players was a lot of fun. In Outpost: Amazon, I – where players need to be concerned with
returning to the rainforest, rather than just wanted to focus on one of my passions, not only the monsters outside, but not
trying to escape. which are cryptids.” mutating yourself.”

46 March 2018

044_046_outpost_v4 MJ.indd 46 13/02/2018 15:17


the independent shelf

the independent shelf


DUNGEON DEGENERATES: HAND OF DOOM
Raise those devil horns and take a technicolour trip to the Würstreich in an
adventure that’s unlike anything you’ve ever seen before
Words by Charlie Theel

O
ne look at Dungeon Degenerates: You can go it alone or stick together in a the party’s witch smeller. Typically resolution
Hand of Doom and either your single party, hopping around the blasted is fast and loose but it can occasionally draw
eyes are bleeding or your head is wasteland on the edge of civilisation. When out with repeated rolls, particularly when
banging. For the latter, this flashy visiting locations you will draw encounters taking on an armoured foe or the annoying
number is nothing short of a brass knuckle and enemies from one of the many decks ethereal creeps. The combat also highlights
punch to the mouth. Those scouring the of cards corresponding to the region you’re the main challenge of this design in that it is
depths of the internet for design talent travelling. Combat and skill resolution is surprisingly weighty with a number of sub-
wouldn’t typically place their hope behind dice-based as players toss a couple of six- processes and rule snippets one must juggle.
publisher Goblinko, a company whose siders attempting to roll below a stat value Fortunately the rulebook is very well-written
webstore stocks such oddities as Pork such as constitution or agility. The system and everything conveyed with utmost clarity.
Magazine and ‘weirdo club leggings’; and is interesting as you want to roll low to be Those momentary hiccups are not
yet here we are. successful but as high as possible to achieve enough to break this flamboyant gem.
Designers Sean Äaberg and Eric Radey the most effectiveness. Everything comes together with superb
are virtually unheard of, boasting a track There’s a great deal of necessary abstraction as precision and quickly wins you over. This is
record that starts and stops with this gem enemies are paired with individual protagonists a one-of-a-kind adventure title that owns
of a co-operative adventure game. It’s a during the fight. You must trade blows with the its aesthetic with an oddball story fit for a
fantasy romp where a group of escaped ratman you’re engaging with before you can stab hallucinogenic trip.
convicts burn up the countryside and the mold mummy in the back that’s terrorising
hack their way through plague conscripts
and megarats – yes, they’re as hideous as
they sound. Every inch of printed material Dungeon Degenerates has an
is covered in blasting neon and pink undeniably individual style, pairing
juxtaposed with soulless black. It’s metal to eye-melting visuals with a metal
its sickly core and, in the setting’s land of attitude and world that evolves
Würstreich, the only crime more appalling permanently over the course of
than heresy is selling out. the campaign
Dungeon Degenerates is a bloody tale
of a group of escapees that begins with
the transport of a soothsayer’s head,
and culminates at the terminus in one
of several paths. It can be played in the
format of this narrative campaign with
outcomes forking into new scenarios, or
you can approach it in the more traditional
one-off environment.
The campaign structure allows
for permanent changes to the
environment and a continuing
narrative of character
progression. The land itself
takes on this ever-changing
dynamic atmosphere as
you permanently upgrade
towns and fight back the
nebulous entity at the
dark heart of the
story – the floating
Hand of Doom.

tabletopgaming.co.uk 47

047_theIndependentShelf_v2 MJ.indd 47 13/02/2018 15:18


BED AND BOARD:
GAMING RETREATS
As more people than ever take up tabletop gaming, the way we play is evolving.
How can we escape it all and get away with a jolly hobby holiday?
Words by Joshua King

T
he renaissance of tabletop gaming has beyond traditional fan groups, so the traditional self-catering holiday homes already come with
swelled club membership across the ways in which we play are changing. battered boxes of board games as standard.
country. Be it for Friday Night Magic An often overlooked option is the gaming Weekly game nights have never been
or regular Eurogame sessions at their retreat. Picture a holiday dedicated to the possible among my friends – we are too
local store, people are gathering to play more hobby: a weekend at the races with Camel scattered across the country – so instead
than ever before. Up and Formula D, or a week exploring the we decamped to a tiny island off Scotland’s
Dungeons & Dragons’ cameos in Stranger French charms of Carcassonne and The Castles Ardnamurchan peninsula.
Things and Community piqued the interest of of Burgundy with all the comforts of home. In Over the course of a week we jousted over
another generation in after-school roleplaying. the US, the team behind The Dice Tower even perennial Days of Wonder favourite Ticket
Pandemic Legacy demands gamers pencil in runs an annual tabletop gaming cruise which to Ride as well as Tokaido and dice bluffer
upwards of a dozen sessions into their diary. is part convention, part seaborne retreat. Perudo. The length of the holiday also gave
But what is on offer for those gamers for Here at home there is a wealth of campsites, a chance to share new games and mix in co-
whom weekly club play either isn’t practical or cottages and even remote islands to escape to operative experiences like Flash Point: Fire
appealing? As the popularity of gaming spreads with boxes of meeples and beer. In fact, many Rescue with the inescapable Exploding Kittens.

48 March 2018

048_049_gamingRetreats_v3 MJ.indd 48 13/02/2018 15:19


The event was originally conceived by
miniature wargaming studio Blue Table Painting
and has since been commandeered by YouTuber
Miranda Bourke, also known as WarGamerGirl.
“Imagine spending five or so days in a faraway
retreat up in the mountains,” Bourke says. “You
sleep on site or in a cabin nearby, every meal is
fully catered by an expert chef and you just live
with other gamers and play games.
“You have something in common with
everyone there so it’s easy to pick up a
conversation, or stay up late into the night
grabbing games of Munchkin or Coup and
sharing stories and forging new friendships.”
PLAY-CATION To date, gamers have travelled from as far afield
A gaming retreat is not just one for the as Germany, Australia and the UK to attend the
players. It can also prove a hotbed of event. Should they need a break from the dice, the
creativity, as the family team behind The retreat also has a hot tub and hiking trails.
Football Game found out. Valhalla in the Fall began as a celebration of
Mark Pearson and his family have been miniature wargaming – Warhammer 40,000 and
visiting a forest campsite near Exmoor for Warmachine still play a big part in the week – but
the past 20 years. as new gamers join in, Dungeons & Dragons and
“Treborough used to be a family and friends Pearson adds: “Our family grew up playing board games are becoming more popular.
get-together,” Pearson says. “We’ve had about 20 board games, things that have survived from Bourke says that the whole thing has a
but, as we’ve grown up, each family’s own love of our dad’s generation. ‘familial’ atmosphere and that she has no
board games has changed what it’s about. “We’ve got a holiday let in the south west of intention of scaling it up from the 50 or so guests
“It was never set up as a board game retreat England and whenever it’s available we get our they had in 2017. She intends to launch the
but because of our interest and love of board friends and family down for three or four days Kickstarter for 2018’s event in March.
games it became one. It’s a week or two in a forest of heavy games like Mega Civilization.” She adds, “It’s not a wargaming convention;
with friends and games.” Valhalla is a wargaming retreat.”
The holiday includes an annual Ticket to Ride PLAYS IN THE SUN There is more than one way to enjoy
tournament – engraved trophy and all – as well as The Football Game is one of many Kickstarter tabletop gaming – beyond the worlds of weekly
regular sessions of Dominion. success stories. In America the current club nights and friendly get-togethers is the
It was also at Treborough that the Pearsons trend for crowdfunded gaming has actually opportunity to spend days or even weeks away
unveiled the mechanics and pieces that extended beyond the board to organised with your favourite meeples.
eventually became The Football Game. game retreats. Ultimately there is no right or wrong way to
“Between myself and my brothers, it’s our Set in a mountaintop mansion in Utah’s enjoy games; retreats just give us all another
10th or 20th attempt to make a football board Heber City, Valhalla in the Fall is advertised as a opportunity to scratch the itch to roll the dice. So
game,” Pearson says. “We grew up playing luxurious, “non-competitive environment” for why not pack a bag, turn off your phone and set
Championship Manager and Football Manager gamers to get together to play. off in search of tabletop adventure?
on the computer.
“But when we were around 16, a night
staring at the screen started to pale in TOP The Pearson
comparison to spending a night laughing family and friends
around a table with friends. at Treborough in
“At three Treboroughs we took what we had 1997 (main) and
and played it with the families. It’s vital to get 2017 (inset)
the balance, to weed out dominant strategies.
Playtesting is king and Treborough was a LEFT Getaways
testing ground. can be as simple
“We had to make it mechanically playable. as camping or fully
Once we had that down, that’s when we had catered luxury
fun adding the theme. It’s the game I wanted
to play when I was a young football fan.” OPPOSITE Valhalla
Some of the Pearsons’ fellow campers have in the Fall is held in
even made their way into the box, credited in the largest private
the rulebook or in the shape of manager and log cabin in the US
player character cards.

tabletopgaming.co.uk 49

048_049_gamingRetreats_v3 MJ.indd 49 13/02/2018 15:19


Over 400 Miniatures for $120!

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p050.indd 1 01/02/2018 11:32
THROUGH THE AGES
WORKER PLACEMENT
Our new series tracing mechanics from their origins to modern-day spiritual
successors kicks off with one of the most popular gameplay types on the table
Words by Sam Desatoff

W
hen introducing new players to One early game that helped establish the game, but there is no denying how clever the
designer board games I tend to worker placement genre is 2005’s Caylus, mechanic is.
default to worker placement, or a game about building a castle in 13th- 2012’s Tzolk’in: The Mayan Calendar added
‘action drafting’ titles. Explaining century France. In Caylus, action spaces an element of time to the standard worker
the gameplay is fairly simple: place your pawn are activated in descending order after all placement formula. Action spaces are a part of
on a space and take the associated action. The players have placed their workers, which large functioning gear that, each round, moves
easy-to-understand concept combined with a means that there is a hefty amount of clockwise. Leaving your pawns on the board
tactile feedback loop makes worker placement planning required in order to optimise your for longer amounts of time sees a higher yield
a very accessible genre. The combination also actions. Another wrinkle is the existence of rewards, but it also limits the amount of
makes worker placement one of the most of the provost, who gives players a way to options you have until you choose to collect.
replicated mechanics in board games. prevent their opponents from taking actions A generally accepted stipulation of worker
The genre has roots in the late 1990s when at all. placement is that there should be a limit to
Richard Breese’s Keydom became one of It’s impossible to talk about worker how many times a single action can be used in
the first games to use worker placement as placement without mentioning Agricola, a turn. 2013’s Coal Baron flips this convention
a gameplay element. Keydom is very basic designer Uwe Rosenberg’s 2007 masterpiece. on its head by allowing players to use an
by today’s standards, but there is no doubt it Game setup requires a fair bit of already occupied space by using one more
helped to put worker placement on the map randomisation, making the available actions worker than are already there. In this way,
even if it wasn’t the central mechanic. different each game, but the inclusion of resource management becomes integral to
The relative ease with which worker occupation cards ensures that there are gameplay as players must weigh the benefits
placement can be explained might make it feel always many paths to victory. of paying extra precious workers.
limited in the ways it can be implemented, but In 2010, a trio of talented designers released The accessibility of worker placement
the genre stretches across hundreds – perhaps Troyes, a game about building and improving makes it a hotbed for creativity. At its most
thousands – of titles. So how do designers the titular French city. In other worker basic, it may be an easy-to-understand
manage to keep the concept fresh? It’s not placement games, your workers exclusively mechanic, but the variety in games available
always easy to stave off litany, and not every belong to you. This is not the case in Troyes. is rather impressive. Designers have, and
worker placement game can be a hit, but there One option players have is to pay other players will continue to, found ways to twist the
have been a number of important titles over to use their workers, whether or not they genre into new and interesting forms, which
the years that have introduced enough new approve. It can be rather cut-throat, especially makes players the beneficiaries of decades
ideas to keep the genre relevant. given the semi-co-operative nature of the of iteration.

1998 2005 2010 2013

March 2018 tabletopgaming.co.uk 51

051_throughTheAges_v2 MJ.indd 51 14/02/2018 11:35


THE STORY OF
CIVILIZATION
In a rare interview, designer Francis Tresham reveals
how one of the most revolutionary, influential and
celebrated board games of all time came to be
Words by Matt Jarvis

I
n 1980, a board game called Civilization “We should not forget that there were
was published in the UK by a company precursors, including honourable ones, [such
called Hartland Trefoil. Created by the as] Dover Patrol, that hinted strongly at the
company’s founder, Francis Tresham, glories that could be, but you needed eyes to
Civilization was the whole of recorded see and the mindset that could detach itself
human history packed into a box; each from established custom,” Tresham recalls
player controlled a single nation from the today. “Some were prejudicial, such as ‘real
invention of agriculture in around 8000 BC boys play rugger not board games’.
until the arrival of the Roman Empire in “Sid Sackson had already devised an excellent
middle of the third century, expanding and game based on building hotel chains and this
advancing their people as they discovered became a flagship in 3M’s range of bookcase
new technology. Civilization was a games – most of which were very good apart from
revolution in gaming, introducing a level of a few duds. Then Monarch Avalon came along in “Each year just before Christmas the latest
depth and complexity never seen before and the wake of SPI, both of whose growing ranges Waddingtons offering had a high reputation
pioneering the civilisation-building genre were heavily cantered on combat simulations with Monopoly followed by Cluedo, which
that would go on to flourish and is today of various types. These were wargames and this is brilliantly original – and eternally unique
populated by games as diverse as Through nullified their appeal to ‘peaceful’ players and, – then Totopoly and Buccaneer. Other
the Ages, Twilight Imperium and 7 Wonders. of course, they were strictly two-player creations. companies, notably with Scrabble, provided
Civilization wasn’t Tresham’s first Before this we had Monopoly, technically variety. Otherwise there was little choice
published game. In 1974 he had invented a ghastly invention because it became or inspiration beyond the ‘throw the die,
an entirely different genre with 1829, unbalanced long before its official conclusion. move your pawn, pick up the card and act
a lengthy simulation of operating and Give that game its due, though. Many a family accordingly’. Somewhere or other ‘marketing
trading stock in railway companies that survived the blitz by playing Monopoly in men’ appeared to penetrate boardrooms and
gave rise to the niche but cherished 18xx blacked out air raid shelters.” the annual offerings became increasingly
series. The following year saw the release It was a Monopoly spin-off, horse-racing banal and were soon just damn silly.
of a lesser-known abstract strategy game, auction and betting game Totopoly, that “Totopoly attempted to cash in on
Kingdoms. His interest in designing more served as the blueprint for one of Tresham’s [Monopoly’s] popularity and was interesting
complex games for older players was earliest designs, reworking the original 1938 and more complex but was strategically
sparked by a combination of encountering edition’s bizarre scoring system – a flaw fixed disappointing because of its limited range
1964’s Acquire, Sid Sackson’s classic game in later iterations. of meaningful opportunities. It did, though,
about investing in hotel chains, and being “During my senior teens a small group ‘accidentally’ start something because the
unimpressed by the ‘unbalanced’ gameplay of us, rarely more than six, used to meet ‘gang’ got hold of it, led by a certain F.G.
of mainstream offerings of the time. together to play board games,” he says. Tresham who turned the scoring method inside

52 March 2018

052_055_civilization_v3 MJ.indd 52 13/02/2018 15:20


out with amazing results. Risk arrived at about Among the most inventive releases was “I enjoy the company of serious-minded
this time and we serious players suddenly had Allan B. Calhamer’s influential strategy game players and had been invited to join a
a standard issue proprietary game that was wargame Diplomacy, which had been Diplomacy meeting who could not muster
totally asymmetric and also ‘fair’. commercially available in US shops from more than five otherwise,” he recounts. “My
“We took refuge in tuning old classics and 1959 and is notorious for its encouragement job was to swell the cast to six.
then concocting new ones. Two of these of deceit and betrayal among players as they “I took an untested full-country 1829 [the
became remarkably good, a motor-racing and attempt to conquer pre-World War I Europe. 1974 edition’s map featured only the lower
then a railway construction game. I still have “On a rising tide of determined half of Britain] with me to show my friend
Waddingtons’ letter about what they thought skulduggery Diplomacy surged to Maurice. This version of the game had been
about a game of running railways for profit.” prominence,” Tresham recollects. “I hate treated with some reluctance by hardcore
that game. I am not by nature either a liar ‘1829ers’ because it dabbled in shares as the
RAIL AGAINST or a swindler and would rather watch those only apparent method for allowing people
The mid-‘60s saw a boom in the number of who are appear at the quarter sessions [local to play realistic competitive games featuring
American-made board games finding their way courts held four times a year in the UK, more independent railway companies than
over to the UK, as a wave of innovative designs replaced in 1972 by the Crown Court].” there were players. The resultant edifice had
began to forge an audience outside of families. Although Diplomacy wasn’t to Tresham’s already staggered under the onslaught of
“Import duties that had been penal were taste, a chance (and begrudging) encounter some participants, only three of whom would
seen as worth paying because the ‘bookcase’ with the game of wartime treachery solidified be rated as ‘good’ all-round gamers, whereas
games that replaced our notorious ‘flat-packs’ his own beliefs in what games could achieve the others had been attracted to this soiree by
were a revelation in variety and depth of on a grander scale, laying the foundation for the presence of a barrel in the next room. The
content,” Tresham says. his own ambitious simulations. barrel was the sole obvious survivor.

tabletopgaming.co.uk 53

052_055_civilization_v3 MJ.indd 53 13/02/2018 15:20


C I V I L I Z AT I O N

“At this Diplomacy meet a brief visit to the reason that nations that survived for long
Unlike games such as
bog followed and then into the games room. enough to get into the Pergamon General
Diplomacy and Risk,
Here hexagonal benzene chemistry-inspired Historical Atlas, which typically needed many
players don’t have to wage
tiles were now everywhere and so was a map hundred years of evolution, had to develop
war against each other
of Britain, cards depicting trains – actually, specialised national characteristics to suit
and can claim a victory
railway engines – play money and shares, them for the various disparate environments
with cultural supremacy
shares, shares. We none of us needed telling. that their perpetrators needed. Assyria is not
The world had become a different place to Crete. Some would find drama and poetry
what it had been just previously. Asymmetry more valuable to advancement than skill
spells realism, which means variety, which at arms. Next question: what is meant by
is conviction. It took ages to block the Great ‘advancement?’ – and in what direction? – all
Western from getting into Liverpool. Such the same or – if not – why not? Gor blimey – is
games are unsuitable for Aunt Flossy to play this in itself a game? A real game? And almost
with the brats while the parents are clearing by definition a highly distinctive one. Get
up after Christmas lunch and should carry out the felt tips and a large sheet of blank but
health warnings to that effect.” tinted cardboard.”
With the game’s action driven by the
DAWN OF A NEW AGE progression of civilisations over the centuries,
The idea for a board game that would Tresham opted to have each playthrough
simulate the whole of human development take place over the course of human history
over the course of millennia came to Tresham during an almost 8,000-year stretch of
during his time perusing the library of the time, beginning with the first farmers and
Royal Air Force’s No.4 School of Technical concluding with the emergence of Rome.
Training, based in St Athan near Cardiff, “8000 BC is widely accepted as the dawn
where the nascent designer was stationed as of recorded history,” the designer articulates.
a radio instructor during the 1970s. “It isn’t, of course, and teams of ‘experts’ will
“Here I came across the Pergamon instantly start pontificating through their
General Historical Atlas,” he reveals. “This beards and calling Tresham all manner of
was a wonderful primary reference work on derogatory things. But it will do. It is simple,
historic geography, simple, concise, clear and concise, cost-effective. Don’t forget this is
immensely stimulating to someone’s interest a board game, not a moon shot. 250 BC is
in history and whose schooling had been about the time that various pundits with
abysmal on this subject. various shaped beards began to make some
“I now saw territories, tribes and major meaningful attempt at correlating historic
cities as entities, marvelled at how they events in different cultures. Once again: it
co-existed along natural frontiers and could isn’t, but it will do.”
speculate on how their natural characteristics
differed according to their environments. A CIVIL WAR
I had long been excited by board game Aside from its scale, part of what made different player groups enjoyed picking up and
design and a Mensa couple got me into Risk. Civilization so individual at the time was kicking about,” Tresham says of the decision
I admired its simplicity and multiplayer its avoidance of warmongering. Whereas to move away from explicit hostility. “Unlike
combat system. Uniting these two stimulants games such as Risk and Diplomacy relied armies, cities which provide a reasonable
came automatically.” upon the constant conflict of players, veneer of stability can’t just get up and start
The designer began to consider a game that, victory in Civilization came as a result of running around the board. If they are not to be
like the historical atlas, chart the evolution overall advancement in culture, technology, ‘merely’ defensive perhaps they might trade
of civilisations as they expanded across the economy and politics. War could still be with each other. The method that evolved
globe. As he worked on the project, it seemed waged when necessary over land or specific for this appears to be the work of a genius
that the sheer number of geographical, disputes, but co-operation between factions but I believe it was accidental. Anyway, it is
political, cultural and economic factors that was often far more valuable in the long-term. simple – well, fairly simple – concise and cost-
could lead to a nation’s growth or downfall Trade cards representing commodities can effective. And it works. If they hadn’t enjoyed
would make creating a board game that be passed between players in an effort to this process do you really believe we would be
remained fair and fun an insurmountable task. collect increasing amounts of points for a set, discussing its finer points 50 years later?”
Tresham persisted and, eventually, it clicked: but also present the chance to secretly offload Cementing this alternative stance away
that previously daunting diversity was the calamity cards, which depict disasters such as from combat was a concentration instead
beating heart of the game. civil war, volcanic eruptions and famine, and on managing workers and resources, and
“I was into board games design as a hobby,” cause the loss of cities and population. investing in the development of major
he continues. “Could this be the basis for a “I and some brilliant assistants had knocked technological advancements, such as literacy
board game? Perhaps unlikely for the obvious together a modus operandi that all sorts of or metalworking, which could then increase

