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UK GAMES EXPO 2017

tabletop
GAMING

WERE YOU THERE? PICTURE SPECIAL INSIDE


#11 Aug/Sep ‘17 tabletopgaming.co.uk
STARFINDER | MIDDLE-EARTH | UK GAMES EXPO 2017

TOLKIEN ON SWORDS,
THE TABLE SEX AND
MIDDLE-EARTH’S
LASTING LEGACY
SCI-FI
AS THE HOBBIT HOW CYBERPUNK
TURNS 80 AND THE WITCHER
BROUGHT STYLE
TO ROLEPLAYING

WARHAMMER REDISCOVERING
40,000
DISCWORLD
CENTURY: STEP BACK INTO
SPICE ROAD TERRY PRATCHETT’S
SIDE-SPLITTING RPG
SECRETS

SAGRADA

SUB TERRA

ENERGY EMPIRE

THE CAPTAIN IS DEAD

STARFINDER
A FEAST FOR ODIN

THIS WAR OF MINE

WORD SLAM
PAIZO REVEALS ALL ABOUT ITS INTERSTELLAR
#11 AUG/SEP '17

DICE FORGE PATHFINDER SEQUEL + WE GIVE OUR VERDICT


Display until 04/10/17

ANALOGUE TO DIGITAL HAVE A GOOD WAR


£5.25

MEET THE TECHNOLOGY CHANGING THE INSIDE THE WELCOMING


FACE OF PHYSICAL GAMING FOREVER WARGAMING COMMUNITY

001_Cover_v2 MJ.indd 2 26/07/2017 09:54


NEW WEBSI T
✓ FREE delivery on all orders ✓ Advanced plus level store for
over £40.00. Wizards of the Coast holding
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placed before 3pm. ✓ High street location with great
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✓ Huge tournament and gaming ✓ 1st class customer service.
halls, sitting from 60 40k players ✓ Loyalty rewards and gift
to 200 card players. vouchers available.

p02-03.indd 1 17/01/2017 14:20


National Tournament Centre
holding the UK’s biggest
ITC event

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www.WarGamesUK.co.uk
347-349 Lord Street, Southport, PR8 1NH • 01704 809090

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


IN THIS ISSUE
06 NEED TO KNOW 67 PLAY IT SMART
The latest news from Two academics reveal their
around the world of gaming. findings from games research.

10 FIRST TURN 68 UK GAMES EXPO 2017

WELCOME
Bruno Faidutti goes back to The unmissable games from
his bruising debut Baston.
this year’s Birmingham show.

12 MY FAVOURITE GAME
PLAYED
RPG author Jeff Tidball sets
Where did the summer go? We’re already fast approaching autumn – bad news for 76 STARFINDER
out on the Trail of Cthulhu.
fans of sunshine and tennis, but good news for us tabletop gamers as shows like 78 SUB TERRA
this month’s Gen Con and October’s Essen prepare to reveal the games we have 14 KICKSTARTING 80 CENTURY: SPICE ROAD
to look forwards to for the next year. In fact, Gen Con’s brightest star is our cover FROM SCRATCH 81 SECRETS
feature this week: Paizo’s sci-fi follow-up to legendary RPG Pathfinder, Starfinder. Art Deck takes the next 82 WARHAMMER 40,000:
To celebrate the massive launch, we’ve not only got an exclusive interview with step towards crowdfunding. DARK IMPERIUM
the game’s creative director on page 22, but you can also hear what we think in 84 UNFAIR
our review over on page 76. That’s far from all this issue, as we’re also taking the 16 TEN OF THE BEST 86 SAGRADA
time to celebrate the tabletop legacy of two of the greatest fantasy worlds ever to We’re not short of word games. 87 THE CAPTAIN IS DEAD
make the page: J.R.R. Tolkien’s land of Middle-earth, which turns 80 years old this
88 BÄRENPARK
year, and Sir Terry Pratchett’s Discworld, which is being marked with a new 20th 18 ROLE CALL
anniversary edition of its classic 1990s RPG. Elsewhere, we 90 ENERGY EMPIRE
John Dodd rounds up the 91 SALTLANDS
speak with Cyberpunk creator Mike Pondsmith and his summer’s big RPG releases.
son Cody about their work on the influential ‘80s RPG 93 MTG: ARCHENEMY:
and the upcoming tabletop adaptation of the Witcher NICOL BOLAS
20 ALL THE JAHRES
video games. Plus, we’ve rounded up the best of this 94 WEREWORDS
James Wallis takes a look
year’s UK Games Expo – the biggest yet! Happy gaming! 95 ETHNOS
at Heimlich & Co.

Matt
96 DICE FORGE
ON THE22 A PATH TO 97 THE CHAMELEON
COVER
THE STARS 99 A FEAST FOR ODIN
We explore the galaxy of sci-fi 100 CHIMERE
Matt Jarvis RPG Starfinder with creative 101 THIS WAR OF MINE
director James Sutter. 102 OUTLIVE
Editor 103 ESCAPE FROM 100M B.C.
30 AWE OF THE RING 105 PACK O GAME
As The Hobbit turns 80, 106 WORD SLAM

Contact us... designers look back on the


tabletop legacy of Middle-earth.
107 ARCADIA QUEST: INFERNO
108 DOUGHNUT DRIVE-THRU
108 BRUTAL KINGDOM
@ tabletopgaming@warnersgroup.co.uk 36 AN INTRODUCTION TO...
109 ACCESSORIES
We get trapped on Matt
www.facebook.com/tabletopgamingmagazine Leacock’s Forbidden Island.
110 PAINTING GUIDE
twitter.com/TabletopMag Warhammer 40,000’s Space
38 THE MAKING OF...
Hunt a Killer with Owen Duffy. Marines and Death Guard.
EDITORIAL MARKETING
EDITOR Matt Jarvis MARKETING BRAND MANAGER
01778 392 400 Nicola Lumb 01778 395 007 44 SWORDS, SEX & SCI-FI 118 A DM’S GUIDE TO RPGS
matt.jarvis@warnersgroup.co.uk nicola.lumb@warnersgroup.co.uk Advice on creating your
Mike and Cody Pondsmith talk
HEAD OF DESIGN & PRODUCTION Cyberpunk and The Witcher. dungeons from scratch.
Lynn Wright PUBLISHED BY
ASSOCIATE PUBLISHER
DESIGNER Richard Hallam Claire Ingram 50 WHAT WAR IS GOOD FOR 121 EVENT REPORT
COVER IMAGE FROM The wargaming community Checking in with the Raiders
STARFINDER CORE RULEBOOK Warners Group Publications PLC embraces Tim Franklin.
Illustration by Lie Setiawan The Maltings, West Street, Bourne, of the Game Cupboard.
Lincolnshire PE10 9PH
01778 391 000 | www.warnersgroup.co.uk 54 PLAYING WITH YOURSELF
ADVERTISING 122 CLUB DIRECTORY
Ridin’ solo with games
TO ADVERTISE PLEASE CALL NEWSTRADE
GROUP ADVERTISING MANAGER for just one player.
Claire Ingram 01778 391 179 DISTRIBUTION 127 SHOP SPOTLIGHT
clairem@warnersgroup.co.uk Warners Group Publications PLC Play your Chaos Cards right.
01778 391 150 58 HOW ANALOGUE
GROUP TELESALES EXECUTIVE GAMING WENT DIGITAL
Ben Jackson 01778 391 129 PRINTING Tom Cassidy on gaming apps. 128 SHOP DIRECTORY
ben.jackson@warnersgroup.co.uk
This publication is
ADVERTISING DESIGN 62 REDISCOVERING THE DISC 130 TABLETOP TIME MACHINE
AND PRODUCTION printed by Warners
Danielle Tempest 01778 392 420 01778 395111 Richard Jansen-Parkes Phil Robinson gets caught
danielle.tempest@warnersgroup.co.uk visits the Discworld RPG. in Mouse Trap.. UK GAMES EXPO 2017
tabletop

WERE YOU THERE?


PICTURE SPECIAL INSIDE
#11 Aug/Sep ‘17
tabletopgaming.co.uk

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

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MIDDLE-EARTH’S
SWORDS,

accepting advertisements, we are not responsible for the quality and/or the performance of goods and/or services advertised in
LASTING LEGACY SEX AND
AS THE HOBBIT
TURNS 80 SCI-FI
HOW CYBERPUNK
AND THE WITCHER

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BROUGHT STYLE
TO ROLEPLAYING
| UK GAMES EXPO

Get an exclusive gift with your next issue


WARHAMMER
40,000
REDISCOVERING

© Warners Group Publications PLC, 2017


CENTURY:
SPICE ROAD DISCWORLD
2017

STEP BACK INTO


SECRETS TERRY PRATCHETT’S
SIDE-SPLITTING RPG
SAGRADA

SUB TERRA

SEE PAGE 66 FOR MORE DETAILS


ENERGY EMPIRE

THE CAPTAIN IS DEAD

A FEAST FOR ODIN

STARFINDER
THIS WAR OF MINE

WORD SLAM
#11 AUG/SEP '17

DICE FORGE PAIZO REVEALS ALL


ABOUT ITS INTERSTELLAR
PATHFINDER SEQUEL +
WE GIVE OUR VERDICT
ANALOGUE TO DIGITAL
MEET THE TECHNOLOGY
CHANGING THE
HAVE A GOOD WAR
FACE OF PHYSICAL
Display until 04/10/17

GAMING FOREVER INSIDE THE WELCOMING


£5.25

WARGAMING COMMUNITY

005_WelcomeContents_v4 MJ.indd 5 26/07/2017 09:57


WITH THIS ISSUE OF
TABLETOP GAMING

YOUR WORLD 46 Michonne

EXCLUSIVE THE
Wandering Nomad
POINTS
BRUISER

WALKING DEAD:
ALL OUT WAR
HIGH
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with her unforgettable samurai sword and shackled

To zombie companions (minus arms and teeth).


She’s just as badass as part of your team in Mantic’s miniatures
game The Walking Dead: All Out War War, with a steely high nerve, Follow-Up Attack: Once per turn, if Michonne
wins a melee
lethal melee attack – which gets an extra die when combined with she may move into base contact with anothe
r standing enemy
her razor-sharp katana item card – and two red dice for defence. within her Kill Zone. Resolve this new melee
immediately,
Michonne’s special rules include a follow-up attack that allows even if one or more combatants has already
fought.
you to move and attack another walker within her kill zone when
Disarm: If Michonne wins a melee and rolls
she wins a melee once per turn, plus the ability to disarm an any !, she may
force one opponent to discard an equipped
opponent and force them to discard a melee weapon card when Melee Weapon
card of their choice.
she rolls any ! results, making her a formidable opponent up close.
Free with this issue is an alternate character card for Michonne
featuring variant artwork, which can be used in place of her
standard card in The Walking Dead: All Out War. The card is
available nowhere else in the world, making this issue of
Tabletop Gaming the only place you can find it. ■ IN

Awesome games club


two nights a week - and weekends! R

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KNOW...
IT COULD BE ENNIE-BODY
SPIEL LOVE If you’re looking for a list of the
Kingdomino has scooped this year's paced co-op hit from first-time designer best RPGs of the last year, there’s
Spiel des Jahres, the illustrious Game Kasper Lapp, and Race to El Dorado by few better places to look than
of the Year award widely considered the prolific creator and three-time Spiel des the latest nominations for the
biggest prize in tabletop gaming. Jahres nominee Reiner Knizia. ENnie Awards, the prestigious
The achievement marks the first Meanwhile, Inka and Markus roleplaying prizes handed out at
such win for Five Tribes, Mr. Jack and Brand picked up their second Gen Con in mid-August.
Yamatai designer Bruno Cathala, who Kennerspiel des Jahres win – after Kickstarter success story
was Recommended for last year's 2012's Village – for escape-the-room Tales from the Loop leads this Lovecraftian classic Call
Kennerspiel des Jahres (Expert Game of trilogy Exit: The Game, seeing off year’s shortlist, picking up nods of Cthulhu continues to be
the Year) award for 7 Wonders Duel. competition from Shem Phillips' for best interior art, best game, as popular as ever, with ten
Also in the running for this year's Viking-themed Raiders of the North best setting, best writing and nominations for its seventh
accolade was Magic Maze, the fast- Sea and Jacob Fryxelius' ambitious product of the year thanks to its edition, Field Guide to
simulation title Terraforming Mars. unique alternate ‘80s setting and Lovecraftian Horrors, keeper’s
The Brands' success brought to an storytelling inspired by classic screen pack accessory and
end the consecutive Kennerspiel wins by movies such as E.T. even the game’s spin-off
Andreas Pelikan and Alexander Pfister, The second edition of colouring book.
who collected the prize in both 2015 and – a reboot of the 1999 award- The other RPGs set to
2016 for Broom Service and Isle of Skye. winning historical fantasy game – battle it out for the lauded best
The winner of the 2017 Kinderspiel has also fared very well, scoring game accolade are Timewatch,
des Jahres, which recognises kid- nominations for best cover art, Bubblegumshoe and Sins of
friendly games for players aged six best free product, best game, the Father, while Veins of the
and up, was penguin-flicking game best rules and product of the Earth, Bubblegumshoe, Polaris
Ice Cool, besting its fellow nominees: year for its core rulebook, with its RPG, Rifts, Doors to Darkness,
piratical treasure hunt Captain Silver and scenario Pirate Nations picking Torment: Tides of Numenera,
magical adventure memory game The up an extra recommendation Timewatch and Atlas of Earth-
Mysterious Forest, based on the graphic for best supplement and the Prime join Tales from the Loop
novel of the same name. map of Théah voted among the and 7th Sea in the product of the
best cartography. year shortlist.

PLAY WITH YOUR ART


That settles it then: games are art. If you want games have become so big and why there’s this
definitive proof, look no further than a new creative explosion in the industry,” Duffy said.
exhibition set to take place on September 23rd Alongside influential titles such as Magic: The
at the Gallery of Modern Art in Glasgow. Gathering, X-Wing and Pandemic, the selection
Organised by TTG contributor Owen Duffy, the will include smaller games that show off the
free event will showcase modern tabletop titles hobby’s diversity and innovation.
that are ideal for getting newcomers involved in “It’s a great opportunity to put games in front of
analogue gaming. lots of people and make the case that games are an
“We’re trying to give people a snapshot of the important and thriving form of art,” Duffy added. “It’s
hobby and expose people to some of the most really exciting to me that, rather than just looking
interesting releases out there at the moment, at these games, people will have the chance to
but also to give a bit of context about why experience them as their designers intended.”

IN BRIEF D&D-THEMED BETRAYAL AT HOUSE ON THE HILL HEADING TO BALDUR’S GATE

Central location. Free parking.


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

007_009_news_v3 MJ.indd 7 21/07/2017 14:42


NEED TO KNOW...

A NEW KIND OF MAGIC


Magic: The Gathering turns 25 Standard play and will feature As a result of the change,
years old next year, but hitting a unique theme, setting and Gatewatch characters and the
the quarter-of-a-century mark mechanics, although stories Masterpiece Series won’t be
isn’t going to stop the collectible may cross over from one pack included in as many sets, being
card game from shaking things to the next. held back for special occasions.
up in a big way. Replacing the summer The final two-set block will
From next spring onwards, release will be beginner- end in spring 2018 with the
the card game will drop its friendly core sets, which are release of the small second half
current habit of releasing blocks making a return after being of Ixalan, codenamed ‘Eggs’.
made up of multiple sets, in discontinued in mid-2015. The first standalone expansions
favour of a fresh ‘three-and-one’ The starter packs will be are secretly titled ‘Soup’ and
schedule that will consist of split between new cards and ‘Spaghetti’, with ‘Meatballs’,
three big standalone expansions reprints, hopefully making it ‘Milk’ and, erm, ‘Archery’ in
launched in spring, autumn and easier for newcomers to draft 2019. And it was sounding so
winter. Each set will be legal for cards and create custom decks. delicious, too.

GENTLEMEN, YOU INVISIBLE TOUCH (AC)


CAN’T FIGHT IN HERE! its trek in the oils It’s been a bumper year for RPGs, RolePlaying System), meaning it can be
fields, iron mines so Fantasy Flight has decided to get used with any world or genre you can
and rubber tree in on the roleplaying action with a think up – the core rulebook includes
plantations of a world brand new title called Genesys. No, rules and advice for running fantasy,
at war,” he explained. not that Genesis. steampunk, ‘weird war’, modern-day
“A totally new combat Genesys is billed as a setting-neutral and sci-fi games as a start.
system that gives RPG reminiscent of Steve Jackson’s In a similar manner, player
you direct impact on flexible GURPS (Generic Universal characters can be used in any setting,
the outcome. and are created from four archetypes
You may not have simultaneously. Military “Now you will and a career – which can be setting-
heard of Larry Harris, units are represented have to walk the specific or more generalised – as well
but you’ve almost by stackable counters fine line between as a series of skills and talents.
certainly heard of the and can be assigned the need for Gameplay is powered by a similar
game he created: different stances guns and your narrative dice system to that seen in
Axis & Allies. Now, the for air, land and sea population’s need the publisher’s Star Wars RPG Edge
designer of the hugely combat, fighting their for butter. Failing of the Empire, which uses custom
influential and iconic way across the game’s to do so could lead dice based on each character’s
‘80s World War II title is enormous 42-inch to civil unrest, a abilities that are then mixed with
returning with a brand circular map. collapsed economy difficulty dice. This means outcomes
new strategy game Harris has been and even massive can be more granular than simple
set during the global working on War Room unit desertions from pass or fail results, leading to
battle, War Room. for four years, and your battlefields.” successful actions with negative side
In War Room, claims it is “chock full The collapse of effects or unsuccessful attempts that
players execute of totally new concepts civilisation AND have upsides.
secret movement and and game systems”. butter? Sounds like The core rulebook includes both
production orders “A fascinating a hoot. War Room player and GM rules, and will be out
each turn, all of economic and social will hit Kickstarter this winter.
which are performed simulation that begins this autumn.

IN BRIEF DARK SOULS MAKER STEAMFORGED WORKING ON RESIDENT EVIL GAME

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

007_009_news_v3 MJ.indd 8 21/07/2017 14:42


WARHAMMER TIME BLOCKBUSTERS ON BOARD
After close to a decade away, Warhammer It seems that every month There are few details on what
is coming back into the world of roleplaying there’s another big movie the games will include, but they’ll
with a bang. making its way to the tabletop, be out in time for next year’s
Firstly, Warhammer Fantasy Roleplay and the last few weeks have sequel, Pacific Rim: Uprising.
is getting a fourth edition release later this been no exception. In fact, there
year, eight years after Fantasy Flight’s have been tabletop spin-offs PLANET OF THE APES
substantially overhauled third edition for no fewer than three major
Whether you’re a fan of the
(pictured) of the ‘80s title came to an end. film franchises teased – so we
Charlton Heston classic or the
This time, it’s Cubicle 7 taking the reins, decided to round them up in one
more recent prequel series that
with the Doctor Who RPG and Adventures handy place for you to peruse.
began with 2011's Rise of the
in Middle-earth publisher hinting that the Planet of the Apes and ends with
revised release will take its cues from the PACIFIC RIM this year's War for the Planet of
first and second editions of the game, the Apes (we won’t even bother
Guillermo del Toro’s cult favourite
released decades apart in 1986 and 2004, counting Tim Burton’s 2001
monster-punching robot action
respectively. The second edition replaced reboot), you’re in luck, as board
flick seems an obvious choice
the original's magic system and brought games are in the works based
for a board game, so it’s actually
the lore in line with the miniatures wargame. on both.
quite surprising that we haven’t
That’s not all: Cubicle 7 has also Arkham Horror creator
seen any hint of a tabletop (pictured), but Planet of the Apes:
announced that it will be publishing a brand Richard Launius is designing
adaptation since it first appeared The Miniatures Board Game will
new RPG based on Warhammer’s latest the co-op game based on the
in 2013. be swinging its way to Kickstarter
incarnation, Age of Sigmar, next year. 1968 original, in which players
Nevermind, as the film studios next spring.
Entirely separate to Warhammer Fantasy will intriguing take on the role
behind the mechs-versus-kaiju
Roleplay, the Age of Sigmar RPG will be of different sides of Colonel
film are making up for this gross
set in the Mortal Realms and focus on the
oversight with a whole series of George Taylor’s personality. TOTAL RECALL
battle between heroes, gods and monsters. Meanwhile, the more recent
roleplaying and board games set The latest Arnie flick to make
in the universe. trilogy is being turned into a its way to the tabletop following
Helming the games will be miniatures game from Z First The Terminator, Total Recall:
River Horse, which has honed Impact designer Hervé Sagnier. The Official Tabletop Game
its movie-to-game skills with Jim Yes, there will be ‘dozens’ of (below left) is taking a slightly
Henson’s Labyrinth, Terminator miniature monkeys included. different approach with a social
Genisys and Hunger Games, not There’s no release date yet deduction card game based on
to mention its My Little Pony RPG. for Launius’ Planet of the Apes the iconic 1990 action movie.
Players start the game in a
Rekall dream, equipped with a
gun and bar of Turbinium, and
must attempt to assassinate
the leader of the rival faction
while keeping their own
identity secret.
Those who are killed wake up
and become Rekall scientists,
giving them a new set of actions
and a different way to win.
There’ll be a Kickstarter for
the game later this year, so you
can get your ass to Mars in the
near future.

❯ 7 WONDERS MOBILE APP FINALLY COMING TO IOS AND ANDROID THIS YEAR

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007_009_news_v3 MJ.indd 9 21/07/2017 14:42


FIRST TURN
BRUNO FAIDUTTI
The master-builder of Citadels looks back to his bruising, mid-‘80s debut:
the crazy, cartoonish biker-gang barroom-brawling simulator Baston
Interview by Dan Jolin

“I’ve always BACKGROUND


“It was 1984, and I was just a gamer living in Montpellier
SETUP
“The game was illustrated by Frank Margerin who was
fantasised in the south of France, where I was studying law and
economics. And it was by sheer luck that I decided to
a very well-known comics artist in those times, and
whose characters were always these young people
about writing design this game with a friend, Pierre Cléquin – who
died about five years ago – and we happened to know
in gangs, drinking beer and fighting. But in a very
fun way. It was not something dark. Baston is a fight
novels. someone who wanted to start publishing board games
in France. Actually, we started two games at the same
simulation game, but the point was it was intended to
be fun. A fun fact is that it was produced in a prison.
But it’s too time, but Baston was published first. The second one was
Knightmare Chess, which is still selling.”
The prisoners putting it together must have had fun
looking at the setting and the stories!”
much work. COMPONENTS HOW TO PLAY
Designing a “With my friends I played the classics of this time; nine
times out of ten it was Cosmic Encounter, but sometimes
“Each player controls three biker gang members, and
there are a few scenarios you can do: for example,
game is so Civilization or Hare & Tortoise. We also played a lot
of roleplaying games, which explains why Baston is a
getting dope which has been hidden in the toilets.
The board is the tavern and there are small cardboard
much faster.” simulation game and so complex, too. In fact, I think
it’s the most complex game I ever designed! Since then
pieces for tables and chairs and arcade games. You have
a small card with your guys on it, and you add their
I’ve always been going towards simplicity. My games get equipment – maybe a knife, with boots and a helmet.
simpler and lighter every time.” And then on a piece of paper you write down six orders
– ‘I push the table’, ‘I break a bottle of beer and throw
OBJECT it in this direction,’ etc. – and they are revealed and
“Why the pub fight theme? We just thought it was fun! implemented on the board. A typical game takes about
I think it was less problematic in those times to make two hours. Which is funny, because that covers a brawl
jokes about such things. But it was not based on a real which is supposed to be five minutes!”
incident. I’ve never been involved in anything like a fight.
■ Players control three gang
members and can make use of
It’s strange, because I’m so non-violent in principle. We END OF THE GAME
bottles, chains and more to beat weren’t aiming for any particular audience. I never do “It was successful for a game sold in the mid-‘80s
up their rivals. (David Mills) when I design a game. I just design the game I like to play by a very small company… which means we sold
with my friends and hope that there are around 5,000 copies in five years! It wouldn’t be
other people who will like the game for seen as successful now. Today I see all its flaws, all
the same reasons.” this unnecessary complexity. We tried to make it a
relatively smooth game, and it definitely isn’t. There
are 30 pages of rules! Recently, a game came out which
reminds me a lot of Baston, except it’s much looser and
lighter, and that’s The Dragon & Flagon. I think it’s a
much better version of Baston.”

STRATEGY TIPS
“The main lesson I took from designing Baston was
just that it’s not that hard to design a game. I’ve always
fantasised about writing novels. But it’s too much work.
Designing a game is so much lighter, faster. I think I
was surprised, even for such a big game, at the small
amount of actual ‘work’ that went into it. If you count
gaming as work. Which I don’t!” ■

10

010_FirstTurn_v2 MJ.indd 10 21/07/2017 14:43


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p011.indd 1 19/07/2017 10:43


MY FAVOURITE GAME
JEFF TIDBALL
The seasoned roleplaying writer, Horus Heresy designer and Gameplaywright
co-founder explains why there’s nowhere he’d rather be than on the Trail of Cthulhu

“Board
I
came to contemporary tabletop games by way of The value I put on human creativity is, perhaps,
roleplaying. When I was 11, Dungeons & Dragons extreme. But given that, of course my favorite would
games foster blew me away. Its revolutionary approach to what a
game could be literally changed my life. The idea that
be an RPG.
Why Trail of Cthulhu instead of another RPG?
creativity to the action of the game was mostly imagined, mediated
by talking and effectively without boundaries… wow.
The first generation of roleplaying games were about
killing monsters, taking their treasure and getting better
an extent. While it’s a fine game, D&D is not my favourite. For
me, Trail of Cthulhu is the current pinnacle of modern
at doing more of that. Narrative elaborations abounded,
and it’s possible to deviate from that premise in those
But they can’t roleplaying’s ongoing evolution.
As a favourite, why a tabletop RPG rather than a
games’ current incarnations but, even today, D&D is
a game about killing monsters, stealing treasures and
touch the board or card game?
What originally attracted me to Dungeons &
levelling up. And that’s fine.
But as stories? Investigating mysteries and exploring
wild open- Dragons and kept me hooked on its contemporaries
– Rolemaster, Warhammer Fantasy Roleplay, James
human drama are way more interesting than the tactics
of murder and theft. The problem was that for a long
endedness Bond 007 – as a teenager was that they allow for,
and effectively structure, raw creativity inside the
time, RPG systems were just plain bad at investigative
scenarios because they relied on randomness to decide
of RPGs.” framework of a game.
Board games foster creativity to an extent. They
whether any given heroic activity succeeded. And in an
investigation, if you happen not to find the next clue,
require inventive solutions to interesting challenges the story is over.
within a concrete structure. Collectible and The Gumshoe system, designed by Robin D. Laws
customisable games open their game spaces to even and used in Trail of Cthulhu, solved previous systems’
wider creative ideas. But they can’t touch the wild open- reliance on chance for investigation. It assumed that
endedness of RPGs. Roleplaying wraps its arms around all pertinent clues would be found, and instead asks
the chance to imagine almost any character, setting or dramatic variations on the question, ‘What now?’
adventure. Making up a sixth resource for your copy of If, for example, the heroes learn that the heinous
Catan is a non-starter; adding a new character type to criminal they’re pursuing is their mentor, they must
Trail of Cthulhu (or even transplanting the entire setting then grapple with the dramatic question of what
to a different century or world) is trivial. justice looks like.
Among several RPGs that use Gumshoe, Trail of
Cthulhu’s setting is H.P. Lovecraft’s Cthulhu Mythos,
based on horror stories written by Lovecraft and
others. It’s a near-ideal backdrop for drama because
the imbalance between its protagonists and their
enemies is so stark. Drama is about striving in the face
of difficulty, and the Mythos has that in spades.
Trail of Cthulhu has more virtues, of course. It
effectively supports two play styles – pulp and purist
– that allow customisation to its players’ tastes. It was
written by Kenneth Hite, one of the best RPG writers
working today. It’s supported by a publisher held in
almost universally high esteem. And so on.
■ Top: Game designer and RPG Roleplaying games take work to play well. Not
author Jeff Tidball. (Josh Kohanek) to mention to prepare for and run well. RPGs
aren’t always fast, they can be expensive and they
■ Right: Trail of Cthulhu is
more about solving mysteries
require as much from your fellow players as they
than fighting monsters. do from you. But. But! Few worthwhile things are
(©2017 Pelgrane Press Ltd) easy, are they? ■

12

012_myFavouriteGame_v2 MJ.indd 12 21/07/2017 14:44


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


KICKSTARTING
FROM SCRATCH
Holly Gramazio and her team prepare to bring their inventive drawing
game Art Deck to Kickstarter, and find it’s not as simple as it seems

“When the
S
o: we made this drawing game, Art Deck. We ran some graphic design work done in advance – people
it at a few events and it went pretty well. Then we won’t back your game if they don’t know what it looks
Kickstarter made ran it with friends and they refused to stop
playing. Then one night I found myself playing it on my
like – so that means involving a designer well before
the Kickstarter launches.
actually own, laying out cards and following the instructions
and drawing a not-very-good picture. And we thought:
So there’s the prep. And then when the Kickstarter
actually starts, there’s a month spent on tenterhooks,
starts, there’s well, yes, let’s do something else with this game.
And for a slightly weird card game which involves
waking up each morning to find out if anyone’s backed
your project overnight, answering questions, writing
a month sending people lots of art supplies, there’s an obvious
next step for that ‘something else’: Kickstarter.
chirpily amusing tweets and linkable essays about the
design process so that more and more people find out
spent on The best advice we got about running a games
Kickstarter, after talking to half a dozen people who’ve
about your game – oh my god, it’s just so much.
What this means is that it’s important, as everyone
tenterhooks.” done it successfully, was: just make a Kickstarter page
for the game straight away. Fill in details, write up
we’ve talked to has told us, to do as much as you can
well in advance. And that means that now, months
some reward levels, get something down in draft form out from our extremely vaguely planned launch, we’re
on the actual page to find out where your gaps are, starting to split our attention on the project in two.
what needs to be done. It’s not just a matter of making the game better. It’s
But that’s just the start. I’ve been involved in a also a matter of getting ready to tell people about it, to
couple of Kickstarters in the past, and the thing is: work out how to ask for their attention and money, to
they’re SO MUCH work. More work than you expect. find a one-sentence summary that sells the core idea
More work than you expect even after you know that of the game. “You build instructions collaboratively to
there’s going to be more work than you expect. make a set of paintings”: kinda okay? “It’s a drawing
The setup is bad enough: budgets, distribution, game where the things you draw might actually look
production, rewards, a video of yourself saying perky good”: probably better. “It’s a reflection on ideas of
■ Kickstarter is ideal for a less and cheerful stuff about why the game’s great. It’s also authorship and creation where the final output is
conventional game like Art Deck. important, we’ve been told over and over again, to get both a record of communal gameplay and an artwork
in its own right”: y’know what, probably not.
So here we are, wobbling along with our legs
stretched out between these two parallel paths –
refining the game while also getting it ready to show
to the public. But at least there’s one thing that serves
both purposes: playtesting. Trying the game out,
gradually making it better, figuring out how to explain
it to players and making as many people as possible
aware of it so that when it launches, some of them
might want a copy of their own.
Which means that even as the menacing prospect
of a Kickstarter looms slightly closer, there’s an upside.
Scrawling with charcoal and messing around with paint
is always a good time, and if you can have a productive
day while smearing globs of blue acrylic across a piece of
paper with your foot, then so much the better. ■

This is the second instalment in this continuing series


following Art Deck from concept to Kickstarter. Find
the first entry in June’s TTG, and be sure to check in
next issue to find out what comes next.

14

014_kickstartingFromScratch_v2 MJ.indd 14 21/07/2017 14:44


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p015.indd 1 19/07/2017 10:57
2
LETTER TYCOON
A slightly different spin on the ‘letters as money’ format, Letter
Tycoon sees players spelling words using a mixture of their personal
letters and shared cards to build up their cash before ‘patenting’ a
letter – meaning they earn extra dosh when other players use the
letters they own on future turns. Some of the letters also grant unique
abilities, raking in even
more moolah. It’s
wickedly fun thanks
to the interaction
between players and
features absolutely

1
beautiful artwork,
making it a choice
PAPERBACK pick for fans looking
In Paperback players are elevated to the status of to convince their
writers finishing their hit novels word by painful word. friends that spelling
Forming words using your hand of cards earns cash can be fun. Honest.
to buy and add better letters to your deck, increasing
your selection until you can spell words long or
complex enough to afford the pricey wild cards,
which also grant victory points. Some of the cards
also grant special skills to bump up your income as
you race to out-spell your opponents in a fantastic
mash-up of deckbuilding and word-making. Or why
not play the co-op variant and work together?

10
A
ren’t words great? After all, without
them you wouldn’t be able to read this
very magazine. It turns out that words
are also pretty fab when it comes to games,
with loads of tabletop designers opting to
OF THE BEST…
WORD GAMES
(THAT AREN’T SCRABBLE)
Of course, you can’t mention word games
without someone bringing up Scrabble, but
we’ve deliberately avoided including the
family favourite in this list for obvious reasons;
first off, everyone already knows about it and,
to create your words from letters, some that
involve using your knowledge of words to
score points and others that treat letters and
words as something else. Though they may be
quite different when it comes to words, they all
make the mastery of language and enjoyment secondly, there are so many lesser-known have something in common: they’re all loads
of spelling, puns, wordplay, storytelling and games out there that deserve your love just of fun. Oh, and they’re not Scrabble.
other linguistic hijinks part of the fun. as much. We’ve gone for games that ask you Chosen by Matt Jarvis

3 4
BANANAGRAMS
Often called ‘Scrabble without a board’,
Bananagrams boils down the letter-placing
classic to its spelling core by getting rid of the
bonus squares. Players start with a handful of
letter tiles and create their own personal lattice
of connected words, rather than sharing a grid. When one player BARBAROSSA
has used up all their letters, everyone grabs a new tile – this An earlier game by Catan
happens until there are none left and the quickest speller is creator Klaus Teuber, this Spiel
declared the winner. Because everyone spells at once des Jahres winner is a fun mix
and the only objective is to use letters rather of clue-guessing and model-
than making really long words, it’s a sculpting, as players try to
lot easier and faster to play than identify what their friends have
Scrabble. Plus, it comes in made out of clay, often letter by
a banana-shaped bag! letter or by asking simple yes/
no questions as they progress
around a game board by
rolling a die or spending gems.
Players score points based
on how quickly they guess
the object, which must be a
simple word, but the modeller
can lose points
if they make
the answer too
easy or hard to
work out.

16

016_017_tenOfTheBest_v3 MJ.indd 16 21/07/2017 14:45


6 WIBBELL++
Wibbell++ is not just one game; it’s
a deck of two-letter cards decorated
with abstract patterns designed to be
used as the foundation for a variety
of different play styles. Five sets of
rules come in the box, each distinctly
different to the last; there’s a fast-
paced card-grabbing dexterity game,

5
a game about inventing phrases, a
ANOMIA more traditional word-building setup,
A brain-busting spin on Snap, Anomia hinges on your a game about forming sequences and
ability to recall connections between words. When a co-op storytelling variant. The titular
symbols on two cards match, the pair of players must mode involves shouting out words
race to shout out something related to the category on using letters from your own personal
their opponent’s card first. The topics are varied enough cards and a central card, which is then
to keep things fresh for a long time, ranging from famous ghosts and added to your hand and must be used
radio stations to cowboy accessories and salad dressings, and the in subsequent rounds.
gameplay can be explained in 20 seconds, making it an ideal party game
for families – or a real laugh once everyone’s had a couple of drinks.

7
WORDSY
Solving the
issue of never
having the
right letters,
Wordsy
allows you to form a word
using any of the cards
on the table and any
other letters you need –

8
whether they’re visible or
not. Of course, the idea
is to use as many of the CODENAMES
cards as possible to rake The recent Spiel des Jahres winner and party favourite
in the biggest score you might not involve spelling, but you still need to have a good
can (other letters score handle on words to triumph. Two spymasters compete to
nothing), with harder letters communicate the location of their spies, hidden in a grid
offering bonus points. It’s of words, to their teammates using only one word. The
a fun, smart twist on the trick is hinting at multiple spies with a single clue, without accidentally leading
formula – although you’ll your companion to an enemy spy or assassin. Think of it as a cross between
never be able to blame a Minesweeper and Taboo, odd as it sounds. It’s incredibly simple and easy, but
bad draw again. continues to be lots of fun time and time again – a modern classic in the making.

9WORD SLAM
Following in the wake of
Codenames’ success is Word
Slam, which takes the one-
word clue setup of the party hit
and switches things around so
players are describing just one
answer to their teammates but

10
can only use the single-word
cards provided in the box to UNSPEAKABLE WORDS
give clues without speaking or Here’s something a little different: a word game that is inspired
acting. So a banana becomes by, yes, H.P. Lovecraft’s Cthulhu Mythos. The horror theme
‘eat, yellow, circle, divided’ – gives this a very different feel to many other word games, as
but ‘eat, yellow, circle’ could players spell words using letter cards in their hand to score
just as easily be a pancake points but must roll a die to keep their sanity after each word is
or an egg. It’s a duel against formed. Spelling longer words increases the chance of losing
the opposing team to solve your marbles and failing the test means losing one your five
each riddle first. If you liked lives, so sticking to shorter words can be safer – but taking the
Codenames, this should be risk can mean raking in many more of the 100 points needed
right up your street. to win. It’s a neat twist on the often dry word-building format.

17

016_017_tenOfTheBest_v3 MJ.indd 17 21/07/2017 14:46


18

018_019_RoleCall_v3 MJ.indd 18 21/07/2017 14:46


With Star Trek and Lord of the Rings releases hitting the tabletop,
plus Warhammer on the way, it’s a summer of RPGs to remember
Words by John Dodd

I
n the run up to Gen Con 50, many companies to discover, as well as an expanded bestiary
are bringing out the big guns in preparation and new cultural backgrounds for wayward
for what is likely to be the biggest tabletop elves and wild hobbits.
games show the world has ever seen. Next up is the Bree sourcebook for The One
Leading the charge is Modiphius with Star Ring RPG, giving all the details of Bree-hill,
Trek Adventures. Using the 2d20 system, the Bree itself and the inn of The Prancing Pony.
new corebook includes all you need to play the Within are details of the Bree-land, Archet,
game in a single book, including an extensive Combe and Staddle, maps and playable culture
exploration of the United Federation of Planets details for the men of Bree as well as three new
and its galactic neighbours in the Alpha, Beta adventures: Old Bones and Skin, Strange Men
and Gamma quadrants, guidelines on how to and Strange Roads, and Holed up in Staddle.
run an adventure of exploration and discovery From Monte Cook comes Predation, a
for the crew of a Federation starship, and a full world book for the Cypher system. The players
catalogue of aliens and antagonists including have travelled in time to the Cretaceous
Klingons, Romulans, Cardassians, the Borg period, where they’ve managed to engineer
and the Dominion. themselves a new home, using dinosaurs
Cubicle 7 is making a number of changes in to help them along the way but, somehow,
its lineup, with some of the publisher’s games they’ve lost the ability to return to the future,
reverting back to the original owner and and they now have to find a way to deal with
others being released to allow it to concentrate the world, because history shows that there’s
on its core products. For an asteroid on the way sometime soon…
us, it just means that before On the small press, Shades of Vengeance put
we get to the new version Era: Hitman through Kickstarter earlier this year,
of Warhammer Fantasy which is now out in digital and print editions.
Roleplay, there’s going to be This game has you playing superpowered
a lot more coming out. assassins trying to eliminate targets who have
First is the Rhovanion just as much power, if not more – but the reaper
Region Guide for Adventures comes for everyone, even the players.
in Middle-earth, further Finally, from Fearlight games, there’s Hood:
describing the rolling Vales Adventures in Sherwood. As you would
of Anduin and the trackless expect, it’s the game of playing outlaws in the
forest of Mirkwood. It time of Robin Hood, but the creator has kept it
expands on the descriptions close to the original stories, rather than going
given in the core guides, Prince of Thieves on it. That’s not to say you
offering new sanctuaries and can’t have a mullet when playing the game,
new perils for players’ heroes but it’s not required. ■

19

018_019_RoleCall_v3 MJ.indd 19 21/07/2017 14:47


ALL THE JAHRES
James Wallis replays the winners of the Spiel des Jahres in order
Title: Heimlich & Co. | Year of win: 1986 | Designer: Wolfgang Kramer
Number of players: 2-7 | Playing time: 30 minutes
Worthy winner? A nose ahead of some stiff competition | Worth playing now? Yes
Availability: The last English-language edition was 2012 | Price: Around £20 second-hand

T
here’s a lot of argument about what influence across hundreds of games. He’s a well-made bits of timber. It’s the mid-1980s
‘Eurogame’ means, and what does and legend. He’s won the Spiel des Jahres more and German games are already making
doesn’t fall within its definitions. Like times than anyone else. He’s the man who the rest of the world’s injection-moulded
pornography, it’s hard to define but you know pioneered action-point systems and area- components look and feel like crap.
it when you see it. So it seems incredible that control mechanics. Heimlich & Co. was the ‘Heimlich & Co.’ translates roughly as
it took the Spiel des Jahres jury eight years to first commercial game to use two Eurogame ‘Clandestine & Co.’ and has nothing to do
come up with a shortlist and winner that with staples: a scoring track around the edge of with manoeuvres or choking. In fact it’s
the benefit of 30 years of hindsight we can the board, and meeple. Yes, meeple started a roll-and-move game, and if you’re still
point at and go: ‘Those. There. That is what here. If you thought it was Carcassonne then reeling in shock after the revelation that
Eurogames look like.’ you are Carcass-wrong. Railway Rivals (1984’s winner) was too,
It’s a shame almost none of them are Opening its box today, Heimlich & Co. please pick yourself off the floor. Heimlich
well known today. doesn’t look like much. A board with 12 & Co. is clever with its dicing. On your turn
One of the 1986 shortlistees has stood the locations, seven wooden silhouettes of you divide your roll among any of the spies
test of time: Labyrinth, Max Kobbert’s brain- people in hats, seven cards, a wooden safe, you want: move one, move some, move
twisting, tile-shifting delight. But the winner some scoring tokens, a die, the rules and all, as long as you go clockwise and use all
has almost disappeared into undeserved some light theming about spies looking your points.
anonymity. It doesn’t get much recognition for information hidden in ten houses. It’s Which agents should you move? There’s
for it today, but Heimlich & Co. introduced not really about spies; it’s a light, clever the rub: this is also a hidden-role game, so
a number of ideas that modern games game of guessing concealed identities and apart from yourself you don’t know who’s
take completely for granted. It was also the moving pieces to maximise your score and playing which colour. But when one of the
first Spiel des Jahres win for a man who minimise everyone else’s. pieces lands on the space that contains the
dominated global game design in the 1980s Let’s talk about the meeple first, because Big Wooden Safe then every agent scores
and 1990s. Not Paul Lamond, no. Ladies and people get excited about that stuff. These are the number of the house they’re currently
gentlemen, I give you Wolfgang Kramer. not the short, wide, arms-out meeple that in, meaning one to 10 points unless they’re
Oh, shut up at the back. If you haven’t Carcassonne made famous; they’re wooden in the ruin (–3), or the church, which is
heard of him, that’s your flaw. Wolfgang ‘El figures that look like silhouetted and worthless. Then the player who hit the safe
Grande, Tikal,
Tikal Torres’ Kramer. You may not bowler-hatted people in heavy overcoats. moves it to a new location, and you carry
know his work first-hand, but you’ve felt its They’re tall and solid; these are chunky, on. First to 42 points wins.

020_021_allTheJahres_v3 MJ.indd 20 21/07/2017 14:48


So you’re trying to move your piece into the
optimum scoring position and sabotage the
pieces you suspect belong to the other players,
without giving away what colour you are.
Unless you’re playing with seven people there
will always be more spies on the board than
players controlling them, and because nobody
knows who’s who all the pieces get moved and
score points. That means the eventual winner
may be a piece nobody is playing. If this
happens and you don’t find it hilarious then,
my friend, you take games too seriously.
Heimlich & Co. is a simple game. There’s
not a lot of depth or strategy, but the
hidden-role and split-roll mechanics are
enough to keep it an intriguing, involving
experience that makes you want to play
it again. It’s not a game you’d devote an
evening to – it’s more aperitif than main
course – but even though the mechanics
have been reused and remixed in a
hundred other titles, it still feels fresh and
clever – and fun. There’s no grind here.
Every decision is interesting, every player’s
move needs to be watched and considered, ■ Above: Heimlich & Co. was
and dropping the piece you suspect is your the first Spiel des Jahres win for
renowned designer Wolfgang
rival’s agent on the ruin is a delight that Kramer, who has collected the
never fades. It may not be a deep game, but award more times than anyone else.
it’s a masterclass in how to build a lot of
play with not a lot of pieces. ■ Left: A key part of the game are
the hidden identities: players can
It’s known in English as ‘Top Secret divide their roll between all seven
Spies’, or sometimes ‘Under Cover’ or of the pieces, trying not to reveal
‘Detective & Co.’, but has been out of print which meeple is theirs while also
for a while, which is a shame as it’s a lovely attempting to gain the most points.
introduction to the principles that make
Eurogames so involving. It may not be
Wolfgang Kramer’s finest hour, but it is an Next issue: 1987 winner Auf Achse, designed by Wolfgang Kramer. See, told you he was good.
enjoyable 30 minutes.
James Wallis is a games designer and director of the games consultancy Spaaace.
Also: meeple in bowler hats. Just saying. ■

020_021_allTheJahres_v3 MJ.indd 21 21/07/2017 14:48


A PATH
TO THE
STARS
Fantasy RPG Pathfinder is headed
to a new world – actually, dozens of
them – with sci-fi sequel Starfinder.
Creative director James Sutter
shows us around the far reaches
of the roleplaying universe
Words by Matt Jarvis

I
n 2008, Paizo changed the roleplaying
scene forever with the announcement
of Pathfinder,, its fantasy RPG created
from the DNA of Dungeons & Dragons
3.5,, which initially divided the opinion of
fans then awaiting D&D’s ’s controversial
fourth edition that the ambitious
newcomer purposefully rebelled
against. Pathfinder went on to become
a roleplaying giant of its own, becoming
the first RPG to outsell D&D in more than 30
years and inspiring further adventures, tabletop
spin-offs, video games, tie-in novels and countless
other additions that expanded the universe.
Close to a decade on, Pathfinder’s ’s universe is about
to grow like never before as Paizo prepares to launch
Starfinder,, the first full sequel to the RPG that ditches
its fantasy trappings for the advanced technology and
interstellar travel of science fiction.
“The idea had been percolating for a long time,
honestly,” reveals creative director James Sutter. “I had
written a book called Distant Worlds that outlined a
solar system for Pathfinder – basically a bunch of little
mini-settings that neighbour Pathfinder’s core planet of
Golarion – and that did surprisingly well with the fans,
showing us there was an audience for mixing science-
fiction peanut butter with our fantasy chocolate. ▶

■ Starfinder takes place in the same universe as Pathfinder,


but is set a long time in the future. (Artist: Setiawan Lie)

22

022_026_starfinder_v3 MJ.indd 22 25/07/2017 08:33


“In a galaxy of billions of stars, there’s always a new corner
you can carve out for whatever crazy idea you have.”

23

022_026_starfinder_v3 MJ.indd 23 25/07/2017 08:33


STARFINDER

■ Right: The gas giant planet of


Liavara in the Golarion system.
(Artist: Leon Tukker)

■ Opposite: The towering


humanoid lizards of the Vesk are
just one of Starfinder’s new races.
(Artist: Tomasz Chistowski)

■ Below: Navasi is a human


envoy, a class suited to
supporting and leading allies .
(Artist: Remko Troost)

“At the same time, publisher Erik Mona is a huge Despite the significant gameplay changes required,
classic sword-and-planet buff and had wanted to do Starfinder remains firmly rooted in Pathfinder’s foundation.
something like this for a while, coining the name “I don’t think anything was really built from the ground
‘Starfinder’ years before it was seriously considered. up – the whole thing is an evolution of the Pathfinder rules,
And Pathfinder creative director James Jacobs had and the desire for backward compatibility always kept
done a really popular science-fantasy adventure path us with one foot in Pathfinder,” Sutter insists. “That said,
called Iron Gods for Pathfinder. So when you took some things are very different. Equipment, for instance, is
everything together, we knew the interest was there. different in a lot of ways – your armour has item slots, you’re
“But it wasn’t until last year that Erik pulled us regularly replacing and upgrading your weapons, crafting
all together and said, ‘‘Pathfinder’s in a good place, works differently. But, for the most part, we were tweaking
it’s stable – I think we can do something new.’ The and refining systems and representing information to make
feeling in the room was electric – after so long being it more accessible rather than completely rebuilding the
focused solely on Pathfinder, doing something Pathfinder engine. Our from-the-ground-up efforts were
totally new was both appealing and terrifying. more focused on the new systems that didn’t exist at
We all left thinking, ‘We can do this!’ Which fairly all: things like starship combat, character themes or all
quickly turned into, ‘Holy god, how do we do this?’” the new classes and races. And then, of course, there was a
When Pathfinder was created, the D&D ton of new content to generate on the setting side, seeing as
3.5 rules at its core were already aging, having Pathfinder’s whole planet was removed from the picture!”
debuted half a decade before in 2003. Pathfinder While the in-game inhabitants of Starfinder have had
made significant tweaks to the formula – it was thousands of years to adjust to the disappearance of the
actually referred to as ‘3.75’ by its creators during fantasy world of Golarion, Pathfinder players may balk at
development – but still stuck close to many of the idea of waving goodbye to a realm they have spent close
the concepts and mechanics established by to a decade exploring. Sutter is keen to stress that making
its fantasy forebear. Taking Starfinder players the potentially jarring shift across as easy as possible was at
further beyond these established boundaries the forefront of the team’s minds, as they ensured elements
while retaining enough of the smooth roleplaying of Pathfinder would fit among the unfamiliar environment.
gameplay that had made its predecessor such a “While complete backward compatibility was always
success required significantly more work. going to be impossible, our guiding principle was that you
Starfinder is the child of Pathfinder in many ways,”
“Starfinder should be able to use a Pathfinder monster in Starfinder
Sutter observes. “Rules-wise, it stands alone and has on-the-fly and with minimal conversion fuss, and I think
many key differences – a lot of math has changed, we’ve pulled it off,” he says. “But the classes are all new
and some rules have been simplified or altered to and the core races are different – except for humans.
better accommodate a world with laser guns and My expectation is that while there are innumerable
jetpacks. Yet at the same time, you still have classes differences, folks familiar with Pathfinder will be able
and feats and skills, you roll a d20 to hit, you gain to pick it up and go, ‘Oh, I see how this works’ and
experience and level up, and so forth.” begin playing with fairly little learning curve.”

24

022_026_starfinder_v3 MJ.indd 24 21/07/2017 14:57


WORLDS AWAY Worlds. While Absalom and its surrounding planets are
Starfinder may take place in Pathfinder’s universe, but it’s packed full of strange and wonderful new creatures and
a cosmos made anew by the drastic effects of time. characters for players to meet, Pathfinder fans will find
“Starfinder is set thousands of years in Pathfinder’s plenty of nods to their now-absent former domain.
future – exactly how far is unclear, due to a giant magical “One thing I hope people will really enjoy about the
gap in history called the ‘Gap’, a sort of deity-level amnesia game is how, in with all the new stuff, we’ve carried some
that affected the entire multiverse,” Sutter summarises. elements of Pathfinder forward and changed them to fit
“While most folks have been in the space age for a long the setting,” Sutter says. “So you’ve still got all the old core
time, it’s only been a few hundred years since the discovery races like dwarves and elves, but they’re no longer the
of feasible interstellar travel via a mysterious hyperspace-like biggest movers and shakers in the system, having been
dimension called the ‘Drift’. As a result, players are dropped outpaced by races like androids and ysoki ratfolk and
into the start of a new age of frontier exploration, with the insectile shirren. There are still organizations like the
individuals, corporations, and governments all headed out to Hellknights, only now their citadels are enormous devil-
the stars to colonise new worlds, meet new cultures and bring powered battleships floating through the darkness. Some
back lucrative new – or ancient – technology and magic. of the familiar gods are still prominent, while others have
“Another key difference is that Golarion itself has fallen to obscurity and been replaced by new alien gods.
mysteriously disappeared, with not even the gods able – It’s all about finding fun ways to mix the new and the old!”
or willing – to tell people where it’s gone.” This melting pot of fantasy and sci-fi extends to the
Replacing Golarion is Absalom Station, a huge city player-created characters that will spend hours upon
floating in space that serves as the heart of trade and hours embarking on the planet-hopping adventures
diplomacy for the galactic alliance known as the Pact laid out by their game master. ▶

25

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STARFINDER

26

022_026_starfinder_v3 MJ.indd 26 21/07/2017 14:58


“Race-wise, we’ve still got all the core races from love Pathfinder, but would they follow us to something ■ Opposite: The cover of
Pathfinder – your classic Tolkien-esque elves, dwarves, totally new? Another was that people had been asking Starfinder’s core rulebook.
and so on – but the focus is more on new player races for years for us to expand on the solar system presented (Artist: Remko Troost)
that have risen in prominence,” Sutter details. “The in Distant Worlds, and this was a chance to take that farther
seven core races of Starfinder are humans, androids, than we’d ever be able to in Pathfinder. I think in the ■ Below: Keskodai, a mystic from
four-armed kasathas, telepathic lashuntas, insectile end what really sold folks was the chance to see how some the insect-like race of shirren.
shirrens, reptilian vesk and ysoki ratfolk. of our favorite aspects of Pathfinder might evolve. What (Artist: Remko Troost)
“Class-wise, you’ve also got seven to choose from: gods will still be prominent in thousands of years? What
heavily armed soldiers, sneaky operatives, charismatic organisations are still around? What’s their distant, garbled
envoys who boost their friends, mechanics who have either perspective on this present we’ve put so much work into? It
a customised drone or an AI linked to their brain, mystics just seemed more fun than starting from scratch.”
who channel mysterious energies, technomancers who use
spellcoding to hack the laws of physics and solarians who ALL ABOARD
form weapons and armor out of stellar energy, and whose Strange lands, memorable characters and thrilling up-close
abilities change from round to round based on whether combat are staples of roleplaying whether players are
they attune themselves to the forces of energy or entropy.” fighting with swords and bows or laser rifles
If the mention of spellcoding and technomancers and robots. What will truly mark Starfinder
pricked up your ears, what you’re thinking is probably right: apart is the introduction of starships, which
players will be able to combine their technical prowess crews of players will be able to launch into
with the ability to wield good old-fashioned enchantments. space and pilot to new planets, fighting off
“The technology of Starfinder is a blend of science and attacking vessels along the way. It’s the single
magic,” Sutter explains. “You’ve got powered armour, but biggest addition to the solid gameplay and
it might be covered in magical runes. You’ve got an assault narrative framework set by Pathfinder – to
rifle, but it might be blessed by a goddess to make you better the point where even Sutter was unsure
at killing demons. Your computer is subject to magical about making such a radical change.
hacking. Even starship travel is inherently magical, as the “In the beginning, I actually wasn’t sold
discovery of the Drift was granted by an AI that achieved on starship combat – it seemed like a really
godhood, and nobody else really understands how it works.” difficult thing to get right, and I was more
It’s a potentially contentious decision, with some interested in the on-the-ground exploration of
sci-fi devotees condemning the use of magic to explain alien ruins and cities,” he admits.
abilities and events – no matter how fantastical – that “Fortunately, folks like Erik Mona and
could instead be explained more ‘logically’ using far- Starfinder senior developer Rob McCreary told me
flung technology or science. Of course, the argument I was insane, and pointed out how crucial starships
also goes the other way: simply look at the oft-criticised are to a science fiction or science fantasy game.
use of midichlorians to explain the magical Force in Star What’s Star Wars without X-Wings and the Millennium
Wars as a mystery that was better left unsolved. Falcon? What’s Firefly without the Serenity? It’s
“There’s a certain mystery that goes along with allowing not even just that starship dogfights are themselves
magic into your setting, a sense of unlimited possibility,” important to those stories – though they are – but
Sutter enthuses. “But, more importantly, as soon as something Rob really pushed is the idea that great
we decided that we wanted this to be an evolution of starships become characters in their own right,
Pathfinder’s setting, we knew there was still going to be and help give your team a sense of cohesion. You’re not
fantasy, because I’ve never understood the trope that just a random adventuring party; you’re the crew of a
technology replaces magic. To me, it seems inevitable that shared starship, and that ship is both the mechanism and
magic and technology would blend, that they’d just be in many ways the reason for going out and exploring
two different ways of getting things done, and whichever new worlds. So they pretty quickly convinced me I was
was cheaper or most effective in a given situation would wrong. Thank goodness, because the starship combat
be the one that got used. But really, when you get right system turned out to be extremely fun!”
down to it, the first thing I said when Erik proposed doing Engaging in spaceship dogfights is a mixture of hex-
Starfinder was, ‘Hell yes! Space wizards and laser ninjas!’ based movement and the player-driven storytelling
And I’ve tried to let that gut impulse be a guiding light.” that Paizo excels at, as players manoeuvre
While leaping into sci-fi with a standalone RPG and position their craft’s facing and fire
would have provided the perfect reason to leave the weapons while sticking to the role and
world and fantasy of Pathfinder behind, Sutter is duties their characters have been assigned.
quick to insist that the ties between the games only “Starship construction and combat
strengthen Starfinder’s underlying lore. are primarily the children of the Jasons – Paizo
“There were several reasons,” he responds when lead designer Jason Bulmahn and developer Jason
asked why remaining in the Pathfinder universe so was Keeley – and they really knocked it out of the park,”
important. “One was pure business – we know people Sutter elaborates. ▶

27

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STARFINDER

■ Below: Android operative “While on the one hand it’s a straight-up tactical want Vikings? We’ve got that. Gothic horror? Yup. Middle
and former assassin Iseph, one miniatures engine, drawing inspiration from everything Eastern fantasy? You know it. I sometimes joke that a
of Starfinder’s main characters. from Fantasy Flight’s X-Wing to the BattleTech of our proposed name for our setting was ‘Generica’, because we
(Artist: Remko Troost) childhoods, what I think makes it special is that they never wanted to be all things to all people, but the patchwork
lost sight of the fact that this is a roleplaying game. Toward approach of different flavors for different nations let us
that end, every character in starship combat chooses a role: appeal to a really wide swath of the audience.
captain, pilot, gunner, science officer or engineer. In classic “Now, with Starfinder, we’re trying to do the same thing,
sci-fi bridge crew fashion, every role is responsible for a but it’s inherently easier, as every planet is essentially its
different aspect of the ship’s function – the pilot’s moving own setting. So if you want a gritty cyberpunk adventure,
you, the gunners are shooting, the science officer’s scanning you can have that. If you want to ride dragons on an alien
enemy vessels to learn more about their capabilities and so world, you’ve got that. If you want to fight Lovecraftian
on. While any character can take on any role, even switching horrors, battle an evil star empire, delve into the ancient
during combat if they run between battle stations, the temple of some extinct alien race – it’s all on the table.”
different statistics that govern each role mean that you can This flexibility means that the game’s many systems
build a character who’s specifically talented at one of them, could even be used to supplant other sci-fi staples.
letting you make a character who’s legitimately a hotshot “While that wide scope can make it harder to do a
pilot. Overall, it really makes you feel like a team, with Hollywood pitch for the game, the versatility is really useful,
everyone engaged and supporting each other’s actions.” because people can use this one system to play a million
If you’re itching to punch it into hyperspace right different games,” Sutter continues. “I’m hoping it can still
away, good news: players start Starfinder stand out in the category by hitting a very
with a ship of their own and can head off
immediately. But if you’re hoping to call in
“Every planet specific blend of science-fiction and fantasy
– it’s got more magic than Star Wars or Star
support from above to blast troublesome
foes every time you run into trouble,
is essentially its Trek, more space opera than Shadowrun,
more variation in tone than Warhammer
you’re out of luck.
“We very deliberately kept the ship
own setting. 40,000 and so on. But at the same time, I
like to think that you could play any of those
combat and regular combat rules
separate,” Sutter confirms. “There was a
If you want to games within Starfinder as well.”
Pathfinder may have given players
lot of internal turmoil over that decision
but, in the end, we had no choice.
ride dragons a vast fantasy world to shape to their
whim, but Starfinder aims to hand them a
“We wanted people to have
starships from first level, but letting
on an alien potentially boundless universe.
“In Pathfinder, there are some stories you
you bring a starship to a gunfight
completely destroys the framework
world, you’ve can’t do because so much of the map has been
drawn in already,” Sutter says. “But Starfinder is
of an RPG like Starfinder – suddenly
the answer to every conflict is to
got that.” all about exploration and, in a galaxy of billions
of stars, there’s always a new corner you can
drop rocks from orbit or strafe carve out for whatever crazy idea you have.”
the enemy castle without ever emerging from Sutter and his team already have plans to offer those
the safety of your ship, and you lose any need for needing guidance a helping hand, with the launch of
fireball spells and laser swords. So while we Starfinder Society organised play and the serialised
may find some novel ways to integrate the Starfinder Adventure Path scenarios that connect to form
two in the future, for now the answer is that ongoing campaigns. It’s a format that propelled Pathfinder
the two simply don’t mix. While I could give various to roleplaying renown – but will lightning strike twice?
in-world reasons for it, the truth is that sometimes “Honestly, if this game has even a fraction of the success
you need to put the fun of a game above realism.” that Pathfinder had, I’ll be over the moon,” Sutter says. “I’m
very cognisant of how lucky we got with Pathfinder and,
FINDING YOUR STAR while the early response from fans has been overwhelmingly
Starfinder is the biggest step for Paizo since the positive, this is a true experiment for us. We’re coming up
publisher announced Pathfinder nine years ago. The on ten years of Pathfinder, and I’d love to see Starfinder
game’s launch may also prove to be the start of another get so successful that people are still talking about it in ten
monumental era for the roleplaying genre, as Sutter years, with hundreds of adventures, setting books, comics,
and his team aim to bring the wide-reaching appeal and novels… But there’s also something to be said for keeping
mainstream recognition of its fantasy magnum opus to a tight focus and, at least for a while, the plan is to have far
not just science-fiction, but countless different settings. fewer supplement releases for Starfinder, to make it easier
Pathfinder we specifically set out to create
“With Pathfinder, for folks to get in on the ground floor and stay up to date.
a world and rules system that would accommodate “We’re trying not to get too far ahead of ourselves. The
a wide array of different campaign settings and first step is to release the game, see what folks like best,
fantasy flavors,” the creative director says. “You and go from there.” ■

28 28

022_026_starfinder_v3 MJ.indd 28 21/07/2017 14:58


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


As The Hobbit turns 80, we look back on the tabletop legacy of J.R.R. Tolkien’s fantasy tour de force
alongside some of the designers and creators who have brought the world of Middle-earth to life

O
Words by Matt Jarvis n September 21st 1937, Bilbo Baggins left his hole French, lead designer for The Lord of the Rings: The Card
in the Shire and set out to make the world a better Game. “I read The Hobbit and The Lord of the Rings at a
place. It was on that day, almost exactly 80 years young age, and imagined some of the earliest challenges
ago, that J.R.R. Tolkien published The Hobbit, the book that of my life by thinking about them through the lens of
established the realm of Middle-earth, invented orcs and Middle-earth, which helped me to overcome them.
hobbits, and cemented fairytale and mythological races and “Even for people who haven’t experienced Tolkien
creatures such as elves, goblins, dwarves and dragons in the directly, so many aspects of the fantasy genre can be
fantasy genre lexicon – as well as the public consciousness. traced back to his influence, so it’s very familiar to people.
Never out of print since it debuted eight decades ago, Gaming is about getting people into a shared communal
The Hobbit served as the forerunner to Tolkien’s grand space, where they are operating from a similar mindset
masterwork The Lord of the Rings, which massively with an implicit agreement about the experience they
expanded the world and history of Middle-earth. Tolkien’s want to share, and having a familiar context like the
revolutionary writing style went on to influence and inspire Middle-earth setting really connects people in that shared
everything from books and films to games and music (as mental space.”
any Led Zeppelin fan will tell you) both inside and outside More explicitly, there have been dozens of official
of fantasy. The trilogy has sold more than 150 million adaptations of both Tolkien’s original novels and Peter
copies since The Fellowship of the Ring first hit shelves Jackson’s cinematic adaptations, ranging from Games
1954, making it one of the most popular novels of all time. Workshop’s miniature wargames based on both movie
Of course, the tabletop is no exception, with major trilogies to Reiner Knizia’s Spiel des Jahres Literary
roleplaying games such as Dungeons & Dragons owing Award-winning co-op take on the novels from 2000
much of their universes to Tolkien’s creations (although (which later influenced Pandemic), Fantasy Flight’s
D&D co-creator Gary Gyax insisted Lord of the Rings was living card game, Cubicle 7’s Adventures in Middle-earth
never a direct influence) and countless board, card and and The One Ring RPGs, and Ares Games’ strategy epic
miniature games laying out their fantasy artwork, writing War of the Ring, which remains one of the most widely-
and worlds using the templates formed decades before. revered board games ever released. Yet, the fervour
“For so many fans of hobby gaming – myself included – surrounding Tolkien on the tabletop hasn’t always
Tolkien’s work is incredibly foundational,” observes Nate burned quite as hot as the fires of Mount Doom.

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“In the ‘80s and ‘90s, The Lord of the Rings was a ■ Above: The cover artwork from “Then, Iron Crown Enterprises started to work on
popular license in the ‘geek universe’, but far from what Fantasy Flight’s The Lord of the the licence, and we had sort of the first ‘golden age’ of
it later became,” recalls Roberto Di Meglio, director Rings: The Card Game. licensing: the role-playing game [1982’s A Campaign
of R&D at Ares and co-author of War of the Ring and and Adventure Guidebook for Middle-earth], some
its Hobbit-inspired spin-off The Battle of Five Armies. ■ Below: The Lord of the Rings: board games – I remember fondly both their Battle
“SPI’s War of the Ring at the end of the ‘70s had tried The Card Game is a living card of Five Armies and The Fellowship of the Ring – and,
to leverage the animated movie, and was the first game, and has been continually finally, the collectible card game [Middle-earth
important product I know of to be based on the novel. expanded with new stories Collectible Card Game from 1995], which was very
It was a good game by the standards of the time, even and characters – both from the popular at the time.
if it had some issues and became a classic of sorts. It’s original material and brand new “The turning point, of course, came when the
one of the few out-of-print board games to have some creations – since its release. movie trilogy was announced. Then, for a few years,
value in auctions to these days. the value of the licence boomed, and the first new
game to exploit it – Knizia’s co-operative The Lord
of the Rings – was a huge worldwide success. A new
renaissance of Lord of the Rings tabletop games arrived
but, unfortunately, many of them were either ‘typical’
movie-based fare, with little depth of gameplay, or
good games – such as The Confrontation – which did
not really try to recreate the story. I guess these games
were interesting for the broader audience, which got to
know the story through the movies, but were not really
what ‘true’ fans were looking for.
“With the release of War of the Ring in 2004, we had
the opening of a new period, I think. Once again, Lord of
the Rings games were designed with the fans of the books
in mind; and these games were developed with attention
both to the quality of the gameplay and mechanics.” ▶

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TOLKIEN ON THE TABLETOP

BY THE BOOK Middle-earth, Reiner Knizia admits that he “didn’t


River Horse founder Alessio Cavatore headed up read the books and go through every detail” during
development of Games Workshop’s Lord of the Rings the creation of his influential co-operative title. Before
Strategy Battle Game, a miniatures title that launched enraged purists prepare to light their own cardboard
alongside Peter Jackson’s first film in 2001 and beacons of Gondor, the designer explains that he
followed a set of figures based on the novels produced spoke to fans to discover “what really excites them
by the Warhammer firm in the 1980s. The game was about it”, asserting that this was “more relevant than
a hit, attracting thousands of players and resulting the text itself”. Knizia says that the readers’ enthusiasm
in Cavatore and three of the game’s other designers ultimately led him to invest himself in the novels’
receiving an on-screen cameo in 2003’s The Return of story and themes more, which led to his revolutionary
the King. The wargame evolved into The Hobbit Strategy decision to make his Lord of the Rings game co-op.

“You can Battle Game when Jackson returned with his trilogy of
movies based on the earlier book, beginning with An
“It wasn’t my choice,” he asserts. “It was just by
necessity to stay true to the spirit of the book and what the

strive to Unexpected Journey in 2012.


“Peter Jackson’s movies are the breakwater, really,”
people expected. All the people I talked to said: ‘We are
the Fellowship, we are up against the bad guys, the evil. So

‘simulate’ Cavatore says. “The change from mostly book-based


licensing to film-based licensing has somewhat
you need to reflect exactly that point of view in the game.’”
Capturing the spirit of Middle-earth is especially

events in restricted the creative space of games and figure


designers. On the other hand, it has made the franchise
important when designers decide to create original
characters, locations or story elements not featured

Middle-earth more mainstream, modern and accessible, thus


increasing the audience and as a consequence the ROI
in Tolkien’s work, as in The Lord of the Rings: The
Card Game’s decision to feature scenes set during

just as you for the game companies investing in the IP.”


While there have been dozens of games branded
the 17 years from Bilbo’s 111th birthday until Frodo’s
departure from the Shire, or when combining the

can create using the movies, one prominent Lord of the Rings
adaptation to stick close to the novels is Fantasy Flight’s
books and films together, as Games Workshop
did by introducing aspects from Tolkien’s novels

a real-world living card game, which launched in 2011 and has


received dozens of story expansions in the years since.
and posthumous world-expanding collection The
Silmarillion to its film-based Strategy Battle Games.

simulation.” “It’s not a slight to the films, but I’m glad our game is
based on the books because there’s a lot more content
“Whenever you start work with a licensor that
you have not worked with before, things start quite
available for us to use that way,” reveals lead developer cautiously,” reveals Cavatore. “Approval from the
Caleb Grace. “There’s an abundance of characters and licensor is very strict and you are not normally allowed
moments in the books that did not make it into the to add to the IP at all. If you manage to prove to the
movies that we can include in our game. The appendix licensor that you are serious, and you ‘get’ the IP, then
of The Return of the King by itself is a treasure trove of you might be allowed to push the boundaries and add
great potential that we would have missed out on if our to the fringes of the IP, as long as your creations remain
game was based on the films. ‘in the spirit’ and limited in space, time and importance.
“As with most movie adaptations, the films ended up For example, creating a new hobbit character and
being quite different from the source material. In the assigning him or her a minor role in the Scouring of the
case of The Lord of the Rings, this means that two fans can Shire, which could have well happened during the main
have two very different understandings of what happens facts described in the book, is fine as long as nothing you
in the story and what to expect from a game adaptation. write influences directly or indeed changes the events in
However, that isn’t really an issue for us since our licence the book. So, fighting and repulsing a band of half-orcs
is based on the novels. It just means that some of our fans in a small hamlet near to where Merry and Pippin are
are occasionally unfamiliar with a character or event that leading the hobbits’ revolt could be okay. Having your
was different in, or omitted from, the films.” new hobbit kill Saruman: not okay!”
Adapting the text of the original novels presents the French agrees that staying aware of how a new
opportunity for extra freedom using the greater scope creation fits into the lore, history and world beloved by
“The change and detail of Tolkien’s writing, but it can throw up extra millions is crucial, but offers a more flexible approach
considerations that the movies’ visual nature overcomes. to telling fresh stories set in Middle-earth.
to film-based “The films were great for recognition and awareness of “It’s important to remember that, if people want a
the IP, but they also brought with them new challenges,” direct experience of The Hobbit or The Lord of the Rings,
licensing has French explains. “Our game was based on the novels, the best way to get that experience would be to read or
not the films, and we really had to be careful that the re-read the novels,” he suggests. “But that’s usually not
restricted the artistic interpretations we were presenting looked what people are after when they turn to a game that is
different than the way things were portrayed in the set in a setting they love. They want a new experience in
creative space films, while still remaining true to the source material.” that setting; one that reminds them of their initial love
Although strict adherence to the gospel of Tolkien of the source material, but also takes them somewhere
of designers.” is the most straightforward way to approach adapting different and unexpected. Keeping this in mind, and

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finding ways to surprise people and challenge their ■ Above: War of the Ring and its Dungeons & Dragons’ Forgotten Realms and Pathfinder’s
expectations, is important. It’s a delicate but extremely expansions recreate the entire Golarion, or genre hybrids, as seen in the sci-fi
important balancing act to maintain. story of The Lord of the Rings. inventions of Numenera and Shadowrun. Yet, no matter
“You can use the existing material to ground how thought-out and meticulously detailed, very few
everything, and the new creations are there to take people have come close to the lasting impact of Middle-earth.
somewhere unexpected and show them something new. “Tolkien created a world – with a lifetime of work –
As for the process: it’s a matter of looking carefully at the which has an amazing quality of realism,” Di Meglio
source material and asking a lot of ‘What if?’ questions.” proposes. “Unlike most other fictional settings, stories
Knizia instead believes that trying to improve on a set in Middle-earth feel to the reader as real as any. This
series considered by many to beyond improvement is quality makes this universe unique as a game setting,
needless – not to mention that the breadth of Tolkien’s because you can strive to ‘simulate’ events in Middle-
creation provides more than enough for designers to earth just as you can create a real-world simulation.”
sink their teeth into. Grace echoes the sentiment that it is Middle-earth’s
“Third-party licensors are quite sensitive to me or extraordinary level of detail and believability that
you trying to change their story and introduce things,” continues to draw designers and creators back to
he explains. “And, of course, the end players would be a Tolkien’s enduring masterpiece almost 100 years later.
bit puzzled why it is there. I think there would be more “We can’t “I think it’s because the world is developed so
complaints than appreciation: ‘Oh, Mr Knizia has also completely,” he explains. “Tolkien describes everything
tried to add a bit to Tolkien’s masterpiece!’ No, no, I’m book a flight with such depth and detail that Middle-earth feels like a
staying with what he has given us, it’s rich enough.” real place that we want to visit. We can’t book a flight to
to Eriador, Eriador, but games can take us there. Therefore games
ANOTHER WORLD become another way to explore Tolkien’s world.”
There have been thousands of fantasy worlds created but games While Tolkien invented countless elements of Middle-
since Tolkien first wrote, “In a hole in the ground there earth – orcs, hobbits and entire languages, including
lived a hobbit.” Some have gone on to be massively can take multiple dialects for elves and men, plus Sauron’s Black
complex and sprawling universes in their own right, Speech (most famously inscribed on the One Ring) – the
whether more conventional fantasy settings, such as us there.” author drew on his interest in history, mythology, ▶

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TOLKIEN ON THE TABLETOP

I just think that they were a little too generic to feel


like a great use of the setting. As it happens with any
thematic game, mechanics and setting must support
each other for the game to be really successful. If you
use good mechanics but they do not fit particularly well
with the setting, then it just does not feel right.”
Knizia concurs it’s sometimes more effective to go
beyond trying to match up to the scale of the books
and instead focus closely on one of the many elements
within the sprawling world.
“I don’t think that a Lord of the Rings game necessarily
has to be a wargame,” he states. “I could certainly not
consider my original co-operative game as a wargame.
It’s a, if you want, resource management game. But it’s
after all co-operative and about trying to make the best
decisions: a decision-making game. If you have a rich
world, and the richer the world is – Tolkien’s world is
linguistics and more while writing, using existing words, probably one of the richest we have – you can take so
creatures and beliefs to shape his original creations. What many aspects of it that you can actually lead it in many
made Tolkien so groundbreaking was his ability to bring different directions.”
together so many seemingly unconnected ingredients to Knizia’s own The Lord of the Rings aimed to embody
form a coherent universe that felt real – something all great Tolkien’s wider messages of alliance and the triumph of
creators aspire to, regardless of if that’s between the pages good over evil by casting players as the Fellowship and
of a book or on a board on the tabletop, in 1937 or 2017. allowing Sauron to be represented by the game itself;
“The big innovation that keeps drawing people back French similarly sees Middle-earth’s outings on the
is the concept and execution of world-building,” affirms tabletop as the ideal place for friends to come together.
French. “Middle-earth was an immense imaginative “I feel it’s a perfect fit for co-operative games,” he says.
feat, and it really changed the fantasy genre for the better. “The themes of friendship, fellowship and sacrifice are
World-building is everywhere in the genre these days
and, having set the standard for success in the way it did,
“It was central to the story, and when people want to participate
in the story, those are often the experiences they desire.”
people will always look to Middle-earth for guidance.” necessary His Lord of the Rings: The Card Game collaborator
Grace weighs up the ability of a tabletop title to
TOLKIEN IT IN
Across The Hobbit and The Lord of the Rings there are
to stay true fully contain Tolkien’s handiwork, but insists that
the ever-expanding nature of their game – which is
moments of joy and sorrow, peace and war, intimate
discussions and epic battles, and songs: lots and lots
to the spirit expanded monthly by new scenarios, heroes and
cards – provides one of the more effective ways of
of songs. Tolkien’s writing is as varied as his world and
its inhabitants, and the games inspired by his novels
of the book approaching the challenge.
“It’s not that you can’t make great board games and
are just as diverse, spanning almost every genre and
medium imaginable.
and what video games from The Lord of the Rings, because there are
many; I just always find myself wanting more,” he admits.
“There are good examples in every game category
of beautiful games set in Middle-earth, so I would not
the people “With a living card game that’s exactly what I get. I also
enjoy the co-operative nature of the LCG because the
say that there is a specific genre which is more suitable
than another,” Di Meglio suggests. “Character-based
expected.” theme of people coming together to defeat a common
foe is such an overwhelming theme of the novels that it’s
games such as The One Ring; strategy games such as great to see that translated into gameplay.”
War of the Ring; more abstract games such as Knizia’s
Lord of the Rings and The Confrontation.” A NEW AGE
Given the number of memorable battles that occur While Middle-earth has been pored over,
across the series – from the War of the Last Alliance that deconstructed and reimagined by readers, viewers,
leads to Sauron’s original downfall to The Hobbit’s climactic designers and players alike for decades, there remains
Battle of Five Armies and The Lord of the Rings’ clashes room to take on Tolkien with a fresh perspective.
at Helm’s Deep and Pelennor Fields – it may seem that a This year, Ares released The Hunt for the Ring, a game
wargame with vast miniature armies is an obvious choice, from two of the designers behind War of the Ring and
but the co-creator of War of the Ring isn’t convinced. Letters from Whitechapel co-creator Gabriele Mari that
“I have never been especially fond of any wargame set follows the journey of Frodo from the Shire to Rivendell
in Middle-earth,” Di Meglio continues. “But I don’t think while being pursued by the Nazgûl. De Meglio claims it
it’s because the type of game is not suitable. Games marks the first time a hidden movement title has been
Workshop created very good games set in Middle-earth, set in Middle-earth.

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“A lot of the battles of Lord of the Rings were never “It depends whether any director would ever in the ■ Above and opposite: Ares’ The
narrated in tabletop format,” he highlights as future future be as brave as trying to go for a remake of Peter Battle of Five Armies is a War of
inspiration. “Possibly, some of these games will Jackson’s movies – think how many times Spider-Man the Ring spin-off inspired by The
become a reality in the future. Board game design is in or Batman have been remade,” he says. “That sounds Hobbit’s climactic fight.
a state of constant flux, with new interesting concepts like a daunting process indeed!
arising every year – trends such as co-operative games, “Another important factor is whether the rumours ■ Below: Reiner Knizia’s
legacy games, games with very strong storytelling about a Silmarillion movie are going to become a co-operative The Lord of the
elements. Maybe some of these concepts will be used reality or not – that could indeed generate scope for Rings game won the 2001 Spiel
in Lord of the Rings-based games, too. I am sure that battles of such a scale that one immediately thinks des Jahres Literary Award and
the books will remain popular for a long, long time, about a 15mm wargame!” influenced later co-op games
and that new games based on them will also appear for “I wouldn’t be surprised to see a contemporary – as such as Pandemic.
a long time in the future.” in modern-day-set – interpretation of the story at some
The Lord of the Rings: The Card Game also continues point on the big screen,” French adds. “Just seems like
to evolve, six years after its debut, and shows little sign of a natural development to occur. This in turn will draw
stopping anytime soon as it mixes scenes from the books new attention back to the original work.”
with brand new events that slot into gaps in the timeline. Outside of simply bringing
“I expect that fans will continue to seek games Tolkien’s best-known work back in
that delve into the lore and allow them to explore a different form, Di Meglio points
the world of Middle-earth,” predicts Grace. “The out that there is more of Middle-
challenge for designers will be offering players earth for creators to explore and
new and innovative ways in which to provide that usher in a new era of Tolkien on
experience, since there have already been so many the tabletop.
great games based on the licence.” “Something many fans – and
As Peter Jackson’s original Lord of the Rings trilogy game designers – are dreaming of
prepares to turn two decades old itself in the next five is that, in some future, the licensing
years, and his later Hobbit movies failed to achieve the rights to The Silmarillion become
same level of critical acclaim and fervent reception available,” he comments. “That
among fans, the burst of interest for Middle-earth would open a whole new universe
recently sowed among younger followers may simmer of games based in Middle-earth!
down, leading to a reduced interest in bringing the Unfortunately, that day is
world to the tabletop in the years to come. not here yet.” ■
“It has already become a little bit quieter,” Knizia
observes. “This comes in waves, because we had the
big movies so we had a lot of emphasis on it. I would
guess there is a little bit of a more quiet period
where the general public does not see these big
advertisements or hype for them. Then in the
next generation’s life maybe something more
comes. Nobody at the moment will touch a
Lord of the Rings or The Hobbit movie.”
Still, with the ongoing trend of
revitalised franchises on the
silver screen, Cavatore thinks
it may not be too long before
Middle-earth attracts a new wave
of devotees.

35

030_035_middleEarth_v4 MJ.indd 35 21/07/2017 15:19


AN INTRODUCTION TO…
the doomed isle. Oh, and if the flood water level
hits the skull after drawing too many waters rise
cards – skulls tend to be a bad omen, after all.
The only way for the players to win is by racing
to snatch all four treasures and make it back to
Fool’s Landing, using the helicopter lift card to fly
away. Why don’t they just escape without getting
greedy, you ask? Well, it just wouldn’t be as fun a
game then, would it!

ROOM FOR DESERT


Forbidden Island went down a storm upon
Join us as we get stranded on Matt Leacock’s kid-friendly follow-up release in 2010, picking up a Spiel des Jahres
nomination and collecting a number of
to Pandemic and explain why you should sink into its simple charms awards, including a Mensa Select badge.
Words by Matt Jarvis The game’s popularity eventually convinced
Leacock and publisher Gamewright to produce

M
att Leacock’s 2008 magnum opus whether it’s the explorer’s ability to move a sequel, Forbidden Desert, in 2013.
Pandemic often overshadows the rest diagonally, the navigator’s skill at moving Based on the framework of Forbidden Island
of the talented designer’s repertoire. teammates two spaces with a single action or the – which had reimagined the foundation of
One of the games that shouldn't lost in the wake pilot, who can simply fly to any other location. Pandemic before it – Forbidden Desert was once
of the seminal co-op hit is Forbidden Island, The tension begins as the island begins to again a co-operative kids’ game that followed a
Leacock’s 2010 kid-friendly adventure heavily sink, with players drawing flood cards to dictate group of explorers (up to five this time around)
influenced by his work two years previous. which locations end up underwater. To represent trying to flee from an inhospitable environment.
Forbidden Island’s debt to Pandemic is clear, as the locations going under, those tiles are flipped Forbidden Desert is much more than just a
players hop from location to location in search of to their blue reverse, making them inaccessible. reskin of Forbidden Island, though. This time,
matching cards needed to obtain four treasures Luckily, players can choose to spend an action players have to collect the scattered parts of
(instead of curing diseases) and working to stop to ‘shore up’ a tile next to them and bring it a flying machine buried among the ruins of
regions from flooding (instead of being infected) back above sea level, which also means they can an ancient city to escape from an incoming
while the amount of water pouring in continues once again travel to that region. Certain treasure sandstorm, while dealing with the blistering
to rise periodically – the game’s analogue for cards also offer single-use special actions to heat of the desert. There's also a new cast of
Pandemic’s dreaded epidemics and outbreaks. help the group survive. characters, including an archaeologist, climber,
Before you shrug it off as simply ‘Pandemic Players can opt to spend an action drawing meteorologist and water carrier, with the
for kids’, know that while many of the gameplay two treasure cards, but might also end up explorer and navigator making a return from
actions and events are comparable to its older drawing ‘waters rise’ cards, which increase the Island (presumably cursing their rotten luck for
sibling, Forbidden Island is an experience that amount of water rushing in and reshuffles the getting stuck twice).
stands alone. Its gentle mechanics and slightly stack of flood cards, allowing previously flooded The gameplay is an even bigger step away.
easier difficulty – although those after a trial can tiles to be struck again. If a location drawn is Players traverse a grid of five-by-five cards, with
up the challenge to ‘elite’ or even ‘legendary’ already underwater, it’s lost for good – if both of a hole in the centre of the layout to represent the
levels – make it even more of a gateway game for the locations required to find a certain treasure whirling storm. New to the setup are sand markers,
newcomers to the tabletop hobby than Pandemic are lost before the team collects that treasure, which require an additional action to dig through
(of course, it can be a stepping stone to that it’s game over. The game is also lost if players and reach the equipment hidden beneath.
game, too) and the beautiful presentation of the are unable to escape from a sinking tile (not a The parts of the flying machine are harder
illustrated location tiles and miniature plastic problem for the diver) or the Fool’s Landing tile to discover than Forbidden Island’s treasure,
treasures in a compact tin mean it’s perfect as an is sunk completely, removing the ability to leave needing players to first uncover two clues from
attractive gift to introduce friends and family. Plus, ■ Forbidden Island is an the hidden city to reveal each component’s
there’s a sequel – we’ll get onto that in a moment. easier ride than Pandemic. position in the layout.
To capture the unrelenting heat of the
WHAT’S IT ALL ABOUT? environment, players are required to search for
Forbidden Island takes place on the titular water and carry it with them in their canteen.
landmass out at sea, where between two and Random cards cause the sun to beat down,
four adventurers suddenly find themselves affected those unshielded by tunnels or shields
stranded. The island is made up of tiles and causing them to lose water – running out
constructed in a grid of four-by-four, with two means dying of dehydration.
extra tiles in the middle of each edge, for a total With water a scarcity, flooding is no longer an
of 24. Locations include the fantastically-named issue – instead, players draw a number of cards
Howling Garden, Cliffs of Abandon, Temple of at the end of each turn based on the increasing
the Moon, Cave of Shadows and more. sandstorm meter. ‘Wind blows’ cards cause
Players choose a character and place them tiles to shift around the grid, filling the hole that
on their corresponding starting area. As in begins in the middle and taking pawns, sand
Pandemic, each role has unique special talents, and parts of the machine with them. The shifting

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■ Forbidden Desert introduces
several gameplay changes.

sand can stack up, eventually burying players


and forcing their teammates to rescue them – or
end up buried with them, risking a game over.
Forbidden Desert is a tougher experience than
Island, with considerably different gameplay, but
is perfect for those looking for a fresh test or to
take the next step towards the full-blooded co-op
challenge of Pandemic.

WHY SHOULD YOU TRY IT?


Forbidden Island has easy-going gameplay and
an exciting theme, but still manages to present
plenty of challenge and variety in every match.
It’s ideal for those wanting something a little
softer and lighter than Pandemic, with the less
downbeat setting making it a choice pick for kids
who want in on the excellent co-op gameplay.
Even for those who’ve played Pandemic, both
Forbidden games offer a distinctly different type
of experience while maintaining many of the
elements that have made Pandemic a modern
classic. Forbidden Desert particularly moves
away from Pandemic’s blueprint to become a
great game in its own right thanks to the shifting
board and need to combat heat, sand and wind.
If you're after an even more space-friendly
option than the games' compact tins, both
Forbidden Island and Forbidden Desert can
be downloaded in digital mobile versions and
carried around in your pocket. The apps include
the striking artwork from the tabletop editions
and support both single-player and multiplayer
modes, so you don’t even need to convince
others to join you when you play (but you
definitely should).
What’s more, Leacock recently expressed
his desire to return to the Forbidden series at
some point in the future – so it might be worth
jumping on board now, so you’re ready for
whatever comes next in the fantastic series. ■

37

036_037_introToForbiddenIsland_v2 MJ.indd 37 21/07/2017 15:14


THE MAKING OF...