54 March 2018

052_055_civilization_v3 MJ.indd 54 13/02/2018 15:20


a nation’s growth and lead them to future Hang on! Is that realistic? No. Of course it isn’t. It decades since, Tresham says its invention took
breakthroughs. This aided their progression just happens to work. And is also cost-effective. very little time.
along the ‘archaeological succession table’ “Time and again in the Tresham family “I now believe this was largely
by achieving specific conditions each turn, archives one comes across that same spontaneous,” he says. “I designed this as a
with the first player to reach the 15th and final sentiment, ‘It just happens to work.’ A novel game and the whole show just took off.”
space winning the game. long-standing friend of mine who is very Despite Civilization’s hugely ambitious
“I deliberately kept the combat mechanism as intelligent says that a vital stage in evolving gameplay and vast scope – games can take six
simple as possible,” Tresham says. “Risk pointed any new simulation masterpiece is ‘abandon hours or more to finish – Tresham maintains
the way. It was the size of the various playing unwanted realism’.” the game changed “very little” from his
zones, their stated resource limitations and the At the centre of the gameplay was original concept to its first published release.
number and inherent strengths of the adjacent Civilization’s most radical feature: a “[The design process] had dumped us
zones that spelt that fresh word to gamers: technology tree along which players could recreational game meddlers into a sort of
‘Civilization’, spelt with a ‘z’ and a capital ‘C’. This advance a number of different branches, with operating regime that we could persuade
could get completely out of hand and, left to the each new discovery unlocking the ability to ourselves was realistic and also fun,” he says. “It
combat resolution table and hexag grid fanatics research more sophisticated breakthroughs. only needed a ready hand with the sandpaper or
undoubtedly would do so. Drastic action at the It’s a simple yet groundbreaking concept perhaps the blowlamp and the angle grinder.”
primeval stage was essential – and little could be that has since been used in countless other
more drastic than using the same font of identical tabletop games, as well as dozens of video READY TO ADVANCE
counters for population or wealth depending on games, becoming a modern staple. Despite the After Hartland Trefoil published Civilization
which way up the player saw fit to deploy them. enormous impact the system has had in the independently in the UK in 1980, the game

tabletopgaming.co.uk 55

052_055_civilization_v3 MJ.indd 55 13/02/2018 15:21


C I V I L I Z AT I O N

quickly attracted interest and was subsequently “Civilization might end up as Civilization Meier’s Civilization would go on to sell more
republished in the US by wargame giant Avalon I. It is my ‘Opus 26’,” he says, seemingly than 1.5 million copies, with the series as a
Hill, which also released the first computer referring to the first of composer Frédéric whole shifting over 40 million units.
game adaptation of the title: 1984’s Incunabula. Chopin’s polonaises, which pioneered an “I am sure that all sorts of people like to
A pair of small expansions followed, expanding unconventional new style of classical music. think that they had far more to do with the
the map and adding additional trade cards, but it “Civilization II could be my ‘Opus 71’,” he origination of this game system than I did,”
would take a decade for the arrival of Advanced continues, referencing a trio of polonaises Tresham says of the game’s legacy. “They can
Civilization, the major 1991 overhaul developed only published after Chopin’s death, but think what they like. Before 1950 there wasn’t
by Avalon Hill without input from Tresham that quickly tempers expectations with: “A test a game called Civilization, and now there is.”
restructured the trading and scoring systems, and session for Civi II ended as the most stupid I Meanwhile, the original Civilization
included more options for players to advance have ever attended.” eventually went out of print, but its influence
their nation. A combination of simplified lived on in various tabletop successors,
gameplay features and more complex aspects MAKING HISTORY including Mega Civilization, an even bigger
of the original game, Advanced Civilization Easily Civilization’s best-known spiritual version of the game that supports up to 18
often divides Civilization fans on whether the successor is Sid Meier’s Civilization, the players and takes roughly 12 hours to complete.
changes make it the superior way to play. long-running series of best-selling PC There have been various board game spin-offs
“I don’t think much of Advanced games that also debuted in 1991 and of Meier’s own Civilization series, bringing the
Civilization because of its unnecessary happened to be co-developed by one of the loop full circle, while Tresham’s version – or
complications,” Tresham retorts. team that had adapted Tresham’s 1829 for Advanced Civilization – occasionally surfaces in
“Advanced Civilization is frequently billed Avalon Hill as 1830: The Game of Railroads convention tournaments.
as being an easier game to understand and a and Robber Barons. A new edition of the original Civilization
quicker one to play. I am totally unconvinced While Meier admitted the influence republished this spring marks the first time the
on both points. It is a routine example of the of Civilization on the empire-building game has been widely available for a number
American philosophy of find something that gameplay, and studio MicroProse licensed of years. While the visuals were updated for a
is very good, mess it about, add complications the rights to the name from Avalon Hill (a modern audience, the gameplay itself – archaic,
and then try and market the result. For profit.” legal legal battle over rights to the name complex and lengthy as it may be – remained
Tresham reveals that he began to create his would ensue in the late 1990s), he would untouched. Tresham himself expresses a desire
own follow-up to Civilization, which remains ultimately claim that Tresham’s title didn’t to see his original creation preserved.
unpublished – at least for the moment. have as great an influence as other games. “Yes, yes, yes,” he replies when asked if the
game should be considered a relic. “It takes
ages to play. Very few of the pundits who rile
about this seem to be aware that the original
Hartland Trefoil Ltd. rulebook contains a

Come selection of suggested limitations that may,


by agreement, be implemented in any game

back in and can shorten the playing time as desired


without messing about with the game itself

200 years’ time beyond accommodating those who require a


shorter playing time because they haven’t got

and you will find, all day for the experience. It is just possible
that Hartland Trefoil Ltd. may know what they

somewhere, are talking about. And, come to that, so do I.”


Civilization’s story will continue, whether

somehow, in the discovery of the original game by a new


generation or the countless games that owe a

people playing debt to the once singular experience that has


now become the template for an entire way

this game. of playing. Much like the power it hands to


its players, Civilization changed the course
of history and propelled culture in a brand
new direction: exploring a fresh branch of the
technology tree.
“Come back in 200 years’ time and you will
find, somewhere, somehow, people playing
this game far better than either of us can now,”
Civilization inventor Francis Tresham also
Tresham says. “It really is a super game and I
pioneered the 18xx genre with hardcore
am enormously pleased that I have given so
railway stock-trading sim 1829
many ordinary people so much fun.”

56 March 2018 tabletopgaming.co.uk

052_055_civilization_v3 MJ.indd 56 13/02/2018 15:21


√z (a) 2
a+b +
6 (b)

Y
P
La

Play it smart
Ga
Am

Es
A game’s rulebook might tell you how to play, but there are plenty of
unwritten rules worth learning that you won’t find inside the box
With a “rulebook” that can be summarised Ultimately, summarising the constitutive rules
on a single playing card, its emergent ruleset of both games in terms of formal logic would
solves the issues of explaining rules to new be possible, though it would rob both of their
players by being reducible to just six words. charm. Thankfully, however, this is the job of
All of which makes it a great icebreaker at the games designer rather than the player (with
impromptu gatherings and particularly the exception perhaps of tournament players)
suitable for non-gamers. The game’s opening who will rarely encounter games in this raw form.
rules are that all players: (i) start with three It’s the implicit rules that we can’t avoid,
cards; (ii) play clockwise; (iii) draw one though they’re rarely written down. Some are
card; (iv) play one card; and (v) adapt to all obvious (don’t play in the middle of a busy road)
additional new rules as they are played. or uncontentious (make sure everyone can reach
The idea behind all of this is that chaos the board), others are more difficult to qualify.
ensues, and it often does, but in reality the While “don’t cheat” may seem like a reasonable
underlying mechanics change very little – instruction, and one most players would support,
and Sam Illi ngw orth
Doctors Paul Wake
even as the rules do. The majority of ‘new different gaming groups take differing positions

T
rule’ cards simply alter the draw/play rate on issues such as kingmaking, kibitzing and
or the maximum hand size, with goal cards in-game deception. Are these examples of
his month we’re taking it back to specifying the conditions that are required to appropriate gamesmanship, or simply poor
basics (in other words: the difficult win. In effect then, the challenge of Fluxx lies behaviour? Whether we choose to embrace
stuff) and asking, “What does it in keeping abreast of a few shifting variables or ignore these implicit rules, there is perhaps
mean to play by the rules?” and and some of its pleasures lie in adapting to one that we can all agree to follow – no matter
“What are rules in the first place?” the rules more rapidly than your opponents, the game we are playing or the company with
They certainly seem essential in determining the thereby giving the impression of your greater which we are playing it. (Wil) Wheaton’s Law,
nature of a game’s challenge and in providing mastery of the game. i.e.: “Don’t be a dick.”
a means to test a player’s mettle. But are rules Of course, this is all pretty obvious stuff but
more than that? Let’s examine these questions these aren’t the only rules at play. So far, we’ve Paul Wake and Sam Illingworth are
by looking at two very different games: Jamey been talking about what Katie Salen and Eric Manchester Metropolitan University
Stegmaier’s Scythe and Andrew Looney’s Fluxx. Zimmerman call “operational rules”. In their academics and co-directors of the
Stegmaier’s Scythe, an alternate-history seminal book Rules of Play they go on to identify Games Research Network
“dieselpunk” strategy game, comes with two additional types of rules: “constitutive rules”,
a comparatively complex ruleset which the formal and mathematical structures that
BoardGameGeek rankings place somewhere exist “below the surface” of the rules presented
between “medium” and “medium-heavy”. to players; and “implicit rules”, the unwritten
However, to regular tabletop gamers, comfortable rules of a game that cover in-game etiquette and
with the fact that they’re going to be “running” good sportsmanship. Suddenly understanding
the game (unlike digital gamers who can pass that what’s at stake when we propose to “play by
duty on to their console of choice) there’s nothing the rules” becomes rather more complex.
to fear here. Once the game’s rules, presented The constitutive rules of Fluxx, then, are
over 31 pages, have been mastered play becomes fairly simple: it’s a matching game in which
streamlined and the challenge of achieving players must play cards with values matching
victory as defined by the ruleset can begin. those specified on the current goal card.
By way of contrast, Fluxx is a lighthearted Scythe is more complex but its mechanics are
card game that apparently has very few rules. suggestive of its underlying “If…Then…” logic.

Fluxx has basic rules to begin with, but they quickly change

March 2018 tabletopgaming.co.uk 57

057_playItSmart_v2 MJ.indd 57 13/02/2018 15:22


1066 AND HALL THAT
After triumphing with last year’s epic
fantasy Gloom of Kilforth, indie designer
Tristan Hall returns to re-make history
Words by Dan Jolin

I
t all started in one evening in April 2000, with a rant on “Because of the
Have I Got News for You. The satirical current affairs show Domesday Book, we know
did a bit on the Pokémon collectible card craze, which the names of so many of
made headlines in the UK after some schools banned kids the people who were at
from trading their gengars and magikarps. Panellist Ian Hislop the Battle of Hastings,
went off into a glorious rant, bemoaning the fact that modern and we’ve got so much
sprogs “can’t remember five countries and their capital cities, information about it,”
but just about every child can tell you that charmeleon evolves explains Hall. “So I was
into charmander”. He concluded by announcing an idea for a able to take the names of
CCG of his own: “These medieval history cards that I think are all William’s and Harold’s
going to be a big hit in the playground.” vassals and translate them
Tristan Hall, then a 21-year-old “graduate layabout” with into the game. But it also tells
dreams of becoming a film-maker, was watching at the time. you how many ships they brought across from Normandy,
A light bulb flashed in his mind. so, for example, if I knew one knight brought 100 ships over, ABOVE The
“I laughed, but I also thought, ‘Actually that’s a really good he was gonna have a higher strength in the game than a Domesday
idea’,” he says. “Imagine if two people played Magic: The character who only brought over a couple.” Book provided
Gathering, but every single card was based on a real person In studying how the battle played out – digging far deeper inspiration on
or a real event, and then afterwards took away a little bit of than his memories of medieval history A-level (“I wish I’d paid what strength
history with them.” more attention in class!”) – he realised it had all the makings of each character
It’s an idea that grew quietly within Hall for a good 16 a well-balanced back-and-forth card game, similar to Magic. should have
years until, on completing his debut game Gloom of Kilforth “It involved two armies, almost perfectly matched. Over
(a gothic fantasy co-op card game rooted in his love for the course of that one day [October 14th, 1066], the battle OPPOSITE, TOP
D&D), he started turning Hislop’s gag into gaming reality. swung backwards and forward and could have gone either 1066 is not a
“It was really important for me to prove I wasn’t a way. It might not have the same reach and scope as Magic: The collectible card
one-trick pony with only fantasy-adventure games,” the Gathering, but in the idea of taking out your opponent with game like Magic
Mancunian designer says. “I was very insistent that I get a fast, interrupting actions as people are summoning creatures or Pokémon
completely separate game out there straightaway.” – or people – to the battlefield, the similarities are there.”
That game is 1066, Tears to Many Mothers, a one-to-two-player Aside from the fact that it has, Hall admits, “an extremely OPPOSITE Tristan
asymmetric card game based on the Battle of Hastings, when niche” theme, the significant difference between 1066 and Hall with his debut
Norman duke William the Conqueror invaded England and Magic (and, indeed, Pokémon) is that it’s not collectible. game, fantasy
seized power from Anglo-Saxon monarch Harold Godwinson. “Everything you need is in the box, and that was adventure Gloom
That pivotal event proved ideal material for a number of reasons, important to me because deck construction is all well and of Kilforth
not least of which was the wealth of evidence provided by good for people who’ve got the time, but the games I find get
William’s extensive 1086 survey of his nation, the Domesday Book. more table time with our group are the ones that are ready

58 March 2018

058_059_tristanHall_v2 MJ.indd 58 13/02/2018 15:22


TEARS IN
HEAVEN
Why ‘Tears to
Many Mothers’?
Creator Tristan
Hall explains…
“Eilmer of Malmesbury
was a monk who lived
through the events of
1066, and he was a
character in himself.
This was a guy who tried
to learn how to fly. He
created a pair of wooden
to go. So with 1066 there’s no having to sift through and work “It’s ostensibly the Alien movie in a board game, but wings and jumped off the
out which cards are better than others. The decks are pre- without the licence,” Hall laughs. “I’m really excited about monastery and broke
made, you open the box and shuffle and off you go.” Lifeform. It’s very different from the two games that I’ve both of his legs. But he
As shown by the success of Gloom of Kilforth (voted the done, so it will hopefully capture the imagination of people was writing about Halley’s
sixth best game of 2017 by this very magazine), Hall has an who are already on board for our existing games, or maybe Comet appearing in 1066,
at which point it was in its
instinctive feel for gamers’ needs and wants, drawn from his people who haven’t heard of us yet.”
perihelion orbit and was
own lifelong passion for the pastime, which he fits around a Hall’s own design future isn’t entirely historical. He’s working a quarter of the size of
day job as a freelance video producer. This is why, for example, on an anticipated expansion for the demon-harassed Kilforth, the moon. All the subjects
he designed Kilforth from the ground up to work as a solo and is in no way finished unleashing the hideous, warped around the land were like,
experience. After all, he himself loves playing a favourite title monsters that have stalked his subconscious ever since his ‘What the heck is this!?’
– like Scythe, say, or Agricola – between game nights. brother showed him John Carpenter’s The Thing at five years old. They thought it was an ill
When we speak, Hall reveals he’s currently finessing 1066’s solo “I’ve got a horror game I’m working on, too, called Sublime omen, or the end of the
ruleset ahead of its planned release this summer, reworking it a little Dark,” he reveals. “The horror games that are available on the world. Eilmer, who was old
so it doesn’t mean solitaire players are denied using certain cards. market tend to be a bit neutered when it comes to delivering enough to have seen the
comet before as a child,
“I didn’t want them to feel like they were missing out, the goods. So we’re going for a really nasty, dark look for this
said, ‘You’ve come, have
so each card that wouldn’t be as strong in the solo game is one. Some of the stuff the artist sent through, I was like, ‘Oh you? I’ve seen you before,
getting a line of text that says, ‘in solo play do this’. Just so my god, that’s too much, we’re gonna have to rein that in a you source of tears to
that every card has a purpose and you’re not faffing around if bit.’ But I’m thinking now, ‘Well, no. As long as it’s legal...’” many mothers. I’ve seen
you’re setting up the solo game.” Perhaps, by the time Hall’s 18-certificate horror show you brandishing the
arrives, 1066 might have realised Ian Hislop’s dream and downfall of my country and
I WANT IT HALL proven a wholesome hit among school kids, teaching them all I hate you’. And of course
Hall is also already planning his next historical pivotal-battle they ever wanted to know about the Battle of Hastings through the events that transpired
duel, St. Elmo’s Pay, which has the same engine as 1066, but a two-deck showdown. Hall’s delighted by the prospect. did effectively end the
world as they knew it
focuses on the 1565 Siege of Malta by the Ottoman Empire. “It wasn’t a conscious part of the design, but the idea of getting
in medieval England. So
“The Battle of Hastings was fought over three wedges of it into schools is really exciting to me. If we could get people reading this quote, the
troops, so in the game you’re competing for these wedges. And interested in history through gaming, that would be a result. What hairs on the back of my
that basic layout really suits similar battles. The Siege of Malta a brilliant knock-on effect from designing a geeky card game!” neck stood up and I was
was fought over the four forts, which were taken one at a time by like, ‘Right, that’s a title
the Ottomans. So again you have that same thing of competing right here!’”
for these objectives and then toppling them one by one.”
Intriguingly, 1565 will be entirely compatible with 1066,
enabling players to enact their own history mash-ups. “You
could take the Normans and have them pitch off against the
Ottomans,” chuckles Hall, “and see who’s the winner.”
Before then, his company Hall or Nothing Productions will be
Kickstarting a game by another designer, Mark Chaplin’s Lifeform,
which pits a team of players as a spaceship crew against another
player in the role of a malicious, stowaway alien. Sound familiar?

tabletopgaming.co.uk 59

058_059_tristanHall_v2 MJ.indd 59 13/02/2018 15:23


Take your positions at the
iconic Alexandra Palace
SEE PAGE 6
FOR EXCITING
SHOW NEWS

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concept.indd 1 14/02/2018 11:56
BENDING THE RULES
“Though the sport was only really showcased
in season one, the rich lore from over four
seasons gave us plenty of source material to
flesh out the game with.”
The Legend of Korra’s exhilarating sport of pro-bending is Pro-bending Arena sticks closely to the
coming to the tabletop as a fast and furious showdown format of pro-bending matches seen on the
small screen, with two players controlling each
of luck, skill and mastery of the elements. Designers controlling three benders – water, fire and earth
– as they attempt to push their opponents out
Jessey Wright and Sen-Foong Lim enter the arena of a stretched hexagonal arena with ropes on its
long sides; think sumo wrestling meets MMA.
Words by Matt Jarvis “It started with a vision of how the game should
look on the table,” Wright recalls. “We wanted

S
people to see it being played and say: ‘Hey, that
ix people with the power to control Lim, who co-created the game with Jessey Wright. looks like Korra and pro-bending!’ So we started
the elements step into an arena. Each “We were just the lucky ones who got to design it!” with a board that looked like the arena, some wood
side has just three minutes to use the Pro-bending Arena takes most of its cues pawns and cubes. It was remarkable how many
combined forces of fire, water and earth from the first few episodes of the first season of of our friends who knew the show recognised the
wielded by them and their teammates to force their Korra, which sees the titular hero competing in arena map just from the distinctive shape!”
opponents as far back across the ring as possible. the pro-bending league, but the sport remains “We divided the board into zones, as per the
It’s a frantic, intense battle of skill and endurance in the background of the entire TV series. sporting arena,” Lim adds. “From there, we split
unlike anything you’ve ever seen before. “We’re both huge fans of Korra, so we devoured each zone into enough space that the individual
This is pro-bending, the fictional sport of more of that media, specifically the episodes that benders on a team would have freedom to move,
the world of The Legend of Korra, the sequel were focused on pro-bending,” reveals Lim. but not so much so that escaping an attack was
to acclaimed TV animation Avatar: The Last
Airbender. Even in a universe where a select
group of people can manipulate the elements
using the martial arts-like talent of ‘bending’,
The community gets
pro-bending is the ultimate display of ability and
teamwork – the perfect fit for a board game.
to breathe life into
The biggest surprise about Pro-bending Arena,
then, is that it’s take this long to arrive, almost four
the game through
years after the final episode of Korra was broadcast.
“Pro-bending Arena was a game that was
their creativity.
destined to happen sometime,” insists Sen-Foong

62 March 2018

062_063_korraProBending_v2 MJ.indd 62 13/02/2018 15:25


easy. That was the trick – we wanted the game to
push towards a decisive victory and it wouldn’t if
people could avoid elemental attacks on a whim.” The pro-bending
SPORTING BEHAVIOUR concept screamed
Because the rules of pro-bending had been so
comprehensively established in Korra, Lim and to be adapted to
Wright say there were few gaps to fill when it came
to translating the sport to the tabletop. the tabletop.
“We didn’t necessarily invent new rules; we just
had to create a logical flow of how the rules would be
executed step by step,” Lim details. “We actually left Arena’s gameplay, having players really feel they player controlled only a single bender each, those
some rules out because they so rarely happened. were master benders would take a little longer. choices would be fewer and farther between.”
“Like sudden death!” Wright adds. “We struck “It wasn’t until we repeatedly watched a specific Players can control one of the various teams
a balance in the design so that ties rarely, if ever, animated gif of the Fire Ferrets working as a team that from the Avatar-verse, each with a distinct feel
happened. It’s much more satisfying to end a game the design goal really clicked: we needed to make a and playbook – from the cheating, risk-reward
with a winner than in a tie.” game in which people felt like they were clever and Wolfbats to the rapid-combo Rabaroos – but rules
In pro-bending’s official rules, tie-breakers are powerful when they protected their friends and were are included to combine different characters from
resolved by a single bender from each team going still able to attack in the same move,” Lim recalls. the opposing sides, opening up the potential for
one-on-one on a raised platform in the centre of The final game involves players placing committed fans to fine-tune their squad.
the ring. Exciting to watch on screen, but less so elemental tokens to attack and defend, mimicking “I love to experiment with the custom team
when it came to a board game. the fast and furious speed of pro-bending, with rules,” Wright says. “I’m also really excited to see
“We felt it was less satisfying to have to play a mini- each team able to pull off various different tricks. what teams the players dream up. That’s a really
game to determine the winner,” Wright reiterates. “Game mechanics really needed to be exciting thing with designing customisable games:
Fans will be fans, though, and the pair ultimately continually informed by the theme and it was the community gets to breathe life into the game
decided to reintroduce the option to have a lore- theme – the animated gif – that really helped through their creativity.”
accurate showdown following the response to us figure out what the design and gameplay
Pro-bending Arena’s Kickstarter last year. needed to feel like to provide the experience THE LEGEND CONTINUES
“Some of the backers were disappointed, so we promised on the box,” says Wright. “That led us Pro-bending is just one small part of the Avatar
created sudden death rules for people who want to to develop a gameplay experience that was fast, and Korra saga, and it’s not hard to imagine
use them and for tournament play,” Lim says. high-energy and high-impact.” that fans will jump at the chance to immerse
Breaking the rules in other ways is part of the themselves further in the enchanting world. Lim
game itself, inspired by the less than compliant BEND FRIEND says that, given the chance, he and Wright would
behaviour of some of the teams in the TV series. Despite pro-bending being a team sport, Pro- be willing to return to the universe and explore life,
Some of the technique cards used to unleash bending Arena limits the player count to just two bending and everything outside of the arena.
the elements on opponents are more powerful people. Its designers insist that attempting to scale “While we would love to develop a game
than others, but risk benders being caught by the the game to the point where a player could control focused on adventuring throughout the Avatar-
referees – and even ejected from the match. a bender each left the action lacking. verse, the pro-bending concept just screamed to
“In the show, some teams are called on cheating “Either the two-player game would be great and be adapted to the tabletop,” he says.
and others are not,” Wright says. “The referees in the six-player game would leave each player feeling There’s still plenty of action left inside the
the show only seemed to make errors when they like they didn’t really need to be in the game, or the ring, too.
were ‘bought out’, though that was never confirmed! six-player game would be a fun team experience “I’d love to include mascots like Pabu and
While we didn’t capture bribing, specifically, we and the two-player game would feel like a tacked- maybe even alternate arenas,” Lim suggests.
introduced the referee die to determine if cheating on approximation of it,” Wright explains. “I’d absolutely love to see a full bracketed
gets noticed. This added that delicious bit of tension “We felt that a two-player head-to-head duel tournament in action.”
to each incident of cheating as you never knew if the game had the design space that would give us the “I’m ready to do anything,” Wright enthuses.
referee was going to give you a yellow fan penalty.” most room to create something really unique, and “More teams, of course, and more rules or
Harder to nail was delivering on the fantasy also provide the truest pro-bending experience.” scenarios – the system we designed has a lot
of controlling the elemental building blocks of “The interesting part of managing the whole of flexibility and possibility built into it, and I’d
the world. While the concept of bending made team is the hard decisions about which cards to love for the opportunity to explore the limits of
it relatively easy to outline basics of Pro-bending buy and which to sacrifice,” Lim adds. “If each what we’ve created.”