HUNT A
Co-creators Ryan Hogan and Derrick Smith join us as we open the
case on their ambitious live-action game, which challenges players
to solve a murder mystery using clues they receive in the post
to “My Dearest Friend”. While its author
was clearly intelligent and articulate, it did
nothing to shed any light on the meaning
behind the strange package. Baffled, I did
what any self-respecting journalist does
Words by Owen Duffy
upon finding themselves out of their depth:

T
here’s something timelessly For the past few weeks, I’ve been hunting I turned to Google.
enthralling about a good murder a killer. An hour or so of online research later,
mystery. From the enduring It all began with a plain manila envelope I found myself engulfed in a world of
popularity of Sherlock Holmes to the golden that slid through my letterbox one morning unexplained deaths, sinister organisations
age of Agatha Christie, gritty Scandinavian alongside the usual collection of bills and and shadowy figures. I still wasn’t sure
noir like The Killing to true crime hits like junk mail. I didn’t realise it at the time, but its exactly what I’d got myself into, but I was
Making A Murderer, the appetite for grisly contents would unlock something deep, dark hungry for more.
detective stories seems to be endless. and bordering on obsession. Inside I found a
I’m certainly not immune to their collection of seemingly unconnected objects: a A LITTLE HELP
appeal. I’ve spent hours in the company chart showing positions of stars in the night sky, FROM YOUR FRIENDS
of fictional sleuths from Hercule Poirot to a woodblock engraving of a swan, a crushed There’s not much more I can tell you about
Philip Marlowe and binged on episode after paper cup, a newspaper article with words and Hunt A Killer without giving too much away.
episode of the Serial podcast. But recently I phrases redacted seemingly at random. A murder mystery game, it casts players as
had the opportunity to step out of the role of It didn’t make any kind of sense, but members of the Listening Friends of America,
passive observer and attempt some amateur more bizarre still was the letter. It was a non-profit organisation which connects
detective work of my own. carefully typewritten and addressed simply isolated people in prisons, hospitals and

38

038_042_theMakingOfHuntAKiller_v2 MJ.indd 38 21/07/2017 15:15


KILLER
mental health facilities with pen pals in the
outside world.
As a Listening Friend, players receive
correspondence and items from their
newfound companion and use their
PLOTTING A MURDER
By his own admission, Hunt A Killer co-
founder Ryan Hogan doesn’t have much of
a background in gaming. An officer in the
US Navy, he’s more at home at the helm of a
and cargo nets – as well as real-life actors
portraying ravenous reanimated corpses.
More than 12,000 people participated
in the first event – a level of interest that
surprised Hogan’s co-founder and long-time
curiosity, reasoning and powers of deduction warship than sitting down to play D&D. friend Derrick Smith.
to unravel the truth behind a series of killings. “I wouldn’t say I have a real gaming “We started a small running event with a
It’s an intriguing concept, but what really background,” he says. “I got into Call of zombie theme,” he says. “And people seemed
sets Hunt A Killer apart from other crime- Duty 4 like the rest of my generation, but to love it. By taking a popular genre and
solving titles like Sherlock Holmes: Consulting I wouldn’t say I was ever a true ‘gamer.’ coupling it with an experiential activity, you
Detective is its format. The game comes to However, I do embrace the impact gaming create a memorable social happening.”
its players in regularly-dispatched packages, has on its players in regards to storytelling. It But that initial success was hard to
dropping a new parcel of clues onto their is incredibly powerful.” maintain. Competitors emerged running
doormats every month. Just as services like Hogan may not have had a lifelong similar events with an identical zombie
Loot Crate or HelloFresh deliver pop culture obsession with games, but they’ve become theme, and in 2013 the company behind the
items and recipe kits to their customers, Hunt a big part of his professional life. Alongside races announced that it would be cancelling
A Killer is a subscription box for murder. his military service, he’s been involved in future events. Eventually Run For Your Lives
It’s a novel approach for gaming and the creation of Run For Your Lives, a live- would continue under new management,
storytelling, and makes for an engrossing and action survival horror game launched in but Smith and Hogan had moved on to a
immersive experience. I spoke to the game’s 2011 in which participants take part in a new venture.
creators to find out what inspired it, and how five-kilometre race along a course strewn Like its living dead-themed predecessor, Hunt
they’d developed their dark and disturbing tale. with obstacles including mud pits, tunnels A Killer was born from an ambitious idea. ▶

39

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THE MAKING OF…

In 2016, Hogan and Smith took over a 200-acre to the players. Smith took the creative puzzles in order to get out. There’s the
campsite outside Baltimore, Maryland with lead, devising settings and characters and continued success of ‘adventure races’, such
the aim of creating the ultimate open-world plotting out the individual chapters that as the Tough Mudder obstacle race. And
murder mystery game. Teams of participants players would receive every month. At the there’s the intriguing world of interactive
would discover crime scenes, hunt for same time, Hogan focused on the practical theatre productions like Sleep No More, a
evidence and interact with actors portraying considerations behind the project – how to noir-tinged reimagining of Shakespeare’s
characters in a carefully constructed storyline. produce and distribute the game’s materials Macbeth in which the action takes place
“Our original goal was to reimagine the to subscribers. across five floors of a 1930s New York hotel,
old ‘murder mystery’ parties that gained Receiving those physical props, says with audience members able to wander at
popularity in the ‘70s,” says Smith. “With true Hogan, is a big part of the game’s draw. will between different scenes.
crime being such a large and popular genre, “It’s critically important,” he says. “In an Smith argues that while Hunt A Killer’s
we thought a live event would play well.” age where everything is digital, we wanted tangible nature offers players a sense of
While the game’s ability to immerse to create a story people could see, touch immersion and verisimilitude, it also opens
players in its storyline was appealing, its and smell. There’s something tremendously up storytelling possibilities which aren’t
creators quickly realised that its sheer scale different between consuming content on a readily available from more conventional
made it difficult to recreate for future events. screen and holding real objects in your hand. forms of fiction.
“We realised we’d have trouble scaling the It’s digital versus analogue, and it makes it “This storytelling format allows us to
experience,” says Hogan. “It just wouldn’t fit nicely easier to create an alternative reality where communicate information in multiple ways,”
into the back of a trailer and travel from venue things are as close to real as possible.” he says. “A ‘text’ can be considered anything
to venue. So we asked ourselves: ‘How can we This physical appeal is at the heart of that communicates information. While you
deliver this investigative experience to homes?’ Hunt A Killer; Hogan points to a number have the words on the page of course, you
And so began the Hunt A Killer membership.” of sources of inspiration as evidence of its also have the paper itself – the color, weight,
efficacy. There’s the phenomenon of escape texture. The way a paper is folded, torn, or not
TRUE CRIME room games, where players find themselves folded. All of these small attributes could be
The idea was simple. Rather than attracting locked in carefully constructed environments considered choices made by the character. So
players to the game, the game would go and have to solve a series of mentally taxing while a simple message may be taken literally,

40

038_042_theMakingOfHuntAKiller_v2 MJ.indd 40 21/07/2017 15:15


“We wanted to create a story people could see,
touch and smell. There’s something tremendously
different between consuming content on a
screen and holding real objects in your hand.”
you thought you’d already understood. even though they are interacting with the
You’ll even find places where the game’s plot same elements. It’s almost like a choose-
overlaps with people, places and events in your-own-adventure mentality.
the real world, a frankly paranoia-inducing “When a member makes a connection
experience that can leave you wondering between two clues or develops their own
whether you’re playing the game, or the game theory, or eliminates a theory, it’s mostly
is playing with you. unique to them. That enjoyable spark that
According to Hogan, that’s entirely intentional. hits the brain when you figure something out,
“We strive to actually break reality,” or learn something new, is just fun.
he says. “The only way to achieve true And I think those sparks happen at different
immersion is to blend fiction and truth. What times for different people in different ways.
better way to accomplish this than by using “No matter how a member gets to an
elements of real-world events? answer, they have figured it out – and I think
“It takes a lot of research on the part of the that’s a rewarding experience. The internet
player, and this research can be done from a makes almost everything accessible. When
the elements that surround the message tell a computer, but equally it can be done at the we sit down to develop a new episode, we’re
deeper story, developing a richer character.” local library. It’s all up to the member. But always looking for new things to bounce off
“It was important for the story to have a because we use real-world influences, this of, to find those new connections that make
central character that would be engaging, creates a more authentic experience. Where sense for the story. The real world is just
charming and mysterious. The unreliable does fiction stop and reality begin? That’s another resource. I mean, really, everything
narrator is an extremely fun tool to use in what’s so intriguing.” can be a resource.”
the type of modern storytelling we aim to Smith echoes that sentiment.
achieve, as it creates multiple layers that help “It has a huge effect on people’s GRIPPING MYSTERY
piece together the actual story. experience of the story,” he says. “Most All of this – the compelling central whodunnit,
“We really pride ourselves in producing individuals will have a unique experience the hazy line between reality and fiction, ▶
a story that isn’t flat on a screen. So the
subscription box model allows us to change ■ Above: Hunt A Killer co-creator Ryan Hogan.
the way our members interpret the narrative.
To physically interact – touch, feel, smell the ■ Left: The physicality of objects can lend itself to clues.
story components – is key to the experience
■ Right: Some of the
and one of the main things that I think ‘typical’ contents included
differentiates us so much from any other in a package.
form of entertainment.”
While Hunt A Killer’s analogue elements
may be its most prominent selling point, it
doesn’t reject technology outright. The game
seamlessly incorporates digital elements into
its web of intrigue.
Type ‘Listening Friends of America’ –
the organisation at the heart of the game’s
shadowy plot – into a search engine and
you’ll discover what appears to be the home
page of a genuine charity, complete with a
mission statement, staff newsletter and even
the option to sign up to receive email updates
on the group’s work.
Investigate a few clues online and you may
discover hidden information that throws an
entirely new light on elements of the story

41

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THE MAKING OF…

■ Fresh clues and updates to the know we could see something horrible and
ongoing story are delivered through tragic, but we still have this compulsion
subscribers’ letterboxes each month.
to look.
“You look at children’s books and
they’re often filled with villains or
monsters. I think true crime gives adults
that same idea of monsters and villains.
And maybe concentrating on the
extreme horribleness of these people
gives us a sense of relief? Perhaps it
strangely makes us feel safe to think
that we are not those people.”

MODUS OPERANDI
For now, Hogan and Smith are keeping
strict limits on the number of people
playing their game at any given time.
As a small company, they’re wary of
growing their audience faster than they
can keep up with.
“We limit the number of members
purely for consistency,” Hogan
explains. “We have one creative
director and two writers on the team, a
few folks for marketing, and over 10
‘storytellers’ who package every
episode each month.
“All too many times young
companies grow faster than
they should, and it’s always the
customer that suffers – through
quality or experience.”
This desire to keep their business
manageable hasn’t restricted the pair’s
creative ambitions. In October they’ve
planned a return to the game’s live-
action origins, with a 48-hour outdoor
event complete with camping, food and
the theme steeped in True Detective and The more a curiosity that isn’t easily shook. drink, murder and yoga. It reads like
Silence of the Lambs – combines to form a But it’s only recently that you have groups a surreal mix of nature retreat, music
potent and engaging story. And it’s proven being formed around these topics – large festival and crime scene, and tickets will
popular with players, more than 20,000 of communities on places like Facebook. set attendees back up to $877 (£680) for
whom have signed up to participate in Hunt What once were individual curiosities have the weekend.
A Killer to date, paying a not inconsiderable become communal in almost a support If that’s a bit too much of a commitment
$30 (£23) a month for the privilege. group-type environment. for you, the co-creators have other projects
For the creators, the interest in their “These same real-world instances in the works.
game reflects a deeper fascination with the translate into the demand for our product. “We have another game in
kind of dark and disturbing subject matter With our service, people get to live in the development that strays a little away
their story delves into. head of a ‘serial killer’, while knowing that from ‘true crime,’ but will be just as
“People are fascinated with exploring it’s only as close as they really want to be.” mysterious,” says Smith. “We hope to
the unknown,” says Hogan. “There’s been a Smith, too, has given a lot of thought to launch later this year.
recent emergence of the true crime genre, the question of why people are drawn to “We’re invested in developing
but Unsolved Mysteries [an American particularly horrible crimes. storylines and experiential products that
television show highlighting unsolved “There are a lot of psychological evoke emotion, challenge traditional
crimes] has been around since the ‘80s. theories on the subject,” he says. “I think thinking and bring online formats
“A normal person can’t comprehend it’s a combination of things that attract into the real-world for those who love
what drives the logic or reasoning of people. Why do we rubberneck to see a mystery, fantasy, medieval times, sci-fi
serial killers. It’s less an obsession, and car accident on the side of the road? We and more.” ■

42

038_042_theMakingOfHuntAKiller_v2 MJ.indd 42 21/07/2017 15:15


The Futuristic Battle Game

As powerful races clash over the fate of whole


worlds, devastating weapons, swift aircraft and
formidable tanks are brought to bear. Mighty
armies take to the battlezones of the far future
to fight for their leaders, as the galaxy is
plunged into war!
Warpath is the two-player wargame where you
engage an opposing army in a dynamic game of
strategy and tactics.

IN STORES APRIL
www.manticgames.com

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10:47
SWORDS, SEX & SCI-FI
Father-son design team Mike and Cody Pondsmith reveal the future of iconic RPG Cyberpunk and
discuss swapping pixels for paper as they bring video game series The Witcher to the tabletop
Words by Matt Jarvis

Your publishing label, R. Talsorian, From there we went on to do Castle Gundam to Shirley in-between. So basically
has been around for more than three Falkenstein and Bubblegum Crisis and a lot it was sort of a natural extension an since we
decades now. Could you quickly run us of anime games including Dragonball Z, were doing stuff with Japanese companies
through the company’s history? VOTOMS – just basically tons and tons of we ended up doing a lot of Japanese-based
Mike Pondsmith: About ‘84 I started a stuff. At this point it’s kind of a blur. games. That’s just basically the proclivity – my
company called R. Talsorian Games, mostly wife and I like anime and were big fans at the
by mistake. I had written a game called People don’t necessarily associate time. It just kind of meshed in.
Mekton which was the first giant Japanese you with anime roleplaying games, What’s interesting is that cyberpunk was
robot game. We started a game company as much of the attention is focused actually at that point bigger in Japan than it
on $500 and it proceeded to grow. We did on Cyberpunk. What do you find so was in the States. For example, during that
Mekton, we did three different versions of appealing about the anime genre? same period of time we get things like Akira
that. We moved onto Teenagers from Outer MP: We got into it because basically we did and a lot of other shows – Bubblegum Crisis
Space and several other games – including Mekton and the Japanese fans liked Mekton was coming out at that point – that were
the one we known for mostly, which is a so they got in touch with us and we loved basically already working on a cyberpunk
game called Cyberpunk. the shows. I stumbled onto everything from ethos. So it wasn’t a huge jump for us to do
Cyberpunk has been published in nine cyberpunk at that point. That and the fact that

?
different languages now. Turned out, one of my favourite movie is Blade Runner.
the languages it was published in was Polish. WHO EXACTLY IS
R. TALSORIAN?
This was back during the Iron Curtain days, If you're wondering who the The original Cyberpunk was later retitled
so I just couldn’t imagine anybody being able mysterious Ross Talsorian is, to Cyberpunk 2013, while the second
to even read Cyberpunk in an Iron Curtain you might be surprised to learn edition launched as Cyberpunk 2020...
he's a raisin farmer. Mike
country. But as our friends over at CD Projekt MP: It’s originally been Cyberpunk, that’s
Pondsmith was advised
Red [the Polish video game studio behind the by friends not to name what it’s trademarked for. Then, in addition,
Witcher series now developing Cyberpunk his new company it went on. The original took place in 2013
2077, based on the RPG] like to say, ‘We had after himself – so he and we added the 2020 essentially as version
chose one of his
communism and Cyberpunk’, so I guess that’s 20.20, which most people have never
investors instead.
what we gave them. actually gotten to guess the joke on. There

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044_047_rTalsorian_v3 MJ.indd 44 21/07/2017 15:20


was an interim version that I never actually unexplored regions. People feel there aren’t
published. So that was Cyberpunk 20.20 or many new things to discover. There’s an
2020, that was because we upped the timeline appeal to a world where most of the world is
a little bit so we had a little more breathing undiscovered and walking a day or two away
room. 2013 was getting a little close. from your house takes you somewhere that
people may never have gone to – or if they have
And now 2020 is getting a little close! gone there they may never have come back
MP: I know, but I’m not moving it any further MP: What I did realise is that when Cody first
now. We’re moving it up to 2077 and that’s wanted to do Witcher, because he brought
where we’re staying for a while. the project to us, what I was always amused
Cody Pondsmith: We’re just going to be at is that [protagonist] Geralt is a very, very
really safe and the next one’s going to be like cyberpunk-esque character in that whether he’s
9854, y’know? in a fantasy or cyberpunk setting, he’s essentially
the lone solo who goes out and deals with the
Technology has moved on since situation. He’s a very film-noir character, and
Cyberpunk was released. In many ways, that makes Witcher appealing to me as well.
we’re living in the cyberpunk era today. When you read the novels, particularly in the
MP: I have a joke around here which is short stories, he sounds almost like a fantasy
‘cyberpunk now more than ever’. version of [The Maltese Falcon protagonist]
One of the things we’ve been doing for Sam Spade going: ‘Okay, so what’s the deal
a recent reprint is we’ve actually added a and what’s the case and I’m going to go deal
section called ‘2020 is closer than you think’ with it in my own unique way.’ It’s a very, very
where we talk about things that were just noir kind of character. I love that part.
conceptual ideas way the heck back in the ‘80s We have three teams that are all doing “Geralt from The
and are now fundamental to culture and how different things and a couple of them overlap.
we’ve actually built them. For example, the Mekton team and the Witcher is a very
In a large part, a lot of the things we have Cyberpunk team have actually a fair amount of
now are coming out of the fact that we overlap because we’re dealing with technologies. cyberpunk-esque
had the cyberpunk ethos which was really
strongly based around personal technology Your games are built on the Fuzion engine. character. He’s a
and personal use of that technology. Sitting How do you adjust that RPG system to
around me right now are at least nine pieces suit the various genres you work with? film-noir character.”
of phone, recording, computer technologies MP: One of the interesting things is Fuzion
that are all essentially extensions of things you grew out of a need to already hit a lot of ▶
would see in a cyberpunk movie 20 years ago.
So we’ve made it.
The problem with speculative fiction is
you’re going to have people look at it and go:
‘Hm, a phone that can be communicating with
something in orbit that you can just flip open
and talk to anybody you needed to. Beam me
up, Scotty.’ Someone would look at that and
go: ‘That’s a damn good idea, let’s make a
phone like that.’

By contrast, the fantasy genre is


almost entirely based in fiction. With
Cody creating The Witcher RPG at one
end of the scale and Mike developing
Cyberpunk at the other, how does that
difference play into your work?
CP: They are definitely two sides of the
spectrum. For me, as someone who’s always
been big into fantasy, there is an appeal to
that larger-than-life thing that – unless we
go severely off our bounds with genetics and
whatnot – we’re never going to have. But
there’s some appeal to that, because it keeps ■ Above: While Mekton was grounded in anime, Cyberpunk was inspired by sci-fi such as Blade Runner.
some of the fantastic nature of things.
■ Top: Mike Pondsmith, Cyberpunk creator, R. Talsorian founder and stylish as hell in a leather jacket.
There’s a lot of appeal in the world we
live in where there aren’t many completely ■ Main, opposite: Cyberpunk 2077, the upcoming video game by CD Projekt Red based on the RPG.

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R. TALSORIAN

genres. We had applied it to giant robots, we games. Because, while we feel there’s a lot
had applied it to fantasy in some respects of good stuff to be drawn from the games
with Castle Falkenstein, which has its own and we want to draw from them as much
sub-genre. What we were aiming for was as possible, the books are the core source
something that was adaptable on the fly material and we want to incorporate as much
between types of roleplaying, with the of them as possible.
core being basically that you’ve got natural So it’s a balancing act of basically us trying
abilities, you’ve got stuff you learn and there’s to stay true to the games and get the feel of the
always a bunch of dumb luck. games, because we know that a lot of our fans
What’s fascinating is that over the years will have played the games more than they will
– we hadn’t really seen anything like that really know about the books. But also we know
before when I was originally writing Interlock, that a lot of our other fans, especially outside
Fuzion’s earlier version – it’s now become of the States and in Poland and Eastern
very de rigueur to find that combination Europe, will probably be also very familiar
because stat skill and dumb luck basically with the books, if not more familiar.
cover most of the aspects you need to deal I have gone out of my way to put an
with. Once you get that hammered out, it entire section in the book that’s basically if
becomes how specialised we need to get it.  you’ve never played the video games, here’s
CP: There’s an interesting problem to that a few pages to get you caught up on what
with Witcher, because when we spoke happened in the video games and go. 
with CDPR about doing Witcher one of the
core understandings was that they, being There are a lot of fantasy RPGs out
Cyberpunk players, really wanted the game to there. How did you go about capturing
be based on the core systems of Cyberpunk, “You get that ugly, that distinctly ‘Witcher’ feel?
so they would really have that feeling, CP: A lot of what we’ve done is basically drawn
because they felt it would be appropriate. brutal, visceral feeling from a combination of characters, a lot of time
It’s been an interesting process, because spent wandering around the in-game worlds of
one thing that hadn’t really been thought in the Witcher RPG Witcher 2 and 3, and a lot of the short story series
of a lot was the fact that Cyberpunk, being in the original core books, because they – more
a near-future game, is very reliant on guns that you get in the even than the long narrative – give you a very
and ranged weapons and most of its systems solid feeling for what the world is like. So mostly
reflect that. Transferring that sort of system books and games.” it’s a lot of effectively observing what we can.
over to Witcher suddenly takes it into a world We have two experts over at CDPR who
that’s based very, very heavily on effectively to 60% of players don’t notice. When we we talk to about things to make sure they’re
melee combat with some ranged combat. It’s transferred things over to the RPG, because lore-accurate and whatnot. But it’s mostly we’re
also a system with magic. I wanted to be about as faithful as I could, trying to get a solid world section where you can
There’s been a tremendous amount of work I had to sit down and solidly look at the refer to for information and then we build it up
that’s gone into tailoring a primarily gunfight- adrenaline system and transfer it into a dice- with basically character classes that are based on
based system into a very solid melee system, based system that could be used in the RPG.
including a lot of work emulating parts of The Which definitely brings it from effectively, as
Witcher 3’s combat system with its strong and Mike stated, something most people would
light attacks and its patented dodge rolls and never visually see except for maybe a few
whatnot. Also implementing a critical wound bars in a corner into something that – if you
system that I’m very pleased with to give you choose to use it, as it’s set up as an alternate
that ugly, brutal, visceral feeling that you get in system if you want to get a more visceral
the books and in the video games; limbs lopped combat system – you have as part of your
off and organs wounded and things like that. game. Something that you refer back to every
MP: There’s another thing that comes with once in a while as a core part of combat.
that as well, that I’m seeing working with
Cyberpunk 2077, which is that even when you Do you feel indebted to stick close to
have the same core tabletop system, you have the format and ‘feel’ of the video games,
to adapt to basically work into a digital system given their popularity?
as well. So a lot of the things that Cody’s had CP: It’s interesting, because there definitely
to do would have been artefacts of the digital are some differences between the books and
system that are going over into tabletop – the games, including a lot of very interesting
things that are assumed or invisible when weird canon things based on who you’re
you’re playing a video game but become very talking to about the canon.
visible and no longer transparent when you We’ve tried to get a good balance between
take it over to the tabletop. the games’ core on the combat and stuff like
CP: For example, the adrenaline system in that and then the feel really solidly coming
Witcher 3, which I’m betting a solid 50% from a combination of the books and the

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characters in the video games and the books so games I always try to give the players a bit
that you kind of have a concept of what you are. of background. I try to start them out with a
MP: We’ve carried forward a lot of the same feeling of what their last couple weeks have
things we had to do in Cyberpunk originally, been like so that they know what they’re
which was to show classes that tell you how coming from. That will usually inform how
to play within that world. they move forward.
CP: We also have set up two very, very in-depth MP: That’s sort of the same thing I do with the
life paths that you run through when you create Cyberpunk games. I particularly love the setup
your character. Which are basically a series of situations that evolve around people’s living
roles that give you a background. So when you situations. I like to point out the fact that you’ve
go into create your character, you pick out your moved to a really ratty cube somewhere or a
race and profession and go through and find terrible apartment which is better than the fact
out, ‘Okay, where do I come from? What is my you were sleeping under a bridge that night,
homeland? Are my parents alive? If not, what and that right now everything you have is in a
happened to them? What happened in my early bivvy bag and there’s at least two booster gangs
life?’ All of those are heavily geared towards the who’d just love to take that, kill you and sell you
feeling of the Witcher world that we’ve gotten via for body parts. The big point is to pick this up
the books and video games. So, in theory, if you at a point of contact where the player knows
run through your life path, you will come out how wet, cold or endangered and miserable
with a character that is a very Witcher character. they might be, and then to basically give
them something that’s a very, very strong
■ Teenagers from Outer Space, the second RPG
Cyberpunk and The Witcher are both immersion problem right after that. published by R. Talsorian following Mekton.
titles rooted in genre, but they exude a CP: In the case of immersion, I’ve found that,
certain ‘badass’ attitude. How are the for home GMs, if you can pull out a laptop or
games designed to encourage players
to embody this style?
your phone or something and pull up those
ten-hour ambient loops for rain or city noises
CYBER SPEAK
MP: Partially you have to find out a little bit or anything like that, it really helps your The world of Cyberpunk has its own unique
about what works inside the head of the player. players keep focused and in the world. language and dialect, which might seem
One of the things that works very well for both unfamiliar to first-time players. We break
down some of the terms you should know.
Cyberpunk and Witcher is that we do have Sex plays a big role in The Witcher. Have
examples now that people can look at and say, you included it in the roleplaying game? Booster
‘It’s like this.’ Your big trick is to make sure that CP: Sex is always an awkward one for RPGs. A member of a street gang (known as
it’s rewarding to try; that it actually has positive There is a section in the game master’s booster gangs). Typical traits include
feedback to try to do things that are cool and section which basically goes over that. You a penchant for ultra-violence, cyber
enhancements and intense control of their
are basically showstopper moments. can do it. That is perfectly fine. Assumedly, territory. Boosters can be part of sub-
CP: I always try to suggest that you basically probably most of your players are adults, they categories, such as the identical look of
start your players off with something that are used to the concept. But unless everybody poser gang members or chromatic metal
is 100% in that genre. When I run Witcher in your game is cool with it, you don’t run it, gangs, who listen to rock music and take
instructions from the lyrics.
because that is probably the second-worst
way to make your game awkward as hell. Bodysculpt
■ Sex plays a big part in the Witcher video
games – it'll be an option in the RPG, too. We have joked about doing an entire Drastically changing your appearance
Whoreson [Junior, a crime boss in Witcher using cosmetic surgery and cybernetics.
3] supplement which would have brothel A person bodysculpted with non-human
or alien elements, such as fur or fangs, is
creation tables and stuff like that, but that’s known as an 'exotic'. Can be referred to as
probably going to be an April Fools’ Day biosculpting.
product somewhere down the line.
MP: We’ve had the same issue with Chombatta
Cyberpunk. In fact, oddly enough, the furthest Slang term for a friend or family member. Can
be substituted with 'choomba'.
we ever went with it in Cyberpunk was [sequel]
CyberGeneration, where we looked at it more Braindance
from the standpoint of, well, sex is a lot stickier A digital recording of an individual's personal
and more of a problem when you’re 16, experience, which can then be streamed
y’know? In that one it was essentially more to directly into a viewer's neural system using
a brain augmentation called a BD player,
show it was a messy situation. allowing them to re-experience all the sights,
CP: We do have seduction as a skill, we do sounds, smells and feelings of the event.
have experts, so I suppose you could choose
'expert prostitute'. We do have a social Crystaljock
combat system which has both romance and Computer users and hackers considered
'old-school' due to their use of viruses and
seduction, so I guess if you really wanted to apps over virtual reality. One of the character
you could sit down and run it. I still wouldn’t roles (classes) available in Cyberpunk.
suggest it, but there you go. ■

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■ The Spanish team huddle to discuss tactics
for fantasy wargame The 9th Age. (ETC)

WHAT WAR
IS GOOD FOR
Fighting spirit and a passion for community go hand in hand.
Fans and creators of Malifaux, Warhammer 40,000, Warmachine
and Hordes tell us what wargamers are doing to support their hobby
Words by Tim Franklin

W
argamers are some of the most An army of club, tournament and
competitive gamers around, convention organisers help make this
alongside chess grandmasters, CCG happen; volunteers who work long and
champions and your nan during the annual hard to give players a place and a reason
family Monopoly game on Boxing Day. They to play. Yet there are some members of the
tweak their armies and hone their strategies community whose efforts affect players of
for days on end, removing every weakness and their game all across the globe, and enable
claiming every advantage, striving for victory competitive gaming at a higher level.
in the next clash of toy soldiers. Kitchen table
battles are hotly contested, and tournaments KING OF THE HILL
resound to the noise of dozens of gamers rolling Competitive wargamers can usually name
dice and pushing plastic, steam whistling a handful of top players in their local scene,
from their ears as their brains overheat. players who have mastered the game and

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crush all opposition. But singling out the He’s a tournament regular. “I get to as many software Bag O’ Tools, which the pair wrote
very best player in the country would be a tournaments as I can, but since I run most of from the ground up. They also established a
contentious matter for most people – a three- the Scottish tournaments I travel down south similar rankings system for the community-
pint problem for the after-tournament pub with my team a lot.” developed fantasy wargame The 9th Age.
session, sure to generate a heated dispute. Young is the fourth developer of Running the software gives Young a bird’s-
For the wargame Malifaux, however, the Malifaux Rankings. eye view of Malifaux’s growth as a hobby.
answer is simple: to check on “The popularity of the game
the current champion you can go
to malifaux-rankings.com where, “Rankings can pull a community has grown; more and more
tournaments are getting sold
thanks to the effort of a small
team of volunteers, information apart. For Malifaux, they have out. I like to think that we make a
difference – hopefully we provide
from tournaments the length and
breadth of the country is collated simply encouraged more banter.” a way for people to want to stay
and be competitive.”
and used to rate the performance By tying together a player’s
of hundreds of players. “I offered help to the last developer performance across all the tournaments
The Malifaux rankings system, just like [Stephen Baird], and wrote the site from they compete in, rankings can change how
the worldwide systems for chess and tennis, the ground up, using it to learn a scripting someone approaches the game. Highly
tracks each competitor's performance across language for work. When Stephen fell ill in competitive players are incentivised to stay
tournaments. Points are awarded based February 2016 he suggested I take it on. I got and complete a tournament after they’ve
on a player’s placement and the size of the a good friend [Jamie Clark] involved to help lost a match even if they can’t claim the top
tournament. Then their best four scores for the out and it went from there.” spot, while players who are just developing
last 12 months are added together, resulting in Malifaux Rankings has grown since Young a ranking can watch as they slowly creep
their ranking score. took over. out of the wooden spoon division.
The rankings system team is led by “In 2015 we logged 162 tournaments Could there be a downside? Tennis players
Kai-Steve Young. Over the years Young has from around the world, and in 2016 that are famous for breaking rackets when they
owned dozens of game systems, but Malifaux increased to 192.” lose a ranked match and rankings can foster
captured his imagination completely. The software now runs in six countries, an attitude of continuous competition
“I sold all my other models!” Young says. and is accompanied by the tournament between players. ▶

■ Hundreds of wargaming matches taking place at once. (ETC)

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■ Miniatures on parade. (ETC)

“People have remarked that rankings can made a different decision about how a rule so we’re not creating the most elegant
pull a community apart," Young reflects. should be interpreted,” he explains. “I remember interpretation of the rules. But we make a point
"But for Malifaux, it has not. It has simply a match between the German and Polish teams not to revisit a ruling because iterating on the
encouraged more banter! where the result of the game, and the whole rules pack could lead to more confusion.”
“The community is unlike any other gaming round for the team, depended on a very small It might be surprising that a game that
scene I have been involved in. Everyone is there but crucial rule about not moving models within generated so many problems for competitive
to help and we all get along.” one inch of one another except during close gamers could attract such loyalty among them.
assault. In Germany they played it one way, in Adriany has his theories.
ERRATA TO END ALL ERRATA Poland another. A judge had to be called to make “There’s nothing else like Warhammer
Few wargames tournaments are as ambitious the decision. That decision decided the game, 40,000. It may not be perfect but it’s still just
and international as the European Team the round and the whole tournament for both good fun. People are in love with that world, the
Championship. Up to 1,000 players from teams. If it had been a different judge it could background and the fluff. And there’s the social
32 countries compete in tournaments lasting have been a totally different outcome.” aspect. I have friends who I see once every year
three days. Founded in 2006, the at the ETC. It’s like a big village.”
ETC dates back to a time when
Games Workshop’s Warhammer
“I have friends who I see once Adriany has more reason than
most to be grateful for the ETC
and Warhammer 40,000 were the
biggest show in town, and they
every year at the European Team community, as he met his wife
Tamara Stojanovic when she was
remain the focus of the competition.
While recent rivals such as
Championship. It’s like a big village.” working as an organiser of the
2013 tournament in Serbia.
Warmachine and Guild Ball have “We hit it off, and when the
been designed specifically for tournament Adriany knew that the ETC could do better tournament returned to Serbia next year we
play, Games Workshop’s titles never escaped for its players so, together with other members decided to give it a try. It’s working!”
their history as hybrid roleplaying-wargames of the governing committee, he set out to create The ETC’s rules packet spread beyond its
dreamt up by hairy Midlands heavy metal an errata document to set the standard for home tournament, becoming one of several
fans. The loosely-written rules are great for international Warhammer 40,000. Providing standards adopted by club competitions
kitchen table battles between friends keen definitive interpretations of the game’s many around the world. With the upcoming eighth
to add their own scenarios and stories, but idiosyncratic rules and ambiguities across the edition of Warhammer 40,000 everything
provide plenty of ambiguity that can make seventh edition, it grew to over 60 pages. could change, and Games Workshop has
competitive play challenging. “Whenever we find a new problem about five shown more willingness to involve the
Games Workshop’s errata never quite of us get together over Facebook, talk it through community in game design.
closed the holes in the rules, leaving each club, and put it to a vote,” Adriany says. “There’s a lot “When they were writing their FAQ for
tournament or individual to make their own mind of discussion. You’re always deciding between seventh edition we did say, ‘Hey, use ours, it’s
up when disagreements arose. Tom Adriany, four- an interpretation that takes the rules literally, quite big.’ They didn’t! Now with eighth edition
time chairperson of the ETC, saw the problems and one that tries to find the original intention my friends in the competitive scene are very
this could create for an international tournament. behind the rule. In the end it’s decided by a excited. It’s good to see Games Workshop
“We have teams coming from metas in simple majority, which isn’t perfect – sometimes have been inviting organisers from major
different countries and in each one they have a similar problem was ruled differently, tournaments, like Mike Brandt from the Nova

52

049_052_wargamingCommunity_v4 MJ.indd 52 25/07/2017 08:38


Open and Reece Robbins from the Las Vegas It could be an intimidating prospect to make a
Open, to talk to them about the game. We’re game forum part of your day-to-day office work,
waiting on our call!” especially if you’ve seen the Wild West that online
communities can descend into. It’s something
ON BALANCE that Wilson and the team approached carefully.
It’s not just grassroots projects that result in the “The first question on all of our feedback
community influencing a wargame. In March submission forms requires the participant to
2017 Privateer Press launched the Community agree to ‘be a respectful human being.’ If they
Integrated Development (CID) programme, decline, the form session ends. For the most part,
opening up playtesting of its titles Warmachine people participating in the CID process have
and Hordes to fans. While Privateer’s design taken this to heart and the feedback has been well
team take the lead, any community member thought-out, on point and generally respectful.
can sign up to the CID forums, download At the same time, the community is somewhat
work-in-progress rules and give feedback that self-policing. When someone is being a troll or
will shape the game they play. communicating with an air of entitlement, the
Chief executive Matt Wilson is impressed with community is quick to call that behaviour out.”
how things are going. Still, Privateer has the ultimate responsibility for
“The response to CID has been ensuring the forums are a safe space for discussion
overwhelmingly positive and very enthusiastic. – for its staff as well as the wider community.
Within the first couple weeks of starting our first “It’s not a three strikes and you’re out system;
■ A game of Malifaux.
cycle testing the new Grymkin faction we had everyone gets one chance to be a respectful (Battlefield Hobbies)
nearly 4,000 players sign up to participate. When human being.”
we opened up testing on our organised play rules It’s not surprising that passions could run
another 600 joined overnight, and we’re now high. Warmachine and Hordes players care about to use those descriptions to evaluate and frame
approaching 6,000 members of the CID forums.” clarity in rules and all models having a use in their feedback. [Then, however,] we launched a
This provides Privateer one of the largest competitive play. Every player has an opinion cycle to focus on existing battle engine models
playtesting groups in the tabletop hobby. about which models overperform and which [huge models like chariots and walkers and other
“On a day-to-day basis, they’re collecting a ton of need work. CID is their chance to work directly vehicles] but, because the models have all been
data and they’re also actively engaged in discussion with Privateer to realise the best possible version in circulation for a while, we overlooked the need
with the players on the CID forums,” Wilson of their game. Wilson has been impressed with to articulate our intent in how each individual
continues. “The volume of communication going how testers have approached this. model should perform on the tabletop.
back and forth is huge. But the results have been “One thing that I have found interesting is how Consequently, our biggest comment by far when
worth it. The development team is as pleased as many of the participants are keen to understand we asked how we could improve the CID process
the players because they see results immediately the intent in the original design. When we was that participants want us to describe the
in the testing that can then be applied to the model launched the Grymkin cycle, we carefully laid out intent behind the concepts. I think this illustrates
rules. It’s a paradigm shift to the way we have our design intent for each of the models so that the spirit of collaboration our players feel with
worked in the past but it has become our new players knew what we were aiming for with some regards to the CID process; by and large, they’re
model for developing Warmachine and Hordes.” of these abstract concepts and players were able not asking to dictate what something is going to
do in gameplay, they are interested in embracing
the concepts and collaborating with us to achieve
something that we can all be excited about
putting into our armies.”

THE PEOPLE'S WAR


Perhaps it’s natural that players who fall in love
with competitive wargaming go on to contribute
so much to their community. Wargames
require a big investment of time and energy
for players to build and paint their armies and
scenery. They’re very social as well, with players
organising car pools to get to tournaments,
running demonstration games to recruit the next
generation of fans and talking tactics with friends
as they hone their skills.
Wargaming is a hobby that rewards a player
who puts a lot in. It should be no surprise that
■ A match of Malifaux during the
people who get so much from their hobby are
2016 nationals. (Battlefield Hobbies)
willing to put so much back. ■

53

049_052_wargamingCommunity_v4 MJ.indd 53 21/07/2017 15:23


PLAYING WITH
to enjoy board games without needing to
carefully align crammed calendars or tempt
friends over with booze and takeaway.

YOURSELF
Of course, playing games on your own is
nothing new – there’s a reason Solitaire and
Minesweeper have been fixtures of the humble
PC and workplace lunch break for decades –
but never before has there been such a deluge
of thematically diverse and mechanically
Designers of single-player-only games tell us why more and more complex games available to play in their full-
strength forms with little extra investment of
people are choosing to enjoy their tabletop experiences alone time, effort or money required.
Not only are games designed for bigger
Words by Matt Jarvis
groups that support solo play becoming more

“H
aven’t you heard? One is the From Scythe’s detailed Automa rules, commonplace, there’s also been a rise in the
new two,” sings Amy Adams’ which make use of physical decks of cards number of titles that go completely the other
Mary in 2011’s The Muppets, as to simulate rival players, to the connected way and top out at a player count of one to
she expounds the benefits of throwing a ‘me companion apps of games such as Mansions begin with. They're popular, too – the 1 Player
party’ and spending some time alone. When of Madness’ second edition that replace the Guild on BoardGameGeek, an online group
it comes to the tabletop, one is also becoming need for a hostile overlord player with a dedicated to celebrating solitaire gaming, has
the new two, three, four and more as an phone, tablet or laptop you can (more easily) close to 7,000 members alone.
increasing number of major games include lob out the window when they beat you – not “With our modern time’s busy schedules,
variants designed for solo players to face off to mention the rise of digital adaptations that adults are having a tough time scheduling
against cardboard-powered opponents or come with virtual opponents ready to play time to play board games with other human
attempt to beat their own high score. at the tap of an icon – it’s never been easier beings, so solitaire games are a great

54

054_056_playingSolo_v2 MJ.indd 54 21/07/2017 15:24


compromise if you can’t find other people
to play with,” suggests John Gibson, who
“Solo gaming is more socially
designed the solo strategy game Infection:
Humanity’s Last Grasp. “The other thing is
acceptable with the advent of
that gamers like the tactile feeling of moving
tokens around on a board or rolling dice to
video games.”
determine success or failure – iPhones and
video games can’t give you that.”
Hermann Luttman, creator of one-player account the challenges associated with scaling The idea that each playthrough of The
zombie survival title Dawn of the Zeds, sees mechanics to suit different party sizes or Beast is for one person and that person
the ongoing popularity of mobile and video ensuring there’s the right level of interaction alone is key: players are told to hide or burn
games as one of the factors contributing to between participants. The commitment to their completed diary on the final day, to
the strength of solo gaming on the tabletop. deliver a specific experience without having encourage their complete honesty without
“There is no doubt that solitaire gaming to consider a variety of different potential the worrying of being judged by prying eyes.
– with games specifically designed for solo situations opens the doors to tackle themes “The Beast is about exploring your own
play – has increased in popularity in the and situations that would be diminished by sexuality and we had to deal with self-censorship
last few years,” he observes. “Solo gaming the presence of another player. and fear of shame,” Wegrzynowicz explains.
is more socially acceptable with the advent That’s the case with The Beast, an erotic “Sometimes even the player can shock
of computer gaming, video games and so roleplaying card game that sees players themselves with answers they come up with –
on. So it doesn’t have the same stigma, I keeping a secret diary over 21 real-time days not to mention other people. The Beast as a one-
guess. Solo design has generally become and recording their fictional sexual encounters player game gives safety and a chance to be true to
more sophisticated and clever, as well, thus with the titular monster. Each day, a new yourself. With more players, the gameplay would
making it more challenging and enjoyable card is drawn that aims to spark the deeper be more oriented towards showing or shocking
and thereby an attractive gaming alternative.” imagination of the player by proposing others at the table – it would be more audience-
A.J. Porfirio is president of publisher Van questions or events: deciding whether the oriented. Right now, there’s still an audience –
Ryder Games and designer of one of the most Beast’s smell reminds them of meat, wild the player themselves – but it’s inward-oriented.”
acclaimed solitaire releases of the last few years, flowers or faeces, for instance. It’s obviously Not all solo games need to have a theme as
Hostage Negotiator, which sees players playing not for everyone, but is designed to allow those attached to the player’s psyche as The Beast,
cards and rolling dice to converse one-on-one willing to give themselves over to its unique but Luttman suggests that forming a personal
with a criminal, played by the game itself. framing the chance to unlock the unexplored bond is key when there are no other players
“Now it feels like one-player is just another regions of their desires. present to enrich the experience.
player count and not some external derivative “The Beast started as a two-player game “The game’s theme must be much more
for rare gamers that like solo,” he comments. but we saw that the game requires opening immersive – more so than a two-player game,”
“Lots of folks are playing solo these days and, up about one’s deeply hidden fantasies,” he argues. “You need to get lost inside the
while you still get those that turn their nose recalls Kamil Wegrzynowicz, who co-created game when playing solo, since it’s just you and
up at it, those slanted views are seen far less The Beast with his design partner and wife the game. The game becomes your opponent
than even just a couple years ago.” Aleksandra Sontowska. “It could easily be and thus must have a deep, entertaining and
abused in so many ways. Aleksandra came up engrossing ‘personality’.”
ME, MYSELF AND I with an idea for a solitaire game so that players Porfirio counters with his belief that equally
Crafting their game for a single person means can safely explore their fantasies and don’t important is providing motivation for the
that designers have no need to take into have to censor themselves.” player to complete the game – whether that’s by
rescuing hostages, surviving a zombie outbreak
or discovering more about themselves.
■ Opposite: Infection is “A solo game should have an thematic
about curing a disease narrative and a specific goal,” he states. “There are
before it wipes out tons of themes that can fit, but ones that work best
humanity – on your
own. No pressure! are those that have someone facing an individual
challenge. For example, a rock climber
■ Left: Raunchy climbing a mountain or a survival scenario.”
roleplaying game
The Beast encourages
players to explore ALONE TOGETHER
their inner psyche. One of the biggest hurdles facing solo titles
is the removal of one of the most ▶

“In a way, a
solitaire game is
an interaction with
a designer.”

55

054_056_playingSolo_v2 MJ.indd 55 21/07/2017 15:24


SOLO GAMING

appealing aspects of gaming on the


tabletop: social interaction. As the massive
success of party games such as Cards
Against Humanity and Exploding Kittens has
proved – not to mention the enduring status
of Monopoly as a family favourite despite its
widespread derision – people enjoy using
board and card games as a reason to simply
get together and have a good time. Like
watching a comedy alone, it’s just not the
same when there’s no-one there to laugh
along with you.
“Single-player games are just different
this way,” Wegrzynowicz accepts, but adds
that not all multiplayer games are designed
to be conversation starters, either: “While
social interaction is fun, I can imagine a
group of strangers playing a board game
and effectively not interacting with each
other besides the rules.”
In fact, playing a one-person game
doesn’t mean you’re completely isolated
from the rest of the world at all. Just as the
internet has allowed sub-cultures formed ■ Above: Later editions of Dawn
around other forms of entertainment of the Zeds added multiplayer.
typically enjoyed alone, such as music
■ Below left: In Hostage
or reading, to blossom, solo gamers
Negotiator the player must try
have the ability to discuss their personal and talk down a criminal.
experiences and form relationships with
likeminded people based on countless
other elements of a game.
“While social interaction is important,
“Now it feels like one-player is
there are other goals and ways to have fun
with a game,” continues Wegrzynowicz.
just another player count.”
“This is where a solitaire game can shine.
A player can play against the game, enjoy
fiction or theme, make meaningful choices, achieve skill mastery. Most importantly, Ultimately, if and how you enjoy single-
a player still engages with material given player-only games alongside or instead of
by the game designer. In a way, it is an multiplayer offerings comes down to the
interaction with a designer.” same universal rule applied to the rest of the
gaming hobby: do what’s right for you.
NO GAME IS AN ISLAND “I would say there is one element that
Even for those who feel that playing alone is more important than social interaction,
just isn’t for them, single-player games and that is having fun,” Gibson declares.
aren’t completely off the table. “There are some players who are extreme
“Social interaction is a key element of introverts and they get stressed out by
the gaming hobby and one that should having too much social interaction. Nothing
be embraced and celebrated,” Luttman relaxes them more after a day full of having
says. “Obviously, sometimes this is not an to deal with other people then setting up
option but, then again, simply being able a solitaire game and trying to defeat a
to share a solitaire experience with other silent opponent. And there are people with
gamers can be rewarding as well. situations and schedules where playing a
“One aspect of solitaire games that is tabletop game against another person is
often overlooked is playing solo games simply not an option.”
co-operatively. This is especially fun and “Gamers play games for all sorts of
a wonderful bonding experience when different reasons,” Porfirio agrees. “The only
you do so with your kids and/or spouse. general assertion that I think can be made
But in any setting and with anyone about why people play games is that they
interested, co-op gaming a solitaire play them for fun. Of course, then we could
design can be a truly remarkable and get into what ‘fun’ means – and that would be
fun event.” different to different people.” ■

56

054_056_playingSolo_v2 MJ.indd 56 21/07/2017 15:25


p057.indd 1 19/07/2017 11:37
HOW
TAPPING ON TILES
One of the most successful and faithful digital
recreations is the iOS version of Carcassonne,
Klaus-Jürgen Wrede’s classic town builder

ANALOGUE
that has been a gateway game staple since its
release in 2000.
The award-winning iOS app is by German
developers The Coding Monkeys, who
perfectly distill the essence of the game. It is

GAMING
first and foremost a perfect recreation of the
tabletop game. From that solid starting point,
they add in nine AI opponents each with
their personalities, solitaire puzzle modes
and a killer multiplayer system.

WENT
The project came about after the Coding
Monkeys team discussed Carcassonne on
their podcast, Fanboys. Carcassonne’s German
distributor Dominion heard their chat and sent
over some expansions for them to try.
“After that we met and, with the reputation
we had from winning two Apple Design
Awards for macOS applications, one thing
led to the other,” says The Coding Monkeys
co-founder Martin Pittenauer.
“We were aware of the legacy of

DIGITAL
Carcassonne and the responsibility to give
it a good mobile port for iOS. That’s why we
planned and crafted the game as a feature-
complete experience – even at a time when
neither Game Center nor the iPad existed yet.”
To date, more than eight million online
multiplayer matches of Carcassonne have
been played, a testament to the care and
attention the team put into its development.
Pre-dating Apple’s Game Center social
platform, used to connect gamers around
the world, Pittenauer’s team had to build a
multiplayer system from scratch.
The makers of Carcassonne’s mobile version and new integrated app “Implementing online multiplayer,
together with a system to friend people and a
game Rising 5 tell us the right way to mix technology and tabletop gaming robust backend running on our own servers,
Words by Tom Cassidy certainly proved to be quite a challenge,” he
reveals. “We toyed with the idea to ship the

A
re smartphones muscling into tabletop instantly and be up and running in seconds, game without online multiplayer and add it
gaming? App-solutey! From faithfully- after the handy interactive tutorial, of course. in an update later on. In the end I’m really
recreated digital versions of classic Smartphone and tablet versions of games are thankful that we bit the bullet and postponed
games to a new wave of games incorporating the height of convenience. There’s no setting release by three months to have everything
phones into their core systems, tabletop up, many save your game so you can pick up ready at the start.”
gaming has been sucked into the swell of 21st- and play and you can play friends around the Better late than never, as time has proved.
century smartphone ubiquity. The good news: world in a lightning-quick evolution of postal “Running our own system turned out to
it works. chess. They are a cheap way to try a game be the right decision, given that most, if not
without buying the box and, in turn, master all, of the services available back then are
POCKET FUN tactics away from the table. now defunct,” explains Pittenauer, whose
There’s nothing quite like unwrapping a new Next year the Apple App Store celebrates sturdy system is still tirelessly supporting
game, inhaling the box-fresh smell and popping its 10th birthday. After a decade’s worth of games across the globe. “The other thing
out the counters. There’s a crisp rulebook to development, you’ll be hard pushed to find that can’t be emphasised enough is that we
thumb through and the first setup to tackle. a big name game yet to be ported to pockets. were really happy to choose the right tool
These sensory connections come from this Ticket To Ride and its expansions are on every for the job. Our backend is written in Erlang,
previously being the only way to play a game. app store around, Pandemic is spreading a somewhat obscure but highly reliable
Today, the same game can be bought germs via fingertips the world over. Small programming language that provided a very
online at a fraction of the price, downloaded screen replicas are big business. stable environment for our code.”

58

058_060_gamingApps_v3 MJ.indd 58 21/07/2017 15:26


■ Left: Rising 5 combines a
deck of physical cards with
an app that controls the
co-op game's puzzles.

■ Opposite: Carcassonne
was one of the first games
to receive a mobile version.

■ Below: Talisman's AI
was accused of cheating
by players – despite being
balanced fairly.

As well as providing a place for friends to RAGE AGAINST THE MACHINE board-hopping battler, but reviews on
play, the iOS of Carcassonne version also has All us tabletop gamers have adapted our Google’s Android Play store call foul.
a cast of colourful AI characters. phones for everyday gaming applications. Who “Cheats like hell,” begins one review from a
“Most of our AI designs are based around hasn’t snapped a picture when a game has user who goes on to list every part of game that
a character trait,” says Pittenhauer. “The been cut short, allowing play to resume days is seemingly against him.
Servant is a little bit simplistic in his plays, the later with the pieces able to go back as they Developer Nomad Games has replied to
Juggler plays a bit weirdly, the Witch makes were? For the battlers, you’ve got your army this accusation and others, stating it’s simply a
more evil and tricky plays. From there we start list in your pocket for quick reference. Missing matter of perception.
experimenting with parameters for how the dice? Roll on your phone. These benign uses “A series of random numbers are generated at
AI plays, plans and responds and try to fit that are quick, handy fixes to old problems. But the start of the game and they are played out in
with the initial vision for the character.” what happens when foul play is suspected? the order they were created in. Each die roll takes
Playing against different personality types Trust is important in gaming. Sure, some the next roll result in the list, no matter what
in any port can be a boot camp for tactics to games are based on deception: being blindsided is happening,” a Nomad spokesperson tells me.
take with you back to the tabletop. But can an in something like Battlestar Galactica can feel In other words: it’s not cheating, it is random.
unbeatable AI player be developed? good – you shake your fist with a smile. But It just doesn’t feel like it. As clever as an app is, it’ll
“I guess it is possible to write an AI that the cold, impotent rage of being cheated by a not be able to faithfully recreate the spontaneity of
plays better than a human, like Google and computer? That’s a different story… even if it clacking two cubes on a tabletop to decide our fate.
CMU have recently demonstrated for Go and didn’t happen. Just look at Talisman. So when it comes to apps, tile-based, card-
Texas hold ‘em poker,” says Pittenauer, before The smartphone edition of the classic drawing, social games are a breeze while, to
emphasising Carcassonne’s key leveller: its Games Workshop adventure board game some players, dice-based systems lack the feel
tile draw system. “Even the best player is is a faithful and fun reconstruction of the of authenticity. ▶
somewhat dependent on luck in Carcassonne.
In any case, mobile devices aren’t yet powerful
enough to run that kind of code.”
So Skynet-grade opponents aren’t lurking in “Rushing the computer AI a bit
our pockets yet – we’d turn off the app before
they got the chance to conquer us. makes its moves less ‘perfect’.”
“For AI, one of the most obvious balance
points is how long you give the computer to
‘think’ about his moves. If your CPU power is
rather limited, running on a mobile device,
it’s a question of how long you want the user
to wait for the computer to find his optimal
play. Rushing the AI a bit makes its moves less
‘perfect’,” Pittenauer explains.
The imperfect AI players seal the deal
on Carcassonne being a perfect port,
developed for tabletop gamers by tabletop
gamers and providing the exact base game
and a host of extras.
Yet despite digitally developing the
ultimate pick up-and-play game, Pittenauer
likes to get stuck into deeper realms when he’s
away from screens.
“Ironically, I enjoy board games with a stronger
emphasis on world-building, and even a bit of
roleplaying, like Betrayal at House on the Hill,
Eldritch Horror or Battlestar Galactica,” he says.

59

058_060_gamingApps_v3 MJ.indd 59 21/07/2017 15:26


GAMING APPS

CHECK THE TAPE


In recent years, big-name successful games
such as the second edition of Mansions of
“The larger community of gamers
Madness and XCOM: The Board Game have
incorporated apps into their core game systems,
are starting to come around to
sending ripples of ‘brave new world’ excitement
through the already revitalised industry. But
app-driven board games.”
this new phase in tabletop gaming is actually
a second wind. Just as the now thriving virtual likes of Warhammer Quest: The Silver Tower have a To get a simple system, a whole new world
reality made a go of things in the early 1990s, but companion app to log your items and stats between of complicated co-ordination and costs are
didn’t have the technology to back up its vision, quests, games with integrated apps embed the introduced. While Codenames creator Vlaada
the implementation of technology in tabletop technology deep in the game mechanics. Chvátil famously – and cheaply – hashed out the
gaming had an admirable first stab on VHS. “The app doesn’t control any events; these Spiel des Jahres winner in 45 minutes with some
Released in 1991, Atmosfear by Australians Brett are located in a more classical deck of cards,” he squares of paper and a pencil, developing tech
Clements and Phillip Tanner was a board game explains. “The app controls the puzzle element lands developers with a big new bill.
with a meddling dungeon master character on of the game: the rune combination that will “In the case of Rising 5 it was the biggest
videotape. Pop in the video, press play and watch allow players to seal the Rune Gate. It randomly development cost,” says Johnson of the Kickstarter-
your fate play out as the spooky overseer appeared assigns each rune an astrological symbol and funded game. “[South Korean developer] Mandoo
every so often to give orders. It was fun, sold plenty it’s through these that it will communicate with worked with external programmers to develop the
(two million copies in two years in Australia alone) the players throughout the game. The players app. Very few board game companies have internal
and was a great gimmick. The obvious flaw was have to discover the relation between the runes teams for this kind of task. As the solidity of the app
the videotape. The fun is curtailed slightly when and the symbols in order to discover the correct was of paramount importance, the collaboration
you know The Gatekeeper is going to appear at combination… whilst fighting their way through was done very closely with a lot of back and
22 minutes, having played through from start to hordes of monsters, of course.” forth that not only made sure the app functioned
finish a few times. Only now are events, puzzles Both brains and brawn required, then. perfectly but also improved on the design of
and instructions able to be delivered randomly. “This makes the app much more central to not only the app but the game as a whole.”
Flaws be damned, Atmosfear’s new format was the gaming experience then simply generating The result? Another new and exciting
exciting and spawned a host of sequels, the last of some events. Other good examples of this level of crossover between tactile tabletop board
which was published on DVD in 2006, having made integration would be XCOM or World of Yo-Ho.” gaming and the limitless possibility of apps.
the jump to the disc format in 2004. Now a direct With new ways to introduce technology popping
line can be drawn between that innovative game up across the industry, inspiration is spreading TOGETHER FOREVER?
and the latest adopters of technology, 25 years on. and unlocking ways to implement ideas. So long as developers commit the extra resources
“Atmosfear was the second game I ever played “Gary [Kim, who designed Rising 5 with to innovate app integration, the pool should
after HeroQuest and I still have great memories Evan Song and Vincent Durait] had the base continue to grow in weird and wonderful ways.
of playing that game in a dark room with friends,” idea for Rising 5 in his head but it was when he “A couple of years ago, when smaller
says Holy Grail Games’ Jamie Johnson, publisher encountered Alchemists and its app at Essen Spiel companies were releasing app-driven board
of Rising 5: Runes of Asteros. “I’ve always believed a few years ago that it all clicked and The Gate, as it games, people were very sceptical,” says Johnson.
in the potential of app-driven games and, with was known at the time, was born,” says Johnson. “It’s still a difficult sell, though, as the genre
Atmosfear technically being the first of the genre, “The authors wanted a quick and simple comes with some natural disadvantages when it
I don’t think there’s a coincidence there.” system that would allow gamers to play out the comes to commercialisation.
Rising 5 is a co-operative exploration game adventure-puzzle experience. Although this “The majority of these are simply due to an
with a fiendish Mastermind-style puzzle, whipped could eventually have been achieved through erroneous perception by gamers, however, with
up live in its app. With this, Johnson notes an physical components or a human element like in bigger companies such as Fantasy Flight Games
important distinction between the two current Mastermind, it would not have been as simple, and Space Cowboys putting their weight
camps of games. While the aesthetic or immersive as the app.” behind the genre, the larger community
of gamers are starting to come around.
“Within a few years I think app-
driven games will become widely
accepted, which is great as they have
so much to offer board games.” ■

60

058_060_gamingApps_v3 MJ.indd 60 25/07/2017 08:40


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REDISCOVERING THE DISC
Nearly 20 years after
I
t seems to be a rule that if you build an interesting
enough world, eventually people will want to
it was released, roleplay in it. This is doubly true when it involves
the chance to meet an elf or battle a dragon, and
Discworld RPG author there can be few fantasy settings as popular as Sir
Phil Masters tells us Terry Pratchett’s Discworld.
While the comic fantasy series first found its
about encouraging footing as a straight parody of sub-Tolkien sword and
humour at the table sorcery titles, it gradually grew in scope and scale.
As the books progressed they began to encompass
and how you go about murder mysteries, riffs on Shakespeare and dramas
set around banks and post offices.
adapting a series as To date the series has sold an absolutely staggering
beloved as Sir Terry 85 million copies across the world and includes more
than 50 novels, spin-offs and supplements. Among
Pratchett’s modern these is the Discworld Roleplaying Game, originally
fantasy classic published by Steve Jackson Games in 1998 as GURPS
Discworld. The title received a
Words by sequel, GURPS Discworld Also, in
Richard Jansen-Parkes 2001 before dropping the underlying
RPG engine’s label (it stands for
Generic Universal Roleplaying
System, if you’re curious) with its reprint
the following year.
A long-awaited second edition of the game,
accommodating content from dozens of new books,
hit the shelves late last year. But with so much going
on in the series – not to mention the sheer volume
of printed material out there – how on earth would
anybody find a way to set an RPG on the Disc?
“Well, it helped that I’d been reading the
Discworld books right from the very beginning,”
explains Phil Masters, a veteran of the British RPG
scene and author of both editions of the Discworld
Roleplaying Game.
“I think I picked up my copy of the first book in the
series, The Colour of Magic, just a few months after
it first came out. It got me enthused enough that I
made sure to read all the others when they came out
over the years. That continued right up to the very
end of the series.
“As you might expect, when Steve Jackson Games
asked me whether I would be interested in working
on the Discworld product I think I almost bit their
hands off.”

PULL IT TOGETHER
It’s not every day you get to work on a dream project,
though in Masters’ case it probably helped that he
had plenty of experience with RPGs and already
developed a strong record with the company.
“It was Steve Jackson Games that originally put
together the relationship, though I must admit I’m
not entirely sure how they did it,” he laughs. “They
somehow managed to persuade Terry that a
GURPS adaptation would be viable. One or
two people had already been working
on it, but it didn’t really gel until they
threw it my way.
“I’d established a
reputation for being able

62

062_065_discworld_v2 MJ.indd 62 21/07/2017 15:29


to do humour in RPGs, which helped as that’s an “In the time between working on the first and
incredibly tough thing to manage. second editions of Discworld I’d also gained a lot
“We put together the first edition and a follow-up more experience in adapting the GURPS rules to fit
book so, when a few years later fourth edition GURPS the setting, rather than just hoping that I could put
was released, I suggested putting together a new the two of them together and they’d mesh.”
version of the Discworld game too.” He adds: “That was one of the major reasons I was
When the first edition of the book came out, so keen to do the update, actually. I wanted to fine-
Masters was faced with the prospect of trying to work tune things so that they felt more natural when you
around 20 novels’ worth of content into the setting. put them side by side.”
That was tricky enough, but when the updated edition The release of new editions has been part of
was finally approved the challenge had grown to the tabletop gaming landscape for as long as it’s
engulf even that. been around. Sometimes these updates mean
A complete collection of Discworld titles could little more than minor refinements of rules ■ Above: Discworld consists of a
easily fill a bookcase, but the complications and plot, while at other times they’re more like large disc balanced on the backs
were greater than the mere quantity of words complete reworkings that wipe away everything of four elephants that are stood
and pages out there. After all, one of the secrets that came before. on a turtle slowly swimming
to the series’ long-term success is its incredible In the case of the Discworld RPG revisions, through space. Really.
diversity of themes, locations and characters. The they definitely lean more towards the former –
fan-supported Discworld Wiki lists almost 1,250 overhauling rather than rewriting. In the same ■ Opposite: In Sir Terry
named characters and 250 separate locations. So way that the setting itself has moved forward Pratchett’s novels, Death is a
how do you go about trying to fill out the world that over the years, so has the GURPS system. character – and he can shred.
contains all of them? However, even though many of the core
“Having a good memory for plots and story details rules have translated to the Discworld without ■ Below: Many of Discworld’s
helps,” says Masters. “While I was working on it I much modification, other parts have seen inhabitants are rooted in classic
needed to go over the books to check things and jog significant alterations. ▶ fantasy and mythology.
my memory every now and then, but I didn’t have to
sit down in front of a stack of 50-something novels.
Not that I think I would have minded that.
“Beyond that, I did have a little bit of help from the
simple fact that Terry wasn’t always 100% consistent
himself, so I could always blame him for any minor
slip-ups!”
Beyond this, Masters explains that the simple fact
that they only had one volume to work with helped
out, as there was no way to could include everything
unless they wanted to publish a book two feet thick.
“We had to narrow things down a bit, and that
allowed us to make sure we were carrying over the
things that were important. Well, the things I thought
were important, anyway,” he adds. “I have no doubt
that some fans will disagree, but they can come and
argue with me at conventions.
“That’s pretty much what conventions are for,
after all.”

DICE ON THE DISC


There’s more to an RPG than getting characters’ hair
colour right, of course. The rules and systems that
guide the game don’t just shape the way you play,
but also affect the way in which the players perceive
the setting.
For example, if a system is geared almost entirely
to the intricate details of combat it will play out very
differently to a rules-light game that emphasises
roleplaying over everything else, even if the scenes or
setting are exactly the same.
“GURPS was already a Steve Jackson Games
product, but it was also a very good fit to the
Discworld setting,” says Masters. “It allows a decent
amount of detail that can be pretty easily adjusted to
work smoothly with the world.

63

062_065_discworld_v2 MJ.indd 63 21/07/2017 15:29


DISCWORLD RPG

“Making an adaption like this work with a wide-


ranging system like GURPS is less about creating new
“If you want That’s not to say that everything is taken from the
regular GURPS rules, of course. Some of the changes
rules, and more about knowing which ones to cut out
and leave in,” Masters explains.
to play in a are minor and mostly cosmetic – the skill allowing a
character to communicate without needing to share
“The full GURPS system has huge amounts of
detail, and it was a question of finding existing rules
funny setting a common language has been renamed ‘Shouting at
Foreigners’, for example – but a few are much more
and making them fit.
“For example, there are plenty of intricate
you’re intricate and involved.
“Magic plays a fairly significant role in the books,
systems and rules around combat, and you can
make it quite simulation-like if you want to.
probably but it doesn’t work the way it does in most other
fantasy settings,” explains Masters.
However, while there certainly is combat and
conflict in the Discworld, it’s very rarely the focus,
pretty keen “Rather than try and somehow force the
conventional GURPS magic rules into the book I
so we pruned it down quite severely.
“There are also lots of common-sense things.
on creating wrote a simple but flexible magic system that fits the
way that magic works in the Discworld.”
There’s information for laser weapons and space
combat in the full rules, but they are rather
funny ADAPT AND EVOLVE
unlikely to crop up unless the game gets very
odd indeed.”
situations.” Over the years, Masters has worked on a huge range
of different RPG products. While many of these are
set in worlds of his own creation, he’s also a dab hand
at adapting other people’s works into RPG systems.
Listed among his credits are adaptations based on the
acclaimed comic book Hellboy and the long-running
Vorkosigan Saga sci-fi novels.
“There’s definitely a process difference when
it comes to working with licensed material,
especially if you’re also using an existing
framework of rules like GURPS,” he says. “You
have to find clever ways to shape the rules around
the ideas in the setting itself.
“If you’re designing the rules from the ground up
you naturally take a different approach in places –
sometimes you’ll include a location or a concept that
is explicitly designed to show off the rules to their
best effect.
“While that can be fun, that can also feel a bit artificial.”
Despite all this, however, Masters adds that
while it has its quirks and a few unique challenges,
adaptation projects aren’t hugely different from
working on an original setting
“Personally, when I’m developing my own
ideas I try to produce worlds or concepts that are
interesting on their own merit and then think about
how it could interact with a game,” he explains. “The
starting point is a little different, but it all works out
in a similar way.”

A FUNNY OLD GAME


The Discworld is fairly unusual place, even by
the generous standards of fantasy worlds. Its
dragons are small and relatively harmless, the
vampire population has sworn off human blood
and most of the great barbarian heroes have
long since retired.
One of the interesting things with how the
Discworld’s unique characteristics interact with
RPGs is that the world has narrative imperative
baked into its physical laws. However, one of the
themes that keeps cropping up in the books is that
if people realise this fact and try and use it to their
advantage, there’s a good chance that it’ll backfire
on them.

64

062_065_discworld_v2 MJ.indd 64 21/07/2017 15:29


through experience to a certain extent. Sometimes
you get jokes, sometimes you don’t, and that’s okay. WHAT IS GURPS?
The Generic Universal
“Most of the jokes and humour that crops up Roleplaying System
at the gaming table – tables with people over (GURPS) was created by
the age of 12 anyway – is the kind of thing Steve Jackson Games
back in 1986.
that feels perfectly at home in the Discworld
At the time, most such
anyway. People play with clichés and systems were tied down
stereotypes, and by getting their fantastic to specific settings or
characters stuck in mundane situations.” genres, but GURPS was
designed to accommodate
One of the ways Masters subtly
practically anything a
encourages players to try their hand at player or designer wanted
humour is through the disadvantage to throw at it. You could
system. This is an idea used widely use it to play out space
battles, fencing duels or
throughout GURPS, where characters can
courtly intrigue – potentially
take one or two disadvantages in exchange all at the same time.
for some extra skill or ability points. This It was also one of the
may include having a character that is an very first RPG systems to
establish the concept of
alcoholic, hates anyone taller than them or
using points to purchase
is obsessed with gold. skills and abilities from
“If you have a party where one character a wider list, rather than
is greedy, one is paranoid and one is scared simply rolling for attributes
or being locked into a
of heights, most players who are interested
class progression.
in the Discworld in the first place will end The flexibility offered
up finding a way to use those traits for comic by the system has led to
effect,” he says. enduring success, and
GURPS has remained
“After all, if you want to play in a funny
consistently popular for
setting you’re probably pretty keen on creating almost 30 years now.
funny situations. That’s the unique thing about
the Discworld.” ■

“We actually explicitly included that in the rules,” ■ Above: Players are encouraged to play with
says Masters. “If a player is trying to rely on narrative – but not rely on – fantasy cliché.
conventions to help them along, the GM is encouraged
to undermine them as much as possible. After all, ■ Opposite: Characters can take on
it’s perfectly possible that – within the context of the disadvantages, such as alcoholism,
setting – they’re playing to the wrong story. to acquire extra skills.
“Having said that, witches are encouraged to try and
work their magic into the stereotypes, as in the books ■ Right: Honestly, Death
that’s how they gain a lot of their power. An old woman is just the coolest.
with a black hat and an evil laugh will be more powerful
that she would if she dressed in an old cardigan.
“The vampires were particularly fun to work
with, too, as in the Discworld most of them have to
constantly battle against the temptation to fall into
cliché and stereotype. They’re consistently their own
worst enemy, and good players can use that in really
enjoyable ways.”
This raises the question of one of the other pillars
of the Discworld – its humour.
For most gaming groups comedy tends to crop
up naturally, no matter what system or adventure
they’re playing. When you have a group of friends
sitting around a table even games themed around
horror and misery, such as Call of Cthulhu, are often
punctuated with laughter and one-liners.
Intentional comedy, however, has always been a
tricky thing to handle.
“Trying to enforce humour through the rules is
hard, and really wouldn’t fit the setting,” explains
Masters. “It’s something that needs to be conveyed

65

062_065_discworld_v2 MJ.indd 65 21/07/2017 15:29


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SECRETS

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ttgSubsFP.indd 1 26/07/2017 10:09


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Play it smart
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Manchester Metropolitan University academics and Games Research Network co-directors
Paul Wake and Sam Illingworth reveal why studying board games is anything but boring
the effectiveness of using ‘serious games’ Catan as the basis of an exploration of
as a way of increasing public awareness machine intelligence, pitting a sinister-
of sustainability issues. Arguing that sounding (but not actually sinister)
knowledge alone is not enough to change ‘autonomous agent’ against human
behaviour, their work suggests that the opponents. Given the game’s complexity,
value of gaming is in allowing people to its trading mechanisms and the variety of
experience real-world scenarios through routes to victory, Teuber’s classic game
play. Oil Springs works well to provide offers an ideal platform for testing machine
just this experience – its mechanics intelligence and learning. So, when the
model a situation in which individual time comes for us to welcome our machine
victory must be balanced against global overlords, you can expect a hexagonal
catastrophe. Accordingly, players must approach to regional boundaries.
pursue their individual goals within As demonstrated through these short
a context that requires collaborative examples, we’re hoping this column will reveal
Illingworth
Doctors Paul Wake and Sam effort: there are no winners if the island some of the ways in which academic research
of Catan is destroyed! can provide insights into the games that we
Jonathan Rey Lee’s recent article on the play, and how in turn the games we play can

F
irst, some introductions. We’re both Oil Springs scenario, published in Analog provide a lens through which to observe the
academics at Manchester Metropolitan Game Studies, observes how playing workings of our lives and society. ■
University and members of the Games this scenario enables gamers to better
Research Network, a multidisciplinary group understand the role played by capitalism Over the coming months this column will offer
covering all aspects of games, gaming and in our current global environment. By a window into the kind of work on gaming
play. This means we’re lucky enough to work providing a game mechanic linking resource that’s taking place in universities around the
on – and play – games with a great group of generation to land ownership, it allows world. We’re delighted to have the chance to
colleagues, students and games designers. gamers to observe the effect that a capitalist share what we’re doing, we hope you’ll find
While our research group covers games of all approach to resource management has it interesting and we welcome suggestions for
kinds, from VR to the playground, for us this on other people. Lee’s conclusion – one future topics.
means board games. Which is why we’re here. which we would endorse – is that Catan,
At this point you’re probably asking, like many other contemporary board
“What kind of academic conducts research games, offers its players an
into board games?” and/or, “What will their embodied experience
research tell me that I don’t already know?” that reveals, and calls
Both are fair questions – they’re questions into question, certain
we’ve asked ourselves in the development of social systems.
this column. What we’re hoping to show is In another study,
that while academic work can at times appear Markus Guhe and
abstract it often provides innovative solutions Alex Lascarides at
to a range of societal issues. (Yes, that the University of
includes work on board games.) Three recent Edinburgh used
research publications about Klaus Teuber’s
Catan provide examples of this in action.
Emile J. L. Chappin and colleagues at ■ Catan has been used
to demonstrate the real-
the Delft University of Technology in the
life role of capitalism,
Netherlands used Erik Assadourian and Ty as well as helping to
Hansen’s Catan: Oil Springs to investigate train machine learning.

67

067_playItSmart_v3 MJ.indd 67 25/07/2017 08:43


R E
U AL
T CI
ICE
P P
S

UK GAMES EXPO
WERE YOU THERE?

68

068_073_ukgeReport_v4 MJ.indd 68 21/07/2017 15:32


More than 16,000
players roamed
the NEC in June
to check out the
latest must-see
titles headed to the
tabletop. Whether
you made it to
Birmingham or not,
here’s your guide
to an unmissable
weekend, plus
some of our
favourite games
from the show

Words by Matt Jarvis


Pictures by Sarah Atchama

69

068_073_ukgeReport_v4 MJ.indd 69 21/07/2017 15:32


UK GAMES EXPO 2017

UBOOT
A real-time sim of a submarine during WWII
that plays like a hardcore version of Captain
Sonar. The first officer gets to man the
periscope through the required companion
app, while another player navigates the
sandbox environment using a historically-
accurate grid map and the captain attempts
to keep morale high. Detailed, deep and
gripping, it’s set for a Kickstarter later this year.

■ Above: For the Emperor! A Space


Marine spotted out and about.

■ Right: The bring and buy remained


as popular – and busy – as ever.

■ Right: One of the most unforgettable sights of the


WHEN I DREAM weekend was the roaming pack of Uruk-hai.

One player dons the included sleep mask and must try ■ Below: The Pokémon TCG championships were just
and guess the central dream described in one-word one of the many gaming tournaments taking place.
clues by the rest of the players. Easy, right? Except one
of the clue-givers is actually an unhelpful bogeyman
trying to mislead the sleeping guesser for their own
gain, while another might be the sandman trying to
keep balance between wrong and right. It’s cutesy fun,
with the multiple roles spicing things up. You’ve only a
few sleeps to go before it’s released this October.

70

068_073_ukgeReport_v4 MJ.indd 70 21/07/2017 15:32


LAZER RYDERZ
YOUR PICKS
We asked some of the show’s many
Easily claiming our made-up award for best style, Lazer visitors which games and stands
Ryderz includes a package shaped like an old VHS cassette had caught their eye over the
box set and stars neon characters who could’ve come weekend. Here’s what they said…
straight out of an ‘80s Saturday-morning cartoon. The idea is
to pilot your rider using X-Wing-style
-style movement templates
to capture three prisms before your rivals. You can steal a
captured prism back, but hitting an opponent’s beam means SPENCE + JUSTINE
exploding like the bikes in Tron.. You’ll need to manage your • The Football Game
speed, as whizzing around in too high a gear can risk losing • Nefarious
control, while a lower speed provides the chance to pull off • Redacted
tighter turns and outmanoeuvre your foes.

■ Top: Baa-rilliant. One of the sheep on the Catan stand.

■ Below: The winners of the UK Catan championship.

HANNAH + JAMIE
• Tutorial app Dized
• Nine Worlds

BUG OFF!
There were many impressive POOKA
designers around the floor, but • Temp Worker
perhaps none more impressive than Assassins
Tom Hall, a 14-year-old showing off
his first game: Bug Off! A wargame
that can be played anywhere, Bug Off!
uses discs as units that stand up in
whatever nature throws at you. After
two years in the works, the clever
title is due to come out next spring.
Did we mention it’s illustrated by a
10-year-old? Kids these days.

71

068_073_ukgeReport_v4 MJ.indd 71 21/07/2017 15:33


UK GAMES EXPO 2017

PERFECT CRIME
Perfect Crime has become a fixture at the UK Games Expo,
having been in the works for a number of years now.
However, it looks like that work is paying off, producing
a highly detailed heist game where a group of players
controlling criminals face off against one of their friends,
who’s in charge of the bank. The core of the game is in
preparation, as the robbers only get a single chance to pull
off their master plan. The whole thing takes just 90 minutes
to play, but offers a deep and complex simulation of a
bank robbery. It should finally tunnel in this September.

ELEMENTAL
ASCENT
■ Left: The
cosplay zone
Originally devised as a reimagining of Fantasy
was the place
Frontier at UK Games Expo in 2015, Elemental
to check out
Ascent was the runner-up in the Redesign-a-Game
impressive
competition last year and returned this year with its
costumes of
latest version. Moving away from its inspiration a
every kind.
little, the game is described as a ‘mini Civilization’
with combat completely optional. There’s no board:
players create the map by exploring with their
airships, which generates specific sets of tiles that
can be tapped for resources or have elemental
shrines built on them. The game was looking for a
publisher when we saw it, but has plans to launch a
Kickstarter if the team decides to go it alone.

■ Left: The special


children’s ticket
was designed by
nine-year-old Anya
Cawkell (far right).

■ Right: Fantasy
Flight held its
first European
Championships
at the show.

ESCAPE THE
DARK CASTLE
Escape the Dark Castle applies the dice-rolling
gameplay of RPGs to the snappy adventures of
gamebooks and ‘80s TV classic Knightmare. Players
progress through a deck of cards full of traps
and monsters before facing a final boss, choosing
their path and rolling to pass tests. Its beautiful
monochromatic illustrations will be familiar with
anyone who grew up with Fighting Fantasy. After
a Kickstarter in June, it’s out this November.

72

068_073_ukgeReport_v4 MJ.indd 72 21/07/2017 15:33


YOUR PICKS

LORNA + RYAN
• Codenames Duet
• Robinson Crusoe
• Bohnanza

■ Above: The wargaming area was full


of beautiful miniatures and scenery.
SCRUMPY
As English as tea or scones (though
perhaps not as breakfast-friendly),
strong cider is the subject of this DHANA
unique deckbuilder. Unlike other • Kingdomino
entries in the genre, you don’t • Photosynthesis
purchase new cards every round –
the idea is to provide more control
over your deck, as cards can also
be used as resources. Despite
only beginning development
in February, it shows a lot of
promise – we hope to harvest
this one soon.

■ Right:
The pile of
giant dice at
the show’s ELAINE + ROB
entrance was • Bärenpark
just asking to • Dice Forge
be climbed on. • Kitchen Rush

73

068_073_ukgeReport_v4 MJ.indd 73 21/07/2017 15:33


䄀圀䄀刀䐀            圀䤀一一䤀一䜀 䜀䄀䴀䔀 䴀䄀吀匀

䰀伀吀匀 伀䘀 䐀䤀䘀䘀䔀刀䔀一吀 嘀䄀刀䤀伀唀匀 䘀䰀䄀吀 刀䄀吀䔀


䐀䔀匀䤀䜀一匀 䴀䄀吀䔀刀䤀䄀䰀匀 匀䤀娀䔀匀 䔀唀 匀䠀䤀倀倀䤀一䜀

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

p074.indd 1 19/07/2017 11:41


76 78 80

PLAYED
PLAYING WITH REALITY
81 82 84

W
rong as it may be, there’s little more exhilarating than successfully
lying and bluffing your way through a social deception game,
convincing your companions you’re on their side and to be trusted,
only to reveal your hidden identity or sabotage their win at the last moment.
A number of games we’ve looked at this month play with the idea of fibbing
86 87 88
to your friends in different and interesting ways. In Saltlands, allegiances are
fluid, with players working together or apart as necessary to survive the arid
wasteland. As in so many social deduction games, both Werewords and The
Chameleon make words your weapons, as the zoological liars try to mislead or
blend in, respectively. In Secrets you may not even be aware which side you’re
on until it’s too late and, as in Brutal Kingdom, you must try and use what little
knowledge you may have to work out the plans of those around you. Of course,
lying isn’t just about deceiving, and it’s not always a bad thing – Starfinder,
90 91 93
as with any RPG, is all about becoming someone you’re not and living out
exciting and fulfilling adventures in another universe with your close friends
around you. Actually, couldn’t that be said for nearly all tabletop games?

76 STARFINDER
78 SUB TERRA
80 CENTURY: SPICE ROAD
81 SECRETS
94 95 96
82 WARHAMMER 40,000: DARK IMPERIUM
84 UNFAIR
86 SAGRADA
87 THE CAPTAIN IS DEAD
88 BÄRENPARK
90 THE MANHATTAN PROJECT: ENERGY EMPIRE
91 SALTLANDS
97 99 100
93 MAGIC: THE GATHERING: ARCHENEMY: NICOL BOLAS
94 WEREWORDS
95 ETHNOS
96 DICE FORGE
97 THE CHAMELEON
99 A FEAST FOR ODIN
100 CHIMERE
101 102 103
101 THIS WAR OF MINE
102 OUTLIVE
103 ESCAPE FROM 100 MILLION B.C.
105 PACK O GAME
106 WORD SLAM
107
108
ARCADIA QUEST: INFERNO
DOUGHNUT DRIVE-THRU
105 106 107
108 BRUTAL KINGDOM
109 ACCESSORIES

108 108 109


075_ReviewsIntro_v2 MJ.indd 75 25/07/2017 08:44
PLAYED

core rulebook includes a sizeable


chapter detailing how to convert
existing Pathfinder characters and
monsters over to the new game with
minimal fuss, as well as explaining
how to use the traditional fantasy
races in the sci-fi setting and running
through what’s happened to them in
the time since Pathfinder.
Replacing the classic races (except
humans, who remain a fixture) are
six new defaults, leaping from sci-fi
staples of androids, four-armed
nomads called kasathas and the
psychic aliens known as lashunta to
anthropomorphised lizards, insects
and rats. It’s a fun mix for you to
craft your guardians of the galaxy
from, with each race well established
within the in-game universe and
presenting plenty of interesting
options for player characters. There
does remain a feeling that the
spaceship could’ve been pushed a
little further out with some slightly
more weird and wonderful options
– this is something that will likely be

STARFINDER resolved by future player guides – but


this is a strong starting point.
Pathfinder takes to the stars, but is its The races are expanded by seven
classes, which do a good job of
sci-fi sequel interstellar or lost in space? evolving things beyond the classic
Paizo | £64.79 | RPG | Players: 2+ | paizo.com/starfinder RPG clichés yet remain recognisable
enough to be easily understood –

S
tarfinder is an evolution ■ Above: Absalom becoming bogged down in questions among the more interesting picks
Station is the cultural
of Pathfinder in just about of specific links to Pathfinder by are the Jedi-esque solarians, who
melting pot of the
every sense of the word. galaxy. (Artist: introducing a mysterious period in can summon weapons and armour
Not only does the sci-fi-soaked Leon Tukker) time called the ‘Gap’, which resulted out of energy; mechanics and their
follow-up to 2009’s influential in a galaxy-wide amnesia that means versatile drone companions; and
Dungeons & Dragons descendant ■ Below: The core ‘only’ around three hundred years’ of technomancers, who operate using
rulebook includes a
take place thousands of years chapter explaining history is known. It’s the storytelling a blend of technology and magic,
later in the same universe – albeit how to convert equivalent of skipping a chapter compared to the more traditional
completely transformed by the Pathfinder creations while reading a book and could be spell-wielding mystic. Of course,
advent of futuristic technology for the new game. seen as an overly-convenient way there’s nothing stopping a non-
and unexplained disappearance of of jumping ahead in time without magic character from installing a
Pathfinder’s ’s home planet of Golarion having to establish how the fantasy body augmentation that allows them
centuries before – it also makes world transformed into a galaxy full to breathe fire, either – one of the
significant changes to of lasers and androids – at the same highlights of character progression is
Pathfinder’s roleplaying and time, it’s a way of neatly separating discovering the quirky tech-infused
combat systems (which were the games instead of feeling talents available for the right price.
an advancement on D&D beholden to its predecessor’s Completing each character is a
3.5 to begin with) that result dense lore. For me, it worked. theme, providing a general focus –
in a game that feels familiar If you are a fan of Pathfinder, from ace pilot or bounty hunter to
and aware of its legacy, yet there’s still plenty to chew on the galaxy-wide celebrity of an icon.
distinctly unique and singular. that’s been carried across, from The themes are general personality
There’s no need to know the reappearance of deities to traits but, more importantly, lend
the wider lore of Pathfinder to the evolved forms of existing extra depth and narrative thrust to
appreciate Starfinder’s ’s interstellar creatures. If you can’t find characters, as well as bonus abilities,
setting – in fact, the designers something, there’s a very helping them to feel more fully-
themselves seem to be making an good chance you can just rounded from the moment they blast
effort to distance themselves from bring it across yourself: the off into the universe.

76

076_077_starfinderReview_v2 MJ.indd 76 25/07/2017 09:10


rest. The expanded recovery options
mean that casters aren’t quite as
integral to a party as before, while
RP presents more ways to help turn
fights in the players’ favour – plus
offer a way to counteract frustrating
dice rolls, albeit at a cost.
■ Players and GMs can The single biggest addition to
create and battle starships.
(Artist: Ben Wootten) Starfinder is space combat, which
comes complete with its own set of
Although magic is present, it setting, and also allows it to feel like rules and character-specific abilities.
takes a backseat to Starfinder’s a more natural fit with the futuristic It’s by no means mandatory, and IF YOU LIKE
PATHFINDER…
more tech-focused abilities. When weaponry and skills of characters, slightly awkwardly requires a separate
TRY
magic is used, it’s been massively instead of feeling like a hang-on from hex map in addition to the standard STARFINDER
simplified from the preparation its fantasy forebear. square grid used for ground missions, The Pathfinder
and components required to cast in A similar philosophy of but fully delivers the atmosphere of a sequel is much
more than a
Pathfinder – now, casters need only simplification has been applied to living, breathing universe.
simple reskin
concentrate for a set amount of time the combat. Natural 20 rolls on a Ships are created and upgraded of the fantasy
to fire off an enchantment, although d20 now score instant critical hits by GMs and players much RPG, with both
they can be interrupted and fail the for extra damage and effects – no like characters, with speed, expanded and
tightened-up
spell if attacked. Similarly, while secondary confirmation check maneuverability and armaments
roleplaying rules.
each class gets its own list of spells, required – and players can perform dictating the way they fly around and
gone is the division between arcane, two simultaneous attacks off the bat fire at any attacking vessels. Players’
divine, psychic and so on. It makes (with a hit penalty to both) instead characters take on the various roles
for a more straightforward system of needing to scale up their attack onboard – from captain and pilot
that aligns with the less prominent strength as in Pathfinder.
Pathfinder Flat-footed to gunners and engineers – and
role sorcery plays in Starfinder's has been relegated to a condition can lend their skill to each round of
and fixed roll penalty rather than a combat, boosting systems and their
dedicated armour class, while attacks crewmates before moving, pulling off
of opportunity now only affect three X-Wing-style stunts and attacking.
specific actions (moving, ranged There are a number of different
attacks and casting) to stop enemies talents for each role (characters can
striking out every time a player does swap positions mid-battle), yet they
so much as scratch their nose. The are largely specified by the role rather
small changes chime perfectly than the character – you wouldn’t
with Starfinder’s increased focus necessarily want to have a space
on ranged combat – although laser combat-only campaign or scenario,
swords and other melee weapons as it does feel more limited than
are just as viable and effective – fighting on the planet surface, bwhen
and add up to give combat more of it comes to presenting a different
the cinematic speed and thematic style of combat and storytelling.
feel of a Star Wars lightsaber duel Starfinder isn’t quite the quantum
or Star Trek phaser shootout. leap away from Pathfinder some
Adding to this is the decision to might expect or desire – if anything, it ■ The lizard-like vesk
are just one of the
divide health into HP and stamina, feels more like Pathfinder 2.0. If you
new races inhabiting
with the latter serving as a form of didn’t enjoy the crunchier aspects the universe. (Artist:
rechargeable shield that is lost before of the fantasy game’s roleplaying Remko Troost)
characters are damaged directly. recipe, the mechanics here are
Stamina can be recovered by resting significantly streamlined but stay
briefly and spending resolve points, a true to supporting a complex and CONCLUSION
successor to the hero points handed potentially overwhelming amount Starfinder does
a fantastic job of
out by Pathfinder GMs that of options for more casual players. translating Pathfinder’s
allowed players to pull off In tightening Pathfinder’s gameplay, gameplay to a sci-fi
special abilities. RP can though, Starfinder improves in setting, refining the
similarly be used to re-roll almost every way on the older game, classic d20 RPG
mechanics while
certain checks or recover when dying while managing to successfully bring introducing smart
(as well as counting as extra HP when to life a universe with established additions that fit with the
mortally wounded) but, unlike the history that also feels fresh and ready game’s greater scope. It
single-use hero points, are calculated to be explored anew. I can’t wait to won’t change your mind
if you’re not already a
based on each character’s makeup head back in. ■ fan but, if you are, it’s
and can be recovered with a long MATT JARVIS a joyous next step.

77

076_077_starfinderReview_v2 MJ.indd 77 21/07/2017 15:36


PLAYED

SUB TERRA
Hold your breath as we go beneath the surface of the caving horror
Inside the Box Board Games | £25 | Co-op | 1-6 players | 60 minutes | Age: 10+ | itbboardgames.com/games/sub-terra

B
eing trapped underground is BOX CONTENTS are the highlight of the game, forcing The punishing difficulty would be
one of those universal fears, ◗ 66 cave tiles players to stay on the move as they’re easier to look past if there was a greater
like falling or drowning, that ◗ 31 hazard cards chased through the caverns, but can be opportunity for experiencing unique
sends shivers down backs with the ◗ 20 health markers frustrating to encounter. It’s an instant stories, but with the tiles consisting
◗ Eight caver boards
mere thought alone. In Sub Terra, the ◗ Eight caver pieces KO if a horror catches you, knocking solely of a small selection of hazards and
dwindling light and air is only part of the ◗ Three horror pieces your character out of the game until no real narrative element beyond light
problem – you’ll also need to contend ◗ 23 game markers you're healed by another player. With characterisation of the explorers, it too
with cave-ins, floods, gas and, worse of ◗ Nine action tokens the random layout and need to press commonly descends into a draw tiles-
◗ Six-sided die
all, the mysterious ‘horrors’ that pursue ◗ Tile holder on to escape before the hazard deck draw card-repeat loop with little sense of
you through the winding tunnels. ◗ Rulebook runs out – while avoiding any remaining reward or progression. The core gameplay
Like caving in real-life, it’s best to horrors – players may end up forced to is solid, but it feels like the number of
head into Sub Terra with at least one leave their friends behind, meaning a cards and tiles could’ve been better
other person, as the co-operation rather dull wait for those eliminated. offset against the luck factors to achieve a
between the uniquely-skilled characters At least the horrors are somewhat tense experience that avoids too much
is key to escaping the tunnels. Turn- predictable. That’s not the case with the frustration and apparent lack of control –
to-turn actions are simple, but varied. rest with the hazards, which can strike yet that’s just not always the case here.
Characters will spend most turns suddenly and quickly wipe out even a It’s a disappointment, as Sub Terra
drawing random facedown tiles to careful team. While many depend on has a great look, does a fantastic job
expand the cave system in search of the risky decision to stay on a particular of translating its absorbing concept
the exit, which lurks somewhere in tile, tremors strike players regardless of to interesting gameplay and makes a
the bottom six of the 64 squares. Even where they are and can dish out wounds strong first impression. Unfortunately,
on the standard difficulty, it can be a based on an unlucky die roll. spend too much time trapped in
challenge to even get close to simply While the use of luck keeps things tense its depths and you might end up
discovering the exit unless you’re and random, the tight time pressure often climbing the walls. ■
revealing and moving onto new tiles on results in the game becoming nothing but MATT JARVIS
almost every turn – which risks running an exercise in pure hope, undermining
CONCLUSION
straight into hidden hazards and much of the chance for strategy. It’s not
Sub Terra looks fantastic and is fun to
monsters with little chance of reaction. uncommon to realise you stand little play at first, but the crushing difficulty
At the end of each set of player turns, chance of discovering the exit based and heavy reliance on lucky draws and
the hazard deck triggers the dangers on the remaining number of tiles and dice rolls ends up making it feel unfair,
rather than presenting a satisfying
on a specific tile type. This generally cards halfway through, having spent
challenge. It’s a shame there’s not a
involves the fragile explorers unlucky too many turns being forced to heal or stronger story element to help spice up
enough to be resting on the spaces recovering from unfortunate draws. the repetition, either.
immediately taking damage or having
to pass a simple skill check by rolling the IF YOU LIKE BETRAYAL AT HOUSE ON THE HILL… TRY SUB TERRA
It may not have the same tongue-in-cheek storytelling fun as Betrayal, but Sub
die, but can also set loose up to three
Terra still offers plenty of gripping life-and-death tension. Just prepare to suffer.
horrors. These mysterious creatures

78

078_079_subTerraReviewInterview_v3 MJ.indd 78 21/07/2017 15:37


GOING UNDERGROUND
After a barnstorming Kickstarter, Sub Terra is tunnelling onto the tabletop. Designer Tim Pinder and Peter
Blenkharn from British publisher Inside the Box Board Games shine a light on the survival horror hit
Interview by Matt Jarvis

Tim, what was your initial


development of Sub Terra like?
Tim Pinder: I’d been messing around
with various prototypes for the
preceding few years, which were usually
quite abstract and logical.
Sub Terra was a deliberate effort to
make something with greater emotional
and social appeal, to try and get out of
my comfort zone. I’d always felt that the
horror genre was underexplored in board
games – mechanically speaking, plenty ■ Above: Some of the design decision Tim took was derived and it’s a big part of why people are
of games feature zombies or Cthulhu! – dangers awaiting from a distinct core purpose, to make an scared of flying, for example – it’s much
so that seemed like a fun place to start. players in Sub Terra. accessible strategy game that invoked easier to imagine a crash than the actual
The co-operative nature of the game genuine dread. chance of one happening.
was a natural fit; horror movies are often ■ Bottom right: Aside from the mechanical elements Sub Terra exploits this by making
about a group of friends under attack Publisher Inside the of the game, Tim has worked extensively sure that on almost every turn, there’s
from some faceless evil, so why not try Box signed the game on building the story behind Sub Terra, always something that could go very
to emulate that in board game form? after seeing it at the UK to build out the characters and provide badly wrong… but it’s fairly unlikely
Games Expo Wyvern's a ‘world’ that the game exists in. Early that it will. Additionally, the number
Peter, you discovered Sub Terra Lair event. on I pushed hard for this to facilitate of turns remaining is just slowly
at the Dragons’ Den-like Wyvern’s a spin-out graphic novel and, from ticking down, pressing you to get a
Lair event at UK Games Expo 2016. that, Tim’s generated a huge amount of move on and start taking more risks.
What was your first impression of backstory and world-building which has Finally, while there are monsters in the
Tim and his project? added significant amounts of flavour to game, they’re not zombie-like cannon
Peter Blenkharn: The Wyvern’s Lair Sub Terra, and has provided us with a fodder; I deliberately made them both
event was a fantastic cross-section of more lucid sense of how we expand the very lethal and very hard to get rid of. You
ideas within the tabletop community, game’s IP further. are trespassers in their subterranean
but Tim’s presentation raised the realm, and direct confrontation will
standard significantly. His project was Sub Terra is billed as ‘‘Pandemic lead to an early death. Run!
exceedingly well thought-through, with Descent’ as a result of
meets The Descent
a clear sense of purpose and design its subterranean horror elements. You’re an AI programmer by trade
methodology. Sub Terra was clearly a How do you inspire fear in players? – did this influence your approach
slick game, with a strong market given a TP: A wonderful thing about humans to making a board game?
lick of paint and a few bolts tightening. is that we’re terrible at reasoning with TP: I’ve had the good fortune to work
Tim was evidently a skilled designer, as probability. Just awful at it. The better we with game AI for the last eight or so
was his systematic engineering are at imagining something, the more years, including some of the more
approach, which appealed to us greatly! “I’d probable we'll feel it is, even if cold hard traditional turn-based board game
The thing that really stood out in Tim’s numbers are telling us otherwise. This is approaches with Magic: The Gathering’s
presentation was that he had a lucid sense always related to a number of cognitive biases, Duels of the Planeswalkers series.
of what the game was ‘for’; it had a clear Tabletop games are interactive
objective – replicating the experience of felt that puzzles, and knowing how machines
dread in survival horror movies. It was would solve them is a great help when
ambitious and creative, and we loved it. the horror making them interesting for human
players to solve as well.
How has the game evolved since genre was
Inside the Box came onboard? What’s next for Sub Terra?
PB: Although we’ve tweaked a few of under- TP: Honestly, the cave setting is fairly
the mechanical elements, tidied up a restrictive. However, if you think about
few rules and tightened the character explored it, there’s nothing really stopping
powers, it’s fundamentally the same the core mechanics of co-operative
game with the majority of the original in board tile-based exploration working in a
design intact. One of the strengths of different, less restrictive setting. The
the design has always been that every games.” sky’s the limit? ■