MAIN Players
try to force their
opponents out of
the arena

RIGHT Characters
can cheat – if
they’re lucky

tabletopgaming.co.uk 63

062_063_korraProBending_v2 MJ.indd 63 13/02/2018 15:26


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www.leisuregames.com tabletopgaming.co.uk

p064.indd 1 08/02/2018 15:25


PLAYED
69

66 68 79

66 ALTIPLANO 74 KITCHEN RUSH


67 TRANSATLANTIC 75 ELITE: DANGEROUS RPG
68 INFINITY: THE RPG 76 BLANK | COBRA PAW
69 DINOSAUR ISLAND 77 GOODWILL
70 FAVELAS 78 EMPIRES
71 ESCAPE THE DARK CASTLE 79 NUSFJORD
72 VENGEANCE 80 TIME BARONS
73 DUNGEON DRAFT 81 COASTER PARK

March 2018 tabletopgaming.co.uk 65

065_081_played_v4 MJ.indd 65 13/02/2018 15:26


P L AY E D

ALTIPLANO your supply along with the ones you


gain, eventually winding up in your
bag once it’s emptied of its current
If you ever wanted to pack a sack with alpacas, this is the contents. So nothing returns to a
central supply (except money) and,
sack alpaca-packing game for you as with all pool-building games, the
Designer: Reiner Stockhausen | Artist: Klemens Frans 1-2h 2-5 12+ £50 more you personally accrue, the more
random your bag draws become,
complicating each subsequent
planning phase.
Which is why diversifying is
so important, and why there are
numerous routes to success. The
number of actions you can take
increases with the acquisition of
extensions – necessarily, if you want to
start gathering the most valuable and

CE
ED

IT
O R'S C H OI useful resources – and you can also
mitigate your bag bulking out with
WHAT’S IN less valuable things (food, fish, corn
THE BOX? and those poor old alpacas are worth
◗ Five action boards zilch on the score sheet) by stashing
◗ Five warehouses stuff in your warehouse, filling rows
◗ Five wooden
with matching goods to earn further
game figures
victory points.
◗ Five wooden markers
◗ Five cardboard A further difference to Orléans
containers is the central ‘board’, which is
◗ Five VP overviews here a randomly-placed circular
◗ Five cloth bags arrangement of location tiles, around
◗ Seven role tiles which your lone figure can move up
◗ 15 cart markers to a maximum of three places per
◗ 28 extension tiles turn – unless you pay for extra moves
◗ Extension strip
with food and/or additional carts. This
◗ 209 goods tiles
means your actions are dependent
◗ 50 coins
◗ 10 house cards on how you plan your moves, too;
◗ 10 boat cards it’s all too easy to mess up your own
◗ 16 order cards planning by miscalculating your
◗ 20 mission cards figure’s movement.

I
◗ Scorepad There is a lot to take in, especially if
t’s a tough life at the top of the location-dependent actions, which ◗ Starting player alpaca you’ve never played Orléans, and the
world. Not only is the air thin, but are then executed in clockwise, turn- first few games of Altiplano will likely
resources are limited and whether based fashion. And, as in Orléans, make your head spin. Rather like
you’re a woodcutter, fisherman, each player also gets a cloth bag, into altitude sickness, in fact. But once you
framer or stonemason, scratching out which they deposit their gradually acclimatise, there’s plenty to enjoy in
a successful living requires careful increasing token stash, to be randomly Stockhausen’s vibrant, busy, alpaca-
resource management and trading drawn at the start of the planning packed world.
strategies. Not to mention alpacas. phase. But in Altiplano you’re DAN JOLIN
For his spiritual sequel-slash- planning actions with resources like
remake of beloved Euro title food, cloth, cacao and (yes) alpacas WE SAY
Orléans, German designer Reiner rather than followers, essentially An attractively-presented pool-building
Stockhausen has moved from trading them up for new acquisitions. game with a grabby theme and
medieval France to the South So at the farm, for example, you can impressive – if initially confusing –
American highlands of Bolivia and use a combo of alpacas and food to tactical depth.
Peru, around 3,000 metres above earn wool.
sea level. The result is a gorgeously The catch is, there’s a limited, ever- TRY THIS IF YOU LIKED…
colourful and component-rich game dwindling stack of each resource (plus ORLÉANS
that’s also smoothly complex. VP-earning houses, boats and orders, There are more similarities to
As in Orléans, each player has represented by small decks of cards) Stockhausen’s 2014 title than there
an action board, on which they on each location tile: the market, the are differences, and while Altiplano
simultaneously place circular tokens forest, the harbour and so on. The lacks its bag-building novelty value, it
to plan out a limited number of resources you spend go back into is a far prettier game.

66 March 2018

065_081_played_v4 MJ.indd 66 13/02/2018 15:27


WHAT’S IN
THE BOX?
◗ 40 captain tokens
◗ 28 trade post tokens
◗ 40 coal cubes
◗ Five sea regions
◗ Five player boards
◗ Ship market board
◗ Victory point track
◗ Objective tokens
◗ 50 ship cards
◗ 54 action cards
◗ 80 banknotes
◗ Historical ships booklet

TRANSATLANTIC
All aboard for a ruthless high-seas
economic adventure
WE SAY
Designer: Mac Gerdts | Artist: Dominik Mayer 60-90m 2-4 13+ £50 Transatlantic brilliantly

I
captures the feeling
n the 19th century, steamships It’s enough to leave anybody There’s the almost deckbuilder-ish of being a ruthless
began to replace the sailing hopelessly at sea, but Transatlantic way you can upgrade your available shipping tycoon,
clippers that had long carried does a fantastic job of streamlining actions over the course of the game, mixing elements
cargo across the world’s oceans. its decision-making process. You’ll becoming more powerful and gaining of engine-building,
Faster and more reliable than their start the game with a hand of cards new ways to score points. There’s a area control and
light deckbuilding to
predecessors, they revolutionised which let you take various actions: hint of area control, where owning
wonderful effect. It’s
world trade and, along the way, made purchasing vessels, stocking up on trading stations in different oceans just a shame that
their owners seriously rich. fuel, dispatching ships on lucrative makes your voyages there more its pace sometimes
Transatlantic casts you and your voyages. You’ll choose one to play on profitable. And there’s the way that falters so badly
opponents as aspiring shipping every turn, enacting its effects before new ships entering regions can render towards the end.
magnates in this steam-powered discarding it. older ones obsolete, allowing you
revolution. Starting with a single, It’s a setup that will be familiar to force opponents’ vessels out of
ageing sailing ship, you’ll aim to to anyone who’s played Concordia, service in a kind of gloriously passive- TRY THIS IF
establish a mighty fleet, set up a designer Mac Gerdts’ 2013 game of aggressive arms race. YOU LIKED…
worldwide network of trading posts trading in the Roman Empire, and it It’s let down by the closing stages, CONCORDIA
and build your reputation as the works to great effect here. There are though. The game doesn’t end until Transatlantic takes
its Roman-themed
most prestigious company on the plenty of tough choices to chew over but, someone purchases the last available
older sibling’s core in
Seven Seas. with players only ever taking a single ship, and effectively that means some new and very
It’s a tall order, and to pull it off action at a time, the game plays at an that it doesn’t end until somebody engaging directions.
you’ll need to make some shrewd impressively snappy pace. It also means wants it to. The result is jarring
decisions. Should you buy the ships that it’s crucial to think ahead, because slowdown from a feeding frenzy of
you can afford right now, or save your once you’ve played an action, you won’t raw capitalism to a far less interesting
money for better ones in the future? be able to use it again until you spend a attempt to squeeze just a few more
Should you spread your fleet across turn to refresh your hand of cards. victory points out of the final turns.
the globe, or focus on dominating a Getting it right feels instantly Coming after such a compelling,
single region? Do you have a steady rewarding, but what’s really challenging, competitive experience,
supply of coal, or do you need to find impressive about Transatlantic is the it’s like throwing an iceberg in the
new reserves to keep your engines way it combines a pile of individual path of a steaming behemoth.
running and your profits rolling in? elements into a unified whole. OWEN DUFFY

tabletopgaming.co.uk 67

065_081_played_v4 MJ.indd 67 13/02/2018 15:27


P L AY E D

INFINITY: THE ROLEPLAYING GAME


Find your character in the Human Sphere
Designer: Justin Alexander, Jay Little and others | Artist: Pierre Droal, Corvus Belli, Linggar Bramanty 2+ £20

defence reactions and cause different WE SAY


sorts of harm and stress. While this
The Infinity universe
becomes more fluid and intuitive over is appropriately vast,
time, most gamers are going to spend a and long-term fans of
fair bit of their first few sessions flicking the setting will love
through the rulebook in search of the the depth of both
appropriate tables to consult. its story and the
This is a game that isn’t shy about rules. Getting a solid
its wargaming roots and delights in grip can be hard for
random effects and results. Some newcomers, but if
they dig deep enough
players will love seeing the world build
you might hit gold.
itself around them without relying
on the GM’s quick thinking, but if the
idea of rolling on a table in order to
determine which sub-table you need
to roll on next fills you with horror you
should stay well clear.
There is perhaps no better example
of this than the character creation
process. Unlike most RPGs, Infinity
isn’t designed around each player
creating their own character exactly
the way they imagine them. Rather,
it requires you to roll randomly

W
to determine everything from
hen you pick up an RPG players is impressive. As you would their home life as a child to which
set in a well-established expect, this is reflected in the rules languages they speak.
universe, it can be a little themselves, which are both broad- You can nudge things here and there,
intimidating to find that the core ranging and incredibly dense. but your capacity to do so is severely
rulebook is packed with around 200 The core mechanics are based on limited and for the most part the
pages of lore. In this case the universe the 2d20 system that will be familiar character you’ll be inhabiting throughout
is Infinity, home to a long-running to those who have played Modiphius- the campaign is decided by the roll of a
sci-fi wargaming series from Spanish published RPGs such as Star Trek die – or, rather, about 20 of them.
developer Corvus Belli, and whether the Adventures and is simple enough to The process of seeing your
prospect of sifting through the solid slab wrap your head around. character’s life develop before your TRY THIS IF
of setting fills you with joy or dread is When a player attempts to achieve eyes can be surprisingly rewarding and YOU LIKED...
probably a good indication of how you’ll something tricky, whether shooting a a great storytelling exercise – why did WARHAMMER
feel about the game itself. particle cannon or hacking a military they run away from their happy home 40,000
Appropriately enough for a game that firewall, they attempt to roll beneath as a teenager? What was it that led
ROLEPLAY
If you can find room
bills itself as unashamedly cinematic, the a target number determined by their them to join the police? – but it can also in your hearts for
setting is a manga-flavoured mishmash innate physical and mental attributes be frustrating if you have a preferred two sci-fi universes
of pulpy action and hard sci-fi. It sets up as well as their learned skills. Tougher play style or an archetype in mind that spawned from a
a universe where humanity has spread challenges require more successful rolls, is wrenched away by the hand of fate. popular tabletop
across the stars but found itself pressed with particularly good results being able If you’re already a fan of the Infinity wargame, this could
by conflict on every side, both from to generate ‘momentum’ that can be wargame then this might be exactly be something you
hostile aliens and good old-fashioned used to activate various bonuses that the dense and uncompromising learn to love.
factionalism. Across a dozen worlds range from critical hits to extra dice for RPG you’re looking for. But there’s
mech suits level battlefields with volleys a future check. Conversely, particularly so much that the GM needs to have
of missile fire, while corporate-backed terrible failures give the GM a point of at their fingertips (as a side note, it’s
hackers battle with robotic guards to ‘threat’ that can be used to make things irritating that a rulebook released in
splice their way into computer systems. even trickier for the party down the line. 2018 uses exclusively male pronouns
There’s plenty of room for GMs to While the basic interactions aren’t when discussing players) that it’s hard to
drop their players into their favourite too complicated, Infinity isn’t shy about recommend to the casual gamer looking
parts of Infinity, and the scope of adding in layers of complexity. Different for something new to pick up.
missions and adventures open to the attacks have varying damage types and RICHARD JANSENPARKES

68 March 2018

065_081_played_v4 MJ.indd 68 13/02/2018 15:27


DINOSAUR ISLAND

CE
ED
IT
O R'S C H OI
Clever girl – or one big pile of shit?
Designer: Jonathan Gilmour, Brian Lewis | Artist: Kwanchai Moriya, Peter Wocken, Anthony Wocken 60-150m 1-4 10+ £70

M
ake no (dino) bones about WHAT’S IN element to each opening phase, with get the satisfaction of seeing those
it: Dinosaur Island is Jurassic THE BOX? players competing to gather the right Pachycephalosaurus you cooked up
Park: The Board Game in ◗ 22 specialist cards DNA and recipes first using their team of accelerate your park to victory. Only,
everything but name and Jeff Goldblum. ◗ 81 income tokens scientists – each of whom has a different what’s that? An unused die from the first
◗ 39 objective cards
The rulebook is replete with winking research level, making it a tricky decision round pushed your threat level over your
◗ 80 visitor meeples
references to Steven Spielberg’s 1993 ◗ 36 worker meeples
of when, where and whom to deploy. The security level? Oh no! Now the dinosaurs
movie – the introduction even ends with ◗ 10 DNA dice head-to-head feeling of being competing are loose and eating all the visitors!
the line “Welcome to Dinosaur Island” – ◗ 11 plot twist cards park managers trying to outpace your Down your VP goes. It’s alright; it turns
and the rides and attractions with which ◗ 20 corporation tokens opponents continues into the market out that the chance of seeing dinosaurs
players fill their own why-didn’t-we- ◗ 12 modifier tokens phase, which provides the chance to in person is worth the risk, so you’ll be
learn-the-first-time theme parks offer ◗ 12 scientist tokens upgrade labs, add attractions and hire a sure to attract more guests next round.
gags a plenty: we laughed every time ◗ Research centre board variety of experts (with special abilities). At least they pay at the entrance.
the Clever Grill restaurant appeared. It’s ◗ Track board After the heated first half of each Dinosaur Island gets a long way on its
◗ Marketplace board
no shock that a game about building a round, the game takes a breather (of concept and look, but the greatest joy is
◗ Four park boards
dinosaur theme park can’t resist playing ◗ 40 marker cubes
sorts) with the placing of workers inside still to be found in its immensely pleasing
to the crowd, but what is such a surprise is ◗ 24 limit cubes each individual park. With no direct gameplay. Building up a dinosaur theme
just how bloody good Dinosaur Island is. ◗ 33 lab upgrade tiles player interaction, it’s a simultaneous park is as rewarding as it sounds, with
Yes, part of the game’s winning ◗ Four lab boards affair as each park mixes up their DNA, the DNA of classic Eurogames giving
combination comes down to its singular ◗ 29 paddock tiles fills up their paddocks with new dinos this modern descendant enough to dig
look; a distinctive blend of ‘90s neon ◗ 50 dinosaurs and – crucially – invests in boosting into for a long time to come. You can
colours, beautiful illustrations, dinosaur- ◗ 30 attraction tiles their security level to account for the see why those visitors keep coming
shaped meeples and a fetching layout of ◗ 17 dino recipe tiles growing threat posed by more and back – it’s a pleasure to let yourself be
◗ Cloth bag
boards that both catches the eye and does more giant reptiles. The theme may utterly consumed.
◗ First player token
a fantastic job of making it easy to keep ◗ 17 solo play cards
be flashy, but the core here is that of MATT JARVIS
track of your options during each phase. a classic Euro; actions make sense
Yet, inside the shiny amber lurks the DNA in the logic of being a park manager, WE SAY
of a winning worker-placement game sprinkling enough spice to make the
revolving around the need for players to dry, strategic meat (hopefully not that Classic worker placement gameplay
given a few smart modern twists
attract ever-increasing crowds to their of your guests) easy to chew on.
and applied to an irresistible and
park without accidentally allowing the Then comes the big day. Your attractive concept, Dinosaur Island
dinosaurs to break free and eat the visitors. park opens, visitors flock in and is the meaty Jurassic Park board
It’s just not great for PR, you know? hand over their money (except some game you’ve been dreaming of. After
Boosting the excitement level of a pesky hooligans that can randomly careful consideration, we’ve decided to
park involves harvesting the right DNA sneak in without paying), and you endorse this park.
to cook up certain dino ‘recipes’, ranging
from relatively safe (but dull) herbivores TRY THIS IF YOU LIKED… STONE AGE
to thrilling (but deadly) carnivores. A Looking for another easy-to-grasp worker placement game with prehistoric
pool of dice provides a randomised roots? Get yourself out of the Stone Age and buy a ticket to Dinosaur Island.

tabletopgaming.co.uk 69

065_081_played_v4 MJ.indd 69 13/02/2018 15:27


P L AY E D

FAVELAS
It’s a riot of colour, but does it do justice to its theme?
Designer: Chris Bryan | Artist: Brigette Indelicato, Kwanchai Moriya 30-45m 2-4 14+ £35

T
he favelas of Rio de Janeiro WHAT’S IN neglected to include a particular colour, game, and there’s no reason it couldn’t
are some of the world’s most THE BOX? you can aggressively add it to your own be about farming or transport networks.
notorious slums. For decades, ◗ 59 building hex tiles pile. If they’ve built an unassailable lead In most cases, a compelling enough
residents have been forced to contend ◗ Four hex-grid in a shade, you can deliberately crash its game can make up for a pasted-on theme.
with poverty, violent crime and police player boards value to ensure they don’t get a massive But here, it amounts to a dismissal of some
◗ Six coloured dice
brutality. In 2005, Dutch artists Dre stack of points. It’s mechanically simple, very real issues. Rio’s slums have suffered
◗ Scoreboard
Urhahn and Jeroen Koolhaas embarked and markers but it takes some careful analysis, and from poor sanitation, forced evictions and
on an ambitious project to improve ◗ Rulebook the unpredictable flow of shuffled tiles violent incursions by police death squads.
conditions, working with locals to paint means you’re always trying to work out The only hint at any of this in Favelas
run-down buildings, turning them into the best use of the resources available is a one-line sentence in the rulebook
massive, vibrant works of art. to you. It’s not incredibly deep, but about vague ‘socio-economic’ issues.
The pair argued that as well as with games clocking in at around 20 Playing this game, you’d be forgiven
beautifying areas, the scheme would minutes, it doesn’t outstay its welcome. for thinking that the region’s biggest
provide education opportunities for local In some respects, though, Favelas falls problem is finding the optimum ratio of
youth. Now their efforts have inspired a short. With three or four players, there’s red to yellow houses, and its take on the
board game that lets players try their hand plenty of competition for dominance neighbourhoods seems heavily sanitised
at a bit of colourful civic regeneration. in different colours. With two, there’s a for European and American audiences.
Favelas sees you and your friends start tendency to grab early majorities and Ostensibly, Favelas is all about
the game with hex grids of differently- stick with them for the duration of the colours. In reality, it feels more
coloured houses. As you play you’ll draft game. It makes the building process like whitewashing.
building tiles from a random selection, feel secondary to nudging the values of OWEN DUFFY
laying them on top of your existing grid different colours up or down, and it’s
and changing the composition of your not nearly as satisfying as playing with WE SAY
neighbourhood. You’ll splash some a higher player count.
Favelas is undeniably pretty, and as a
purple here, some green there, covering And then it’s difficult to know how
competitive puzzle it does a decent job
up existing shades as you go. At the end to feel about the theme. Is it a positive
of producing some head-scratching
of each round you’ll get points for any depiction of a poor community? An moments. But you could say the same
colours you have a majority in. But you’ll antidote to the kind of poverty porn thing about plenty of other games, and
also be able to shift the value of colours that’s often produced about the favelas? its theme doesn’t sit comfortably with
as you play, increasing or decreasing Not really. It’s an abstract tile-laying its jolly presentation.
their potential reward in scoring phases.
It’s an engaging enough puzzle, and it TRY THIS IF YOU LIKED… SAGRADA
forces you to pay close attention to what Its combination of drafting with an evolving spatial puzzle scratches a similar itch,
your opponents are doing. If they’ve and the ability to influence scoring adds a new twist to get your head around.