79

078_079_subTerraReviewInterview_v3 MJ.indd 79 21/07/2017 15:38


PLAYED

CENTURY: SPICE ROAD


Cards, spice and everything nice fill this gorgeous Splendor-killer
Plan B | £34.99 | Card drafting | 2-5 players | 30-45 minutes | Age: 8+ | planbgames.com

T
here’s a wonderful moment the popular 2014 gem-trader. For me, opening up the more interesting
in Century: Spice Road when Spice Road excels over the older game interactive aspects of the design while
everything comes together. thanks to its more interesting theme keeping play time a comfortable length.
You’ve spent the first few turns slowly and gameplay that offers a far more These coins are metal (just try to
filling your caravan with the dinky engaging set of player options due resist that delightful clink) and, like
coloured cubes that represent the four to its combination of deckbuilding- everything else in the box, contribute
spices – turmeric, saffron, cardamom lite drafting and resource trading, to Spice Road’s universally breathtaking
and cinnamon – being traded, in comparison to Splendor’s more visual panache, from its gorgeous cards to
exchanging them for more valuable one-note collectathon. (Spice Road also the spices, which come with four diddly
seasonings using upgrade cards and supports one extra player and comes in bowls to tidy up unruly heaps of cubes.
filling out your hand of dealers, who a more travel-friendly box – small but Century: Spice Road’s overall
allow you to swap one combination of BOX CONTENTS meaningful differences.) delivery is outstanding, offering
cubes for another. You may have even ◗ 36 point cards Although most of Spice Road’s plenty to chew on and decide in
cashed in a handful of your spices for ◗ 53 trading cards conflict takes place in your own hand, every turn while being easy to teach
◗ Five caravan cards
one or two of the scoring cards, perhaps ◗ 105 wooden cubes light player interaction occurs as cards and understand, all wrapped up in a
claiming a gold or silver coin from the ◗ Four plastic are collected from the central market. stunning, carefully-crafted package
two leftmost slots for bonus points. spice bowls Trader cards are free to add to your that makes every match feel like an
At some point during your first ◗ 20 gold and silver deck, but those further down the line event. It’s easily a superior successor
metal coins
match – and a few turns into every game ◗ Rulebook require spice cubes to be dropped to Splendor, and may well become
afterwards – the juggling of cubes and along the preceeding cards to reach the next card game phenomenon
cards turns from a cautious step-by-step them, offering an advantage to rivals for those seeking meaningful
experiment into a fully confident spice- who collect cards piled with cubes on gameplay without sacrificing looks
trading ballet as you lay down patterns later turns. The cubes are considered – Spice Road is style and substance,
of acquisition, upgrade and exchange to be unlimited – unlike Splendor’s perfectly combined. ■
cards to work towards the next rainbow limited treasury of chips – but certain MATT JARVIS
of condiments required to score big. score cards offer a small number of CONCLUSION
It’s a hugely satisfying feeling as you gold and silver coins that can swing Spice Road is a gorgeous triumph,
race against your rival caravan leaders the advantage for those who claim offering looks and depth in a card
to build up the necessary spice, keeping them first. game that can be taught to anyone in
a matter of minutes. It never outstays
an eye on their own stock of cubes and To get the most out of your time with its welcome and is hugely satisfying as
cards as you hope your card-powered Spice Road, we’d recommend playing everything comes together in a fully-
cube-churning machine is more with around three or four players, formed experience.
efficiently-constructed than theirs.
Fans of Splendor will find plenty to IF YOU LIKE SPLENDOR… TRY CENTURY: SPICE ROAD
Spice Road blows Splendor out of the water when it comes to looks and gameplay,
like here, as the battle to cash in colour
offering far more engaging decisions and a greater sense of player progression.
combos has much in common with

80

080_spiceRoadReview_v2 MJ.indd 80 21/07/2017 15:38


SECRETS
The Cold War heats up tensions in this sneaky game of lying and deceit
Repos | £17.99 | Social deduction | 4-8 players | 20 minutes | Age: 10+ | rprod.com

T
he second collaboration revealed or peeked at by other BOX CONTENTS gameplay, as you only really need to
between lauded designers Eric players if they accept the right cards, ◗ 29 character cards know what the two cards potentially
◗ Four bullet cards
Lang and Bruno Faidutti after confusing who's on which side – ◗ Help sheet on offer do, and none of the effects
the prisoner’s dilemma-inspired HMS although accepting can be risky, as ◗ Four reference cards are overly complicated.
Dolores, Secrets is – like that previous two matching cards in front of you ◗ 10 identity tokens While there are all the ingredients
game – built around a very simple means losing the points on both ◗ UN token of a cracking little bluffing game
◗ Two help tokens
decision: accept or reject. (which can actual be quite useful in ◗ Rulebook present, the social deduction aspects
Players take it in turns to draw two the case of minus scores). never properly clicked during any
cards, show the group the options and Scores are tallied as teams, which of the matches we played. The most
then offer one facedown to another results in amusing attempts to jump exciting role to be in is that of a
player. If it’s accepted, it’s placed in ship if you’re stuck with low-scorers undiscovered hippy, who suddenly
front of that player and takes effect. If – while hippies work alone and win reveals their apparently poor play as a
it’s rejected, it returns to the offering independently if they have the lowest winning low score at the last moment.
player, who similarly displays it face score of any player, encouraging a fun Because scores are largely visible
up and uses its ability. Each card is race to lose as many points as possible (although the assassin can dish out
worth positive or negative points – without being forced onto a team that negative bullet cards that remain
four or five cards in front of any player will suddenly make your low score a hidden until the end), Secrets should
ends the game, with scores deciding a burden rather than a boon. be a game about constantly switching
winner. Simple, right? Things become especially sides and lying through your teeth to
Only it’s not quite that straightforward. interesting with more players, as the try and stick with the winning team
You see, each player is also secretly rules allow you to see the allegiance as long as possible. This doesn’t
assigned a team. In the game’s token of the person to your right in necessarily pan out, as the random
Cold War stylings, it’s a showdown addition to your own from the off – nature of the two cards drawn limits
between the CIA, KGB and hippies. meaning you can try and convince IF YOU the strategic play – even if allegiances
LIKE COUP…
Players sneak a look at their lovely, them you’re on their side and get them are discovered, there’s sometimes little
TRY SECRETS
thick plastic allegiance chips at the to offer you useful cards. Until you’re Secrets offers a you can do to impact the situation.
beginning of the game, but can’t revealed as a manipulative liar, that is. more dynamic and The standout card is the diplomat,
check later on unless a specific card Secrets has a striking look, lovely unpredictable take which allows you to secretly swap one
on Coup’s game of
ability allows them. This is the meat components and is relatively easy to of your neighbours’ tokens with the
ability bluffing.
of Secrets, as chips can be swapped, pick up and play due to the simple centre loyalty chip, often throwing the
knowledge of who is who into disarray.
It’s just a shame there aren’t as many
cards that offer such an exciting shake-
up of the social elements during a
match, as the tension more often than
not evaporates by the mid-point.
When things hit their stride, Secrets
is a unique and enjoyable game of
bluffing, chance and deduction – little
beats the feeling of flipping over your
token at the last second to reveal you
were on the opposite team the entire
time. The problem is that this never
seems to be a consistent experience,
relying more on the luck of the draw
than quality social interaction. ■
MATT JARVIS
CONCLUSION
Secrets looks fantastic, has a brilliant
concept on paper and can be
fantastically good fun when everything
pulls together, but the experience varies
wildly between games based on the
luck of the draw, making it hard to fully
recommend. It’s a real shame, as there’s
so much here to enjoy otherwise.

81

081_secretsReview_v3 MJ.indd 81 21/07/2017 15:39


PLAYED

If you’ve encountered Games


Workshop figures before, you’ll
know they are among the very
best out there, and these are no
exception. Covering standard
infantry, a handful of powerful
unique characters, the airborne
Inceptor squad of the Marines and
the Foetid Bloat-drone vehicle
of the Death Guard, it’s a varied
and vast selection that showcases
the impressive sculpting and
production that made Warhammer
a household name to begin with –
the spiked, contorted and grotesque
Death Guard troops provide a
nice contrast to the smooth power
armour and tactical poise of the
Space Marines. The multi-part
models aren’t hard to put together,
especially so thanks to an included
construction and painting guide,
which makes it little harder than
building a Lego model (albeit using
superglue).
The real triumph of the set, however,
is in the rules. Taking heavy inspiration
from the similar reimagining of its
fantasy sibling Age of Sigmar, 40,000’s
core ruleset has been condensed
in a way that maintains the depth
and strategy of the wargame while
also making many of the overly-
complicated and unnecessary rules
of the past much more logical and
straightforward to understand – or
WARHAMMER 40,000 (EIGHTH EDITION): removing them entirely.
One major example is the
DARK IMPERIUM presence of vehicles, which could
previously become near-unstoppable
The legendary miniatures game trims the fat with a fantastic new edition killing machines that only took
Games Workshop | £95 | Wargame | 2+ players | 2+ hours | games-workshop.com damage from certain attacks; they
now use the same combat statistics

I
n news sure to shock teenage BOX CONTENTS success that injects a much-needed as standard units, allowing them
collectors of plastic figures across ◗ 22 Primaris freshness and excitement back into to be hurt by standard troops, and
Space Marines
multiple generations, Warhammer plastic miniatures the aging wargame, bringing it back weaken increasingly as they soak
40,000 turns 30 years old in 2017. ◗ 31 Death Guard alongside rivals from the last few up wounds, which helps to even
Over the decades – and more than plastic miniatures years that had begun to creep ahead the battlefield a little. Another
half a dozen different editions – the ◗ 280-page hardback with their fast-flowing gameplay and overhauled system is morale,
core rulebook
iconic grimdark game of battling ◗ Eight-page core streamlined rules. which has been simplified to a
Space Marines, Orkz, Eldar and rules reference card The Dark Imperium box itself simple die roll that dictates how
Chaos has become somewhat ◗ 24-page Primaris is an excellent starting point, many additional troops are lost.
notorious for its convoluted and Space Marines book packed with the eight edition’s core Meanwhile, terrain no longer
◗ 24-page Death
bloated ruleset, putting off those Guard book rulebook, the bits and bobs needed impacts movement, and universally
attracted by the top-notch models ◗ 12 six-sided dice to play (including 12 dice and a increases sheltered or covered units’
and brutal, bloody universe. ◗ 12-inch range ruler range ruler – though, strangely, no saving throws by one – simple as
This year’s eighth edition aims to ◗ Construction guide objective markers are included, that. All templates, such as those
◗ Primaris Space
solve that with a stripped-back set of Marines decal sheet despite their importance to the new for grenades, have been removed,
rules, spearheaded by the beginner- rules), and 53 miniatures split into replaced by a random number of
friendly Dark Imperium boxset. On the new Primaris Space Marines and automatic hits, helping to speed up
almost all accounts, it’s a resounding Death Guard armies. combat resolution.

82

082_083_warhammer40kDarkImperiumReview_v2 MJ.indd 82 21/07/2017 15:41


There are countless examples of (although there’s certainly nothing ■ Characters play a
such tweaks across the game, but the stopping you), introducing the much bigger role in
battles, driving the
upshot is that 40,000 is both easier chance to earn bonus VP for tasks improved storytelling
to understand and faster to play. such as holding points around the of the game.
This doesn’t mean it’s been dumbed map, eliminating specific characters
down, just that the same actions and or protecting your base.
characteristics can have an effect Even in non-narrative matches,
on battles without players having these added objectives bring to the
to waste minutes working through fore more of Warhammer 40,000’s vast
the intricacies of each and every universe and lore. It encourages more
decision. In fact, the eight-page rules on-the-fly and thematic storytelling
reference included covers nearly within the game – a lone Space Marine
everything to enough of a point that holding off a squad of Poxwalkers from
you could almost play straight out of a strategic point is far more exciting
the box – a few hours' of gluing and than just crashing two squads into
painting of models not permitting. each other and seeing who survives.
With the rules no longer weighing Unique characters can no longer
the flow of each match down, 40,000 be part of units, both stopping the
skirmishes become much more use of the models as a way of forming
cinematic and dynamic events. This overpowered squads and giving
is reflected by the new division of them the chance to stand alone
matches into open, narrative and as notable singular forces on the
matched games, which offer different battlefield. Their presence also helps
setups and play formats focused to give weaker troops a new purpose,
on whether you’re after flexible as characters cannot be targeted
multiplayer, story-driven battles or by enemy shots when another unit
more regimented, points-dictated is closer, stopping players from
rules for tournaments, respectively. focusing all their fire on the most
Regardless of which mode you powerful character first by using the The reference materials for
IF YOU LIKE
go for, an assortment of missions weaker units almost quite literally the new edition are roundly INFINITY… TRY
and randomly-selected objectives as a meat shield and allowing the excellent, with the revised unit WARHAMMER
provide much greater variety than character to get in closer instead profiles making it painless to check 40,000
just slaughtering the opposite team of being wiped out from the off. all the necessary information Eighth edition’s
changes bring
Again, this makes every match more for each unit and its potential Warhammer 40,000
■ The Dark Imperium variable, as characters roam around equipment and the rules reference back into line with
set includes the Foetid the battlefield and opposing forces serving as a one-stop shop for its modern-day sci-
Bloat-drone vehicle. fi wargaming rivals.
attempt to outmanoeuvre them in newcomers learning the ropes.
order to take them down. The core rulebook isn’t always as
While the missions and objectives streamlined or easy to understand
lend themselves to 40,000’s more as the rules it’s explaining, with a
varied play, there is a weakness in the few questionable choices in terms
initial setup of many of the missions, of the way and order in which more
as players take it in turns to place advanced rules are explained, but
objective markers around the it’s still a huge improvement on
field and the person who past editions.
places last then decides the Despite a few very minor
layout of troop deployment missteps, eighth edition is
from one of six in the core an outstanding evolution of
rulebook. This is a strange Warhammer 40,000 across the CONCLUSION
choice, as it often gives the board. It brings back the excitement By stripping back
the unnecessary
second player a huge advantage and feeling of cinematic action that complications that had
while choosing the placement of many remember from their early built up over decades,
objectives. What’s more, the first days of playing the game, but which Warhammer 40,000’s
player must start deploying wasn’t always reflected in a ruleset eighth edition makes
the classic a fast,
their troops first, saddling them that had grown out of control and exciting and vibrant
with another tactical handicap. isolated the game as more of a past wargame once again.
It’s a decision that will likely be relic than an up-to-day contender The increased focus
adjusted in the months to come to modern sci-fi wargames. With on atmosphere is a
joy, and the fantastic
with the living set of rules, or this, the Emperor may very well Dark Imperium box is
simply ignored by those looking have reclaimed his throne. ■ the perfect place to
for a more balanced setup. MATT JARVIS dive back in.

83

082_083_warhammer40kDarkImperiumReview_v2 MJ.indd 83 25/07/2017 09:11


PLAYED

or mashing up themes to give rides


that jungle-gangster-pirate-robot
flavour, all lovingly rendered in the
lively artwork.
Bigger and better attractions pull
in more guests at the end of each
round, which earns extra cash to
invest in future rides. The main aim,
however, is to complete blueprint
cards, which can be drawn during
your turn and serve as a parallel
to Ticket to Ride’s destination
tickets – build the combination of
attractions and upgrades listed and
you’ll score big, otherwise losing
points. Increasing the risk-reward
tension is the ability to take out
loans, sacrificing points in the hope
of putting the money towards high-
scoring builds. Unfair’s city cards can
be punishing, leading to completed
blueprints suddenly becoming
unfulfilled in the closing rounds,
but the game is universally harsh to
all players, offsetting the otherwise
potentially frustrating inability to
recover from an unlucky draw.
Players have extra opportunities

UNFAIR
to put stones on their opponents'
tracks using event cards drawn and
played during the beginning of each
We promise we’ll be fair – even if this theme park-building card game isn’t round. Each card is split between two
CMON/Good Games | £49.99 | Card drafting | 2-5 players options – one that helps that player
60-90 minutes | Age: 14+ | unfair-game.com and another that hinders a rival,
often by closing rides and stopping

T
he front of Unfair’s box shows BOX CONTENTS like the ascension of a coaster train them earning money that round –
a rollercoaster train at the top ◗ Six themed packs of 57 as it gently ratchets up a slope, with neatly opening up two divergent
cards (jungle, robots,
of a track, suspended over pirates, vampires, players taking the time to construct paths to victory.
the steep drop it’s about to plummet ninjas, gangsters) their rides, attractions and upgrades Unfair lives up to its name – even
down. The artwork doesn’t just ◗ Five game and hire staff, before the train begins a solid strategy can be quickly
visualise the theme park setting of the changer cards to come rocketing down the track, undone by unfortunate event or
◗ Blueprint closure
card game – it actually manages to reminder card destroying players’ hard-built efforts city cards, which will leave some
capture the very feel of the gameplay. ◗ Double-sided board and wiping any any hope of victory. players fuming. If you can cope with
Of the many things to admire ◗ Two player It is called Unfair, after all. not being a sore loser and just go
about Unfair’s hugely enjoyable reference sheets Building rides is very satisfying, along for the ride, though, it’s a card
◗ Starting player token
game of constructing the best theme ◗ Current step marker as players mix together a number game packed with personality that’s
park in the land while screwing over ◗ Current step miniature of differently-themed card packs buckets of fun to simply watch play
your rivals by bribing their staff, ◗ 86 coin tokens (pirates, ninjas, vampires and so on out – for better and worse. ■
sabotaging their rides and generally ◗ 14 mesmerism tokens – the clichés fit the funfair setting) MATT JARVIS
◗ Scorepad and pencil
being, well, mean is that it makes ◗ Rulebook based on the group size. These
CONCLUSION
each roughly hour-long match feel present general attractions, such as
Unfair is massive fun to play, as long as
like a rollercoaster ride. sideshows and cable-car journeys, you can cope with being the victim of
Like a real coaster, it’s not all non- as well as the big thrill rides and unlucky draws and last-minute losses
stop speed and loops, either. A series one-off showcases needed to pull every now and then. The lively artwork
and writing brings the theme park
of eight city cards apply random in punters. Rides can be upgraded
setting to life, while the gameplay makes
events to each round, with the first with a number of cards, adding building up your rides (and tearing down
four offering generally beneficial luxury elements, extra excitement the work of others) a total blast.
occurrences and the latter four set
to tear down much of the players’ IF YOU LIKE STEAM PARK… TRY UNFAIR
Unfair takes a more ruthless approach to building your own theme park than the
work in the run-up to the finale. This
older coal-fuelled title, making the most of its snappy card-based gameplay.
helps the first half of the game feel

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ALL THE FUN OF THE (UN)FAIR
Australian designer Joel Finch takes us through the thrills and spills of creating his first game
Interview by Matt Jarvis

with friends when we saw them for would be included to support that
dinner every few weeks, and I decided theme’s particular mechanism.
to design my own. Magic: The Gathering was a giant
I had worked on a number of source of inspiration too. My wife
computer game projects in the past, refuses to play Magic – just really not her
and I thought a board game would be thing – so I wanted to get some of the
a good way to use those skills without cards with powers, the combo play, into
the usual technical requirements and a game that she would actually play!
a larger team – with no coding and no
hardware platforms to worry about, I The title is Unfair – please tell us
could make anything I liked and take this isn’t true of the gameplay!
as much time as I liked. How hard The unfairness is reflected in the
could it be? Hard, as it turned out. game as asymmetry. There are super
attractions that each have a unique
Did the game change much during power, and everyone gets two to
that time? choose from, but nobody gets the same
Originally it had no blueprints, no power, so everyone starts on an equal-
If Unfair was a theme park ride, market, no separate events deck, no but-different footing.
what would it be? board and not much engine building There is also a city deck, revealing one
Unfair is definitely a thrill ride! It has or combo play to speak of, and card each round that affects all players.
the highs and sometimes the lows of a completely different scoring – it mainly For the first half of the game, those
rollercoaster. If I was going to choose focused on set collection and some cards are helpful, but in the last half, the
just one type it would probably be a events. It had people cards with their city tightens the screws and sometimes
duelling roller coaster, because it has likes and dislikes, hand drafting, card applies some unhappy rules to your
more than one path from start to finish. auctioning, upkeep, separate buy and theme park, though these can mostly
build costs, bidding for advertising – all be defended with some preparation.
For some reason, theme parks kinds of things that sound like they Personally, I consider that fair – the
haven’t been a common setting ■ Top: Finch's two might be fun. And it was terrible. city helps for half the game and then
for tabletop games. What made favourite cards from Since then, the rules have been hurts for half the game – but some
an amusement park the right the game. through nine changes that were large people see unfairness there.
theme for Unfair? enough to get their own number, and
I’ve always enjoyed theme parks ■ Below: Unfair countless smaller variations as we tried What’s your favourite Unfair card?
and they were a rare treat when I designer Joel Finch. out different things out. It’s so hard to choose, but my favourite
was younger because we lived a few card for the artwork is the Lost & Found
hours from the city. Did you take inspiration from any Attendant, who is himself a little lost.
I can’t say exactly where the other tabletop titles? For the power of a single card, I like
thought came from to use that for a I remember playing Tigris & Euphrates Instant Karma – it’s an immediate serve
game, but the theme definitely came and really liking the idea of building of justice to anyone who attacks you.
first and the mechanics were selected monuments by assembling four tiles
to best represent that idea. and converting those squares into a What is the local tabletop scene
I wanted to make a game that wasn’t larger structure, and that was reflected in like in your home of Australia?
based heavily in science fiction or high the basic idea of building attractions by Australia is very active in board games.
fantasy, something that had a modern assembling pieces, instead of just buying Local to us in Brisbane, there are
setting, and something that many people them whole as other games have done. many organised groups meeting
would have a direct experience of. There were also aspects of regularly, and I think that’s true of all
Dominion to it. I liked the idea the major cities. There are plenty of
Unfair is your first published of combining different cards people we know who are keen to play
game. What was the journey each time to give the game board games casually, as well.
like from original concept a different feel on each
to finished release? replay. For Unfair, rather What’s next on the track for Unfair?
Long! Unfair started out than a card-by-card We have an expansion underway. 'A for
as a spare-time project for approach to switching Alien' and 'W for Western' seem very
me about six years ago, up the game, we likely, but no firm details yet.
something I was working on went with a larger With sufficient interest from players,
essentially as my hobby. We pack-based method, so we have plans that will fill the whole
were playing board games that enough similar cards alphabet of theme letters, eventually. ■

85

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PLAYED

SAGRADA
Dice have rarely looked as beautiful as they do in this stained glass spectacle
Floodgate | £39.99 | Dice drafting | 1-4 players | 30-45 minutes | Age: 13+ | floodgategames.com/sagrada

S
till under construction close to or colours in a row or column. Quickly, this, the gameplay flow never comes
150 years after work first began, choosing and placing each die for to a standstill, with enough options to
Barcelona’s breathtaking Sagrada maximum effect becomes a brain- keep players feeling in control without
Familia is one of the greatest works of busting trial of prediction, planning burying them in potential decisions.
art ever created, comprising countless and a bit of luck – not unlike building With a gorgeous set of components
minute details and religious symbols in a massively ambitious minor basilica, and absorbing theme that seeps
its sculptures, architecture and stained we’d wager. through the mechanics, Sagrada is a
glass windows. Just one of the many Helping out are three tool cards, perfect title to introduce newcomers to
impressive aspects of Sagrada, the dice- which can be used by spending one gaming. The thick and colourful player
drafting game named for the church, is or two favour tokens (depending on if boards are arguably unnecessary – the
how it captures the intricate complexity you’re the first to use the skill), provided pattern cards would have worked fine
and detail of Gaudi’s masterpiece BOX CONTENTS at the beginning of the game based on on their own – but, like every part of the
without necessarily complicating its ◗ Four window frame the difficulty of each pattern. While only game, they work towards delivering a
player boards
gameplay – or taking a century to play. ◗ 12 window
a handful of window, tool and objective visual experience on the tabletop that
Players begin the game with a pattern cards cards are used during each match, there reflects the beauty of its inspiration.
patterned grid that slides into a beautiful ◗ 90 dice is a healthy selection in the box, offering From the glassy favour tokens to the
window frame board, setting up the ◗ 12 tool cards plenty of variability from game to game. translucent rainbow of dice, which both
◗ 10 public
mosaic they must attempt to complete objective cards
Much like its namesake, Sagrada come stored in included material bags,
over ten rounds. To do so seems ◗ Five private takes a number of simple materials and this is a game to be displayed proudly,
fiendishly easy, as each would-be artist objective cards combines them to produce something drawing grandparents, children and
takes it in turns to choose a die from a ◗ 24 favour tokens that is both easy to comprehend and friends alike in with its bright charms
◗ Round/score
pool of coloured cubes rolled at the start track board
staggeringly multifaceted. There are and alluring simplicity. Just beware –
of each round and slot it next to one of ◗ Four score markers very few surface-level decisions to make you might be adding a holiday to Spain
their previous placements. As the frame ◗ Dice and favour every turn – place a die, use a tool, do to the shopping list soon. ■
begins to fill, however, it increasingly token bags both or neither – yet the ramifications MATT JARVIS
◗ Rulebook
becomes a challenge of careful of each placement can be highly
CONCLUSION
arrangement as matching dice – in either complicated. It’s not uncommon to Sagrada captures the complexity and
colour or result (which thematically find yourself trapped in a corner by beauty of Gaudi’s magnum opus in easy-
represents ‘shade’) – can’t be neighbours the end of the game, unable to place to-understand gameplay complemented
and certain squares that specify a hue a die and cursing your questionable by gorgeous visuals, offering depth and
replayability without ever making things
or number must be obeyed. use of a tool earlier on – as only full feel convoluted or overwhelming. It’s a
Each player has a secret object card rows and columns count towards game you’ll want to show to everyone
that rewards bonus points for using scoring, it can be devastating. Despite you know.
a certain colour, while three shared
objectives encourage placing sets IF YOU LIKE BLUEPRINTS… TRY SAGRADA
Sagrada swaps Blueprints’ architecturally-minded game of dice rolling and vertical
of numbers or avoiding particular
stacking for a tighter focus on drafting and carefully arranging stained glass.
combinations, such as repeating shades

86

086_sagradaReview_v2 MJ.indd 86 25/07/2017 09:29


THE CAPTAIN IS DEAD
Report to the bridge as we set phasers to fun (and promptly get killed)
AEG | £49.99 | Co-op | 2-7 players | 60-90 minutes | Age: 14+ | alderac.com/thecaptainisdead

T
he Captain is Dead should really Gameplay is reminiscent of torpedo to fend off damaging foes,
come with red shirts in the Pandemic, as the uniquely-talented collect limited-use tools or hoard skills
box, because – like Star Trek’s crew move between different areas in the hope of getting the engineering
infamously ill-fated unnamed crew (armoury, cargo bay, engineering) and needed to shift the ship. Even when
members – you’re going to die a lot in do their best to hold off teleporting failure hits you fast and hard – and it
this game. And you’re going to have a invaders (instead of infection cubes) will – the experience is never less than
hell of a time doing so. and fix constantly failing systems. As gripping throughout thanks to the top-
The framing of the frantic co-op in Pandemic, each player draws a card notch presentation of the components'
title is the last 10 minutes of every at the end of their turn that intensifies vivid abstract art style, the hilarious
sci-fi serial since Kirk and Spock first the situation but, unlike in the and charming theme, and the superb
boldly went: your leader deceased, disease-curing favourite, there’s no real execution of the gameplay.
your spaceship staff (positions range breathing point in the action spiked by While the game scales brilliantly BOX CONTENTS
◗ 90 cards
from janitor and hologram to admiral the periodic panic of epidemics – here down to as few as two players, it’s worth ◗ 64 mini cards
and ensign, Wesley Crusher knitwear it’s always-on full-on as the cards ramp eschewing the random assignment of ◗ Game board
not included) are desperately trying up to the all-but-instant death of the player colours (each offering a handful ◗ 30 character standees
to repair the ship's jump core before final few draws. of different roles for players to choose ◗ Seven plastic torpedoes
◗ Three plastic markers
increasingly aggressive aliens reduce This can put your survival time from) during setup with smaller groups ◗ Rulebook
your shield to zero and turn you into down to the luck of the draw at least the first few games through, as
food for space worms. somewhat, but maximising your we felt not all of the characters were
character’s abilities and working equally matched. If you can gather a
efficiently with teammates is key to bigger group, you will get to experience
lasting as long as you can. There are more of the game, as the ongoing
a healthy variety of options every effect of random anomalies can have a
turn, whether you draw potentially significant impact on players’ actions
beneficial battle plans (with Star Trek but are discarded when playing with
references aplenty), spend science just a pair of people. Difficulty can
to upgrade onboard functions, fire a be neatly scaled in both directions by
increasing or decreasing the number of
jump core repairs required to win (and
removing torpedos on the very highest
handicaps), but even normal provides a
IF YOU LIKE
fair challenge. PANDEMIC…
Not all players will love The Captain TRY THE CAPTAIN
is Dead – as undestroyed alien ships IS DEAD
Drenched in theme,
begin to stack up the damage dealt
buckets of fun and
and crucial systems explode, a easy to learn, the
match can quickly be lost with little sci-fi newcomer
chance for recovery, and the largely might just be the
next big co-op
random element of skill cards can be
gateway game.
frustrating if luck isn’t on your side.
The player-specific abilities feel fresh
and offer plenty of variety, but effective
teamwork is paramount to surviving, CONCLUSION
opening the door for disgruntled or The Captain is Dead
won’t suit those who
controlling players to try to take the can’t stand being
captain's chair and command others. beaten – even unfairly
For most, though, these very minor – as the random
quibbles (which occur in plenty of elements conspire
against you. If you can
other games) will be dwarfed by the accept that, you’re
massive potential for fun that every in for a real treat of
element of the game lends itself to entertaining theme
if you’re willing to simply enjoy the and simple, dynamic
gameplay that you’ll
experience. In the words of Captain want to introduce to all
Jean-Luc Picard: make it so. ■ your friends and play
MATT JARVIS time and time again.

87

087_theCaptainIsDeadReview_v2 MJ.indd 87 21/07/2017 15:44


PLAYED

BÄRENPARK
Let this adorable tile-arranger wrap you in its warm bear hug
Lookout/Mayfair | £41.99 | Tile placement | 2-4 players | 30-45 minutes | Age: 8+ | mayfairgames.com

I
f you’re a fan of the Tetris-like practice BOX CONTENTS completing multiple boards at once – are appeal to tile placement that Sushi Go
of skillfully positioning tiles on a ◗ 19 park area boards scored and a winner declared. brought to card drafting.
◗ 52 green area tiles
board, you’ve been spoilt for choice ◗ 28 animal house tiles With such easy-going and forgiving The only letdowns are outside of the
when it comes to games of the last few ◗ 12 enclosure tiles gameplay (not to mention the adorable main game. There’s an unfortunate
years. From the head-to-head intensity ◗ 16 bear statue tokens animals), Bärenpark is a perfect family misprint on the supply board regarding
of Uwe Rosenberg’s Patchwork to the ◗ 30 achievement tiles game for four, but it works just as the number of playground and food
◗ Supply board
twee charm of Cottage Garden by, urm, ◗ Rulebook fantastically with a couple. That’s not street tiles for different numbers of players,
Uwe Rosenberg, or the complex, crucial to say it lacks bite, either – while the which is a shame – but not a dealbreaker
arrangement of epic Viking saga A Feast tile arrangement is less intense than by any means. While it’s thoughtful to
for Odin… wait, that was Rosenberg, in a typical Rosenberg game, there’s a include an insert of any kind in the box, the
too. Well, the master of tile placement satisfying amount of strategy and player simple interlocking one used here is a little
might now have to clear a polyomino- interaction that arises from nabbing awkward and hardly ideal for storing the
shaped space for Sushi Go creator Phil extra points by being the first to acquire various shapes and pieces, making setup
Walker-Harding and his latest design: certain tiles, fill boards and complete a little longer than it could be. Even then,
the enchanting, delightful Bärenpark. achievements. The achievements are it’s never more than a couple of minutes.
Bärenpark hits the adorable factor said to be an optional variant for those If you come to Bärenpark expecting a
from the off, as players throw open the more familiar with the game, but we’d deep, headscratcher of a tile-placement
doors to their own bear park (the various say they’re vital to offering that extra game, you’ll be disappointed – Uwe
starting boards translate the title into level of depth and strategy – plus, they’re remains the place to go – but if you’re
Russian, French, Japanese and more) and not that hard to understand anyway. instead after a quick-to-learn, quick-to-
begin to acquire tiles of various shapes The simple-but-sweet gameplay is play game that still has depth to offer
and sizes from the central supply board. underpinned by a warm, charming art alongside its irresistible visuals and fun
Covering certain icons – scaling style. As the sandy emptiness of your theme, you can’t really go wrong here.
from wheelbarrows and cement mixers park disappears under the blue tones Let it wrap you in its bear hug and simply
up to diggers and entire construction of polar bear enclosures, the yellow of enjoy the loving embrace. ■
crews – presents the chance to pick gobi bear houses, the luscious green of MATT JARVIS
up new tiles (or, in the case of the koala habitats and the silver of panda CONCLUSION
latter, a brand new area board) that tunnels, you’ll smile as you plug a gap It might not be the deepest game around,
represent everything from toilets and with another portaloo. yet Bärenpark is packed with more than
playgrounds to the main attraction of A few matches in, you’ll likely be enough charm and joy to be an absolute
blast. Like Sushi Go, it’ll be a game you
bear houses and unique enclosures. able to knock out a game in under half
find yourself bringing out time after time
The game ends after a player an hour, bringing the same charm, for a delightful half-hour – before you end
completes four areas, before points for ease and friendly pull-out-and-play up playing for hours, with no complaints.
special tiles, completely filled boards
and any achievements – which include IF YOU LIKE COTTAGE GARDEN… TRY BÄRENPARK
Bärenpark offers a simpler take on tile arranging than Uwe Rosenberg’s various
placing certain types of matching
strategic masterworks – but that doesn’t mean it’s not just as, if not more, fun.
bear tiles, laying a continuous river or

88

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BEAR WITH ME
After partying with the sea delicacies of Sushi Go, Phil Walker-Harding
is getting cosy with grizzlies in zoological delight Bärenpark
Interview by Matt Jarvis

Your latest project is


Bärenpark – where did the
“Favourite You published your own games for
seven years, but transitioned fully
idea come from?
I have always wanted to design a
bear? I’ll into designing in 2014. Why did
you decide to move away from
game using polyomino tiles. Some
of my favourite games in this genre
have to go the publishing side of things?
My favourite part of the process
are The Princes of Florence, Arkadia,
FITS and Mosaix. More recently,
with polar was always the actual designing,
and I was finding that all the
Patchwork has been a real favourite
for my wife and I. Seeing this game
bears. administration and logistics that
goes along with publishing was
do so well encouraged me to get
to work!
It takes taking away from that. Getting a
game to print and then distributed
I really wanted the tiles themselves
and their different shapes to be the
guts to around the world is quite a big task,
especially being based in Australia.
focus of the game. It’s all about fitting
them together in fun ways, and the
wear all I was also building more
relationships with outside publishers,
What’s your own favourite quick
go-to time-filler?
satisfaction that comes from filling
up your board completely with them!
white.” and so it seemed like a pretty natural
move for me to focus just on design.
For many years my favourite filler has
been For Sale by Stefan Dorra. It packs a
This means the game is pretty lot of decision making into a very short
abstract at its heart, but my original Three years on, what do you miss play time and has a wonderful two-part
theme was building an amusement most about self-publishing? structure. I also find it is a nice game to
park. The different tiles represented The main thing I miss is getting to play with people new to board gaming.
the different rides and attractions work on my own designs as products They usually feel pretty familiar with
you could build. The publisher, – being involved in the theming, art the idea of increasing the bid or dropping
Lookout, felt a more original theme and product design myself. This was out, and enjoy watching the game unfold.
was needed and so they came up my favourite part of self-publishing: I also really like Coloretto, Loco and
with building a bright and colourful figuring out how my game would Battle Line, among others.
wildlife park for bears! look and feel to the players. These
days, I try and bring some of this Sushi Go is probably your best-
What’s your favourite part of into my prototype making. I like to known game, and you followed it
the game? spend a bit of extra time on their up with Sushi Go Party last year.
I think I am most happy with the components and art to reconnect What are your future plans for the
mechanism for collecting new with that process. delicious card-drafting series?
tiles. Whenever you lay a tile in the I definitely have more ideas for different
game, you will cover one or more You’re known for creating things in the Sushi-verse! Nothing is
icons on the board below it. Each relatively fast-paced, easy- completed yet but I have multiple games
icon you cover awards you with a to-pick-up games. What's so at different stages of development.
new tile of some type that you can important about creating such Because the core system of Sushi
place. This gives the game a simple accessible titles? Go is so simple, it can be hard to find
structure and the feeling of flow and Board and card games are unique in new things to do with it that feel fresh.
progression from turn to turn. their ability to bring people together Hopefully some of my ideas will come
My favourite component is probably for an interactive social experience. together and really click soon.
the smallest tile in the game – the toilet! I love playing games with diverse
How many games get to have a toilet groups of people of different ages Beyond Bärenpark and outside of
piece in them? I have joked with new and backgrounds. Easy-to-learn games Sushi Go, what else is next for you?
players that if you don’t have at least allow this to happen more freely, as the Another unannounced filler card game
one toilet in your park, you lose the barrier to entry is lowered for the players. of mine should be coming out later this
game. This is not actually a rule, but it Learning new rules, and then year. There are also more expansions on
does make lots of practical sense! the pressure to understand and the way that I can’t talk about yet!
remember them right away, can be a I’d love to design games in genres
More importantly, what’s your turn-off to people outside the hobby. I haven’t worked in before, such as
favourite bear? ■ Walker-Harding has So I try my best to make my games social deduction and dexterity, so
I think I’ll have to go with polar more ideas for future easy to teach and easy to connect hopefully something will emerge one
bears. It takes guts to wear all white. Sushi Go games. Yum! with on the first play. day from those experiments. ■

89

088_089_barenparkReviewInterview_v2 MJ.indd 89 21/07/2017 15:44


PLAYED

much there is to track and manage,


all of Energy Empire feels completely
natural to understand and can be
learnt relatively quickly, meaning
you can crack on with refining oil
into plastic, erecting wind turbines
and expanding your workforce.
While the game can stretch up to a
couple of hours with a full house, the
momentum is so fluid and the sense of
progression so satisfying that it’s never
anything less than wonderful fun.
Driving the game along are six global
impact cards, with one revealed after
a set amount of pollution tokens have
been placed. Split into ‘early’ and ‘late’
events, these refresh markets, spark
one-off events and score a random row
of players’ environments – as well as a

THE MANHATTAN PROJECT:


final points tot-up, VP can be obtained
throughout the game, helping to give

ENERGY EMPIRE
a good sense of the current rankings
and the chance to understand what
you should be aiming towards from
No one game should have all this power round to round. Achievements can be
Minion | £64.99 | Worker placement | 1-5 players | 1-2 hours | Age: 13+ | miniongames.com acquired during the game that reward
bonus VP – these are nicely varied and

E
nergy Empire is that perfect BOX CONTENTS or nuclear contamination (which is aren’t all for keeping the environment
◗ Main board
tabletop combination of fulfilling, tougher to clean up) potentially added to squeaky-clean, opening up the chance
◗ 24 energy dice
meaningful gameplay and a ◗ 30 worker tokens the environment. As in real life, there’s a for players to profit from pumping the
rich, engrossing theme. It is a complex, ◗ 50 energy tokens genuine feeling of tension over balancing earth full of radiation or clogging the
multi-layered game that is made easy ◗ 10 nation cards sufficient energy creation and the risk clouds with smog.
◗ Five player mats
to understand and consistently fun to to the environment, which the light luck Energy Empire is an exceptional
◗ 78 structure cards
play by the near-flawless execution of ◗ 15 global impact cards aspect keeps taut throughout each match. creation, crackling with the potential
its design. ◗ 10 player markers Once energy has been generated, for deep strategy while offering plenty
Players step into the polished shoes of ◗ 27 science discs it feeds back into the only other turn of gameplay variation and flexibility
◗ 25 steel tokens
worldwide leaders working to advance option: ‘work’. This is split between to keep things exciting throughout its
◗ 25 plastic cubes
their energy output in the decades after ◗ 30 oil barrels choosing where to place your diddly longer play time. The joy of building
World War II. One of the game’s great ◗ 54 money tokens workers on the central board to perform up an efficient cycle of energy
achievements is its feeling of progress. ◗ 12 oil well tokens a variety of actions and spending energy generation before spending the power
◗ 54 double-sided
You start off largely reliant on petroleum, to both outbid your rivals and power any to refine and improve your output
pollution/nuclear
which can produce a fair amount of contamination tokens structures you’ve bought on past turns. (while occasionally mopping up the
energy but is likely to add pollution ◗ 20 achievement tiles Actions can’t be performed without environment) remains endlessly
tokens to the environment section of ◗ Rulebook outbidding those who’ve used the engrossing and, most importantly,
your player board. Over time, you’ll be action previously, leading to a one- massively fun. Invest your own energy
able to invest in clean (but less efficient) upmanship contest on particular in tracking down a copy – it’ll more
hydro and solar power, continue to spaces. The events are split into three than pay you back. ■
exploit the dirty-but-effective nature of colours, which roughly indicate their MATT JARVIS
coal and petroleum, or even discover focus (government spaces concern
the ability to split the atom for nuclear research and science, the commercial CONCLUSION
Energy Empire has so much to offer
energy – which will keep both your area is largely trade, and so on), but also in terms of strategy and fun that it’s
lightbulbs and irritated rivers glowing. dictates which structures that player can a wonder its numerous parts come
Each type of energy is represented activate that turn – including the neutral together so effortlessly. As you place
by coloured dice, which are rolled nation card, which advances your workers, acquire and roll dice, trade
goods, manage structures, outbid rivals,
during a ‘generate’ turn. Petroleum standing with the United Nations. clean up the environment – and so much
dice are temporary for that round There aren’t so many actions that it more – a couple of hours will whizz by
only, acquired by refining oil barrels, feels overwhelming – in fact, given how and leave you buzzing.
while the others take up permanent
slots on your board. The pool is rolled, IF YOU LIKE POWER GRID… TRY ENERGY EMPIRE
Like Friedemann Friese’s network-building modern classic, Energy Empire is an
energy tokens acquired and – depending
electrifying masterpiece about the strategic generation and supply of power.
on the highest die value – pollution

90

090_energyEmpireReview_v2 MJ.indd 90 21/07/2017 15:45


SALTLANDS
Sail along the Fury Road in this beautiful but flawed Mad Max-a-like
Antler Games | £46.99 | Exploration | 1-6 players | Time: 2 hours | Age: 14+ | saltlands-game.com

S
altlands is just six letters and Raiders – driving sports cars, trucks, sounds promising but ultimately
a couple of Australian accents bulldozers and more – activate at the misses the mark on the tabletop.
away from being Mad Max: end of each player’s turn, and perform That’s not to say all of Saltlands’
The Board Game. As in the cult series a random set of moves, moving and/ good ideas are wasted: the role of the
of movies, the game takes place in a or attacking the closest player. Attacks shifting wind direction and speed is
post-apocalyptic wasteland where can only be fended off with armour very tightly implemented, and plays
vehicular combat is the gritty bread- or healing items, or by sacrificing a nicely into the starting landsails
and-butter and fuel is as crucial to member of crew – one hit on your used by players, which have their
survival as water. undefended character and it’s lights maximum movement dictated by BOX CONTENTS
There’s a lot to like off the bat, with out. One more death (on normal the weather. Upgrading to a powered ◗ 13 terrain tiles
◗ 36 plastic miniatures
a distinctive visual style (let down only difficulty) and that player is eliminated motor by fighting raiders can have ◗ 107 item cards
by the ugly brown raider miniatures) for good, which isn’t much fun if you’re its benefits (such as spending fuel ◗ Six raider info cards
and an interesting premise: players not far into a two-hour-ish match. to travel further), but there remains ◗ Six character cards
must scour the arid plains for rumours More frustrating is the fact that only a nice trade-off between speed, ◗ Six character standees
◗ Six player mats
of three escape points, fleeing pursuing specific items provide defence, which versatility and defence. ◗ 48 damage cards
raiders and either working with or must be drawn at random by spending Equally thematic and engaging are ◗ Nine rumour cards
against their fellow travellers. your turn searching specific spots. the rumour markers hinting at the ◗ 10 weather cards
Once the unintuitive rulebook and Even if you’re armed to the teeth with potential location of the exits, which shift ◗ 51 tokens
◗ Three rumour markers
multitude of symbols littering the machine guns and pistols, you’ll be between terrain tiles with each rumour ◗ Wind tile
cards and tokens have been decoded, toast without an often one-use-only card uncovered, forcing players to adapt ◗ Rulebook
things begin to lock into gear as the shield – human or otherwise. Easy their plans as the game draws on. ◗ Raider bag
underlying game engine starts to difficulty removes the permadeath and Saltlands is disappointing
rev into life, coming down to a very reduces the raider count, but it feels not because there is nothing to
straightforward set of turn actions: like something that should’ve been recommend it, but because many of
move, explore and fight. considered for the ‘standard’ game. its best ideas are buried by their poor
The landscape and its loot are Similarly, the ‘classic’ game execution. There is a thrilling blend
randomly generated each game mode revolves around the uneasy of exploration, combat and social
– players can only move once per alliance between players – multiple deception under the dunes – you’ll just
turn, and must try to balance the players can team up and pool their need to dig deep to uncover it. ■
importance of collecting equipment resources to escape together, or try MATT JARVIS
and items with the need to exhaust to go it alone. However, unlike in the
CONCLUSION
the stack of rumour cards and locate optional competitive mode (which Saltlands has the right look and the right
an exit by the time six rounds are only sees one player able to win), ideas – sadly, it just doesn’t have the
up. This, sadly, is where frustration there’s no way to attack or rob your strength to pull off its ambitions in a way
that’s satisfying. Dropping the difficulty
and disappointment begin to creep fellow humans, so the potential for
level to avoid player elimination helps,
in, mainly as a result of the game’s betrayal is actually very limited. but too much holds the rest of the
punishing difficulty. It’s another intriguing concept that gameplay back to fully enjoy your time.

IF YOU LIKE
WASTELAND
EXPRESS
DELIVERY
SERVICE…
TRY SALTLANDS
The grease- and
blood-splattered
spirit of Mad
Max thrums
loudly in these
post-apocalyptic
board games of
wasteland survival
and car carnage.

91

091_saltlandsReview_v2 MJ.indd 91 21/07/2017 15:47


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

p092.indd 1 19/07/2017 11:43


PLAYED

motion instant and ongoing effects


that have the potential to quickly wipe
out his rivals. The effects are good fun
and make the battle feel distinct from a
standard Magic showdown, but they’re
clearly designed for a full house of four
players – playing with just two or three
noticeably throws off the balance,
especially as Bolas’ health and abilities
aren’t adjusted in any way to account
for the smaller group.
Two of the three planeswalkers
break with Magic tradition and offer
decks built solely around a single type
of mana and play style, rather than the
traditional two, making it key to work
together as a team to dish out damage
while fending off Bolas’ crippling
attacks – the boss gets three types of
mana to wield. In a major change from
the 2010 rules, players can now choose
to block an attack on their teammates
using their own creatures, which both
strengthens the feeling of co-operation
and helps to even the odds a little. It
makes each turn an exciting, cinematic
affair, as scheme cards are drawn,
blows traded and the planeswalkers
regroup before taking another run at
MAGIC: THE GATHERING: felling the mighty dragon, who must
consider his attacks more carefully
ARCHENEMY: NICOL BOLAS against the combined force.
It’s not quite easy or simple enough
Can’t we be archfrenemies instead? to be a gentle introduction to Magic,
Wizards of the Coast | £59.99 | CCG | 2-4 players | 30+ minutes | Age: 13+ | magic.wizards.com but the three-on-one format is a
thrilling way to experience the card-

M
agic: The Gathering’s BOX CONTENTS three pre-constructed decks for the battler with a larger group that feels
Archenemy format is a ◗ 60-card Gideon opposing planeswalkers: Gideon like a fantastic game in its own right.
Jura deck
fantastic idea – why not allow ◗ 60-card Chandra
Jura, Chandra Nalaar and Nissa The scheme cards give the intense
three players, each controlling their Nalaar deck Revane. All of the normal cards have boss battle the epic, unique feeling it
own deck and planeswalker, to team ◗ 60-card Nissa been seen before, although the four deserves, while the focused makeup
up and fight a single powerful villain, Revane deck planeswalker cards feature fresh of the planeswalker decks and rule
◗ 60-card Nicol
with a unique set of event cards to really Bolas deck
artwork and the scheme cards are tweaks smartly encourage effective
shake things up from turn to turn? ◗ Oversized 20-card all brand new. There’s also a handful teamwork – even if that means the
Unfortunately, the original 2010 scheme deck of token cards, deck boxes and a life game suffers with fewer players. Still,
release was far from approachable ◗ 10 double-sided counter to track Bolas’ increased 40 nothing’s stopping you just playing a
token cards
for those not already well versed ◗ Four deck boxes
hit points of health. All in all, then, round of standard Magic if a cracking
in the complexities of building a ◗ Life tracker the box feels much more like a self- two-player duel is what you’re after. ■
custom Magic deck, offering four ◗ Rulesheet contained event – something you MATT JARVIS
separate decks of normal cards and could bring out and enjoy with non-
CONCLUSION
the oversized scheme cards for four Magic fans after quickly explaining It’s not too far removed from the card-
different superpowered baddies, but the basics. No deckbuilding required. duelling foundations of Magic, yet Nicol
requiring that players construct their You’ll be wanting to get as many Bolas feels like a standalone event as
own 60-card setups for their heroes, people involved as possible, too, as the scheme cards and planeswalkers’
flexibility to work as a team disrupt
individually crafted to adjust for the Nicol Bolas is a hell of a foe to take on. the usual flow of a match. Just make
different setup. A new scheme card is revealed at the sure you take full advantage of the
This year’s follow-up fixes that start of the villain’s turns, setting in opportunity to play with four people.
problem, focusing on a single big
bad: the titular god-pharaoh Nicol IF YOU LIKE AEON’S END… TRY ARCHENEMY: NICOL BOLAS
Like the idea of working together to beat up a monster with cards, but want that big
Bolas. In place of the three other
bad to be your pal instead of a card-powered baddie? This set has you sorted.
villains, the complete box includes

93

093_magicArchenemyReview_v2 MJ.indd 93 25/07/2017 09:30


PLAYED

everything from Bambi and April


O’Neil to a police car and knob. (We’ll
let you decide which type.)
Because the majority of the
game consists of asking questions,
deliberating over the werewolf is
somewhat sidelined until a 60-second
round of voting after the main round if
the group fails to get the answer right.
It makes the game a less intimidating
experience for newcomers to the
social deduction genre, but also
takes some of the excitement and
tension away from the more exciting
deception-and-debate elements that
more hardcore fans may expect. As
it takes only a few minutes to play
and can be explained in a couple
of sentences, it’s a good gateway
introduction for the genre, but it’s
unlikely to hold your attention for
as many plays as more intense and
complex games about lying such as
The Resistance or Deception.
As with Bezier’s past One Night
and Werewolf games, the art and
style is an acquired taste – the
WEREWORDS cartoonish look doesn’t really do it
for me, but it’s innocuous enough
We’ve got 20 Questions for this snappy game of word deduction to ignore and enjoy the game. (Most
Bezier | £19.99 | Social deduction | 4-10 players | 10 minutes | Age: 8+ | werewords.com of the cards spend the whole time
facedown anyway.) Regardless, the

A
t some point in your life, can added to the roster to help and components are lovely: the role cards
you’ve probably played a game hinder the players and werewolves, and answer tokens are thick chunks
of 20 Questions, the quick depending on how many people are of cardboard that feel like they will
party game that involves figuring out playing and your personal preference. resist the giveaway scuffs and creases
a hidden answer by asking simple yes/ It’s a very simple setup made that often ruin the cards of other
no interrogations. Is it an animal? Does easier by the free companion hidden-role games.
it have wings? Is it smaller than a loaf BOX CONTENTS app that you’ll need to play. The Werewords is a fast, friendly and
of bread? Does it live in the woods? Is ◗ 12 role cards mandatory app provides a choice easy-going social deduction effort.
◗ 36 'yes/no' tokens
it furry? And so on. (I was thinking of ◗ 10 'maybe' tokens of words for the mayor, commands It doesn’t have the most riveting
a badger, if you’re wondering.) ◗ One 'so close' token players to open and close their hidden-role gameplay around, but
As it once did for another party ◗ One 'correct' token eyes at the right points, and can evolves the 20 Questions formula
favourite, Werewolf, Ted Alspach has ◗ Rulebook also provide some atmospheric enough to offer an interesting and
now put his own lycanthropic spin background music as the four- enjoyable few minutes. Just don’t
on 20 Questions with Werewords, minute timer for each round ticks be surprised when you find yourself
which sprinkles hidden roles into the away. It works well, and there’s a nice moving on to something a little
question-and-answer mix. amount of customisation for word more substantial. ■
One player is the mayor, who lists and game setups, although the MATT JARVIS
knows the hidden word and can commentator’s performance is laid
CONCLUSION
only answer questions with 'yes/ on a little thick at times. It’s a shame Dialling back the more confrontational
no', 'maybe' and ‘so close’ tokens. that it can’t be played without the accusations and deceit of its Werewolf
Meanwhile, at least one werewolf app, but the 10,000 built-in words siblings, Werewords is an even lighter
(which can be the mayor) also knows and ability to add custom lists of social deduction game that’s ideal
for players looking to fill a spare few
the word, and is trying to mislead the answers far outweighs the negatives. minutes, but not those looking for
guessing players without giving away The word choices range between something they’ll stick with for a long
their ulterior motives. There’s an extra easy and ‘ridiculous’, throwing up time. Is it still a laugh? Absolutely.
gang of different roles and talents
– the seer, beholder, doppelgänger IF YOU LIKE INSIDER… TRY WEREWORDS
Werewords expands Insider’s co-operative spin on 20 Questions with a large
and minion all make a return from
number of optional player roles and an increased focus on deception.
One Night Ultimate Werewolf – that

94

094_werewordsReview_v2 MJ.indd 94 25/07/2017 09:32


ETHNOS
Conquer the land using fantasy creatures in this intriguing title
CMON | £39.99 | Set collection | 2-6 players | 45-60 minutes | Age: 14+ | cmon.com/product/ethnos

E
thnos makes a strong first dominating player during each of the Even when playing with other races,
impression out of the box. three phases, but must have more the face-up selection of cards quickly
Artist John Howe’s detailed cards than markers currently on that vanishes and it often becomes a case of
artwork for the 12 factions vying for location. (One of the best elements drawing randomly from the deck until
control of a mythical kingdom helps is that skeletons can be summoned you hit the ten-card hand limit and lay
to alleviate the fantasy stereotypes to plump out any army to conquer the biggest force you can, selecting the
– elves, trolls, giants and orcs are a region, but crumble back to dust leader than makes the most sense from
all present and correct – while the before points are scored for size.) the line-up you happen to have. There
brightly-coloured design of the Taking over areas is in many ways is a level of strategy to the factions, BOX CONTENTS
cards and circular control markers a distraction, as the most effective and an interesting enough selection of ◗ Game board
hint at the lively battle to come. way to rack up points is by laying different quirks (halflings cannot place ◗ 156 tribe cards
◗ 156 control markers
In a particularly neat touch, there’s down the biggest armies possible, markers so are generally fodder for ◗ 18 glory tokens
a number of extra boards and tokens which score increasing amounts of huge armies; laying enough merfolk ◗ 12 setup cards
that only come out to play when points at the end of the round. Any grants the placement of a free marker, ◗ Three dragon cards
certain races are included in the six cards not included in the band must undermining the need to outnumber ◗ Double-sided
merfolk board
randomly selected for each match, be discarded and can then be picked hotly-contested areas) to avoid it ◗ Orc horde boards
providing a nice level of variety up by other players, making holding becoming a game of simple luck, but ◗ Double-sided
whether you’re trying to impress out for another matching card it lacks the decisive tension of better giant token
the merfolk to progress up their potentially risky as it could hand an games that use a similar card-drawing ◗ Six troll tokens
◗ Rulebook
dedicated board or amassing the advantage to your rivals. format, such as Ticket to Ride.
largest army of giants to swipe the The leader of each tribe denotes Ethnos’ many interesting ideas
points-scoring token off your rivals. the location that must have a marker are let down by a forgettable theme
Ethnos’ core gameplay comes added and activates a faction- (despite the favourable presentation)
down to a simple idea: bigger is specific power. These powers make and a failure to fully wring the fun
better. Players can draw cards from for a different style of play each and challenge from its use of unique
a deck or choose from a selection game, with the centaurs’ opportunity factions. Rather than showcasing
of face-up cards discarded by other to play multiple bands in a single gameplay that feels fresh and
players each turn, building their turn and the elves’ ability to hold challenging with each combination
hand up until they can place down onto cards without discarding of creatures and the varied strategies
a ‘band’ of cards that match either particularly changing the game they allow, it descends into a back- IF YOU
species or location. Each band can be drastically, as they all but remove the and-forth of drawing cards and being LIKE TICKET
used to place another control marker need to consider what you will lose pleasantly surprised when luck is on TO RIDE…
TRY ETHNOS
on one of the six regions, which score by holding out for an extra card or your side. ■ Ethnos uses a
a random amount of points for the playing a band from a bigger hand. MATT JARVIS similar card-drawing
system to the train-
themed tabletop
favourite, layered
with very different
gameplay as players
fight for control of
the regions.

CONCLUSION
Ethnos buries its
unique concepts
and engaging
implementation of
different factions
under gameplay that
fails to present enough
interesting decisions
from turn to turn,
instead becoming
a game of drawing
cards and seeing how
your luck turns out. It’s
a shame, as there’s
smart and gripping
design underneath.

95

095_ethnosReview_v2 MJ.indd 95 21/07/2017 15:49


PLAYED

There’s a light amount of player


interaction in the limited number of
die faces and via some of the cards,
as well as in the process of buying a
card – if another player ‘ousts’ your
pawn from that space by buying
a similar card on their turn, you
earn an instant re-roll, making it
sometimes more beneficial to hold
off for a bit. This means playing with
three or four people makes the game
notably different – and is probably
the ideal way to go – but it works just
as great with two, too.
Although the game can be fiddly
to unpack and set up the first time
around, the box is cleverly packaged
to make subsequent setups very
quick indeed, and is even designed
to become part of the playing area by
serving as a 3D temple to tie in with
the Greek mythology theme. The
artwork looks great, popping with

DICE FORGE
bright colours and stylish cartoon
takes on iconic monsters including
Medusa, the Minotaur and Hydra
Roll with the gods in this light and bright dice-crafter and, when slotted into the main
Libellud | £34.99 | Dice crafting | 2-4 players | 45 minutes board, the cards extend the main
Age: 10+ | en.libellud.com/games/dice-forge image and make the entire layout a
real sight to behold.

A
t some point in their life after BOX CONTENTS After all players roll, each player’s Dice Forge is light, bright and loads
rolling non-stop ones and ◗ Eight dice with turn essentially consists of a single of fun to play. It’s got a fantastic look
removable faces
twos, everyone has wanted ◗ 108 die faces
action: buy a die face with gold and simple rules, but offers enough
to pick up an errant die and rip the ◗ Temple board or buy a card using sun or moon below the surface to make it more
faces right off it, creating a perfect die and sleeve shards. Hot tip: an extra action can than a one-note gimmick. You’ll
that delivers the ideal result without ◗ Islands board be purchased using two sun shards, want to pop off dice faces long into
◗ 96 cards
having to contend with their stinking ◗ Four hero pawns
making it valuable to invest in those the night – and, this time, for all the
luck. Dice Forge takes the inherent ◗ Four hero inventories dice faces early on. right reasons. ■
satisfaction of seeing numbers get ◗ Rulebook The cards’ effects range from MATT JARVIS
bigger with the pure physical joy of the simple – extra points – to the
popping plastic pieces together and more involved, such as extending
apart (Lego fans, listen up), mixed the amount of resources that can
with a little bit of tense luck. be stored on a player’s board,
The crux of the game is rolling a unlocking bonus die faces or
pair of customisable dice to gather offering a way to invest spare gold to
resources and victory points, which earn bonus points using a separate
can be traded for new dice faces and tracker. Most take effect instantly,
ability cards, allowing you to earn but some can also provide ongoing
slightly more resources and points, benefits – such as the chance to
and so on. re-roll and gather more income.
CONCLUSION
It sounds repetitive but, in practice, There are actually two different The cartoon Greek mythology theme
the joy of seeing a newly-purchased sets of cards that can be mixed and is a winner thanks to its clever
face rake in bonus gold or the two matched between games to shake execution and gels brilliantly with the
elements used to buy cards is so the options up, but even the default deeply satisfying dice customisation
that powers Dice Forge along. It’s
immensely pleasing that the simple cards are varied enough for plenty easy to learn, snappy to play and
dressing lets the core gameplay shine. of fun. simply a joy to experience.
The ten rounds of the game whizz
by and never get bogged down by
complex calculations or having to IF YOU LIKE RATTLEBONES… TRY DICE FORGE
Dice Forge takes the dice-crafting gameplay of Rattlebones and evolves it with a
overthink how to achieve the best
resource-collecting twist, fetching style and the welcome variety of its ability cards
probability on a die roll – it’s just a joy.

96

096_diceForgeReview_v2 MJ.indd 96 21/07/2017 15:49


THE CHAMELEON
Try to blend in with this mixture of Spyfall and Codenames
Big Potato | £20 | Social deduction/party | 3-8 players | 15 minutes | Age: 14+ | bigpotato.co.uk/thechameleon

S
pyfall is a good game. variety and eccentricity of the topics BOX CONTENTS There are actually two sets of code
Codenames is a great game. is great enough to inspire just as many ◗ Topic cards cards – blue and green – included
◗ Blue code cards
Put 'em together and what amusing (and often useless) teases. in the box, in order to shake up the
◗ Blue Chameleon card
have you got? Other than bibbidi- While its gameplay simply refines ◗ Green code cards potential results of the dice rolls.
bobbidi-boo, it’s The Chameleon, two proven concepts, where The ◗ Green Chameleon card It’s an odd choice, given the results
the latest design from the author of Chameleon really excels is in its ◗ Yellow six-sided die are random regardless, but is also a
◗ Blue eight-sided die
Coup, Rikki Tahta. delivery. Gone are the awkward missed opportunity, as it feels there is
◗ Blank topic card
The Chameleon takes the social piles of location cards from Spyfall, ◗ Dry-wipe pen a fun team mode variant just waiting
deduction aspects of Spyfall – in that replaced by a central grid of answers ◗ Rulesheet for a set of rules – especially as there’s
one of your group is the eponymous on each topic card and identical code an optional scoring system. As with
lizard and must try to blend in despite cards that are shuffled and handed out most party games, The Chameleon
not knowing a secret shared by the alongside the Chameleon card. Two works best with a bigger group (we’d
rest of the group – with the one-word dice are rolled, indicating which co- say ideally five or more) to make the
efficiency of Codenames, as players ordinate on the visible grid the players most of the voting and deception
offer short clues hinting at a hidden should use based on their code cards. mechanics. The rules advise providing
answer based on a number of topics, There are dozens of topic cards, two guesses at the secret word for the
from musical instruments and TV each with 16 unique phrases, Chameleon once revealed when you
shows to wedding anniversaries and for plenty of replayability, plus are playing with three people, but
popular tattoos. a wipeable blank topic card and we’d suggest going around the table
As in Spyfall, the idea is for the dry-wipe pen included out of the twice before voting.
player not in the know to bluff their box – so you can play with any set of The only real knock we’d put
way through – but if they are revealed words you like. It’s a smart decision against the game is that while the
IF YOU LIKE
by a vote at the end of the round, that minimises setup time, as a new SPYFALL… visual illusion used for the box
there’s the chance for salvation topic card can be flipped over and TRY THE artwork and card backs is clever, it
by correctly guessing the secret the code cards quickly redistributed CHAMELEON can be a bit hard on the eyes once
The Chameleon
phrase, so the other players must be to play a fresh round in a matter of the novelty wears off. Still, the bold
tightens up
specific, but not too specific. It’s less seconds. Just make sure you don’t Spyfall’s messy colour-coding means it’s hardly a
confrontational and more routine immediately put your card on the mass of cards problem once things are in motion.
than Spyfall, as players take it in turns table while everyone else is searching with its effective The Chameleon won’t replace
dice-dictated
to provide hints rather than directing for the hidden word if you’re the Codenames in your collection, but it
answer grids.
questions at specific targets, but the Chameleon – it's a dead giveaway. may just replace Spyfall as a faster,
more flexible party game. Unveiling
your friend as a liar (or successfully
deceiving the entire group) remains
as gripping and hilarious as ever, and
the opportunity to introduce your
own weird and wacky answers into
the game using the inventive code
system means you can keep coming
back without burning out on the same
old clues. It’s a game that takes the
clever aspects of past games and adds
its own smart ideas for a great little
package. Will it change the world? No.
Is it a lot of fun to play? Hell yes. ■
MATT JARVIS

CONCLUSION
The Chameleon takes some of the best
elements of Spyfall and Codenames
and remixes them into an incredibly
fun and tight party hit. Using dice
to decide the secret phrase is an
ingenious move made even better
by the inclusion of a blank card for
unlimited replayability. Just make sure
your party has enough people!

97

097_theChameleonReview_v2 MJ.indd 97 21/07/2017 15:50


伀昀昀椀挀椀愀氀 匀漀甀渀搀琀爀愀挀欀 昀漀爀 

∀䄀 洀甀猀椀挀愀氀 挀愀爀瀀攀琀 琀栀愀琀 眀漀爀欀猀 瀀攀爀昀攀挀琀氀礀
 眀椀琀栀 䔀瘀攀爀礀⸀ 匀椀渀最氀攀⸀ 䜀愀洀攀⸀ 䤀渀 琀栀攀 圀漀爀氀搀⸀⸀⸀
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氀漀瘀攀 琀栀攀 爀椀挀栀 愀甀爀愀氀 猀漀甀渀搀猀挀愀瀀攀猀 椀琀 挀爀攀愀琀攀猀⸀ 䄀琀 氀攀愀猀琀 
爀椀最栀琀 甀瀀 琀漀 琀栀攀 瀀漀椀渀琀 琀栀攀椀爀 挀栀愀爀愀挀琀攀爀猀 搀椀攀 栀漀爀爀椀戀氀礀⸀∀ 
              ⴀ 䨀漀栀渀 䬀漀瘀愀氀椀挀 ⠀䴀甀渀挀栀欀椀渀Ⰰ 䐀漀爀欀 吀漀眀攀爀⤀

匀礀爀椀渀猀挀愀瀀攀 椀猀 琀栀攀 愀眀愀爀搀ⴀ眀椀渀渀椀渀最 愀瀀瀀 琀栀愀琀 戀爀椀渀最猀 琀愀戀氀攀琀漀瀀 最愀洀攀猀
琀漀 氀椀昀攀 眀椀琀栀 椀洀洀攀爀猀椀瘀攀 猀漀甀渀搀 攀渀瘀椀爀漀渀洀攀渀琀猀Ⰰ 攀昀昀攀挀琀猀Ⰰ 洀甀猀椀挀 愀渀搀 洀漀爀攀⸀
唀渀氀漀挀欀 礀漀甀爀 昀爀攀攀 ㌀ ⴀ搀愀礀 琀爀椀愀氀 琀漀搀愀礀 愀琀 猀礀爀椀渀猀挀愀瀀攀⸀挀漀洀⼀昀爀攀攀琀爀椀愀氀

䔀倀䤀䌀 䜀䄀䴀䔀匀 一䔀䔀䐀 䔀倀䤀䌀 匀伀唀一䐀

p098.indd 1 19/07/2017 11:47


PLAYED

occur periodically, offering certain crop


tiles during good periods, and nothing
during off-seasons. Vikings are hungry
folks, and have to be fed at a banquet (a
feast, one might say) during the close
of each round – any available food tiles
have to be rearranged in a separate
window on the board, but are subject
to rules that stop the Norsemen eating
nothing but peas and flax, or chowing
exclusively on red meat. (It’s not good
for the heart.) Coins can be used to pad
out holes in the meal, neatly reflecting
the balance between trade and self-
sustenance, while emigrating Vikings
to distant lands can bring down the
amount of food required.
While many of the mechanics
interlock and tick away with the precision
of a watch, there are a couple of luck-
dependent aspects that introduce a bit
of unpredictable tension. Hunting game,
whaling, raiding and pillaging require

A FEAST FOR ODIN rolling a die that dictates the cost of


hunting and the potential value of blue
Gorge yourself on Uwe Rosenberg’s Viking epic goods tiles acquired from looting. Players
can roll up to three times, but choose
Z-Man | £99.99 | Worker placement | 1-4 players
30 mins per player | Age: 14+ | zmangames.com
when to stop – adding an effective
push-your-luck decision when trying to

A
Feast for Odin is billed as a saga BOX CONTENTS gameplay is so impeccably crafted and bring in the best treasure and resources
in the form of a board game, ◗ Two goods boxes feels so natural that it’s just rewarding to around. This also ties into the weapons
a tabletop simulation of the ◗ Orange eight-sided die sink into the Norse world. cards, one of which is added to a player’s
daily lives and now legendary exploits of ◗ Blue 12-sided die For those looking to claim glory, inventory each round and serves as the
◗ Action board
Vikings over three centuries condensed there is the ultimate pursuit of victory price of hunting, laying snares or whaling
◗ Four home boards
down to a couple of hours and lots of points. The majority of your player board – or, in the case of swords, increasing
◗ Ship supply board
cardboard. The scale of Uwe Rosenberg’s ◗ Four two-sided is taken up by a grid of squares, most the die roll when pillaging and raiding.
design is stunning, gravitating around exploration boards of which detract from your score if left There are a truly astonishing number
an enormous central action board ◗ Special tile empty. As you acquire blue and green of things happening in A Feast for
with over 60 different action spaces. supply board tiles, you begin to cover over the squares. Odin, yet it remains relatively simple to
Each round, players move their ◗ 15 special tiles Over time, this steadily increases your understand. It achieves the rare feat of
Vikings from their home boards to areas ◗ Two extension tiles income, as well as earning bonus feeling wholly authentic in its detailed
on the main sheet, performing a huge ◗ Round overview tile resources and goods from special spaces portrayal of Viking life; you feel the relief
variety of tasks by spending different ◗ Three shed building tiles once they are fully surrounded. The of bringing in a tiny cardboard side of
numbers of tribesmen. Options range ◗ Three stone house pressure to organise tiles effectively can beef during a hard season, and the thrill
building tiles
from harvesting wood, stone, ore and lead to newer players freezing up – but of stepping onto a new island board with
◗ Five long house
silver from the separate mountain strip building tiles
as they can be put down at any time, it bountiful grid squares to be filled. It’s a
boards, constructing ships and buildings, ◗ Eight mountain strips helps to avoid a player bottleneck. rich, hugely rewarding experience that
and purchasing livestock and food from ◗ 32 ship tiles No matter how impressive your needs to be felt, rather than just played. A
the market to hunting for meat, exploring ◗ 190 occupation cards hoard, there’s an engrossing sense of tiny horn of mead never tasted so sweet. ■
distant islands and, yes, raiding, pillaging ◗ 47 weapon cards advancement over the lengthy playtime. MATT JARVIS
and plundering, as is the Viking way. ◗ 346 goods tiles Pairs of animals breed, natural resources
It’s not for those looking for a tight ◗ 125 silver coins deplete and refresh, and the number of CONCLUSION
set of decisions each turn – A Feast ◗ 32 wood tokens Vikings huddled around each player’s A Feast for Odin is awe-inspiring in the
for Odin’s core strength is the sheer ◗ 24 stone tokens village square grows, unlocking the scale and detail of its Viking simulation.
◗ 40 ore cubes The game's many parts come together
breadth of possibilities available, chance for more and greater actions. to offer an enthralling,
◗ White round
which absolutely embody the feeling of There’s a lovely thematic hum to the epic experience unlike
tracking cube
managing a clan of Vikings. One turn ◗ 48 Viking meeples heavier, drier Euro mechanics: harvests little else on the tabletop.
you may find yourself breeding sheep to ◗ Start player token
collect valuable wool, another you might ◗ Appendix IF YOU LIKE AGRICOLA… TRY A FEAST FOR ODIN
A Feast for Odin takes aspects from across Rosenberg’s acclaimed
be whaling for meat and bones. While ◗ Almanac
oeuvre and combines them to form a truly astounding creation.
the routes to victory are diverse, the ◗ Rulebook

99

099_aFeastForOdinReview_v2 MJ.indd 99 21/07/2017 15:51


PLAYED

stacks of component tiles – happens


for everyone simultaneously. Oh,
and if that wasn’t tricky enough, each
competitor can also sabotage any
other player’s chimeras by dumping
down useless animal parts on any of
their opponents’ season boards.
Despite Chimere’s kiddie-friendly
BOX CONTENTS look and tone, this phase is inherently
◗ Circular contest board frantic and invites frustration, with a
◗ 20 season boards
◗ 30 contest tiles high chance of the game’s numerous
◗ 120 animal part tiles tiles getting flung to the four corners
◗ 15 Queen’s Award tiles of the room (either accidentally or
◗ 30-second sand timer through rage), and thus makes it
◗ Rulebook
unadvisable for diddier players. At
least it's followed by the creation
phase, where you have a limited
time (determined by a sand timer) to
rearrange the beast bits on your own
quartet of season tiles and thereby
try to minimise any damage done by
your opponents.
During this phase, the player who
first completes their four chimera
becomes the people’s champion, and
selects a random ‘Queen’s Award’,
which offers bonus points for the
most ridiculous chimera, for example,

CHIMERE or the most graceful. This element


requires each player to argue the
A frantic magical monster-builder that doesn’t quite ■ Players compete
to create the best
case that one of their monsters best
matches that criteria, and then votes
add up to the sum of its beastly parts animal hybrid – while
sabotaging their rivals.
are cast to decide the winner. But this
Game Flow | £25 | Set collection | 2-5 players section of the game feels extraneous,
20-30 minutes | Age: 8+ | game-flow.fr/chimere and only invites further discord
among players who may already

E
ver wondered what you’d get to create chimeras with a skill set that feel quite heated from all that tile-
if you crossed a mammoth, a scores highest in both categories. So, grabbing and spoiler-play previously.
cuttlefish and a Venus flytrap? for example, if you got the primary It’s certainly Chimere’s weakest
Or if you grafted the tail of a scorpion condition ‘giant’s’ for the winter aspect, and eminently skippable.
IF YOU LIKE
and the head of a snail onto the body competition, you want the chimera MONSTER So sadly, this is one of those games
of a shark? Well, in its own crazy, on your winter season board to have MAKER… that’s only half as fun to play as it
colourful and messy way, Roméo the highest weight (represented by a TRY CHIMERE looks, especially as it’s so elegantly
This 2007
Hennion and Clément Leclercq’s blue weight icon), earning four points. designed, with bright, cartoonish
monster-building
quick-play set-collecting game If you got the secondary condition title is similarly illustrations by prolific games
Chimere has the answer. ‘melee’, you’d also want it to have aimed at the artist Biboun. There is plenty of
Rather than taking the roles of the best score for its ‘protection’ skill younger age of entertainment value in forming your
the age-spectrum,
insane vivisectionists (that would (represented by a green shield icon), own monstrous creations, both in
though it’s far
take the theme in an infinitely ickier earning two points. simpler and terms of their bizarre look and freaky
direction), each player in Chimere is The tricky thing is, your chimera involves card names (our scorpion/shark/snail
a wizard, tasked by ‘the good king’ isn’t valid unless it’s composed of drafting and trading. combo came out as a ‘scaril’), but the
with creating the best chimera to three completely different creatures. scrabbly, simultaneous-play mechanic
become the kingdom’s mascot. If you end up breaking that rule, you – which also, incidentally, requires a
This sorcerous tournament takes have to flip over one of your offending lot of reset downtime between rounds
place over three years (or rounds), with animal part tiles (split into tail, body – only detracts from its appeal. ■
the wizards given four opportunities and head components) to reveal a DAN JOLIN
per year to splice together random segment of humble sheep, which
animals. Each season has a randomly is entirely skill-less. Even trickier is CONCLUSION
Lovely design and a fun monster-
selected pair of conditions to aim for the fact that the research phase – in creation theme are let down by the
with your monstrous creation: one which each wizard snatches animal messy and potentially aggressive
primary, one secondary. The idea is parts from any player’s facedown simultaneous-play mechanism.

100

100_chimereReview_v2 MJ.indd 100 21/07/2017 15:51


THIS WAR OF MINE: THE BOARD GAME
The brutality of conflict has rarely felt so real on the tabletop
Awaken Realms/Galakta | £65 | Simulation | 1-6 players | 45-120 minutes | Age: 18+ | thiswarofmineboardgame.com

W
ar is hell. It’s often easy to if they’re lucky – before heading out unique epilogue for each, providing a
forget the real, human cost under the cover of darkness to hunt sombre full stop to their miserable life.
of conflict when flesh and locations for extra supplies. Actions It's written with skill and sensitivity,
blood becomes plastic; death and are simple to execute, but the game’s uniting the various gameplay elements
suffering a few sentences on a piece of complexity arrives in its decision- to form an experience that offers some
card. That’s not the case with This War making – can you risk sending an extra of the most affecting gravitas and
of Mine: The Board Game. person to scout a nearby church for realism of any board game in memory.
Based closely on the 2014 video the food to stop your people starving, There’s still an interesting game
game, itself inspired by the real-life Siege BOX CONTENTS or will it mean losing even more as lurking beneath the narrative, but
of Sarajevo that took place between ◗ 12 character miniatures raiders attack your poorly-defended it’s very much there to serve the
◗ Game board
1992 and 1996 during the Bosnian War ◗ 10-sided die
home? Every choice feels meaningful oppressive mood. When combat
and resulted in the death of more than ◗ Three six-sided dice and fully authentic, and you will soon occurs between characters and raiders
5,000 civilians, This War of Mine is a ◗ 200+ tokens develop an attachment to your group or strangers, it’s fast and brutal: a series
sobering simulation of the day-to-day ◗ 200+ cards as they suffer, finding brief reprieve in of dice rolls used to dish out wounds
◗ The Book of Scripts
struggle of everyday people caught up ◗ Journal
their individual love of luxuries such based on whether combatants are
in a conflict beyond their control. It’s a ◗ Two scenario sheets as books or coffee – when you’re not unarmed, wielding melee weapons
far cry from the daring of lone heroes burning the books for heat, that is. or lucky enough to have firearms and
fighting to end wars single-handedly What makes the world, its characters ammo. Often the best option is to flee,
or the detached tactical coldness of and their personal stories carry extra but that won’t stop you being gunned
sweeping strategy titles, as players try emotional weight is The Book of Scripts, down – and even surviving can take its
to scrape together the food and water a tome of more than 1,000 narrative toll on the mental state of characters.
needed to simply survive another day passages that are read when certain Those looking for balance won’t find it,
in the hope a ceasefire will take place. cards are revealed or events occur. as fairness takes a back seat to tone and
The focus of the game is on the Many have branching choose-your- atmosphere. Being suddenly picked off
table-spanning board, which depicts own-adventure paths that present by a hidden sniper is as shocking and
the shelter in which your characters ■ The main board genuinely tough dilemmas. Do you upsetting as you’d expect.
are taking refuge. Each turn takes depicts the shelter mug an old woman for her food to On this point: This War of Mine’s
place over a single day, as characters where characters stop your group starving? Do you risk box claims it supports a player count of
will try to survive
clear rubble and search the shelter for while hunting for
bartering with armed strangers? When up to six, but you’d be doing yourself a
resources – eventually finding enough supplies and building your characters die – and they will, at disservice to play in anything more than
to build a rudimentary bed or heater basic necessities. least in your first few games – there’s a a pair. Ideally, the game is a solo affair,
as adding more players doesn’t change
the rules at all and only dilutes the
intense sensation it excels at provoking.
Still, the overall quality remains so high
that it remains a great multiplayer game
– but it is truly outstanding alone. ■
MATT JARVIS

CONCLUSION
This War of Mine is not easy. It’s arguably
not even fun. Yet, its unique blend of
storytelling and realism creates an
intense and moving depiction of war that
absolutely everyone should experience.
Just try to do so on your own.

IF YOU LIKE DEAD OF WINTER…


TRY THIS WAR OF MINE
If overcoming a
zombie apocalypse
wasn’t quite
believable enough
for you, This War
of Mine offers an
intense dose of
real-life survival.

101

101_thisWarOfMineReview_v2 MJ.indd 101 21/07/2017 15:52


PLAYED

OUTLIVE
We head into the post-apocalypse to recover what we can from this mess
La Boite de Jeu | £42.99 | Worker placement | 2-4 players | 25 minutes (per player) | Age: 14+ | laboitedejeu.fr

I
f you end up having to fight for survival BOX CONTENTS original French. It is riddled with typos This all plays into the second half of
◗ Main board
in the post-apocalypse, at least join ◗ Convoy board
and clunky phrasing throughout, making the game, which involves managing
forces with people with amusing ◗ Four shelter boards it difficult to understand the basics of the a bunker full of survivors at the end
names. This is the main takeaway from ◗ 16 player meeples relatively straightforward game and hard of each round, feeding and watering
Outlive, a worker-placement game with ◗ Four radioactivity to engage with it on either a mechanical them so they can operate useful rooms
tracer cubes
some interesting gameplay ideas that is ◗ 100 survivor tokens
or thematic level. The problem extends to built using resources (which provide
ultimately let down by significant flaws ◗ 30 wood tokens the rest of the game, too, with widespread bonus effects) and protect against the
and a deeply unsatisfying experience. ◗ 30 metal tokens spelling errors – including on the back increasing radiation outside – which
Things start out well, as players set ◗ 30 meat tokens of every ‘equipments’ tile. can also be reduced by finding and
◗ 30 water tokens
up their nuclear fallout shelter and ◗ 30 canned
Once you battle your way through eating seaweed, an apparent natural aid.
gang of survivors, led by a random goods tokens the rules and things get underway, Event cards are drawn at the beginning
character. These leaders dictate each ◗ 30 munitions Outlive picks itself up a little. The main of each new round that set in motion
player’s starting resources, equipment ◗ 30 prey tokens tension centres around the board’s eight ongoing effects, but can be resolved
◗ 12 event cards
and placement on the central board ◗ 10 leader cards
locations, which players will travel to by spending resources, stopping the
and are of little consequence past ◗ 20 search tiles and explore using their four meeples, effect and giving that player bonus
the first few turns. More importantly, ◗ 40 equipment tiles collecting the items, water, food, ammo, VP. Discovered equipment similarly
they boast some of the best names ◗ 12 standard room tiles wood, metal and microchips needed to starts off broken and can be fixed,
◗ 38 advanced room tiles
around, with Swifty Bingham and Mary ◗ Seaweed token
survive the wasteland. providing extra benefits and points
Koolpepper among the potential picks. ◗ First player token What makes this interesting is that after the game’s six rounds are up.
Unfortunately, this is where things ◗ Rulebook each meeple is emblazoned with a There’s a lot happening, and you
start to head downhill. Specifically, as number representing its individual can see occasional flashes of clever
soon as you open the rulebook, which strength, from three to five. The number design in the messy execution – the
has been poorly translated from the reflects how many actions that piece problem remains that it never becomes
can perform on a location – searching all that interesting or engaging when
for equipment, collecting resources or put together. The events rarely make
trading for water – but also defines its enough of a difference for turns to
ability to hold off rival players’ pieces. seem distinct from each another, and
Stronger pieces can apply pressure to quickly begin to feel repetitive. One
weaker explorers already in an area, of the issues is that the game board
stealing a number of items from those is reset at the beginning of every
players unless they are driven off using turn, with minor variations based on
ammo. Strength can also be used to hunt certain event cards – perhaps keeping
for prey, which gathers meat that can be resources as they are and forcing
used to feed survivors for that turn only – players to clash over the limited supply
unlike canned food, which lasts. would’ve been more involving. Even
The varying strengths and player then, the lacklustre turn-to-turn
interaction make knowing not only decisions and abysmal language issues
where but when to move your pieces mean you should steer well clear. ■
vital in order to gather the most resources
CONCLUSION
and avoid losing them to opponents. Outlive buries its moments of innovation
and tension under tiresome gameplay
and an absolutely unacceptable level of
sloppy presentation. It’s not that there’s
nothing to enjoy or appreciate here, but
the amount of effort to uncover it isn’t
ultimately worthwhile.

IF YOU LIKE THE MANHATTAN


PROJECT… TRY OUTLIVE
Looking for a
new worker-
placement game
with the chance
to clash with your
friends? Here’s
another with a
nuclear glow.

102

102_outliveReview_v2 MJ.indd 102 21/07/2017 15:53


to save them as you romp around. The
celebs in peril are an amusing mix
of obvious icons and slightly more
obscure pop culture references (we
laughed out loud plenty of times),
and cement the goofy but satisfying
premise. After all, who hasn’t wanted
to fight Velociraptors alongside the
real-life inspiration for the Mona Lisa
and the Dude from The Big Lebowski?
Escape is incredibly easy to learn
and massive fun to play – but that
doesn’t mean it will hesitate to kick
your butt. The final trip home once
the machine is repaired is brutal,
pushing the paradox track as high
as it can based on any surviving
temporal castaways or out-of-time
items left in the deck (symbolising
the forgotten chocolate set to destroy
us all) – which often comes down to
little more than pure luck, but does
encourage full exploration of the
ESCAPE FROM 100 MILLION B.C. map before leaving to reduce the
chance of a last-minute game over.
Save Einstein from being eaten by dinosaurs in this rollicking adventure Much of the players’ success hinges
IDW | £59.99 | Co-op | 1-6 players | 60-90 minutes | Age: 14+ | idwgames.com on dice rolls, offset by the use of will
tokens for additional dice to avoid

Y
ou need only take a look at – from grenades and machine guns things becoming too frustrating or
the box art for Kevin Wilson’s to useless (but delicious) chocolate cruel, and the abundant items keep
Escape from 100 Million B.C. bars, which must be recovered to things interesting and stop it becoming
to know exactly what you’re in for. A stop further timeline disruption – but a total rollfest. Capping off the jaunty
fabulously pulpy illustration showing may also lead to encounters with the experience is a series of potential
a muscly soldier pursued by dinosaurs local fauna, which will often attack narrative outcomes to your meddling
as a volcano throbs ominously in if disturbed. In a nice break from in the past based on your final paradox
the background and a jumbo jet the ‘if it bleeds, kill it’ mentality of score, which provides a charming
materialises out of a lightning storm, it BOX CONTENTS many games, slaying animals messes and comic conclusion to the hugely
brings to mind old comics, choose- ◗ Game board with the space-time continuum and enjoyable hour-and-a-half or so.
◗ Time machine sheet
your-own-adventure books and brings the volcano closer to eruption, Escape from 100 Million B.C. doesn’t
◗ Six hero sheets
Indiana Jones posters. ◗ 181 cards meaning running away or scaring boast the tightest set of mechanics to
Escape nails this escapade tone, ◗ 15 equipment creatures off by exploiting brawn or ever grace the tabletop, but that’s not
dropping players into the middle of crate cubes speed (and lucky dice rolls) is much what it’s going for. What it does aim
◗ 12 six-sided dice
a sprawling map as one of a number more advantageous – albeit harder. at – capturing the rollicking spirit of
(11 white, one red)
of B-movie stereotypes, from the ◗ 203 cardboard tokens Those T-rex don’t frighten easily. adventure stories in a sub-two-hour
intellectual paleontologist and money- ◗ 29 standees Complicating matters is the board game, being laugh-out-loud
rich investor to the battle-ready soldier, ◗ Rulebook occasional arrival of famous figures funny and balancing tense luck with a
each with a set of unique skills and from throughout history who have dash of involved strategy – it absolutely
stats. The adventurers must venture been mixed into the time stew and accomplishes, and then some. Sit back
out into the randomly-generated will wander around the land until and strap in for a heck of a ride. ■
land, flipping over hex tiles in a variety convinced to join you and returned MATT JARVIS
of environments (water, swamp, home, closing the rifts they tore open.
mountains, plains) in the search of the Leaving with Einstein, Nietzsche or JFK CONCLUSION
parts needed to repair their broken stuck in the past can mean a game over As if being gloriously silly, charmingly
time machine – the number of parts even once the time machine is fixed comical and easy to learn wasn’t
enough, Escape from 100 Million B.C.
needed varies with the difficulty level – – plus, they can end up eaten by the
lets you recruit Abe Lincoln and Teddy
before the central volcano explodes. roaming dinosaurs, which generally Roosevelt to fight dinosaurs. What more
It’s not just Instagram photo isn’t a good thing – meaning it’s vital could you possibly want?
opportunities and sunbathing back
in 100m B.C. Tiles can reveal the IF YOU LIKE ELDRITCH HORROR… TRY ESCAPE FROM 100 MILLION B.C.
Escape features Eldritch Horror-like skill tests and exploration but is far less downbeat
chance to acquire modern equipment
and punishing than the Lovecraftian classic. That doesn't mean it's easy, though!
scattered by the crashing machine

103

103_escapeFrom100MillionBCReview_v2 MJ.indd 103 21/07/2017 15:54


VISIT OUR WEBSITE TODAY

@mutantdicegames
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p104.indd 1 20/07/2017 11:19


PLAYED

Bus: Ideal for kids, this unassuming


but enjoyable entry involves delivering
passengers by moving your bus around
a grid of cards. An optional harder
mode adds a little more depth.
Orc: Factions of colourful orcs go
head-to-head to outnumber their
rivals and take control of territory.
Sharp artwork complements a snappy
two-player duel.
Gym: Draft the best kids in
school to compete at sports, before
positioning them for the best score.
PACK O GAME The more complex mechanics dilute
the strong theme.
Give these gum-sized games a Rum: Gather sets of bottles to
deserving place in your pocket impress pirate captains, stealing their
affection from rivals before time runs
out. The use of ‘rum trio’ combos
makes it a thrilling clash.
Dig: Charming through-and-
through, each player’s dog sniffs out
hidden bones and tries to waddle
back home with as many as possible,
slowing with each greedy mouthful. A
wonderful hand-management game
that suits the whole family.
Box: The weakest of the lot, this
interesting area control concept is let
down by awkward scoring and a polka-
dot visual design that’s hard on the eyes.
Spy: Best of the bunch is this sneaky
Perplext | $5.99 (each), $49.99 (set of 8) | 2+ players | 15+ mins | perplext.com
deduction game where players hunt for
safes and top secret plans while avoiding

P
acked in boxes the size of ■ All of the games games, as you aim to amass the best cartoon bombs in their opponents’
chewing gum and playing are packed in the set of jewels and manage your money. hands. The variable movement and
in around 15 minutes, Chris same chewing The single bid format works best with reveal rules make it more than a random
gum-sized boxes.
Handy’s collection of mini games more than two players. guessathon, and it’s especially good
range from the card-dropping dexterity Fly: A very simple dexterity game that head-to-head with two players.
of Fly and wordy collaboration of Shh is ripe for cheap laughs as you clumsily Sow: Inspired by mancala, this
to the tense deduction of Spy and Lie’s drop swatter cards onto a picnic mat horticultural effort is best with the full
spin on traditional betting favourite covered with flies. Harder than it seems! four players as they attempt to grow
Liar’s Dice. All of the games feature Taj: Players swap the position of seeds into beautiful flowers to collect.
striking artwork and make use of the vibrant rugs in the aim of scoring their Boo: Ghosts turn each other white
compact format in ingenious and secret colours highest. The presence of (and black) in this cute directional
innovative ways, with Spy, Shh and voting and the swapping mechanic can take on Reversi that uses a graveyard
dog-themed bone-collecting race Dig fall flat with fewer than three players. gate background as a neat setup aid. ■
our favourites. Here are our bite-sized Lie: It’s Liar’s Dice, but the dice results MATT JARVIS
reviews of all 16 games in the series: are printed on double-ended cards;
Hue: A colourful tile-layer where simple as that, but an efficient way of CONCLUSION
There are a few weaker entries you
players race to form the biggest bringing an outstanding game with you. might only try once, yet all 16 of Pack O
connected areas, with the dynamic Shh: Unable to communicate, Game’s instalments are produced with
twist that the last card in your hand players take it in turns to build words such loving attention to detail that both
determines your score. letter-by-letter using their unique hand bundles of eight games are worth picking
up simply to experience the massive
TKO: Swaps rock-paper-scissors for and shared vowels. It’s tough, fun and variety of rapid-fire fun and tightly-formed
boxing gloves. Smart use of character the gorgeous letter cards can be used gameplay on offer. You’ll want to stick
cards as variable health bars, but for plenty of other game modes. them in your bag and take them with you.
otherwise a little repetitive – it’s
quicker to use your hands. IF YOU LIKE LOVE LETTER… TRY PACK O GAME
Looking for another pocket-sized game that plays in a snappy 15 minutes to join
Gem: This sparkling game of
Seiji Kanai's modern classic of deduction and elimination? Here are 16 of them!
bidding is one of the longer micro