70 March 2018

065_081_played_v4 MJ.indd 70 13/02/2018 15:27


ESCAPE THE DARK CASTLE
Failing to escape the feeling that something's missing
Designer: Alex Crispin, Thomas Pike, James Shelton | Artist: Alex Crispin 30m 1-4 14+ £30

T
here’s a wave of nostalgia bosses on the bottom. You turn these Thankfully the combat system is fun WHAT’S IN
sweeping through parts of over like the pages of a book, read the and, in the multiplayer version, brings THE BOX?
gaming. Roleplay has the Old text on them and make any choices some tactics to the fore. Things get ◗ 45 chapter cards
School Revival and retro-clones of or fight any fights they describe. hazardous fast, because if even one ◗ 35 item cards
early RPGs, and that anti-trend is The six characters aren’t standard of your team is killed it’s game over ◗ Six character cards
◗ Three boss cards
spreading to other parts of the hobby. fantasy archetypes. Instead of fighters for everyone. Special items introduce
◗ Start card
Escape the Dark Castle isn’t an RPG and wizards these are tailors, abbots, new variables, and fighting monsters ◗ Nine chapter dice
but it is a narrative card game that millers and cooks. The game doesn’t can be tense and enjoyable – and ◗ Six character dice
aims to make you nostalgic for British explain why they’ve been imprisoned repetitive, unfortunately, because ◗ Scorepad
games of the early 1980s, particularly here (‘wrongfully’ is all), or anything the majority of the chapter cards are ◗ Four pencils
gamebooks like the Fighting Fantasy about them or the castle. You might random baddies to fight.
series. You can tell because it’s all hope the cards would work together Escape the Dark Castle calls itself TRY THIS
black and white, the title uses the to create the story of their escape, ‘the game of atmospheric adventure’ IF YOU
same font as the Citadel logo, and with twists and turns, callbacks and and that’s not wrong: it gets the tone LIKED… THE
your characters are going to die a lot. foreshadowing. You might. of early adventure-gaming spot on. WARLOCK
Escape the Dark Castle is a co-op Instead the encounters are a mishmash What it doesn’t capture is a sense of OF FIRETOP
game that works equally well solo of fantasy clichés: drunk guards, narrative or storytelling. The chapter MOUNTAIN
or with multiple players. Everyone hideous fiends, cursed mirrors, flooded cards don’t combine to make a Escape the Dark
Castle emulates the
gets a card showing a character caverns, giant bats, demonic warriors story, they’re a disjointed sequence
look and feel of classic
imprisoned within the Dark Castle, and wandering traders to name a few. of reasons to roll some dice. It’s solo gamebooks: if
plus that character’s unique dice and This could be okay if the cards gave enjoyable once, and is perfect for you’re nostalgic for
a random item. The castle escape you interesting choices for what to do game cafés, but even its expansion the 1980s this will
route is a pile of 15 random chapter with them, but mostly they don’t. Cult of the Death Knight is only more keep you happy.
cards, bracketed by the start card If the chapter card reveals an of the same. With so many great
on the top and one of three possible enemy then they can only be fought narrative games out there, this is a
or fled from. Most obstacles force you missed opportunity.
straight to a dice roll, and only a few JAMES WALLIS
encounters have an actual decision
to be made. This is a real shame: what WE SAY
could have been a game of interesting A bold attempt to do a solo gamebook
choices turns into a series of random with cards but, as Sid Meier said, a
encounters, which the players can game is a series of interesting choices,
only resolve by rolling dice. and there simply aren’t enough in here.

tabletopgaming.co.uk 71

065_081_played_v4 MJ.indd 71 13/02/2018 15:27


P L AY E D

VENGEANCE
Before you embark on a journey of revenge, montage!
Designer: Gordon Calleja | Artist: Axel Torvenius, Fabrizio Cali 30m (pp) 1-4 14+ £90

game. For added adrenaline, players can


add a three-minute timer; exceeding the
time limit counts as an automatic loss,
leaving no place for second-guessing.
Even though the timer feels slightly
gimmicky, it is nice to have the option.
Combat is an entirely solitary
experience. The montage phase attempts
to bring in more player interaction
through contention for resources but,
with a variety of options at a player’s
disposal, the confrontation is never
overly tense. The solo mode, however, is
where Vengeance is at its best. Rather
than ‘the most points wins’ approach

CE
ED
IT
O R'S C H OI
of the multiplayer experience, in solo
mode characters have specific objectives
and a unique backstory, making the

I
gameplay more layered and engaging.
n the style of traditional revenge WHAT’S IN phase, to heal some of the damage, pick Stylistically beautiful and component-
movies, Vengeance sees a tortured hero THE BOX? up new abilities or items, and search for rich, Vengeance, unfortunately, proves
– literally – go out on a bloody path to set ◗ 13 montage dice the gang leaders that wronged them. that quantity does not, once again, mean
the score straight with those who wronged ◗ Five fight dice Then, one by one, players enter a gang quality. Putting aside some leaning
them. Crushed knees, waterboarding, ◗ 28 upgrade ability tiles den and attempt to defeat the boss. figurines and cardboard tiles that crease
◗ 16 upgrade items tiles
nail removal or knifing are just some Most of the game mechanically relies almost instantly, the game’s biggest
◗ 45 montage cards
of the ‘delightful’ souvenirs that gang on dice rolls – however, Vengeance does problem is that all the miniatures look too
◗ Four gang cards
members left the hero with. However, ◗ Four reference cards something really clever with its luck much alike. Some of this issue is avoided
the story is far from over. Cue a training ◗ 40 vengeance cards elements; it leaves just enough to raise by giving them bases of different colours;
montage sequence; load up on guns and ◗ 20 boss cards the stakes of the fight and keep the however, all henchmen and bosses have
katanas. Then walk straight into the gang’s ◗ Five mission cards tension going, but gives players the a red base. For pedantic types, who want
den, leaving no one alive to tell the tale; ◗ Five solo mission cards tools to approach combat tactically. the correct henchmen to correspond to
perform a five-point palm exploding heart ◗ 15 achievement cards Even before getting into the fight, a respective boss, the search for the right
technique-type move on a boss, making ◗ 12 double-sided players rely on dice to get their upgrades. miniatures breaks the flow of the game,
your sweet retribution complete. den boards This is bolstered by montage cards, putting it effectively on pause. This
◗ Shop board
The theme and the gameplay guaranteeing them something they problem could have been avoided by
◗ Turn tracker board
of Vengeance constantly reinforce one ◗ Victory point want. Going into the fight, players providing a larger spectrum of bases.
another throughout the game, making tracker board once again roll dice to attack minions Among the armies of miniatures-
it feel as close as a board game could get ◗ 80 coloured bases and bosses. Yet they also have abilities based games, Vengeance brings
to a cinematic storytelling experience. It’s ◗ 45 red damage cubes (purchased during the montage phase) enough character and mechanical
not just because the game uses words like ◗ Turn marker that, depending on their powers, can twists to confidently stand out. While
‘montage’, manages to easily occupy a big ◗ Fight timer change dice outcomes during the combat the road of Vengeance is better alone,
table with boards and miniatures, or takes ◗ 12 player markers round. With a good ability engine going, the robust combat mechanics are
◗ 24 wild tokens
advantage of the revenge genre staples, the fight becomes primarily tactical, enticing and different enough to make
◗ 24 recon tokens
although these do contribute. It is because rather than luck-based, allowing players this a hero’s journey worth taking.
◗ 20 objective tokens
everything a player does within the game ◗ 15 black severe to dash in and out of rooms and giving ALEX SONECHKINA
– getting abilities, finding relevant bosses, damage cubes them powers to avoid damage or change
fighting – feeds back into a larger narrative, ◗ Five hero boards weapons, adapting to the layout of the WE SAY
while leaving enough blanks to be filled battlefield. This takes the game beyond Vengeance will have no trouble appealing
in by imagination. One can be creative the standard basic approach to combat to the lovers of the revenge genre,
with the story or simply enjoy the fight. in miniatures games, making fights however even the uninitiated will get a lot
At the beginning of the game, every dynamic and the most exciting part of the out of its clever tactical combat gameplay.
player starts at a disadvantage, suffering
damage from the gang members, limiting TRY THIS IF YOU LIKED… ZOMBICIDE
their health and number of dice at their If you like board games with plenty of miniatures to play with, Vengeance
disposal. They proceed into the montage offers a nice spin on combat, while retaining the essence of the genre.

72 March 2018

065_081_played_v4 MJ.indd 72 14/02/2018 12:26


DUNGEON DRAFT
Not to be confused with Dungeon Draught,
which is all about underground ventilation
Designer: Justin Gary | Artist: Various 20-30m 2-5 14+ £25

W WHAT’S IN
hen it comes to fantasy- example, means druid cards are cheaper up with empty coffers and a bunch
based card games, to play from that point onwards. of unplayable cards, whether they’re THE BOX?
designer Justin Gary is The core of the game is in the draft heroes you wanted to add to your ◗ 173 draft cards
a safe pair of gauntleted hands. A deck, from which you build a hand set but now can’t afford, or monsters ◗ 25 quest cards
Magic: The Gathering US national of seven cards through (you guessed you wanted to slay but don’t have ◗ 40 gold tokens
◗ 40 XP tokens
champion who’s also behind epic it) drafting – a hand which will then the required attack value. These get
deckbuilder Ascension and digital card contribute towards a rapidly growing thrown into the horrible black void
game SolForge, Gary has now turned set of tabled cards that stacks up attack that is the discard pile, never to be
his goblin-slaying attention to the power, XP and gold production. Each seen again. (Well, unless you gain an TRY THIS IF
humble single-decker. Comprising a class includes a variety of heroes ability to raid the discard pile, that is.) YOU LIKED…
generous pile of cards and a scattering and weapons, with which you aim to With everyone using their turn to SUSHI GO!
of circular cardboard tokens, Gary’s establish synergies via one-off powers, lay all their cards (or as many as they The theme and style
Upper Deck offering folds fantasy contribute towards quest completion can), it does make for relatively long couldn’t be more
different, and the
adventure into a fun, quick-to-absorb and, hopefully, defeat any monsters periods of downtime. But it’s just a
tactics of Dungeon
drafting game (the clue is in the title). you’ve also taken into your hand for minor complaint – as is the less-than- Draft are far more
As a prologue, each player picks extra gold, XP or one-time bonuses. inspiring cartoony art that owes a thoughtful, but it’s
a trilogy of missions from five dealt It’s tough letting a great hand go, to Deathwing-sized debt to World of another game that
quests, which require you to collect sets be scattered among your opponents, Warcraft. Like the very-differently- has great fun with the
of cards formed from different combos but also a relief to send a bunch of themed but similarly engaging card- drafting mechanism,
of classes. So 'mastering botany' needs high-powered monsters rampaging drafter Sushi Go!, this is a warm-up and proves
three druids to complete it, whereas off clockwise (or, on alternate rounds, ‘starter course’ that may well take over similarly moreish.
the far more ambitious 'save the world' anti-clockwise) when you know you your entire gaming evening.
requires three each of all four classes don’t have enough attack power to DAN JOLIN
(warriors, rogues, mages and druids). dispatch them.
Completing quests isn’t mandatory, Once the hands are created, each WE SAY
but always worth it – either in terms player takes it in turn to lay their Dungeon Draft packs a lot of
of rewarding extra XP (victory points cards. Heroes and weapons always complexity and variety into its single
by another name – earn the most over cost gold (you begin with nine), so deck and straightforward rules. Very
four rounds to win), or a bonus ability. if you plan your turn badly and mis- likely to earn an 'encore' or two after
The tree-huggy 'mastering botany', for order the card-laying, you can end you first slap it on the table.

tabletopgaming.co.uk 73

065_081_played_v4 MJ.indd 73 13/02/2018 15:27


P L AY E D

KITCHEN RUSH Optional event cards make things even


more chaotic by causing equipment to
malfunction or workers to come down
Hell’s Kitchen is other people sick, and help to stop the tight pool
of actions becoming too repetitive.
Designer: Dávid Turczi | Artist: Gong Studios 30-45m 1-4 12+ £50
At under 20 minutes for an entire
playthrough, the momentum is so quick
you’ll probably too focused on peppering
that Moroccan lamb tagine anyway.
With such delicious gameplay to chow
down, it’s a shame that Kitchen Rush’s
visuals are so naff. Parts of the game still
resemble an unfinished prototype with
boring and even downright ugly design
aspects, and there’s none of the diverse
glee of the recipe cards – which list
specific meals and their accompanying
side dishes – in the identical player
chef boards, stopping the game’s
charm and character leaving as much
of an expression as they should. There’s
generally a low level of quality across the
components, such as thin boards that
feature plain black backs, adding to the
feeling of being an amateur project. Most

A
disappointingly, this includes the sand
new order’s just come in. Quick, storage to collect the combination of timers key to the game’s wild urgency,
get to the storage room and find meat, veg, cheese and whatever else, which include varying amounts of sand
the ingredients! Wait, we’re out add any spice that might be required – publisher Artipia has said that this is
of pasta – you’ll need to go shopping! to bring the flavour up to scratch and to account for differently-sized holes,
But don’t forget to put that pulled pork finally pop the whole thing in the oven and that all timers should take between
in the oven before you go, otherwise for however long might be required, 25 and 35 seconds to finish (10 seconds
it won’t be done in time. Hold on, the from a single quick heat to a minute and can be an age here), but the varying sand
dishes need doing first. Add that spice! a half of real-time roasting. Along the levels and cheap production means that
Best hire another chef if you can. Too WHAT’S IN way, though, there’s plenty to screw up. it’s often inconsistent and hard to judge
late, we’re out of time! That customer’s THE BOX? You might accidentally add meat to that during the bustle. (You’ll need to provide
not going to be pleased. ◗ 60 order cards veggie burger, cram an entire roast dinner your own phone or timer to count down
This is Kitchen Rush: a real-time ◗ 24 event cards on a side plate or burn that beef carpaccio the four-minute rounds.)
◗ 14 objective cards
co-op game that captures the hectic, to a crisp. These things happen under Even with these flaws, Kitchen
◗ Eight prestige bonuses
chaotic, non-stop tension of working in pressure, but they’ll cost your restaurant Rush’s go-for-broke pace and manic
◗ Four upgrades
a restaurant kitchen so well you’ll feel ◗ Prestige track mat prestige, making it harder to achieve co-op cook up a feast of laughs, gasps
like you’ve worked a ten-hour shift at ◗ Four player mats the objectives required to immortalise and final-second cheers. Rather
the end of each four-minute round. ◗ 108 ingredient tokens you as a master chef. Meanwhile, your than a refined Michelin-star plate of
The game’s ingenious trick is that it ◗ 56 spice cubes workers will need paying, so don’t expect immaculate morsels, this is a fast-food
turns the static, ponderous meeples of ◗ Two marker cubes to hang onto that money for long – fail to guilty pleasure: messy, uneven and
other worker-placement titles into sand ◗ Cloth bag pay them and they’ll quit, making future probably not all that good for you, but
timers that must be hurriedly relocated ◗ Game board rounds even tougher. Gather enough undeniably hard to resist.
◗ 10 worker hourglasses
around the kitchen, collecting and prestige, though, and you’ll unlock MATT JARVIS
◗ 28 money tokens
cooking ingredients to fulfill orders bonuses that accelerate your restaurant
◗ 22 plate tokens
while also finding time to juggle ◗ Four locked tokens into the echelons of culinary excellence. WE SAY
various other chores. The roughly ◗ Seven unavailable There’s a lot happening in Kitchen
Presentation and production problems
30-second hourglasses are flipped action tokens Rush – this is not a game for those
hamper the overall experience of playing
when placed on a space at each station ◗ Five malfunction tokens unable to think fast – and even the Kitchen Rush, but it’s hard to care when
and must remain there until they run lower difficulties can be punishing, you’re in the middle of the fray, trying to
out, leaving their controlling player but the streamlined loop of preparing cook up a delectable meal as plates go
to quickly pick up diddly ingredients, dishes makes for a lot of fun moments, flying, workers quit, ovens break down
order cards and general micromanage even when you’re failing miserably. and you can’t find any bloody cheese.
in the ensuing seconds-long gaps.
Putting together a plate of food is TRY THIS IF YOU LIKED… SPACE ALERT
relatively simple: you take the order at the If you'd prefer to Bake Off than blast off, it might be worth following up a round
door, grab the right-sized plate, head to of the real-time sci-fi co-op hit by booking a table at Kitchen Rush.

74 March 2018

065_081_played_v4 MJ.indd 74 14/02/2018 12:26


choices out there none are so complex
that they bog things down too much.
It probably helps that the core
mechanics for EDRPG are incredibly
simple. Checks involve rolling a single
d10 and adding a bonus determined
by your skills. with a moderately
difficult task – say, sneaking past a
guard post without being spotted –
requiring a total of nine or ten. Things
can be tough for new characters, who
will be getting at very most a +4 bonus
from their specialised skills, though
this climbs at a decent pace as they
complete adventures.
The flexibility of the ruleset means
that these adventures could consist
of dogfighting pirates one week and
sneaking into a corporate HQ the next

ELITE: DANGEROUS RPG


but, appropriately enough, EDRPG
excels when you use it to create a
sandbox for the players rather than
A galaxy of gaming awaits pushing them into a more linear story.
Not only does this feel much closer
Designer: Spidermind Games team | Artist: Various 2+ £40 in tone to the original video game,

E
it also appeals to the kind of player
ven allowing for rose-tinted skill, and that they worked as a ship who would enjoy tinkering with ship
view-ports it’s safe to say that hand for a while to round out their systems and planning out equipment
few games have come as close to technical abilities. to buy.
truly recreating the vastness of space The range of backgrounds is Another reason to stick to the
quite as well as Elite, and Spidermind astronomical, spanning everything from sandbox is that while the Elite
Games has done an admirable job mercenary work to cheerleading, and franchise is beloved for its scope
of translating this to the tabletop how you react to it will probably go a and gameplay, it’s not particularly
with EDRPG. The game offers a huge long way to defining how you feel about famed for its deep fiction. The
sandbox that shines when players EDRPG as a whole. While some players developers have done an admirable
are free to tread their own path, may love being able to pick and choose job of presenting what’s there, but
though it’s let down by a lack of truly their ideal character and have the rules in all honesty it’ll probably feel
compelling fiction and an occasional to back it up, others can easily find rather generic for anybody with
lack of focus to the rules. themselves overwhelmed by choice. even a passing interest in sci-fi. The
Perhaps it’s unfair to criticise them This need to pick and choose advantage to this, perhaps, is that it
on that last point, though. The original is a thread that runs throughout creates an easy canvas on which the
game is the granddaddy of open- the game and applies not just to players and GM can paint their own
world video games, after all, and was character creation, but also to tales as they campaign.
founded upon the premise of forging weapons, cybernetic enhancements After all, the best stories are
your own path in a hostile galaxy, and starships. If you want to, and can undoubtedly those created at the
whether that was as a soldier, a trader, spare the credits, you can even take a table. And should you stick round
a miner or any one of a thousand look at the ‘rare cosmetics’ table and long enough to hit the fabled rank of
professions you dreamed up yourself. grab yourself some anti-grav hairspray ‘elite’, you’ll certainly have plenty of
Appropriately enough then, EDRPG to help out with your social checks. your own to share.
avoids tying you to any particular While it may sound as though all RICHARD JANSENPARKES
play style from the very beginning these options would make the game
of a campaign. Character creation is incredibly complicated, in practice WE SAY
hugely flexible and completely avoids it works out surprisingly smoothly. It’s not the tightest of games, but if
anything like traditional classes or As long as the players are the kind to you want to grab some friends, pick a
even archetypes, with each pilot be excited by working out the exact spaceship and set off into the void for
picking four options from a long list upgrades they want for their ship, a few hours then EDRPG is a great way
of backgrounds that reflect their life you’ll find that while there are plenty of to spend an evening.
before heading into the void. For
example, you could decide that your TRY THIS IF YOU LIKED... STARFINDER
character used to be an engineer so Sure, you can’t play as space goblins in EDRPG, but the actual gameplay is a
they get a nice bonus to their repair little simpler and you still get to go wild with customisation.

tabletopgaming.co.uk 75

065_081_played_v4 MJ.indd 75 13/02/2018 15:28


P L AY E D

BLANK
Designer: Henri Kermarrec | Artist: Rob Dalton, Winnie Shek 10m 2-6 6+ £12

H
ow you feel about Blank as winner of a match gets to create a which won’t be to everyone’s taste.
a game will likely depend new rule card or customise one of But for makey-doey kids or anyone
on your feelings about the the number cards with an ability. who’s ever had an interest in fiddling
Monopoly of card games, Uno. If Uno There are some suggestions, but it’s with their own design, reckoned they
for you is a simple, light card game essentially carte blanche. (A more know how to improve an unbalanced
that’s enjoyable with the right tweaks, structured version of 1000 Blank mechanic or just likes to get creative
Blank makes for an interesting next White Cards, for you fans of ‘90s for a few minutes, Blank can make for
rung on the ladder – at the very least, public domain curiosities.) As such, an easy first step into understanding
fewer people are likely to have heard the game gradually how games tick. Don’t be surprised
of it, so it might be easier to convince evolves depending on when a future game designer says this
folks to play. As perfectly servicable whom you’re playing is where it all started.
as it might be as just a game, though, with – you could go MATT JARVIS
where it shines brightest is as a launching full-on with effects,
pad for wannabe games designers. or simply layer in
The concept is a fascinating one: some slightly more
Blank is both a game and an exercise complex mechanics.
in game design. The basic gameplay is And nothing stops
just that: discard a card that matches you using the cards to
either the colour or number of the last just make your own
card on the pile (multiple matching unique game from
cards can be played at once). There the off, of course.
are also a few Fluxx-style rule cards While there’s
in play, which introduce very simple certainly the room to
‘if/then’ reactions: if you play a 3, the get wild and weird,
next player skips a turn. And so on. nothing will change the MATT JARVIS
The game begins to come into its very straightforward
own after a few rounds. You see, the heart of the game,

COBRA PAW
Designer: Derek Weston | Artist: Laura Catasciato 5-10m 2-6 5+ £15

H
aving about as much to do with nabbing them out of their owner’s
cats as Bananagrams has to do pile before they can protect them. It’s
with plantains, Cobra Paw is a oh so simple, but oh so fun – it’s easy
blazingly quick reaction game about to see this becoming a favourite of
grabbing dominos. families looking for a five-minute filler
The components are few, but they (or those after a ridiculous drinking
are absolutely lovely. The dominos game). A few optional variants
are delightfully weighty and engraved provide some variety, but there’s
with abstract symbols that match a little need to overegg what is at heart
pair of equally chunky dice that clunk a very basic but simply enjoyable
along the table with a gleeful heft. crowdpleaser. No wonder they put a
Once the dice stop, everyone tries to cat on the front.
snatch the matching domino – helped The game’s fast playing time and
by the addition of a dimple in the fantastic components are only let
middle of each piece. down by the fact the dominos and
That’s about it, but dice come in a box that is both overly
things quickly big and pretty rubbish, with an egg
become a hectic box-style insert. In a nice fabric bag
scramble to or the right compact travel case, this
hunt down could be an essential travel game for a
each domino frantic few minutes. For us, it’s worth
– especially as already the extra bit of effort.
claimed pieces can be stolen by MATT JARVIS

76 March 2018

065_081_played_v4 MJ.indd 76 14/02/2018 11:42


is someone selling the shares of the
Amber Company? Do they know
that something is about to happen
that you don’t? Or did they realise
that others are overbidding, buying
a share for much more than it is
actually worth? Maybe they just
need some cash? Like in any game
where players have a secret agenda
or information, the most satisfying
part is figuring it out. Goodwill leaves
enough clues to piece some of the
wider picture together – everyone’s
capital and a number of shares
are visible – while retaining
just enough ambiguity to
add a twinge of uncertainty for a
more competitive edge. Shares are
essentially Goodwill’s take on set
collecting, except the value of each
card may change on a round-to-
round basis. At the end of the game,

GOODWILL
it is not so much about who has the
most money, although winning is
always nice, but whether you have
Feels like work, but pays off been successful at predicting your
opponents’ moves while masking
Designer: Julien Dauxert | Artist: Vincent Burger 90m 2-6 14+ £40 your own.