105

105_packOGameReview_v3 MJ.indd 105 21/07/2017 15:55


PLAYED

WORD SLAM
Play. Word. Clue. Fun. Fast. Laugh. Laugh. Laugh.
Kosmos | £32.50 | Party | 3+ players | 45 minutes | Age: 12+ | thamesandkosmos.co.uk

A
t first, Word Slam looks like you have a bit of a messy task. the riddle first, but it’s definitely best
an attempt to cash in on the Luckily, clues are colour-coded into as a head-to-head team game.
popularity of Codenames with nouns, verbs, adjectives and other The only real knocks we’d put it
a mass-market spin on the one-word words, making it easier to locate that against it are very minor. The design
clue-giving format. Quickly after you vital missing link. Crucially, while and artwork is pretty run-of-the-
begin to play, though, it becomes clear many simple terms are present, many mill compared to Codenames’ spy
that Word Slam is an excellent word- are absent, resulting in improvised dressing, but the generic look is
based party game in its own right. attempts to deconstruct each part far surpassed by the outstanding
The idea is for one player on each BOX CONTENTS of the solution. Just try not to laugh gameplay. The number of cards is
team to provide single-word clues ◗ 200 answer cards when ‘toilet seat’ is translated as ‘sit impressive – there are over 1,000
◗ 210 story word cards
and guide their companions to an ◗ Four card holders wood yellow water container’. possible answers and more than 100
answer. There’s only one solution ◗ Die As you’d expect, there’s no clues to combine – but can result in
shared by both teams, determined by ◗ Hourglass speaking, gesturing, acting or any cards ending up all over the place
rolling a die to randomly select one ◗ Rulebook kind of extra hinting allowed from during particularly heated rounds
of six answers – the difficulty can be the clue-givers, but they can point at and clue-givers having to re-sort piles
adjusted from beginner to the tough cards to signify added importance – every now and then to keep things
expert-level cards. These can be simply which results in plenty of animated roughly manageable.
objects or actions – banana, babysitter tapping of cards and comically silent Speaking of which, as the game
– or more complex concepts and pop frustration as guessers rattle through consists mainly of cards, it would’ve
culture references, such as Pirates of every slight variation of a word. If the been nice to condense it into a more
the Caribbean or the offside rule. torture of hearing the same clueless travel-friendly package rather than
Whereas Codenames requires guesses again and again becomes too sticking it in a rather sizeable standard
measured consideration of which much, an optional 90-second timer square game box – if only so that we
single-word clue to give and adopts can be used to speed things along and could take it with us to more places
a polite back-and-forth turn-taking stop any one round killing the fun. and spend even more time playing. ■
format, Word Slam is a chaotic rush: Word Slam can play with almost MATT JARVIS
both clue-givers have a Scrabble-like any number of people, as long as the CONCLUSION
holder that they can put as many of the teams remain fair, but it’s especially Downright hilarious, fast-paced and
one-word hint cards on as they like to good, pure fun with a single clue- near-instant to learn, Word Slam
try and communicate the answer before giver and guesser on each side. is a fantastic time and the perfect
complement to thinkier word games
their rivals. This results in a hilarious There’s also a three-player variant
such as Codenames. We only wish the
rush to cram on vaguely relevant cards, that involves one player providing the box was smaller so we could enjoy its
then trying to re-order, arrange and clues and two people rushing to solve brilliant gameplay in more places.
swap them in an attempt to help your
increasingly confused teammates. IF YOU LIKE CODENAMES… TRY WORD SLAM
If Codenames’ clever clue-giving just wasn’t quite quick enough for you, Word Slam
The hectic nature can make
is a fast-paced race with an added dose of extra chaos that never stops being fun.
digging through the 105 word cards

106

106_wordSlamReview_v2 MJ.indd 106 21/07/2017 15:55


ARCADIA QUEST: INFERNO
It’s a fast and furious race through Hell in this colourful dungeon-crawler
CMON/Spaghetti Western | £99.99 | Dungeon crawling | 2-4 players | 60 minutes | Age: 14+ | cmon.com

D
ungeon-crawling can be a slog. BOX CONTENTS
The excitement of venturing ◗ 12 hero figures
◗ Five angel figures
into the darkness and going toe- ◗ 19 monster figures
to-toe with the nasties lurking round ◗ Eight attack dice
every corner can quickly become a ◗ Six defence dice
tiring exercise in endless dice rolls and ◗ Nine double-sided
game tiles
frustrating deaths at the hands of an ◗ Four guild dashboards
unlucky result or two. Arcadia Quest: ◗ 276 cards
Inferno cuts through the doom and ◗ 300+ tokens
gloom like a cartoon sword. Which ◗ 12 colour
plastic bases
also happens to be on fire. ◗ Campaign sheet
Players’ guilds of three heroes ◗ Campaign book
venture down into the depths of the ◗ Rulebook
underworld (read: Hell) to defeat the
Underlord (read: Satan). Only, the
problem is, they can’t stop squabbling
among themselves. As well as trying
to complete environmental objectives,
players can win each scenario by
killing their fellow heroes, which stops
them having to share the rewards. The
amusing competitive setup makes for
a fun drive to propel each scenario
along and stop the group spending too
much time simply clearing every last
corner of the environment.
Combat is simple and fast. Yes, it
involves rolling a lot of dice, but it’s
so easy to resolve that it’s over in a on certain squares, providing an edge tone, while the plastic models pop
matter of seconds. The same goes for over rivals with special events or items with cartoon-like features and
activating enemies, who generally only – or potentially backfiring. expression. It can be a bit of a pain
attack when provoked (or if controlled The campaign is very straightforward, to fit all the components back in the
by an opposing player). Turns can with little narrative fat left untrimmed. box and a little bit of time to unpack
last seconds, rather than minutes, Players can opt to take one of a number and set back up, but it’s not a total
which lends an air of chaotic energy to of paths through the game each time, deal-breaker.
everything, as players blast each other with different missions becoming In short, Arcadia Quest: Inferno is a
in the race for an objective. With near- available and off-limits depending wonderfully simple way to dungeon-
instant respawns, death isn’t the be all IF YOU LIKE on previous decisions. Actions and crawl with friends without taking up
and end all, but too many demises will DESCENT… achievements during each mission an entire evening – unless you want
TRY ARCADIA
earn you additional curse cards at the QUEST: INFERNO play a smart role – most notably it to. The competitive aspects and
end of a round, which apply potentially Arcadia Quest the angels, who can be rescued and more advanced gameplay are light
negative effects for future missions – so is a perfect controlled as part of a team, or left to enough to make scrapping with each
it’s worth being at least a little careful, introduction to the turn into more powerful foes later in other entertaining while avoiding
world of dungeon-
but it doesn’t impede the manic fun. crawling, without the story. It’s hardly revolutionary, but repetition, but there’s still plenty
Curse cards are also earned by the making things too there’s enough of a feeling of variety going on to keep things engaging. ■
new damnation tokens, collected dark or heavy. and consequence to stop every mission MATT JARVIS
when certain monsters attack or by feeling the same – despite the map tiles
players choosing to boost their own having little variation. As you’d expect, CONCLUSION
A perfect dungeon-crawler for those
attacks or abilities at a cost. It’s an players can upgrade their weapons in- looking for something lighter and
interesting risk-reward mechanic, between scenarios using earned gold, faster to play, Arcadia Quest: Inferno
that never feels overly punishing and a campaign sheet offers a painless is an entertaining ride through the
but gives enough pause for thought way to pause and resume each roughly underworld. The branching campaign
and good-or-evil angels mean it’s more
in later rounds as the tokens stack six-hour complete run-through. than just the same old thing time and
up. Similarly, brimstone cards and The artwork is colourful and time again, while the fast and furious
exploration tokens can be revealed bright, matching the easy-going competitive gameplay remains a joy.

107

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ROUND-UP AND ACCESSORIES

BRUTAL KINGDOM
Kosmos | £13 | Social deception
3-4 players | 30 minutes | Age: 12+
thamesandkosmos.com

B
rutal Kingdom is a mess of ideas that fail to come together into a
cohesive, enjoyable experience.
In essence, creator Michael Rieneck is attempting
to evolve the compact design of Love Letter; there are only 20
anthropomorphised character cards, each with a rank and special
ability that takes effect when it’s placed in front of a player, from
swapping places with another card to assassinating a rival.
This social deception gameplay is crossed with the need to collect
tokens, which dictate the overall winner after four rounds and can
gain or lose value based on how many remain unclaimed by the end
of the game.
The combination results in an unfocused feeling, where neither the
social elements or the points-scoring mechanics properly meet in the
middle – it all feels very disconnected, struggling to engage during
either the moment-to-moment deduction and betrayal or the long-
term acquisition and shifting economy of points.
DOUGHNUT There is an interesting idea that involves passing cards – and
therefore sharing knowledge – with your neighbours at the start of a
DRIVE-THRU round, which plays into the changing turn order of players each round,
yet it rarely feels crucial to obtaining victory.
Grail Games | £16.99 | Dice-rolling
The gameplay’s weaknesses are exacerbated by a poorly-written
2-4 players | 25 minutes | Age: 8+ rulebook and an unattractive art style, plus the extremely limited range
grail-games.com/doughnut-drive-thru of group sizes supported: you can only play with three or four players.
Taking around 30 minutes to play, Brutal Kingdom lacks the pith

J
oining Sushi Go in the helps to counterbalance a lot and purity of Love Letter, but also can’t quite reach the engaging
internet-primed ‘delicious of the luck and adds an extra complexity of more involved social deduction titles. There are
food with cute faces’ genre layer to the denser-than-you’d- admirable ideas present, but they can’t prop up what is ultimately a
is Doughnut Drive-Thru, a tiny expect mechanics. boring and thoroughly uninvolving game. ■
game about rolling dice to cook There’s the option for players MATT JARVIS
smiling baked goods and deliver to choose a baker during setup
them for consumption. Which is and use their unique talent for
actually kind of dark, when you added variety – we’d advise it,
think about it. as it helps keep things fresher
Players use dinky wooden for longer, but we also felt that
doughnuts to perform up to Gerdt’s ability to draw and keep
three actions a turn, rolling extra recipe cards was far and
dice to prepare and serve away the most beneficial skill.
a variety of confections by Of course, the irresistible
achieving the required result. theme does most of the work,
Spending extra actions grants cashing in on both the adorable
bonuses to rolls, as does using imagery and twee naming to
the ‘recognition’ of previously great effect. It doesn’t quite have
baked goods. The first to five the lasting charm of Sushi Go,
served meals ends the game, and some of the foods aren’t
with recipes worth varying nearly as amusing as others,
amounts so others have the but it’s still hilarious to cook up
chance to swipe the victory. ‘Cinnamoan’, ‘Coated Baby’ and
Despite the gameplay being ‘General Custard’.
as light as pastry, there’s Doughnut Drive-Thru is a
enough happening in the sweet treat: a little messy, and
background to happily fill you know you could be eating
15 minutes or so. Bad rolls something better with lasting
(dice, not bread) can prove as appeal, but that doesn’t stop
exasperating as ever, but the you licking every last bit of
ability to bump up results using sugar left on your lips. ■
extra doughnuts or recognition MATT JARVIS

108

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CENTURY: SPICE ROAD PLAYMAT
Plan B | $29.99 | planbgames.com

C
entury: Spice Road is a beautiful card game that’s mechanically purple background for the game’s two rows of cards, partnered with a
involving and fantastic fun to play, if as dry as cinnamon when it rich faux-wooden table, four circular spots on which to sit the four plastic
comes to its simple gameplay basics. bowls of spice cubes – appropriately coloured with the dried seasoning of
This makes its accompanying playmat a divisive addition to the game, choice – and some sticks of cinnamon, cardamom pods, saffron flowers
offering a fittingly attractive garnish that helps to give an extra lick of and turmeric pods that lend an air of luxury and mood to each match.
theme and atmosphere despite being arguably unnecessary. The Century series logo is subtly carved into the wooden table and
Illustrated by artist Chris Quilliams, the playmat is a wonderfully the spaces for the points cards that offer gold and silver coins, as well
vibrant presence once rolled out across the tabletop, presenting a rich as the leftmost trading card that can be acquired for free, are nicely
embellished to remind you of their extra gameplay rules. There’s extra
room for the remaining orange- and purple-backed stacks of cards. The
whole thing is framed with a tasteful border that adds a little bit of depth
and class to the durable rubber surface.
There’s no doubt it’s a well-produced, good-looking accessory. Yet, with
Spice Road being such a simple, straightforward and relatively quick game
to play in a travel-friendly box, is there any need to have to carry around a
separate rolled mat? Setup and gameplay are simple enough to make it more
of a hassle for most players unless you’re playing non-stop all evening at home
or need to protect your cards against a rougher surface while out and about.
But there’s no denying that if you’re committed to the game, it does help lend
that extra little spice of atmosphere to an already stellar experience. ■
MATT JARVIS

MK3 ADVANCED SERIES BRUSH SETS


Games & Gears | £27.99 (kolinsky), £23 (synthetic) | gamesandgears.co.uk

G
ames & Gears has the brush end that we found to be
expanded its MK3 line of comfortably stable and reassuringly
paintbrushes with two solid rather than distracting.
new sets, the third evolution of Some of the push-fit sections
the series: an assortment of size were noticeably tighter when
0, 00 and 000 fine detail brushes pushing together and pulling apart,
with bristles made of pure kolinsky with at least one of the brushes
hair – a favourite of artists – and a in each set feeling much looser
slightly thicker trio of size 1, 2 and 3 when constructed. It was hard
synthetic brushes for more general to tell during our time with the
painting use, as well as inks and brushes, but the inconsistent fitting
metallic paints, which will ruin raised the concern of the brush
natural hair bristles. The brushes of section accidentally sliding off after
all six brushes are finely crafted and prolonged and repeated use over
keep their shape well during use. multiple months and years.
Both sets come in a near- Each set of three brushes comes
identical form, with black and in a leather brush case branded
green metal handles that handily with the Games & Gears logo, which
split in two, allowing the end brush detracts a little from the otherwise
to be pulled off and stored inside premium presentation, though the
the hollow bodies, reducing risk of protective design of the brushes
damage and allowing moisture to themselves would allow them to be
escape through a small air hole. It’s carried loosely in a bag or larger case.
a clever design, but the added size Whether the size of the brushes
makes the brushes a little clumsier is too large for your personal
to handle, especially when painting painting style will vary from person
fine detail with the kolinsky set. to person, but the overall quality
Despite the more complicated and presentation earns these
design, they are mercifully light, with brushes their premium status. ■
a slight weight distribution towards MATT JARVIS

109

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PAINTING GUIDE:
WARHAMMER
40 ,000
DARK IMPERIUM
We celebrate the launch of the legendary sci-fi miniatures
game’s eighth edition by tackling the Space Marine and
Death Guard forces included in its latest starter box
Words and pictures by Andy Leighton

F
or this issue’s guide I’ve been working on 40,000 lore. It’s not until you really
something from possibly gaming’s biggest look at the old Space Marines that
and best-known universe: Warhammer you realise how much they needed
40,000. The advent of a new edition has brought an update and these do not disappoint.
on another great starter box, Dark Imperium. A head taller than the old Marines, they
It has been a few years since I’ve worked on feature an updated armour mark that
a Games Workshop kit, enough time, in fact, doesn’t look too bulky but definitely looks more
to forget what I’ve been missing. After looking armoured. Most importantly, it looks and feels
through and constructing the miniatures from like Space Marine armour.
the Dark Imperium box, there is no doubt in my The poses are one of the highlights, as usually
mind that Games Workshop makes the finest the miniatures in a box like this are restricted
plastic miniatures on the market. to fairly two-dimensional poses. Thanks to
Every miniature in this box is finely casted, the genius who designed these sprues,
even with the tremendous amount of detail each model has a great, dynamic pose
involved, and sculpted with a unique character and sense of movement. Putting some
to them, especially the Nurgle forces. of the miniatures together is not as
The more you examine the miniatures the more intuitive as you’d think, but there’s
interesting details you find. On the Poxwalkers, a ‘click into place’ moment with some when
for example, I discovered one had a pouch full of you realise the ingenuity of how they’ve been
maggots, with a trail crawling up his back. Or the designed to go together.
Malignant Plaguecaster, who features a plethora I’ve chosen to paint the Marines as
of fly charms, cloth flowing from his backpack in Imperial Fists, as it is one of the bolder and
the shape of fly wings and even some tiny flies trickier-to-paint schemes and I think it will
within his cloud. These miniatures really tell a really show of the power of the new Primaris
story and feel like they have a history to them. models. For the Nurgle I decided on the
On the other side, the Primaris Marines Apostles of Contagion to show something
are a welcome addition to the Warhammer different from the standard Death Guard forces.

WHAT PAINTS WILL YOU NEED?


Abaddon Black Spray Celestra Grey Flash Gitz Yellow Leadbelcher Runefang Steel Thousand Sons Blue
Agrax Earthshade Ceramite White Gehennas Gold Mechanicus Standard Grey Runelord Brass Trollslayer Orange
Averland Sunset Spray Dawnstone Genestealer Purple Mephiston Red Screaming Skull Ulthuan Grey
Abaddon Black Doombull Brown Guilliman Blue Moot Green Sotek Green Yriel Yellow
Auric Armour Gold Dorn Yellow Hormagaunt Purple Naggaroth Night Squig Orange Xereus Purple
Bloodletter Drakenhof Nightshade Jokearo Orange Nuln Oil Steel Legion Drab Waywatcher Green
Blue Horror Druchii Violet Karak Stone Pallid Wych Flesh Stegadon Scale Green Warpstone Green
Cadian Fleshtone Evil Suns Scarlet Khorne Red Rakarth Flesh Sycorax Bronze White Scar Spray
Caliban Green Fire Dragon Bright Kislev Flesh Rhinox Hide Temple Guard Blue

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IMPERIAL FISTS
1 Use some simple 1 Paint the armour 1 Apply a

COMPANY COLOURS & RED MARKINGS


SCENIC BASES

ARMOUR
cork, available with watered-down basecoat of
from most hobby Yriel Yellow in Khorne Red.
stores. I went with several layers from
3mm to build up the edge of the
the bases, but a armour plates to
different thickness about halfway onto
is just as good. each plate.
2 Tear sections 2 Use Flash Gitz 2 Apply a layer of
off and size them Yellow in much the Mephiston Red,
to the base. Use same way as the leaving only the
some superglue to last stage. This very recesses
affix them. time, go from the Khorne Red.
edge to only around
a quarter of the way
onto the plates.
3 Tear off further 3 Finally, add an 3 Apply an edge
sections and again edge highlight to highlight of Evil
tear to size, testing all the hard edges Suns Scarlet to all
them on the base of the armour with the hard edges.
to ensure they Dorn Yellow.
will fit.

4 Build up the 4 Finally, add a


base to the desired fine highlight of
design. The softness Fire Dragon Bright
of the cork makes to the corners.
1 Basecoat the
CHEST ORNAMENTATION

it very easy to cut or


tear away sections chest eagle and
you don't want, or other ornamentation
sculpt it together. with Khorne Red.
Apply a highlight of
5 Once ready, Karak Stone, leaving
superglue the only the recesses
miniature to the base. Khorne Red.
2 Add a highlight of
Pallid Wych Flesh
to the hard edges
of the eagles.

6 Apply some
sand to the base
to fill gaps or hide
the layers of cork.
Apply a mix of one 3 Add a light glaze
part PVA to eight of Bloodletter.
parts water in a
1 Paint all of the
METAL

heavy coat to seal.


metal areas with
a coat or two of
Leadbelcher, until
you have a strong
flat colour.

2 Apply a wash of
For these models I Edge highlighting Nuln Oil.
UNDERCOATING

HIGHLIGHTING

went in a different is adding a very


direction for fine line highlight
undercoating along a hard edge,
than I normally or to add definition
would. The Space to an area. Space
Marines were first Marine armour
undercoated with features a lot of
Abaddon Black hard edges to the 3 Once the
spray and, once this was dry, it was armour and, rather than finely painting wash is dry,
followed up with an undercoat of Averland the edge highlighting on, there is an apply a highlight
Sunset spray. The tone of the resulting easier method. After applying a light of Runefang
yellow can be altered depending on the amount of your chosen colour to your Steel, focusing
previous coat. Abaddon Black gives a brush, carefully draw the edge of the on hard edges.
shadier yellow, whereas White Scar will brush along the hard edge you are
give a much brighter yellow. looking to highlight.

111

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HOBBY TIPS

1 Apply a 1 Basecoat 1 Plot out the

CLOAK

WHITE DETAILING
GOLD

basecoat of the cloak with area with lines


Gehennas Gold. Naggaroth Night. of Celestra Grey.
Adding a touch
of water will help,
but make sure you
only have a small
amount on the brush.
2 Apply a wash of 2 Add a layer of 2 Fill the guides
Druchii Violet. Xereus Purple, with Celestra
focusing on the Grey, applying
ridges and bottom several thin coats
edge of the cloak. until the colour is
flat and bold.

3 Add a highlight 3 Add a line 3 Add a highlight


to the top and hard highlight of of Ulthuan Grey,
edges with Auric Genesteaer Purple leaving only the
Armour Gold. along the ridges bottom-right
and bottom edge corner showing a
of the cloak. little Celestra Grey.

4 Apply a final 4 Add one part 4 Add a final


fine highlight to Blue Horror to one highlight of
corners and the part Genestealer Ceramite White to
very top tips with Purple, and add a the top-left corner
Runefang Steel. fine highlight to the of the squares.
bottom of the cloak
where it meets the
ridge highlights.

1 Apply a 1 Basecoat the


WEAPON CASINGS

1 Apply a light coat


POWER SWORD

LENSES

basecoat of weapon casing with of Bloodletter on


Stegadon Scale Abaddon Black. the helmet around
Green to the blade. the lenses. Paint
the whole of the
lenses with a coat
of Mephiston Red.

2 Add a small 2 Apply an 2 Add a highlight


touch of Water to edge highlight of Evil Suns Scarlet
Sotek Green, and of Mechanicus along the bottom and
paint a guide for Standard Grey front of each lens.
where the 'lightning' along all of the Add a fine highlight
will be painted. hard edges. of Fire Dragon Bright,
Avoid the lines focusing towards the
looking curved. front of the lenses.
3 Add a touch 3 Add a line 3 Make a mix
of water to some highlight of of one part Fire
Temple Guard Blue Dawnstone, Dragon Bright and
and add clear lines focusing on the one part Ceramite
within the guides. corners where the White and add a
Edge highlight the edges meet. dot to the front of
blade edge and the lenses.
central ridge.
4 Add a light 4 Add a dot of 4 Finally, add a
highlight of Celestra Grey to very small dot of
Ceramite White to the corners where Ceramite White to
the tip of the blade, the edges meet. the back corner of
as well as any each lens.
points where the
'lightning' meets
itself or an edge.

112

111_116_hobbyTips_v2 MJ.indd 112 21/07/2017 15:59


1 Basecoat the 1 Apply a basecoat 1 Follow the guides
SKIN

HAIR

BANNER
skin using some of Rhinox Hide. for the red markings,
Cadian Fleshtone. gold, metal and
ornamentation.
Basecoat the
halo, stars and
white areas with
Celestra Grey.
2 Add a layer 2 Add lines of 2 Apply a Drakenhof
of Kislev Flesh, Mechanicus Nightshade wash to
leaving the Standard Grey the halo and stars.
recesses showing from the front, Add a Ulthuan Grey
Cadian Fleshtone. tapering to the layer and Ceramite
centre, of the hair. White highlight to
the halo, stars and
white areas.
3 Make a mix of 3 Apply a highlight 3 Apply a
two parts Kislev of Dawnstone basecoat of Karak
Flesh and one part around the edges Stone to the
Pallid Wych Flesh of the hair and scrolls and purity
and apply a line about halfway up seals. Add a layer
highlight to the the previous lines. of Screaming
ridges of the face. Skull, focusing on
the edges.
4 Apply a dot of 4 Add an edge
Pallid Wych Flesh highlight of Pallid
to the tops of the Wych Flesh to
previous highlights. the scrolls and
purity seals.

5 Apply a glaze of 5 Add a little water


Bloodletter around to some Rhinox
the eyes and nose, Hide and, with a
and a glaze of small amount on
Guilliman Blue to a fine brush, add
the recesses. small scribbles for
text on the Purity
Seals and Scrolls.
6 Finally, add an 1 Apply a 6 Basecoat the
PLASMA

edge highlight of basecoat of purity seals with


Pallid Wych Flesh Thousand Khorne Red.
to the ridges. Sons Blue. Apply a layer of
Mephiston Red,
leaving the recesses
Khorne Red.

2 Add a layer of 7 Make a mix of


Temple Guard one part Mephiston
Blue, leaving Red and one
the recesses in- part Screaming
between coils the Skull and apply
base colour. a highlight to the
tops of the purity
seals and red areas.
3 Apply a 8 Basecoat the
highlight of wreath with Caliban
Blue Horror to Green. Add a layer
the 'corner' of of Warpstone Glow,
the coils. leaving the recesses
Caliban Green.

4 Finally, add a dot 9 Add an edge


of Ceramite White highlight of Moot
to the centre of the Green to the top
previous highlights. edges of each leaf.
Finish the banner by
applying the chapter
decal in the centre of
the wreath and halo.

113

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HOBBY TIPS

1 Basecoat all of

NURGLE ARMOUR
the metal areas
with Doombull
Brown. Apply a
wash of Agrax
Earthshade, then
a lighter wash of
Druchii Violet.
2 Apply a layer of
Rakarth Flesh to
the armour. Line
this layer on, with
the lines going
from the recesses
to the edges of
the armour.
3 Apply a fine
highlight of Pallid
Wych Flesh, slightly
up the previous
lines and along the
edges and any pits
or grooves.

4 Dot Ceramite
White where the
edges meet the line
highlights, and on
the bottom of any
pits or grooves.

1 Apply a coat of
BRASS

Runelord Brass,
almost a heavy
drybrush. Don't
worry about any
of the Doombull
Brown base
showing through.
2 Apply a wash of
Agrax Earthshade
across all the brass
areas. Apply an
edge highlight
across all the
APOSTLES OF CONTAGION hard edges with
Sycorax Bronze.
3 Add a dot of
The Nurgle forces Runelord Steel to
UNDERCOATING

were given an any areas where


Abaddon Black the edges meet.
spray first, this
time followed by a
light coat of White
Scar spray. Spray
this final coat from
a 45-degree angle, 4 Make a mix of
only giving a couple of light sprays from one part Sotek
different angles. This coat gives a little Green to six parts
shading from the get-go, but really helps water and wash
the washing process these models will onto the corroded
go through later. areas, recesses or
gaps in the brass.

114

111_116_hobbyTips_v2 MJ.indd 114 21/07/2017 16:00


1 Apply a heavy 1 Begin by 1 Basecoat all
RUSTY METAL

ICONS, NURGLINGS & SMOKE

HORNS
drybrush of Jokearo basecoating all of the horns with
Orange across the of the faces and Rhinox Hide.
metal areas. Nurglings with
Pallid Wych Flesh.

2 Add smaller 2 Apply a coat of 2 Apply a highlight


sections of Waywatcher Green, of Steel Legion
Trollslayer Orange Druchii Violet and Drab, lining down
randomly across Agrax Earthshade from the tip of the
the metal. to each of the faces horn and edge
and Nurglings. highlighting any
ridges or breaks.

3 Apply a drybrush 3 Add a line highlight 3 Add a highlight


of Leadbelcher of Pallid Wych flesh of Karak Stone,
across all the metal to each of the faces focusing on the
areas. Apply a wash and Nurglings. same areas as the
of Agrax Earthshade. last stage but leaving
some Steel Legion
Drab showing
towards the bottom.
4 Add a final 4 Basecoat 4 Dot Pallid Wych
highlight of the smoke with Flesh to the tip
Runefang Steel. Rakarth Flesh. and on any areas
Only apply to a where the ridges or
few areas of the breaks join.
chainmail and the
hard edges.

5 Apply a glaze of
Waywatcher Green,
focusing towards
the source of the
smoke and within
any recesses.

1 Apply a 6 Apply a highlight 1 Basecoat all


ORANGE

PURPLE CLOAK, GUTS & TENTACLES

basecoat of of Rakarth Flesh to of the areas with


Jokearo Orange. the topmost areas Hormagaunt Purple.
of the smoke.

2 Apply a wash of 7 Apply a line 2 Apply a wash of


Agrax Earthshade. highlight of Pallid Druchii Violet.
Wych Flesh to the
top edge of each
'section' of smoke.

3 Apply a line 8 Add a final 3 Once the wash


highlight of Averland line highlight of is dry add a layer
Sunset, focusing Ceramite White to of Genestealer
on the hard edges the centre of the Purple, leaving
and folds. last highlights. the recesses the
base colour.

4 Apply a final 4 Apply a line


fine highlight of highlight of one
Dorn Yellow to part Pallid Wych
the centre of the Flesh and one part
previous highlights. Hormagaunt Purple
to the hard edges.

115

111_116_hobbyTips_v2 MJ.indd 115 21/07/2017 16:00


HOBBY TIPS

1 Over an Abaddon 1 Begin by 1 Basecoat with


GUN CASING

SKIN

CHAOS PLASMA
Black basecoat washing the skin Squig Orange.
add an edge with Druchii Violet.
highlight of three
parts Mechanicus
Standard Grey and
one part Sotek Green
to the gun casings.
2 Add two parts 2 Add glazes 2 Apply a layer
Dawnstone to of Bloodletter, of Trollslayer
the previous mix Guilliman Blue and Orange, leaving the
and apply an Waywatcher Green recesses between
edge highlight to to random areas of coils Squig Orange.
the corners and the skin.
top edges of the
gun casings.
3 Add two parts 3 Add a highlight 3 Apply a spot
Celestra Grey to of Rakarth Flesh highlight of Dorn
the mix and a dot to the ridges and Yellow along the
to the areas where raised areas. 'corner' of the coils.
the edges of the
gun casings meet.

4 Add a final fine


highlight of Pallid
Wych Flesh over the
previous layer, leaving
some of the Rakarth
Flesh showing.

1 Basecoat the

PAINTING THE BASES


bases using
Rhinox Hide.

1 Basecoat the 2 Apply a heavy


SWORD

WASHES & GLAZES

By replacing Druchii Violet and the


sword using glazes with other colours you can drybrush of
Caliban Green. create a wide variety of skin tones and Mechanicus
diseased flesh to better represent the Standard Grey.
many plagues and viruses carried by
the forces of Nurgle. Here are a few
examples and how they were achieved.

2 Add a highlight 1 Casandora 3 Apply a lighter


of Sotek Green, Yellow wash. drybrush of Steel
focusing on the Legion Drab.
ridges of the sword. 2 Guilliman Blue
and Waywatcher
Green glazes.

3 Add an edge 1 Biel-Tan 4 Apply a light


highlight of Temple Green wash. drybrush of
Guard Blue along Screaming Skull.
the ridges. 2 Guilliman and
Bloodletter glazes.

4 Finally, add a 1 Reikland 5 Add a few areas


spot highlight of Fleshshade wash. of static grass
Blue Horror to the with PVA glue
areas where the 2 Lamenters and paint the rim
ridges meet. Yellow, Waywatcher of the base with
Green and Guilliman Abaddon Black.
Blue glazes.

116

111_116_hobbyTips_v2 MJ.indd 116 25/07/2017 09:46


• Accessories
• Board Games
• Card Games & CCGs
• Roleplaying Games
• Miniature Wargames
• Gaming Room
• D&D Organised Play • WPN Advanced+ Store
• FFG Organised Play • Friday Night Magic

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Tel: 01792 930328
enquiries@thegamersemporium.co.uk
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Board Games, Card Games, Role Playing,


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Come and visit our Bricks & Mortar shop


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range of games we carry in stock!
100 Ballards Lane, Finchley, London N3 2DN
Tel: 020 8346 2327 Email: shop@leisuregames.com

www.leisuregames.com

p117.indd 1 19/07/2017 12:27


THE DUNGEON MASTER'S GUIDE TO... PAR

BUILDING AN FOURT

RPG CAMPAIGN
Our ongoing column focuses specifically on providing tips, guidance and advice to dungeon
masters as they create their own worlds to run campaigns in. Some of the advice will be specific
to the latest fifth edition of Dungeons & Dragons, but the majority of the concepts are applicable
to any setting, game or ruleset that you prefer. This is the fourth entry in the series and focuses on
both creating dungeons from scratch and balancing them for your party’s size and skill level
Words by David Jagneaux

W
elcome to the fourth entry of great DM that you are, we need to give your Or maybe you just want to do a quick one-
The Dungeon Master’s Guide to players something to do inside that world off story if you don’t have time for a full
Building an RPG Campaign! you’ve made. Somewhere to go, somewhere session and are eager to make your own
In the previous third instalment of this to explore… It’s time to finally talk about the dungeon from scratch. Then keep reading!
column it was all about taking your story first ‘D’ of D&D: dungeons!
to the next level. We took the ideas from How many times have you found
For the sake of this column we’re going to
the back of your mind into a world ready to yourself with the plot getting derailed and assume that you build dungeons by drawing
be explored by adventurers with real and being unsure of where to take the players them out using a square-inch grid. We’re
specific tips about telling a good story for next? How often do you realise a quick going to have a traditional high-fantasy evil
lair that’s littered with enemies, random bits of
players. Together, the first three entries of this dungeon would be a great way to break up
treasure and some booby traps in mind.
column laid a lot of groundwork. Now, as the the monotony, but didn’t come prepared?

118

118_119_dungeonMastersGuide_v2 MJ.indd 118 21/07/2017 16:01


BLANK SLATE ■ Don't be afraid to adjust things
There are lots of reasons why you might on the fly to suit your group.
need to make a dungeon from scratch. If this
is your own 100% original campaign then
you might be building every dungeon from
scratch and if it’s just a one-off adventure
then you have a lot of flexibility. I’ve even
found myself literally making a dungeon up
as I go while the party is exploring it, which
can be a really exciting exercise.
Just like anything when it comes to
being a dungeon master, the importance
of pre-planning cannot be overstated.
Before you ever start actually building a
dungeon you’ve got to establish things like

Images: Wizards of the Coast.


the theme, size and purpose of it all. Is this
an evil lair where the big baddie hides out
between their excursions of rampaging the
countryside, or is this merely a cave created
thousands of years ago that goblins now call
home for lack of a better alternative? These
are important questions. out the entire layout and getting it exactly But if you are just building it on the fly
Think about how your players are going how you want it, adding in the details after. as you go, like a random cave that doesn’t
to approach this dungeon, as well. Do they The other way is by building it as you go and serve a real purpose, feel free to add some
know exactly where it is, or do they stumble as your players explore one room at a time. twists and turns. Write out a d20 table to roll
across it? Are you prepared for them to try to The latter option can get really complicated, on that’s full of possibilities for rooms. For
enter it from any conceivable direction that so we’ll focus on the former first. example, if players open a door and walk in,
isn’t the front door? One of the unspoken Try to imagine your dungeon as an actual roll a d20 on your table and pick something
rules of D&D for most players is to always layout of the thing it’s supposed to be. Don’t that happens. Maybe they hear a sound or
think outside the box – sometimes that give it more rooms than seems plausible see a glimmer of light, or they could even
results in climbing on top of buildings and and make the rooms large enough and hear a voice say a riddle quickly or trigger a
trying to sneak through windows. full of standard items and objects. Would trap. Keep them guessing by adding in small
a dungeon just have tons of rooms full of flourishes like that.
PUTTING PEN TO PAPER enemies and treasure and that’s it? Probably
Now that you have a pretty clear idea of the not. Think about adding in a barracks for BALANCING IT ALL OUT
type of dungeon you want to make we can henchmen to sleep in, a cafeteria-type room The best-laid plans often go awry so, no
actually make it. There are two ways we with a big table and food, training rooms if matter how perfectly you think you’ve built
recommend building a dungeon from scratch the group is known for their fighting, and so and balanced your dungeon, there’s a good
on your own without any other resources. on. How would the leader or occupant of the chance that things are going to need to
The first way is to start by actually drawing area design it to fit their needs? change on the fly. If combat encounters are
too hard then let players kill enemies earlier
than they should. If they’re making quick
work of groups throw in an extra minion or
two. Typically, adding more varied enemies
and environmental advantages makes the
fight better than if you were to just boost
monster hit points.
Coming into a D&D session with a plan is
smart and advisable, but the most important
thing is knowing when it’s time to change
plans and pivot. Making a good dungeon
from scratch or adjusting an existing one is all
about adapting to the unknown. ■

Check back in October's issue for a new entry


in The Dungeon Master’s Guide to Building an
RPG Campaign. In that column we will focus
on giving you specific puzzles, riddles, battles
and other creative setups to pick and choose
■ Try to create believable areas
for any existing or future campaign. It will be
that people could actually live in.
like a grab bag of DM ideas!

119

118_119_dungeonMastersGuide_v2 MJ.indd 119 21/07/2017 16:01


p120.indd 1 20/07/2017 09:53
EVENT REPORT
UPCOMING EVENTS
GEN CON
THURS AUGUST 17TH TO SUN 20TH
One of the two biggest tabletop shows
in the world (the other being Essen),
Gen Con takes place every year in
the US and sees the release and
announcement of countless games.
This year marks its 50th anniversary,
so you can expect plenty of exciting
news coming out of the show floor.
gencon.com

SHACON
SAT AUGUST 12TH TO SUN 13TH
The UK’s most prominent meetup
dedicated to the ENnie award-winning
Savage Worlds series of roleplaying
games, ShaCon will take place in
Sheffield’s Garrison Hotel.
shacon.org.uk
RAIDERS OF THE GAME CUPBOARD SHADOWCON XI
SAT AUGUST 26TH TO SUN 27TH
Paul Roberts recalls how the Burton- We thought long and hard about how regularly we Run by West London club Shadow
should hold them. Once-a-month was suggested, but Warriors, this Bank Holiday gathering
on-Trent gathering went from a chat it was decided in the end to go quarterly as we did will include games of Pathfinder,
not know at the beginning if it would take off. I think Warhammer Fantasy Roleplay, Call of
in a pub to four conventions a year monthly would be too often – people look forward to it
Cthulhu, D&D and more.
shadowwarriors.co.uk/shadowcon-11
Interview by Matt Jarvis now, so quarterly works well. We also do that to avoid
the dates that other events are on so we can go too. FIGHTING FANTASY FEST
When did Raiders start and how has it evolved? SATURDAY SEPTEMBER 2ND
Marking 35 years of the iconic game
Raiders of the Game Cupboard started after a What are some of the most popular games? book series created by Ian Livingstone
conversation with a group of friends in a local pub 2007. Originally two of the organisers used to run regular and Steve Jackson, the second FFF
We were trying to find more time to play games but life morning/afternoon sessions of Arkham Horror at the will be attended by both co-creators
was getting in the way. Fortunately or unfortunately, event, this continued for quite a while. In the end, and feature talks, gaming sessions,
comics, signings, a Fighting Fantasy
a couple of people remained sober and remembered though, as this can be a three- to four-plus-hour game,
exhibition and a trading hall.
the conversation, meaning we actually had to organise we thought it was taking up too much of our time which fightingfantasy.com/
something. We found a local church hall and booked could be better spent helping or running smaller shorter fighting-fantasy-fest-2
our first event which we ran that Christmas – the heating games. Some of the old games are regulars such as
REUNICON
was broken so everyone was taking it in turns to huddle Settlers of Catan, Power Grid, Glass Road – everything
SATURDAY SEPTEMBER 2ND
around the cooker in the kitchen. Despite that, the day and anything really. Scythe is a popular one lately, too. Held down in Brighton at the Dice
went really well and the event has had a steady growth Saloon, ReuniCon is primarily focused
since then. Other than gaming, what is there to do? on roleplaying games. The event has
We are not a show, as such, but rather a community The event is predominately board gaming but we do been running for more than 30 years.
reunicon.uk
of gamers who just need the space and time to play get occasional roleplaying, as well as some miniature
games; we regularly have between 50 and 80 people gaming such as Wings of War which is popular. As we CONCRETE COW
attend as the word has spread over the years. provide free tea and coffee, as well as some snacks, SATURDAY SEPTEMBER 16TH
The format has pretty much remained the same since there is a bit of a social aspect to the event as people Hosted by the Milton Keynes RPG
Club each year, Concrete Cow is all
inception: we rent a hall and layout tables for people to congregate in the kitchen during the day to partake of about RPGs. This year’s event is in
come along to play games. Occasionally people have the refreshments. The Old Bath House in Wolverton.
come along who want to playtest a game, so we try and mk-rpg.org.uk/concrete_cow
drum up interest beforehand. What is the local tabletop community like?
DRAGONDAZE
Our gaming community is very good and growing. This SATURDAY SEPTEMBER 30TH
What makes the convention unique? is owing to the efforts of our friendly local games store – Why not do some good while having
There is no ‘hook’ as such, nor any drive to be they work tirelessly to encourage gamers to get together fun by visiting Dragondaze, a Welsh
something unique; we just saw a need for a more regularly. Burton-on-Trent has a long history of gaming, convention that raises money for
charity? This year’s proceeds will go to
regular, cheaper event locally to enable people to play starting in the ‘60s with a wargaming group that ran until Barnardo’s, a charity that helps young
games more often. the mid-‘90s. carers, and Sparkle, which funds a
Raiders is more informal and relaxed than the more local children’s hospital and lends its
corporate events, making it more accessible to people What can you tell us about your plans for 2018? support to disabled children.
dragondaze.com
who are new to gaming. We have been able to keep our Other than planning and booking the dates, which have
prices down over the years, meaning our event is more already been booked for 2018, there are no direct plans. TRINGCON XXXV
affordable for those on a limited budget. The event does The committee usually meets before and after each SATURDAY SEPTEMBER 30TH
have a family feel and attracts a lot of families. event to go through our checklists, assign tasks and so Held twice a year, TringCon takes place
in the eponymous town just north
on. We have new people almost every event so I hope of London and is run by one of the
You run multiple Raiders days a year, rather than we can continue to meet our friends and provide a good organisers behind UK Games Expo.
a single annual event. Why is this the case? day’s gaming for anyone. ■ fwtwr.com/tringcon