R
Goodwill adds up the concepts of
emember the excitement of WHAT’S IN Players are investors with shares risk, bluffing and betting from the
doing taxes? Or maybe the THE BOX? of three different companies at their real financial world, but subtracts
fun challenge of solving a ◗ Three company boards disposal. The goal is as old as time: all the boring paperwork and
ponderous math percentage problem? ◗ Play/resources enrich your coppers by making sure complicated graphs. It might be
prices board
Oh, right, these things are not fun. that you have stocks of the highest hard to approach at first – it’s mostly
◗ Chalkboards
Yet, Goodwill’s rulebook lives in an ◗ 30 share cards
value. However, events can influence hindered by the ponderous rulebook
alternative universe where words ◗ 25 event cards the value of the company; a scandal – but, after playing a round or two,
like ‘net profit’ and ‘optimise processes’, ◗ 11 percentage cards might push the CEO to resign, the the most complicated part of the
along with other dry, convoluted ◗ Nine derivatives cards prices of goods may fall or rise, or game is remembering the meaning
language apparently entices players ◗ 10 boss cards a great feature in the newspaper of all the symbols on the event cards;
to try the game. While this may be in ◗ 23 resource may bolster the business’ prestige. the designers could have really
line with the theme, there is always a prices markers The main trick of Goodwill is that included a cheat sheet. The rest of
place and a time to get out of character. ◗ 18 resource tokens no player has access to all of the the gameplay plays out logically
◗ Three market
When the subject you are broaching information. Out of four events that and, despite the theme’s subject,
share arrows
is confusing and dry, perhaps a better ◗ Year marker
will happen in the game’s year, each feels easygoing. Goodwill may not
approach would be to figure out how ◗ 18 gold bar tiles player is allowed to look only at two, be the Wolf of Wall Street of board
to make the investment and finances ◗ 90 bank notes and not all events may come to pass. games, but it can make you feel The
fun, rather than perpetuate these The rest depends on how trustworthy Big Short-like clever.
qualities, leading players to want to their fellow investors are and if ALEX SONECHKINA
give up on the game halfway through they are willing to engage in a bit of
the rulebook. insider trading. WE SAY
As for Goodwill itself, the game Armed with some idea of things
Don’t let the looks and the rulebook
is a delight. It is by no means a to come, players proceed to secretly fool you; Goodwill is worth a try. A
realsitic simulation of the world of bid on the companies, buying and sociable game of bidding and set-
investment, getting a few principles selling shares. While this could have collecting, with the stakes always
backwards, but nor does it strive to been a stale affair, a lot of strategies changing; Goodwill’s sum total is a
be accurate. Instead, Goodwill keeps come into this bidding round. Why good investment of your time.
the overall spirit of investing, mixing
it with bidding and auctioneering TRY THIS IF YOU LIKED… RA
mechanics that are influenced by While a game set in ancient Egypt may sound more appealing than
a bit of guesswork, probability a game of financial investments, Goodwill lives up to its name with a
and misinformation. nuanced bidding phase and a great twist on set collecting.

tabletopgaming.co.uk 77

065_081_played_v4 MJ.indd 77 14/02/2018 11:42


P L AY E D

EMPIRES
Tussle for European supremacy in the age of
feathery helmets and big moustaches
Designer: David Y. Stephenson, Daniel G. Stephenson | Artist: Scott Hartman, Nate Abell 30-60m 2-10 14+ £55

I
n this golden age of designer- we’re in 19th-century Europe, having the most goods at the close of
powered board gaming, we players where a whole heap of nations are the market phase – can be swapped for
have come to reasonably expect bickering and vying for new colonies. something. When playing Empires, you
tabletop experiences which are France, Portugal, Prussia, Britain, the mustn’t be shy. Designers David and WHAT’S IN
rigorously calibrated and playtested Ottomans and more are posturing, Daniel Stephenson have made it clear: THE BOX?
to scale effortlessly between different negotiating and sabre-rattling for the anything goes, however and whenever ◗ 275 support cards
numbers of players. A duel – or sake of territorial acquisition. anyone likes. ◗ 121 selection cards
◗ 11 nation tiles
solitaire bout, even – should yield just The third clue is in the rules’ also- This free-for-all tone is further
◗ 11 national flag tokens
as much enjoyment as a six-player Diplomacy-ish emphasis on trading encouraged by the simultaneous play ◗ Two market boards
scrum. With Empires, however, that is and negotiation. At any time during style, whereby players use the develop ◗ 14 war tiles
not the case. It really is a matter of ‘the any of the five rounds’ three phases phase to organise their nation’s debts ◗ Diplomacy token
more the meatier’. (develop, market and war), any player (represented by bonds) and assets into ◗ 100 goods tokens
The first and biggest clue is in the can pretty much trade anything with institutions – by, for example, placing ◗ 150 territories tokens
potential player count. Yes, that’s anyone. And not just their people, people onto territories to create ◗ 50 bonds tokens
right: up to ten people can join in the territories, goods, gold or bonds. Even goods-yielding industries – without ◗ 103 gold coin tokens
historical fun, assuming you’ve got a your nation’s unique ability – such as needing to wait for a turn to do so. ◗ 150 people figures
large-enough table. The second is in the Prussia’s reward for raising the most Sending goods to market is executed
setting. Similar to the pre-World War I armies during the war phase, or the by simultaneously and secretly
setting of old-school classic Diplomacy, Netherlands’ gold-earning bonus for committing to a number sold, with the
risk of the market being flooded by too
many goods. And war is a matter of
simultaneously and secretly assigning
a number of armies (each of which
must be paid for with gold, hopefully
raised during the market phase), with
WE SAY
the highest winning first choice of the A modern spin on a
available conflicts – the Carnatic Wars, familiar old theme,
but with its reliance
perhaps, or Dominion of the Seas –
on negotiating
and reaping the benefits. Any ties are strategies to provide
resolved by the player holding the the gaming flavour,
diplomacy token, a useful thing to it’s definitely one for
have. Oh, and that can be traded larger groups only.
at any time, too.
So, as we said, the more
players gathered, the better TRY THIS IF
Empires is. With just two, YOU LIKED…
there’s little need for SIDEREAL
trade, and all you have is
CONFLUENCE
In some ways, it’s
a straightforward, rather like a boiled-down
bland and uninspiringly Diplomacy. But
presented little engine- with its emphasis
building game that’s on trading and
hardly worth bothering simultaneous play,
with. But go six-plus and Empires feels
things get interesting as closer to TauCeti
deals are made, deceptions Deichmann’s recent
sci-fi epic.
play out, bluffs are called
and factions are formed. Of
course, things can also get fractious,
too, depending on the personalities
gathered. A little like Europe before the
Great War era, in fact…
DAN JOLIN

78 March 2018

065_081_played_v4 MJ.indd 78 13/02/2018 15:28


WHAT’S IN counter-clockwise – counter-intuitive,
THE BOX? but it means that the person who finishes
◗ Five harbour boards one round starts the next, and so has an
◗ Four assorted advantage for that round. It’s clever.
other boards
The whole game is clever. As you’d
◗ Five elder
council boards expect from a designer of Rosenberg’s
◗ Five personal calibre, Nusfjord combines complexity
supply boards and intricacy with mechanics that
◗ Banquet table are easily grasped but demand to be
◗ 132 building cards explored with repeated plays.
◗ 18 elder cards Nusfjord is designed for longevity.
◗ 100 fish tokens It comes with three 32-card decks of
◗ 50 wood tokens buildings (every building has a special
◗ 30 forest tiles
ability or bonus), and each play only uses
◗ 25 share tiles
◗ 15 first player tiles
a subset of one deck. It’s not a legacy
◗ Nine multiplication tiles game but it almost feels like one: you’ll
◗ 15 worker discs master a set of components and systems,
◗ 41 gold coins only for the ground to shift under you.
◗ First player ship As with Rosenberg’s puzzle trilogy,
◗ Appendix book there are things in here that will make
game designers coo with delight. Forest
management is a comparatively minor
part of the game but implemented
so well; every turn you’ll be deciding
whether to thin your forests, cut part of
it down, or plant more, depending on
whether you’re after short-term or long-
term advantage.
My favourite is the banquet table. You
can recruit elders to use their abilities,
but you have to feed them fish from the
village’s communal table first. No fish,
and the elders won’t work. So someone

NUSFJORD
– anyone – has to put fish onto the plates
on the table, and hope nobody else
plays an elder before their turn comes
round again. It’s a lovely combination of
A worker placement game about the Norwegian resource management, push-your-luck
fishing industry? Good cod and the tragedy of the commons.
Nusfjord is not a hard game to
Designer: Uwe Rosenberg | Artist: Patrick Soeder 20-100m 1-5 12+ £54 succeed at: you will catch fish, your

I
company and the village will grow,
f you play many games, you’ll the village and the players’ small fishing and you’ll feel you’re doing well. This is
know by now whether you like Uwe companies. You have seven turns to not Agricola: it’s not a fight for survival
Rosenberg’s designs, and if you don’t transform yours into the largest fishing and the systems don’t punish you.
then Nusfjord isn’t going to change company, by cleverly managing all the But learning how to out-fish the other
your mind. Move on: there’s probably various resources the game offers you. players is a journey that will keep you
something about dragons or zombies And there are a lot. This is a big box full entertained for many sessions.
on the next page. of cardboard and fish. JAMES WALLIS
For the rest of us, Nusfjord is Each turn breaks down into three
Rosenberg combining the pastoral phases. In the first, your fleet goes out WE SAY
themes of his recent tile-laying games and returns with fish. In the second, A high-quality game in all senses,
with the intricate worker-placement you place three workers to acquire Nusfjord combines breadth and depth
mechanics he’s known for. The back resources – gold most importantly, but with elegance and charm.
of the box offers exciting times in also more and bigger boats, buildings
the heyday of the fishing industry with different functions, village elders TRY THIS IF YOU LIKED…
in Nusfjord, a picturesque village in with their various skills, wood, more TERRAFORMING MARS
northern Norway. Thrilling it isn’t, but fish, and even shares in other players’ Swap card drafting for worker
don’t be put off. companies. In the third, there’s jiggery- placement, and Nusfjord provides the
On the table, Nusfjord is a mix of pokery with special events and moving same fun of combining resources to
different boards, together representing the first-player marker, which goes build an engine to power you to victory.

tabletopgaming.co.uk 79

065_081_played_v4 MJ.indd 79 13/02/2018 15:28


P L AY E D

TIME BARONS one of the reasons behind a certain


video game-like feel to the game that
is evident in how it plays: turn-based,
Strap in for a good time snappy, with a variety of modes
including free-for-all, team-versus-
Designer: Jon Perry, Derek Yu | Artist: Derek Yu 30m 2-4 14+ £25 team and even two players against

I
one. With small adjustments to
n the current political world of players, and ten followers. Using the rules for each mode, it scales
climate, seeing a game that uses their three actions per turn, they will beautifully, retaining its overall
instantly recognisable mushroom aim to destroy all of the opponent nature, but offering new challenges.
clouds as part of its artwork may hit followers to win the game. This is The two-versus-one mode is particularly
just a little too close to home. Add to done by acquiring building cards hard, requiring a deep knowledge of the
that gameplay that is inherently and and relocating followers to active game and its strategies.
purposefully aggressive, and Time the abilities on those cards. Like in Time Barons strikes a tricky
Barons may have a hard time any game that uses engine building balance between providing depth
appealing to some players. If and as part of its mechanic, knowing and complexity, while not sacrificing
when you manage to get over the grim the types of cards on offer and their the fast pace of the game. The rounds
premise, though, you might discover abilities is crucial. play out quickly and the gameplay
a quick and clever card game with Even then, winning in Time encourages you to be almost instantly
plenty to master. WHAT’S IN Barons is not an easy task. Three aggressive, creating immediate
Previously a two-player print-and- THE BOX? actions per turn may seem like a interaction between players. It is
◗ Six starting site cards
play game, this Time Barons is a fresh lot, but soon become a precious brutal and, if you fall behind, catching
◗ 100 gameplay cards
release with updated components as commodity and no upgrade comes up may be impossible. However,
◗ Five free-for-all cards
well as an additional expansion to the ◗ Four reference cards without its price. A higher epoch what is gratifying in every loss is
number of players supported, which ◗ Four level markers might offer more powerful cards, but that it is less due to the luck of the
now goes up to four. It has a loose ◗ 55 blue follower tokens to get there players need sacrifice circumstance, but rather a mistake
theme of Illuminati and shady 'time ◗ 30 red their action points, leaving themselves in a move or a decision. It is part of
barons' who manipulate the world damage counters exposed on that turn. Powerful the learning curve of the game and,
and gather followers. It is nice to see ◗ 24 weapon tokens weapons or abilities may require when the next session comes, there is
the theme subtly weave itself into the ◗ 20 boss cards discarding a card or a follower, again a pleasant reassurance that this time
game; for example, in the epoch cards, putting a player at a disadvantage. you will do better.
which show the development of tools There is a constant push and pull ALEX SONECHKINA
and weaponry. In the first epoch, you within the game, where players need
might draw a catapult, whereas the to weigh the effectiveness of their WE SAY
fourth epoch, much harder to reach, possible action against its cost to their Time Barons is a great evolution of
offers a futuristic and more powerful own engine. the print-and-play game, with a tight
doomsday laser. However, the theme Derek Yu, one of the creators combat mechanic that scales up
is not intrusive, making sure to keep of Time Barons, is also a video nicely for a different number of players
players focused on the key parts of game designer, best known and modes. Its gameplay is easy to
the game, building a solid engine that for the dungeon-delving grasp, while the variety of powers and
sustains itself with capabilities to deal platformer Spelunky. This is possibly strategies ensure replayability.
damage to opponents.
All players begin the game on an TRY THIS IF YOU LIKED… STAR REALMS
even battlefield, with a capitol or a Equally fast-paced and feisty in its combat, Time Barons adds
homeland, depending on a number more players in a single box and different gaming modes.

80 March 2018

065_081_played_v4 MJ.indd 80 13/02/2018 15:28


COASTER PARK
A good idea flies off the rails
Designer: Scott Almes | Artist: Kwanchai Moriya, Peter Wocken 30-60m 2-4 8+ £48

WHAT’S IN
THE BOX?
◗ 12 launch hills
◗ 24 standard hills
◗ 116 coaster supports
◗ Eight marbles
◗ Seven secret
bonus cards
◗ One global bonus card
◗ 12 launch cards
◗ 24 standard cards
◗ 48 gold coins
◗ 81 silver coins
◗ Active player marker

I WE SAY
n the classic computer game it over them at the end of the game, so presentation you’d hope for from a
RollerCoaster Tycoon, the player can real-world physics plays a big part in game about theme parks, consisting
remove a section of track while a train scoring the win. solely of plain wooden and steel Coaster Park is
certainly unique, so it
is hurtling around a ride, launching Coaster Park’s inventiveness in tracks – there’s none of the gleeful
does have something
the virtual carriages into open space relying on tracks actually working is its mashing up of pirates, ninjas and to offer to those after
before they plunge towards the ground. defining feature, but it’s also one of its whatnot seen in lively park-builder an original easygoing,
Coaster Park’s madcap physics-based major flaws. The cardboard pieces are Unfair, for instance. From the studio unpredictable
coaster construction captures some of wildly inconsistent – even with three behind the ballsy style of Wasteland dexterity game.
the same entertainment of watching attempts to score a successful run, Express Delivery Service and two of Beyond the novelty of
things fly off the rails, but everything marbles can end up flying off relatively the artists responsible for the eye- its often frustrating
inevitably comes crashing down. unadventurous tracks or simply melting visuals of Dinosaur Island, it 3D tracks, though,
The game’s main attraction is its encounter a combination of hills that feels like a major missed opportunity. there’s little to keep
those seeking a true
3D pieces of track, which are slotted instantly kills the momentum, giving In fact, the most eye-catching feature
thrill ride coming back.
together to form tracks for a marble to players with multiple matches under in the box is the seven-inch-tall
travel along. It’s delightfully original their belt a notable advantage. Putting crane model used as an active player
and a lot of fun to actually see your together the pieces is often fiddly and marker, which is both clumsy in its
creations take form, before having awkward – the rules even suggest loose multi-part assembly and so big
to test the combination of steep bedding in the loop a few days ahead as to look utterly ridiculous.
launch hills, curving bumps and more of time – which further detracts from Secret scoring objectives for each
extravagant features – including jumps, the tangible joy of sending marbles player and the chance to hire experts
plateaus and even a show-stopping whizzing down the ramps. with ongoing or one-off abilities
loop recommended for ‘extreme’ All of this is attached to simple attempt to dress up the basic TRY THIS IF
players. Track sections only score auction gameplay that cements the auction action, but it’s not enough YOU LIKED…
points if the marble successfully makes feeling that Coaster Park is better as to distract from the impression that
ROLLER
COASTER
a curio than as a game to be played. Coaster Park is more gimmick than CHALLENGE
A single section of track is given a set game. There’s certainly some fun Coaster Park is best
price and each player is given a chance to be had as marbles go flying, and when you’re able to
to accept that price, pass or pay a reward to be found in finally finding sit back and watch
coin to test their track instead. That’s the right mix of slopes and ramps, physics do its thing,
it. The ‘take it or leave it’ format falls but the shallow gameplay and without having to
flat – especially with fewer than the frustration that follows the initial think about the
maximum four players – and fails to amusement doesn’t offer enough game part.
inject any excitement into what should to invest in a return ticket – unless
be an exciting theme by default. It’s you’re simply after an expensive box
rollercoasters, for Chrissakes! of cardboard tracks for kids to play
Outside of their physical shapes, with. Forget the Big Dipper – this is
the sections of coaster being just a big disappointment.
auctioned also lack the flamboyant MATT JARVIS

tabletopgaming.co.uk 81

065_081_played_v4 MJ.indd 81 13/02/2018 15:29


LOVE THIS MAGAZINE?

REASONS FOR SUBSCRIBING

BE THE FIRST
TO READ
WORLD-BEATING INTERVIEWS WITH TOP
PAINTS & TECHNIQUES
PAINTS USED
Abaddon Black
Agrax Earthshade
Alaitoc Blue
Altdorf Guard Blue
Averland Sunset
Baneblade Brown
Blue Horror
Bugman’s Glow
Cadian Fleshtone
Celestra Grey

UNIFORMS
BODYSUIT
S TA R T R E K A D V E N T U R E S

Ceramite White
Dark Reaper
Dawnstone
Doombull Brown
Dorn Yellow
Drakenhof Nightshade
Khorne Red
Kislev Flesh
Krieg Khaki
Leadbelcher
Liberator Gold
Lugganath Orange
Martian Ironearth
Mephiston Red
Pallid Wych Flesh
Reikland Fleshshade
Rhinox Hide
Runefang Steel
Screaming Skull
Squig Orange

COMMAND AND HELM

STAGE 1 Apply a basecoat of


Khorne Red.
Slaanesh Grey
Sotek Green
Steel Legion Drab
Temple Guard Blue
Warplock Bronze
Wild Rider Red
Zamesi Desert
STAGES
Since there is a large amount
of variety in the crew of the
Enterprise, combined with
matching uniforms, this guide is
split into general sections covering
the uniforms and tech, but splitting
the skin, hair and other details into
different sections. This will allow
us to cover every element of each
crew member, giving you a guide
for the full boxset contents.

STAGE 2 Apply a layer of


Mephiston Red, leaving the
recesses the basecoat colour.
STAGE 3 Add a line highlight of
Wild Rider Red, focusing on the
hard edges.
STAGE 4 Apply a dot highlight of
Lugganath Orange, focusing on
the corners.
UNDERSHIRT

STAGE 1 Apply a basecoat of


Steel Legion Drab.

MEDICAL JACKET

STAGE 1 Apply a basecoat of


Altdorf Guard Blue.

SKIN
STAGE 2 Apply a highlight of
Dawnstone, focusing on the hard
edges and folds.

STAGE 2 Apply a layer of Alaitoc


Blue, leaving the recesses the
base colour.
STAGE 3 Apply a line highlight of
Celestra Grey, focusing on the
hard edges and raised folds.

STAGE 3 Apply a fine highlight


of Blue Horror to the edges and
raised folds.
DARK SKIN

DESIGNERS ABOUT THE BIGGEST UPCOMING


ENGINEERING, SECURITY AND OPERATIONS LIGHT SKIN

STAGE 1 Apply a basecoat of


STAGE 1 Add a highlight of Dark Rhinox Hide.
Reaper across the hard edges, corners
and raised folds of the bodysuit.

STAGE 1 Apply a basecoat of STAGE 2 Apply a wash of STAGE 3 Apply a layer of Averland STAGE 4 Apply a line highlight of STAGE 1 Apply a basecoat of STAGE 2 Apply a layer of Cadian STAGE 3 Apply a highlight of Kislev STAGE 4 Apply a final fine highlight of
Averland Sunset. Reikland Fleshshade. Sunset, leaving the recesses the Krieg Khaki. Bugman’s Glow. Fleshtone, leaving the recesses Flesh, focusing down the centre Pallid Wych Flesh, only adding small

GAMES, WITH UNPARALLELED


original colour. the base colour. and top of the head. lines and dots over the previous coat.

STAGE 2 Apply a highlight of


SCIENCE AND MEDICAL ANDROID SKIN Doombull Brown, focusing on the
top edges of the features.

STAGE 2 Add a dot highlight of STAGE 1 Apply a basecoat of STAGE 2 Apply a highlight of STAGE 3 Apply a line highlight STAGE 1 Apply a basecoat of STAGE 2 Apply a layer of STAGE 3 Apply a glaze of Zamesi STAGE 4 Apply a final fine highlight of STAGE 3 Apply a final fine highlight
Slaanesh Grey, focusing on the corners Sotek Green. Temple Guard Blue, focusing on of Blue Horror, focusing on the Zamesi Desert. Screaming Skull, leaving the Desert over all the skin. Dorn Yellow, only adding small lines of Krieg Khaki.

BEHIND-THE-SCENES ACCESS
and the top of the raised folds. the hard edges and folds. corners and raised folds. recesses the base colour. and dots over the previous coat.

84 February 2018 tabletopgaming.co.uk 85

20 of 132 pages P L AY E D

BATTLE FOR ROKUGAN


Legend of the Five Rings expands with
an excellent
area control spin-off. Or are we just
Designer: Molly Glover, Tom Jolly |
bluffing?
Artist: Mathias Kollros, Francesca
Baerald, Nele Diel, ShenFei
90m 2-5 14+ £40
safeguarding it from future attacks
but potentially sacrificing a tactical
advantage during future battles.
Taking over an entire territory
can grant a huge advantage, as each
collection of lands unlocks a single-use
power for the controlling player to use.
The abilities feel fittingly formidable
ED

IT
CE

O R' I and satisfying to execute, but are only


S CHO held onto as long as that player has total
control – meaning waiting to use them
to
their full advantage can be very risky.
Each player also starts with a very
limited supply of scouts and shugenja
that let them spy on some of their
opponents’ tokens, plus a secret

SUBSCRIBE PRINT OR
objective that’s revealed during end-

H
game scoring for a potential last twist
ot on the heels of its recent living
WHAT’S IN crucially, when – you put your tokens
in the final standings. Funnily enough
card game revival, Legend of the THE BOX? down becomes a tense standoff and
for a spin-off to a living card game, the
Five Rings’ next major franchise ◗ Game board cardplay is kept to a bare minimum,
instalment is Battle for Rokugan – a ◗ 22 territory cards
clash of wits between players. Could
taut leaving the focus on the placement of
area control board game that stands ◗ 10 initiative cards the token attacking your province be
a tokens, but the small number, restricted
alone as a truly fantastic experience. ◗ Seven daimyō screens powerful army needing to be fought
off use and great power of the cards means
If you’re already a fan of Legend of the ◗ 12 secret with ample defence? Or could it simply
that every one lands with a huge impact.
Five Rings, you’ll find rough sketches objective cards be a distraction to draw your forces
The combination of straightforward

LEARNI
of the seven competing clans’ broad ◗ First player card away from a surprise attack elsewhere
◗ 189 combat tokens basics, the chance for deceptive mind
during the final placement? You’ll need

EVOLVENG
strategies in their slightly asymmetrical games, and just a smidge of luck and
◗ Five shugenja cards to constantly guess and second-guess
special abilities and pools of combat ◗ 10 scout cards asymmetry works an absolute charm:
tokens used for wresting control of your rivals, especially as every player
◗ 210 control tokens Battle for Rokugan is 90 or so minutes
always has a blank bluffing token hidden

D
the map’s various provinces – and the ◗ Four honour of exhilarating Oh My God!-ness,
victory-sealing honour that comes bonus tokens with the rest of their ‘hand’ behind

DIGITAL FROM JUST


air-punching triumph and head-in-
with them. It’s just enough to root the ◗ Four defence their screen, presenting a constant
hands regret (with laughter) as traps
conflict in a wider world that feels more bonus tokens opportunity to mislead and deceive. Games
are sprung, plans go astray and bigaren’t just fun –
◗ Shrine token It’s a tight, thrilling experience that they can also
believable and vibrant, without throwing
◗ Harbour token
moments pop off in every help you
round. boost your brainpowe
off the careful gameplay balance or keeps up the pressure throughout its Professors r.
◗ Battlefield token That’s no bluff. and students
leaving total newcomers feeling lost. very reasonable running time and gets the cranium-c tell us about
◗ 15 peace tokens MATT JARVIS ramming
Learning the ropes is easy, with especially explosive during the fifth benefits of
◗ 15 scorched Darwinian delight
combat largely coming down to a earth tokens
and final round, as players unleash WE SAY Words by Anna
Evolution
straight battle of numbers – attack with ◗ Round track token
a last-ditch effort to take over entire There’s no need to already be a Legend
Blackwell

more strength than your opponent has territories or block their rivals’ control. of the Five Rings fan to enjoy Battle
defence, and you’ll claim that province. Particularly brutal are the rare raid for Rokugan as a brilliant game of

£14.99
Each type of combat token has slightly tokens, which completely decimate planning, deception and strategy. The
different rules – armies must attack an area for the rest of the game easy-to-grasp gameplay means the
over land, naval tokens operate only and remove all combat and control riveting showdowns between players
tokens, while the equally uncommon get to shine, while the tight play time
along coasts, the rarer shinobi can strike
diplomacy tokens permanently forbid and differences between the clans and
anywhere and so on – and is placed territory powers leave plenty of reasons
facedown to signify its intent, before all combat in – or out – of a region,
to come back time and time again.
all players’ tokens are revealed and
resolved simultaneously. TRY THIS IF YOU LIKED…
GAME OF THRONES: THE BOARD
This is where Battle for Rokugan’s
Want a game that lets you conquer GAME
real joy comes into play, as where – and, the world as you trick and outwit your
friends? Battle for Rokugan lets you
do it all in under a couple of hours.

64 February 2018

44 February 2018

tabletopgaming.co.uk/subscribe
Prices displayed are all direct debit deals – UK only. Ends 31 December 2018. *Promo and cover gifts only available with print copies.

ttgSubsx.indd 4 13/02/2018 14:34


DOCTOR WHO
INTO THE TIME VORTEX
Grab your sonic screwdriver and hop in
the TARDIS as we take a trip through
time to revisit some of the British sci-fi
legend’s most popular regenerations
Words and photographs by Andy Leighton

F
or this month’s guide we’ll be taking a look at various Timelords
from Doctor Who miniatures game Into the Time Vortex. The figures
are one-piece plastic, similar to board game plastics, making them
ready to go out of the box. Each of the Doctors I managed to get my mitts
on is excellently detailed and embodies the character in a great way. Each
outfit showcases their particular Doctor’s distinct style, such as David
Tennant’s trainers or Tom Baker’s iconic scarf. Not only this, but the poses
really strengthen their individual personality, from the dynamism of Matt
Smith (fez not included) to the sternness of William Hartnell – something
a lot of Whovians will be happy about.

PAINTS & TECHNIQUES


PAINTS USED
Abaddon Black Castellan Green Gauss Blaster Green Mephiston Red Sybarite Green
Agrax Earthshade Celestra Grey Incubi Darkness Nuln Oil Temple Guard Blue
Alaitoc Blue Ceramite White Karak Stone Nurgling Green The Fang
Altdorf Guard Blue Dark Reaper Khorne Red Pallid Wych Flesh Thunderhawk Blue
Averland Sunset Dawnstone Kislev Flesh Rhinox Hide Ulthuan Grey
Baneblade Brown Deathworld Forest Krieg Khaki Russ Grey Wild Rider Red
Blue Horror Doombull Brown Loren Forest Screaming Skull XV-88
Bugmans Glow Dorn Yellow Lugganath Orange Seraphim Sepia Zamesi Desert
Cadian Fleshtone Evil Suns Scarlet Macragge Blue Squig Orange
Caledor Sky Fenrisian Grey Mechanicus Standard Grey Steel Legion Drab

STAGES
Each model is split up into five stages, each with a list of colours and the corresponding paint
that was used for it. Each stage uses a different technique to achieve a similar effect on each
element but with different colours.
Stage 1 is base colours. Base colours are applied using a mix of glazes and flat colours.
Stage 2 is applying shading. In this stage we use various washes and glazes to add an
element of shading to the models.
Stage 3 iss highlighting. This stage involves applying a line of your colour along the hard
edges and ridges of the area. I would recommend using a fine brush and adding a tiny dash
of water to your paints.
Stage 4 is final highlight. This involves adding a small dot or dash of a colour, generally
in the same area as the previous highlight, but focusing on corners or where folds in
cloth meet. For hair or fur it involves adding a dot to the tip of each strand.
If you find yourself unsure of where to apply the highlights or spot highlights, look over
the images alongside the guide and compare that stage to the last.
Stage 5 is the final details. This stage involves cleaning up and adding a few spot
highlights. This stage also includes painting the base of the model.

March 2018 tabletopgaming.co.uk 83

083_087_paintingGuide_v2 MJ.indd 83 13/02/2018 15:30


DOCTOR WHO: INTO THE TIME VORTEX

FIRST DOCTOR FOURTH DOCTOR


WILLIAM HARTNELL TOM BAKER
BASE FINAL HIGHLIGHT BASE
COLOURS Ceramite White & Abaddon Black: Paint the eyes first COLOURS
Incubi Darkness: Apply several with a base of Abaddon Black in an oval shape. This Doombull Brown: Apply
thin coats to the jacket until you is followed by a very slightly smaller oval of Ceramite several thin coats to the
have a flat, even colour. White and finished with a dot of Abaddon Black towards jacket and shoes until you
Zamesi Desert: Apply several the top centre. have a flat, even colour.
thin coats to the trousers until Blue Horror: Apply a light touch to the top left of the eyepiece. Bugmans Glow: Apply several
you have a flat, even colour. Fenrisian Grey: Apply a dot highlight to the jacket. Only apply thin coats to the skin until you
Cadian Fleshtone: Apply several this highlight to corners, or where two or more folds meet. have a flat, even colour.
thin coats to the skin until you Abaddon Black, Squig Orange & Zamesi Desert: Apply lines The Fang: Apply several thin
have a flat, even colour. up and across the trousers to create a check pattern. Apply coats to the trousers until you
Altdorf Guard Blue: Apply lines of Squig Orange in between the black lines. Once dry, have a flat, even colour.
several thin coats to the apply a thin glaze of Zamesi Desert over the trousers. Rhinox Hide: Apply a coat to
waistcoat until you have a flat, the hat.
even colour. Thunderhawk Blue, Nurgling
Celestra Grey: Apply several Green, Loren Forest, Doombull
thin coats to the hair until you Brown & Wild Rider Red:
have a flat, even colour. Apply each colour as a band to
the scarf.
XV-88: Apply several thin
coats to the waistcoat until
you have a flat, even colour.

SHADING SHADING
& LAYERING & LAYERING
Seraphim Sepia: Apply a light Agrax Earthshade:
wash over the trousers. Apply a wash over the
Dark Reaper: Add a layer to jacket and waistcoat.
the jacket, focusing towards the Cadian Fleshtone: Apply a layer
top of the previously painted to the skin, leaving the recesses
colour on the raised ridges and the base colour.
hard edges. Russ Grey: Apply a layer
Kislev Flesh: Apply a layer over over the trousers, leaving the
the skin, leaving the recesses recesses the base colour.
the original colour. Castellan Green: Apply a
Ulthuan Grey: Apply a layer layer over the hat, leaving the
over the hair, leaving the recesses the base colour.
recesses the original colour. XV-88: Apply a layer to the front
of the shoes.
Nurgling Green, Wild Rider
Red, Gauss Blaster Green,
Dorn Yellow, Krieg Khaki:
Apply a line highlight to the
edges of each section on
the scarf.

HIGHLIGHTING HIGHLIGHTING
Russ Grey: Apply a highlight to Mephiston Red: Apply a line
the jacket, focusing on the hard highlight to the coat, focusing on
edges and corners. the raised edges and folds.
Pallid Wych Flesh: Apply a Kislev Flesh: Apply a highlight to
highlight to the skin, focusing the skin, focusing towards the
towards the centre of the face. centre of the facial features.
Abaddon Black: Add a touch of Wazdakka Red: Add fine lines
water to the paint and, with very to create a check pattern on
little on the brush, apply fine lines the waistcoat.
down and across the waistcoat, Steel Legion Drab: Apply a layer
whilst also adding the thick to the hair, leaving the recesses
border around the edges. the original colour.
Ceramite White: Add a line Dawnstone: Add a line highlight
highlight to the hair, focusing to the hard edges of the hat.
towards the roots. Ulthuan Grey: Add a coat to the
Temple Guard Blue: Apply a shirt cuffs.
layer to the waistcoat, leaving Gauss Blaster Green, Blue
only the recesses showing Horror & Lugganath Orange:
the original colour. Also add a Add a dot highlight to the
small circle to the eyepiece. corners of each of the sections
of the scarf.

84 March 2018

083_087_paintingGuide_v2 MJ.indd 84 13/02/2018 15:30


FIFTH DOCTOR
PETER DAVISON
FINAL HIGHLIGHT BASE FINAL HIGHLIGHT
Ceramite White & Abaddon Black: Paint the eyes first with a COLOURS Ceramite White & Abaddon Black: Paint the eyes first with a
base of Abaddon Black in an oval shape. This is followed by a Baneblade Brown: Apply base of Abaddon Black in an oval shape. This is followed by a
very slightly smaller oval of Ceramite White and finished with several thin coats to the jacket, very slightly smaller oval of Ceramite White and finished with
a dot of abaddon black towards the top centre. cricket bat and hair until you a dot of abaddon black towards the top centre.
Pallid Wych Flesh: Apply a light highlight to the skin, focusing have a flat, even colour. Wild Rider Red: Apply a dot highlight to red sections. Apply
on the top edges of the defined facial features. Screaming Skull: Apply only a very fine line to the top edges.
Fenrisian Grey: Apply a line highlight to the trousers. several thin coats to Pallid Wych Flesh: Apply a light highlight to the skin, focusing
Abaddon Black: Add a touch of water and apply thin lines to the trousers, hat and on the top edges of the defined facial features.
the waistcoat to complete the check pattern. jumper until you have a Sybarite Green: Apply a light highlight to the lapel flower.
Krieg Khaki: Add a line highlight to the front of the shoes and flat, even colour.
the edges of the waistcoat. Celestra Grey: Add a cost to
Ceramite White: Apply a line highlight to the edges of the the shoes.
shirt cuff. Khorne Red: Apply a coat
over the banded edges
moulded onto the model.
Bugmans Glow: Apply a layer
to the skin.

SHADING
& LAYERING
Karak Stone: Apply a layer
over the jacket and cricket
bat, leaving the recesses
showing the original colour.
Cadian Fleshtone: Apply a
layer over the skin, leaving the
recesses the original colour.
Pallid Wych Flesh: Apply a layer over
trousers, hat and jumper, leaving the
recesses the original colour.
Ulthuan Grey: Apply a layer over the
front of the shoes.
Rhinox Hide: Mix with one part water
and apply lines down the trousers.
Averland Sunset: Apply a layer
over the hair, following the
sculpted strands.
Mephiston Red: Add
a layer over the red
sections, leaving the
recesses the base colour.

HIGHLIGHTING
Dorn Yellow: Apply a fine line
highlight to the hair.
Evil Suns Scarlet: Line highlight
the top edges of the red sections.
Ceramite White: Apply a line
highlight to the front edge of the
shoes and the hard edges of the
hat and jumper.
Steel Legion Drab: Add a fine
line down the centre of the
stripes on the trousers.
Khorne Red: Add a line down the
centre of every second stripe on
the trousers.
Kislev Flesh: Apply a highlight to
the skin, focusing towards the
centre of the facial features.
Screaming Skull: Apply a line
highlight to the jacket, focusing
on the hard edges and folds.
Loren Forest: Apply a coat over
the flower on the lapel.

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DOCTOR WHO: INTO THE TIME VORTEX

TENTH DOCTOR ELEVENTH DOCTOR


DAVID TENNANT MATT SMITH
BASE FINAL HIGHLIGHT BASE
COLOURS Ceramite White & Abaddon Black: Paint the eyes first COLOURS
Incubi Darkness: Apply several with a base of Abaddon Black in an oval shape. Incubi Darkness:
thin coats to the trousers and This is followed by a very slightly smaller oval Apply several thin
sonic screwdriver until you have of Ceramite White and finished with a dot of coats to the trousers and sonic
a flat, even colour. Abaddon Black towards the top centre. screwdriver until you have a flat,
XV-88: Apply several thin coats Rhinox Hide: Apply lines to the jacket: horizontally even colour.
to the jacket until you have a down the sleeves and vertically down on the main XV-88: Apply several thin coats
flat, even colour. body. Once dry, apply a glaze of Zamesi Desert. to the jacket until you have a
Karak Stone: Apply several thin Wild Rider Red: Apply a dot highlight to the bow tie. flat, even colour.
coats to the shirt until you have Agrax Earthshade: Apply a wash to the hair. Karak Stone: Apply several thin
a flat, even colour. Ceramite White: Apply a light highlight to the skin, focusing coats to the shirt until you have
Khorne Red: Apply a coat to on the top edges of the defined facial features. a flat, even colour.
the bow tie. Khorne Red: Apply a coat to
Rhinox Hide: Apply a coat to the the bow tie.
boots, belt and hair. Rhinox Hide: Apply a coat to the
Cadian Fleshtone: Apply a layer boots, belt and hair.
to the skin. Cadian Fleshtone: Apply a
layer to the skin.

SHADING & SHADING &


LAYERING LAYERING
Zamesi Desert: Apply a layer Zamesi Desert: Apply a layer over
over the jacket, leaving the the jacket, leaving
recesses the original colour. the recesses the
Kislev Flesh: Apply a layer over original colour.
the skin, leaving the recesses Kislev Flesh: Apply
the original colour. a layer over the
XV-88: Apply a line highlight of skin, leaving the recesses the original colour.
the boots and hair. XV-88: Apply a line highlight to the boots
Mephiston Red: Apply a layer and hair.
to the bow tie. Mephiston Red: Apply a layer to the
Screaming Skull: Apply a bow tie.
layer over the shirt. Screaming Skull: Apply a layer over
Alaitoc Blue: Apply line the shirt.
highlights to the trousers, Alaitoc Blue: Apply line highlights to
focusing on the ridges and folds. the trousers, focusing on the
Dawnstone: Apply a layer ridges and folds.
over the sonic screwdriver, Dawnstone: Apply a layer
leaving the recesses the over the sonic screwdriver,
original colour. leaving the recesses the
original colour.

HIGHLIGHTING HIGHLIGHTING
Zamesi Desert: Dot highlight Zamesi Desert: Apply
the shoes and the hair. a dot highlight to the
Evil Sun Scarlet: Line highlight shoes and the hair.
the edges of the bow tie. Evil Sun Scarlet: Line
Russ Grey: Apply a further highlight the edges of the bow tie.
line highlight to the trousers. Russ Grey: Apply a further
Focus on the areas previously line highlight to the trousers.
highlighted, but leave a little of Focus on the areas previously
the previous coat showing. highlighted, but leave a little of
Pallid Wych Flesh: Apply a highlight the previous coat showing.
to the skin, focusing towards Pallid Wych Flesh: Apply a highlight
the centre of the facial features. to the skin, focusing towards the
Celestra Grey: Apply a layer centre of the facial features.
over the sonic screwdriver, Celestra Grey: Apply a layer over
leaving the recesses the the sonic screwdriver, leaving the
original colour. recesses the original colour.
Karak Stone: Apply a line highlight Karak Stone: Apply a line highlight
to the hard edges of the shirt. to the hard edges of the shirt.
Wild Rider Red: Apply thin lines Wild Rider Red: Apply thin
to the jacket: horizontally lines to the jacket: horizontally
on the main body and on the main body and
vertically on the sleeves. vertically on the sleeves.

86 March 2018

083_087_paintingGuide_v2 MJ.indd 86 13/02/2018 15:30


TWELTH DOCTOR
H PETER CAPALDI
FINAL HIGHLIGHT BASE FINAL HIGHLIGHT
Ceramite White & Abaddon Black: Paint the
eyes first with a base of Abaddon Black in an
COLOURS Ceramite White & Abaddon Black: Paint the eyes first with a
base of Abaddon Black in an oval shape. This is followed by a
Incubi Darkness: Apply several
oval shape. This is followed by a very slightly thin coats to the suit until you very slightly smaller oval of Ceramite White and finished with
smaller oval of Ceramite White and finished have a flat, even colour. a dot of Abaddon Black towards the top centre.
with a dot of Abaddon Black towards the top centre. Celestra Grey: Apply several Blue Horror: Apply a final line highlight to the suit. Focus
Rhinox Hide: Apply lines to the jacket: horizontally down thin coats to the shirt over the areas previously highlighted, but leave a little of the
the sleeves and vertically down on the main body. Once until you have a flat, previous coat showing.
dry, apply a glaze of Zamesi Desert. even colour. Pallid Wych Flesh: Apply a light highlight to the skin, focusing
Wild Rider Red: Apply a dot highlight to the bow tie. Mechanicus Standard Grey: on the top edges of the defined facial features. Also, apply a
Agrax Earthshade: Apply a wash to the hair. Apply a coat to the hair. dot highlight to the hair.
Ceramite White: Apply a light highlight to the skin, focusing Bugmans Glow: Apply a layer
on the top edges of the defined facial features. to the skin.
Khorne Red: Apply a coat of the
jacket’s lining.