121

121_clubSpotlight_v2 MJ.indd 121 25/07/2017 09:54


CLUB DIRECTORY
ABERDEENSHIRE WYCOMBE WARBAND CO DURHAM GAME NIGHT @ CARPE
ABERDEEN National Film & Television School, DARLINGTON’S DOGS OF WAR 50, Carpe Diem, North Hill,
WARGAMES CLUB Station Road, Beaconsfield, The Voodoo Cafe and Bar, Skinnergate, Plymouth, Devon, PL4 8EU
RGU Rugby Club, 86 Queens Buckinghamshire, HP9 1LG Darlington, Co Durham, DL3 7LX Monday 6pm to 1am
Road, Aberdeen, AB15 4YQ Thursday 7pm Saturday 11am to 4pm
Tuesday 7pm Wednesday 5pm to 10pm PLYMOUTH ASSOCIATION
CAMBRIDGESHIRE OF WARGAMERS
OLDMELDRUM 2D6 LODGE DURHAM RAIDERS 324, Blindmans Wood Scout
WARGAMES GROUP Queen Ediths Way, Cambridge, 5, Croxdale Community Centre, Centre, Outland Road,
Royal British Legion, Market Cambridgeshire, CB1 8NN Rogerson Terrace, Croxdale, Plymouth, Devon, PL3 5TB
Square, Oldmeldrum, AB51 0AA Friday 7pm to 10pm (summer) Croxdale, Co Durham, DH6 5HJ Sunday 12pm to 5pm
Tuesday 7pm to 11pm 5pm to 10pm (winter) Tuesday 6pm to 10pm
One Sunday in each month Last Sunday of the month 5pm to 9pm DORSET
10am to around 4pm NEWMARKET KNIGHTS SOUTHBOURNE TABLETOP
GAMES CLUB DURHAM WARGAMES & BOARDGAMERS
AVON 2nd Soham Scout & Guide Vane Tempest Hall,, Gilesgate, Tuckton Social Club, Tuckton Road,
WESTON WARGAMERS CLUB Centre, Gardeners Lane, Ely, Durham DH1 1QG Bournemouth, Dorset, BH6 3AA
Unit 9UA, Elizabeth House 30-32, Cambridge, CB7 5HS Wednesday 7pm to late First Sunday of the month 10am to 5pm
Boulevard, Weston-super-Mare, Alternate Saturdays Thursday 7pm to late Third Sunday of the month 1pm to 5pm
Avon, BS23 1NF 6.30pm to 10.30pm First Sunday of the month
Monday, Tuesday and Friday 10am to early evening WESSEX WYVERNS
PETERBOROUGH WARGAMES CLUB
AYRSHIRE WARGAMES CLUB GAMERS@HART The Bridgehouse, 2 Ringwood Road,
NORTH AYRSHIRE 38a, Cowgate, Peterborough, 102, Tea@Hart, York Road, Ferndown, Dorset, BH22 9AN
WARGAMES CLUB Cambridgeshire, PE1 1NA Hartlepool, Co Durham, TS26 9DE Monday 7pm to 11pm
19 Volunteer Rooms, High Street, Monday 7pm to 11pm Friday and Saturday 6pm to 11pm
Irvine, Ayrshire, Scotland, KA12 0BA Sunday 4pm to 10pm WORLDS AWAY
Sunday 11am to 5pm CARMARTHENSHIRE 22, The Triangle, Bournemouth,
CARMARTHEN CO LONDONDERRY Dorset, BH2 5RQ
BEDFORDSHIRE OLD GUARD THE SIEGE BUNKER Saturday 12pm to 4pm
BASEMENT GAMING CLUB 9, The Carmarthen Businessman’s The Bunker Cafe, Northland
Ahh Geek Out, Unit 1-4, Club, Lammas Street, Road, Londonderry, Co DUMFRIESSHIRE
182 Camford Way, Carmarthen, Dyfed, SA31 3AD Londonderry, BT48 7JL ANNAN GAMING CLUB
LU3 3AN Wednesday 6pm Most weekends 11am to 6pm Ednam Street Community Hub,
Friday 7pm to 11pm Ednam Street, Annan,
TOWY VALLEY CO TYRONE Dumfriesshire, DG12 6EF
BOARD GAMES IN BEDFORD TYRANTS (TVT) OMAGH WARGAMES CLUB Wednesday 6pm to 10pm
8, Lacock Abbey, Bedford, Abergwilli Church Hall, Ismyrddin, Omagh Library Headquarters Building,
Bedfordshire, MK41 0TU Abergwilli, Carmarthen, Spillars Place, Omagh, County DUNBARTONSHIRE
Thursday 8pm Carmarthenshire, SA31 2JE Tyrone, Northern Ireland, BT78 1HL DUMBARTON
First Saturday of odd-numbered months First Saturday of the month WARGAMES CLUB
BEDFORD BOARD GAMING 9am to 9pm 9.30am to 4pm 18, Church Street, Dumbarton,
Tavistock Community Centre, Dunbartonshire, Scotland, G82 1QQ
Princes Street, Bedford, CHESHIRE CORNWALL Sunday
Bedfordshire, MK40 2SX ALTRINCHAM THE DICE AND DAGGER
Wednesday and alternate Fridays WARGAMING CLUB GAMING CLUB THE FIVE ARCHES
St George`s Parish Hall, Off Stratton Community Hall, Union Hill, GAMING CLUB
LEIGHTON BUZZARD Albert Place, Altrincham, Stratton, Bude, Cornwall, EX23 9BL 345, Annan Road, Dumfries,
GAMING CLUB Cheshire, WA14 4PG Sunday 5.30pm to 10pm Dumfriesshire DG1 3JR
North Street, Leighton Buzzard, Thursday 7pm to 11pm Wednesday 6.30pm to 10.30pm
Bedfordshire, LU7 1ES DERBYSHIRE
Wednesday 7pm to late CHESHIRE GAMERS DERBY ON BOARD GAMES EAST SUSSEX
Alberts Corner, Prince Albert 21, The Bookcafe, Cornmarket, 1066 WARGAMING CLUB
BERKSHIRE Street, Crewe, Cheshire, CW1 2DF Derby, Derbyshire, DE1 1QH 130, Bexhill Road, St Leonards-
NEWBURY & READING Tuesday 7pm Last Wednesday of the month on-Sea, East Sussex, TN38 8BL
WARGAMES ASSOCIATION 4pm to 10pm Thursday 7pm to 11pm
Fir Tree Primary School, Fir Tree Lane, CONGLETON AND
Newbury, Berkshire, RG14 2RA DISTRICT LIGHT BOARD DEVON EASTBOURNE ELEMENTAL
Monday 7pm to 11pm GAMES GROUP BARNSTAPLE SLAYERS 1, Mana Gaming - The Old
Lion and Swan Hotel, Swan Bank, GAMING CLUB Print Works, Commercial Road,
35-39 London Street, Newbury, Congleton, Cheshire, CW12 1AH Golden Lion Inn, The Square, Eastbourne, East Sussex, BN21 3XQ
Berkshire, RG1 4PS Thursday Barnstaple, Devon, EX32 8LS Monday 6pm to 11pm
Thursday 7pm to 11pm  Monday 6.30pm to 10.30pm
WARRINGTON BOARD FAMOUS COLLECTABLES
WARGAMES ASSOCIATION GAMES CLUB CULLOMPTON BOARD 19 Western Road,
OF READING 33, Church Street, Warrington, GAMES GROUP Bexhill-on-Sea, East
Winnersh Community Centre, New Cheshire, WA1 2SX Pye Corner, Cullompton, Sussex, TN40 1DU
Road, Sindlesham, Wokingham, Wednesday 7pm Devon, EX15 1JX Thursday 6pm to 9.30pm
Berkshire, RG41 5DU First and third Wednesdays of the month
Wednesday 6pm to 11pm WINSFORD WARHAWKS 7pm to 10pm EAST YORKSHIRE
One Sunday a month is an open day for WARGAMING CLUB WOLDS WARGAMERS
all-day gaming 9am to 5.30pm St Chads Church Hall, DARK STAR 5, The Blue Bell, Riverhead, Driffield,
Gladstone Street, Winsford, GAMING PLYMOUTH East Yorkshire, YO25 6NX
BRISTOL Cheshire, CW7 4AT 9, Moon Street, Plymouth, PL4 0AL Last Thursday of the month
HALL OF HEROES Tuesday 7pm to 10pm Monday to Friday 5pm to late
GAMING CLUB Saturday and Sunday 12pm to late EDINBURGH
Beckspool Road, Frenchay, CLEVELAND EDINBURGH LEAGUE
Bristol, Bristol, BS16 1NU REDCAR IRONBEARDS EAST DEVON TABLETOP OF GAMERS
Thursday 7pm 7, Memorial Hall, Coatham Road, & RPG GROUP 11, RAF Club, Hillside Crescent,
Redcar, Cleveland, TS10 1RH 133, The Three Tuns, High Street, Abbey Hill, Edinburgh,
BUCKINGHAMSHIRE Monday 7pm to 10pm Honiton, Devon, EX14 1HR Edinburgh, EH7 5EA
MILTON KEYNES Tuesday 6pm Wednesday 6pm to 11pm
WARGAMES SOCIETY CO ANTRIM
York House Youth Centre, DRAGONSLAYERS EXMOUTH IMPERIAL SOUTH EAST SCOTLAND
London Road, Stony Stratford, Queen’s University, WARGAMES CLUB WARGAMES CLUB
Milton Keynes, Buckinghamshire, University Road, Belfast, Community Centre, Prince of Wales Royal Navy & Royal Marine Association
MK11 1JQ Co Antrim, BT7 1NN Drive, Exmouth, Devon, EX8 4SW at 1 Broughton Road, Edinburgh
Thursday 7pm to 11pm Tuesday 6pm Wednesday 7pm Thursday 7pm to 11pm

TO LIST YOUR GAMES CLUB FOR FREE PLEASE


122_125_clubDirectory_v3 MJ.indd 122 25/07/2017 09:51
ESSEX GWENT HERTFORDSHIRE GREENWICH &
BASILDON WARBOYZ GWENT REAVERS HEMEL HEMPSTEAD BLACKHEATH BOARD
Riverton Hall, Bardfield, TABLETOP GAMING CLUB GAMES CLUB GAMES AND BEER CLUB
Basildon, Essex SS16 4JW Big Picture Photography, Somerset Grove Hill Community Centre, Henry The Royal Standard, 44 Vanbrugh
Sunday 5pm to 10pm Street, Abertillery, Gwent, NP13 3DJ Wells Square, Hemel Hempstead, Park, London, Kent, SE3 7JQ
Last Sunday of the month Monday 4pm to 10pm Hertfordshire, HP2 6BJ Alternating Tuesdays and Wednesdays
3pm to 10pm Every Tuesday at 7.30pm to play 7.15pm
HAMPSHIRE board games and run Magic: The
COLCHESTER WARGAMES ARBBL Gathering tournaments MAIDSTONE
ASSOCIATION 28, Gilliat Scout Hall, The Magic usually starts at 7.45pm and WARGAMES SOCIETY
Tollgate Hall, Villa Road, Stanway, Marlborough Street, Andover, board games tend to kick off at 8pm Linton Village Hall, Linton Hill (A229),
Colchester, Essex, CO3 5RH Hampshire, SP10 1DQ Linton, Maidstone, Kent, ME17 4AW
Friday 7pm to 11pm Tuesday 7pm to 10pm HERTFORD BEER & Second and fourth Saturdays of the month
BOARDGAMES 10am to 5pm
ESSEX WARRIORS BLACK HOLE WARGAMERS The White Horse, 33 Castle Street,
18, Writtle Village Hall, The Green, St Peter’s Church Hall, St Hertford, Hertfordshire, SG14 1HH MEDWAY AREA
Writtle, Chelmsford, Essex, CM1 3DU Peter’s Road, Petersfield, Tuesday BOARDGAMERS
Twice monthly on Sunday Hampshire, GU32 3HS 72, Union Street, Maidstone,
9.30am to 5pm Alternate Saturdays 9.30am to 12.30pm HITCHIN HERETICS Kent, ME14 1ED
The Scout Hut, King George’s Playing Wednesday 7pm
SOUTHEND-ON-SEA CHINEHAM BOARD GAMERS Field, Old Hale Way, Hitchin, SG5 1XL
ROLEPLAYING SOCIETY Reading Road, Chineham, Friday 7pm MERRYCHEST CAFE
1, Park Inn by Radisson, Church Road, Basingstoke, Hampshire, RG24 8LT GAMING CLUB
Southend-on-Sea, Essex, SS1 2AL Second and last Saturdays of the month NORTH HERTFORDSHIRE Merrychest Cafe, Watling street,
Friday 7pm to 11pm 6pm WARGAMES CLUB Dartford, Kent, DA2 8AH
Scout Hall, Old Hale Way, Hitchin, Thursday 6pm
FIFE DARK WORLDS Hertfordshire, SG5 1XL
DUNFERMLINE GAMING SOCIETY Alternate Sundays 10am to 4pm MILTON HUNDRED
WARGAMING AND Northwest Community WARGAMES CLUB
ROLEPLAYING FELLOWSHIP Centre, Henry Cort Drive, NORTH LONDON Phoenix House, Central Avenue,
Dell Farquharson Community Leisure Fareham, Hampshire, PO15 6TL WARGAMES CLUB Sittingbourne, Kent, ME10 4BX
Centre, Nethertown Broad Street, Tuesday 7pm YHA London Lea Valley, Second and fourth Tuesdays of the month
Dunfermline, Fife, KY12 7DS Sunday 6pm Youth Hostel, Windmill Lane, 6.30pm to 10pm 
Friday 6pm to 9pm Cheshunt, EN8 9AJ
FIRESTORM CARDS Second and fourth Sundays of the month TONBRIDGE
EAST NEUK TABLETOP GAMES OPEN GAMING NIGHT 3pm to 7pm WARGAMES CLUB
Dreel Halls (upper hall), High Street Bell House, Bell Road, Basingstoke, Lamberts Yard, Tonbridge, Kent, TN9 1ER
West, Anstruther, Fife, KY10 3DJ Hampshire, RG24 8FB POTTERS BAR Second and fourth Mondays of the month
Second and fourth Sundays of the month Wednesday 5pm to late GAMES CLUB
1pm to 5pm  Oakmere House (Harvester), WHITSTABLETOP
FORDINGBRIDGE High Street, Potters Bar, 61, Oxford Street, Whitstable,
FLINTSHIRE GAMING CLUB Hertfordshire, EN6 5BT Kent, CT5 1DA
DEESIDE DEFENDERS 63, Town Hall, High Street, Tuesday Tuesday 7pm
Wings Social Club, Airbus Fordingbridge, Hampshire, SP6 1AS
UK, Broughton, Chester, Thursday 6pm to 10pm (fortnightly)  THOR’S HAMMER LANARKSHIRE
Flintshire, CH4 0DR GAMING CLUB LANARKSHIRE GAMERS
Thursday 7pm GARY DONALDSON Well End Activity Camp, Well 1st Floor, Masonic Hall, Hope Street,
Hart Plain Church, Hart Plain Avenue, End, Borehamwood, Hertford, Motherwell, Lanarkshire, ML1 1BS
FGC FLINTSHIRE Waterlooville, Hampshire, PO8 8RG Hertfordshire, WD6 5PR First and third Saturdays of the month
GAMING CLUB Sunday 6.30pm to 10pm Tuesday 6pm to 10pm 12pm to 5pm
The Pavilion, Snowdon Avenue,
Bryn-y-Baal, Flintshire, CH7 6SZ PORTSMOUTH ON BOARD TRING WARGAMES CLUB LANCASHIRE
Monday 6.30pm to 11.15pm  01-03, Royal British Legion, Corpus Christie Church BLACK TOWER WARGAMING
Portsmouth South, Lucknow Street, Hall, Langdon Street, Tring, Unit 3b, 260, Vicarage Lane,
GLASGOW Portsmouth, Hampshire, PO1 1PT Hertfordshire, HP23 6BA Blackpool, Lancashire, FY4 4ND
ANTONINE BOARD GAMERS Second and fourth Wednesdays Friday 7pm to 11pm Monday 6.30pm to 11pm
77, Main Street, Torrance, of the month 7pm to 11pm
Glasgow, G64 4EN WATFORD WARGAMES CLUB BURNEY WARGAMES
Third Tuesday of the month 7.30pm RINGWOOD ASSOCIATION 68, Langley Road, Watford, Club Social Centre, Ennismore
OF WARGAMERS Hertfordshire, WD17 4PN Street, Burnley, BB10 3EU
GLASGOW GAMES ROOM Greyfriars Community Centre, 44 Wednesday 6pm to 10pm  Tuesday 7pm
36, Woodside Hall, Glenfarg Street, Christchurch Road, Ringwood,
Glasgow, G20 7Q Hampshire, BH24 1DW HIGHLANDS DICED TEA
Tuesday 5.30pm to 10.30pm Monday DINGWALL Holy Trinity Coldhurst Church
WARGAMES CLUB Hall, Crompton Street, Oldham,
UNPLUGGED GAMES CLUB SOLENT WARGAMERS CLUB Dingwall Community Centre, Lancashire, OL1 2DB
19, Norval Coffee Co, Skirving 01-03, Royal British Legion, Tulloch Street, Dingwall, Alternate Saturdays 11am to 4pm
Street, Glasgow, G41 3AB Portsmouth South, Lucknow Street, Scotland, IV15 9JZ
Sunday 1pm to 5pm Portsmouth, Hampshire, PO1 1PT Monday 7pm to 10pm HARLEQUINS BLACKPOOL
Tuesday 7pm to 11pm 302, Church Street, Blackpool,
GLOUCESTERSHIRE KENT Lancashire, FY1 3QA
GLOUCESTERSHIRE SOUTHAMPTON SLUGGAZ ASHFORD (KENT) Monday 7pm to 11pm 
GAMES BUNKER Priory Road, St Denys, Southampton, BOARDGAMES CLUB
Hatherley & Reddings Cricket Club Hampshire, SO17 2JZ The Rose Inn, Faversham Road, HOUSE LANCASTER
North Park, Shurdington Road, Friday 6pm Kennington, Ashford, Kent, TN24 9AJ GAMING GROUP
Cheltenham, Gloucester, GL51 4XA Alternate Wednesdays 6pm Sunday 7pm to 11pm The Three Mariners, Bridge Lane,
Wednesday 6.30pm to 10.30pm Lancaster, Lancashire, LA1 1EE
WATERLOO TABLE BEXLEY REAPERS First Sunday of the month 7pm
LINCOMBE BARN TOP GAMERS WARGAMING CLUB
WARGAMES SOCIETY Hart Plain Church, Hart Plain Avenue, Freemantle Hall, Bexley High PRESTON BOARD GAMERS
Lincombe Barn, Overndale Road, Waterlooville, Hampshire, PO8 8RG Street, Bexley, Kent, DA5 1AA 43, Fylde Street, Preston,
Bristol, Gloucestershire, BS16 2RW Monday 7pm to 11pm Lancashire, PR1 7DP
Sunday 2.30pm to 6.30pm HEREFORDSHIRE Wednesday 7pm to 11pm
DICE AND DECKS CANTERBURY CRUSADERS
PORK CHOP GAMING St Mary’s Church Hall, Spring Lane Neighbourhood PRESTON’S GAMERS GUILD
Church Street, Cheltenham, Church Row, Ross-on-Wye, Centre, Sussex Avenue, The Adelphi, 43, Fylde Street,
Gloucestershire, GL50 3HA Herefordshire, HR9 5HR Canterbury, Kent, CT1 1RT Preston, Lancashire, PR1 7DP
Thursday 7pm to 10pm Friday 6.30pm to 10pm Tuesday 6.30pm to 10pm Tuesday 7pm

VISIT WWW.TABLETOPGAMING.CO.UK
122_125_clubDirectory_v3 MJ.indd 123 21/07/2017 16:03
CLUB DIRECTORY
SALFORD & MANCHESTER SELWG KINGS LYNN RPG & OXFORD OUTRIDERS
GAMING HAVEN 37, St Laurence Church Hall, Bromley WARGAMES CLUB 17, The Mitre, High Street,
18-32 Welcome Centre, Brentfield Road, Catford, London, SE6 2TS 12th Scout Hut, Beulah Oxford, Oxfordshire, OX1 4AG
Avenue, Salford, Lancashire, M8 0TW Friday 7pm Street, Gaywood, King’s Wednesday 6pm
Wednesday 6.30pm to 9.30pm Lynn, Norfolk, PE30 4DN
TANELORN WAR Sunday 1pm to 6pm SHROPSHIRE
SCYTHE BOARD GAMERS GAMING CLUB BIG ORBIT GAMES
Scythe and Teacup Gaming Harvey Road, London, E11 3DB NORWICH Unit 3-9 Riverside Mall, Pride Hill
Cafe, 61 A Kempston Street, Sunday 2pm to 6pm NORWICH BOARD GAMERS Centre, Shrewsbury, Shropshire,
Liverpool, Lancashire, L3 8HE 16, Charing Cross, Norwich, West Midlands, SY1 1PH
Thursday THE PHOENIX GAMES CLUB Norfolk, NR2 4AL Every day
The Black Lion Pub, High Street, Tuesday 7.30pm
THE LIVERPOOL WARGAMES Plaistow, London, E13 SOMERSET
ASSOCIATION (LWA) Thursday 8pm NORTH YORKSHIRE BATH GAMING GROUP
11, Davies Street, Liverpool, YORK GARRISON Widcombe Social Club,
Lancashire, L1 6HB THE ROLE PLAY HAVEN WARGAMING CLUB Widcombe Hill, Bath,
Thursday, Sunday and most Saturdays 98, Carpenters & Dockland The Folk Hall, Hawthorn Terrace, Somerset, BA2 6AA
Centre, Gibbins Road, London, New Earswick, York, North Tuesday 7.30pm
LEICESTERSHIRE London, E15 2HU Yorkshire, YO32 4AQ
LEICESTER ALL SCARS Tuesday 7.15pm to 10.15pm Wednesday 6.30pm to 10.30pm MID SOMERSET
66, Tabletop Tyrants, Bedford Street, Second Saturday of the month WARGAMES CLUB
Leicester, Leicestershire, LE1 3JR THE ROLE PLAY HAVEN 9.30am to 6pm Seager Hall, Union Street,
First and third Saturdays of the month Upstairs, The Lewis Club - University Wells, Somerset, BA5 2PU
  Hospital Lewisham, Lewisham NORTHAMPTONSHIRE Thursday 7pm
LEICESTER PHAT KATZ High Street, London, SE13 6LH BATTLEFIELD
Ukranian Church Hall, Livingstone Street, Wednesday 7pm to 10.45pm HOBBBIES CLUB PIGMAR WARGAMING CLUB
Leicester, Leicestershire, LE3 0QY 17 Brunel Close, Daventry, Salisbury & Conservative Club -
Thursday 8pm to 11pm MANCHESTER Northamptonshire, NN11 8BR Hawthorn House, London Road,
TABLETOP MANCHESTER Wednesday and Friday 7pm to 11pm Bath, Somerset, BA1 6AB
SECTION 31 6, Slate Wharf, Castlefield, Saturday and Sunday 9am to 5pm Tuesday and Thursday 7pm
01-03 La Vida Italian Restaurant (the Greater Manchester, M15 4ST
function room upstairs), Northampton Monday 7.30pm THE BRACKLEY & THE FROME BOARD
Street, Leicester, Leicestershire, LE1 1PA DISTRICT GAMERS (AKA GAMES CLUB
Wednesday 6pm to 11pm MERSEYSIDE THE BAD GAMERS) 5, The George Hotel,
FORGEMASTERS Bracken Leas Primary School, Market Place, Frome,
SONS OF SIMON GAMING CLUB Magdalen Meadows, Brackley, Somerset, BA11 1AF
DE MONTFORT Brimstage Forge, Brimstage Northamptonshire, NN13 6LF Thursday 7pm to 11pm
Beaumanor Hall, Beaumanor Road, Higher Bebington, Wirral, Tuesday 7pm to 10.30pm All day on the second Sunday of the month
Drive, Woodhouse, Loughborough, Merseyside, CH63 6HD
Leicestershire, LE12 8TX Wednesday 10am to 10.30pm THE PIT GAMING CLUB TRINITY WARGAMING CLUB
Monday and Wednesday The Wesley Centre, College Street, 17, Trinity Street, Taunton,
Regular all-day Sunday games LIVERPOOL LION Irthlingborough, Wellingborough, Somerset, TA1 3JG
BOARDGAMERS Northamptonshire, NN9 5TU Friday 6.30pm to 11.30pm
THE LEICESTER WARGAMES 13, Earle Street, Liverpool, Friday 6pm to 10pm
AND FANTASY GROUP Merseyside, L3 9NS WARGAMING@RADSTOCK
55, West Leicester Conservative Monday 6pm NOTTINGHAMSHIRE Prattens Social Club,
Club, Westcotes Drive, Leicester, NOTTINGHAM BOARD Westfield, Radstock,
Leicestershire, LE3 0QU SOUTHPORT BOARD AND TABLETOP CLUB Somerset, BA3 4BD
Tuesday GAMES GROUP The Ned Ludd, 27 Friar Lane, Wednesday 6.30pm to 10.30pm
347-349 Lord Street, Southport, Nottingham, NG1 6DA Sunday 10am to 4pm
LINCOLNSHIRE Merseyside, PR8 1NH Tuesday and Thursday
GRIMSBY WARGAMES SOCIETY Tuesday 6pm WESTON WARGAMERS
Sixhills Street, Grimsby, WAR & PEACE GAMES CLUB CLUB
Lincolnshire, DN32 9HT MID GLAMORGAN 18, Grasmere Street, Sandiacre, Unit 9UA, Elizabeth House
Every night 7pm BRIDGEND ROLEPLAYING Nottingham, Nottinghamshire, NG10 5BD 30-32, Boulevard,
AND BOARDGAMES CLUB Wednesday 7pm to 11pm Weston-super-Mare,
LINCOLN BOARD 62 Robins Hill, Bridgend, Mid Somerset, BS23 1NF
GAME GROUP Glamorgan, CF31 2PJ WILDSIDE GAMING Tuesday, Wednesday and Friday
6, Upstairs Function Room, Union Wednesday 19-21, Wild Ways, Slaughter 6pm to 10.30pm
Road, Lincoln, Lincolnshire, LN1 3BJ House Lane, Newark,
Tuesday 7.30pm  CASTLE GAMERS Nottinghamshire, NG24 1ER WESSEX WARGAMERS
BRIDGEND Wednesday to Friday 4pm to 10pm WINCHESTER
LOUTH STRATEGY Gilead Chapel, Heol Spencer, Coity, Saturday 11am to 6pm Badger Farm Community
GAMES CLUB Bridgend, Mid Glamorgan, CF35 6AU Centre, Badger Farm Road,
Holy Trinity Community Centre, Sunday 5pm OXFORDSHIRE Winchester, SO22 4QB
Eastgate, Louth, Lincolnshire, LN11 8DB ABINGDON WARGAMES CLUB Tuesday 7pm to 11pm
Sunday 5pm to 9pm MIDDLESEX 59, Neave Room, Ock Street,
BATTLEUX Abingdon, Oxfordshire, OX14 5AG WSM BOARD
LLANDUDNO WARGAMES CLUB Friday 6.30pm GAMING CLUB
CONWY WARGAMES CLUB Battle of Britain Club, Hillingdon Road, Third Sunday of the month 10am 358-360, Locking Road,
Creuddyn Leisure Centre, Uxbridge, Middlesex, UB10 0RY Weston-super-Mare,
Derwen Lane, Penrhyn Bay, Monday 7pm to 11pm AMBROSDEN GAMING CLUB Somerset, BS22 8PD
Llandudno, Wales, LL30 3LB Ambrosden Village Hall, Merton Thursday 6.30pm to 11.30pm
Last Sunday of the month DICE CLUB Road, Ambrosden, Bicester,
12pm to 5pm Battle Of Britain Club, Oxfordshire, OX25 2LZ SOUTH YORKSHIRE
Hillingdon Road, Uxbridge, Monday 8pm (fortnightly) BROTHERHOOD
LONDON Middlesex, UB10 0RY OF THE DICE
CROSS GAMING CLUB Wednesday (except the second NORTH OXFORDSHIRE Wilthorpe & Redbrook Community
68, Borough Road, Southwark, Wednesday of the month) WARGAMING CLUB Centre, Wilthorpe Road, Barnsley,
London, SE1 1DX 7.30pm to late Bowen Room, Dupuis Centre, South Yorkshire, S75 1JR
Tuesday 6pm to 11pm 25 South Bar Street, Banbury, Monthly 5pm to 10.30pm
Thursday 6.30pm to 10.30pm NORFOLK Oxfordshire, OX16 9AF
AFTERMATH GAMING CLUB Wednesday 7pm to 10pm ROTHERHAM
HESTON AND 219, Lazar House, Sprowston WARGAMES CLUB
EALING WARGAMERS Road, Norwich, Norfolk, NR3 4HX OXFORD ON BOARD The Masbrough and Thornhill,
Room 2, Northfields Community Centre, Tuesday 7pm to 11pm Iffley Road, Oxford, Community Centre, College Road,
71a Northcroft Road, Northfields, Second and last Thursdays of the month Oxfordshire, OX4 1EA Masbrough, Rotherham, S60 1JE
Ealing, West London, W13 9SS 7pm to 11pm Monday 7pm Saturday 9am to 5pm

TO LIST YOUR GAMES CLUB FOR FREE PLEASE


122_125_clubDirectory_v3 MJ.indd 124 21/07/2017 16:03
SHEFFIELD BOARD GAMES MID SUFFOLK WEST MIDLANDS DEVIZES & DISTRICT
In the room upstairs at The GAMING GROUP BIRMINGHAM WARGAMES WARGAMES GROUP
University Arms, 197 Brook Wyverstone Village Hall, AND BOARDGAMES CLUB Scout Hall, Southbroom Road,
Hill, Sheffield, S3 7HG Rectory Road, Stowmarket, AKA DRAGOON’S DEN Devizes, Wiltshire, SN10 5AD
Tuesday 7pm to late Suffolk, IP14 4SH 91, Moseley All Services Club, Sunday 2pm to 6pm
Second and last Fridays of the month Church Road, Birmingham, B13 9EA
The Red Deer, 18 Pitt Street, Friday 6.45pm to 11.45pm WEDNESDAY KNIGHT GAMERS
Sheffield, S1 4DD MID SUFFOLK WARGAMES Second and fourth Sundays of the Mill Stream Approach, Castle Street,
First Sunday of the month ASSOCIATION month Salisbury, Wiltshire, SP1 3TA
12.30pm to early evening Milden Cricket Pavilion 1.30pm to 11.45pm Wednesday 5.30pm to 10.30pm
Church Road, Milden,
SHEFFIELD CO10 9SG PLAY MORE GAMES! BROMSGROVE
WARGAMES SOCIETY Wednesday 9am to 5pm Unit 9 Parkgate, Stratford BOARD GAMERS
Woodseats Working Mens Club, Every third Saturday 9am to 5pm Road, Shirley, Solihull, West 2, Finstall Road, Bromsgrove,
The Dale, Sheffield, S8 0PS Midlands, B90 3GG Worcestershire, B60 2DZ
Wednesday 7pm SURREY Monday 6pm to 11pm Wednesday 7.30pm
HAMPTON COURT GAMERS
STEEL CITY WARGAMING Imber Court Conference STOURBRIDGE & WYRE FOREST GAMERS
St James Parish Hall, Tithe Barn Room, Ember Lane, East DISTRICT WARGAMERS St Ambrose Parish Hall, Leswell St,
Lane, Woodhouse, Sheffield, Molesey, Surrey, KT8 OBT The Church Hall, V icarage Kidderminster, Worcestershire DY10 1RP
South Yorkshire, S13 7LL Sunday 4pm to 8pm Road, Amblecote, Stourbridge, Third Sunday of the month
Friday 6pm to 10pm (Opposite the Corbett hospital) 2pm to 7pm
GUILDFORD GAMES CLUB Friday 7pm to 11.30pm
ZONE OUT GAMES CLUB Park Barn Centre, Southway, WORCESTERSHIRE
The Workshops, Coopers Terrace, Guildford, Surrey, GU2 8DU WEST SUSSEX POSTAL ORDER GEEK MEET
Doncaster, South Yorkshire, DN1 2PX Monday 7.30pm to 11pm BOGNOR REGIS GAMING 18, The Postal Order,
Tuesday and Wednesday ASSOCIATION Foregate Street, Worcester,
5pm to 10pm STAINES WARGAMES Greencourt Drive, Bognor Regis, Worcestershire, WR1 1DN
Saturday 9am to 4pm ASSOCIATION West Sussex, PO21 5EU Monday 7pm
Sunday 10am to 4pm The Social Hall, Harvest Tuesday 6.30pm to 11pm
Road, Egham, Surrey REDDITCH
STAFFORDSHIRE Friday 7pm to 11pm CRAWLEY WARGAMES WARGAMING SOCIETY
CHASE WARGAMES CLUB CLUB Windmill Community Centre,
Burntwood Road, Burntwood, STAY ON TARGET Tilgate Recreational Centre, Ryegrass Lane, Walkwood, Redditch,
Staffordshire, WS7 0JL 56, Chertsey Road, Woking, Pease Pottage Hill, Crawley, Worcestershire, B97 5YE
Thursday 8pm Surrey, GU21 5BG West Sussex, RH11 9BQ Tuesday 6.45pm to 10pm
Thursday 6pm to 11pm Friday 7pm to 11pm
LIBERAL GAMING CLUB YORKSHIRE
The Old Liberal, 5-9 Woodhouse THE WOKING WEIRD BOYZ DUNGEON CRAWL-EY BEYOND MONOPOLY
Lane, Tamworth, Staffordshire, Mount Hermon Road, Woking, GAMES CLUB 17-19, Blossom Street, York,
West Midlands, B77 3AE Surrey, GU22 7TA 1st Langley Scout Hut, Yorkshire, YO24 1AQ
Tuesday Thursday 7pm Larks Rise, Crawley, West First and third Saturdays of the month
Sussex, RH11 7QG 10am to 9pm
LICHFIELD GAMERS TOLWORTH 1ST FOUNDING Bi-monthly Second and fourth Fridays of the month
AND RPG St Paul’s Church Hall, 280 Hook 5pm to 9pm
Duke Of York, Church Street, Road, Chessington, Surrey, KT9 1PF SOUTH DOWNS
Lichfield, Staffordshire, WS13 6EB Friday 7pm to 10.30pm SIEGEBREAKERS HEADINGLEY GAMES CLUB
Monday 7pm 13, High Street, Storrington, Heart Centre, Bennett Road,
SUSSEX Pulborough, West Sussex, RH20 4DR Leeds, Yorkshire, LS6 3HN
STAFFORDSHIRE BRIGHTON WARLORDS Tuesday 6.30pm to 11pm Thursday 6.30pm to 10.30pm
WARGAMING GUILD 13-17, Marlborough Place,
38, High Street, Stone, Brighton, Sussex, BN1 1UB WEST YORKSHIRE HOLMFIRTH GAMING CENTRE
Staffordshire, ST15 8AS Monday 4pm to 11pm AIREBOROUGH Above the Karate Centre,
Sunday 6pm to 10.30pm COMMUNITY GAMERS Albion Mills - Unit 1 Second
WARWICKSHIRE Trinity Church Rawdon (in the old Floor, Miry Lane, Thongsbridge,
TAMWORTH GAMES CLUB BOARD GAME CAFE hall), New Road Side, Rawdon, Holmfirth, Yorkshire, HD9 7HP
Central Methodist Church, Aldergate, SUMMERFIELD Leeds, West Yorkshire LS19 6AS Thursday and Sunday 5pm
Tamworth, Staffordshire, B79 7DJ Memorial Hall, Summerfield Thursday 7pm
Wednesday 5pm to 9pm Crescent, Birmingham, Saturday 1pm to late LEEDS GAMING
Warwickshire, B16 0EZ 28, Great George Street,
THE VINE INN GAMERS Last Monday of the month 6.30pm GAMING CLUB BRADFORD Leeds, Yorkshire, LS1 3DL
Sheep Fair, Rugeley, 114, Thornton Road, Bradford, Second Sunday of the month
Staffordshire, WS15 2AT DREAMDEALERS West Yorkshire, BD1 2DX 12.30pm to 7.30pm
Sunday and Wednesday GAMING CLUB Friday 5pm to 10pm
6pm to 11pm St Lukes Church Hall, LEEDS NIGHT OWLS
Rotherham Road, Coventry, HALIFAX BOARD GAMERS 145-153, Cardigan Road,
STIRLINGSHIRE Warwickshire, CV6 4FE 55, The Old Post Office, Leeds, Yorkshire, LS6 1LJ
FALKIRK DISTRICT Saturday 1pm to 5pm Winding Road, Halifax, West Sunday 10am
WARGAMES CLUB Yorkshire, HX1 1SJ
Newlands Community Centre, GRANGE LIVE GAMING Monday OVERSEAS
Montgomery Street, Grangemouth, 93-99 Holloway Head, Birmingham, BIELEFELD WARGAMES &
Stirlingshire, FK3 8QR Warwickshire, B1 1QP KEIGHLEY TABLETOP MODEL MAKING CLUB
Mondays 7pm to 11pm. Wednesday 3pm to 10.30pm Thursday COMBAT Building 43, Catterick Barracks,
Last Sunday of the month 9am to 10.30pm The Venue @ UAK, Green Head Road, Detmolder Strasse 440,
10am to 6pm Friday 9am to 10.30pm Keighley, West Yorkshire, BD20 6EB Bielefeld NRW, Germany, 33605
Saturday and Sunday 9am to 5.30pm Thursday 6pm to 10pm Thursday and occasionally at the weekend
SUFFOLK
BURY ST EDMUNDS NUNEATON ALTERNATIVE OTLEY BOARD GAMERS THE CENTURIONS
BOARD GAMING GROUP GAMES ASSOCIATION The Yew Tree Inn, Newall Carr Road, WARGAMING
The Bennet Arms, Kingshall Street, Church Road, Nuneaton, Otley, West Yorkshire, LS21 2AU Source Comics & Games,
Rougham, Suffolk, IP30 9LH Warwickshire, CV10 8LJ Monday 6.30pm 2057 Snelling Ave. N
Meet fortnightly on Thursday Monday and Wednesday Roseville, MN, USA, 55113
6pm/6.30pm WILTSHIRE First and third Saturdays of the month
IPSWICH BOARD GAMERS CHIPPENHAM BOARD
Cult Cafe, University Avenue, SCIMITAR WARGAMES GROUP GAMES CLUB WARGAME CLUB
Ipswich, Suffolk, Christ Church, Frankpledge Road, The Bridge House, Borough Parade, GIUSEPPE GARIBALDI
IP3 0FS Coventry, Warwickshire, CV3 5GT Chippenham, Wiltshire, SN15 3WL San Lorenzo, 17 Genoa, Italy
Monday 7.30pm Wednesday 7pm to 10pm Thursday 7pm to 11pm Wednesday and Thursday

VISIT WWW.TABLETOPGAMING.CO.UK
122_125_clubDirectory_v3 MJ.indd 125 21/07/2017 16:03
p126.indd 1 20/07/2017 09:55
SHOP SPOTLIGHT
■ Left: The
newly-opened
Tabletop
Gaming Centre.

■ Right:
Anthony Skinner.

CHAOS CARDS
wanted our shop to set a standard for how a
hobby store should be and to transfer our online
reputation on to the High Street.

One of the UK’s biggest online games outlets is making a What events do you have planned for the
centre during the rest of 2017 and into 2018?
break for the High Street with a new shop in Kent. Co-director Well, we have our Summer of Gaming series of
Anthony Skinner tells us why the real world is the place to be major tournaments. We recently had our inaugural
Magic: The Gathering pre-release weekend for
Interview by Matt Jarvis
Hour of Devastation. We also celebrated the return
Could you tell us about Chaos Cards’ origins? of years of hard to work to launch our truly hybrid of A Game of Thrones to our screens by holding
Chaos Cards launched in 2011 and was a re- business model. a huge event for living card game fans at the
imagined version of our previous website, The end of July. Expect to see more Game of Thrones
Card Cellar. I used to play a lot of Magic: The What have you learnt so far about the tournaments before the year is out.
Gathering, travelling to PTQs [Pro Tour Qualifiers] challenges and differences between having At the beginning of August, we have our Find
around the country. I started off by selling my an online and physical shop? the Truth Android: Netrunner £1,500 open series:
personal Magic collection on eBay. Not long after We are still very much learning every day! So far, the first of our mega tournaments for Netrunner.
this, I handed in my notice at my day job and set in terms of challenges, I would say theft is number £500 is guaranteed for first place, with the winner
off on my mission to build the best trading card one. We unfortunately had a large shoplifting also getting a special prize – that is secret for now!
store in the UK. incident that is now being investigated by police. We will be announcing hundreds of new
Also, with the store being open on some evenings, events over the coming months on our website
How has the website changed? this creates complexities in staffing. and Facebook page. Our aim is to have one large
When we started Chaos Cards, we were selling We have been around for many years now so event every month, which attracts players from
almost exclusively Pokémon trading cards and there isn’t much that surprises us and we can all over the country to come together for one
also offered Yu-Gi-Oh! and Magic: The Gathering generally predict interest in games and titles weekend of gaming.
cards, but we did not sell board games or pretty well. The challenge now is in learning our The store is now an official store for Yu-Gi-Oh!
miniatures at all. Once I convinced my brother new real-world community and where our local and Magic: The Gathering organised play, with
[fellow director Timothy] to join the company, he customers’ interests lie. other games in the pipeline, along with a lot of
took over the tabletop section, whilst I specialised miniature leagues and tournaments running
in the cards. Your gaming centre is based in Folkestone. all the time. We are also building our Games
Why was it the right first location for you? Workshop ranges in-store and online following
While many High Street shops are moving The location was subject to some debate but, the brick-and-mortar store opening with
online, you recently went the opposite way ultimately, we live and work in Folkestone and campaigns to come soon.
and opened a store in Kent. Why did you use the stores and High Street like every other
decide to move into the physical world now? resident in the area. The only logical option for Do you have plans for future brick-and-
It has been a long-held dream to open our own our first store was to support our own community mortar outlets in other regions?
brick-and-mortar venue. The games we sell have and begin at home. Logistically, it represents a I would not want to give too much away,
a large community element to them and, by real benefit as well, as stock and staff are only but let’s just say if this store is well received,
building an actual physical community, we are five minutes away from the shop so we can react you may well see more Chaos Cards stores
able to offer events alongside the extensive range instantly to any issues or stock requirements. popping up in the future! If there is anywhere in
of products we sell. particular you would like to see one, please let
In our store, we are able to offer customers What was the most important thing for you us know! ■
access to our vastly superior inventory in the to achieve in opening a physical store?
warehouse, giving the customer greater choice Number one was to provide players in the CHAOS CARDS GAMING CENTRE
than a traditional brick-and-mortar-only store. South East with a large, bright, fun space with 100 Sandgate Road, Folkestone, CT20 2BW
By having our store and warehouse in the same everything they need to enjoy their hobby. On a 01303 255 522
town, we don’t need to keep a large stock room personal note it was important that not a single shop@chaoscards.co.uk
chaoscards.co.uk
in-house. So the store you see is the culmination grey carpet tile was to enter the building! We

127

127_ShopSpotlight_v2 MJ.indd 127 25/07/2017 09:53


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ON ANY DEVICE ANYTIME!

A PATH
TO THE
STARS
Fantasy RPG Pathfinder is headed
to a new world – actually, dozens of
them – with sci-fi sequel Starfinder.
Creative director James Sutter
shows us around the far reaches
of the roleplaying universe
Words by Matt Jarvis

I
n 2008, Paizo changed the roleplaying
scene forever with the announcement

UK GAMES EXPO 2017


tabletop

of Pathfinder,, its fantasy RPG created


from the DNA of Dungeons & Dragons
3.5,, which initially divided the opinion of
fans then awaiting D&D’s ’s controversial

WERE YOU THERE? PICTURE SPECIAL INSIDE


fourth edition that the ambitious
newcomer purposefully rebelled
against. Pathfinder went on to become
a roleplaying giant of its own, becoming #11 Aug/Sep ‘17 tabletopgaming.co.uk
the first RPG to outsell D&D in more than 30
years and inspiring further adventures, tabletop
spin-offs, video games, tie-in novels and countless
other additions that expanded the universe.
Close to a decade on, Pathfinder’s ’s universe is about
to grow like never before as Paizo prepares to launch
Starfinder,, the first full sequel to the RPG that ditches
its fantasy trappings for the advanced technology and

INCLUDES
interstellar travel of science fiction.
“The idea had been percolating for a long time,
honestly,” reveals creative director James Sutter. “I had
written a book called Distant Worlds that outlined a
solar system for Pathfinder – basically a bunch of little
mini-settings that neighbour Pathfinder’s core planet of
STARFINDER | MIDDLE-EARTH | UK GAMES EXPO 2017

Golarion – and that did surprisingly well with the fans,


showing us there was an audience for mixing science-
fiction peanut butter with our fantasy chocolate. ▶
“In a galaxy of billions of stars, there’s always a new corner
TOLKIEN ON
■ Starfinder takes place in the same universe as Pathfinder,
SWORDS,

MOBILE-FRIENDLY
but is set a long time in the future. (Artist: Setiawan Lie) you can carve out for whatever crazy idea you have.”
THE TABLE SEX AND
22 23 MIDDLE-EARTH’S
LASTING LEGACY
SCI-FI
AS THE HOBBIT HOW CYBERPUNK
TURNS 80 AND THE WITCHER
BROUGHT STYLE
TO ROLEPLAYING

EDITION – SAY
22-23

WARHAMMER REDISCOVERING
40,000
DISCWORLD

GOODBY TO
CENTURY: STEP BACK INTO
SPICE ROAD TERRY PRATCHETT’S
SIDE-SPLITTING RPG
SECRETS

SAGRADA

SUB TERRA

ENERGY EMPIRE

ZOOMING!
THE CAPTAIN IS DEAD

STARFINDER
A FEAST FOR ODIN

THIS WAR OF MINE

WORD SLAM
PAIZO REVEALS ALL ABOUT ITS INTERSTELLAR
#11 AUG/SEP '17

DICE FORGE PATHFINDER SEQUEL + WE GIVE OUR VERDICT


Display until 04/10/17

ANALOGUE TO DIGITAL HAVE A GOOD WAR


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reddicegames
www.e-collecticagames.co.uk
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reddicegames.com
ONLINE BERKSHIRE DEVON

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p129_shopDirectory.indd 129 24/07/2017 11:58


Tabletop Time Machine
MOUSE TRAP (1963)

■ Above: The ball


bearing ladder.

■ Left: The
completed machine.

■ Right: The larger,


more troublesome
ball and diver.

P
erhaps one of the largest amounts of random The game itself is not great and uses the old
plastic items to be put in a box and called mechanic of rolling a dice and moving a plastic
a game, Mouse Trap is famous for its crazy counter the number of squares shown. You get to add a
machine that gets built over the course of a game – piece to the trap if you land on a particular square and
and for the disappointment when that machine fails attempt to catch your opponents with the trap once it is
to work. built. It’s an elimination game, so the winner is the last
I have to admit having a little fondness for Mouse mouse standing.
Trap. It’s a nostalgic memory of childhood family For many the game was irrelevant, and building
■ The box artwork showing a
gaming that saw so many anti-climatic moments due and setting off the trap just for fun was more common
Rube Goldberg-style machine.
to the over-complicated mechanism employed. That is than playing through an entire game. The magic was in
kind of the point of the game, though: the communal being able to build and use a Rube Goldberg machine,
building of a machine so over-the-top in complexity as something that was only usually seen in drawings.
to be comical. That complex machine of pure plastic is Reuben ‘Rube’ Goldberg was an American-born
also where the game’s greatest controversy lies. cartoonist and author who became famous for inventing
Ideal Toy Corporation had been around since 1903 machines that performed a simple task through an
and was an established toy and game producer by the excessively large number of steps. The illustrations
time it licensed Mouse Trap in 1963. While there were created by Rube depict the working of these machines
several updates and new versions to follow later, the for entertainment purposes. They were a popular, iconic
■ A blueprint of the machine original edition of Mouse Trap was its greatest success. and unique style of art that was instantly recognisable as
makes up the board.
Ideal attempted to capitalise on this success by the work of Goldberg.
publishing its next machine building game in 1964, Mouse Trap is a prime example of a Rube Goldberg
called Crazy Clock. There was no board involved – machine. The game’s designer was Harvey Kramer, who
instead, Crazy Clock employed a deck of cards to help was working at Marvin Glass & Associates at the time
Words Phil Robinson build the device. This was not so popular and, in 1965, and was clearly inspired and influenced by Goldberg’s
Phil Robinson is a game
Ideal published a game called Fish Bait which was even work when he created Mouse Trap. Goldberg never
historian and the founder more closely related to Mouse Trap. This was still unable started legal proceedings as the case was never clear-
of the Museum Of Gaming to match the success that Mouse Trap had brought. cut and Glass claimed Goldberg’s drawings were only
(www.museumofgaming.org.uk), In the UK Ideal’s assets were eventually bought by inspirational. The concept and recognisable style of the
an organisation that explores
and documents the history of
Hasbro in the late ‘90s. Mouse Trap received another artwork were not enough to claim intellectual property
gaming through its collections, update in 2004, including changes to the machine’s rights and Goldberg never received anything from Mouse
exhibitions and research. design to include three traps. Trap except perhaps a lasting tribute to his work. ■

130

130_tabletopTimeMachine_v2 MJ.indd 130 21/07/2017 16:05


IN THE NEXT ISSUE...

PANDEMIC LEGACY
SEASON 2
Matt Leacock and Rob Daviau return with their ambitious
sequel to the legacy game that changed the world

EXCLUSIVE
CUSTOMISABLE
WHEN I DREAM
DOUBLE-SIDED PROMO
CARD WITH NEW ARTWORK
FREE WITH ISSUE 12!

PLUS!
LIGHTS, CAMERA, ACTIONS: A LOOK AT MOVIE BOARD GAMES | INSIDE GAMING COMICS
LOVECRAFT’S TERROR ON THE TABLETOP | RISK TURNS 60 | AND MORE!

AVAILABLE OCTOBER 5TH

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