SHADING
& LAYERING
Macragge
Blue: Apply a
layer over the
suit, focusing
on the edges and folds.
Ulthuan Grey: Apply a layer
over the shirt, leaving the
recesses the original colour.
Cadian Fleshtone: Apply a
layer over the skin, leaving the
recesses the original colour.
Dawnstone: Apply a light
drybrush to the hair.
The Fang: Apply a highlight to
the front edge of the shoes.
Mephiston Red: Apply a
layer over the jacket lining,
leaving the recesses the
original colour.

HIGHLIGHTING
Caledor Sky: Apply a line
highlight to the suit, focusing on
the folds, ridges and edges of
the cloth.
Wild Rider Red: Apply a line
highlight to the edges of the
jacket lining.
Celestra Grey: Apply a
line highlight of the hair,
focusing on the front of
the hairline.
Kislev Flesh: Apply a highlight to
the skin, focusing towards the
centre of the facial features.
Ceramite White: Apply a line
highlight to the shirt.
Russ Grey: Apply a highlight to
the front of the shoes.

tabletopgaming.co.uk 87

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T H E D U N G E O N M A S T E R ’ S G U I D E T O R O L E P L AY I N G

BENDING AND
BREAKING
Rules are there to be broken, and massaging dice throws
can weave a more satisfying story for your players. Do it too
much, though, and you risk taking away the surprise and
tension of a campaign. So when is it right to play by the rolls?
Words by Richard Jansen-Parkes

88 March 2018

088_089_dMGuideToRPGs_v2 MJ.indd 88 14/02/2018 12:13


Half a dozen people held their breath as he bumps and dips, and if you smooth those out
rolled a final time to see how much damage his entirely the game you’re playing becomes too
blow would cause. Only I knew that anything but predictable. An adventure isn’t half as exciting
a one would be enough to take the demon out. if you know the good guys are going to win no
And then fate decided to rip up the script. matter what.
The dice tumbled and span across the Does this mean a DM should never, ever
tabletop, and came down showing just one fudge a roll? Well, not really. Different gaming
pip. Not quite enough. groups want different things from their
Suddenly I was faced with a decision – experience and if a totally unexpected wobble of
would I fudge the numbers for the sake of the probability would send the story off in the deep
story, or would I let things play out as the dice end you probably shouldn’t suffer too many
had decreed? pangs of guilt about nudging a dice here or there.
The late, great Sir Terry Pratchett once wrote
WHAT HAPPENS BEHIND that the reason why we have rules is “so that you
THE SCREEN... think before you break ‘em,” and that applies
This dilemma is one that’s probably unique to tinkering with results behind the safety of
to tabletop RPGs. I can’t think of any other your GM screen. If you’re going to do it, then
medium where bending or even outright make sure you’re doing it for the right reasons
breaking the rules is so routine that many and don’t let it become a habit.
consider it to be just another part of the game. In fact, the best advice I’ve been given on
There can’t be too many chess games where this is that if you do decide that you decide
rooks have suddenly developed the ability to that something is so important that you’ll
move diagonally because one player decided need to skew the result if it comes up wrong,
that it would make things more exciting. just don’t roll in the first place. If you’re going
In part this is probably due to the non- to break the rules, commit to it and save your
competitive nature of modern RPGs – the aim of troubled conscience from late-night doubts.
the game is for everybody to have fun rather than
to win. Indeed, from what I’ve gathered from LETTING THE DICE FALL
my fellow GMs the vast majority of nudged dice As it happens, I decided to let fate have its day
and bent rules go firmly in favour of the players with Ellstrom and the demon. The killing – or
rather than the monsters they control. possibly ‘banishing’ – blow ended up falling

T
One of the most common examples is to the party’s bard Eustacia, who was mostly
rounding out unexpected spikes of bad luck along for a chance to flirt with a baroness, and
here are few things more satisfying that would derail the story the group is trying the creature laughed at its furious foe as it
than having the dice rolls play to tell, such as when a one-in-a-million shot faded away to smoke, urging him to seek it out
nicely with your narrative. In fact, from a nameless guard somehow vaporises for round two.
it’s so good that sometimes you feel the heroine’s skull just before the climactic As I write, that was almost a week ago and
the urge to give luck a helping hand. scene with her old commander. In that case I’ll admit that I’m still not sure whether I made
I thought fate had my back at a recent it’s tempting to ignore the critical hit and have the right call. If real life was playing along with
session, when it just so happened that the the blow simply scorch her helmet instead, the narrative then it would probably turn out
party’s normally jovial and generous fighter leaving room for your upcoming revelations to that throwing things to the whims of random
happened to be next in line to act after a flame- go off without a hitch. chance had paid unexpected dividends, and
wreathed Demon of Vengeance struck down his Everybody walks away from the table that a new, unexpected trove of story threads
helpless father. The creature had been barely happy, and nobody needs to know what had been unearthed.
clinging on to its physical form when it decided happened behind the screen. Surely that’s But it isn’t, and though there are plenty of
to commit its final act of spite, so it was fitting for the best, right? developments to work with it’s hard not to
that the suddenly-furious Ellstrom would be feel that it would have been more satisfying
the one to deliver the killing blow. THERE TO BE BROKEN? if Ellstrom had been the one to take the
The possibilities for future plot threads were There’s a reason why rolling dice and flipping monster out.
running through my mind as he rolled his dice, cards are so important in tabletop gaming. They Perhaps that’s appropriate, however. It
and the entire room cheered when he the attack allow us to simulate the roiling randomness of shows that sometimes the world – whether
struck home. We had spent weeks building to reality – they add the unexpected element that real or imagined – refuses to warp itself to
this moment and I couldn’t have planned a more can surprise even the most experienced player. fit the story. If nothing else it has shown my
fitting conclusion to the story arc if I’d wanted Choosing to ignore them when they spit out players that sometimes they don’t get the win
to – after all, it had been Ellstrom’s own brother a result you don’t want is always a little risky. Do just because it’s what would feel right.
who had accidentally summoned the beast it too much and that vein of surprise and shock Plus, it gives me some room to fudge a little
through an act of murder, so it made sense that gets chipped away, little by little. We all know down the line and get away with it. If I want to,
he would be the one to send it back to the abyss. that sometimes reality throws up unexpected that is.

tabletopgaming.co.uk 89

088_089_dMGuideToRPGs_v2 MJ.indd 89 14/02/2018 12:14


READ TABLETOP GAMING
ON ANY DEVICE ANYTIME!

F
or the first time since Arnie punned his way through
Batman & Robin as Mr. Freeze, the worlds of
Conan and the Caped Crusader are colliding. And
this time, it promises to do the Dark Knight justice.
Behind the unlikely reunion is Monolith, the
French games studio that made a splash in early
2015 with its Kickstarter for a tabletop adaptation
of Robert E. Howard’s barbarian warrior.
Monolith’s debut game, Conan ended up making
more than $3 million on the crowdfunding site
and quickly found an audience with its fluid translation of Howard’s
action-packed short stories to a innovative gameplay style dubbed the
Tactical Homeostatic System – or THS for short.
Central to THS was a pool of energy gems for each character that
could be spent to perform a variety of actions, from moving and
fighting to using special abilities or granting a reroll. Characters only
recovered a certain amount of gems each turn until they rested,
giving a sense of fatigue and encouraging the group of players to work
closely together to optimise their moves.
The next evolution of this framework powers Batman: Gotham
City Chronicles,, Monolith’s upcoming take on the legendary
comic-book superhero. But there’s a world of difference between
Conan’s bruising battles and Bruce Wayne’s riddle-solving,
shadow-skulking alter-ego, which the team has been keen to

THE
get across in the gameplay.
“Let’s say that it’s 80% to 90% close to Conan in the
fact that the gem system is the same,” says Gotham City
Chronicles project manager Adnane Badi. “But we’ve made

DARK KNIGHT
a lot of improvements to the system. First of all, to match

50+ GAMES
it to the Batman universe, because you cannot tell stories

HOW MINIS ARE MADE


about a hacking, slashing Cimmerian and a Dark Knight

RETURNS
in Gotham City – you have to adjust your mechanisms to 15
match this. So we have a sixth characteristic that appeared,
which is intelligence, which will allow us to play more with F E AT U R E D I N S I D E T H E U N S E E N W O R L D O F M O D E L- M A K I N G
solving riddles, finding clues; things like this
which are more in the Batman universe. February 2018 tabletopgaming.co.uk
“What makes the game cool is that
After hacking and slashing its way when you have those cool miniatures on
a nice board it really feels like a hack ‘n’
through Conan, Monolith is taking slash game, but it’s also really a resource-

INCLUDES
management game. You have to allocate
on the Caped Crusader and pals in your gems and energy wisely and try to work
efficiently to get to your objective.”
Batman: Gotham City Chronicles. As in Conan, Gotham City Chronicles
features asymmetrical multiplayer, with one
It’s going to be Batfantastic…
BATMAN: GOTHAM CITY CHRONICLES | HOW MINIS ARE MADE | MASKS OF NYARLATHOTEP

player taking control of a main villain and all of


their minions in each of the objective-focused
Words by Matt Jarvis scenarios while the remaining players
Main illustration by Anthony Jean play as Batman and his companions Gotham City
All components shown attempting to foil their evil plans. Chronicles is
are work in progress “The hero boards have also based on the Batman
evolved a lot [from Conan]; we’ve created comics rather than the

MOBILE-FRIENDLY
a lot of new skills, again to match the Dark Knight’s film outings
Batman universe,” says Badi. “We
have arranged the skills according
to the action that you perform, so
if the skill is relating to a melee
attack it’s now in front of the

18 February 2018 tabletopgaming.co.uk 19

EDITION –
018_025_batman_v4 MJ.indd 18 16/01/2018 11:27

20
018_025_batman_v4 MJ.indd 19

of 132 pages
tabletop
16/01/2018 11:31

GAMING

THE CREATORS OF CONAN TAKE ON THE DARK KNIGHT

LEARNING
EVOLVED
Games aren’t just fun – they can also
help you boost your brainpower.
Professors and students tell us about
the cranium-cramming benefits of
Darwinian delight Evolution SAY GOODBYE TO
ZOOMING!
Words by Anna Blackwell
FEBRUARY 2018

THE 7TH CONTINENT HEARTHSTONE MASKS OF NYARLATHOTEP Display until 27/2/18

The end of the adventure? Making the digital CCG real An RPG horror classic returns £5.25

001_Cover_v2 MJ.indd 2 19/01/2018 14:18

44 February 2018

044_045_evolution_v3 MJ.indd 44 15/01/2018 14:10

VISIT POCKETMAGS.COM

p090.indd 1 13/02/2018 15:17


UPCOMING EVENTS
CONVERGENCE
Friday March 9th to Sunday 11th
Northwest Gaming Centre, Stockport
Held in the home of local retailer Element
Games, ConVergence boasts a healthy line-up
of roleplaying sessions, as well as miniatures
and board games galore, across its three days.
convergenceuk.co.uk

EVENT REPORT CONCRETE COW

AIRECON
Saturday March 17th
The Old Bath House, Wolverton
A day of roleplaying held by Milton Keynes
RPG Club, Concrete Cow is open to all sorts
of RPGs, with a few board games and traders
Mark Cooke looks back on the explosive success of the also popping up at the get-together.
mk-rpg.org.uk/concrete_cow
convention that started as a get-together in his own home
SEVEN HILLS
Interview by Matt Jarvis Saturday March 24th to Sunday 25th
Garrison Hotel, Sheffield
With this year’s get-together based on the
AireCon started in your house just a few years go last year, and how does it compare to the
theme of ‘far frontiers’ – and therefore
ago! How has it changed since it began? Jubilee Centre in Bradford? most of the games aiming to reflect that
The main thing that has changed is the size! When We were really please with the move, we loved subject – Seven Hills returns for a weekend of
I organised that very first AireCon at my house, it being at Jubilee Centre, but were quickly roleplaying in the ever-popular Garrison Hotel.
was based around creating a relaxed atmosphere, outgrowing it, and there were some accessibility 7hills.org.uk
being welcoming, playing games and running issues with it being quite an old building, so it
some fun events. Those same things are still core felt right to look for somewhere new. RAIDERS OF THE GAME
of what we’re about, even though we’re expecting Harrogate Convention Centre was ideal for CUPBOARD
35 times the number of people than were at what we were looking for; they have a number Saturday March 24th
Waterside Community Centre,
that first event. Everything is on a bigger scale, of different sized halls, meaning there’s plenty
Burton upon Trent
but we still promote a relaxed and welcoming of space for us to grown in to, it’s got great Back for another in its quarterly run of friendly
environment with a focus on having fun. transport links, being only five minutes from meet-ups, Raiders is a day-long gaming event
the train station and close to Leeds/Bradford running for ten hours from 10am to 8pm.
You’re a very inclusive and welcoming show. Airport, and it’s situated in the lovely spa town raidersofthegamecupboard.co.uk
How do you encourage groups of strangers to of Harrogate, so there’s plenty to see outside of
become friends? the convention centre, too. STABCON SOUTH
Our GameSeekers area has a host of ways to Friday March 30th to Sunday April 1st
meet people; you can just turn up and see if Do you have any special guests attending? Jury’s Inn, Southampton
Running for its longest time yet – a whopping
others are waiting for games, you can also use We’ll be welcoming a lot of homegrown talent
60 hours of gaming – there’s no need to
our GameSeekers postcards to pre-arrange and, for the first time, we’ll be bringing in an bring your own games to this well-stocked and
games or sign up to other games. Or you can just international guest – Rodney Smith from Watch welcoming show down south.
wander around the hall looking for AireFlags – It Played will be in the UK for the first time ever, stabconsouth.com
these indicate that more players are welcome in a flying in especially for AireCon.
game that’s ready to start. In the RPG Zone we’ll There will be a whole host of other people CONPULSION
be running short one-shot adventures that allow from YouTube channels, podcasts, blogs and Friday April 13th to Sunday 15th
people to get a taste of roleplaying or try out a new even some well-known games designers. Edinburgh
system. All of the events we run are designed for After raising over £2,000 for charity last
year, this year’s Conpulsion ‘Conspiracy’
people to be able to just drop in and join a team or What have you got planned for 2019’s event?
comes back with another three days of RPGs,
a table, so there’s always a way to meet new people. We’ll be looking to build on what we’ve LARPing, wargaming and more.
already established, but we will only continue conpulsion.org
You team up with local shop Travelling Man to to grow the event if we can also make sure
offer a library of games. What are some of your we stick to what we set out to do. We will UNCON
top picks for this year’s show? not compromise on being a welcoming and Saturday April 21st to Sunday 22nd
I’m looking forward to trying some of the recent friendly event. St George’s School, Broadstairs
releases that I’ve not had a chance to yet, mainly We started AireCon because we thought Version 3.0 of the Unconventional Convention
Whistle Stop, Photosynthesis, the Fable games and it’d be a fun thing to do, but the response has includes plenty to see and play, including
support from the makers of Sub Terra, In a
the new Scythe: The Wind Gambit expansion. been overwhelming and we get so much out of
Bind, Ominoes and more.
running it. We absolutely love the hobby and facebook.com/events/172571260006899
This is your second year in Harrogate’s we’re so privileged to be able to give something
Convention Centre. How did the relocation back in this way.

March 2018 tabletopgaming.co.uk 91

091_eventReport_v3 MJ.indd 91 13/02/2018 15:31


CLUB DIRECTORY

ABERDEENSHIRE THE CHATTERIS WARLORDS COUNTY TYRONE ESSEX HAMPSHIRE NORTH HERTFORDSHIRE
ABERDEEN WARGAMES CLUB GAMES CLUB OMAGH WARGAMES CLUB BASILDON WARBOYZ ARBBL WARGAMES CLUB
Aberdeen, AB15 4YQ Chatteris, PE16 6NA Omagh, BT78 1HL Basildon, SS16 4NW Andover, SP10 1DQ Hitchin, SG5 1XL

OLDMELDRUM THE GAMES TABLE DERBYSHIRE COLCHESTER BLACK HOLE WARGAMERS NORTH LONDON
WARGAMES GROUP Cambridge, CB24 4RP DERBY ON BOARD GAMES WARGAMES ASSOCIATION Petersfield, GU32 3HS WARGAMES CLUB
Inverurie, AB51 0AA Derby, DE1 1QH Colchester, CO3 5RH Waltham Cross, EN8 9AJ
CARMARTHENSHIRE CHINEHAM BOARD GAMERS
ANGUS CARMARTHEN OLD GUARD SUNDAY NIGHT BOARD ESSEX WARRIORS Basingstoke, RG24 8LT POTTERS BAR GAMES CLUB
KIRRIEMUIR WARGAMES CLUB Carmarthen, SA31 3AD GAMING AT THE OLD Chelmsford, CM1 3DU Potters Bar, EN6 5BT
Kirriemuir, DD8 4HN KINGS HEAD BELPER DARK WORLDS
TOWY VALLEY TYRANTS (TVT) Belper, DE56 1NP GBCON QUARTERLY GAMING SOCIETY ST. ALBANS BOARD GAME CLUB
AYRSHIRE Carmarthen, SA31 2JE GAMING DAY Fareham, PO15 6TL St. Albans, AL3 5PE
NORTH AYRSHIRE DEVON Loughton, IG10 4LF
WARGAMES CLUB CHESHIRE BARNSTAPLE SLAYERS FIRESTORM CARDS OPEN THOR’S HAMMER
Irvine, KA12 0BA ALTRINCHAM WARGAMING CLUB GAMING CLUB LOUGHTON STRIKE FORCE GAMING NIGHT GAMING CLUB
Altrincham, WA14 4PG Barnstaple, EX32 8LS Loughton, IG10 1LH Basingstoke, RG24 8FB Borehamwood, WD6 5PR
BEDFORDSHIRE
BASEMENT GAMING CLUB CHESHIRE GAMERS CULLOMPTON BOARD SOUTHEND-ON-SEA FORDINGBRIDGE GAMING CLUB TRING WARGAMES CLUB
Luton, LU3 3AN Crewe, CW1 2DF GAMES GROUP ROLEPLAYING SOCIETY Fordingbridge, SP6 1AS Tring, HP23 6BA
Cullompton, EX15 1JX Southend-on-Sea, SS1 1BD
BEDFORD BOARD GAMING CONGLETON AND DISTRICT GARY DONALDSON WARLORDS WARGAMING
Bedford, MK40 2SX LIGHT BOARD GAMES GROUP DARK STAR GAMING THE HORNCHURCH Waterlooville, PO8 8RG ST. ALBANS
Congleton, CW12 1AH Plymouth, PL4 0AL WARGAMES CLUB St. Albans, AL3 4DJ
BOARD GAMES IN BEDFORD Romford, RM3 9LB PORTSMOUTH ON BOARD
Bedford, MK41 0TU ELEMENT GAMES NORTH EAST DEVON TABLETOP Portsmouth, PO1 1PT WATFORD WARGAMES CLUB
WEST GAMING CENTRE & RPG GROUP THE OVERLORDS Watford, WD17 4PN
LEIGHTON BUZZARD Stockport, SK2 6PT Honiton, EX14 1HR Dagenham, RM8 2HQ RINGWOOD ASSOCIATION
GAMING CLUB OF WARGAMERS WELWYN WARGAMERS
Leighton Buzzard, LU7 1ES GUARDIANS OF THE GAMES EXMOUTH IMPERIAL THE PHOENIX GAMES CLUB Ringwood, BH24 1DW Welwyn Garden City, AL8 6PS
(TABLETOP GROUP) WARGAMES CLUB London, E13 0AD
SAXON GAMES & CRAFTS Macclesfield, SK11 6UB Exmouth, EX8 4SW SOLENT WARGAMERS CLUB ISLE OF MAN
Bedford, MK40 4FU FIFE Portsmouth, PO1 1PT KB TABLETOP GAMING
MUG AND GAME GAME NIGHT @ CARPE DUNFERMLINE WARGAMING - ISLE OF MAN
BERKSHIRE Congleton, CW12 1PG Plymouth, PL4 8EU AND ROLEPLAYING FELLOWSHIP SOUTHAMPTON SLUGGAZ Isle of Man, IM4 4LA
BROAD STREET GAMERS Dunfermline, KY12 7DS Southampton, SO17 2JZ
Wokingham, RG40 3AQ POYNTON BOARD GAME DAY PLYMOUTH ASSOCIATION KENT
Stockport, SK12 1RB OF WARGAMERS EAST NEUK TABLETOP GAMES THE SOUTHAMPTON GUILD ALL AROUND THE BOARD
NEWBURY & READING Plymouth, PL3 5TB Anstruther, KY10 3DJ OF ROLEPLAYERS Westgate-on-Sea, CT8 8RE
WARGAMES ASSOCIATION VARIABLE MAGERS Southampton, SO14 0LH
Newbury, RG14 2RA Stockport, SK4 3BS TORQUAY BOARD GAME CLUB KIRKCALDY MEEPLE CLUB ASHFORD (KENT)
Torquay, TQ2 7AD Kirkcaldy, KY2 6LF THE THIRD COALITION BOARDGAMES CLUB
NEWBURY & READING WARRINGTON BOARD GAMES CLUB WARGAMES CLUB Ashford, TN24 9AJ
WARGAMES ASSOCIATION Warrington, WA1 2SX DORSET FLINTSHIRE New Milton, BH25 5BT
Newbury, RG1 4PS SOUTHBOURNE TABLETOP DEESIDE DEFENDERS BEXLEY REAPERS
WINSFORD WARHAWKS & BOARDGAMERS Chester, CH4 0DR WATERLOO TABLE TOP GAMERS WARGAMING CLUB
WARFIELD BOARD GAMERS WARGAMING CLUB Bournemouth, BH6 3AA Waterlooville, PO8 8RG Bexley, DA5 1AA
Bracknell, RG42 2DD Winsford, CW7 4AT FGC FLINTSHIRE GAMING CLUB
WESSEX WYVERNS Mold, CH7 6SZ WESSEX WARGAMES CANTERBURY CRUSADERS
WARGAMES ASSOCIATION CLEVELAND WARGAMES CLUB WINCHESTER Canterbury, CT1 1RT
OF READING REDCAR IRONBEARDS Ferndown, BH22 9AN GLASGOW Winchester, SO22 4QB
Wokingham, RG41 5DU Redcar, TS10 1RH ANTONINE BOARD GAMERS GRAVESHAM WARGAMING
WORLDS AWAY Glasgow, G64 4EN WESSEX WYVERNS AND TABLETOP
BRISTOL CO ANTRIM Bournemouth, BH2 5RQ GAMING CLUB GAMING CLUB
HALL OF HEROES GAMING CLUB DRAGONSLAYERS GLASGOW GAMES ROOM Ringwood, BH24 2NP Gravesend, DA11 9EU
Bristol, BS16 1NU Belfast, BT7 1NN DUMFRIESSHIRE Glasgow, G20 7QE
ANNAN GAMING CLUB HEREFORDSHIRE GREENWICH & BLACKHEATH
BUCKINGHAMSHIRE QUB DRAGONSLAYERS Annan, DG12 6EF UNPLUGGED GAMES CLUB DICE AND DECKS BOARD GAMES AND BEER CLUB
MILTON KEYNES Belfast, BT7 1NN Glasgow, G41 3AB Ross-on-Wye, HR9 5HR London, SE3 7JQ
WARGAMES SOCIETY THE FIVE ARCHES GAMING CLUB
Milton Keynes, MK11 1JQ CO CORK Dumfries, DG1 3JR GLOUCESTERSHIRE HEREFORDSHIRE BOARDGAMERS MAIDSTONE WARGAMES SOCIETY
BRETHREN WARGAMING CLUB GLOUCESTERSHIRE Hereford, HR4 9EA Maidstone, ME17 4AW
NEWPORT PAGNELL West Cork, T23 F577 DUNBARTONSHIRE GAMES BUNKER
BOARD GAMES CLUB DUMBARTON Cheltenham, GL51 4XA HERTFORDSHIRE MEDWAY AREA BOARDGAMERS
Newport Pagnell, MK16 8AN CO DURHAM WARGAMES CLUB BISHOP’S STORTFORD Maidstone, ME14 1ED
DARLINGTON’S DOGS OF WAR Dumbarton, G82 1QQ IWARPUK TABLETOP
WYCOMBE WARBAND Darlington, DL3 7LX Gloucester, GL2 9EB Bishop’s Stortford, CM23 3BQ MERRYCHEST CAFE
Beaconsfield, HP9 1LG DURHAM GAMING CLUB
DURHAM RAIDERS DWG LINCOMBE BARN BLACK WOLF Dartford, DA2 8AH
CAITHNESS Croxdale, DH6 5HJ Durham, DH1 1QG WARGAMES SOCIETY WARGAMES CLUB
NORTHERN KNIGHTS Bristol, BS16 2RW Hitchin, SG5 1XL MILTON HUNDRED
WARGAMES GAMERS@HART DYFED WARGAMES CLUB
Thurso, KW14 8HN Hartlepool, TS26 9DE WELSH WEYR GAMING GROUP PORK CHOP GAMING CALAMITY COMICS HATFIELD Sittingbourne, ME10 4BX
Ammanford, SA18 1DX Cheltenham, GL50 3HA Hatfield, AL10 0JJ
CAMBRIDGESHIRE CO LONDONDERRY SEVENOAKS & TONBRIDGE
2D6 LODGE THE SIEGE BUNKER EAST SUSSEX GREATER FINCHLEY GAMES CLUB ASSOCIATION OF
Cambridge, CB1 8NN Londonderry, BT48 7JL 1066 WARGAMING CLUB MANCHESTER London, N12 7JE GAMERS (STAG)
St. Leonards-on-Sea, TN38 8BL TABLETOP MANCHESTER Sevenoaks, TN15 9HA
NEWMARKET KNIGHTS CORNWALL Cheadle Hulme, M15 4ST HEMEL HEMPSTEAD
GAMES CLUB SMIPHEES GAMES CLUB EASTBOURNE ELEMENTAL WARGAMING CLUB TUNBRIDGE WELLS
Ely, CB7 5HS Callington, PL17 7AN Eastbourne, BN21 3XQ GWENT Hemel Hempstead, HP1 1LD WARGAMES SOCIETY
GWENT REAVERS TABLETOP Tunbridge Wells, TN3 0PR
PETERBOROUGH THE DICE AND DAGGER FAMOUS COLLECTABLES GAMING CLUB HERTFORD BEER WHITSTABLETOP
WARGAMES CLUB GAMING CLUB Bexhill-on-Sea, TN40 1DU Abertillery, NP13 3DJ & BOARDGAMES Whitstable, CT5 1DA
Peterborough, PE1 1NA Bude, EX23 9BL Hertford, SG14 1HH
EAST YORKSHIRE GWYNEDD LANARKSHIRE
ROLL WITH IT! WEDNESDAY NIGHT GAMING WOLDS WARGAMERS CONWY WARGAMES CLUB HITCHIN HERETICS LANARKSHIRE GAMERS
Huntingdon, PE29 3TF Redruth, TR15 3QY Driffield, YO25 6SS Llandudno, LL30 3LB Hitchin, SG5 1XL Motherwell, ML1 1BS

92 March 2018

92_93_clubDirectory_v3 MJ.indd 92 14/02/2018 12:09


,

ML2 GAMERS LONDON NOTTINGHAMSHIRE ZONE OUT GAMES CLUB WARWICKSHIRE WEDNESDAY
Hamilton, ML3 6BU CROSS GAMING CLUB K.I.A GAMES CLUB Doncaster, DN1 2PX AFTERNOON PLAY KNIGHT GAMERS
LANCASHIRE London, SE1 1DX Nottingham, NG17 8LA Birmingham, B15 1AY Salisbury, SP1 3TA
BLACK TOWER WARGAMING STAFFORDSHIRE
Blackpool, FY4 4ND SELWG NOTTINGHAM BOARD & CHASE WARGAMES CLUB BOARD GAME CAFE WORCESTERSHIRE
London, SE6 2TS WARGAMES CLUB Burntwood, WS7 0JL SUMMERFIELD BROMSGROVE BOARD GAMERS
BURNLEY BOARD GAMERS Nottingham, NG2 1NB Birmingham, B16 0EZ Bromsgrove, B60 2DZ
Burnley, BB10 3LF TANELORN WAR GAMING CLUB LICHFIELD GAMERS AND RPG
London, E11 3DB THE CLUB WITH NO NAME Lichfield, WS13 6EB BRAVO ONE GAMING PERSHORE GAMING
BURNLEY WARGAMES CLUB Nottingham, NG2 1NB Birmingham, B1 1QP Pershore, WR10 1EQ
Burnley, BB10 3EU THE ROLE PLAY HAVEN STAFFORDSHIRE
London, E15 2HU WAR & PEACE GAMES CLUB WARGAMING GUILD DREAMDEALERS GAMING CLUB POSTAL ORDER GEEK MEET
DICED TEA Nottingham, NG10 5BD Stone, ST15 8TG Coventry, CV6 4FE Worcester, WR1 1DN
Oldham, OL1 2DB THE ROLE PLAY HAVEN
London, SE13 6LH WILDSIDE GAMING TAMWORTH GAMES CLUB GRANGE LIVE GAMING REDDITCH
DUNGEONS & FLAGONS Newark, NG24 1ER Tamworth, B79 7DJ Birmingham, B1 1QP WARGAMING SOCIETY
Manchester, M1 7HL MERSEYSIDE Redditch, B97 5YE
FORGEMASTERS GAMING CLUB OXFORDSHIRE TAMWORTH LIBERATORS NUNEATON ALTERNATIVE
ELWA: EAST LANCASHIRE Wirral, CH63 6HD ABINGDON WARGAMES CLUB GAMING CLUB GAMES ASSOCIATION WORCESTER BOARD
WARGAMES ASSOCIATION Abingdon, OX14 5AG Tamworth, B77 3AE Nuneaton, CV10 8LJ GAMERS (WOBOG)
Blackburn, BB6 7DD LIVERPOOL LION BOARDGAMERS Worcester, WR1 2DP
Liverpool, L3 9NS AMBROSDEN GAMING CLUB THE VINE INN GAMERS OCTOBER WARGAMES
FAN BOY THREE Bicester, OX25 2LZ Rugeley, WS15 2AT ASSOCIATION WYRE FOREST GAMERS
BOARDGAME NIGHT SOUTHPORT BOARD Birmingham, B16 8SY Kidderminster, DY10 1RP
Manchester, M1 1EL GAMES GROUP BICESTER BOARD GAMERS STIRLINGSHIRE
Southport, PR8 1NH Bicester, OX26 3HA FALKIRK DISTRICT SCIMITAR WARGAMES GROUP YORKSHIRE
HARLEQUINS BLACKPOOL WARGAMES CLUB Coventry, CV3 5GT AIREBOROUGH
Blackpool, FY1 3QA MID GLAMORGAN NORTH OXFORDSHIRE Grangemouth, FK3 8QR COMMUNITY GAMERS
CASTLE GAMERS BRIDGEND WARGAMING CLUB WEST MIDLANDS Leeds, LS19 6AS
HOUSE LANCASTER Bridgend, CF35 6AU Banbury, OX16 9AF SUFFOLK BIRMINGHAM WARGAMES
GAMING GROUP BURY ST EDMUNDS AND BOARDGAMES CLUB BEYOND MONOPOLY
Lancaster, LA1 1EE MIDDLESEX OXFORD GAMING CLUB BOARD GAMING GROUP AKA DRAGOON’S DEN York, YO24 1AQ
BATTLEUX WARGAMES CLUB Oxford, OX2 7DP Bury St. Edmunds, IP30 9LH Birmingham, B13 9EA
PRESTON’S GAMERS GUILD Uxbridge, UB10 0RY HEADINGLEY GAMES CLUB
Preston, PR1 7DP OXFORD ON BOARD HAVERHILL WAR GAMES CLUB PLAY MORE GAMES! Leeds, LS6 3HN
DICE CLUB Oxford, OX4 1EA Haverhill, CB9 9JE Solihull, B90 3GG
SALFORD AND MANCHESTER Uxbridge, UB10 0RY HOLMFIRTH
GAMING HAVEN OXFORD OUTRIDERS IPSWICH BOARD GAMERS WEST SUSSEX GAMING CENTRE
Salford, M8 0TW HESTON AND Oxford, OX1 4AG Ipswich, IP3 0FS BOGNOR REGIS Holmfirth, HD9 7HP
EALING WARGAMERS GAMING ASSOCIATION
THE HUNGRY DRAGON London, W13 9SS SHROPSHIRE IPSWICH COUNTY LIBRARY Bognor Regis, PO21 5EU HULL’S ANGELS
GAMES NIGHT BIG ORBIT GAMES BOARD GAMES LIBRARY Hull, HU1 3HG
Manchester, M21 0AE TABLETOP TUESDAYS SHREWSBURY Ipswich, IP1 3DE BOGNOR REGIS MILITARY
London, N16 8BX Shrewsbury, SY1 1PH MODELLING AND LEEDS GAMING
THE LIVERPOOL WARGAMES MID SUFFOLK GAMING CLUB WARGAMING SOCIETY Leeds, LS1 3DL
ASSOCIATION (LWA) THE GAMES CLUB E-COLLECTICA GAMES Stowmarket, IP14 4SH Bognor Regis, PO21 5SB
Liverpool, L1 6HB London, NW1 2JU Shrewsbury, SY1 2DT LEEDS NIGHT OWLS
WHITE EAGLES WARGAMES CLUB CRAWLEY GAMING CLUB Leeds, LS6 1LJ
THURSDAY SCYTHE MIDLOTHIAN GAMES @THE BIRD Ipswich, IP2 0RG Crawley, RH10 5DF
BOARD GAMERS EDINBURGH LEAGUE OF GAMERS Shrewsbury, SY1 2DT SHEFFIELD AND ROTHERHAM
Liverpool, L3 8HE Edinburgh, EH7 5EA SURREY DUNGEON CRAWL-EY WARGAMES CLUB
TELFORD BOARDGAMERS CLUB CROYDON BOARD GAMERS GAMES CLUB Sheffield, S2 2TP
LEICESTERSHIRE SOUTH EAST SCOTLAND Telford, TF1 2BW Croydon, CR0 1DP Crawley, RH11 7QG
CHARNWOOD ROLE WARGAMES CLUB SHEFFIELD BOARD GAMES
PLAYERS GAMING CLUB Edinburgh, EH7 4EW SOMERSET EAGLE GAMING CLUB MID SUSSEX MEEPLES Sheffield, S3 7HG
Loughborough, LE12 8DT BATH GAMING GROUP London, SW18 2PT Burgess Hill, RH15 8DX
NORFOLK Bath, BA2 6AA SHEFFIELD
LEICESTER ALL SCARS AFTERMATH GAMING CLUB HAMPTON COURT GAMES CLUB SOUTH DOWNS SIEGEBREAKERS WARGAMES SOCIETY
Leicester, LE1 3JR Norwich, NR3 4HX MID SOMERSET East Molesey, KT8 0BT Pulborough, RH20 4DR Sheffield, S8 0PS
WARGAMES CLUB
LEICESTER PHAT KATZ KINGS LYNN RPG & Wells, BA5 2PU REIGATE WARGAMES GROUP WEST YORKSHIRE
Leicester, LE3 0QY WARGAMES CLUB Reigate, RH2 0NA BOARD IN THE VILLAGE
King’s Lynn, PE30 4DN PIGMAR WARGAMING CLUB Bradford, BD14 6RE
SECTION 31 Bath, BA1 6AB STAINES WARGAMES
Leicester, LE1 1PA NORWICH BOARD GAMERS ASSOCIATION GAMING CLUB BRADFORD
Norwich, NR2 4AL THE FROME BOARD GAMES CLUB Egham, TW20 0QT Bradford, BD1 2DX
SONS OF SIMON DE MONTFORT Frome, BA11 1PU
Loughborough, LE12 8TX TAS GAMING CLUB STAY ON TARGET HALIFAX BOARD GAMERS
King’s Lynn, PE34 4SJ TRINITY WARGAMING CLUB Woking, GU21 5BG Halifax, HX1 1SJ
THE LEICESTER WARGAMES Taunton, TA1 3JG
AND FANTASY GROUP NORTH YORKSHIRE SURREY GIRL GAMERS KEIGHLEY TABLETOP COMBAT
Leicester, LE3 0QU YORK GARRISON WARGAMING @ RADSTOCK Woking, GU21 4AL Keighley, BD20 6EB
WARGAMING CLUB Radstock, BA3 4BD
LINCOLNSHIRE York, YO32 4AQ SWIGGERS OTLEY BOARD GAMERS
BOSTON TABLETOP GAMERS WESTON WARGAMERS CLUB London, SE1 2TF Otley, LS21 2AU
Boston, PE21 6QQ NORTHAMPTONSHIRE Weston-super-Mare,
BATTLEFIELD HOBBIES BS23 1NF THE SOUTH LONDON WARLORDS WILTSHIRE
GRANTHAM FRIENDLY GAMERS Daventry, NN11 8RB London, SE21 7BT BOSCOMBE DOWN &
Grantham, NG31 6LJ WSM BOARD GAMING CLUB AMESBURY WARGAMES CLUB
PHOENIX GAMING CLUB Weston super Mare, THE WOKING WEIRD BOYZ Salisbury, SP4 7LN LIST YOUR
GRIMSBY WARGAMES SOCIETY
Grimsby, DN32 9HT
Rushden, NN10 9YE BS22 8PD Woking, GU22 7TA
CHIPPENHAM BOARD
CLUB FOR FREE
THE BRACKLEY & SOUTH YORKSHIRE TOLWORTH 1ST FOUNDING GAMES CLUB AND SEE FULL
LINCOLN BOARD GAME GROUP
Lincoln, LN1 3BJ
DISTRICT GAMERS
Brackley, NN13 6LF
BROTHERHOOD OF THE DICE
Barnsley, S75 1JR
Chessington, KT9 1PF Chippenham, SN15 3WL
CLUB DETAILS
LOUTH STRATEGY GAMES CLUB
SUSSEX
BRIGHTON WARLORDS
DEVIZES & DISTRICT ONLINE AT
THE PIT GAMING CLUB STEEL CITY WARGAMING WARGAMES GROUP tabletopgaming .co.uk/clubs
Louth, LN11 8DB Wellingborough, NN9 5TU Sheffield, S13 7LL Brighton, BN1 1UB Devizes, SN10 5AD

tabletopgaming.co.uk 93

92_93_clubDirectory_v3 MJ.indd 93 14/02/2018 12:09


Boardgames, Figurines & Collectables

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As a committee member of one of our local
gaming clubs, I run various campaigns, events
and organised play through the store.

What advice would you give to board gamers


looking to pick up miniatures for the first time?
For all of those looking to make the transition
from board games and card games into miniature
games there are so many fantastic options out
there it’s sometimes hard to know where to start.
SHOP SPOTLIGHT There are plenty of games out there to start

FROME MODEL
with, such as Warhammer Underworlds:
Shadespire, which incorporates fixed-grid
movement and cards similar to that of a

CENTRE
board game with the playable mechanics of
a wargame, as well as the X-Wing Miniatures
Game which uses templates and character
cards. But the first and most important rule is
to go for the game that you think looks cool!
Charlie Francis tells us about growing the Somerset
What’s the local gaming scene like?
model shop during the board game boom, the We are very lucky to have such a vast and ever
thriving local gaming scene and what miniatures growing wargaming, board game and trading
card game community. Whether you are into
newcomers should be on the lookout for wargames, board games or popular TCGs,
there is normally a group of players nearby
Interview by Matt Jarvis who share your love of the hobby and will
always fancy a game.
What makes your shop one-of-a-kind? Warhammer 40,000 and Age of Sigmar, as well as
We are one of the largest independent family- Battlefront’s Flames of War and Team Yankee. What are your future plans for the store?
run model shops in the UK and are very much In the past two to three years in particular, The future of these hobbies is looking very
a one-stop shop for all of your modelling and the resurgence in popularity of unique bright for us! We look forward to running
gaming needs, providing everything from tabletop games and board games has been increasing numbers of events and tournaments
scratch-build materials to dice and paints. substantial, with new clubs growing in the in the local area.
area – and we have continued to grow our
Outside of models, range accordingly.
what games do We now carry most popular board games
you sell? and roleplaying games, such as Dungeons
Being a model & Dragons, the Eldritch Horror series and
shop we have Ticket to Ride, to name just a few, as well as
always kept tabletop miniature games such as the X-Wing
plastic kits of all Miniatures Game and Wild West Exodus.
shapes and sizes,
including the Which games have been proving particularly
likes of Games popular lately?
Workshop’s Certain games have continued to grow
in popularity. For example, the launch of
Warhammer 40,000’s eighth edition – the
popular game has, as predicted, gone from
strength to strength since its release.
One that has proven popular beyond
expectation is Wild West Exodus, which I was
very pleased with as I am an avid fan of the
setting and mechanics of this game.

Is there anything else you offer for gamers?


Locally we support a variety of clubs with member
discounts, as well as prize support and donations.

March 2018 tabletopgaming.co.uk 95

095_shopSpotlight_v3 MJ.indd 95 13/02/2018 15:32


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12
1 11
2

10
9
3

8
4

5 7
6

MHING

M
hing is mahjong but as a multiplayer
card game. Making a card game
from a classic such as mahjong
does sound like it might be a little
redundant but Mhing adds to the
game in several ways. Mahjong is a four-player game
whereas Mhing’s rules allow you to play with two to six
players. Mhing is also much more portable allowing
you to play a game on the go. It is a little easier to
play than full-blown mahjong and this is in no short
measure due to the easy to follow rules and excellent
shore sheets included. The whole thing works very well
thanks to good game design from its inventor Robert
Sun, and his mathematics skills show in the well
balanced scoring system.
Robert Sun was born in Shanghai and is now the
chairman, president and chief executive of Suntex
International Inc. He’s achieved great success both
through his inventions and his community work and
social housing programmes. Sun’s greater success
in the games world came in 1988 by combining deliver their learning
mathematics education with play. He designed and objective if the game
published another card-based game called the 24 if fun to play and
Game. The 24 Game is still produced today in many engaging enough
different formats and is used in many schools in the US to make people
and around the globe as a teaching aid. actually want to
Mhing was a slightly earlier game, first published play. Forced gaming
in 1982 and repeatedly published by many different never delivers good
companies across different territories. The version educational results.
shown here was published by Spears Games in 1984. Mhing provides
The game is presented in an oriental-styled some stealth
box, black with red and gold framework. The cards maths education
themselves are of high quality with dragon scale through the medium of gaming by
patterns on their reverse and nice artwork that rewarding players for being aware of the scoring
continues the theme from the box. The production and chasing higher value scores. At a basic level,
values are all high quality in the Spears edition and Mhing isolates some of the positive elements of
there are 150 cards set in a thick plastic insert. The gambling such as calculating odds and strategically Words Phil Robinson
Phil Robinson is a game
game is played in rounds, which means you can set thinking about the value of your hand. This is historian and the founder
the length of play, making it good for casual play or indicative of the designer’s later intentions and of the Museum of Gaming,
longer games. The urge to play “just one more round” educational game development. an organisation that
is strong. It’s certainly a game worth playing and you can explores and documents
Mhing has elements of the rummy style of card usually find Mhing for a reasonable price second- the history of gaming
through its collections,
games but with the added strategy of mahjong. It’s not hand. If you are a fan of mahjong you should definitely
exhibitions and research.
designed as an educational game – but games only add this to your collection.

98 March 2018 tabletopgaming.co.uk

098_tabletopTimeMachine_v2 MJ.indd 98 13/02/2018 15:34


I N A P R I L’ S I S S U E
ON S A L E M A R C H 2 9 T H

We step into the arena


with the fierce legacy
miniatures game from
the creators of Guild Ball

CRITICAL ROLE
Dungeon master Matthew Mercer
and his gang of celebrity roleplayers
tell us about the D&D campaign
that has millions tuning in

HELLBOY
Having a hell of a time in the
co-op comic book adventure

EXCLUSIVE
TO TABLETOP FREE KING OF TOKYO PROMO CARD
ZOMBIF Y YOUR MONSTER IN THE DICE-ROLLING SMASH HIT!
GAMING

099_nextMonth_v4 MJ.indd 99 13/02/2018 15:35


Star Wars Destiny Legacies - Tabletop Gaming.indd 1 09/01/2018 10:12:31
p100.indd 1 07/02/2018 09:21

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